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authorRoger Frank <rfrank@pglaf.org>2025-10-15 04:41:11 -0700
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+*** START OF THE PROJECT GUTENBERG EBOOK 13022 ***
+
+Note: Project Gutenberg also has an HTML version of this
+ file which includes the original illustrations.
+ See 13022-h.htm or 13022-h.zip:
+ (https://www.gutenberg.org/1/3/0/2/13022/13022-h/13022-h.htm)
+ or
+ (https://www.gutenberg.org/1/3/0/2/13022/13022-h.zip)
+
+
+
+
+
+MY BOOK OF INDOOR GAMES
+
+by
+
+CLARENCE SQUAREMAN
+
+1916
+
+With Full Page Illustrations from Photographs Loaned
+by The Chicago Park Commission
+
+
+
+
+
+
+
+[Illustration: Cover.]
+
+
+
+
+[Plate 1]
+
+
+
+The publishers gratefully acknowledge their thanks to the Chicago
+Park Commission for the loan of the photographs of which the half tone
+illustrations used in this book are copies.
+
+
+
+
+INDEX OF INDOOR GAMES
+
+ Acting Proverbs 37
+ Acting Rhymes 54
+ Adventurers 41
+ All Fours 64
+ Alphabet Game 84
+ Animal, Vegetable or Mineral 45
+ Ants and the Grasshopper 91
+ Balancing Spoon 114
+ Band Box (Charade) 29
+ Beggar My Neighbor 69
+ Bingo 96
+ Birds, Beasts and Fishes 61
+ Bird Catcher 26, 105
+ Birds Fly 100
+ Blackboard Relay 102
+ Blind Man's Buff 18
+ Blind Man's Wand 47
+ Bob Major 24
+ Bridge of Knives 112
+ Buff Says Buff 18
+ Buzz 16
+ Card Games 13
+ Cat and Mouse 17
+ Cat and Rat 104
+ Cat's Cradle 81
+ Charades 28
+ Checkers 56
+ Changing Seats 102
+ Chinese Shadows 118
+ Coach and Four 93
+ Cock Fighting 83
+ Consequences 43
+ Circle Ball 106
+ Crambo 44
+ Coin Trick 115
+ Cross Questions and Crooked Answers 11
+ Crows' Race 104
+ Cushion Dance 77
+ Dancing Egg 111
+ Dancing Pea 114
+ Dead Ball 106
+ Diamond Ring 78
+ Dodge 107
+ Dominoes 58
+ Draw a Pail of Water 87
+ Drop the Handkerchief 15
+ Duck Under the Water 88
+ Dumb Crambo 24
+ Dwarf 21
+ Earth, Air, Fire and Water 44
+ Eraser Game 106
+ Eraser Relay 108
+ Family Coach 14
+ Farmyard 77
+ Feather 50
+ Find an Object While Blindfolded 117
+ Fives and Threes 60
+ Flag Race 103
+ Flowers 80
+ Flying 47
+ Forbidden Letter 78
+ Force of a Water Drop 115
+ Fox and Chickens 107
+ Fox and Geese 83
+ Fox Chase 103
+ French Roll 27
+ Frog in the Middle 100
+ Gallery of Statutes 51
+ Game of Cat 34
+ Game of Conversation 50
+ Garden Gate 27
+ Giant 83
+ Grand Mufti 79
+ Green Gravel 59
+ Hand Shadows 118
+ Hands Up 48
+ Hide the Thimble 103
+ Honey Pots 85
+ Hot Boiled Beans and Bacon 52
+ How to Light a Candle Without Touching It 112
+ How, When and Where 21
+ Huckle, Buckle, Beanstalk 102
+ Huntsman 51
+ Hunt the Ring 49
+ Hunt the Slipper 48
+ I Apprenticed My Son 17
+ I Love My Love With an A 43
+ I Point 78
+ I Say Stoop 100
+ I Sell My Bat, I Sell My Ball 81
+ I Suspect You 68
+ It 53
+ Jolly Miller 55
+ Judge and Jury 48
+ Jumping the Rope 105
+ Last Man 102
+ Little Lady 99
+ Living Pictures 34
+ Living Shadows 119
+ Lodgings to Let 49
+ Lost and Found 45
+ Lubin Loo 97
+ Magic Music 16
+ Magic Thread 111
+ Magic Whistle 92
+ Magic Writing 79
+ Malaga Raisins 93
+ Man and Object 54
+ Man With His Head the Wrong Way 117
+ Mother, Mother, the Pot Boils Over 89
+ My Master Bids You Do as I Do 52
+ Mysterious Ball 117
+ Noughts and Crosses 61
+ Oats and Beans and Barley 95
+ Obstinate Cork 112
+ Old Maid 66
+ Old Soldier 22
+ Oranges and Lemons 12
+ Our Old Grannie Doesn't Like Tea 42
+ Paper and Pencil Games 61
+ Personations 83
+ Pigeon House Game 95
+ Poison 103
+ Pope Joan 67
+ Postman 20
+ Postman's Knock 42
+ Preliminary Ball 107
+ Proverbs 38
+ Puss in the Corner 20
+ Questions and Answers 88
+ Racing and Counting Scores 101
+ Red Cap and Blue Cap 53
+ Revolving Pins 116
+ Riddles 69
+ Riding the Bicycle 104
+ Rule of Contrary 26
+ Running Maze 92
+ Ruth and Jacob 56
+ Sally Water 94
+ Schoolmaster 25
+ School Room Basket Ball 101
+ School Room Tag 108
+ Sea King 17
+ Seat Tag 106
+ Sentinel Drop 115
+ Serpentine Maze 110
+ Shadows 118
+ Shouting Proverbs 38
+ Simon Says 26
+ Six and Five Make Nine 113
+ Slap Jack 104
+ Slow Poke 110
+ Snap 65
+ Snip, Snap, Snorum 66
+ Speculation 63
+ Spelling Game 86
+ Stool of Repentance 49
+ Squirrel and Nut 101
+ Suggestive Breathing Work 103
+ Swimming Needles 111
+ Tag Me or Heads Up 105
+ Tag the Wall Relay 110
+ Teacher 105
+ Teacher and Class 109
+ Think of a Number 119
+ Third Man 107
+ Thought Reading 70
+ Tit, Tat, Toe 61
+ To Balance a Coffee Cup 112
+ To Guess Two Ends of a Line of Dominoes 120
+ To Tell the Age of Any Person 120
+ Trades 61
+ Travelers' Alphabet 14
+ Tricks and Puzzles 110
+ Twirl the Trencher 11
+ Vanishing Dime 113
+ What's My Thought Like? 81
+ Wonderment 89
+
+
+
+INTRODUCTION
+
+
+
+"Let the child imbibe in the full spirit of play. There is nothing
+like it to keep him on the path of health, right thinking and mind
+development."
+
+That is the guiding purpose of the author. The reader will find in
+this book a collection of old and present day games. The student of
+Play has long realized that there are no new games, that all our games
+of today are built on the old timers.
+
+The purpose of My Book of Indoor Games is to furnish amusement,
+entertainment and to be the means of sociability. So very often the
+question comes up--"What shall we do?" In many cases this book serves
+only as a reminder, the games and parlor tricks are well known but
+cannot be recalled at the critical moment. A combination, such as
+this, of the best of the old-fashioned games and a carefully compiled
+list of the games of today will furnish much help to the young in
+their search of entertainment and amusement.
+
+But the book will be equally useful to grownups. The author has seen
+staid, respectable people play "Lubin Loo" with as much zest and
+spirit as the youngest group of children. All of us have played
+"Going to Jerusalem." The spirit must be there; there is nothing so
+contagious as the spirit of play.
+
+
+
+[Illustration: Hide--then go seek]
+
+
+
+[Illustration]
+
+
+
+
+
+TWIRL THE TRENCHER
+
+This is a game which almost any number of children can play.
+
+The players seat themselves in a circle, and each takes the name of
+some town, or flower, or whatever has been previously agreed upon. One
+of the party stands in the middle of the circle, with a small wooden
+trencher, or waiter, places it upon its edge, and spins it, calling
+out as he does so the name which one of the players has taken. The
+person named must jump up and seize the trencher before it ceases
+spinning, but if he is not very quick the trencher will fall to the
+ground, and he must then pay a forfeit. It is then his turn to twirl
+the trencher.
+
+A very similar game to this is "My Lady's Toilet." The only difference
+is that each player must take the name of some article of a lady's
+dress, such as shawl, earring, brooch, bonnet, etc.
+
+ * * * * *
+
+CROSS QUESTIONS AND CROOKED ANSWERS
+
+To play this game it is best to sit in a circle, and until the end of
+the game no one must speak above a whisper.
+
+The first player whispers a question to his neighbor, such as: "Do you
+like roses?" This question now belongs to the second player, and he
+must remember it.
+
+The second player answers: "Yes, they smell so sweetly," and this
+answer belongs to the first player. The second player now asks his
+neighbor a question, taking care to remember the answer, as it will
+belong to him. Perhaps he has asked his neighbor, "Are you fond of
+potatoes?" and the answer may have been, "Yes, when they are fried!"
+
+So that the second player has now a question and an answer belonging
+to him, which he must remember.
+
+The game goes on until every one has been asked a question and given
+an answer, and each player must be sure and bear in mind that it is
+the question he is asked, and the answer his neighbor gives, which
+belong to him.
+
+At the end of the game each player gives his question and answer
+aloud, in the following manner:
+
+"I was asked: 'Do you like roses?' and the answer was: 'Yes, when
+they are fried!'" The next player says: "I was asked: 'Are you fond
+of potatoes?' and the answer was: 'Yes, they are very pretty, but they
+don't wear well.'"
+
+ * * * * *
+
+ORANGES AND LEMONS
+
+Two of the players join hands, facing each other, having agreed
+privately which is to be "Oranges" and which "Lemons." The rest of
+the party form a long line, standing one behind the other, and holding
+each other's dresses or coats. The first two raise their hands so as
+to form an arch, and the rest run through it, singing as they run:
+
+ "Oranges and Lemons,
+ Say the bells of St. Clement's;
+ You owe me five farthings,
+ Say the bells of St. Martin's;
+ When will you pay me?
+ Say the bells of Old Bailey.
+ I do not know,
+ Says the big bell of Bow.
+ Here comes a chopper to light you to bed!
+ Here comes a chopper to chop off your head!"
+
+At the word "head" the hand archway descends, and clasps the player
+passing through at that moment; he is then asked in a whisper,
+"Oranges or Lemons?" and if he chooses "oranges," he is told to go
+behind the player who has agreed to be "oranges" and clasp him round
+the waist.
+
+[Illustration]
+
+The players must be careful to speak in a whisper, so that the others
+may not know what has been said.
+
+The game then goes on again, in the same way, until all the children
+have been caught and have chosen which they will be, "oranges" or
+"lemons." When this happens, the two sides prepare for a tug-of-war.
+Each child clasps the one in front of him tightly and the two leaders
+pull with all their might, until one side has drawn the other across a
+line which has been drawn between them.
+
+ * * * * *
+
+MUSICAL CHAIRS OR GOING TO JERUSALEM
+
+This game must be played in a room where there is a piano.
+
+Arrange some chairs, back to back, in the center of the room, allowing
+one chair less than the number of players. Some one begins to play a
+tune, and at once the players start to walk or run round the chairs,
+to the sound of the music.
+
+When the music stops, each player must try to find a seat, and as
+there is one chair short, some one will fail to do so, and is called
+"put." He must carry a chair away with him, and the game goes on again
+until there is only one person left in, with no chair to sit upon.
+This person has won the game.
+
+ * * * * *
+
+THE TRAVELER'S ALPHABET
+
+The players sit in a row and the first begins by saying, "I am going
+on a journey to Athens," or any place beginning with A. The one
+sitting next asks, "What will you do there?" The verbs, adjectives,
+and nouns used in the reply must all begin with A; as "Amuse Ailing
+Authors with Anecdotes." If the player answers correctly, it is the
+next player's turn; he says perhaps: "I am going to Bradford." "What
+to do there?" "To Bring Back Bread and Butter." A third says: "I am
+going to Constantinople." "What to do there?" "To Carry Contented
+Cats." Any one who makes a mistake must pay a forfeit.
+
+ * * * * *
+
+THE FAMILY COACH
+
+This is a very good old game, and is most amusing if you can find some
+one who is a good story-teller.
+
+The players sit in a circle and every one, except the story-teller,
+takes the name of some part of a coach or its equipments; for
+instance, door, step, wheels, reins, box-seat, and so on.
+
+When all are ready, the story-teller begins a tale about an old coach
+and what happened to it, how it went on a journey, came to grief, was
+mended, and started off again. The story should be told fluently, but
+not too quickly. Every time any part of the coach is mentioned, the
+player who has taken that name must rise from his seat and then sit
+down again.
+
+Whenever "the coach" is mentioned, all the players, with the exception
+of the story-teller, must rise. Any one who fails to keep these rules
+must pay a forfeit.
+
+ * * * * *
+
+DROP THE HANDKERCHIEF
+
+A ring is formed by the players joining hands, whilst one child, who
+is to "drop the handkerchief," is left outside. He walks round the
+ring, touching each one with the handkerchief, saying the following
+words:
+
+[Illustration]
+
+ "I wrote a letter to my love,
+ But on my way, I dropped it;
+ A little child picked it up
+ And put it in his pocket.
+ It wasn't you, it wasn't you,
+ It wasn't you--but it was you."
+
+When he says "It was you," he must drop the handkerchief behind one
+of the players, who picks it up and chases him round the ring,
+outside and under the joined hands, until he can touch him with the
+handkerchief. As soon as this happens, the first player joins
+the ring, whilst it is now the turn of the second to "drop the
+handkerchief."
+
+ * * * * *
+
+MAGIC MUSIC
+
+One of the players is sent out of the room, and the rest then agree
+upon some simple task for her to perform, such as moving a chair,
+touching an ornament, or finding some hidden object. She is then
+called in and some one begins to play the piano. If the performer
+plays very loudly, the "seeker" knows that she is nowhere near the
+object she is to search for. When the music is soft, then she knows
+she is very near, and when the music ceases altogether, she knows that
+she has found the object she was intended to look for.
+
+ * * * * *
+
+BUZZ
+
+[Plate 2]
+
+This is a very old game, but is always a very great favorite. The more
+the players, the greater the fun. The way to play it is as follows:
+The players sit in a circle and begin to count in turn, but when the
+number 7 or any number in which the figure 7 or any multiple of 7 is
+reached, they say "Buzz," instead of whatever the number may be. As,
+for instance, supposing the players have counted up to 12, the next
+player will say "13," the next "Buzz" because 14 is a multiple of 7
+(twice 7)--the next player would then say "15" the next "16," and the
+next would, of course, say "Buzz" because the figure 7 occurs in the
+number 17. If one of the players forgets to say "Buzz" at the proper
+time, he is out. The game then starts over again with the remaining
+players, and so it continues until there is but one person remaining.
+If great care is taken the numbers can be counted up to 70, which,
+according to the rules before mentioned, would, of course, be called
+Buzz. The numbers would then be carried on as Buzz 1, Buzz 2, etc., up
+to 79, but it is very seldom that this stage is reached.
+
+ * * * * *
+
+"I APPRENTICED MY SON."
+
+The best way of describing this game is to give an illustration of how
+it is played. The first player thinks of "Artichoke," and commences:
+"I apprenticed my son to a greengrocer, and the first thing he sold
+was an A."
+
+Second player: "Apple?" "No."
+
+Third player: "Almonds?" "No."
+
+Fourth player: "Asparagus?" "No."
+
+Fifth player: "Artichoke?" "Yes."
+
+The last player, having guessed correctly, may now apprentice his son.
+No player is allowed more than one guess.
+
+ * * * * *
+
+CAT AND MOUSE
+
+The children sit in two rows opposite each other with a space between.
+One child takes the place of "cat," being blindfolded, and one takes
+the place of "mouse," and is also blindfolded, the cat standing at
+one end of the row and the mouse at the opposite end. They start in
+opposite directions, guiding themselves by the chairs, the cat trying
+to catch the mouse. When the mouse is caught it is made the cat, and
+one of the company takes the place of the mouse.
+
+ * * * * *
+
+THE SEA KING
+
+This game can be played by any number of children. They proceed by
+first choosing one of the party to act as the Sea King, whose duty
+it is to stand in the center of a ring, formed by the players seating
+themselves round him. The circle should be as large as possible. Each
+of the players having chosen the name of a fish, the King runs round
+the ring, calling them by the names which they have selected.
+
+Each one, on hearing his name called, rises at once, and follows the
+King, who, when all his subjects have left their seats, calls out,
+"The sea is troubled," and seats himself suddenly. His example is
+immediately followed by his subjects. The one who fails to obtain a
+seat has then to take the place of King, and the game is continued.
+
+ * * * * *
+
+BUFF SAYS "BAFF"
+
+This is a game in which no one is allowed to smile or laugh. All the
+players, except one, sit in a row or half circle; one goes out of the
+room and returns with a stick or poker in his hand, and a very grave
+and solemn face. He is supposed to have just returned from a visit
+to Buff. The first player asks him: "Where do you come from?" "From
+Buff." The next asks: "Did he say anything to you?" To which the reply
+is:
+
+ "Buff said 'Baff,'
+ And gave me this staff,
+ Telling me neither to smile nor to laugh.
+ Buff says 'Baff,' to all his men,
+ And I say 'Baff' to you again.
+ And he neither laughs nor smiles,
+ In spite of all your cunning wiles,
+ But carries his face with a very good grace,
+ And passes his staff to the very next place."
+
+If he can repeat all this without laughing, he delivers up his staff
+to some one else, and takes his seat; but if he laughs, or even
+smiles, he pays a forfeit before giving it up.
+
+ * * * * *
+
+BLIND MAN'S BUFF
+
+In the olden times this game was known by the name of "Hood-man
+Blind," as in those days the child that was chosen to be "blind man"
+had a hood placed over his head, which was fastened at the back of the
+neck.
+
+In the present day the game is called "Blind Man's Buff," and very
+popular it is among young folk.
+
+[Illustration]
+
+Before beginning to play, the middle of the room should be cleared,
+the chairs placed against the wall, and all toys and footstools put
+out of the way. The child having been selected who is to be "Blind
+Man" or "Buff," is blindfolded. He is then asked the question, "How
+many horses has your father got?" The answer is "Three," and to the
+question: "What color are they?" he replies: "Black, white, and gray."
+All the players then cry: "Turn round three times and catch whom you
+may." Buff accordingly spins round and then the fun commences. He
+tries to catch the players, while they in their turn do their utmost
+to escape "Buff," all the time making little sounds to attract him.
+This goes on until one of the players is caught, when Buff, without
+having the bandage removed from his eyes, has to guess the name of the
+person he has secured. If the guess is a correct one, the player who
+has been caught takes the part of "Buff," and the former "Buff" joins
+the ranks of the players.
+
+ * * * * *
+
+PUSS IN THE CORNER
+
+This game is really for five players only, but, by a little
+arrangement, six or seven children can take part in the fun.
+
+Four players take their places in the different corners of the room,
+while the fifth stands in the middle. If a greater number of children
+wish to play, other parts of the room must be named "corners," so that
+there is a corner for every one.
+
+The fun consists in the players trying to change places without being
+caught; but they are bound to call "Puss, puss," first, and to
+beckon to the one they wish to change with. Directly they leave their
+corners, the player in the center tries to get into one of them.
+
+When the center player succeeds in getting into a corner, the one who
+has been displaced has to take his place in the middle of the room.
+
+ * * * * *
+
+THE POSTMAN
+
+For this game all the players, except two, seat themselves in a
+circle. One of the two left out is blindfolded and is called the
+"Postman," the other is called the "Postmaster-General." Each of the
+players seated in the circle chooses the name of a town, which the
+"Post-master-General" writes down on a slip of paper, so that he may
+not forget it. He then calls out the names of two towns, thus: "The
+post from Aberdeen to Calcutta." At once, the players who have taken
+those names must change places, and while doing so the "Postman" must
+try to catch one of them. If he succeeds in doing so he takes his
+place in the circle, having chosen a town for his name, and the one
+caught becomes "Postman" in place of him. Sometimes "General post"
+is called, when all have to change places, and the "Postman" is then
+almost sure to gain a seat.
+
+ * * * * *
+
+THE DWARF
+
+[Illustration]
+
+This is a most amusing game if well carried out. The two performers
+must be hidden behind two curtains in front of which a table has been
+placed.
+
+One of the performers slips his hands into a child's socks and little
+shoes. He must then disguise his face, by putting on a false mustache,
+painting his eyebrows, sticking pieces of black court plaster over one
+or two of his teeth, which will make it appear as though he has lost
+several teeth. This, with a turban on his head, will prove a very fair
+disguise. The second performer must now stand behind the first and
+pass his arms round him, so that the second performer's hands may
+appear like the hands of the dwarf, while the first performer's hands
+make his feet. The figure must, of course, be carefully dressed, and
+the body of the second performer hidden behind the curtains.
+
+The front player now puts his slippered hands upon the table and
+begins to keep time, while the other performer follows suit with his
+hands.
+
+The dwarf can be used either to tell fortunes, make jokes, or ask
+riddles, and if the performers act their parts well, the guests will
+laugh very heartily.
+
+ * * * * *
+
+HOW, WHEN, AND WHERE
+
+One of the company goes out of the room, while the others choose a
+word to be guessed, one with two or three different meanings being the
+best.
+
+[Illustration]
+
+We will suppose that the word "Spring" has been thought of. When the
+person who is outside the room is recalled, he (or she) asks each one
+in succession: "How do you like it?" The answers may be "Dry" (meaning
+the season), "Cold and clear" (a spring of water), "Strong" (a
+watch-spring), and "High" (a jump). The next question is: "When do you
+like it?" The answers may be: "When I am in the country," "When I am
+thirsty," "When my watch is broken."
+
+The next question is: "Where do you like it?" and the answers may be:
+"Anywhere and everywhere," "In hot weather," "In the clock." The game
+is to try and guess the word after any of the answers, and if right,
+the player last questioned takes the place of the one who is guessing;
+if wrong, the questioner must try again.
+
+ * * * * *
+
+OLD SOLDIER
+
+Old Soldier is a game for young children, and though it seems very
+simple, yet there is a good deal of fun in it. One of the children
+pretends to be an old soldier, and goes round begging of each of the
+other players in turn, saying that he is "poor, and old, and hungry,"
+and asking what they will do for him or give him. In answering the Old
+Soldier, no one must say the words: "Yes," "No," "Black," or "White,"
+and he must be answered at once without hesitation. Any one who does
+not reply at once, or who uses any of the forbidden words, must pay a
+forfeit.
+
+[Illustration]
+
+ * * * * *
+
+BOB MAJOR
+
+Two of the players sit down, and a cloth, large enough to prevent
+their seeing anything, is put over their heads. Then two other persons
+tap them on the head with long rolls of paper, which they have in
+their hands, and ask, in feigned voices, "Who bobs you?" If either of
+those who have been tapped answers correctly, he changes places with
+the one who has tapped him.
+
+ * * * * *
+
+DUMB CRAMBO
+
+Divide the company into two equal parts, one-half leaving the room;
+the remaining players should then select a word, which will have to be
+guessed by those outside the door. When the word has been chosen--say,
+for instance, the word "will"--the party outside the room are told
+that the word they are to guess rhymes with "till." A consultation
+then takes place, and they may think that the word is "ill." The
+company then enter and begin to act the word "ill," but without
+speaking a word. The audience, when they recognize the word that is
+being performed, will immediately hiss, and the actors then retire and
+think of another word.
+
+Thus the game goes on until the right word is hit upon, when the
+company who have remained in the room, clap their hands. The audience
+then change places with the actors.
+
+ * * * * *
+
+TRADES
+
+Each player must choose a trade and pretend to be working at it. For
+instance, if he is a tailor, he must pretend to sew or iron; if
+a blacksmith, to hammer, and so on. One is the king, and he, too,
+chooses a trade. Every one works away as hard as he can until the king
+suddenly gives up his trade, and takes up that of some one else. Then
+all must stop, except the one whose business the king has taken,
+and he must start with the king's work. The two go on until the king
+chooses to go back to his own trade, when all begin working again. Any
+one who fails either to cease working or to begin again at the right
+time, must pay a forfeit.
+
+A somewhat more elaborate and livelier game of Trades is played by
+each boy in the party choosing a trade which he is supposed to be
+carrying on. The leader must invent a story, and, standing in the
+middle, must tell it to the company. He must manage to bring in a
+number of names of trades or businesses; and whenever a trade is
+mentioned, the person who represents it must instantly name some
+article sold in the shop.
+
+ * * * * *
+
+[Illustration]
+
+THE SCHOOLMASTER
+
+This is always a favorite game. One of the players is chosen
+schoolmaster, and the others, ranged in order in front of him, form
+the class. The master may then examine the class in any branch of
+learning. Suppose him to choose Geography, he must begin with the
+pupil at the head of the class, and ask for the name of a country or
+town beginning with A. If the pupil does not reply correctly before
+the master has counted ten, he asks the next pupil, who, if he answers
+rightly--say, for instance, "America," or "Amsterdam," in time,
+goes to the top of the class. The schoolmaster may go on in this way
+through the alphabet either regularly or at random, as he likes. Any
+subject--names of kings, queens, poets, soldiers, etc.--may be chosen.
+The questions and answers must follow as quickly as possible. Whoever
+fails to answer in time, pays a forfeit.
+
+ * * * * *
+
+RULE OF CONTRARY
+
+This is a simple game for little children. It is played either with
+a pocket-handkerchief, or, if more than four want to play, with a
+table-cloth or small sheet. Each person takes hold of the cloth; the
+leader of the game holds it with the left hand, while with the right
+he makes pretense of writing on the cloth while he says: "Here we go
+round by the rule of contrary. When I say 'Hold fast,' let go; and
+when I say 'Let go,' hold fast." The leader then calls out one or
+other of the commands, and the rest must do the opposite, of what he
+says. Any one who fails must pay a forfeit.
+
+ * * * * *
+
+SIMON SAYS
+
+Seat yourselves in a circle and choose one of the company to be the
+leader, or Simon. His duty is to order all sorts of different things
+to be done, the funnier the better, which must be obeyed only when the
+order begins with "Simon says." As, for instance, "Simon says: 'Thumbs
+up!'" which, of course, all obey; then perhaps comes: "Thumbs down!"
+which should not be obeyed, because the order did not commence with
+"Simon says."
+
+Each time this rule is forgotten a forfeit must be paid. "Hands over
+eyes," "Stamp the right foot," "Pull the left ear," etc., are the kind
+of orders to be given.
+
+ * * * * *
+
+THE BIRD-CATCHER
+
+To play this game you must first decide which one of you is to be the
+Bird-catcher; the other players then each choose the name of a bird,
+but no one must choose the owl, as it is forbidden. All the players
+then sit in a circle with their hands on their knees, except the
+Bird-catcher, who stands in the center, and tells a tale about birds,
+taking care to specially mention the ones he knows to have been chosen
+by the company. As each bird's name is called, the owner must imitate
+its note as well as he can, but when the owl is named, all hands must
+be put behind the chairs, and remain there until the next bird's name
+is mentioned. When the Bird-catcher cries "All the birds," the players
+must together give their various imitations of birds. Should any
+player fail to give the cry when his bird is named, or forget to put
+his hands behind his chair, he has to change places with Bird-catcher.
+
+ * * * * *
+
+FRENCH ROLL
+
+A good many children may play at this game. One player is called the
+buyer, the rest form a line in front of him and take hold of each
+other. The first in this line is called the baker, the last the French
+roll. Those between are supposed to be the oven. When they are all in
+place the buyer says to the baker, "Give me my French roll." The baker
+replies, "It is at the back of the oven." The buyer goes to fetch it,
+when the French roll begins running from the back of the oven, and
+comes up to the baker, calling all the while, "Who runs? Who runs?"
+The buyer may run after him, but if the French roll gets first to the
+top of the line, he becomes baker, and the last in the line is French
+roll. If, however, the buyer catches the French roll, the French roll
+becomes buyer, and the buyer takes the place of the baker.
+
+ * * * * *
+
+THE GARDEN GATE
+
+The Garden Gate is a very pretty game. A ring is formed of all the
+players except one, who stands in the middle. The others dance round
+her three times, and when they stop she begins to sing:
+
+ "Open wide the garden gate, the garden gate, the garden gate,
+ Open wide the garden gate and let me through."
+
+The circle then dances round her again, singing:
+
+ "Get the key of the garden gate, the garden gate, the garden gate,
+ Get the key of the garden gate and open and let yourself through."
+
+The girl inside the circle, pretending to sob, replies:
+
+ "I've lost the key of the garden gate, the garden gate, the garden gate,
+ I've lost the key of the garden gate, and cannot let myself through."
+
+But the dancers dance round and round her, singing:
+
+ "Then you may stop all night within the gate, within the gate,
+ within the gate,
+ You may stop all night within the gate, unless you have strength
+ to break through."
+
+The captive then rushes to the weakest part of the ring, and tries to
+break through by throwing her whole weight upon the clasped hands of
+the children, and generally contrives to break through, the one whose
+hand gives way being made captive in her stead.
+
+ * * * * *
+
+
+
+
+CHARADES
+
+A back drawing-room with folding doors makes a very nice theater for
+acting charades. Almost anything may be used for dressing up--shawls,
+anti-macassars, table-cloths, handkerchiefs, cast-off dresses, or a
+dressing-gown. The latter is a very useful garment in representing an
+old gentleman, while tow or white fire shavings make excellent wigs.
+
+The great thing in a charade is to try and puzzle your audience as
+much as you can. You must choose a word of two or more syllables, such
+as "Bagpipe." First you must act the word "Bag," and be sure that the
+word is mentioned, though you must be careful to bring it in in such a
+way that the audience shall not guess it is the word you are acting.
+
+Next comes the word "Pipe," and this must be brought in in the same
+manner. When you have acted the two syllables, you must act the whole:
+"Bagpipe."
+
+Before beginning the charade, you should arrange who is to bring in
+the charade word or syllable. You must also settle what you are going
+to say, or at least, what the act is to be about. Let every scene be
+well thought out and be as short as possible. You must be as quick as
+ever you can between the acts, for all the fun will be spoiled if
+you keep your audience waiting. If you have no curtain or screen, the
+actors must simply walk off the stage at the end of the scenes.
+
+To act charades well, one requires a little practice and plenty of
+good temper, for, of course, only one or two can take principal parts,
+and therefore some of the children must be content to take the smaller
+ones. It is a good plan to take it in turns to play the best parts,
+and if the elder children are kind and thoughtful, they will try
+to make some easy little parts, so that their younger brothers and
+sisters may also join in the fun. Here we give you a very simple
+charade, the words of which you may learn, and then act, after which
+you will very likely be able to make up charades for yourselves.
+
+ * * * * *
+
+THE "BAND-BOX" CHARADE
+
+SCENE 1: A STREET
+
+This can be made by placing a row of chairs with open backs near the
+wall facing the audience; a child is stationed behind each chair, and,
+looking through the open back, pretends to be looking out of a window.
+
+BAND
+
+First Child behind chair.--Oh! dear, how dull our street always is. I
+declare nothing nice ever comes this way.
+
+Second Child.--No, I quite agree with you. Why, I haven't seen a
+"Punch and Judy" for months. I wish my mother would go and live in
+another street.
+
+Third Child.--Never mind, let us go out and have a game.
+
+(Enter five or six children--or a lesser number, if more
+convenient--carrying toy musical instruments.)
+
+First Child.--Hurrah! Here comes a German band. Come along, children;
+let's go and listen to it.
+
+(The band groups itself at the end of the street, and the children
+stand round. After tuning up, the band begins to play.)
+
+Second Child.--Now, Mary Jane, we can dance. I'll dance with you.
+
+Third Child.--No, I want to dance with Mary Jane.
+
+First Child.--I don't want to dance at all.
+
+Second Child.--You must.
+
+Third Child.--Yes, you must.
+
+(Band ceases playing and one of the bandsmen comes round for money.)
+
+First Child.--I haven't any money.
+
+Second Child.--But we haven't begun to dance yet.
+
+Bandsman.--You shouldn't have been so long arguing then. Surely you'll
+give the band a nickel, after all the pretty music it has played?
+
+First Child.--I won't.
+
+Second Child.--I won't.
+
+Third Child.--And I won't.
+
+Bandsman.--Well, you are mean. Come along. (Beckoning to the rest of
+the band.) We'll go, and it will be a long time before we come down
+this street again.
+
+(Curtain falls.)
+
+
+BOX
+
+SCENE 2: A ROOM
+
+Tommy (hopping about the room, waving a letter in his hand.)--Hurrah!
+hurrah! Uncle Dick is coming. Hurrah! hurrah!
+
+(Enter Tommy's brother and sister and papa and mamma.)
+
+Papa.--What's the matter, Tommy?
+
+Tommy.--Uncle Dick has written to say he is coming to spend Christmas
+with us, and he is bringing me a Christmas box.
+
+Mamma.--How kind of him! But be sure you are careful not to offend
+him, Tommy. He is rather a touchy old gentleman.
+
+Sister.--I wonder what it will be, Tommy.
+
+Brother.--I hope it will be a set of cricket things, and then we can
+play cricket in the summer.
+
+Tommy.--Oh! yes, I hope it will be, but whatever it is, it is sure to
+be something nice.
+
+(Begins hopping about again. Enter Uncle Dick, a very old gentleman
+with a gouty foot. Tommy does not see him and goes banging into him,
+treading on his gouty foot.)
+
+Uncle Dick.--Oh! oh! oh! oh, my toe!
+
+Tommy.--Oh! Never mind your toe! Where's my Christmas box?
+
+Uncle Dick.--Your Christmas box, you young scamp! Think of my toe.
+
+Tommy.--Please, uncle, I'm very sorry, but I do so want to know what
+you have brought me for a Christmas box.
+
+Uncle Dick (roaring).--Here's your Christmas box, and may it teach you
+to be more careful in future. (Boxes Tommy's ears.)
+
+(Curtain falls.)
+
+
+Here is a list of words which will divide easily into charade words:
+
+ Brides-maids. Sea-side. Car-pen-try.
+ Cur-tail. Nose-gay. In-do-lent.
+ Hand-i(I)-craft. Turn-key. Hand-some.
+ Key-hole. Rail-way. Sweet-heart.
+ Port-man-teau(toe). Mad-cap. A-bun-dance.
+ In-no-cent. Fox-glove. Pat-riot.
+
+To make your charades a real success, you will, of course, require a
+curtain. A very effective one can be made with a little trouble and at
+a small cost; indeed, the materials may be already in the house.
+
+First you must fix a couple of supports on each side of the room,
+taking care that they are screwed firmly into the wall, and also
+taking care not to damage the paper.
+
+If you are a neat workman, you will find on taking out the screws that
+the two small screw-holes on each side will scarcely be noticed, as of
+course the supports must be fixed near the ceiling.
+
+You must then put up your curtain-pole, which should be as thin as
+possible, so that the rings may run easily. A cheap bamboo pole is the
+best.
+
+Two wide, deep curtains are required; very likely the nursery curtains
+may be suitable.
+
+On to these curtains you sew a number of small brass rings, which you
+can buy for about 20 cents a dozen, or even less. The rings should be
+sewn on the curtains, as you see in the illustration, right across
+the top, and from the extreme top corner of the curtain, slantingwise
+across to the middle.
+
+The top rings are passed along the curtain-pole, a string (marked in
+the illustration A1) is sewn on to the curtain, and threaded through
+the rings until it reaches A2. It is then threaded through the rings
+on the pole until it reaches A3, when it is allowed to fall loose.
+
+The same arrangement is gone through with string B. The bottom of the
+curtain must be weighted with shot, or any other weights that may be
+convenient.
+
+When the curtain is to be raised, the stage manager and his assistant
+stand on each side of the stage with the strings ready in their hands,
+and at a given signal--the ringing of a bell is the usual sign that
+all is ready--they each pull a string, and the curtains glide to each
+side, and may be fixed to hooks, put up on purpose.
+
+When the curtain is to fall, the two in charge of it must simply
+loosen the strings and let them go, and the weights cause the curtains
+to fall to the center.
+
+All sorts of useful and ornamental "properties" may be made at home
+for a very small cost. Cardboard, and gold and silver paper, and glue
+go a long way toward making a good show.
+
+Swords, crowns, belts, gold-spangled and gold-bordered robes can be
+made from these useful materials, and look first-rate at a distance.
+
+An old black dress with little gold stars glued or gummed to the
+material would make an excellent dress for a queen. The swords or
+belts must first be cut out in cardboard, then covered with gold or
+silver paper.
+
+To make a good wig, you should shape a piece of calico to fit the
+head; then sew fire shavings or tow all over it. If you wish for a
+curly wig, it is a good plan to wind the shavings or tow tightly round
+a ruler, and tack it along with a back stitch, which will hold the
+curl in position after you have slipped it off the ruler. These few
+hints will give you some idea of the very many different costumes
+which can be made by children out of the simplest materials.
+
+[Illustration: THE CURTAIN CLOSED]
+
+[Illustration: THE CURTAIN OPENED]
+
+ * * * * *
+
+THE GAME OF CAT
+
+The person who is to play the part of Cat should stand outside the
+door of the room where the company is assembled. The boys and girls,
+in turn, come to the other side of the door and call out "miaou." If
+the Cat outside recognizes a friend by the cry, and calls out her name
+correctly in return, he is allowed to enter the room and embrace her,
+and the latter then takes the place of Cat. If, on the contrary, the
+Cat cannot recognize the voice, he is hissed, and remains outside
+until he does.
+
+[Illustration]
+
+ * * * * *
+
+LIVING PICTURES
+
+Living pictures are very amusing if well carried out, and even with
+little preparation may be made very pretty or very comical, whichever
+may be desired. It is perhaps better to attempt comical ones if you
+have not much time in which to arrange them, as the costumes are
+generally easier to manage, and if you are obliged to use garments not
+quite in keeping with the characters, it does not matter much; indeed,
+it will probably only make the audience laugh a little more.
+
+The great thing in living pictures is to remain perfectly still during
+the performance. You should select several well-known scenes either
+from history or fiction, and then arrange the actors to represent the
+scenes as nearly as possible.
+
+Simple home living pictures are a great source of fun, and many a
+wet afternoon will pass like magic while arranging scenes and making
+dresses to wear. Newspaper masks, newspaper cocked hats, old shawls,
+dressing-gowns, and sticks are quite sufficient for home charades.
+
+Suppose, for instance, you think of "Cinderella" for one tableau. One
+girl could be standing decked out with colored tissue paper over her
+frock, and with paper flowers in her hair, to represent one of the
+proud sisters, while Cinderella in a torn frock is arranging the other
+proud sister's train, which may consist of an old shawl. Bouquets of
+paper flowers should be in the sister's hands.
+
+"Little Red Riding Hood" is another favorite subject for a living
+picture. The wolf may be represented by a boy on his hands and knees,
+with a fur rug thrown over him. Red Riding Hood only requires a
+scarlet shawl, arranged as a hood and cloak, over her ordinary frock
+and pinafore, and she should carry a bunch of flowers and a basket.
+
+All living pictures look better if you can have a frame for them. It
+is not very difficult to make one, especially if you have four large
+card-board dress-boxes.
+
+Having carefully cut out the bottoms of the boxes, place the frames as
+here shown:
+
+[Illustration]
+
+Cut out the center framework, leaving a large square, so:
+
+[Illustration]
+
+You must then fasten the four pieces together by gluing cardboard on
+each side of the joints, and you will have a very good frame, which
+you can cover with colored paper or ornament with muslin.
+
+This frame will last a very long time if carefully treated. It should
+stand upright by itself; but if it is a little unsteady, it is better
+to hold it upright from the sides. Of course, this will only make a
+very small frame, but you can increase the size by using more boxes.
+
+If you have no time to make a frame, arrange your figures close to a
+door, outside the room in which the audience is seated.
+
+When quite ready, some one must open the door, when the doorway will
+make a kind of frame to the living picture.
+
+It is always well to have a curtain if you can; a sheet makes an
+excellent one. Two children standing upon chairs hold it up on each
+side, and at a given signal drop it upon the floor, so that, instead
+of the curtain rising, it drops. When it has been dropped, the two
+little people should take the sheet corners in their hands again, so
+that they have only to jump upon the chairs when it is time to hide
+the picture.
+
+Of course, these instructions are only for living pictures on a
+very small scale; much grander arrangements will be needed if the
+performance is to take place before any but a "home audience."
+
+As I told you before, comic living pictures are the easiest to perform
+on account of the dresses being easier to make, but there are other
+living pictures which are easier still, and which will cause a great
+deal of fun and merriment. They are really catches, and are so simple
+that even very little children can manage them.
+
+You can arrange a program, and make half a dozen copies to hand round
+to the audience.
+
+The first living picture on the list is "The Fall of Greece" and
+sounds very grand, indeed; but when the curtain rises (or rather, if
+it is the sheet curtain, drops), the audience see a lighted candle set
+rather crookedly in a candlestick and fanned from the background so as
+to cause the grease to fall.
+
+Here are some other similar comic tableaux which you can easily place
+before an audience:
+
+"Meet of the Hounds."--A pile of dog biscuits.
+
+"View of the Black Sea."--A large capital C blackened with ink.
+
+"The Charge of the Light Brigade."--Half a dozen boxes of matches
+labeled: "10 cents the lot."
+
+These are only a few of the many comic living pictures you can
+perform; but, no doubt, you will be able to think of others for
+yourselves.
+
+ * * * * *
+
+ACTING PROVERBS
+
+[Illustration]
+
+The best way to play this game is for the players to divide themselves
+into two groups, namely, actors and audience. Each one of the actors
+should then fix upon a proverb, which he will act, in turn, before
+the audience. As, for instance, supposing one of the players to have
+chosen the proverb, "A bad workman quarrels with his tools," he should
+go into the room where the audience is seated, carrying with him a bag
+in which there is a saw, a hammer, or any other implement or tool
+used by a workman; he should then look round and find a chair, or some
+other article, which he should pretend requires repairing; he should
+then act the workman, by taking off his coat, rolling up his sleeves,
+and commencing work, often dropping his tools, and grumbling about
+them the whole of the time.
+
+If this game be acted well, it may be made very entertaining.
+Sometimes the audience are made to pay a forfeit each time they fail
+to guess the proverb.
+
+ * * * * *
+
+SHOUTING PROVERBS
+
+This is rather a noisy game. One of the company goes outside the door,
+and during his absence a proverb is chosen and a word of it is
+given to each member of the company. When the player who is outside
+re-enters the room, one of the company counts "One, two, three," then
+all the company simultaneously shout out the word that has been given
+to him or her of the proverb that has been chosen.
+
+If there are more players present than there are words in the proverb,
+two or three of them must have the same word. The effect of all the
+company shouting out together is very funny. All that is necessary is
+for the guesser to have a sharp ear; then he is pretty sure to catch a
+word here and there that will give him the key to the proverb.
+
+ * * * * *
+
+PROVERBS
+
+This is a very interesting game, and can be played by a large number
+at the same time. Supposing there are twelve persons present, one is
+sent out of the room, while the others choose a proverb. When this is
+done, the "guesser" is allowed to come in, and he asks each person a
+question separately. In the answer, no matter what question is asked,
+one word of the proverb must be given. For illustration we will take
+"A bird in the hand is worth two in the bush."
+
+ 1. John must use the word "A" in his answer.
+ 2. Gladys must use the word "bird" in hers.
+ 3. Nellie must use the word "in" in hers.
+ 4. Tommy must use the word "the" in his.
+ 5. Estelle must use the word "hand" in hers.
+ 6. Ivy must use the word "is" in hers.
+ 7. Wilfrid must use the word "worth" in his.
+ 8. Lionel must use the word "two" in his.
+ 9. Vera must use the word "in" in hers.
+ 10. Bertie must use the word "the" in his.
+ 11. Harold must use the word "bush" in his.
+
+The fun becomes greater if the answers are given quickly and without
+allowing the special word to be noticed. It often happens that the
+"guesser" has to try his powers over several times before succeeding.
+The one who by giving a bad answer gives the clue, in turn becomes
+guesser, and is then obliged to go out of the room while another
+proverb is chosen.
+
+Here is a list of proverbs:
+
+ A bad workman quarrels with his tools.
+ A bird in the hand is worth two in the bush.
+ A cat may look at a king.
+ Aching teeth are ill tenants.
+ A creaking door hangs long on the hinges.
+ A drowning man will catch at a straw.
+ After dinner sit a while, after supper walk a mile.
+ A friend in need is a friend indeed.
+ A good servant makes a good master.
+ A good word is as soon said as an evil one.
+ A little leak will sink a great ship.
+ All are not friends that speak us fair.
+ All are not hunters that blow the horn.
+ All is fish that comes to the net.
+ All is not gold that glitters.
+ All work and no play makes Jack a dull boy.
+ A pitcher goes often to the well, but is broken at last.
+ A rolling stone gathers no moss.
+ A small spark makes a great fire.
+ A stitch in time saves nine.
+ As you make your bed, so you must lie on it.
+ As you sow, so you shall reap.
+ A tree is known by its fruit.
+ A willful man will have his way.
+ A willing mind makes a light foot.
+ A word before is worth two behind.
+ A burden which one chooses is not felt.
+ Beggars have no right to be choosers.
+ Be slow to promise and quick to perform.
+ Better late than never.
+ Better to bend than to break.
+ Birds of a feather flock together.
+ Care killed a cat.
+ Catch the bear before you sell his skin.
+ Charity begins at home, but does not end there.
+ Cut your coat according to your cloth.
+ Do as you would be done by.
+ Do not halloo till you are out of the wood.
+ Do not spur a willing horse.
+ Early to bed and early to rise makes a man healthy, wealthy, and wise.
+ Empty vessels make the greatest sound.
+ Enough is as good as a feast.
+ Faint heart never won fair lady.
+ Fine feathers make fine birds.
+ Fine words butter no parsnips.
+ Fire and water are good servants, but bad masters.
+ Grasp all, lose all.
+ Half a loaf is better than no bread.
+ Handsome is as handsome does.
+ Happy is the wooing that is not long in doing.
+ He that goes a-borrowing goes a-sorrowing.
+ Hiders are good finders.
+ Home is home though it be ever so homely.
+ Honesty is the best policy.
+ If wishes were horses, beggars would ride.
+ It is an ill wind that blows nobody good.
+ It is never too late to learn.
+ It is not the cowl that makes the friar.
+ It is a long lane that has no turning.
+ It's a good horse that never stumbles.
+ It's a sad heart that never rejoices.
+ Ill weeds grow apace.
+ Keep a thing for seven years, and you will find a use for it.
+ Kill two birds with one stone.
+ Lazy folk take the most pains.
+ Let sleeping dogs lie.
+ Let them laugh that win.
+ Make hay while the sun shines.
+ Many a true word is spoken in jest.
+ Many hands make light work.
+ Marry in haste, repent at leisure.
+ Never look a gift horse in the mouth.
+ Necessity is the mother of invention.
+ Old birds are not to be caught with chaff.
+ Old friends and old wine are best.
+ One swallow makes not a spring, nor one woodcock a winter.
+ People who live in glass houses should never throw stones.
+ Possession is nine points of the law.
+ Procrastination is the thief of time.
+ Short reckonings make long friends.
+ Safe bind, safe find.
+ Strike while the iron is hot.
+ Take care of the pennies and the dollars will take care of themselves.
+ The more the merrier, the fewer the better cheer.
+ The darkest hour is just before the daylight.
+ The cobbler's wife is the worst shod.
+ There's many a slip 'twixt the cup and the lip.
+ There's a silver lining to every cloud.
+ Those who play with edge tools must expect to be cut.
+ Time and tide wait for no man.
+ Too many cooks spoil the broth.
+ Union is strength.
+ Waste not, want not.
+ What the eye sees not, the heart rues not.
+ When rogues fall out honest men get their own.
+ When the cat's away, the mice play.
+ Willful waste makes woful want.
+ You cannot eat your cake and have it also.
+
+[Illustration]
+
+ * * * * *
+
+THE ADVENTURERS
+
+This is a very good game and will combine both instruction and
+amusement. The idea is that the company imagines itself to be a
+party of travelers who are about to set out on a journey to foreign
+countries. A good knowledge of geography is required, also an idea of
+the manufactures and customs of the foreign parts about to be visited.
+It would be as well, if not quite certain about the location of the
+part, to refer to a map.
+
+A place for starting having been decided upon, the first player sets
+out upon his journey. He tells the company what spot he intends to
+visit (in imagination) and what kind of conveyance he means to travel
+in. On arriving at his destination, the player states what he wishes
+to buy, and to whom he intends to make a present of his purchase on
+returning home.
+
+This may seem very simple, but it is not nearly so easy as it appears.
+The player must have some knowledge of the country to which he is
+going, the way he will travel, and the time it will take to complete
+the journey. To give an instance, it will not do for the player to
+state that he is going to Greenland to purchase pineapples, or to
+Florida to get furs; nor will it do for him to make a present of a
+meerschaum pipe to a lady, or a cashmere shawl to a gentleman.
+
+More fun is added to this game if forfeits are exacted for all
+mistakes.
+
+The game continues, and the second player must make his starting
+point from where the first leaves off. Of course, all depends upon the
+imagination or the experience of the player; if he has been a traveler
+or has read a good deal, his descriptions should be very interesting.
+
+ * * * * *
+
+POSTMAN'S KNOCK
+
+One player begins the game by going out of the room, and then giving a
+double (or postman's) knock at the door; it is the duty of one of
+the other players to stand at the door inside the room to answer the
+knocks that are made, and to ask the postman for whom he has a
+letter. The postman names some member of the company, generally of
+the opposite sex; he is then asked, "How many cents are to be paid?"
+Perhaps he will say "six"; the person for whom the letter is supposed
+to be must then pay for it with kisses, instead of cents; after which
+he or she must take a turn as postman.
+
+ * * * * *
+
+"OUR OLD GRANNIE DOESN'T LIKE TEA."
+
+All the players sit in a row, except one, who sits in front of them
+and says to each one in turn: "Our old Grannie doesn't like T; what
+can you give her instead?"
+
+Perhaps the first player will answer, "Cocoa," and that will be
+correct; but if the second player should say, "Chocolate," he will
+have to pay a forfeit, because there is a "T" in chocolate. This
+is really a catch, as at first every one thinks that "tea" is meant
+instead of the letter "T." Even after the trick has been found out it
+is very easy to make a slip, as the players must answer before "five"
+is counted; if they cannot, or if they mention an article of food with
+the letter "T" in it, they must pay a forfeit.
+
+ * * * * *
+
+"I LOVE MY LOVE WITH AN A."
+
+To play this game it is best for the players to arrange themselves in
+a half circle round the room. Then one begins: "I love my love with an
+'A,' because she is affectionate; I hate her with an 'A,' because she
+is artful. Her name is Alice, she comes from Alabama, and I gave her
+an apricot." The next player says: "I love my love with a 'B,' because
+she is bonnie; I hate her with a 'B,' because she is boastful. Her
+name is Bertha, she comes from Boston, and I gave her a book." The
+next player takes "C," and the next "D," and so on through all the
+letters of the alphabet.
+
+ * * * * *
+
+CONSEQUENCES
+
+One of the most popular games at a party is certainly "Consequences;"
+it is a very old favorite, but has lost none of its charms with age.
+The players sit in a circle; each person is provided with a half sheet
+of notepaper and a pencil, and is asked to write on the top--(1) one
+or more adjectives, then to fold the paper over, so that what has been
+written cannot be seen. Every player has to pass his or her paper on
+to the right-hand neighbor, and all have then to write on the top of
+the paper which has been passed by the left-hand neighbor (2) "the
+name of the gentleman;" after having done this, the paper must again
+be folded and passed on as before; this time must be written (3) one
+or more adjectives; then (4) a lady's name; next (5), where they met;
+next (6), what he gave her; next (7), what he said to her; next (8),
+what she said to him; next (9), the consequence; and lastly (10), what
+the world said about it.
+
+Be careful that every time anything has been written, the paper is
+folded down and passed on to the player on your right. When every one
+has written what the world says, the papers are collected and one of
+the company proceeds to read out the various papers, and the result
+may be something like this:
+
+(1) The horrifying and delightful (2) Mr. Brown (3) met the charming
+(4) Miss Philips (5) in Lincoln Park; (6) he gave her a flower (7)
+and said to her: "How's your mother?" (8) She said to him: "Not for
+Joseph;" (9) the consequence was they danced the hornpipe, and the
+world said (10), "Just what we expected."
+
+ * * * * *
+
+EARTH, AIR, FIRE, AND WATER
+
+[Illustration]
+
+To play this game seat yourselves in a circle, take a clean duster
+or handkerchief, and tie it in a big knot, so that it may easily be
+thrown from one player to another. One of the players throws it to
+another, at the same time calling out either of these names: Earth,
+Air, Fire, or Water. If "Earth" is called, the player to whom the ball
+is thrown has to mention something that lives on the earth, as lion,
+cat; if "Air" is called, something that lives in the air; if "Water,"
+something that lives in the water; but if "Fire" is called, the player
+must keep silence. Always remember not to put birds in the water, or
+animals or fishes in the air; be silent when "Fire" is called, and
+answer before ten can be counted. For breaking any of these rules a
+forfeit must be paid.
+
+ * * * * *
+
+CRAMBO
+
+One of the party leaves the room, and on his return he is asked to
+find a word which has been chosen by the other players in his absence;
+and in order to help him, another word is mentioned rhyming with the
+word to be guessed. Questions may then be asked by the guesser, and
+the players must all introduce, as the final word of their answer,
+another word rhyming with the word chosen. For instance, suppose the
+word "way" is selected. The guesser would then be told that the word
+chosen rhymes with "say." He might then ask the first one of the
+party: "What do you think of the weather?" and the answer might be:
+"We have had a lovely day." The second question might be: "Have you
+enjoyed yourself?" and the answer might be: "Yes; I have had lots of
+play." The game would proceed in this way until the guesser gave the
+correct answer, or one of the party failed to give the proper rhyme,
+in which case the latter would then be called upon to take the place
+of the guesser.
+
+ * * * * *
+
+LOST AND FOUND
+
+A very similar game to "Consequences" is that of "Lost and Found,"
+which is played in an exactly similar manner, but the questions are
+quite different: (1) Lost, (2) by whom, (3) at what time, (4) where,
+(5) found by, (6) in what condition, (7) what time, (8) the reward.
+
+The answers may be something like the following: (1) Lost a
+postage-stamp, (2) by sister Jane, (3) at three in the morning, (4) at
+St. Louis, (5) it was found by a policeman, (6) rather the worse for
+wear, (7) at dinner-time; (8) the reward was a kiss.
+
+ * * * * *
+
+"ANIMAL, VEGETABLE, OR MINERAL?"
+
+This is a capital game for a large party, for it is both instructive
+and amusing. Two sides are picked, one has to guess what word or
+sentence the remainder of the company has chosen. They go out of the
+room, and when the subject has been decided upon, return and ask a
+question of each of the other side in turn. The answer must be either
+"Yes" or "No," and in no case should more words be used, under penalty
+of paying a forfeit. The first important point to be found out is
+whether the subject is "Animal," "Vegetable," or "Mineral." Supposing,
+for instance, the subject chosen is a cat which is sleeping in
+the room by the fire, the questions and answers might be like the
+following: "Is the subject chosen an animal?" "Yes." "Wild animal?"
+"No." "Domestic animal?" "Yes." "Common?" "Yes." "Are there many to be
+seen in this town?" "Yes." "Have you seen many this day?" "Yes." "In
+this house?" "No." "Have you seen many in the road?" "Yes." "Do they
+draw carts?" "No." "Are they used for working purposes?" "No." "Is the
+subject a pet?" "Yes." "Have they one in the house?" "Yes." "In this
+room?" "Yes." "Is it lying in front of the fire at the present time?"
+"Yes." "Is the subject you all thought of the cat lying in front
+of the fire in this room?" "Yes." The subject having been guessed,
+another one is chosen and the game proceeds. The questions are limited
+to twenty, but it is hardly ever necessary to use that number.
+
+ * * * * *
+
+HUNT THE SLIPPER
+
+[Illustration]
+
+The players seat themselves in a circle on the floor, having chosen
+one of their number to remain outside the circle. The children seated
+on the floor are supposed to be cobblers, and the one outside is the
+customer who has brought his shoe to be mended. He hands it to one of
+them, saying:
+
+"Cobbler, cobbler, mend my shoe; Get it done by half-past two."
+
+The cobblers pass the shoe round to each other as quickly as they can,
+taking care that the customer does not see which of them has it. When
+the customer comes to fetch it he is told that it is not ready. He
+pretends to get angry and says he will take it as it is. He must then
+try to find it, and the cobbler who has it must try to pass it to his
+neighbor without its being seen by the customer. The person upon whom
+the shoe is found must become the customer, while the customer takes
+his place in the circle on the floor.
+
+ * * * * *
+
+FLYING
+
+This game requires for the leader a person who can tell a story or
+make a little amusing speech. Each one who plays must place the right
+hand upon the left arm. The leader then tells a story, during the
+telling of which whenever he mentions any creature that can fly, every
+right hand is to be raised and fluttered in the air to imitate the
+action of flying. At the name of a creature that does not fly, the
+hands must be kept quiet, under pain of a forfeit. Thus:
+
+ The little wren is very small,
+ The humming-bee is less;
+ The ladybird is least of all,
+ And beautiful in dress.
+ The pelican she loves her young,
+ The stork its parent loves;
+ The woodcock's bill is very long,
+ And innocent are doves.
+ In Germany they hunt the boar,
+ The bee brings honey home,
+ The ant lays up a winter store,
+ The bear loves honeycomb.
+
+ * * * * *
+
+THE BLIND MAN'S WAND
+
+This is another way of playing Blind Man's Buff, and is thought by
+many to be an improvement on that game.
+
+The player who is blindfolded stands in the center of the room, with
+a long paper wand, which can be made of a newspaper folded up
+lengthways, and tied at each end with string. The other players then
+join hands and stand round him in a circle. Some one then plays a
+merry tune on the piano, and the players dance round and round the
+blind man, until suddenly the music stops; the blind man then takes
+the opportunity of lowering his wand upon one of the circle, and the
+player upon whom it has fallen has to take hold of it. The blind man
+then makes a noise, such as, for instance, the barking of a dog, a
+street cry, or anything he thinks will cause the player he has caught
+to betray himself, as the captive must imitate whatever noise the
+blind man likes to make. Should the blind man detect who holds the
+stick, the one who is caught has to be blind man; if not, the game
+goes on until he succeeds.
+
+ * * * * *
+
+JUDGE AND JURY
+
+The company should be seated in two lines facing each other, and one
+of the party should then be elected to act as judge. Each person has
+to remember who is sitting exactly opposite, because when the judge
+asks a question of any one, it is not the person directly asked who
+has to reply, but the person opposite to the judge. For instance, if
+the judge, addressing one of the company, asks: "Do you like apples?"
+the person spoken to must remain silent, while the person who is
+opposite to him must reply before the judge can count ten; the penalty
+on failing to do this is a forfeit. A rule with regard to the answers
+is that the reply must not be less than two words in length, and must
+not contain the words: "Yes," "No," "Black," "White," or "Gray." For
+the breaking of this rule a forfeit may also be claimed.
+
+ * * * * *
+
+"HANDS UP!"
+
+[Plate 3]
+
+The company in this game must divide, one-half taking seats on one
+side of the table, and the other half on the other side; the players
+on one side being called the "guessers" and the players on the other
+side being called the "hiders." A button or any small object is
+produced, and the hiders have to pass it from hand to hand, under the
+table, so that those sitting opposite may not know who holds it. When
+it is hidden, one of the guessers cries out, "Hands up!" Immediately
+the hiders must place their closed hands on the table; the guessers
+have then to find out which hand holds the button. If successful,
+the hiders take their turn at guessing. The person in whose hand the
+button is found must pay a forfeit.
+
+ * * * * *
+
+LODGINGS TO LET
+
+The company sit in a circle, and a player stands in the center. There
+is one spare chair, and the game is for this player to get possession
+of a vacant seat. When the game begins, every one moves as quickly as
+possible to the chair next beside him or her, and as this is done all
+the time, it is difficult for the person who is looking for "lodgings"
+to find a place by slipping in among them, and his attempts will cause
+much amusement.
+
+ * * * * *
+
+HUNT THE RING
+
+For this game a long piece of string is required. On this a ring is
+threaded, and the ends of the string are knotted together. The players
+then take the string in their hands and form a circle, while one
+of the company, who is called the hunter, stands in the center. The
+string must be passed rapidly round and round, and the players must
+try to prevent the hunter finding out who holds the ring. As soon as
+he has done this, he takes his place in the circle, while the person
+who held the ring becomes the "hunter."
+
+ * * * * *
+
+THE STOOL OF REPENTANCE
+
+The players sit in a circle, in the center of which a stool is placed.
+One of the company goes out of the room, and the rest say all sorts of
+things about him. For instance, one will say he is handsome, another
+that he is clever, or stupid, or vain. The "culprit" is then called
+back into the room and seats himself on the stool, which is called
+"the stool of repentance," and one of the players begins to tell him
+the different charges which have been made against him. "Some one
+said you were vain; can you guess who it was?" If the culprit guesses
+correctly, he takes his seat in the circle and the person who made
+the accusation becomes the "culprit" in his stead. If, however, the
+"culprit" is unable to guess correctly, he must go out of the room
+again while fresh charges are made against him.
+
+ * * * * *
+
+THE FEATHER
+
+Having procured a small flossy feather, the players sit in a circle as
+closely together as possible. One of the party then throws the feather
+as high as possible into the air, and it is the duty of all the
+players to prevent it from alighting on them, by blowing at it
+whenever it comes in their direction. Any player whom it falls upon
+must pay a forfeit.
+
+It is almost impossible to imagine the excitement that is produced by
+this game when it is played with spirit, and the fun is not altogether
+confined to the players, as it gives almost as much enjoyment to those
+who are looking on.
+
+ * * * * *
+
+THE GAME OF CONVERSATION
+
+To play this game successfully, two of the company privately agree
+upon a word that has several meanings. The two then enter into a
+conversation which is obliged to be about the word they have chosen,
+while the remainder of the company listen. When a member of the
+party imagines that he has guessed the word, he may join in the
+conversation, but if he finds he is mistaken, must immediately retire.
+
+To give an illustration: Supposing the two players who start the
+conversation decide upon the word "box." They might talk about the
+people they had seen at the theater and the particular part of the
+house in which they were sitting. Then they might say how nice it
+looked in a garden, and one might mention that it grew into big trees.
+Perhaps one of the company might imagine that he had guessed the word
+correctly and join in, when the conversation would be immediately
+changed, and the two would begin to converse about a huge case in
+which a very great number of things were packed away. By this time,
+possibly the person who joined in the conversation will leave off,
+completely mystified. If, however, the word should be correctly
+guessed, the person guessing it chooses a partner, and they together
+select a word, and the game begins again.
+
+ * * * * *
+
+THE GALLERY OF STATUES
+
+For this game all the company leave the room with the exception
+of two. One of these then stands like a statue, with perhaps the
+assistance of a tablecloth or something similar as drapery, while the
+other acts as showman.
+
+When the position is decided upon, one of the company is called in and
+taken on one side by the showman, and is asked his or her opinion as
+to the merits of the statue. It is almost certain that some suggestion
+will be made; in that case he or she is made to assume the attitude
+suggested, and another player is called in, to whom the same question
+is put, and another suggestion made and adopted. As each statue is
+added to the gallery, a great deal of merriment is caused, and in a
+short time a large collection will be obtained.
+
+ * * * * *
+
+THE HUNTSMAN
+
+One person represents the huntsman, the other players call themselves
+after some part of the huntsman's belongings; for instance, one is the
+cap, another the horn, others the powder-flask, gun, whip, etc.
+
+A number of chairs are arranged in the middle of the room, and there
+must be one chair less than the number of players, not counting the
+huntsman.
+
+The players then seat themselves round the room, while the huntsman
+stands in the center and calls for them one at a time, in this way:
+"Powder-flask!" At once "Powder-flask" rises and takes hold of the
+huntsman's coat.
+
+"Cap," "Gun," "Shot," "Belt," the huntsman cries; each person who
+represents these articles must rise and take hold of the player
+summoned before him, until at length the huntsman has a long line
+behind him. He then begins to run round the chairs, until he suddenly
+cries: "Bang!" when the players must sit down. Of course, as there are
+not sufficient chairs, one player will be left standing and he must
+pay a forfeit. The huntsman is not changed throughout the game, unless
+he grows tired, when he may change places with one of the others.
+
+ * * * * *
+
+HOT BOILED BEANS AND BACON
+
+This is a game for young children. Some small article is hidden in the
+room, while the little one who has to find it is sent outside. This
+finished, the players call out together: "Hot Boiled Beans and Bacon;
+it's hidden and can be taken." The little one enters and begins
+to hunt about for the hidden article. When she comes near to its
+hiding-place, the company tell her that she is getting "hot"; or, if
+she is not near it, she is told that she is "cold." That she is "very
+hot" or "very cold," will denote that she is very near of very far
+away from the object that is hidden; while if she is extremely near,
+she would be told that she was "burning." In this way the hidden
+object can be found, and all the children can be interested in the
+game by being allowed to call out whether the little one is "hot" or
+"cold."
+
+ * * * * *
+
+"MY MASTER BIDS YOU DO AS I DO."
+
+For all those children who are fond of a little exercise, no better
+game than this can be chosen. When the chairs are placed in order
+round the room, the first player commences by saying: "My master bids
+you do as I do," at the same time working away with the right hand as
+if hammering at his knees. The second player then asks: "What does he
+bid me do?" in answer to which the first player says: "To work with
+one as I do." The second player, working in the same manner, must turn
+to his left-hand neighbor and carry on the same conversation, and so
+on until every one is working away with the right hand.
+
+The second time of going round, the order is to work with two, then
+both hands must work; then with three, then both hands and one leg
+must work; then with four, when both hands and both legs must work;
+lastly with five, when both legs, both arms, and the head must be kept
+going. Should any of the players fail in keeping in constant motion, a
+forfeit may be claimed.
+
+ * * * * *
+
+RED CAP AND BLUE CAP
+
+The players seat themselves in a circle to represent tailors at
+work on a piece of cloth--a handkerchief or a duster will answer the
+purpose. A leader or foreman is chosen, and every one of the company
+is named in turn Red Cap, Blue Cap, Black Cap, Yellow Cap, Brown Cap,
+etc. The leader then takes the piece of cloth and pretends to examine
+the work which is supposed to have been done by the workmen. He is
+supposed to discover a bad stitch and asks: "Who did it, Blue Cap?"
+The latter immediately answers: "Not I, sir." "Who then, sir?" "Yellow
+Cap, sir." Yellow Cap must then answer at once in the same manner and
+name another workman. Any one who fails to answer to his name pays a
+forfeit. If carried on in a brisk manner, this game will cause endless
+amusement.
+
+ * * * * *
+
+IT
+
+One of the players is asked to go outside while the company thinks of
+some person in the room, and on his return he has to guess of whom the
+company has thought.
+
+The players then arrange themselves in a circle, and agree each to
+think of his or her right-hand neighbor; it is best to have a girl and
+boy alternately, as this adds much to the amusement.
+
+The one outside is then called in, and commences to ask questions.
+Before replying, the player asked must be careful to notice his or
+her right-hand neighbor, and then give a correct reply. For instance,
+supposing the first question to be: "Is the person thought of a boy or
+a girl?" The answer would possibly be "A boy;" the next person would
+then be asked the color of the complexion, the next one the color
+of the hair, if long or short, etc., to which questions the answers
+would, of course, be given according to the right-hand neighbor.
+
+Nearly all the answers will contradict the previous ones, and
+something like this may be the result: "A boy," "very dark
+complexion," "long yellow hair," "wearing a black velvet jacket,"
+"with a dark green dress," "five feet high," "about six years old,"
+etc. When the player guessing gives the game up, the joke is explained
+to him.
+
+ * * * * *
+
+ACTING RHYMES
+
+For this game, half the players go outside the door, while those who
+stay in the room choose a word of one syllable, which should not be
+too difficult. For instance, suppose the word chosen be "Flat," those
+who are out of the room are informed that a word has been thought of
+that rhymes with "Cat," and they then have to act without speaking,
+all the words they can think of that rhyme with "Cat." Supposing their
+first idea be "Bat," they come into the room and play an imaginary
+game of cricket. This not being correct, they would get hissed for
+their pains, and they must then hurry outside again. They might next
+try "Rat," most of them going into the room on their hands and feet,
+while the others might pretend to be frightened. Again they would be
+hissed. At last the boys go in and fall flat on their faces, while the
+girls pretend to use flat-irons upon their backs. The loud clapping
+that follows tells them that they are right at last. They then change
+places with the audience, who, in their turn, become the actors.
+
+ * * * * *
+
+MAN AND OBJECT
+
+Two persons go out of the room, and after agreeing together as to what
+they shall represent, they come back again, and sit side by side in
+front of the company. One of the two takes the part of some well-known
+person, and the other represents an object which is closely connected
+with that person; for instance, say one represents the governor,
+and the other the mayor. When the two return to the room, the other
+players take it in turns to ask each of them a question, to which
+both the man and the object must reply either "Yes" or "No," until the
+right person and the right object have been guessed.
+
+The first player will perhaps ask the "man:" "Are you alive?"
+
+[Illustration]
+
+The man will reply, "Yes;" then the object is asked: "Are you of
+wood?" "No." The second player next questions him, and then the third,
+and so on until every one has had a turn at questioning, or the person
+and the object have been guessed.
+
+ * * * * *
+
+THE JOLLY MILLER
+
+The players decide among themselves which one of their number shall
+act the part of the Jolly Miller. This being done, each little boy
+chooses a little girl as partner; the Jolly Miller having taken his
+stand in the middle of the room, they all commence to walk arm-in-arm
+round him, singing the following lines:
+
+ There was a jolly miller who lived by himself;
+ As the wheel went round he made his wealth;
+ One hand in the hopper, and the other on the bag;
+ As the wheel went round he made his grab.
+
+At the word "Grab" all must change partners, and while the change
+is going on the miller has the opportunity given him of securing
+a partner for himself. Should he succeed in doing so, the one left
+without a partner must take the place of the Jolly Miller, and must
+occupy the center of the room until fortunate enough to get another
+partner.
+
+ * * * * *
+
+RUTH AND JACOB
+
+[Illustration]
+
+One player is blindfolded, the rest dance in a circle round him till
+he points at one of them. This person then enters the ring, and when
+the blindman calls out "Ruth," answers "Jacob," and moves about within
+the circle so as to avoid being caught by the blindman, and continues
+to answer "Jacob," as often as the blindman calls out "Ruth." This
+continues until "Ruth" is caught. "Jacob" must then guess who it is he
+has caught; if he guesses correctly, "Ruth" takes his place, and the
+game goes on; if he guesses wrongly, he continues to be "Jacob."
+
+ * * * * *
+
+CHECKERS
+
+This is a splendid game and one very easily learned. It is played upon
+a special board with thirty-two white and thirty-two black squares.
+
+Two persons play at the game, who sit opposite to each other. The
+players have each a set of twelve pieces, or "men," the color of the
+sets being different, so that the players can distinguish their
+own men easily. The men are round and flat, and are usually made of
+boxwood or ebony and ivory, one set being white and the other black.
+
+Before placing the men upon the board, it must be decided whether the
+white or the black squares are to be played on, as the whole must be
+put on one color only. If the white squares are selected, there must
+be a black square in the right-hand corner; if the black squares are
+to be played upon, then the right-hand corner square must be a white
+one.
+
+The movements in checkers are very simple; a man can be moved only one
+square at a time, except as explained hereafter, and that diagonally,
+never straight forward or sideways. If an opponent's man stand in the
+way, no move can take place unless there be a vacant square beyond it,
+into which the man can be lifted. In this case the man leaped over is
+"taken" and removed from the board.
+
+The great object of the game, then, is to clear the board of the
+opponent's men, or to hem them in in such a way that they cannot be
+moved, whichever player hems in the opponent or clears the board
+first gains the victory. As no man can be moved more than one step
+diagonally at a time (except when taking opponent's pieces), there can
+be no taking until the two parties come to close quarters; therefore,
+the pushing of the men continuously into each other's ground is the
+principle of the game.
+
+In beginning the game, a great advantage can be obtained by having the
+first move; the rule, therefore, is, if several games are played, that
+the first move be taken alternately by the players.
+
+When either of the players has, with his men, reached the extreme row
+of squares on the opposite side (the first row of his opponent), those
+men are entitled to be crowned, which is done by placing on the top of
+each another man, which may be selected from the men already removed
+from the board. The men so crowned are called "Kings" and have a new
+power of movement, as the player may now move them either backward or
+forward, as he wills, but always diagonally as before.
+
+The Kings having this double power of movement, it is an important
+point for a player to get as many men crowned as possible. If each
+player should be fortunate enough to get two or three Kings, the game
+becomes very exciting. Immediately after crowning, it is well for a
+player to start blocking up his opponent's men, so as to allow more
+freedom for his own pieces, and thus prepare for winning the game.
+
+It is the rule that if a player touch one of his men he must play it.
+If player A omit to take a man when it is in his power to do so, his
+opponent B can huff him; that is, take the man of the player A off the
+board. If it is to B's advantage, he may insist on his own man being
+taken, which is called a "blow." The usual way is to take the man of
+the player A who made the omission, and who was huffed, off the board.
+
+It is not considered right or fair for any one watching the game to
+advise what move to be made, or for a player to wait longer than five
+minutes between each move.
+
+Great care should be taken in moving the men, as one false move may at
+any time endanger the whole game.
+
+With constant practice any one can soon become a very fair player, but
+even after the game has been played only a few times it will be found
+very interesting.
+
+ * * * * *
+
+DOMINOES
+
+There are several ways of playing Dominoes, but the following game is
+the most simple:
+
+The dominoes are placed on the table, face downward, and each player
+takes up one, to decide who is to play first. The one who draws the
+stone with the highest number of pips on it takes the lead. The
+two stones are then put back among the rest; the dominoes are then
+shuffled, face downward, and the players choose seven stones each,
+placing them upright on the table, so that each can see his own
+stones, without being able to overlook those of his opponent.
+
+As there are twenty-eight stones in an ordinary set, there will still
+be fourteen left from which to draw.
+
+The player who has won the lead now places a stone, face upward, on
+the table. Suppose it be double-six, the other player is bound to
+put down a stone on which six appears, placing the six next to the
+double-six. Perhaps he may put six-four; the first player then puts
+six-five, placing his six against the opposite six of the double-six;
+the second follows with five-four, placing his five against the five
+already on the table; thus, you see, the players are bound to put down
+a stone which corresponds at one end with one of the end numbers of
+those already played. Whenever a player has no corresponding number he
+must draw from the fourteen that were left out for that purpose. If,
+when twelve of these fourteen stones are used up, he cannot play,
+he loses his turn, and his opponent plays instead of him. The two
+remaining dominoes must not be drawn.
+
+When one of the players has used up all his dominoes, his opponent
+turns up those he has left, the pips are then counted, and the number
+of pips is scored to the account of the player who was out first.
+
+If neither player can play, the stones are turned face upward on
+the table, and the one who has the smallest number of pips scores as
+follows: If the pips of one player count ten and those of the other
+player five, the five is deducted from the ten, leaving five to be
+scored by the player whose pips only counted five.
+
+The dominoes are shuffled again, the second player this time taking
+the lead, and the game proceeds in this way until one or other has
+scored a hundred, the first to do so winning the game.
+
+This game is generally played by two only, though it is possible for
+four, five, or even six to join in it; but, in that case, they cannot,
+of course, take seven stones each, so they must divide the stones
+equally between them, leaving a few to draw from, if they prefer it;
+if not they can divide them all.
+
+ * * * * *
+
+GREEN GRAVEL
+
+In this game the children join hands and walk round in a circle,
+singing the following words:
+
+ Green gravel, green gravel, your grass is so green,
+ The fairest young damsel that ever was seen.
+ I'll wash you in new milk and dress you in silk,
+ And write down your name with a gold pen and ink.
+ Oh! (Mary) Oh! (Mary) your true love is dead;
+ He's sent you a letter to turn round your head.
+
+When the players arrive at that part of the song, "Oh, Mary!" they
+name some member of the company; when the song is finished, the one
+named must turn right round and face the outside of the ring, having
+her back to all the other players. She then joins hands in this
+position and the game continues as before until all the players face
+outward. They then recommence, until they all face the inside of the
+ring as at first.
+
+ * * * * *
+
+FIVES AND THREES
+
+This is another game that is played with dominoes, and is one of
+the most popular. It is excellent practice for counting, and to be
+successful at it depends, in a very great measure, upon skill in doing
+this. Two, three or four players may take part in this game. After the
+dominoes have been shuffled, face downward, each player takes an equal
+number of stones, leaving always three, at least, upon the table; no
+player, however, may take more than seven, and it is perhaps better to
+limit the number to five.
+
+In playing dominoes, it should always be borne in mind that one end
+of the domino to be played must always agree in number with the end of
+the domino it is to be placed against.
+
+The object of the game is to make as many "fives" and "threes" as are
+possible; for instance, a player should always make the domino show
+fifteen if he can, as three divides into fifteen five times, and five
+divides into fifteen three times, and he would thus score 8 (three
+and five). The way to count is to add the two extreme ends together,
+always, of course, trying to make the number as high as possible, and
+to make it one into which either three or five will divide, as if a
+number be formed into which these numbers will not divide, no score
+will result.
+
+Suppose there are two players, A and B. A starts the game by playing
+the double-six, for which he scores 4 (three dividing into twelve four
+times). B then plays the six-three, making fifteen, and thus scores
+8 (the highest score possible, as explained above). A next plays the
+double-three, which makes eighteen, and scores 6 (three dividing into
+eighteen six times). B then plays six-blank onto the double-six on the
+left-hand side and scores 2 (three dividing into six twice). A holding
+the blank-three, places it onto the blank end, making the number nine,
+and scores 3. B next plays the three-four, which makes ten, and 2
+is added to his score (five dividing into ten twice). Thus the game
+proceeds, each player trying to make as many fives and threes as
+possible.
+
+ * * * * *
+
+
+
+
+PAPER AND PENCIL GAMES
+
+BIRDS, BEASTS, AND FISHES
+
+Take your pencil and write upon the top of your paper the words,
+"Birds, Beasts, and Fishes." Then tell your companion that you are
+going to think of, for instance, an animal. Put down the first and
+last letters of the name, filling in with crosses the letters that
+have been omitted. For example, write down on the paper C*******e.
+Your companion would have to think of all the animals' names that he
+could remember which contained nine letters, and commenced with the
+letter C and ended with "e." If the second player after guessing
+several times "gives it up," the first player would tell him that the
+animal thought of was "Crocodile," and would then think of another
+Bird, Beast, or Fish, and write it down in a similar manner. If,
+however, the name of the animal be guessed, then it would be the
+second player's turn to take the paper and pencil.
+
+ * * * * *
+
+NOUGHTS AND CROSSES
+
+[Illustration]
+
+This is a game every boy or girl thoroughly enjoys. Take paper, and
+with a pencil draw four cross lines as shown:
+
+[Illustration]
+
+Two persons only can play at this game, one player taking "noughts,"
+the other "crosses." The idea is for the one player to try and draw
+three "noughts" in a line before the other player can do the same
+with three "crosses." Supposing the player who places his "O" in the
+right-hand top corner, the player who has taken the "crosses" will
+perhaps place an "X" in the left-hand top corner. The next "O" would
+be placed in the bottom left-hand corner; then to prevent the line of
+three "noughts" being completed, the second player would place his "X"
+in the center square. An "O" would then be immediately placed in the
+right-hand bottom corner, so that wherever the "X" was placed by the
+next player, the "noughts" would be bound to win. Say, for instance,
+the "X" has chosen the "noughts" commences and was placed in the
+center square on the right-hand side, the place for the "O" to be put
+would be the center square at the bottom, thus securing the game. The
+diagram would then appear as illustrated:
+
+ * * * * *
+
+"TIT, TAT, TOE"
+
+[Illustration]
+
+There can be two, three, or four players for this game. First take
+paper and pencil and write the players' names across the top of
+the paper in the order in which they are to play. Next draw a large
+circle, in the center of which draw a smaller one, placing the number
+100 within it. The space between the inner and outer circles must be
+divided into parts, each having a number, as shown in the diagram.
+
+This having been done, the first player closes his eyes, takes the
+pencil, and places his hand over the paper, the point of the pencil
+just touching it. He then repeats the following rhyme, moving the
+pencil round and round while doing so:
+
+ Tit, tat, toe,
+ My first go,
+ Four jolly butcher boys
+ All in a row.
+ Stick one up,
+ Stick one down,
+ Stick one in
+ The old man's crown.
+
+At the word "crown" the player must keep the point of the pencil
+firmly on the paper, and open his eyes. If the pencil is not within
+the circle, or if within but with the point of the pencil resting upon
+a line, then the player gives the pencil to the next player, having
+scored nothing.
+
+If, on the contrary, at the end of the rhyme, the pencil is found to
+be resting in a division of the circle, for instance, marked "70,"
+that number is placed beneath the player's name, and the section is
+struck by drawing a line across it. If afterward the pencil rest in a
+division of the circle that has been struck out, the player loses his
+turn in the same way as if the pencil were not in the circle at all,
+or had rested upon a line of the diagram.
+
+The game continues until all the divisions of the circle have been
+scored out, when the numbers gained by each of the players are added
+up, and the one who has scored the highest number of points wins the
+game.
+
+ * * * * *
+
+
+
+
+CARD GAMES
+
+SPECULATION
+
+Speculation is a game at which any number of persons may play. The
+stakes are made with counters or nuts, and the value of the stakes is
+settled by the company. The highest trump in each deal wins the pool.
+
+When the dealer has been chosen, he puts, say, six counters in the
+pool and every other player puts four; three cards are given to each
+person, though they must be dealt one at a time; another card is then
+turned up, and called the trump card. The cards must be left upon the
+table, but the player on the left-hand side of the dealer turns up
+his top card so that all may see it. If it is a trump card, that is to
+say, if it is of the same suit as the card the dealer turned up, the
+owner may either keep his card or sell it, and the other players bid
+for it in turn. Of course, the owner sells it for the highest price he
+can get.
+
+The next player then turns up his card, keeps it or sells it, and so
+the game goes on until all the cards have been shown and disposed of,
+and then the player who holds the highest trump either in his own hand
+or among the cards he has bought, takes the pool, and there is another
+deal.
+
+Should none of the other players have a trump card in his hand, and
+the turn-up card not having been purchased by another player, the
+dealer takes the pool.
+
+If any one look at his cards out of turn, he can be made to turn all
+three up, so that the whole company can see them.
+
+ * * * * *
+
+ALL FOURS
+
+This game takes its name from the four chances or points of which it
+consists, namely, "High," "Low," "Jack," and "Game." It may be played
+by two or four players, but the same rules apply to each.
+
+The four points, which have been already mentioned, count as follows:
+"High," the highest trump out; the holder scores one point. "Low," the
+lowest trump out; the original holder of it scores one point even if
+it is taken by his adversary. "Jack," the knave of trumps; the holder
+scores one point, unless it be won by his adversary, in which case
+the winner scores one. "Game," the greatest number of tricks gained by
+either party; reckoning for each Ace four toward game, each King three
+toward game, each Queen two toward game, each Jack one toward game,
+each Ten ten toward game.
+
+The other cards do not count toward game; thus it may happen that
+a deal may be played without either party having any to score for
+"Game."
+
+When the players hold equal numbers, the dealer does not score.
+
+[Plate 4]
+
+Begging is when the player next the dealer does not like his cards and
+says, "I beg," in which case the dealer must either let him score one,
+saying, "Take one," or give three more cards from the pack to all the
+players and then turn up the next card for trumps; if the trump turned
+up is the same suit as the last, the dealer must give another three
+cards until a different suit turns up trumps. In playing this game the
+ace is the highest card and the deuce (the two) is the lowest.
+
+Having shuffled and cut a pack of cards, the dealer gives six to each
+player. If there be two playing, he turns up the thirteenth card for
+trumps; if four are playing, he turns up the twenty-fifth. Should the
+turn-up be a jack, the dealer scores one point. The player next the
+dealer looks at his hand and either holds it or "begs," as explained.
+
+The game then begins by the player next the dealer leading a card, the
+others following suit, the highest card taking the trick, and so on
+until the six tricks have been won. When the six tricks are played,
+the points are taken for High, Low, Jack, and Game.
+
+Should no player have either a court card or a ten, the player next to
+the dealer scores the point for the game. If only one trump should be
+out, it counts both High and Low to the player who first has it. The
+first great thing in this game is to try and win the jack; next you
+must try and make the tens; and you must also try and win the tricks.
+
+ * * * * *
+
+SNAP
+
+The pack of cards is dealt round, face downward, and each player packs
+his cards together, without looking at them, and then places them in
+front of him.
+
+The first player then turns up the top card of his pack, the next does
+the same, and so on in turn; but, as soon as a player turns up a card
+corresponding in number to the one already lying, uncovered, on the
+table, one of the two to whom the cards belong cries, "Snap."
+
+Whichever succeeds in saying it first takes, not only the snap card of
+the other player, but all the cards he has already turned up, and also
+those he has himself turned up. The cards he wins must be placed at
+the bottom of his own pack.
+
+The one who succeeds in winning all the cards wins the game. It
+is necessary to be very attentive and very quick if you want to be
+successful at this game.
+
+There is a game very similar to the above called "Animal Snap." Each
+player takes the name of an animal, and instead of crying "Snap," he
+must cry the name of the animal chosen by the player who turned up the
+last card. For instance, suppose a five be turned up and a player who
+has chosen the name of "Tiger" turn up another five, instead of crying
+"Snap," "Tiger" would be called if "Tiger" did not succeed in crying
+the other player's name first.
+
+ * * * * *
+
+SNIP, SNAP, SNORUM
+
+This is a first-rate game and very exciting. Any number of players may
+take part in it, and the whole of the fifty-two cards are dealt out.
+
+Each player has five counters, and there is a pool in the middle,
+which is empty at the commencement of the game.
+
+The first player plays a card--say it is a six--then the one next to
+him looks through his cards, and if he has another six he puts it down
+and says, "Snip"; the first player must then pay a counter into the
+pool.
+
+If the next player should chance to have another six, he plays it and
+says "Snap," and the one who is snapped must pay in his turn, but the
+fine is increased to two counters. Should the fourth player have the
+fourth six, he plays it, and says, "Snorum," and the third player must
+now pay; his fine is three counters to the pool. No person may play
+out of his turn, and every one must "snip" when it is in his power.
+When any one has paid the whole of his five counters to the pool he
+retires from the game; the pool becomes the property of the one whose
+counters last the longest.
+
+ * * * * *
+
+OLD MAID
+
+From a pack of cards take out one queen, shuffle the cards and deal
+them, face downward, equally among all the players. The cards should
+then be taken, the pairs sorted out and thrown upon the table. By
+"pairs" is meant two kings, or two fives, and so on. When all the
+pairs have been sorted out, the dealer offers the remainder of his
+cards to his felt-hand neighbor, who draws any card he chooses to
+select, though he is only allowed to see the backs of them. The player
+who has drawn then looks at the cards to see if he can pair it with
+one he holds in his hand; if he can, he throws out the pair; if not,
+he must place it with his other cards. It is now his turn to offer his
+cards to his neighbor, and so the game goes on until all the cards are
+paired, except, of course, the odd card which is the companion to the
+banished queen. The holder of this card is "the old maid."
+
+ * * * * *
+
+POPE JOAN
+
+This amusing game is for any number of players, and is played with a
+wooden board which is divided into compartments or pools, and can be
+bought cheaply at any toy shop for a small sum. Failing a board, use a
+sheet of paper marked out in squares.
+
+Before dealing, the eight of diamonds is taken out of the pack, and
+the deal is settled by cutting the cards, and whoever turns up the
+first jack is dealer.
+
+The dealer then shuffles the cards and his left-hand neighbor cuts
+them. The dealer must next "dress the board," that is, he must put
+counters into the pools, which are all marked differently. This is the
+way to dress the board: One counter to each ace, king, queen, jack,
+and game, two to matrimony (king and queen), two to intrigue (queen
+and jack), and six to the nine of diamonds, which is the Pope. On a
+proper board you will see these marked on it.
+
+The cards are now dealt round to the players, with the exception of
+one card, which is turned up for trumps, and six or eight, which are
+put aside to form the stops; the four kings and the seven of diamonds
+are also always stops.
+
+If either ace, king, queen, or jack happen to be turned up for trumps,
+the dealer may take whatever is in the compartment with that mark; but
+when Pope is turned up for trumps, the dealer takes all the counters
+in Pope's compartment as well as those in the "game" compartment,
+besides a counter for every card dealt to each player, which must, of
+course, be paid by the players. There is then a fresh deal.
+
+It is very seldom, however, that Pope does turn up for trumps; when it
+does not happen, the player next to the dealer begins to play, trying
+to get rid of as many cards as possible. First he leads cards which he
+knows will be stops, then Pope, if he has it, and afterward the lowest
+card in his suit, particularly an ace, for that can never be led
+up to. The other players follow when they can; for instance, if the
+leader plays the two of diamonds, whoever holds the three plays it,
+some one follows with the four, and so on until a stop occurs; whoever
+plays the card which makes a stop becomes leader and can play what he
+chooses.
+
+This goes on until some person has parted with all his cards, by which
+he wins the counters in the "game" compartment and receives from the
+players a counter for every card they hold. Should any one hold the
+Pope he is excused from paying, unless he happens to have played it.
+
+Whoever plays any of the cards which have pools or compartments takes
+the counters in that pool. If any of these cards are not played, the
+counters remain over for the next game.
+
+ * * * * *
+
+"I SUSPECT YOU"
+
+This game may be played by any number of persons. As soon as the cards
+have been dealt and the players have examined their hands, the one on
+the left of the dealer plays the lowest card he has (the ace counting
+lowest). He must place the card face downward on the table, at the
+same time calling out what it is. The next player also puts down a
+card, face downward, and calls the next number; for instance, if No. 1
+puts down a card and says "One," No. 2 says "Two," No. 3 "Three," and
+so on.
+
+It is not necessary for the card laid down to be actually the one
+called out. The fun of the game is to put down the wrong card without,
+any one suspecting you. Naturally, it is not often that the cards run
+straight on, as no one may play out of turn, and if one player thinks
+another has put down the wrong card, he says, "I suspect you." The
+player must then show his card, and if it should not be the one he
+said, he must take all the cards laid down and add them to his pack;
+if, however, the card happens to be the right one, then the accuser
+must take the cards. The player who first succeeds in getting rid of
+his cards wins the game.
+
+ * * * * *
+
+BEGGAR MY NEIGHBOR
+
+The cards are dealt equally to the players. The first player puts down
+a card, face upward, upon the table. If it be a common card, that
+is, a two, or three, or anything but a picture card or an ace, his
+neighbors put down in turn their cards until a court card (that is, a
+picture card or an ace) turns up.
+
+If at last an ace be played, the neighbor of the one who plays it must
+pay him four cards; if a king three cards, if a queen two, and if a
+jack one. The one who played the court card also takes all the cards
+that have been played, and puts them under his own pack. If, however,
+in playing for a court card, one of the players puts down another
+court card, then his neighbor must pay him, and he takes the whole
+pack instead of the previous player. Sometimes it happens that a
+second player in paying puts down a court card, and the third player
+in paying him puts down another, and so on, until perhaps the fourth
+or fifth player actually gets the cards in the end.
+
+ * * * * *
+
+
+
+
+RIDDLES
+
+Few children think they will ever tire of playing games; but all the
+same, toward the end of a long evening, spent merrily in dancing and
+playing, the little ones begin to get too weary to play any longer,
+and it is very difficult to keep them amused.
+
+Then comes the time for riddles! The children can sit quietly round
+the room, resting after their romps and laughter, and yet be kept
+thoroughly interested, trying to guess riddles.
+
+It is, however, very difficult to remember a number of good and
+laughable ones, so we will give a list of some, which will be quite
+sufficient to puzzle a roomful of little folk for several hours.
+
+Why are weary people like carriage wheels? Answer: Because they are
+tired.
+
+An old woman in a red cloak was passing a field in which a goat was
+feeding. What strange transformation suddenly took place? Answer: The
+goat turned to butter (butt her), and the woman into a scarlet runner.
+
+Why does a duck go into the water? Answer: For divers reasons.
+
+Spell "blind pig" in two letters. P G; a pig without an I.
+
+Which bird can lift the heaviest weights? The crane.
+
+Why is a wise man like a pin? He has a head and comes to a point.
+
+Why is a Jew in a fever like a diamond? Because he is a Jew-ill.
+
+Why may carpenters reasonably believe there is no such thing as stone?
+Because they never saw it.
+
+What is that which is put on the table and cut, but never eaten? A
+pack of cards.
+
+When does a farmer double up a sheep without hurting it? When he folds
+it.
+
+What lives upon its own substance and dies when it has devoured
+itself? A candle.
+
+Why is a dog biting his tail like a good manager? Because he makes
+both ends meet.
+
+What thing is it that is lower with a head than without one? A pillow.
+
+Which is the left side of a plum pudding? That which is not eaten.
+
+What letter of the alphabet is necessary to make a shoe? The last.
+
+If all the seas were dried up, what would everybody say? We haven't a
+notion (an ocean).
+
+Why is it certain that "Uncle Tom's Cabin" was not written by the hand
+of its reputed author? Because it was written by Mrs. Beecher's toe
+(Stowe).
+
+Why is a fishmonger never generous? Because his business makes him
+sell fish (selfish).
+
+What is that which works when it plays and plays when it works? A
+fountain.
+
+What is that from which you may take away the whole and yet there will
+be some remaining? The word wholesome.
+
+Why are fowls the most economical things a farmer can keep? Because
+for every grain they give a peck.
+
+Why is it dangerous to walk in the meadows in springtime? Because the
+trees are shooting and the bulrush is out (bull rushes out).
+
+Why is a vine like a soldier? Because it is listed and has ten drills
+(tendrils) and shoots.
+
+If a man who is carrying a dozen glass lamps drops one, what does he
+become? A lamp lighter.
+
+What belongs to yourself, but is used more by your friends than by
+yourself? Your name.
+
+A man had twenty sick (six) sheep and one died; how many were left?
+Nineteen.
+
+Which is the best day for making a pancake? Friday.
+
+What is that which everybody has seen but will never see again?
+Yesterday.
+
+What four letters would frighten a thief? O I C U.
+
+[Illustration]
+
+Why is a spider a good correspondent? Because he drops a line at every
+post.
+
+When is the clock on the stairs dangerous? When it runs down.
+
+Why is the letter "k" like a pig's tail? Because it comes at the end
+of pork.
+
+What is the keynote to good manners? B natural.
+
+Why is a five dollar bill much more profitable than five silver
+dollars? Because when you put it in your pocket you double it, and
+when you take it out you will find it in-creases.
+
+Why is a watch like a river? Because it doesn't run long without
+winding.
+
+What is that which flies high, flies low, has no feet, and yet wears
+shoes? Dust.
+
+Which is the smallest bridge in the world? The bridge of your nose.
+
+When has a man four hands? When he doubles his fists.
+
+What trees has fire no effect upon? Ash trees; because when they are
+burned they are ashes still.
+
+What is the difference between a schoolmaster and an engine-driver?
+One minds the train and the other trains the mind.
+
+What is that which goes from Chicago to Philadelphia without moving?
+The road.
+
+Which is easier to spell--fiddle-de-dee or fiddle-de-dum?
+Fiddle-de-dee, because it is spelled with more "e's."
+
+When may a chair be said to dislike you? When it can't bear you.
+
+What animal took most luggage into the Ark, and which two took the
+least? The elephant, who took his trunk, while the fox and the cock
+had only a brush and a comb between them.
+
+If a bear were to go into a dry goods store, what would he want? He
+would want muzzlin'.
+
+Why was the first day of Adam's life the longest? Because it had no
+Eve.
+
+[Illustration]
+
+Why is a washerwoman like a navigator? Because she spreads her sheets,
+crosses the line and goes from pole to pole.
+
+Why is it that a tailor won't attend to business? Because he is always
+cutting out.
+
+When can a horse be sea-green in color? When it's a bay.
+
+Why were gloves never meant to sell? Because they were made to be kept
+on hand.
+
+When are we all artists? When we draw a long face.
+
+Why are watch-dogs bigger by night than by day? Because they are let
+out at night and taken in in the morning.
+
+Why is B like a hot fire? Because it makes oil Boil.
+
+Why is a schoolmaster like a bootblack? Because he polishes the
+understandings of the people.
+
+When is a store-keeper always above his business? When he lives over
+his store.
+
+Which is the liveliest city in the world? Berlin; because it's always
+on the Spree.
+
+Why is a water-lily like a whale? Because they both come to the
+surface to blow.
+
+Why is a shoemaker the most industrious of men? Because he works to
+the last.
+
+What is book-keeping? Forgetting to return borrowed volumes.
+
+Why is scooping out a turnip a noisy process? Because it makes it
+hollow.
+
+Why are teeth like verbs? Because they are regular, irregular, and
+defective.
+
+What ships hardly ever sail out of sight? Hardships.
+
+When is an artist a dangerous person? When his designs are bad.
+
+Why are tortoiseshell combs like citadels? They are for-tresses.
+
+Why is the Isthmus of Suez like the first "u" in cucumber? Because it
+is between two "c's" (seas).
+
+What motive led to the invention of railroads? The loco-motive.
+
+Why are deaf people like Dutch cheeses? Because you can't make them
+here.
+
+When is the best time to get a fresh egg at sea? When the ship lays
+to.
+
+Who was the first whistler? The wind.
+
+Why need a traveler never starve in the desert? Because of the sand
+which is (sandwiches) there.
+
+Why is sympathy like blindman's buff? Because it is a fellow feeling
+for a fellow creature.
+
+If a Frenchman were to fall into a tub of tallow, in what word would
+he express his situation? In-de-fat-i-gabble. (Indefatigable.)
+
+Why is a dinner on board a steamboat like Easter Day? Because it is a
+movable feast.
+
+Spell "enemy" in three letters. F O E.
+
+Why is a little man like a good book? Because he is often looked over.
+
+Why is a pig in a parlor like a house on fire? Because the sooner it
+is put out the better.
+
+What is the difference between a soldier and a bombshell? One goes to
+wars, the other goes to pieces.
+
+Which is the only way that a leopard can change his spots? By going
+from one spot to another.
+
+Why did Eve never fear the measles? Because she'd Adam.
+
+When is a tall man a little short? When he hasn't got quite enough
+cash.
+
+What houses are the easiest to break into? The houses of bald people;
+because their locks are few.
+
+Why is a watch the most difficult thing to steal? Because it must be
+taken off its guard.
+
+Why is there never anybody at home in a convent? Because it is an (n)
+uninhabited place.
+
+Why does a person who is not good looking make a better carpenter than
+one who is? Because he is a deal plainer.
+
+What is the best tree for preserving order? The birch.
+
+Why is shoemaking the easiest of trades? Because the shoes are always
+soled before they are made.
+
+What plant stands for No. 4? IV.
+
+How can a gardener become thrifty? By making the most of his thyme,
+and by always putting some celery in the bank.
+
+Why is it probable that beer was made in the ark? Because the kangaroo
+went in with hops, and the bear was always bruin.
+
+"What was the biggest thing you saw at the Panama Exposition?" asked a
+wife of her husband. "My hotel bill!" said he.
+
+Why is C like a schoolmistress? Because it forms lasses into classes.
+
+What is that which never asks any questions and yet requires many
+answers? The street door.
+
+If a man bumped his head against the top of a room, what article of
+stationery would he be supplies with? Ceiling whacks (sealing-wax).
+
+Which is the oldest tree in the country? The elder tree.
+
+Which is the longest word in the English language? Smiles; because
+there is a mile between the first and last letters.
+
+What is that which happens twice in a moment and not once in a
+thousand years? The letter M.
+
+How many sides are there to a tree? Two, inside and out.
+
+What sea would a man most like to be in on a wet day? A dry attic
+(Adriatic).
+
+Why is coffee like an axe with a dull edge? Because it must be ground
+before it is used.
+
+What is the difference between a bottle of medicine and a troublesome
+boy? One is to be well shaken before taken, and the other is to be
+taken and then shaken.
+
+What makes more noise than a pig under a gate? Two pigs.
+
+When is a door not a door? When it is a-jar.
+
+What is the difference between a naughty boy and a postage stamp?
+Because one you stick with a lick, and the other you lick with a
+stick.
+
+Why did William Tell shudder when he shot the apple from his son's
+head? Because it was an arrow escape for his child.
+
+What is that which the more you take from it the larger it grows? A
+hole.
+
+What is the best land for little kittens? Lapland.
+
+Why should a man always wear a watch when he travels in a waterless
+desert? Because every watch has a spring in it.
+
+Of what trade is the sun? A tanner.
+
+What relation is a doormat to a door? Step-fa(r)ther.
+
+What is that which you cannot hold ten minutes, although it is as
+light as a feather? Your breath.
+
+What is the worst weather for rats and mice? When it rains cats and
+dogs.
+
+What is that which never uses its teeth for eating purposes? A comb.
+
+When are two apples alike? When pared.
+
+What is the difference between a blind man and a sailor in prison? One
+cannot see to go and the other cannot go to sea.
+
+Why is a plum cake like the ocean? Because it contains so many
+currants.
+
+What pudding makes the best cricketer? A good batter.
+
+When is a sailor not a sailor? When he's a-board.
+
+Why is the snow different from Sunday? Because it can fall on any day
+in the week.
+
+What trade would you mention to a short boy? Grow sir (grocer).
+
+What tree is nearest the sea? The beech.
+
+Why is a game of cards like a timber yard? Because there are always a
+great many deals in it.
+
+Why is a tight boot like an oak tree? Because it produces a corn
+(acorn).
+
+Why is a city in Ireland likely to be the largest city in the world?
+Because each year it is Dublin (doubling).
+
+What is the easiest way to swallow a door? Bolt it.
+
+Why is a dancing master like a tree? Because of his bows (boughs).
+
+Name a word of five letters from which if you take two but "one"
+remains. Stone.
+
+Why is A like twelve o'clock? It is the middle of "day"
+
+When is a man thinner than a lath? When he is a-shaving.
+
+ * * * * *
+
+THOUGHT READING
+
+This is a very good game, which always causes considerable amusement,
+and if skillfully carried out will very successfully mystify the whole
+company.
+
+It is necessary that the player who is to take the part of
+thought-reader should have a confederate, and the game is then played
+as follows:
+
+The thought-reader, having arranged that the confederate should write
+a certain word, commences by asking four members of the company to
+write each a word upon a piece of paper, fold it up in such a
+manner that it cannot be seen, and then to pass it on to him. The
+confederate, of course, volunteers to make one of the four, and writes
+the word previously agreed upon, which is, we will suppose, "Ohio."
+
+The thought-reader places the slips of paper between his fingers,
+taking care to put the paper of his confederate between the third and
+little finger; he then takes the folded paper from between his thumb
+and first finger and rubs it, folded as it is, over his forehead, at
+each rub mentioning a letter, as O, rub, H, rub, I O, after which he
+calls out that some lady or gentleman has written "Ohio." "I did,"
+replies the confederate.
+
+The thought-reader then opens the paper, looks at it, and slips it
+into his pocket; he has, however, looked at one of the other papers.
+
+Consequently he is now in a position to spell another word, which he
+proceeds to do in the same manner, and thus the game goes on until all
+the papers have been read.
+
+ * * * * *
+
+THE CUSHION DANCE
+
+The children first of all divide themselves into two parties. They
+then form a ring, and commence dancing round a hassock which is
+placed, end upward, in the middle of the room. Suddenly one party
+endeavors to pull the other party forward, so as to force one of their
+number to kick the hassock and upset it.
+
+The player who has been unfortunate enough to touch the hassock has
+then to leave the circle. The game proceeds until only two remain; if
+these two happen to be boys, the struggle is generally prolonged, as
+they can so easily jump over the hassock, and avoid kicking it.
+
+ * * * * *
+
+THE FARMYARD
+
+This game, if carried out properly, will cause great amusement. One
+of the party announces that he will whisper to each person the name of
+some animal, which, at a given signal, must be imitated as loudly as
+possible. Instead, however, of giving the name of an animal to each,
+he whispers to all the company, with the exception of one, to keep
+perfectly silent. To this one he whispers that the animal he is to
+imitate is the donkey. After a short time, so that all may be in
+readiness, the signal is given. Instead of all the party making the
+sounds of various animals, nothing is heard but a loud bray from the
+one unfortunate member of the company.
+
+ * * * * *
+
+"I POINT"
+
+It is necessary in this game for the player acting the part of guesser
+to have a confederate; he is then able to leave the room, and on his
+return to mention what person was pointed at during his absence. It is
+done in this way: It is agreed between the guesser and his confederate
+that whoever speaks last before the door is closed upon the guesser
+shall be the person who is to be pointed at. It is very seldom that
+any one discovers this trick.
+
+ * * * * *
+
+DIAMOND RING
+
+The players sit in a circle with their hands placed palm to palm,
+the little fingers downward, between the knees. One of the company is
+chosen to act the part of maid. She takes a ring between her palms,
+which she keeps flat together in the same way as the rest. She then
+visits each person in turn and places her hands between the palms
+of each, so that she is able to slip the ring into some one's hands
+without the others knowing. When she has visited each, she touches one
+child, and says:
+
+ "My lady's lost her diamond ring;
+ I fix upon you to find it."
+
+The child touched must then guess who has the ring. If she guess
+correctly, she becomes the maid; if not, she must pay a forfeit. The
+maid then touches some one else and repeats the two lines given above.
+Each guesser may be allowed three trials.
+
+ * * * * *
+
+THE FORBIDDEN LETTER
+
+The idea of this game is to try how many sentences can be spoken
+without containing a certain letter which has been agreed upon.
+Supposing, for instance, the letter "f" is not to be introduced; the
+first player might ask: "Is this a new game to you?" The second player
+could answer: "Oh, no! I played it years ago when quite a youngster."
+
+He would perhaps turn to the third player, and ask: "You remember it,
+do you not?" The third player might answer: "Yes; but we used to play
+it differently." This player, having used a word with an "f" in it,
+must pay a forfeit and remain out.
+
+The answers must be given at once, without hesitation, and the player
+who avoids for the greatest length of time using a word containing the
+forbidden letter wins the game.
+
+ * * * * *
+
+GRAND MUFTI
+
+One of the company is chosen as Grand Mufti. The others then form a
+circle with the Grand Mufti in the center, and every action which he
+performs, if preceded by the words, "Thus says the Grand Mufti," must
+be imitated by every member of the circle.
+
+The Grand Mufti, in order to lead one of the company astray, will
+sometimes omit to say the words: "Thus says the Grand Mufti;" in this
+case, if any member of the company imitate his action, he is compelled
+to pay a forfeit.
+
+ * * * * *
+
+MAGIC WRITING
+
+In this game a confederate is necessary. The player states to the
+company, after a few remarks on ancient sign-language, that he is able
+to read signs made with a stick on the floor, and agrees to leave the
+room while the company decide upon some word or sentence.
+
+The game is played as follows: It is agreed by the player and his
+confederate that one tap on the floor shall represent A, two taps E,
+three taps I, four taps O, and five taps U, and that the first letter
+of each remark the confederate makes shall be one of the consonants of
+the word or sentence decided upon by the company. The consonants must
+be taken in order. On the player's return, supposing the word chosen
+to be "March," his confederate would commence: "Many people think
+this game a deception" (initial letter M). One tap on the floor (A).
+"Really it is very simple" (initial letter R). "Coming to the end
+soon" (initial letter C). "Hope it has been quite clear" (initial
+letter H).
+
+A few more signs are made so as not to finish too abruptly, and the
+player then states the word to be "March." If carefully conducted,
+this game will interest an audience for a considerable time.
+
+ * * * * *
+
+FLOWERS
+
+The company divides itself into equal sides, and each side must have a
+"home" in opposite corners of the room. The sides retire to their own
+"homes," and one side privately chooses a flower, then crosses over
+to the other corner and gives the initial letter of that flower. The
+children on the second side must try and guess the name of the flower,
+and when they have done so they catch as many as they can of the
+opposite side before they reach their "home."
+
+Those caught must go over to the other side, and the game goes on
+until one side has won all the children. The sides take it in turns
+to give the name of the flower. This game may also be played in the
+garden.
+
+ * * * * *
+
+FOX AND GEESE
+
+One of the party, called the Fox, goes to one end of the room, and
+the rest of the children arrange themselves in a ring, one behind
+the other, the tallest first and the smallest last. The first one is
+called Mother Goose. The game begins by a conversation between the Fox
+and Mother Goose. "What are you after this fine morning?" says she.
+"Taking a walk," the Fox answers. "What for?" "To get an appetite for
+breakfast." "What will you have for breakfast?" "A nice fat goose."
+"Where will you get it?" "Well, as your geese are so handy, I will
+take one of them." "Catch one if you can."
+
+Mother Goose then stretches out her arms to protect her geese and not
+let the Fox catch one. The Fox tries to dodge under, right and left,
+until he is able to catch the last of the string. Of course, the brood
+must try and keep out of reach of the Fox. As the geese are caught
+they must go over to the den of the Fox, and the game continues until
+all are caught.
+
+ * * * * *
+
+"I SELL MY BAT, I SELL MY BALL"
+
+A ring is formed with one child in the middle, who is called the
+"drummer-man." Whatever this child does the others mimic, moving round
+as they do so, and singing the following words:
+
+ "I sell my bat, I sell my ball,
+ I sell my spinning-wheel and all;
+ And I'll do all that e'er I can
+ To follow the eyes of the drummer-man."
+
+Any one who does not at once imitate the "drummer-man" must pay a
+forfeit and take his place as "drummer-man."
+
+ * * * * *
+
+"WHAT'S MY THOUGHT LIKE?"
+
+The players sit in a circle, and one of them asks the others: "What's
+my thought like?" One player may say: "A monkey;" the second, "A
+candle;" the third, "A pin," and so on. When all the company have
+compared the thought to some object, the first player tells them the
+thought--perhaps it is "the Cat"--and then asks each, in turn, why it
+is like the object he compared it to.
+
+"Why is my cat like a monkey?" is asked. The other player might
+answer: "Because it is full of tricks." "Why is my cat like a candle?"
+"Because its eyes glow like a candle in the dark." "Why is my cat like
+a pin?" "Because its claws scratch like a pin."
+
+Any one who is unable to explain why the thought resembles the object
+he mentioned must pay a forfeit.
+
+ * * * * *
+
+CAT'S CRADLE
+
+Take a piece of string and knot the ends together and slip it over
+your hands, as in Fig. 1.
+
+[Illustration]
+
+Next wind the string round your hands, not including the thumb, as in
+Fig. 2.
+
+[Illustration]
+
+Slip the second fingers through the string on your hands and you have
+your cat's cradle, as in Fig. 3.
+
+[Illustration]
+
+You must now ask a second person to put his thumbs and first fingers
+through the cradle, as in Fig. 4.
+
+[Illustration]
+
+Draw out the string and take it under the cradle, and you will have
+Fig. 5.
+
+[Illustration]
+
+Slip the thumbs and first fingers again into the side pieces of the
+cradle, draw the string sideways and take it under the cradle, and you
+will have Fig. 6.
+
+[Illustration]
+
+Now curl the little fingers round the string, slipping one under the
+other as shown, and draw out the side pieces.
+
+[Illustration]
+
+Slip the thumb and first fingers under the side string, bring them up
+the middle, and you have your original cat's cradle again.
+
+[Illustration]
+
+ * * * * *
+
+PERSONATIONS
+
+To play this game the company seat themselves in a circle, while one
+of the players commences to describe some person with whom most of the
+other players are familiar, and continues until one or other of the
+company is able to guess from the description who the person may be.
+
+The one guessing correctly then commences to describe some one. If,
+however, the company are unable to make a correct guess, the player
+goes on until some one is successful.
+
+ * * * * *
+
+FROG IN THE MIDDLE
+
+One child is seated on the ground with his legs under him, while the
+other players form a ring round him. They then pull him about and give
+him little pushes, and he must try to catch one without rising from
+the floor.
+
+The child who is caught takes the middle, while the frog joins the
+circle.
+
+ * * * * *
+
+GIANT
+
+This game must be arranged in the nature of a surprise for the company
+assembled. The giant is formed by two youngsters, one of whom seats
+himself on the shoulders of his friend. A large cloak should then be
+thrown over them, to make it appear as if it were only one person, and
+the top boy might wear a mask to prevent recognition. The giant then
+enters the room and commences dancing. Great amusement is afforded the
+little folk by this game.
+
+ * * * * *
+
+COCK FIGHTING
+
+This is a most amusing game, and although only two boys can play at
+it at one time, they will keep the rest of the company in roars of
+laughter. The two who are to represent the "cocks" having been chosen,
+they are both seated upon the floor.
+
+Each boy has his wrists tied together with a handkerchief, and his
+legs secured just above the ankles with another handkerchief; his arms
+are then passed over his knees, and a broomstick is pushed over one
+arm, under both knees, and out again on the other side over the
+other arm. The "cocks" are now considered ready for fighting, and are
+carried into the center of the room, and placed opposite each other
+with their toes just touching. The fun now commences.
+
+Each "cock" tries with the aid of his toes to turn his opponent over
+on his back or side.
+
+The one who can succeed in doing this first wins the game.
+
+It often happens that both "cocks" turn over at the same time, when
+the fight commences again.
+
+ * * * * *
+
+[Illustration]
+
+GAMES WITH THE ALPHABET
+
+It is necessary for these games that a large boxful of letters should
+be provided, which can be purchased at any toy store or made by the
+young people themselves by being cut out of newspapers. The children
+should seat themselves round the table; the letters should then be
+well shuffled and dealt round to the players. Each child has to form
+a word or sentence out of the letters which he has received. Another
+variation is to select a long word, and then in a given time to try to
+form several words from it. Names of well-known men, places, etc., can
+also be given. These games are not only amusing, but serve at the same
+time to instruct the young folk.
+
+ * * * * *
+
+HONEY POTS
+
+For little ones there is scarcely a more popular game than "Honey
+Pots." Small children of three and four can be included in this
+game, but there should be two bigger children for the "Buyer" and
+the "Merchant." The children, with the exception of the Buyer and
+Merchant, seat themselves upon the floor of the room, with their knees
+raised and their hands clasped together round them. These children are
+called "Honey Pots." The Merchant and the Buyer then talk about the
+quality and quantity of the Honey, and the price of each Pot. It is
+agreed that the price to be paid shall be according to the weight of
+the "Honey" and the "Pot." The children are carefully "weighed" by
+raising them two or three times from the floor and swinging them by
+the arms, one arm held by the Merchant and the other by the Buyer.
+
+[Illustration]
+
+When the "Honey Pots" are all weighed, the Buyer says he will purchase
+the whole of the stock, and asks the Merchant to help him carry the
+Pots home. Then the Merchant and the Buyer carry the children, one by
+one, to the other end of the room.
+
+When all are safely at the Buyer's house, the Merchant goes out of the
+room, but suddenly returns and says to the Buyer: "I believe you have
+carried off my little daughter in one of the Honey Pots." The Buyer
+replies: "I think not. You sold me all the Pots full of Honey, but if
+you doubt me you can taste them."
+
+The Merchant then pretends to taste the Honey, and after having tried
+two or three Pots exclaims: "Ah! this tastes very much like my little
+daughter." The little girl who represents the Honey Pot chosen by the
+Merchant then cries out: "Yes, I am your little girl," and immediately
+jumps up and runs away, the Buyer at the same time endeavoring to
+catch her.
+
+When the one Honey Pot runs away, all the others do the same, the
+Buyer catches whom he can, and the game recommences.
+
+ * * * * *
+
+THE SPELLING GAME
+
+Each player in this game has what are called three "lives," or
+chances. When the company is seated in a circle, the first player
+mentions a letter as the beginning of a word. The game is for each
+of the company, in turn, to add a letter to it, keeping the word
+unfinished as long as possible.
+
+When a letter is added to the former letters and it makes a complete
+word, the person who completed it loses a "life." The next player then
+begins again.
+
+Every letter added must be part of a word, and not an odd letter
+thought of on the spur of the moment. When there is any doubt as
+to the letter used by the last player being correct, he may be
+challenged, and he will then have to give the word he was thinking of
+when adding the letter. If he cannot name the word, he loses a "life;"
+but if he can, it is the challenger who loses.
+
+This is an example of how the game should be played. Supposing the
+first player commences with the letter "p;" the next, thinking of
+"play," would add an "l;" the next an "o," thinking of "plough;" the
+next person, not having either of these words in his mind, would
+add "v;" the next player, perhaps, not knowing the word of which the
+previous player was thinking, might challenge him, and would lose a
+"life" on being told the word was "plover." The player next in turn
+would then start a new word, and perhaps put down "b," thinking of
+"bat;" the next thinking, say, that the word was "bone," would add an
+"o," the next player would add "n;" the player whose turn it would
+now be, not wanting to lose a "life" by finishing the word, would add
+another "n;" the next player for the same reason would add "e," and
+then there would be nothing else for the next in turn to do but to
+complete the word by adding "t" and thus losing a "life."
+
+It will be seen that there are three ways of losing a "life." First,
+the player may lay down a letter, and on being challenged be unable to
+give the word. Secondly, he may himself challenge another player who
+is not at fault. Thirdly, he may be obliged to add the final letter to
+a word, and so complete it.
+
+This is a most amusing game for a large party, for as the different
+persons lose their three "lives," the players gradually dwindle down
+to two or three, when it gets very exciting to see who will be the
+last person left in, for he or she will be declared the winner.
+
+ * * * * *
+
+"DRAW A PAIL OF WATER."
+
+ "Draw a pail of water
+ For my lady's daughter;
+ My father's a king and my mother's a queen,
+ My two little sisters are dressed in green;
+ Stamping grass and parsley,
+ Marigold leaves and daisies,
+ One rush, two rush,
+ Pray thee, fine lady, come under my bush."
+
+Two children stand face to face, holding each other's hands. Two
+others also face each other holding hands across the other two. They
+seesaw backward and forward, singing the above lines.
+
+When they come to the line, "Pray thee, fine lady, come under my
+bush," another child pops under and comes up between one child's arms.
+They sing the verse again and another child creeps under another pair
+of arms, and so on until there are eight children standing facing each
+other. The must then jump up and down until one falls down, when she
+is almost sure to pull the others over.
+
+ * * * * *
+
+QUESTIONS AND ANSWERS
+
+Each player is furnished with a pencil and two slips of paper. On the
+first slip a question must be written. The papers are then collected
+and put into a bag or basket.
+
+[Illustration]
+
+Then the players write an answer on their second slip. These are put
+into a different bag, and the two bags are then well shaken and handed
+round to the company.
+
+Every one draws a question and an answer, and must then read the two
+out to the company.
+
+The result is sometimes very comical; for instance:
+
+Questions
+
+ Do you like roses?
+ Where are you going to this summer?
+ Do you like beef?
+ Do you like spiders?
+
+Answers
+
+ Yes, with mustard.
+ I am very much afraid of them.
+ Yes, without thorns.
+ To Switzerland.
+
+ * * * * *
+
+DUCK UNDER THE WATER
+
+Each child chooses a partner and stands opposite to her, so that two
+long lines are formed. Each couple hold a handkerchief between them,
+as high as they can lift their arms, so as to form an arch. The couple
+standing at the top of the lines run through the arch without letting
+go their handkerchief, and station themselves at the bottom of the
+lines, raising their handkerchief again so as to continue the arch.
+This is done by each couple in succession until all have had a turn.
+Whoever breaks the arch or drops the handkerchief must pay a forfeit.
+
+ * * * * *
+
+WONDERMENT
+
+It is necessary that two only of the party should have a knowledge of
+this game, and then "wonderment" is sure to be the result.
+
+The two players agree that a certain word shall be regarded as a
+signal word. As an illustration, imagine this word to be "and."
+
+One of the players asserts his belief that he is gifted with second
+sight, and states that he is able to name, through a closed door, any
+article touched by any person in sympathy with him, notwithstanding
+the said person may attempt to mystify him by mentioning a lot of
+other articles. He then chooses his confederate, as being one with
+whom he may be in sympathy, and goes outside.
+
+The player in the room then proceeds to call out, perhaps, as follows:
+Table, Rug, Piano, Footstool and Chair, Lamp, Inkstand. He then places
+his hand on the back of a chair and asks: "What am I touching now?"
+the answer will, of course, be "Chair," because the signal word "and"
+came immediately before that article.
+
+If the players are skillful there is no need for the trick to be
+discovered.
+
+ * * * * *
+
+"MOTHER, MOTHER, THE POT BOILS OVER"
+
+A number of children choose one of their number to be "mother" and
+another to be the witch. One child represents the pot, and the others
+are named after the days in the week, Sunday, Monday, Tuesday, etc. If
+there are too many children they might be called after the months.
+
+The mother first names the children, next she takes the pot and
+pretends to put it on the fire. She tells the eldest daughter that she
+is going to wash, and that she must take great care of her brothers
+and sisters while she is away, and on no account to let the old witch
+into the house. She is also to look after the dinner and see that
+the pot does not boil over. The mother then goes away, and the eldest
+daughter pretends to be very busy.
+
+The child who is supposed to be the witch knocks at the door, and asks
+if she may come in and get a light for her pipe. She must pretend to
+be very old and walk with a stick.
+
+"Come in," says the eldest daughter; "what do you want?"
+
+"To light my pipe at your fire."
+
+"Very well, but you must not dirty the range."
+
+"Certainly not; I'll be very careful."
+
+While the eldest daughter pretends to look on the shelf for something,
+the witch puts her dirty shoe on the range, catches hold of Monday
+(the youngest child) and runs off with him. The child who is the pot
+now makes a hissing noise and pretends to boil over. The daughter
+calls out:
+
+"Mother, mother, the pot boils over."
+
+"Take a spoon and skim it."
+
+"Can't find one."
+
+"Look on the shelf."
+
+"Can't reach."
+
+"Take the stool."
+
+"The leg's broken."
+
+"Take the chair."
+
+"The chair's gone to be mended."
+
+"I suppose I must come myself."
+
+The mother comes in from the washtub, drying her hands.
+
+"Where's Monday?" she asks.
+
+"Please, mother, some one came to beg for a light for her pipe, and
+when my back was turned she took Monday."
+
+"Why, that was the witch."
+
+The mother pretends to beat the eldest daughter, tells her to be more
+careful another time, and goes back to the washtub. The game then goes
+on as before, and each time the witch comes she takes away a child,
+until at last even the eldest daughter is taken. The pot boils over
+for the last time and then the mother, finding all her children gone,
+goes to the witch's house to find them, when this conversation ensues:
+
+"Is this the way to the witch's house?"
+
+"There's a red bull that way."
+
+"Then I'll go this way."
+
+"There's a mad cow that way."
+
+But the mother insists upon going into the witch's house to look for
+her children. The witch generally hides the children behind chairs.
+The mother stoops over one child: "This tastes like Monday," she says,
+but the witch replies: "That! it is a barrel of pork."
+
+"No, no," says the mother, "it is my Monday, and there are the rest
+of the children." The children now jump out and they and their mother
+begin to run home; the witch runs after them, and whoever she catches
+becomes witch, while the witch becomes the eldest daughter.
+
+ * * * * *
+
+THE ANTS AND THE GRASSHOPPER
+
+Lots are drawn in order to decide who shall be the grasshopper; the
+ants then seat themselves in a circle, while the grasshopper writes on
+a piece of paper the name of a grain or food which a grasshopper might
+be supposed to like. He puts this in his pocket and then addresses the
+ants:
+
+"Dear friends, I am very hungry; would any of you kindly give me some
+food?"
+
+"I have nothing but a grain of barley," says the ant spoken to.
+
+"Thank you; that is of no use to me," replies the grasshopper, and
+goes on to the next player. As soon as any one offers the grain
+of food which the grasshopper has written down the paper must be
+produced, and the one who guessed the word pays a forfeit and becomes
+grasshopper. If no one guesses the word, the grasshopper pays a
+forfeit.
+
+The game then goes on in the same way, except that a different
+question is asked on the second round.
+
+"Neighbors," says the grasshopper, "I have eaten abundantly and would
+have a dance. Which would you recommend?"
+
+A waltz, a polka, a quadrille, etc., are suggested, and when this
+question has gone the round, the grasshopper asks what music he can
+dance to, and the ants suggest the music of the violin, the piano,
+cornet, etc. Then the grasshopper says he is tired of dancing and
+wishes for a bed, and the ants offer him moss, straw, grass, and so
+on, to lie upon.
+
+"I should sleep very comfortably," the grasshopper says, "but I am
+in fear of being pounced upon by a hungry bird. What bird have I most
+reason to fear?" The ants answer: The rook, the lark, the cuckoo, etc.
+
+When the game is ended, the forfeits that have been lost must be
+called.
+
+ * * * * *
+
+THE MAGIC WHISTLE
+
+All the players but three stand in two rows facing each other. One
+player sits at the end of the two rows, another leads a third player
+into the room and makes him kneel down before the player who is
+seated, and who is called the President.
+
+The President then proceeds to make all sorts of "magic" passes over
+the kneeler's face, back, and hands. While he is doing this, the boy
+who led the victim in fastens a whistle to his coat. It must be slung
+on to a piece of string or tape, and fastened very loosely, so that
+it can be easily grasped and yet will not knock against the wearer's
+back.
+
+The whistle is then blown by the boy who attached it, and the kneeling
+boy is told to rise and search for the magic whistle. The players
+who stand on each side must hold their hands before their mouths and
+pretend to blow whenever the whistle is blown, which must be as often
+as any one can get a chance without being found out.
+
+The victim will search all along the rows trying to find the magic
+whistle, and it will be some time before he discovers that it is
+pinned to his own coat.
+
+ * * * * *
+
+A RUNNING MAZE
+
+Form a long line of children, one behind the other. The leader starts
+running, and is followed by all the rest. They must be sharp enough to
+do exactly as the leader does.
+
+After running for a moment or two in the ordinary running step, the
+leader changes to a hopping step, then to a marching step, quick
+time, then to a marching step, slow time, claps and runs with hands on
+sides, hands on shoulders, hands behind, etc.
+
+Finally, the leader runs slowly round and round into the center, and
+can either wind the children up tightly or can turn them on nearing
+the center and run out again. For another change the long line can
+start running and so unwind the spiral.
+
+ * * * * *
+
+THE COACH AND FOUR
+
+Two children stand hand-in-hand, side by side. These are the front
+horses. Two others, close behind, stand also hand-in-hand and side by
+side. These are the back horses.
+
+Slip reins over the left arm of one of the front horses, and over
+the right arm of the other. The two back horses hold on the reins,
+standing inside them. A driver must then be chosen, who gathers up the
+reins in his left hand and in his right hand holds a whip.
+
+Running beside him, equipped with a horn and parcels and letters,
+is another child, who acts as guard or conductor. The rest of the
+children form village streets, by standing in rows facing one another.
+
+The coach and four, with the driver and guard, gallop about the room
+and through the villages, the guard blowing his horn and tossing out a
+paper or letter here and there.
+
+Change horses every now and then, so that all may have a turn at being
+horses. A change of driver and guard, too, is also much appreciated.
+
+When the children have had about enough of this game, start a cheer as
+the coach dashes through the villages for the last time. Two coaches
+greatly add to the fun and enjoyment, as they have to pass and repass
+each other.
+
+ * * * * *
+
+MALAGA RAISINS
+
+The players sit in a circle, and one who is acquainted with the trick
+takes a small stick in his right hand, makes some funny movements
+with it, and then, having taken it in his left hand, passes it to his
+neighbor, saying: "Malaga raisins are very good raisins, but I like
+Valencias better." He then tells his neighbor to do the same. Should
+any of the players pass on the stick with the right hand, they must
+pay a forfeit, but of course they must not be told what mistake they
+have made until the stick has been passed right round the circle.
+
+ * * * * *
+
+SALLY WATER
+
+This game can be played by any number of children. A ring is formed
+in which all join with the exception of one little girl, who kneels in
+the center of the ring. The children then dance round her, singing the
+following verses:
+
+ "Sally, Sally Water, sprinkle in the pan,
+ Rise, Sally, rise, Sally, for a young man;
+ Choose for the best and choose for the worst,
+ And choose the very one you love best.
+
+ "Now you're married I wish you joy,
+ First a girl and then a boy;
+ Seven years after, son and daughter,
+ Pray, young couple, come kiss together."
+
+[Illustration]
+
+When they come to the words, "Rise, Sally!" the child in the center
+rises and chooses another from the ring. The next two lines are then
+sung, and the two children in the ring dance round and kiss. Sally
+then joins the ring, the second child remaining in the circle, and the
+game is continued as before until all the players have acted the part
+of Sally.
+
+ * * * * *
+
+PIGEON-HOUSE GAME
+
+Make a ring of children. In the center place five or six of the
+smaller children of the party. This forms the pigeon-house and
+pigeons.
+
+Now choose one child (boy or girl) to open or shut this old-fashioned
+dovecote.
+
+He runs round the ring outside and gently pushes the children in
+toward the center, and close to the pigeons, who are sitting on the
+ground softly cooing (or not, just as they please).
+
+This done he moves back. Let him be called the farmer or the farmer's
+boy, if a name is wanted.
+
+A pretty and lively tune is now started on the piano. Directly it
+begins, the boy runs forward and pulls open the ring of children,
+which widens out with raised arms, to form pigeon-holes.
+
+The pigeons rise to their feet and fly out of these holes, round and
+round the room.
+
+As the music begins to stop and die away, the pigeons should return
+to their dovecote, and when the last note sounds they should all be
+settled again. The farmer's boy now runs round the ring, closing it in
+and making all safe for the night.
+
+This game can be played without music, and the elder children can take
+their turn at being pigeons.
+
+ * * * * *
+
+OATS AND BEANS AND BARLEY
+
+All the children form a ring with the exception of one player, who
+stands in the center. The children then dance round this one, singing
+the first three lines of the verses given below. At the fourth line
+they stop dancing and act the words that are sung. They pretend to
+scatter seed; they stand at ease, stamp their feet, clap their hands,
+and at the words: "Turn him round," each child turns round.
+
+They then again clap hands and dance round, and when the words,
+"Open the ring and take one in," are sung, the center child chooses a
+partner, who steps into the ring, and the two stand together while the
+other children sing the remaining verse, after which the child who
+was first in the center joins the ring and the game is continued as
+before.
+
+ "Oats and beans and barley O!
+ Do you or I or any one know
+ How oats and beans and barley grow?
+
+ "First the farmer sows his seed,
+ Then he stands and takes his ease,
+ Stamps his foot and claps his hands,
+ And turns him round to view the land.
+
+ "Oats and beans and barley O!
+ Waiting for a partner, waiting for a partner.
+ Open a ring and send one in.
+ Oats and beans and barley O!
+
+ "So now you're married you must obey,
+ You must be true to all you say,
+ You must be kind, you must be good,
+ And help your wife to chop the wood.
+ Oats and beans and barley O!"
+
+ * * * * *
+
+BINGO
+
+ "The miller's dog lay at the mill,
+ And his name was little Bingo,
+ B with an I, I with an N, N with a G, G with an O,
+ His name was little Bingo.
+
+ "The miller he bought some peppermint,
+ And he called it right good Stingo,
+ S with a T, T with an I, I with an N, N with a G, G with an O,
+ He called it right good Stingo."
+
+One child represents the miller, the rest stand round him in a circle,
+and all dance round and sing the verses. When it comes to the spelling
+part of the rhyme, the miller points to a child, who must call out the
+right letter.
+
+Any one who makes a mistake must pay a forfeit.
+
+ * * * * *
+
+LUBIN LOO
+
+This game can be played by any number of children. The players form a
+ring by clasping hands; they then dance round singing the first verse,
+which after the second verse serves as a chorus.
+
+ "Here we dance lubin, loo,
+ Here we dance lubin, light,
+ Here we dance lubin, loo,
+ On a Saturday night."
+
+While singing the second verse, the children stop, unclasp their hands
+and suit their actions to the words contained in the verse.
+
+ "I put my right hand in,
+ I put my right hand out,
+ I give my right hand shake, shake, shake,
+ And turn myself about."
+
+Each child while singing this first stretches her right arm toward the
+center of the ring, then draws the same arm back as far as possible,
+next shakes or swings her right hand, and when the last line is sung
+she turns right round. The children then once more join hands, and
+commence dancing, at the same time singing the chorus. The game
+proceeds as before until all the verses have been sung. Here are the
+remaining verses:
+
+ "Here we dance the lubin, loo,
+ Here we dance lubin, light,
+ Here we dance lubin, loo,
+ On a Saturday night.
+
+ "I put my left hand in,
+ I put my left hand out,
+ I give my left hand shake, shake, shake,
+ And turn myself about."
+
+
+ Chorus.
+
+ "Here we dance lubin, loo," etc.
+
+ "I put my right foot in,
+ I put my right foot out,
+ I give my right foot shake, shake, shake,
+ And turn myself about."
+
+
+ Chorus.
+
+ "Here we dance lubin, loo," etc.
+
+ "I put my left foot in,
+ I put my left foot out,
+ I give my left foot shake, shake, shake,
+ And turn myself about."
+
+
+ Chorus.
+
+ "Here we dance lubin, loo," etc.
+
+ "I put my own head in,
+ I put my own head out,
+ I give my own head shake, shake, shake,
+ And turn myself about."
+
+
+ Chorus.
+
+ "Here we dance lubin, loo," etc.
+
+ "I put my both hands in,
+ I put my both hands out,
+ I give my both hands shake, shake, shake,
+ And turn myself about."
+
+
+ Chorus.
+
+ "Here we dance lubin, loo," etc.
+
+ "I put my both feet in,
+ I put my both feet out,
+ I give my both feet shake, shake, shake,
+ And turn myself about."
+
+
+ Chorus.
+
+ "Here we dance lubin, loo," etc.
+
+ * * * * *
+
+THE LITTLE LADY
+
+For this game a number of pieces of rolled-up paper to represent horns
+are required. Whoever makes a mistake in the game has a horn stuck
+in her hair; or, if little boys are playing, the horns might be stuck
+behind the ears.
+
+The leader of the game begins by saying to her right hand neighbor:
+"Good morning, pretty lady, always pretty; I, a pretty lady, always
+pretty, come from that pretty lady, always pretty" (here she points
+to the girl on her left), "to tell you that she owns an eagle with a
+golden beak."
+
+The next player turns to her right-hand neighbor, saying: "Good
+morning, pretty lady, always pretty; I, a pretty lady, always pretty,
+come from that pretty lady, always pretty" (here she points to the
+last speaker), "to tell you that she owns an eagle with a golden beak
+and silver claws."
+
+The next girl continues the story word for word, adding "a rare skin."
+The next adds "diamond eyes," and the next "purple feathers." If there
+are a great number of children, other charms must be added to the
+eagle, but each child must say the whole of the story, and for each
+mistake made she receives a paper horn, which must be stuck somewhere
+about the head. At the end of the game a forfeit must be paid for each
+of these horns.
+
+ * * * * *
+
+"BIRDS FLY"
+
+This is a very simple game. Each player places a finger on the table,
+which he must-raise whenever the conductor of the game says: "Birds
+fly," "Pigeons fly," or any other winged creates "fly."
+
+If he names any creature without wings, such as "Pigs fly," and
+any player thoughtlessly raises his finger, that player must pay a
+forfeit, as he must also do if he omits to raise his finger when a
+winged creature is named.
+
+ * * * * *
+
+I SAY STOOP
+
+Teacher says to the class: "I say stoop."
+
+Upon the word stoop all the children must stoop. If they do not they
+must be seated. The teacher must say "I say stand." The children must
+stand. If they do not they must be seated.
+
+This game will cause the children to think quickly, and to act
+quickly.
+
+The teacher can say: "I say fold the hands behind the back.
+
+"I say take a deep breath of air."
+
+"I say hands on hips."
+
+"I say raise the arms over the head."
+
+Anything else may be substituted; those who are slow to act and think
+must be seated.
+
+The one who remains standing the longest wins.
+
+ * * * * *
+
+FLAG RACE
+
+Players seated at desks. Rows need not be full, but there must be same
+number in each row. Choose a player to stand in front of each row to
+hold the flag, and another to stand at the rear of each row. At the
+signal the rear player of each row rises, runs to the front, takes the
+flag from the one holding it, carries it to the one standing at the
+rear, and takes his seat. As soon as he is seated the next player goes
+and takes the flag back to the player in front. This continues till
+all have run. Be sure that no team has an unfair advantage because of
+the positions taken by the flag holders.
+
+ * * * * *
+
+SQUIRREL AND NUT
+
+Players all seated, but one, heads on desks and eyes covered, one hand
+open on desk with palm up. The odd player is a squirrel and passes
+up and down between the rows and puts a nut in the hand of some
+player.... This one rises and chases the squirrel. If the squirrel
+is caught before he can reach his own seat, the one who caught him
+becomes squirrel; if the squirrel is not caught, he can be squirrel
+again.
+
+ * * * * *
+
+RACING AND COUNTING SCORES
+
+Make a scoreboard on the blackboard, indicating each row by a number
+of letter. Players run as in "Racing" (First Grade, First Half Year).
+Have front players run, tag front wall and return to seats, sit erect;
+mark score; others in a similar manner. Repeat, runners tagging rear
+wall. See which row has largest score.
+
+ * * * * *
+
+SCHOOL-ROOM BASKET BALL
+
+Place a basket in the front seat of the second row and another in the
+front seat of next to last row. Draw a throwing line on floor 20 feet
+from each basket. At some time beforehand choose four captains and
+have these captains choose teams, choosing in turn. Teams stand at
+least two rows apart and behind throwing line, each team having a
+ball. Captains stand beyond baskets, two captains at same basket. Each
+captain passes the ball in turn to his players and they throw for
+the basket. Team throwing the most baskets in a round wins one point,
+first to get five points wins the contest.
+
+ * * * * *
+
+LAST MAN
+
+Players seated at desks. Rows playing must be full rows. The game is
+much like "Fox and Squirrel" (see First Grade, Second Half Year).
+One player is "it," and there is one runner, besides the full rows
+of seats. The runner may come to the front of any row and call "Last
+Man," and then each player in that row must move back one place,
+leaving the front seat for the runner, who is now safe. The last one
+in the rear of the row will be out of a place and thus becomes runner.
+When a runner is tagged, he is "it," and the one who caught him
+becomes runner and must get out of the way at once.
+
+ * * * * *
+
+CHANGING SEATS
+
+Players seated at desks. When teacher commands "Change right," all
+move one place to right and the right hand row stands. In like manner
+the command may be "Change front," "Change back," or "Change left." At
+first it is best to follow each change by the reverse, so as to allow
+those standing to get seats, but later they may be told that they
+must run to the vacant seats on the opposite side or end of the room.
+Leaders may be chosen to act in place of the teacher.
+
+ * * * * *
+
+HUCKLE, BUCKLE, BEANSTALK
+
+The children close their eyes and put their heads on their desks.
+A small object--a thimble or button--is placed in plain sight. At a
+signal, the children move about the room, and when they see it, take
+their seats without making any sign of its whereabouts. The first one
+to see it may hide it the next time.
+
+ * * * * *
+
+BLACKBOARD RELAY
+
+This is like the blackboard relay played in the third grade, but
+instead of marks and letters, words must be written; these may be
+required to form a sentence, numbers may be written and afterwards
+added, subtracted, etc., by the succeeding players, or each player may
+write his own name. It is often interesting to have the last player
+required to erase all his team has written, or each child may erase
+his own writing, passing the eraser as he did the chalk.
+
+ * * * * *
+
+HIDE THE THIMBLE
+
+One child goes out of the room. A thimble or button is placed in plain
+sight by another child. The one who was sent out is then guided to the
+object by the clapping of the children--soft clapping for "cold," and
+louder for "warm."
+
+ * * * * *
+
+SUGGESTIVE BREATHING WORK
+
+1. March winds whistling through the trees. Inhale a deep breath and
+imitate the wind.
+
+2. Keeping a feather in the air. Run with head back and blow short
+breaths, keeping an imaginary feather from falling to the ground.
+
+3. Making Ocean Waves. By blowing the water in a large basin.
+
+ * * * * *
+
+THE FOX CHASE
+
+Four farmers are in their home in the country enjoying a quiet
+evening.
+
+They hear a sound outside, they watch and listen and decide that the
+foxes are near the cabin. They wait until they are very close, then
+give chase--and catch as many as they can before the foxes have
+reached their home in the forest. All caught become farmers and help
+to catch the rest.
+
+ * * * * *
+
+POISON
+
+The players join hands to form a circle. About ten erasers are placed
+in the center of the circle, with spaces between them through which a
+player might step. The players then try by means of pushing or pulling
+their comrades by means of clasped hands, to make them knock over the
+erasers. Any player who knocks over an eraser or who unclasps hands
+must take his seat, the erasers again being replaced. The first
+players so leaving the circle form a scrub circle. The player wins who
+remains longest in the first circle.
+
+ * * * * *
+
+SLAP-JACK
+
+All the pupils are seated except one. The odd player walks or runs
+through the aisles, touching some player, and runs around the room
+in the direction he is going. The one touched immediately leaves his
+seat, and runs around the room in the opposite direction. The first
+one back in the empty seat wins.
+
+Dodging through the aisles to shorten the distance is not allowed. The
+run must be around the outside of the room.
+
+ * * * * *
+
+CROW'S RACE
+
+All players form in a straight line. Grasp just above ankles and on
+"Go," run a very short distance and return, keeping hold above ankles
+all the time.
+
+ * * * * *
+
+RIDING THE BICYCLE
+
+Hands in position in front, as though grasping the handle-bars,
+running in place with lifting the knee high and pointing toe to the
+ground. The same movement, traveling forward with short, quick steps.
+
+ * * * * *
+
+CAT AND RAT
+
+Children form a circle around the room, with hands joined. A "cat"
+is chosen to stand outside the circle, a "rat" to stand inside. The
+players are friends of the rat, and raise their arms to let him under,
+but keep them down when the cat tries to get through. The cat chases
+the rat in and out of the circle, among desks and over seats, till the
+"rat" is caught, when a new cat and rat are chosen.
+
+ * * * * *
+
+JUMPING THE ROPE
+
+This makes a splendid combination exercise. Swing the arms in a large
+circle, as though swinging the rope, and jump each time that the
+rope comes down. Travel forward with the same exercises, jumping and
+landing on one foot instead of both.
+
+ * * * * *
+
+TEACHER
+
+The children stand or sit in one line. One is teacher and he or she
+throws a bean bag or soft ball in rotation down the line, the child
+missing goes to the front. When the teacher misses he or she goes to
+the foot and the child at the head becomes teacher. No bad or swift
+throws are counted.
+
+ * * * * *
+
+BIRD-CATCHER
+
+This game is a great favorite with all the children, even in the upper
+grades. Two players are chosen as bird-catchers, and stand in one
+corner of the room. The "mother-bird" is chosen to stand in another
+"nest" in the other front corner of the room. The other players are
+named in groups (those in one row of seats usually) for various birds,
+"robins," "wrens," etc. As the name of each group of birds is
+called, they go to the back of the room, and, at a signal, run to the
+"mother-bird's nest." The bird-catchers try to catch them before they
+reach it. The "birds" dodge in and out among the desks, jumping over
+the seats, etc. The mother-bird and bird-catchers count their birds at
+the end of the game, and all "fly" back to their seats; that is, wave
+their arms and skip to their seats.
+
+ * * * * *
+
+TAG ME, OR HEADS UP
+
+The pupils, upon the command of the player who is the leader and
+stands in front of the class, fold their arms upon the desk and lower
+the head upon the arms. The leader has an eraser or other article
+which he places upon one of the desks. He commands "Heads up" and the
+pupils raise their heads. The one finding the eraser on his seat rises
+and chases the leader. If he catches him he becomes the leader; if
+not, the first one is again the leader. If they fail to catch him
+after two trials he chooses another leader.
+
+ * * * * *
+
+AN ERASER GAME
+
+A boy places a rubber eraser, or any small object, on the desk of a
+girl. She takes the eraser and chases him around the room to his seat.
+If she tags him, he goes to the corner to stand, with others who are
+caught, till the end of the game. The girl then puts the eraser on a
+boy's desk, and the game continues.
+
+ * * * * *
+
+CIRCLE BALL
+
+Children stand in a circle around the room; one stands in the center,
+with a bean bag or ball, and makes quick throws to children in
+different parts of the circle.
+
+ * * * * *
+
+SEAT TAG--A SCHOOL-ROOM GAME
+
+The one starting the game runs and tags someone near and gets to that
+child's seat as quickly as he can. The child tries to tag him on the
+way. If he tags him the one tagged must go in the mush pot, that is,
+to go to the front of the room and sit down. The one who caught him
+continues the game, and when another one gets in the mush pot the
+first one is permitted to take his seat. The game continues until all
+have had a run.
+
+The runs should all be very short to make the game go quickly.
+
+ * * * * *
+
+DEAD BALL
+
+Children stand by desks. A tennis or soft rubber ball is thrown among
+the players. The child hit sits and is out of the game. The child
+standing near where the ball falls throws it the next time.
+
+ * * * * *
+
+PRELIMINARY BALL
+
+Children stand in rows, facing each other, two rows of desks between
+them, those on one side having bean bags. On the teacher's counts they
+throw to those in the row opposite, throwing and catching with both
+hands. After a given number of throws, they put the left hand behind
+them, throwing and catching with the right hand; the same with the
+left hand. This is good muscular training.
+
+ * * * * *
+
+DODGE
+
+Players divide into equal groups. One group forms a circle, the other
+within. Outside group has a volley or an outdoor baseball with which
+they try to hit the one's (players) within. As soon as one is hit he
+must immediately join the circle and help hit the others. When all
+have been tagged in this way, groups change places and repeat. The
+two players who were last to be hit in the two games are captains to
+choose up for the next time.
+
+ * * * * *
+
+THIRD MAN
+
+Played much like "Three Deep." Players stand in couples, facing each
+other, couples scattered in any way around the room. The runner is
+free from being tagged when he steps between the two players of any
+couple, and the chaser must chase the one toward whom the runner turns
+his back.
+
+ * * * * *
+
+FOX AND CHICKENS
+
+Choose a player to be fox and another to be the mother hen. The
+players are the chickens and all form in a line behind the mother hen,
+and each one grasping the waist of the one in front. The fox tries to
+tag the last chicken; the line, led by the mother hen, turns and tries
+to keep between the fox and that chicken. When the last chicken is
+tagged he becomes fox, and the mother hen chooses another player in
+her place.
+
+ * * * * *
+
+ERASER RELAY
+
+Place an eraser on the front desk of alternate rows. At a signal to
+start the first child in each row takes the eraser in both hands and
+passes it over his head to the child behind him. This continues till
+the last child receives it. The last child runs forward with it,
+running down the right aisle. On reaching the front seat, his entire
+row moves one seat backward, so as to leave an empty seat in front.
+The runner then sits down in the empty seat and passes the eraser
+backward with both hands as before stated.
+
+The changing of seats should be on the left side.
+
+The game ends when each child is returned to his own seat.
+
+ * * * * *
+
+SCHOOL-ROOM TAG
+
+Mark a circle on floor in front of desks. Choose a player to be "it."
+He stands near but not in the circle and calls the names of three
+players. The players must rise and try to reach the circle without
+being tagged. They run in any style in either direction.
+
+The first one tagged is "it" and the game continues as before. If none
+are caught, three more are named. Encourage naming players who have
+not been called.
+
+ * * * * *
+
+THE SERPENTINE MAZE
+
+Players all in single file, teacher leading. Each player reaches right
+hand forward to player next in front and left hand back, grasping
+hands. March forward, circling to left and winding up into a spiral.
+When tightly wound, last player should lead, all turn about to left
+and wind up, circling to right. Several variations should be used
+later:
+
+1. Same as first method without grasping hands.
+
+2. When wound as far as possible and leave enough space, teach circles
+right from center of spiral and line follows, passing out in a reverse
+spiral; this is done first grasping hands and later without.
+
+3. When leader reaches center of spiral, tight wound, she signals to
+players in some direction and they lift arms, forming arches, under
+which the line may pass, teacher leading, hands are kept grasped in
+this case.
+
+ * * * * *
+
+TEACHER AND CLASS
+
+[Illustration]
+
+Similar to "School Ball." A leader is chosen for each group of eight
+or ten players, the players in a line and the leader eight or ten feet
+away at the side. A row in the school-room may be taken as a group,
+with a leader standing in front. The leader tosses the ball or bean
+bag to the players in turn, beginning at the head. Any player missing
+goes to the foot. If the leader misses he goes to the foot and the
+one at the head becomes leader. If the ball goes twice around and the
+leader does not miss, he goes in the line just above those who have
+missed and the head player becomes leader.
+
+ * * * * *
+
+BLACKBOARD RELAY
+
+The competing rows must be placed where there is a blackboard at the
+front of each row. First player of each row has a piece of chalk. At
+the signal he runs to the board and makes a mark with the chalk, then
+he returns to his seat, and hands the chalk to the next player, who
+runs and marks in his turn. Later, players may be required to make
+a cross, circles, capital letters, small letters, add columns of
+numbers, write words, construct sentences. The teacher is the judge
+as to whether the marks come up to the requirements, and each team is
+charged with a foul for each defect.
+
+ * * * * *
+
+TAG THE WALL RELAY
+
+This is like "Racing" (See First Grade), but more continuous. Two or
+more rows compete. The player in the back seat rises at a signal from
+the teacher, runs forward down the aisle, tags the wall at the front
+of the room, and returns to his seat. As soon as he has reached his
+seat the player next in front of him does the same, the relay being
+complete when each player in turn has run. The line whose front player
+is seated first wins.
+
+ * * * * *
+
+SLOW POKE (INDOORS)
+
+Alternate rows of children are chosen. On a signal from the teacher,
+the last children in the alternate rows, run down the aisles, turn to
+their left; run down the other aisle, turn on reaching their seats,
+and tag the person who sits in front of them. The person tagged does
+as the first person did, tagging the person in front only when he
+reaches his starting place. Each person running when tagged. Equal
+numbers should be chosen for each row. The object of the game is
+to see which row is the winner, depending entirely upon alertness,
+quickness of mind and honesty in playing with fellow students.
+
+ * * * * *
+
+
+
+
+TRICKS AND PUZZLES
+
+Any one who wishes to play a trick or show off a puzzle should test
+it privately, before attempting to show it before company, for often,
+owing to some slight error, the trick may at first prove a failure,
+whereas a little practice will soon make one perfect.
+
+ * * * * *
+
+THE DANCING EGG
+
+Get a hard-boiled egg and place it on the reverse side of a smooth
+polished plate or bread-platter. If you now turn the plate round while
+holding it in a horizontal position, the egg, which is in the middle
+of it, will turn round also, and as the pace is quickened, the egg
+will move more and more quickly, until it stands up on one end and
+spins round like a top. In order to be quite sure that the experiment
+will succeed, you should keep the egg upright while it is being
+boiled, so that the inside may be hardened in the proper position.
+
+ * * * * *
+
+THE MAGIC THREAD
+
+Soak a piece of thread in a solution of salt or alum (of course, your
+audience must not know you have done this). When dry, borrow a very
+light ring and fix it to the thread. Apply the thread to the flame of
+a candle; it will burn to ashes, but will still support the ring.
+
+ * * * * *
+
+THE SWIMMING NEEDLES
+
+There are several ways of making a needle float on the surface of the
+water.
+
+The simplest way is to place a piece of tissue paper on the water and
+lay the needle on it; the paper soon becomes soaked with water and
+sinks to the bottom, while the needle is left floating on the top.
+
+Another method is to hang the needle in two slings made of threads,
+which must be carefully drawn away as soon as the needle floats.
+
+You can also make the needle float by simply holding it in your
+fingers and laying it on the water. This, however, requires a very
+steady hand.
+
+If you magnetize a sewing-needle by rubbing it on a fairly strong
+magnet and float it on the water, it will make an extremely sensitive
+compass; and if you place two needles on the water at the same time,
+you will see them slowly approach each other until they float side by
+side, that is, if they do not strike together so heavily as to cause
+them to sink.
+
+ * * * * *
+
+THE BRIDGE OF KNIVES
+
+Three knives may be supported by their handles in the following
+manner: Place three glasses in a triangle, each side of which must be
+about the length of one of the knives. The blade of the first knife
+should rest on the blade of the second, by passing over it near to the
+point where the handle and blade are joined; the blade of the second
+passing in the same manner over the blade of the third, which is to
+be made to rest on the blade of the first. The handles being then
+carefully placed upon the glasses, a bridge is formed strong enough to
+bear a considerable weight.
+
+ * * * * *
+
+TO BALANCE A COFFEE-CUP ON THE POINT OF A KNIFE
+
+The articles necessary for the performance of this trick are very
+simple, a dinner-fork and an ordinary sized cork being all that are
+needed. Fix the cork firmly in the handle of the fork, then stick
+the fork into it so that two prongs shall be on each side of the cup
+handle, and slope the fork in such a way that its handle will come
+under the bottom of the cup. The heaviest weight being thus brought
+underneath, you can hold the cup on the point of a knife, if you very
+carefully find the exact place on which it will balance.
+
+As the surface of the cup is usually glazed, the hand which holds the
+knife must not tremble, or the cup will slip off.
+
+You may also obtain the same result by using two knives instead of a
+fork.
+
+ * * * * *
+
+THE OBSTINATE CORK
+
+Take a small cork and ask some one to blow it into a fairly large
+sized, ordinary bottle that has a neck.
+
+This seems to be quite an easy matter. The one who tries it will
+probably blow as hard as possible upon the little cork; but, instead
+of going into the bottle, as expected, it will simply fall down. The
+harder the puffs or blows, the more obstinate the cork will appear to
+be; and even if the effect of blowing gently be tried, it will be of
+no use; the cork will not go into the bottle, much to the amusement
+of those who are watching. The reason why the cork will not go in is
+this: The bottle being already full of air, when the cork is blown,
+more air will be forced into the bottle, and consequently the air
+inside will be greatly compressed and will simply force the cork back.
+The following is a simple way of overcoming the difficulty: Instead
+of trying to force the cork through the compressed air in the bottle,
+just the contrary should be tried, that is, some of the air should
+be sucked out of the bottle; this being done, the bottle will become
+partly emptied, and when the outside air rushes in to fill up the
+empty space, it will carry the cork with it to the bottom of the
+bottle.
+
+ * * * * *
+
+SIX AND FIVE MAKE NINE
+
+This is a simple little puzzle. Take eleven strips of cardboard, lay
+six of them at exactly equal distances on the table, and ask one of
+the company to add the five other strips and yet only make nine. It
+is done by placing six of them parallel to each other--the others are
+used to spell out the word nine.
+
+[Illustration]
+
+ * * * * *
+
+THE VANISHING DIME
+
+Stick a small piece of white wax on the nail of the middle finger of
+your right hand, taking care that no one sees you do it. Then place a
+dime in the palm of your hand and tell your audience that you can make
+it vanish at the word of command.
+
+You then close your hand so that the dime sticks to the waxed nail.
+Blow on your hand and make magic passes, and cry "Dime, begone!" Open
+your hand so quickly that no one will see the dime stuck to the back
+of your nail, and show your empty hand. To make the dime reappear, you
+merely close you hand again and rub the dime into your palm.
+
+ * * * * *
+
+TO LIGHT A SNOWBALL WITH A MATCH
+
+Roll a snowball and put it on a plate. While rolling, contrive to slip
+a piece of camphor into the top of it. The camphor must be about the
+size and shape of a chestnut, and it must be pushed into the soft snow
+so as to be invisible--the smaller end uppermost, to which the match
+should be applied.
+
+ * * * * *
+
+THE DANCING PEA
+
+For this trick, take a piece, two or three inches long, of a stem of
+a clay tobacco pipe, taking care that one end is quite even; with a
+knife or file, work the hole at the even end larger, so as to form a
+little cup. Choose the roundest pea you can find, place it in the cup,
+and blow softly through the other end of the pipe, throwing back
+your head while you blow, so that you can hold the pipe in an upright
+position over your mouth.
+
+The pea will rise, fall and dance in its cup, according to the degree
+of force you use in blowing, but you must take care not to blow too
+hard, or you may blow it away altogether.
+
+ * * * * *
+
+THE BALANCING SPOON
+
+Place a half-opened penknife on the edge of the table and hang a large
+cooking-spoon by its hook on to the knife, just where the blade and
+handle join. Place the spoon so that its inner (concave) side is
+facing the table and, after swinging for a little while, the knife and
+spoon will keep still in perfect balance. Even if you fill the spoon
+with sand it will not fall, so long as the heaviest point is under the
+edge of the table.
+
+The cooking-spoon is hung on to the half-opened penknife where the
+blade and the handle join, and you can now place the end of the
+knife-handle on the tip of your finger, on the edge of the table, or
+on the rim of a glass which is standing near the edge of the table,
+and your knife and spoon will balance perfectly, without falling over.
+
+ * * * * *
+
+THE FORCE OF A WATER-DROP
+
+Get a match and make a notch in the middle of it, bend it so as to
+form an acute angle, and place it over the mouth of a bottle.
+
+Now place a dime or other small coin on the match and ask any one to
+get the coin into the bottle without touching either the bottle or the
+match.
+
+This is very easy to do. Dip your finger in a glass of water, hold it
+over the place where the match is notched, and let one or two drops
+fall on this point. The force of the water will cause the sides of the
+angle to move apart, and the opening thus become large enough to let
+the coin fall into the bottle.
+
+ * * * * *
+
+THE SENTINEL EGG
+
+This trick requires care and patience. You must lay a piece of
+looking-glass on a perfectly even table; then take a new-laid egg and
+shake it about for some time until the white is well mixed with the
+yolk. In this condition it is possible to balance the egg on its end
+and make it stand upright on the glass. This trick is more certain
+to be successful if you are clever enough to flatten the end ever so
+slightly and evenly, by giving it a gentle and unsuspected tap.
+
+ * * * * *
+
+THE COIN TRICK
+
+Take a coin in each hand and stretch out your arms as far apart as you
+can. Then tell your audience that you will make both coins pass into
+one hand without bringing your hands together. This is easily done by
+placing one coin upon the table and then turning your body round until
+the hand with the other coin comes to where it lies. You can then
+easily pick the coin up, and both will be in one hand, while your arms
+are still widely extended.
+
+ * * * * *
+
+THE WONDERFUL PENDULUM
+
+If you fill a wineglass with water and place a thick piece of paper
+over it so that no air can get in, you will find that you can turn
+the glass upside down without spilling a drop of water, because the
+pressure of the air on the outside will keep the paper from falling
+off. It is on this principle that the present pendulum is to be made.
+Take a piece of cardboard larger than the mouth of the glass; pass a
+cord through a small hole in the center of the card, and fasten it by
+means of a knot on the under side, then carefully cover the hole with
+wax, so that no air may get in.
+
+Place your cardboard over the glass full of water, and by making a
+loop in the end of the cord you can hang the glass from a hook in the
+ceiling without any fear of its falling off. In order to make sure
+that no air can get into the glass, it is wise to smear the rim with
+tallow before laying the cardboard on.
+
+ * * * * *
+
+THE REVOLVING PINS
+
+Take a piece of elastic which is not covered with silk or wool, and
+through the middle of this stick a pin, which you have bent as shown
+in the illustration.
+
+Now hold the elastic between the thumb and first finger of each hand
+and twirl it round, stretching it a little at the same time. The rapid
+movement thus caused will make the revolving pin look like a glass
+object, and if you have a strong light falling on the pin and a dark
+background behind it, the resemblance becomes very much stronger.
+
+After a little practice you will be able to represent many things in
+this way--cheese dishes, vases, champagne glasses, etc.; and if the
+bent pin should fall into a horizontal position while revolving, on
+account of its shape, you can tie one end to the elastic with a piece
+of white thread, which will not in any way interfere with the working.
+
+This trick looks well in a darkened room, when the pin is illuminated
+by a ray of sunlight coming through a hole in the window shutter.
+
+ * * * * *
+
+THE MYSTERIOUS BALL
+
+This seems to be a plain wooden ball with a hole bored in its center,
+through which a string is passed. The ball will move lightly up and
+down this cord, but let some one who knows the trick take the string
+in his hand and it becomes quite a different matter; the ball will
+move quickly, or slowly, at command, and, if told to do so, will stand
+still until ordered to move on again.
+
+The reason for this peculiar behavior is that inside the ball there
+are two holes, one of which is quite straight, while the other is
+curved, and turns out of the straight hole.
+
+It is through this curved passage that the cord is passed, and you
+can easily see that to regulate the movements of the ball, it is only
+necessary to hold the string more or less tightly. If you hold the
+cord perfectly tight, the ball will not be able to move at all. The
+ball can be purchased at any top shop.
+
+ * * * * *
+
+THE MAN WITH HIS HEAD THE WRONG WAY
+
+Put on a coat and vest so that they fasten behind. Then fix a mask
+over the back of the head and a wig over the face. The effect is very
+curious.
+
+ * * * * *
+
+TO FIND AN OBJECT WHILE BLINDFOLDED
+
+To play this trick, you must take one of your friends into your
+confidence. Borrow a watch and put it in your pocket, and then ask
+your audience to sit at the end of the room, blindfold your friend,
+and lead him outside. Now say: "Ladies and gentlemen, if you will give
+me some small object to hide, I promise that the blind man will find
+it, although I shall not even tell him what he is to look for, and I
+shall lower the gas, so that if the bandage should slip, he will
+still be unable to see." A key, pencil, or any small thing having been
+handed to you, lower the gas and proceed to hide the object, at the
+end of the room, mentioning where you have put it, but not mentioning
+that you have placed the watch close beside it. You then request
+"Silence" and lead in the blind man and ask him to begin his search.
+He is guided, of course, by the ticking of the watch, and knows that
+whatever he finds close to it is the object hidden. When he calls
+"Found," he must slip the watch into his pocket. You then turn up the
+gas and quietly ask your audience if they do not think your friend is
+a very clever fellow?
+
+ * * * * *
+
+CHINESE SHADOWS
+
+Here is a simple way of making shadow pictures: Place a candle on the
+table and fix a piece of white paper on the wall at the same height
+from the ground as the light is. Now place some non-transparent
+object, as, for instance, a large book, between the candle and the
+paper, and on one side of the table place a mirror so that it will
+reflect the light of the candle on to the paper on the wall. If you
+now put little cardboard figures between the candle and the mirror, a
+shadow will be thrown on the white paper and you can move your figures
+about just as you please.
+
+ * * * * *
+
+HAND SHADOWS
+
+It is very difficult to explain how these shadows should be made, but
+you must bear in mind the fact that it is necessary to stand between
+the lamp and the wall, and extend your arms so that the shadow of your
+body does not interfere with the picture shadows you intend to make
+with your hands. The illustrations given will show you how to make
+two very good shadow pictures, but the fun of the game is for several
+people to make up pictures of their own, and see who can succeed in
+making the best.
+
+ * * * * *
+
+THE GAME OF SHADOWS
+
+For this game you require a white sheet to be hung up at the end of
+the room. Then the "shadow-makers" take up their places on low stools
+behind the sheet. There must be only one lamp in the room, which
+should be placed about six or seven feet behind the "shadow-makers."
+Then the "shadow-makers" drape themselves with shawls, or anything
+handy, and take their places so that their shadows are thrown upon the
+sheet. They must, of course, try to disguise themselves, so that the
+"shadow-seekers" may not be able to guess their identity. By loosening
+the hair and letting it fall over the face, a girl may appear like a
+man with a beard; bending the finger over the nose gives one a very
+queer-looking hooked nose in the shadow, and entirely alters the
+appearance of the face. Covering one's self up in a sheet and then
+extending the arms gives one the appearance of a large bat. As soon as
+a "shadow-maker's" identity has been guessed he must take his place
+as a "shadow-seeker," and the one who guessed him becomes a
+"shadow-maker." The penalty of a glance behind the sheet on the part
+of the "shadow-seeker" is to pay a forfeit.
+
+ * * * * *
+
+THINK OF A NUMBER
+
+Tell some one to think of any number he likes, but not to tell you
+what it is. Tell him then to double it. When he has done that, let him
+add an even number to it, which you must give him. After doing this,
+he must halve the whole, then from what is left, take away the
+number he first thought of. When this is completed, if he has counted
+correctly, you will be able to give him the exact remainder, which
+will simply be the half of the even number you told him to add to his
+own.
+
+ * * * * *
+
+LIVING SHADOWS
+
+In order to make these, you must stand in the corner of the room, near
+a mirror. Let some one hold a light behind you, so that the shadow of
+your head and shoulders will be thrown upon the wall, and also that
+the reflected light from the mirror will fall at exactly the same spot
+as the shadow of your head.
+
+If the mirror is now covered with a piece of thick paper, from which
+two eyes, a nose, and a mouth are cut out, the effect shown in the
+drawing will be produced. In order to make the shadow still more
+lifelike, cut out two pieces of paper, fasten one over the mirror, and
+move the other over it. In this way the eyes and mouth of the shadow
+may be made to move.
+
+ * * * * *
+
+TO GUESS THE TWO ENDS OF A LINE OF DOMINOES
+
+For this trick a whole set of dominoes is required, the performer
+taking care to hide one of the set, not a double, in his pocket. The
+remaining dominoes should be shuffled, and placed according to the
+ordinary rules of domino games, and the performer undertakes to tell,
+without seeing them, the two numbers forming the extremes of the line,
+set during his absence from the room. The numbers on the extreme ends
+of the domino line will be exactly the same as the numbers on the
+domino which the performer has in his pocket. If he is asked to repeat
+the trick, he should be sure to change the hidden domino, or he may
+chance to be found out.
+
+ * * * * *
+
+TO TELL THE AGE OF ANY PERSON
+
+Prepare a set of cards by making a copy of the tables given here. Hand
+them to the person whose age you wish to ascertain, and ask him to
+name the cards on which his age appears.
+
+If you then add together the first number on each of the cards he
+names, the total will be the age required.
+
+No. 1 Card No. 2 Card No. 3 Card No. 4 Card No. 5 Card No. 6 Card
+ 1 29 2 30 4 30 8 28 16 28 32 44
+ 3 31 3 31 5 31 9 29 17 29 33 45
+ 5 33 6 34 6 36 10 30 18 30 34 46
+ 7 35 7 35 7 37 11 31 19 31 35 47
+ 9 37 10 38 12 38 12 40 20 48 36 48
+ 11 39 11 39 13 39 13 41 21 49 37 49
+ 13 41 14 42 14 44 14 42 22 50 38 50
+ 15 43 15 43 15 45 15 43 23 51 39 51
+ 17 45 18 46 20 46 24 44 24 52 40 52
+ 19 47 19 47 21 47 25 45 25 53 41 53
+ 21 49 22 50 22 52 26 46 26 54 42 54
+ 23 51 23 51 23 53 27 47 27 55 43 55
+ 25 53 26 54 28 54
+ 27 55 27 55 29 55
+
+*** END OF THE PROJECT GUTENBERG EBOOK 13022 ***