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| author | Roger Frank <rfrank@pglaf.org> | 2025-10-15 04:41:11 -0700 |
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| committer | Roger Frank <rfrank@pglaf.org> | 2025-10-15 04:41:11 -0700 |
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diff --git a/13022-0.txt b/13022-0.txt new file mode 100644 index 0000000..eec200c --- /dev/null +++ b/13022-0.txt @@ -0,0 +1,4774 @@ +*** 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 *** |
