STEVENSON'] 



GAMES 



345 



those of the one alread}' on the ground. If he is successful, he takes 

 both arrows and proceeds to make another throw, after which the next 

 phxyer throws at the arrow on the g-round; if he fails, the arrow remains 

 in phice, and another pUiyer throws, and so on, each man taking the 

 arrows wliich are touched by his own. Sometimes disputes arise as to 

 whether the feathers are really in contact, and Iho men stoop and 

 examine the arrows with the closest scrutiny. The taker of all the 

 arrow^s wins the game. If all the arrows fall apart, each phn^er takes 

 his own from the ground and a new game is begun. 



Po'Jdl cinnmne {jaclt-rahhlU hit). The implement of this game is a 

 neatly interlaced pad of corn husks with two delicate feathers project- 

 ing from the center (see figure 20). This game is so named because 

 the sound produced by one of these shuttlecocks coming in contact 



20— Implements used in po'kiiiiniiawi 



with the palm of the hand is similar to the noise of the tread of the 

 jack-rabbit upon frozen snow. It is played as frequently by the 

 younger boys as by their elders, and always for stakes. One bets 

 that he can toss the shuttlecock a given number of times. While ten 

 is the number specially associated with the game, the wagers are often 

 made for twenty, fifty, and sometimes one hundred throws. In case 

 of failure, the other player tries his skill, each party alternating in 

 the game until one or the other tosses the shuttlecock the given niun- 

 ber of times, only one hand being used, thus winning the game. 



'S!'h>a-ya'ii(vne fi'l-waiu'. The implements of this game are a slen- 

 der rod longer than an arrow shaft, zigzagged in black, symbolic of 

 lightning; a ring about LH inches in diameter, composed of yucca rib- 

 bons, and a ti'kwane (racing stick). 



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