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+The Project Gutenberg EBook of Entertainments for Home, Church and School
+by Frederica Seeger
+
+Copyright laws are changing all over the world. Be sure to check the
+copyright laws for your country before downloading or redistributing
+this or any other Project Gutenberg eBook.
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+
+
+**Welcome To The World of Free Plain Vanilla Electronic Texts**
+
+**eBooks Readable By Both Humans and By Computers, Since 1971**
+
+*****These eBooks Were Prepared By Thousands of Volunteers!*****
+
+
+Title: Entertainments for Home, Church and School
+
+Author: Frederica Seeger
+
+Release Date: September, 2004 [EBook #6416]
+[Yes, we are more than one year ahead of schedule]
+[This file was first posted on December 8, 2002]
+
+Edition: 10
+
+Language: English
+
+Character set encoding: ASCII
+
+*** START OF THE PROJECT GUTENBERG EBOOK ENTERTAINMENTS FOR HOME ***
+
+
+
+
+Produced by Joshua Hutchinson, Anne Soulard, Charles Franks
+and the Online Distributed Proofreading Team.
+
+
+
+
+
+ENTERTAINMENTS FOR HOME, CHURCH AND SCHOOL
+
+BY
+FREDERICA SEEGER
+
+EDITED BY
+THEODORE WATERS
+
+
+
+
+ENTERTAINMENTS FOR HOME, CHURCH AND SCHOOL
+
+
+
+
+CONTENTS
+
+
+CHAPTER I--HOUSEHOLD GAMES AND AMUSEMENTS
+Going Shopping, Hit or Miss, Game of Rhymes, Most Improbable Story,
+Animated Art, Guessing Character, Tongue Twisters.
+
+CHAPTER II--HOUSEHOLD GAMES AND AMUSEMENTS
+French Rhymes, Ant and Cricket, A Spoonful of Fun, How, When and Where,
+Grandfather's Trunk, Predicaments, Auction, Beast, Bird or Fish,
+Rotating Globe, etc.
+
+CHAPTER III--HOUSEHOLD GAMES AND AMUSEMENTS
+Flags of All Nations, Game of Words, Prince of India, Exchange, Shadow
+Buff, Old Family Coach, The Tailless Donkey.
+
+CHAPTER IV--HOUSEHOLD GAMES AND AMUSEMENTS
+Magic Music, Cushion Dance, Animal Blind Man's Buff, Musical
+Instruments, My Lady's Toilet, Going to Jerusalem.
+
+CHAPTER V--HOUSEHOLD GAMES AND AMUSEMENTS
+Tortoise, Lemon Pig, Seasick Passengers, Enchanted Raisins, Family
+Giant, Animated Telescope, etc.
+
+CHAPTER VI--HOUSEHOLD GAMES AND AMUSEMENTS
+The What Do You Think, Knight of the Whistle, "Can Do Little," Throwing
+Light.
+
+CHAPTER VII--CHURCH AND SCHOOL SOCIALS
+Charades, "Cicero," "Attenuate," Suggested Words, "Metaphysician,"
+Charades on the Grecian Islands.
+
+CHAPTER VIII--CHURCH AND SCHOOL SOCIALS
+Living Pictures, Tableaux, Dignity and Impudence, Sailor's Farewell,
+Home Again, Various Tableaux.
+
+CHAPTER IX--CHURCH AND SCHOOL SOCIALS
+Wax Works Gallery, Mrs. Jarley's Collection, Chinese Giant, Two-Headed
+Girl, Captain Kidd, Celebrated Dwarf, Yankee Cannibal, etc.
+
+CHAPTER X--CHURCH AND SCHOOL SOCIALS
+Art Exhibitions, List of Exhibitors, "Artists," Curiosities,
+Explanations, Suggestions.
+
+CHAPTER XI--OPTICAL ILLUSIONS
+Raising the Ghost, Magic Lantern Pictures, Phantasmagoria, Chinese
+Shadows, Wonderful Mirror, Multiplied Money.
+
+CHAPTER XII--TABLE GAMES FOR ADULTS
+Dominoes, Backgammon, Checkers, Jenkins, Zoo, Stray Syllables, Chess.
+
+CHAPTER XIII--OUTDOOR GAMES FOR ADULTS
+Lawn Tennis, Polo, Hockey, Golf, Archery, Ring Toss, Lawn Bowls.
+
+CHAPTER XIV--HOLIDAY GAMES AND AMUSEMENTS
+New Years, Lincoln's Day, Valentine Party, Easter Egg Party, Hallowe'en
+Games, Flag Day, Thanksgiving, Christmas.
+
+CHAPTER XV--OUTDOOR GAMES FOR GIRLS
+Basket Ball, Box Ball, Guess Ball, Target Ball, String Ball.
+
+CHAPTER XVI--PASTIMES FOR CHILDREN
+Sun Dial, Mother, May I Play? Blind Man's Buff, Tug of War, Various
+Ball Games.
+
+CHAPTER XVII--INDOOR GAMES FOR YOUNG CHILDREN
+Patch Work, Peanut Game, Soap Bubbles, Candy Pulls, Cook and Peas,
+Magic Music, Zoology.
+
+CHAPTER XVIII--OUTDOOR GAMES FOR YOUNG CHILDREN
+Bean Bag Games, Skipping the Rope, Various Tag Games, Crossing the
+Brook.
+
+CHAPTER XIX--SINGING GAMES FOR CHILDREN
+Moon and Stars, Bologna Man, Orchestra, Jack Be Nimble, Oats, Peas,
+Beans, Farmer in the Dell, London Bridge, etc.
+
+CHAPTER XX--GAMES OF ARITHMETIC
+Thought Numbers, Mystical Nine, Magic Hundred, King and Counselor,
+Horse Shoe Nails, Dinner Party Puzzle, Baskets and Stones, etc.
+
+CHAPTER XXI--ONE HUNDRED CONUNDRUMS
+Witty Questions, Facetious Puzzles, Ready Answers, Entertaining Play
+Upon Words.
+
+
+
+
+INTRODUCTION.
+
+
+Games are meant to amuse, but in addition to amusing, a good game,
+played in the right spirit, may have great educational value.
+
+Now, this is distinctly a book of _games and amusements_.
+
+There are games for indoors, scores of them, while there are other
+scores that can be enjoyed only in the open.
+
+When young folks, and older folks, too, for that matter, meet for a
+pleasant evening, it is rather depressing to have them sit solemnly
+on stiff chairs in the company room and stare helplessly at one another,
+like folks awaiting a funeral service.
+
+Now, if there is present, and there usually is, a bright girl, who
+knows the games in this book, and she starts in to "get the ball
+a-rolling," all will soon be enjoying themselves better than if they
+were watching a three-ring circus. And then the volleys of wholesome
+laughter that will roll out--why, they will be better for the digestion
+than all the medicines of all the doctors.
+
+It will be noticed that some of the outdoor games, and others devised
+for indoors, require some apparatus, like tennis and croquet, or
+back-gammon boards and magic lanterns, but the majority need only the
+company, and--let it be added--the disposition to have a good time.
+
+Within the covers of "Entertainments for Home, Church, and School,"
+you will find condensed and clearly set forth the best of a library
+of books on amusements.
+
+
+
+
+ENTERTAINMENTS FOR HOME, CHURCH AND SCHOOL
+
+
+
+
+CHAPTER I
+
+HOUSEHOLD GAMES AND AMUSEMENTS
+
+GOING SHOPPING--HIT OR MISS--GAME OF RHYMES--MOST IMPROBABLE STORY--
+ANIMATED ART--GUESSING CHARACTERS--TONGUE TWISTERS
+
+
+GOING SHOPPING
+
+A lively game of "talk and touch." The company is seated in a circle,
+and one who understands the game commences by saying to his neighbor
+at the right:
+
+"I have been shopping."
+
+"What did you buy?" is the required response.
+
+"A dress," "a book," "some flowers," "a pencil"--whatever the first
+speaker wishes, provided always that he can, in pronouncing the word,
+touch the object mentioned. Then the second player addresses his
+neighbor in similar manner, and so on around the circle until the
+secret of the game is discovered by all.
+
+Whoever mentions an object without touching it, or names one that has
+already been given, pays a forfeit.
+
+LIGHTING THE CANDLE
+
+This feat is a very amusing one, and is performed as follows: Two
+persons kneel on the ground, facing each other. Each holds in his left
+hand a candle in a candlestick, at the same time grasping his right
+foot in his right hand. This position compels him to balance himself
+on his left knee. One of the candles is lighted; the other is not. The
+holders are required to light the unlighted candle from the lighted
+one. The conditions are simple enough, but one would hardly believe
+how often the performers will roll over on the floor before they succeed
+in lighting the candle. It will be found desirable to spread a newspaper
+on the floor between the combatants. Many spots of candle-grease will
+thus be intercepted, and the peace of mind of the lady of the house
+proportionately spared.
+
+HIT OR MISS
+
+Great amusement is excited by this game when played in the presence
+of a company of guests. Spread a sheet upon the floor and place two
+chairs upon it. Seat two of the party in the chairs within reach of
+each other and blindfold them. Give each a saucer of cracker or bread
+crumbs and a spoon, then request them to feed each other. The frantic
+efforts of each victim to reach his fellow sufferer's mouth is truly
+absurd--the crumbs finding lodgment in the hair, ears and neck much
+oftener than the mouth. Sometimes bibs are fastened around the necks
+of the victims for protection.
+
+CROSS QUESTIONS
+
+The company is divided into two equal parts and blank cards and pencils
+are distributed. One side writes questions on any subject desired,
+while the other prepares in like manner a set of haphazard answers.
+The question cards are then collected and distributed to the players
+on the other side, while their answer are divided among the questioners.
+The leader holding a question then reads it aloud, the first player
+on the other side reading the answer he holds. Some of the answers are
+highly amusing.
+
+THE GAME OF RHYMES
+
+A variation of the former game. The game is begun by a young lady or
+gentleman speaking a single line, to which the next nearest on the
+left must respond with another line to rhyme with the first. The next
+player gives a new line, of the same length, and the fourth supplies
+a rhyme in turn, and so on. The game is provocative of any amount of
+fun and nonsense. A sample may be given:
+
+1st Player.--I think I see a brindle cow.
+2d Player.--It's nothing but your dad's bow-wow.
+3rd. Player.--He is chasing our black Tommy cat.
+4th Player.--Poor puss had best get out of that, etc.
+
+Any amount of nonsense may be indulged in a game of this sort, within
+proper limits. Clever players can easily give the game a most
+interesting turn and provoke rhymes that are original and witty. Thus,
+a subject once started, every phase of it may be touched upon before
+the round closes.
+
+THE MOST IMPROBABLE STORY
+
+The players are seated in a circle and are provided with pencils and
+paper. It is then announced that this is a competition, and that the
+one who writes the most improbable story in fifteen minutes wins a
+prize. The allotted time being up, the papers are collected and
+re-distributed so that each players receives another player's story.
+The stories are then read aloud and a committee decides which is the
+most improbable story. A prize is usually given the writer of this.
+
+ANIMATED ART
+
+A picture is selected showing a group of individuals and portraying
+some historical incident or event illustrative of the affairs of
+every-day life. The performers make up, each one to represent some
+character in the picture. Out of their number some one is chosen to
+act as stage manager and he poses the figures. Two rooms with
+folding-doors, or one room divided by a curtain, are required for this
+representation. A reflection, or footlight, will enhance the beauty
+of the picture.
+
+GUESSING CHARACTERS
+
+One of the party leaves the room, while the others decide upon some
+character, real or fictitious. The absentee is then recalled, and each
+in turn asks him a question referring to the character he has been
+elected to represent. When he guesses his identity, the player whose
+question has thrown the most light upon the subject has to go from the
+room.
+
+For example: A goes from the room, and the company decides that he
+shall represent King Henry VIII. When he enters, No. 1 asks: "Which
+one of your wives did you love best?" No. 2 says: "Do you approve of
+a man marrying his deceased brother's wife?" No. 3 adds: "Were you
+very sorry your brother died?" etc., while A, after guessing various
+names, is led by some question to guess correctly, and the fortunate
+questioner is consequently sent from the room to have a new character
+assigned him in turn.
+
+WHO IS MY NEIGHBOR?
+
+One-half the company is blindfolded; these are then seated in such a
+way that each has a vacant chair at his right hand. The other half of
+the players gather in the middle of the room. This is done silently.
+The unblindfolded players will each one take one of the empty seats
+next to those who are blindfolded. When requested to speak or sing
+they must do so. It is permissible to disguise the voice. The
+blindfolded neighbor must guess who is speaking or singing. The bandages
+are not taken off until the wearer has guessed correctly the name of
+the person at his right. When he guesses correctly, the one whose name
+was guessed is blindfolded and takes the guesser's place.
+
+The leader gives a signal, and the players who are unblindfolded walk
+softly to a vacant chair. The leader then plays a familiar air on an
+instrument, and says, "sing!" All must sing until he suddenly stops
+playing. The guessing goes on as before until the leader decides to
+stop it.
+
+TONGUE-TWISTERS--ANY NUMBER OF PLAYERS
+
+The amusing game of tongue-twisters is played thus: The leader gives
+out a sentence (one of the following), and each repeats it in turn,
+any player who gets tangled up in the pronunciation having to pay
+forfeit.
+
+A haddock! a haddock! a black-spotted haddock, a black spot on the
+black back of the black-spotted haddock.
+
+She sells sea shells.
+
+She stood at the door of Mr. Smith's fish-sauce shop, welcoming him in.
+
+The sea ceaseth and it sufficeth us.
+
+Six thick thistle sticks.
+
+The flesh of freshly fried flying fish.
+
+A growing gleam glowing green. I saw Esau kissing Kate, the fact we
+all three saw, I saw Esau, he saw me, and she saw I saw Esau.
+
+Swan swam over the sea; swim, swan, swim; Swan swam back again; well
+swum, Swan.
+
+You snuff ship snuff, I snuff box snuff.
+
+The bleak breeze blighted the bright broom blossoms.
+
+High roller, low roller, rower.
+
+Oliver Oglethorp ogled an owl and oyster. Did Oliver Oglethorp ogle
+an owl and oyster? If Oliver Oglethorp ogled an owl and oyster, where
+are the owl and oyster Oliver Oglethorp ogled?
+
+Hobbs meets Snobbs and Nobbs; Hobbs bobs to Snobbs and Nobbs; Hobbs
+nobs with Snobbs and robs Nobbs' fob. "That is," says Nobbs, "the worse
+for Hobbs' jobs," and Snobbs sobs.
+
+Susan shines shoes and socks; socks and shoes shine Susan. She ceaseth
+shining shoes and socks, for shoes and socks shocks Susan.
+
+Robert Royley rolled a round roll round; a round roll Robert Rowley
+rolled round. Where rolled the round roll Robert Rowley rolled round?
+
+Strict, strong Stephen Stringer snared slickly six sickly, silky snakes.
+The Leith police dismisseth us.
+
+She sun shines upon shop signs.
+
+
+
+
+CHAPTER II
+
+FRENCH RHYMES--ANT AND CRICKET--SPOONFUL OF FUN--HOW, WHEN AND WHERE--
+GRANDFATHER'S TRUNK--PREDICAMENTS--AUCTION--BEAST, BIRD, OR FISH--ROTATING
+GLOBE
+
+
+BUTTON, BUTTON
+
+The players sit around the room in a circle. The leader then holds a
+button between his hands, with the palms pressed together, so as to
+hide it. He goes around the circle, passing his hand between those of
+the players. As he does this, he says: "Hold fast to what I give you."
+He is careful not to let the players see into whose hands he passed
+the button. The circuit having been made, the leader says to the first
+player: "Button, button, who has the button?" The one questioned must
+answer, naming some one whom he thinks has it. So it continues until
+all have had a turn at answering the same question. Then the leader
+says: "Button, button, rise!" The button holder must do this.
+
+FRENCH RHYMES
+
+Each member of the company writes upon a slip of paper two words that
+rhyme. These are collected by one player and read aloud, and as they
+are read everybody writes them down upon new papers. Five or ten minutes
+being allowed, each player must write a poem introducing all the rhyming
+words in their original pairs. At the expiration of the given time the
+lines are read aloud. Suppose the words given are "man and than,"
+"drops and copse," "went and intent," etc., these are easily framed
+into something like this:
+
+Once on a time a brooklet drops, With splash and clash, through a shady
+copse; One day there chanced to pass a man, Who, deeming water better
+than Cider, down by the brooklet went, To dip some up was his intent.
+
+Of course, the result is nonsense, but it is pleasant nonsense, and
+may be kept up indefinitely, to the entertainment of the participants.
+
+CONSEQUENCES
+
+The players are each provided with a slip of paper and a pencil. Each
+must write the name of some gentleman (who is known to the party),
+turn down the end of the paper on which the name is written, and pass
+the paper to the next neighbor. All must then write the name of some
+lady (also known), then change the papers again and write "where they
+met," "what he said," "what she said," "what the world said," and "the
+consequences," always passing the papers on. When all are written,
+each player must then read his paper.
+
+Mr. Jones . . . . . . . . . And Miss Smith . . . . . . . . . Met on
+a roof . . . . . . . . . He said, "I trust you are not afraid." She
+said, "Not while you are here." World said, "It's a match."
+Consequences, "He sailed for Africa next morning," etc.
+
+ANT AND CRICKET
+
+One of the company being appointed to represent the Cricket, seats
+himself in the midst of the other players, who are the Ants, and writes
+upon a piece of paper the name of a certain grain, whatever kind he
+pleases. He then addresses the first Ant: "My dear neighbor, I am very
+hungry, and I have come to you for aid. What will you give me!" "A
+grain of rice, a kernel of corn, a worm," etc., replies the Ant, as
+he sees fit. The Cricket asks each in turn, and if one of them announces
+as his gift the word already written upon the paper, the Cricket
+declares himself satisfied and changes places with the Ant.
+
+A SPOONFUL OF FUN
+
+This is a German game. One of the players goes into the middle of a
+ring formed by the other players. He is blindfolded and has a large,
+wooden spoon for a wand. The players join hands and dance about him.
+There may be music, if it be so desired. When the signal is given to
+stop, all must stand still. The blindfolded one touches one of the
+players with his hand and tries to guess his identity. If he guesses
+correctly, that player must take his place. Stooping, kneeling, or
+tiptoeing may be resorted to, to conceal the identity of the players.
+
+WHAT IS MY THOUGHT LIKE?
+
+Though this is a very old game, it is well worth the playing. The
+leader asks each player in turn, "What is my thought like?" The one
+questioned gives any answer he desires. Each player is asked in turn
+and a list is kept of the replies. Finally the leader tells what his
+thought was, and asks each player in what way it resembles the thing
+he, or she, likened it to.
+
+BIOGRAPHY
+
+Each player receives a pencil and paper and takes a seat as one of the
+circle of players. The left-hand neighbor is the subject for his
+right-hand neighbor's biographical sketch. Any absurd happening will
+do, the more ridiculous the biography, the better. The wittiest one
+calls for a prize.
+
+NICKNAMES OF CITIES
+
+Certain cities have been nick-named, as Chicago, the Windy City;
+Philadelphia, the City of Brotherly Love, etc. The hostess requests
+her guests to wear something suggestive of the nickname of the city
+represented. Each guest writes on a piece of paper what cities he
+supposes the other guests are representing. A half hour is allowed,
+when a prize is awarded the one who has given the largest number of
+guesses correctly.
+
+HOW, WHEN AND WHERE
+
+One member of the company, leaving the room, a word admitting of more
+than one interpretation is chosen by the others. On his return, he
+asks each in succession, "How do you like it?" The player questioned
+being required to give an appropriate answer. He then inquires in
+similar manner, "When do you like it," and if the answer to that
+question still gives him no clue, proceeds to ask, "Where do you like
+it?"
+
+When he at last discovers the word, the person whose answer has
+furnished him with the most information, must in turn leave the room
+and become the questioner.
+
+We will suppose the word chosen to be "rain," which can also be taken
+as "reign" or "rein." The question, "How do you like it?" receives the
+answers, "tight," "heavy," "short," "warm," etc.
+
+The question, "When do you like it?", "in summer," "when I am driving,"
+"in the nineteenth century," etc.
+
+"Where do you like it?", "in the United States," "on a horse," "in the
+sky," etc.
+
+MY GRANDFATHER'S TRUNK--ANY NUMBER OF PLAYERS
+
+A great game for young folks of a winter evening. The company being
+seated in a circle, somebody begins by saying, for instance:
+
+No. 1. "I pack my grandfather's trunk with a pair of spectacles."
+
+No. 2. "I pack my grandfather's trunk with a pair of spectacles and
+a silk hat." No. 3. "I pack my grandfather's trunk with a pair of
+spectacles, a silk hat and a dime novel." And so on, each person
+repeating all the articles already mentioned, besides adding a new one.
+
+If any one fails to repeat the list correctly, he drops out of the
+game, which is continued until the contents of the trunk are unanimously
+declared too numerous to remember.
+
+LOCATION
+
+Location is geographical in character. Two captains are chosen. They
+choose sides until the party is equally divided. One captain begins
+the game by calling the name of a city. He then counts thirty. Before
+he has finished counting, his opposite opponent must tell where the
+city is located. If his answer be correct, he in turn names a place,
+and the second player in the opposite row must locate it before he
+counts thirty. Should any player fail to answer before thirty is
+counted, or answer incorrectly, he or she must drop out. When there
+is only one player left on either side, that one gets the prize.
+
+PREDICAMENTS
+
+Predicaments are thought out. The more ridiculous they are the better.
+They are written on sheets of paper. Each person has to write his
+idea of the best way out of a predicament. Then the papers are collected
+and read. Prizes are given if the hostess so desires.
+
+PROGRESSIVE PUZZLES
+
+Provide as many small, square cards as there are guests; also several
+pairs of scissors. The party seats itself in a circle. The cards and
+scissors are given out. Then each player cuts his card twice across,
+so as to make four pieces. The straight cuts must intersect each other.
+After the first cut, the pieces must be held together until the second
+cut has been made.
+
+A player mixes his pieces and passes them to his right-hand neighbor.
+When the leader gives the signal, all the players put together the
+four pieces they have. The one who first succeeds calls out "ready."
+Then all stop and pass the cards on again. The successful player is
+given a mark on a tally card. The game goes on until a half hour has
+passed. The person receiving the most marks is entitled to a prize,
+or may become the leader, as preferred.
+
+MIRTH
+
+The leader for this game must have a contagious laugh. He throws a
+handkerchief into the air; when he does this, all must laugh heartily,
+until the handkerchief lies upon the ground, then the laughing must
+stop immediately. The player laughing after the handkerchief touches
+the ground is "out." This also happens to the one laughing too soon.
+The one left alone at last is the winner, and may become leader.
+
+CRAMBO
+
+Each player in the party is given two slips of paper and a pencil. On
+one slip he writes a question. This may be serious or absurd, as he
+wishes. On another paper he writes a word, this being a noun--either
+proper or common. The questions being mixed are distributed--the words
+likewise. The players write verses answering the questions and
+containing the words received.
+
+AUCTION
+
+_Needed: Twenty, or more, packages, wrapped in paper._
+
+Auction may be made a very merry game. It depends upon the auctioneer,
+however, to make the sales interesting; any articles may be chosen,
+though dolls, Teddy bears, etc., are suggested. The articles are
+catalogued. They are paid for with the beans given to the players with
+the catalogues.
+
+BEAST, BIRD OR FISH
+
+The players sit round in a circle, and one player, who is "it," points
+to some one, and says either "beast," "bird," or "fish." He then counts
+ten as quickly as possible. The person pointed to must name some
+"beast," "bird," or "fish" (whichever he was asked), before ten is
+reached. If he fails he must give a forfeit.
+
+THE ROTATION OF THE GLOBE
+
+When you next chance to eat an egg for breakfast, do not fail to try
+the following experiment. It is one which always succeeds, and is
+productive of much amusement to the company.
+
+Moisten slightly with water the rim of your plate, and in the center
+paint with the yolk of the egg a sun with golden rays. By the aid of
+this simple apparatus, you will be in a position to illustrate, so
+clearly that a child can comprehend it, the double movement of the
+earth, which revolves simultaneously round the sun and on its own axis.
+
+All that you have to do is to place the empty half-shell of your egg
+on the rim of the plate, and keeping this latter duly sloped, by a
+slight movement of the wrist as may be needful, you will see the
+eggshell begin to revolve rapidly on its own axis, at the same time
+traveling round the plate. It is hardly necessary to remark that the
+egg-shell will not travel uphill, and the plate must therefore be
+gradually shifted round, as well as sloped, so that the shell may
+always have an inch or two of descending plane before it.
+
+The slight cohesion caused by the water which moistens the plate
+counteracts the centrifugal force and so prevents the eggshell falling
+off the edge of the plate.
+
+ADVICE
+
+Pencil and paper having been given the players, each writes a piece
+of advice and folds his paper. He passes it to his neighbor, who before
+opening it, tells whether he thinks the advice good or bad. If he
+guesses correctly, he scores a point. The game goes on this way, each
+at the table taking a turn, when new advices are written and passed
+along. This is done as many times as the hostess desires. The one
+getting the most points is winner.
+
+WORDS
+
+Each player receives a pencil and paper. He is then told to make as
+many words as he can from a given word of fifteen letters, or more.
+It is surprising how many words can be thus made. The winner is the
+one fashioning the greatest number of words. A book is given him as
+a prize.
+
+
+
+CHAPTER III
+
+GAME OF WORDS--PRINCE OF INDIA--EXCHANGE--SHADOW BUFF--TAILLESS DONKEY
+--THROWING THE HANDKERCHIEF
+
+
+FLAGS OF ALL NATIONS
+
+You can learn the colors of the flags of all nations by referring to
+a large dictionary, or to a book on flags. The flags are drawn with
+colored crayons, or painted in water colors, on a large water-color
+card, or a sheet of water-color paper. Large cards with numbers down
+the sides are given to each player, with a pencil. The card of flags
+is then hung where all can see it, and half an hour is allowed for all
+to guess the countries to which the flags belong. The answers are
+written on the individual cards, and the papers are signed with the
+names of the players.
+
+A prize is given to the player who has the greatest number of correct
+answers.
+
+ANOTHER GAME OF WORDS
+
+The players, each of whom is supplied with paper and pencil, are divided
+equally into two sides, and the leader, having selected a word, suppose
+"notwithstanding," each party sets to work to see how many different
+words they can make of the same letters. (Thus from the word above
+suggested may be made "not, with, stand, standing, gin, ton, to, wig,
+wit, his, twit, tan, has, had, an, nod, tow, this, sat, that, sit,
+sin, tin, wink, what, who, wish, win, wan, won," and probably a host
+of others.) A scrutiny is then taken, all words common to both parties
+being struck out. The remainder are then compared, and the victory is
+adjudged to the one having the largest number of words.
+
+GRAMMATICAL GAME
+
+This is played by each person drawing, say, twenty letters haphazard,
+and trying to form them into a phrase or sentence, the palm of merit
+being awarded to the player who, at the same time, produces the most
+coherent phrase, and also succeeds in using the greatest proportion
+of the letters assigned to him.
+
+MENAGERIE
+
+This is a very funny game if the ringmaster keeps up a running fire
+of witty remarks. He stands in the circle of animals--otherwise
+guests--and, whip in hand, shows off his animals, and their tricks,
+singly, and in groups. The lion roars, as well as performs; the dog
+barks, and performs the tricks he is told to show off; the canary
+warbles its song; the bee buzzes; the donkey brays, balks and kicks,
+etc. At the end of the performance there is a grand circus parade,
+with music.
+
+PRINCE OF INDIA
+
+The players are numbered from one upward.
+
+The leader stands in front of them and says: "The Prince of India has
+lost his pearl. Did you find it, number seven?" Upon this, number 7
+replies, jumping to his feet quickly:
+
+"I, sir, I?"
+
+The leader replies, "Yes, you, sir!"
+
+Number 7 says: "Not I, sir!"
+
+Leader: "Who then, sir, if not you?"
+
+Number 7: "Number 4, sir."
+
+Number 4 jumps up, and says: "What, sir? I, I?"
+
+Leader: "Yes, sir; you, you."
+
+Number 4: "Not I, not I, sir."'
+
+Leader: "Who then, sir?"
+
+Number 4: "Number 2, sir."'
+
+Then number 2 jumps to his feet.
+
+This goes on until the leader reaches the last one in the circle. If
+he can repeat again "The Prince of India has lost his pearl," before
+this one can jump to his feet, they exchange places.
+
+EXCHANGE
+
+A blindfolded player stands in the center; the others are seated about
+him in a circle. Each one is numbered. The blindfolded player calls
+out two numbers, whereupon the players bearing those numbers exchange
+places, the blindfolded player trying meanwhile either to catch one
+of the players or to secure one of the chairs. Any player so caught
+must yield his chair to the catcher. No player may go outside of the
+circle formed by the chairs.
+
+HUNT THE RING
+
+All the players stand in a circle holding a long cord, which forms an
+endless band upon which a ring has been slipped before it was joined
+at the ends. This ring is passed rapidly from one player to
+another--always on the cord and concealed by the hand--while somebody
+in the center endeavors to seize the hands of the person who holds it,
+who, when actually caught, takes his place within the circle.
+
+If the circle is very large, two rings may be slipped upon the cord,
+and two players placed in the center together.
+
+A small key may be used instead of a ring, while still another variation
+is to have the concealed object a small whistle with a ring attached.
+When this is adopted, an amusing phase of the game is to secretly
+attach a string to the whistle and fasten this to the back of the
+player in the center by means of a bent pin at the other end of the
+string. Then while feigning to pass the whistle from hand to hand, it
+is occasionally seized and blown upon by some one in the ring, toward
+whom the victim is at that moment turning his back, causing that
+individual to be greatly puzzled.
+
+SHADOW BLUFF
+
+A sheet being stretched across one end of the room, one of the players
+being seated upon a low stool facing it, and with his eyes fixed upon
+it. The only light in the room must be a lamp placed upon a table in
+the center of the room. Between this lamp and the person on the stool,
+the players pass in succession, their shadows being thrown upon the
+sheet in strong relief. The victim of the moment endeavors to identify
+the other players by their respective shadows, and if he succeeds the
+detected party must take his place.
+
+It is allowable to make detection as difficult as possible by means
+of any available disguise that does not conceal the whole person, any
+grimacing, contortion of form, etc.
+
+GUESSING EYES AND NOSES
+
+A sheet is fastened up between two doors. Holes are cut in it, and
+some of the party go behind the sheet and stand with their eyes at the
+holes, while the others must guess to whom the eyes belong. Failing
+to guess correctly, they must give a forfeit.
+
+THE TAILLESS DONKEY
+
+An amusing game, at which any size party may play and enjoy it for
+hours. Cut a large figure of a donkey, minus a tail, from dark paper
+or cloth, and pin it upon a sheet stretched tightly across a door-way.
+Each player is given a piece of paper, which would fit the donkey for
+a tail, if applied. On each tail is written the name of the person
+holding it. When all is ready, the players are blindfolded in
+turn--placed facing the donkey a few steps back in the room--then
+turned around rapidly two or three times, and told to advance with the
+tail held at arm's length, and with a pin previously inserted in the
+end, attach it to the figure of the donkey wherever they first touch
+it. When the whole curtain is adorned with tails--(not to mention all
+the furniture, family portraits, etc., in the vicinity)--and there are
+no more to pin on, the person who has succeeded in fastening the
+appendage the nearest to its natural dwelling place, receives a prize,
+and the player who has given the most eccentric position to the tail
+entrusted to his care, receives the "booby" prize, generally some gift
+of a nature to cause a good-humored laugh.
+
+THROWING THE HANDKERCHIEF
+
+A very old and still quite popular game. The company being seated
+around the room in a circle, some one stationed in the center throws
+an unfolded handkerchief to one of the seated players. Whoever receives
+it must instantly throw it to some one else, and so on, while the
+person in the center endeavors to catch the handkerchief in its passage
+from one player to another. If he catches it, as it touches somebody,
+that person must take his place in the center. If it is caught in the
+air, the player whose hands it last left enters the circle.
+
+The handkerchief must not be knotted or twisted, but thrown loosely.
+
+
+
+
+CHAPTER IV
+
+MAGIC MUSIC--CUSHION DANCE--ANIMAL BLINDMAN'S BLUFF--MY LADY'S TOILET
+--GOING TO JERUSALEM
+
+
+MAGIC MUSIC
+
+A beautiful game, which amuses even the mere spectator as much as it
+does the players. One of the company sits at the piano while another
+leaves the room. The rest of the party then hide some article,
+previously agreed upon, and recall the absent player. At his entrance
+the pianist begins playing some lively air, very softly, keeping up
+a sort of musical commentary upon his search, playing louder as he
+approaches the goal, and softer when he wanders away from it. In this
+way he is guided to at last discover the object of his search.
+
+CUSHION DANCE
+
+The cushions are set upright in a circle on the floor. The players
+then join hands, and form a ring round them. The circle formed by the
+cushions should be almost as large as the ring formed by the players,
+and the cushions may be placed at a considerable distance apart. The
+players in the ring dance round; and each player, as he dances, tries
+to make his neighbors knock over the cushions. He, however, avoids
+knocking over any himself. The players should not break the ring, as
+the penalty to one letting go hands is expulsion from the ring. If it
+is preferred, Indian clubs placed on end may be substituted for the
+cushions.
+
+MUSICAL INSTRUMENTS
+
+The players sit in a circle and form an orchestra. The conductor stands
+in the center. A tune is decided on, and the instruments are selected.
+Then the conductor beats time, and each player imitates as well as he
+can the sound of his instrument, and the motion used in playing it.
+Suddenly the conductor turns to one of the players and asks, "What is
+the matter with your instrument?" and immediately counts ten. Before
+he finishes counting, the player who has been questioned must begin
+an answer which is appropriate to his instrument. If his answer is
+inappropriate, or if it is not begun before the counting stops, he
+must change places with the conductor.
+
+Whenever the conductor claps his hands the music must stop, and the
+players must remain in the attitudes in which they were when he gave
+the signal. Any one who fails to stop humming, or who changes his
+position, must become leader.
+
+The same conductor may continue throughout the game. The person who
+fails in any of the requirements of the game then pays a forfeit.
+
+ANIMAL BLINDMAN'S BLUFF
+
+A blindfolded player stands in the center of a circle with a wand,
+stick, or cane in his hand. The other players dance around him in a
+circle until he taps three times on the floor with the cane, when all
+must stand still. The blindfolded one points his cane in any direction.
+The one directly opposite it must make a noise like an animal. From
+this the person in the center of the ring guesses the other's identity.
+If he does so, there is an exchange of places.
+
+MY LADY'S TOILET
+
+This is a French game. In it each player is named for some article of
+"My Lady's Toilet," such as her gown, her hat, her gloves, etc. The
+players sit in a circle, and when the leader mentions an article of
+the toilet, the one who is named for it must rush to the center of the
+ring before the platter stops spinning there. If successful, he or she
+takes the place of the spinner in the center of the ring. If
+unsuccessful, the person returns to his or her place.
+
+The leader may keep up the interest of the game by comments on the
+toilettes. This is most interesting in story form.
+
+A variation of this game introduces the word ball. Whenever this is
+spoken of, the players must jump up and change places, the spinner
+trying to secure a seat in the general confusion. The odd player becomes
+a spinner.
+
+MARY AND JOHN
+
+The players--all but two--form a circle and clasp hands. Two odd players
+in the center are called, "Mary" and "John." The object of the game
+is for John to catch Mary. As he is blindfolded, he can only locate
+her in her stealthy movements by the sound of her muffled voice. When
+he says, "Mary, where are you?" she must answer as often as he questions
+her.
+
+Mary may stoop or tiptoe, or resort to any means to escape capture,
+except leaving the ring.
+
+When Mary is captured she is blindfolded and John takes her seat.
+
+So the game goes on after Mary has chosen a new John.
+
+GOING TO JERUSALEM
+
+This is a piano game, but does not require great skill. One person
+goes to the piano, while the others arrange in a line as many chairs,
+less one, as there are players, the chairs alternately facing opposite
+directions. Then, as the pianist begins to play, the others commence
+marching around the line of chairs, keeping time to the music. When
+this suddenly ceases, everybody tries to sit down, but as there is one
+less chair than players, somebody is left standing, and must remain
+out of the game. Then another chair is removed, and the march continues,
+until the chairs decrease to one, and the players to two.
+
+Whichever of these succeeds in seating himself as the music stops, has
+won the game.
+
+"WHAT D'YE BUY?"
+
+This game may be played by any number from three to thirteen. There
+are a dozen good-sized pieces of cardboard, each bearing a colored
+illustration of one of the "trades" following, viz.: a milliner, a
+fishmonger, a greengrocer, plumber, a music-seller, a toyman, mason,
+a pastry-cook, a hardware-man, a tailor, a poulterer, and a doctor.
+Besides these there are a number of smaller tickets, half a dozen to
+each trade. Each of these has the name of the particular trade, and
+also the name of some article in which the particular tradesman in
+question may be considered to deal. A book accompanies the cards,
+containing a nonsense story, with a blank at the end of each sentence.
+
+One of the players is chosen as leader, and the others each select a
+trade, receiving the appropriate picture, and the six cards containing
+the names of the articles in which the tradesman deals. He places his
+"sign" before him on the table, and holds the remainder of his cards
+in his hand. The leader then reads the story, and whenever he comes
+to one of the blanks, he glances towards one of the other players, who
+must immediately, under penalty of a forfeit, supply the blank with
+some article he sells, at the same time laying down the card bearing
+its name. The incongruity of the article named with the context make
+the fun of the game, which is heightened by the vigilance which each
+player must exercise in order to avoid a forfeit. Where the number of
+players is very small, each may undertake two or more trades.
+
+We will give an illustration. The concluding words indicate the trade
+of the person at whom the leader glances to fill up a given hiatus.
+
+"Ladies and gentlemen, I propose to relate some curious adventures
+which befell me and my wife Peggy the other day, but as I am troubled
+with a complaint called 'Non mi ricordo,' or the 'Can't remembers,'
+I shall want each of you to tell me what you sell; therefore, when I
+stop and look at one of you, you must be brisk in recommending your
+goods. Whoever does not name something before I count 'three' must pay
+a forfeit. Attention!
+
+"Last Friday week I was awakened very early in the morning by a loud
+knocking at my door in Humguffin Court. I got up in a great fright,
+and put on"--(looks at Toyman, who replies, "A fool's cap and bells,"
+and lays down that card).
+
+"When I got downstairs, who should be there but a fat porter, with a
+knot, on which he carried"--(Poulterer) "a pound of pork sausages."
+
+"'Hallo!' said I, 'my fellow, what do you want at this time of day?' He
+answered"--(Fishmonger) "'A cod's head and shoulders.'"
+
+"'Get along with you,' I said; 'there's my neighbor, Dr. Drenchall, I see,
+wants'"--(Butcher) "'a sheep's head.'"
+
+"I now went up to shave, but my soap-dish was gone, and the maid brought
+me instead"--(Milliner) "a lady's chip hat."
+
+"My razor had been taken to chop firewood, so I used"--(Greengrocer)
+"a cucumber."
+
+"I then washed my face in"--(Doctor) "a cup of quinine," "cleaned my
+teeth with"--(Fishmonger) "a fresh herring," and "combed my hair
+with"--(Pastrycook) "a jam tart."
+
+"My best coat was taken possession of by pussy and kittens, so I whipped
+on"--(Hardware-man) "a dripping pan."
+
+"The monkey, seeing how funny I looked, snatched off my wig, and clapped
+on my head"--(Poulterer) "a fat hen."
+
+"I now awoke my wife, and asked her what she had nice for breakfast;
+she said"--(Doctor) "a mustard plaster."
+
+"Then I scolded Sukey, the servant, and called her"--(Poulterer) "a
+tough old turkey."
+
+"But she saucily told me I was no better than"--(Music-seller) "an old
+fiddle."
+
+"I soon had enough of that, so I asked my wife to go with me to
+buy"--(Tailor) "a pair of trousers."
+
+"But she said she must have her lunch first, which consisted of----"
+etc., etc., through half a dozen pages, the tradesmen supply more or
+less appropriate articles to fill up the gaps in the discourse.
+
+
+
+
+CHAPTER V.
+
+RAISIN TORTOISE--LEMON PIG--SEASICK PASSENGER--ENCHANTED RAISINS--LUMP
+OF SUGAR--MYSTERIOUS PRODUCTION--FAMILY GIANT
+
+
+THE RAISIN TORTOISE
+
+This noble animal is constructed as follows: A muscatel raisin forms
+the body, and small portions of the stalk of the same fruit the head
+and legs. With a little judgment in the selection of the pieces of
+stalk and the mode in which they are thrust into the body, it is
+surprising what a life-like tortoise may be thus produced. While the
+work of art in question is being handed round on a plate for admiration,
+the artist may further distinguish himself, if the wherewithal is
+obtainable, by constructing
+
+THE LEMON PIG
+
+The body of the pig consists of a lemon. The shape of this fruit renders
+it particularly well adapted for this purpose, the crease or shoulder
+at the small end of the lemon being just the right shape to form the
+head and neck of the pig. With three or four lemons to choose from,
+you cannot fail to find at least one which will answer the purpose
+exactly. The mouth and ears are made by cutting the ring with a
+penknife, the legs of short ends of lucifer matches, and the eyes
+either of black pins, thrust in up to the head, or grape stones.
+
+THE SEASICK PASSENGER
+
+The requirements for this touching picture are an orange, a pocket
+handkerchief or soft table napkin, and a narrow water goblet. The
+orange is first prepared by cutting in the rind with a penknife the
+best ears, nose, and mouth which the artist can compass, a couple of
+raisin-pips supplying the place of eyes. A pocket handkerchief is
+stretched lightly over the glass, and the prepared orange laid thereon.
+The pocket-handkerchief is then moved gently backward and forward over
+the top of the glass, imparting to the orange a rolling motion, and
+affording a laughable but striking caricature of the agonies of a
+seasick passenger.
+
+THE ENCHANTED RAISINS
+
+Take four raisins or bread-pills, and place them about a foot apart,
+so as to form a square on the table. Next fold a couple of
+table-napkins, each into a pad of five inches square. Take one of these
+in each hand, the fingers undermost and the thumb uppermost. Then
+inform the company that you are about to give them a lesson in the art
+of hanky-panky, etc., and in the course of your remarks, bring down
+the two napkins carelessly over the two raisins farthest from you.
+Leave the right-hand napkin on the table, but, in withdrawing the hand,
+bring away the raisin between the second and third fingers, and at the
+same moment remarking, "You must watch particularly how many raisins
+I place under each napkin." Lift the left napkin (as if merely to show
+that there is one raisin only beneath it), and transfer it to the palm
+of the outstretched right hand, behind which the raisin is now
+concealed. Without any perceptible pause, but at the same time without
+any appearance of haste, replace the folded napkin on raisin No. 2,
+and in so doing, leave raisin No. 1 beside it. Now take up raisin No.
+3 (with the right hand). Put the hand under the table, and in doing
+so get raisin No. 3 between the second and third fingers, as much
+behind the hand as possible. Give a rap with the knuckles on the
+underside of the table, at the same time saying, "Pass!" and forthwith
+pick up the left-hand napkin with the left hand, showing the raisins
+1 and 2 beneath it. All eyes are drawn to the two raisins on the table,
+and as the right hand comes into sight from beneath the table, the
+left quietly transfers the napkin to it, thereby effectually concealing
+the presence of raisin No. 3. The napkin is again laid over raisins
+1 and 2, and No. 3 is secretly deposited with them. No. 4 is then taken
+in the right hand, and the process repeated, when three raisins are
+naturally discovered, the napkin being once more replaced, and No. 4
+left with the rest. There are now four raisins under the left-hand
+napkin, and none under that on the right hand, though the spectators
+are persuaded that there is one under the latter, and only three under
+the former. The trick being now practically over, the performer may
+please himself as to the form of the denouement, and, having gone
+through any appropriate form of incantation, commands the imaginary
+one to go and join the other three, which is found to have taken place
+accordingly.
+
+THE DEMON LUMP OF SUGAR
+
+The performer commences by borrowing two hats, which he places, crowns
+upward, upon the table, drawing particular attention to the fact that
+there is nothing whatever under either of them. He next demands the
+loan of the family sugar basin, and requests some one to select from
+it a lump of sugar (preferably one of an unusual and easily
+distinguished shape), at the same time informing them that, by means
+of a secret process, only known to himself, he will undertake to swallow
+such lump of sugar before their eyes, and yet, after a few minutes'
+interval, bring it under either of the two hats they may choose. The
+company, having been prepared by the last trick to expect some ingenious
+piece of sleight-of-hand, are all on the _qui vive_ to prevent any
+substitution of another lump of sugar, or any pretence of swallowing
+without actually doing so. However, the performer does unmistakably
+take the identical lump of sugar chosen and crushes it to pieces with
+his teeth. He then asks, with unabated confidence, under which of the
+two hats he shall bring it, and, the choice having been made, places
+the chosen hat on his own head, and in that way fulfills his
+undertaking.
+
+THE MYSTERIOUS PRODUCTION
+
+This is another feat of the _genus_ "sell," and to produce due effect,
+should only be introduced after the performer has, by virtue of a
+little genuine magic, prepared the company to expect from him something
+a little out of the common. He begins by informing the spectators that
+he is about to show them a great mystery, a production of nature on
+which no human being has ever yet set eye, and which, when they have
+once seen, no human being will ever set eyes on again. When the general
+interest is sufficiently awakened, he takes a nut from the dish, and,
+having gravely cracked it, exhibits the kernel, and says, "Here is an
+object which you will admit no human being has ever seen, and which"
+(here he puts it into his mouth and gravely swallows it) "I am quite
+sure nobody will ever see again."
+
+THE FAMILY GIANT
+
+A very fair giant, for domestic purposes, may be produced by the simple
+expedient of seating a young lad astride on the shoulders of one of
+the older members of the company, and draping the combined figure with
+a long cloak or Inverness cape. The "head" portion may, of course, be
+"made up" as much as you please, the more complete the disguise the
+more effective being the giant. A ferocious-looking moustache and
+whiskers will greatly add to his appearance. If some ready-witted
+member of the party will undertake to act as showman, and exhibit the
+giant, holding a lively conversation with him, and calling attention
+to his gigantic idiosyncrasies, a great deal of fun may be produced.
+The joke should not, however, be very long continued, as the feelings
+of the "legs" have to be considered. If too long deprived of air and
+light they are apt to wax rebellious, and either carry the giant in
+the directions he would fain avoid, or even occasionally to strike
+together, and bring the giant's days to a sudden and undignified
+termination.
+
+
+
+
+CHAPTER VI
+
+THE WHAT-DO-YOU-THINK?--KNIGHT OF THE WHISTLE--"CAN DO LITTLE"--
+THROWING LIGHT
+
+
+"THE WHAT-DO-YOU-THINK?"
+
+The exhibitor begins, in proper showman style: "Ladies and gentlemen,
+I have the pleasure of exhibiting to your notice the celebrated
+'What-do-you-think?' or Giant Uncle-Eater. You have all probably heard
+of the Ant-Eater. This is, as you will readily perceive, a member of
+the same family, but more so! He measures seven feet from the tip of
+his snout to the end of his tail, eight feet back again, five feet
+around the small of his waist, and has four feet of his own, making
+twenty-four in all. In his natural state he lives chiefly on blue-bottle
+flies and mixed pickles, but in captivity it is found that so rich a
+diet has a tendency to make him stout, and he is now fed exclusively
+on old corks and back numbers of some daily paper. His voice, which
+you may perhaps have an opportunity of hearing (here the
+'What-do-you-think?' howls dismally), is in the key of B fiat, and is
+greatly admired. People come here before breakfast to hear it, and
+when they have heard it, they assure us that they never heard anything
+like it before. Some have even gone so far as to say that they never
+wish to hear anything like it again,"' etc. The "What-do-you-think?"
+is manufactured as follows: The performer, who should have black kid
+gloves on, places on his head a conical paper cap, worked up with the
+aid of the nursery paint box into a rough semblance of an animal's
+head. This being securely fastened on, he goes down on his hands and
+knees and a shaggy railway rug (of fur, if procurable) is thrown over
+him and secured round his neck, when the animal is complete.
+
+THE KNIGHT OF THE WHISTLE
+
+This is a capital game for everybody but the victim, and produces much
+fun. Some one who does not know the game is chosen to be Knight of the
+Whistle, and is commanded to kneel down and receive the honor of
+knighthood, which the leader (armed with a light cane, the drawing-
+room poker, or other substitute for a sword) confers by a slight
+stroke on the back. While placing him in position, opportunity is taken
+to attach to his back, by means of a bent pin or otherwise, a piece of
+string about a foot in length, to which is appended a small light
+whistle. Having been duly dubbed, in order to complete his dignity,
+he is informed that he must now go in quest of the whistle, which will
+be sounded at intervals, in order to guide him in his search. Meanwhile
+the other players gather in a circle round him, making believe to pass
+an imaginary object from hand to hand. The victim naturally believes that
+this imaginary object must be the long-lost whistle, and makes a dash
+for it accordingly, when the player who happens to be behind his back
+blows the actual whistle and instantly drops it again. Round flies the
+unhappy knight, and makes a fresh dash to seize the whistle, but in
+vain. No sooner has he turned to a fresh quarter than the ubiquitous
+whistle again sounds behind his back.
+
+If the game is played smartly, and care taken not to pull the cord,
+the knight may often be kept revolving for a considerable period before
+he discovers the secret.
+
+"HE CAN DO LITTLE."
+
+This is another "sell" of almost childish simplicity, but we have seen
+people desperately puzzled over it, and even "give it up" in despair.
+
+The leader takes a stick (or poker) in his left hand, thence transfers
+it to his right, and thumps three times on the floor, saying: "He can
+do little who can't do this." He then hands the stick to another person,
+who, as he supposes, goes through exactly the same performance; but
+if he does not know the game, is generally told, to his disgust, that
+he has incurred a forfeit, his imitation not having been exact.
+
+The secret lies in the fact that the stick, when passed on, is first
+received in the left hand and thence transferred to the right before
+going through the performance.
+
+"THROWING LIGHT."
+
+Two of the company agree privately upon a word (which should be one
+susceptible of two or three meanings), and interchange remarks tending
+to throw light upon it. The rest of the players do their best to guess
+the word, but when any of them fancies he has succeeded, he does not
+publicly announce his guess, but makes such a remark as to indicate
+to the two initiated that he has discovered their secret. If they have
+any doubt that he has really guessed the word, they challenge him,
+i.e., require him to name it in a whisper. If this guess proves to be
+right, he joins in conversation, and assists in throwing light on the
+subject; but if, on the other hand, he is wrong, he must submit to
+have a handkerchief thrown over his head, and so remain until by some
+more fortunate observation he shall prove that he really possesses the
+secret.
+
+We will give an example. Mr. A. and Miss B. have agreed on "bed" as
+the word, and proceed to throw light upon it, alternating upon its
+various meanings of a place of repose, a part of a garden, or the bed
+of a river.
+
+Miss B. I don't know what your opinion may be, but I am never tired
+of it.
+
+Mr. A. Well, for my part, I am never in a hurry, either to get to it
+or to leave it.
+
+Miss B. How delightful it is after a long, tiring day!
+
+Mr. A. Yes. But it is a pleasure that soon palls. The most luxurious
+person does not care for too much of it at a stretch.
+
+Miss B. Oh, don't you think so. In early spring, for instance, with
+the dew upon the flowers!
+
+Mr. A. Ah! you take the romantic view. But how would you like it beneath
+some rapid torrent or some broad majestic river?
+
+Miss C. (thinks she sees her way, and hazards a remark). Or in a sauce?
+
+Mr. A. I beg your pardon. Please tell me in a whisper what you suppose
+the word to be?
+
+Miss C. (whispers) Fish! What! isn't that right?
+
+Mr. A. I am afraid you must submit to a temporary eclipse. (Throws her
+handkerchief over her face.)
+
+Mr. A. to Miss B. You mentioned spring, I think. For my own part, I
+prefer feathers.
+
+Mr. D. (rashly concludes, from the combination of "spring" and
+"feathers," that spring chickens must be referred to). Surely you would
+have them plucked?
+
+Mr. A. (looks puzzled). I think not May I ask you to name your guess?
+Oh, no, quite out. I must trouble you for your pocket handkerchief.
+
+Miss B. It is curious, isn't it, that they must be made afresh every
+day?
+
+Mr. A. So it is; though I confess it never struck me in that light
+before. I don't fancy, however, that old Brown, the gardener, makes
+his quite so often.
+
+Miss B. You may depend that he has it made for him, though.
+
+Miss C. (from under the handkerchief). At any rate, according as he
+makes it, his fate will be affected accordingly. You know the proverb?
+
+Mr. A. (removing the handkerchief). You have fairly earned your release.
+By the way, do you remember an old paradox upon this subject, "What
+nobody cares to give away, yet nobody wishes to keep?"
+
+Miss E. Ah! now you have let out the secret. I certainly don't wish
+to keep mine for long together, but I would willingly give it away if
+I could get a better.
+
+Miss B. Tell me your guess. (Miss E. whispers.) Yes, you have hit it.
+I was afraid Mr. A.'s last "light" was rather too strong.
+
+And so the game goes on, until every player is in the secret, or the
+few who may be still in the dark "give it up" and plead for mercy.
+This, however, is a rare occurrence, for, as the company in general
+become acquainted with the secret, the "lights" are flashed about in
+a rash and reckless manner, till the task of guessing becomes almost
+a matter of course to an ordinarily acute person.
+
+
+
+
+CHAPTER VII
+
+CHURCH AND SCHOOL SOCIALS
+
+CHARADES: "CICERO"--"ATTENUATE"--SUGGESTED WORDS--"METAPHYSICIAN"--
+CHARADES ON THE GRECIAN ISLANDS
+
+
+ACTING CHARADES
+
+In some form or other the game of charades is played in almost every
+country under the sun. In acting charades the characters and situation
+are made to represent a play upon a word or words by portraying some
+feature which vividly brings such word or words to the mind.
+
+Here is a popular one: Send one-half the company out of the room, into
+another which may be separated by double doors; portieres are best for
+the purpose. The party in the inner room think of some word which can
+be represented entire, in pantomime or tableau, and proceed to enact
+it. After they have made up, the door opens, and discloses half a dozen
+girls standing in a line, while one of the acting party announces that
+this striking tableau represents the name of a famous orator. The
+others failing to guess are told that Cicero (Sissy-row) is the orator
+represented.
+
+Again, just as the clock strikes ten, the doors opening reveal a lady
+eating an apple or any convenient edible, while a gentleman who stands
+near points to the clock and then at her. This being correctly guessed
+to represent "attenuate" (at ten you ate), the other side goes from
+the room and the previous performers become the audience.
+
+There are a host of words which with a little ingenuity may be turned
+to account. For example:
+
+Ingratiate. (In gray she ate.) Catering. (Kate. Her ring.) Hero. (He
+row.) Tennessee. (Ten, I see.) The following are also good charade
+words: Knighthood, penitent, looking-glass, hornpipe, necklace,
+indolent, lighthouse, Hamlet, pantry, phantom, windfall, sweepstake,
+sackcloth, antidote, antimony, pearl powder, kingfisher, football,
+housekeeping, infancy, snowball, definite, bowstring, carpet, Sunday,
+Shylock, earwig, matrimony, cowhiding, welcome, friendship,
+horsemanship, coltsfoot, bridegroom, housemaid, curl-papers, crumpet.
+
+We will take the word "windfall," as affording a ready illustration
+of the pantomime charade. "Wind" may be represented by a German band,
+puffing away at imaginary ophicleides and trombones, with distended
+cheeks and frantic energy, though in perfect silence. "Fall" may be
+portrayed by an elderly gentleman with umbrella up, who walks
+unsuspectingly on an ice slide and falls. The complete word "windfall"
+may be represented by a young man sitting alone, leaning his elbows
+on his hands, and having every appearance of being in the last stage
+of impecuniosity. To produce this effect, he may go through a pantomime
+of examining his purse and showing it empty, searching his pockets and
+turning them one by one inside out, shaking his head mournfully and
+sitting down again, throwing into his expression as much despair as
+he conveniently can. A letter carrier's whistle is heard; a servant
+enters with a legal-looking letter. The impecunious hero, tearing it
+open, produces from it a roll of stage banknotes, and forthwith gives
+way to demonstrations of the most extravagant delight, upon which the
+curtain falls.
+
+In another the curtain rises (i.e., the folding-doors are thrown open),
+and a placard is seen denoting, "This is Madison Square," or any other
+place where professional men congregate. Two gentlemen in out-door
+costumes cross the stage from opposite sides and bow gravely on passing
+each other, one of them saying, as they do so, "Good morning, doctor."
+The curtain falls, and the audience are informed that the charade,
+which represents a word of six syllables, is complete in that scene.
+When the spectators have guessed or been told that the word is
+"met-a-physician," the curtain again rises on precisely the same scene,
+and the same performance, action for action, and word for word, is
+repeated over again. The audience hazard the same word "metaphysician"
+as the answer, but are informed that they are wrong--the word now
+represented having only three syllables, and they ultimately discover
+that the word is "metaphor" (met afore).
+
+In another charade is seen a little toy wooden horse, such as can be
+bought for fifty cents. The spectators are told that this forms a word
+of two syllables, representing an island in the Aegean Sea. If the
+spectators are well up in ancient geography, they may possibly guess
+that Delos (deal hoss) is referred to. The curtain falls, and again
+rises on the same contemptible object, which is now stated to represent
+a second island in the same part of the world. The classical reader
+will at once see that Samos (same hoss) is intended. Again the curtain
+rises on the representation of an island. Two little wooden horses now
+occupy the scene, Pharos (pair 'oss) being the island referred to.
+Once more the curtain rises, this time on a group of charming damsels,
+each reclining in a woebegone attitude, surrounded by pill boxes and
+physic bottles, and apparently suffering from some painful malady.
+This scene represents a word of three syllables, and is stated to
+include all that has gone before. Cyclades (sick ladies), the name of
+the group to which Delos, Samos and Pharos belong, is of course the
+answer.
+
+A comical charade is a performance representing the word "imitation."
+The spectators are informed that the charade about to be performed can
+be exhibited to only one person at a time. One person is accordingly
+admitted into the room in which the actors are congregated. The unhappy
+wight stares about him with curiosity, not unmingled with apprehension,
+fearing to be made the victim of some practical joke; nor is his comfort
+increased by finding that his every look or action is faithfully copied
+by each person present. This continues until he has either guessed or
+given up the word, when a fresh victim is admitted, and the new initiate
+becomes in turn one of the actors. Sometimes, however, the victim
+manages to turn the laugh against his persecutors. We have known a
+young lady, seeing through the joke, quietly take a chair and remain
+motionless, reducing the matter to a simple trial of patience between
+herself and the company.
+
+
+
+
+CHAPTER VIII
+
+CHURCH AND SCHOOL SOCIALS
+
+LIVING PICTURES--TABLEAUX: DIGNITY AND IMPUDENCE--SAILOR'S FAREWELL--HOME
+AGAIN--VARIOUS TABLEAUX
+
+
+LIVING PICTURES
+
+There are few better amusements for a large party in the same house,
+with plenty of time on their hands, than the organization of _tableaux
+vivants,_ or living representations. Tableaux, to be successfully
+represented, demand quite as much attention to detail as a theatrical
+performance, and scarcely less careful rehearsal. The first element
+of success is a competent stage manager. His artistic taste should be
+beyond all question, and his will should be law among the members of
+his corps. The essentials of a "living picture" are very much the same
+as those of a picture of the inanimate description, viz., form, color
+and arrangement. If, therefore, you can secure for the office of stage
+manager a gentleman of some artistic skill, by all means do so, as his
+technical knowledge will be found of the greatest possible service.
+
+Before proceeding to plan your series of pictures, it will be necessary
+to provide the "frame" in which they are to be exhibited. If the room
+which you propose to use has folding doors, they will of course be
+used. A curtain, preferably of some dark color, should be hung on each
+side, and a lambrequin or valance across the top. Where circumstances
+admit, the directions we give elsewhere as to the construction of a
+stage and proscenium for private theatricals may be followed with
+advantage. In any case, a piece of fine gauze should be carefully
+stretched over the whole length and depth of the opening. This is
+found, by producing softer outlines, materially to enhance the pictorial
+effect. If it is practicable to have a raised stage, it will be found
+of great addition. Where this cannot be arranged, it is well to place
+a board, six inches in width, and covered with the same material as
+the rest of the frame, across the floor (on edge) from side to side,
+in the position which the footlights would ordinarily occupy.
+
+The next consideration will be the curtain. The ordinary domestic
+curtains, hung by rings from a rod or pole, and opening in the middle,
+will serve as a makeshift; but where a really artistic series of
+tableaux is contemplated, the regular stage curtain of green baize is
+decidedly to be preferred.
+
+The question of "background" will be the next point to be considered.
+_Tableaux vivants_ may be divided into two classes, the dramatic, i.e.,
+representing some incident, e.g., a duel, or a trial in a court of
+justice, and the simply artistic, viz., such as portray merely a group,
+allegorical or otherwise, without reference to any particular plot or
+story. For the former, an appropriate scene is required, varying with
+each tableau represented; for the latter, all that is necessary is a
+simple background of drapery, of such a tone of color as to harmonize
+with, and yet to give full prominence to, the group of actors. The
+material of the latter as also the covering of the floor, should be
+of woolen or velvet, so as to absorb rather than reflect light. A
+lustrous background, as of satin or glazed calico, will completely
+destroy the effect of an otherwise effective tableau.
+
+The lighting is a point of very considerable importance--the conditions
+appropriate to an ordinary theatrical performance being here reversed.
+In an ordinary dramatic performance all shadow is a thing to be avoided,
+the point aimed at being to secure a strong bright light, uniformly
+distributed over the stage. In a _tableau vivant_, on the contrary,
+the skillful manipulation of light and shade is a valuable aid in
+producing artistic effect. Footlights should, in this case, either be
+dispensed with altogether or at any rate used very sparingly, the
+stronger light coming from one or the other side. A good deal of
+experiment and some little artistic taste will be necessary to attain
+the right balance in this particular. Where gas is available it will
+afford the readiest means of illumination. What is called a "string
+light," viz., a piece of gaspipe with fishtail burners at frequent
+intervals, connected with the permanent gas arrangements of the house
+by a piece of india rubber tube, and fixed in a vertical position
+behind each side of the temporary proscenium, will be found very
+effective; one or the other set of lights being turned up, as may be
+necessary. Where a green or red light is desired, the interposition
+of a strip of glass of that color, or of a "medium" of red or green
+silk or tammy, will give the necessary tone. Colored fires are supplied
+for the same purpose, but are subject to the drawback of being somewhat
+odoriferous in combustion. Where, as is sometimes the case, a strong
+white light is required, this may be produced by burning the end of
+a piece of magnesium wire in the flame of an ordinary candle.
+
+These points being disposed of, costume and make-up will be the next
+consideration. As to the latter, the reader will find full instructions
+in the chapter devoted to private theatricals. With respect to costume,
+as the characters are seen for only a few moments, and in one position,
+this point may be dealt with in a much more rough-and-ready manner
+than would be advisable in the case of a regular dramatic performance.
+The royal crown need only be golden, the royal robe need only be trimmed
+with ermine-on the side toward the spectators; indeed, the proudest
+of sovereigns, from the audience point of view, may, as seen from the
+rear, be the humblest of citizens. Even on the side toward the
+spectators a great deal of "make believe" is admissible. Seen through
+the intervening gauze, the cheapest cotton velvet is equal to the
+richest silk; glazed calico takes the place of satin; and even the
+royal ermine may be admirably simulated by tails of black worsted
+stitched on a ground of flannel. Lace may be manufactured from cut
+paper, and a dollar's worth of tinsel will afford jewels for a congress
+of sovereigns. Of course, there is not the least objection to his
+wearing a crown of the purest gold, or diamonds of the finest possible
+water (if he can get them), but they will not look one whit more
+effective than the homely substitutes we have mentioned.
+
+A "ghost effect" may, where necessary, be produced by the aid of a
+magic lantern; the other lights of the tableau being lowered in order
+to give sufficient distinctness to the reflection.
+
+Dramatic tableaux may often be exhibited with advantage in two or more
+"scenes"; the curtain being lowered for a moment in order to enable
+the characters to assume a fresh position. Examples of this will be
+found among the tableaux which follow.
+
+Having indicated the general arrangements of _tableaux vivants_, we
+append, for the reader's assistance, a selection of effective subjects,
+both simply pictorial and dramatic.
+
+I. DIGNITY AND IMPUDENCE.
+
+(With background of plain drapery, remaining unchanged.)
+
+A magnificent flunkey, in a gorgeous suit of livery, standing, with
+left hand on hip, right hand in breast, side by side with a very small
+and saucy "boy in buttons," upon whom he looks down superciliously.
+Boy with both hands in trouser pockets and gazing up at his companion
+with an expression of impertinent familiarity.
+
+II. THE FORTUNE-TELLER
+
+A pretty girl, in simple outdoor costume, standing sideways to the
+spectators, with downcast eyes and a half-smiling, half-frightened
+expression. The fortune-teller faces her and holds the young lady's
+right hand in her left, while her own right hand holds a coin with
+which she is apparently tracing the lines of the young lady's palm,
+at the same time gazing with an arch expression into her face, as
+though to note the effect of her predictions. The fortune-teller should
+be in gipsy costume, a short, dark skirt and a hood of some brighter
+material thrown carelessly over her head. She should be of a swarthy
+complexion, with a good deal of color and jet-black hair.
+
+III. FAITH
+
+A large cross, apparently of white marble (really of deal, well washed
+with whitening and size) occupies a diagonal position across the center
+of the stage, facing slightly toward the left. Its base or plinth is
+formed of two or three successive platforms or steps of the same
+material. At the foot a woman kneels, clasping her arms around the
+cross, as though she had just thrown herself into that position in
+escaping from some danger. Her gaze should be directed upward. A loose
+brown robe and hood, the latter thrown back off the head, will be the
+most appropriate costume. Magnesium light from above.
+
+IV. HOPE
+
+A female figure, clothed in sober gray, and seated on a very
+low stool, facing right and gazing heavenward. (If a "sky" background
+is procurable, a single star should be visible, and should be the
+object of her gaze.) Her right elbow rests upon her right knee, and
+her right hand supports her chin. Her left hand hangs by her side, and
+at her feet lies the emblematic anchor. Red light, not too strong.
+
+V. CHARITY
+
+A ragged boy, barefooted and clasping a wornout broom, sits huddled
+on the ground left, but facing right. His arms are folded and rest on
+his knees, and his head is bent down upon them, so as to hide his face.
+A girl, in nun's costume, is touching him on the shoulder, and
+apparently proffering help and sympathy.
+
+VI. SINGLE LIFE
+
+Scene, a tolerably well-furnished but untidy sitting-room, with numerous
+traces of bachelor occupation, such as crossed foils on the wall, a
+set of boxing-gloves under a side table, boots, hats and walking-sticks
+lying about in various directions. On one corner of the table some one
+has apparently breakfasted in rather higgledy-piggledy fashion. Near
+the table sits a young man, with a short pipe in his mouth and one
+foot bare, while he is endeavoring to darn an extremely dilapidated
+sock.
+
+VII. THE SAILOR'S FAREWELL
+
+Scene, a cottage home. A young man, in sailor costume and with a bundle
+on his shoulder, stands with his right hand on the latch of the door,
+right center, but looking back with a sorrowful expression at his
+wife--personated by a young lady in short black or blue skirt, red or
+white blouse, and white mob-cap--who sits with her apron up to her
+eyes in an apparent agony of grief. Three children are present, the
+two elder crying for sympathy, the youngest sitting in a crib or cradle
+and amusing himself with some toy, in apparent unconsciousness of his
+father's approaching departure. Soft blue light from left. Music, "The
+Minstrel Boy."
+
+VIII. HOME AGAIN.
+
+The same scene. Children a couple of years older. (This may be effected
+by suppressing the youngest and introducing a fresh eldest, as much
+like the others as possible.) The sailor of the last scene, slightly
+more tanned, and with a fuller "made-up" beard, has apparently just
+entered. The wife has both arms round his neck, her face being hidden
+in his bosom. Of the children, the eldest has seized and is kissing
+her father's hand, while the two younger each cling round one leg.
+Soft red light. Music, "A Lass that Loves a Sailor," or "When Johnny
+Comes Marching Home Again."
+
+VARIOUS TABLEAUX
+
+We subjoin a list of favorite subjects, leaving their actual arrangement
+to the taste and intelligence of the reader. It will usually be safe
+to follow the hints in good illustrations.
+
+"Choosing the Wedding Gown." A charming scene after Mulready, from the
+"Vicar of Wakefield."
+
+"William Penn Signing the Treaty with the Indians."
+
+"The Drunkard's Home," "Signing the Pledge," "The Temperance Home."
+See some good illustrations.
+
+"Mary Queen of Scots and the Four Maries."
+
+"Mr. Pecksniff Dismissing Tom Pinch."
+
+"The Song of the Shirt."
+
+"Little Red Riding-Hood."
+
+"The Duel from the 'Corsican Brothers.'"
+
+"Heloise in Her Cell."
+
+"William Tell Shooting the Apple From His Son's Head," etc., etc., etc.
+
+
+
+
+CHAPTER IX.
+
+CHURCH AND SCHOOL SOCIALS
+
+WAX WORKS GALLERY: MRS. JARLEY'S COLLECTION--CHINESE GIANT--TWO-HEADED
+GIRL--CAPTAIN KIDD--CELEBRATED DWARF--YANKEE--CANNIBAL, ETC.
+
+
+The idea is that of a waxwork exhibition, the characters being
+personated, after a burlesque fashion, by living performers. Each
+"figure" is first duly described by the exhibitor, and then "wound up"
+and made to go through certain characteristic movements.
+
+The collection is supposed to be that of the far-famed Mrs. Jarley,
+of "Old Curiosity Shop" celebrity. She may be assisted, if thought
+desirable, by "Little Nell" and a couple of manservants, John and
+Peter. The costume of Mrs. Jarley is a black or chintz dress, bright
+shawl and huge bonnet; that of Little Nell may be a calico dress and
+white apron, with hat slung over her arm. John and Peter may be dressed
+in livery suits, and should be provided with watchman's rattle,
+screwdriver, hammer, nails and oil-can. At the rise of the curtain the
+figures are seen ranged in a semicircle at the back of the stage, and
+Little Nell is discovered dusting them with a long feather brush. Mrs.
+Jarley stands in front, and delivers her descriptive orations, directing
+her men to bring forward each figure before she describes it. After
+having been duly described, the figure is "wound" up, and goes through
+its peculiar movement, and when it stops it is moved back to its place.
+
+If the stage is small, or it is desired that the same actors shall
+appear in various characters in succession, the figures may be exhibited
+in successive groups or compartments, the curtain being lowered to
+permit one party to retire and another to take their places. After the
+whole of the figures of a given chamber have been described, the
+assistants wind them all up, and they go through their various movements
+simultaneously, to a pianoforte accompaniment, which should gradually
+go faster, coming at last to a sudden stop, when the figures become
+motionless and the curtain falls.
+
+Mrs. Jarley may be made a silent character, sitting on one side, and
+occasionally making believe to dust or arrange a figure, while the
+"patter" is delivered by a male exhibitor. Or Mrs. Jarley may, if
+preferred, be suppressed altogether, and the exhibitor appear as (say)
+Artemus Ward, or in ordinary evening costume, without assuming any
+special character. A good deal of fun may be made of the supposed
+tendency of any particular figure to tip over, and the application,
+by John and Peter, of wooden wedges, penny pieces, etc., under its
+feet to keep it upright. Supposed defective working, causing the figure
+to stop suddenly in the middle of its movements, and involving the
+rewinding or oiling of its internal mechanism, will also produce a
+good deal of amusement. The "winding up" may be done with a bed-winch,
+a bottle-jack key, or the winch of a kitchen range, the click of the
+mechanism being imitated by means of a watchman's rattle, or by the
+even simpler expedient of drawing a piece of hard wood smartly along
+a notched stick. (This, of course, should be done out of sight of the
+audience.) The movement of the figure should be accompanied by the
+piano, to a slow or lively measure, as may be most appropriate.
+
+The arrangement being complete and the curtain raised, Mrs. Jarley
+delivers her opening speech, about as follows:
+
+"Ladies and gentlemen, you here behold Mrs. Jarley, one of the most
+remarkable women of the world, who has traveled all over the country
+with her curious Collection of Waxworks. These figures have been
+gathered, at great expense, from every clime and country, and are here
+shown together for the first time. I shall describe each one of them
+for your benefit, and, after I have given you their history, I shall
+have each one of them wound up, for they are all fitted with clockwork
+inside, and they can thus go through the same motions they did when
+living. In fact, they execute their movements so naturally that many
+people have supposed them to be alive; but I assure you that they are
+all made of wood and wax--blockheads every one.
+
+"Without further prelude, I shall now introduce to your notice each
+one of my figures, beginning, as usual, with the last one first."
+
+I. THE CHINESE GIANT
+
+A MAN OR WOMAN STANDING ON A HIGH STOOL, CHINTZ SKIRT AROUND THE WAIST,
+LONG ENOUGH TO HIDE THE STOOL, CHINESE OVERDRESS, HAT, PIG-TAIL AND
+MOUSTACHE
+
+"This figure is universally allowed to be the tallest figure in my
+collection; he originated in the two provinces of Oolong and Shanghi,
+one province not being long enough to produce him. On account of his
+extreme length it is impossible to give any adequate idea of him in
+one entertainment, consequently he will be continued in our next.
+
+"He was the inventor, projector and discoverer of Niagara Falls,
+Bunker's Hill Monument and the Balm of Columbia. In fact, everything
+was originally discovered by him or some other of the Chinese. The
+portrait of this person, who was a high dignitary among them, may be
+often seen depicted on a blue china plate, standing upon a bridge,
+which leans upon nothing, at either end, and intently observing two
+birds which are behind him in the distance.
+
+"John, wind up the Giant."
+
+The Giant bows low, then wags his head three times and bows as before,
+and after a dozen motions slowly stops.
+
+"You will observe that I have spared no expense in procuring wonders
+of every sort, and here is my crowning effort or masterpiece--"
+
+II. THE TWO-HEADED GIRL
+
+"A remarkable freak of nature, which impresses the beholder with silent
+awe. Observe the two heads and one body. See these fair faces, each
+one lovelier than the other. No one can gaze upon them without a double
+sensation 'of sorrow and of joy'--sorrow that such beauty and grace
+were ever united, and joy that he has had the pleasure of contemplating
+their union.
+
+"Wind them up, Peter."
+
+This figure is made by two young ladies standing back to back, wrapped
+in one large skirt. They hold their arms out, with their hands hanging,
+and slowly revolve when they are wound up.
+
+III. THE SEWING-WOMAN
+
+"John, bring out the Sewing-Woman, and let the ladies behold the
+unfortunate seamstress who died from pricking her finger with a needle
+while sewing on Sunday. You see that the work which she holds is stained
+with gore, which drips from her finger onto the floor. (Which is
+poetry!) This forms a sad and melancholy warning to all heads of
+families immediately to purchase the best sewing-machines, for this
+accident never could have happened had she not been without one of
+those excellent machines, such as no family should be without."
+
+Costume: Optional.
+
+When wound up, the figure sews very stiffly and stops slowly.
+
+IV. CAPTAIN KIDD AND HIS VICTIM
+
+"Ladies and Gentlemen: Permit me to call your attention to this
+beautiful group, which has lately been added, at an enormous expense,
+to my collection. You here behold the first privateer and the first
+victim of his murderous propensities. Captain Kidd, the robber of the
+main, is supposed to have originated somewhere down east. His whole
+life being spent upon the stormy deep, he amassed an immense fortune,
+and buried it in the sand along the flower-clad banks of Cape Cod, by
+which course he invented the savings banks, now so common along shore.
+Having hidden away so much property, which, like so many modern
+investments, never can be unearthed, he was known as a great
+_sea-cretur_. Before him kneels his lovely and innocent victim, the
+Lady Blousabella Infantina, who was several times taken and murdered
+by this bloodthirsty tyrant, which accounts for the calm look of
+resignation depicted upon her lovely countenance.
+
+"Wind 'em up, John."
+
+Costumes: Captain Kidd--white pantaloons, blue shirt, sailor hat, pistol
+and sword.
+
+Victim--Lady with flowing hair, white dress. Movement--The captain's
+sword moves up and down, and the victim's arms go in unison.
+
+V. THE SIAMESE TWINS
+
+Two gentlemen dressed alike in ordinary costume, with a large bone
+(attached by wire or string) between them. One arm of each over the
+other's neck. Pugnacious expression of countenance.
+
+"The wonderful Siamese Twins compose the next group. These remarkable
+brothers lived together in the greatest harmony, though there was
+always a bone of contention between them. They were never seen apart,
+such was their brotherly fondness. They married young, both being
+opposed to a single life. The short one is not quite so tall as his
+brother, although their ages are about the same. One of them was born
+in the Island of Borneo, the other on the southern extremity of Cape
+Cod."
+
+When wound up they begin to fight, continue for a moment and stop
+suddenly.
+
+VI. THE CELEBRATED DWARF
+
+BOY WITH RED CLOAK, LONG WHITE WIG, BOWL AND SPOON
+
+"This wonderful child has created some interest in the medical and
+scientific world, from the fact that he was thirteen years old when
+he was born, and kept on growing older and older until he died, at the
+somewhat advanced age of two hundred and ninety-seven, in consequence
+of eating too freely of pies and cakes, his favorite food. He measured
+exactly two feet and seven inches from the crown of his head to the
+sole of his foot, and two feet and ten inches back again. Was first
+discovered ten miles from any land and twelve miles from any water,
+making the enormous total of ninety-one, which figure was never before
+reached by any previous exhibition. Wind him up, John."
+
+Dwarf eats very stiffly with a large spoon in his right hand; in his
+left hand he holds a bowl, which falls on the floor after a moment and
+is broken.
+
+"John, get your tools and screw up that dwarf's hand, for it has become
+so loose that it costs a fortune for the crockery he breaks."
+
+John screws up the hand, gets a new bowl, and again winds up the figure,
+which now moves with much greater energy.
+
+VII. THE VOCALIST
+
+"Bring out the Vocalist. I now call your attention to the most costly
+of all my figures. This wonderful automaton singer represents Signorina
+Squallini, the unrivaled vocalist, whose notes are current in every
+market, and sway all hearts at her own sweet will.
+
+"Wind her up and let her liquid notes pour forth."
+
+She gesticulates wildly, and sings a few notes in a very extravagant
+manner, then stops with a hoarse sound.
+
+Mrs. J.: "John, this figure needs oiling. Why do you not attend to
+your duties better?"
+
+John gets oilcan, which he applies to each ear of the figure, which
+strikes a high note and sings with much expression and many trills,
+then makes a gurgling sound, as if running down, and suddenly stops
+again.
+
+Costume: Evening dress.
+
+VIII. THE YANKEE
+
+Description: A tall, thin man, clean shaven, but for a tuft on chin,
+dressed in black, with broad-brimmed straw hat. He is seated on a low
+rocking-chair, with his legs resting on the back of another chair. He
+holds a wooden stick, which he is whittling with a jackknife.
+
+"You here behold a specimen of our irrepressible, indomitable native
+Yankee, who has been everywhere, seen everything and knows everything.
+He has explored the arid jungles of Africa, drawn forth the spotted
+cobra by his prehensile tail, snowballed the Russian bear on the snowy
+slopes of Alpine forests, and sold wooden nutmegs to the unsuspecting
+innocents of Patagonia. He has peddled patent medicines in the Desert
+of Sahara, and hung his hat and carved his name on the extreme top of
+the North Pole. The only difficulty I find in describing him is that
+I cannot tell what he cannot do. I will therefore set him in motion,
+as he hates to be quiet."
+
+When, wound up he pushes his hat back on his head and begins to whittle.
+
+IX. THE CANNIBAL
+
+"Here you behold a curious cannibal from the Feejee Islands, first
+discovered by Captain Cook, who came very near being cooked by him.
+In that case, the worthy captain would never have completed his
+celebrated voyage round the world. This individual was greatly
+interested in the cause of foreign missions. Indeed, he received the
+missionaries gladly and gave them a place near his heart. He was finally
+converted by a very tough tract-distributor, who had been brought up
+in a Bloomsbury boarding-house, and was induced to become civilized.
+One of his evidences of a change of life was shown by his statement
+that he now had but one wife, like the English. 'What have you done
+with the other twelve which you said you had a month ago?' asked the
+tract distributor. 'Oh, I have eaten them!' replied the gentle savage.
+This cannibal was very fond of children, especially those of a tender
+age; he holds in his hand a war-club, with which he prepared his daily
+meals, also a warwhoop, which is an original one."
+
+Costume: Brown jersey and drawers, face and hands colored to match,
+very short skirt, feather headdress, large rings in nose and ears. One
+hand holds a war-club, the other a child's hoop.
+
+Movement: When wound up he brandishes his club and raises hoop to his
+mouth.
+
+X. BABES IN THE WOOD
+
+Two men, the bigger the better, one dressed as a very small boy, the
+other as a little girl; each holds a penny bun.
+
+"In the next group you behold the Babes in the Wood, who had the
+misfortune to have an uncle. This wicked man hired a villain to carry
+these babes away into the wood and leave them to wander until death
+put an end to their sorrow, and the little robins covered them up with
+leaves. These lifelike figures represent the children just after taking
+their leaves of the villain. By a master stroke of genius the artist
+has shown very delicately that human nature is not utterly depraved,
+for the villain has placed in the hand of each of the innocents a penny
+bun as a parting present. I have been often asked 'why I did not have
+a figure of the villain also added to the group?' but my reply always
+is, 'Villains are too common to be any curiosity.'
+
+"Wind 'em up, John."
+
+Each Babe offers to the other a bite of bun alternately.
+
+XI. LITTLE RED RIDING-HOOD
+
+A young lady carrying a basket on her arm. Costume in accordance with
+the story.
+
+"Here you behold Little Red Riding-Hood, a model of grand filial
+devotion, for she was so fond of her granny that she wandered through
+the forest to take the old lady's luncheon, and was eaten by the wolf
+for so doing, which is a warning to all children to be careful how
+they do much for their grandmothers, unless they are rich and can leave
+them something in their wills. This personage was an especial favorite
+with children, who love to read about her, and shed tears over her
+unhappy fate, although some of them think that had she been as smart
+as her dress, she would have been too smart to have mistaken the wolf
+for her grandmother, unless she had been a very homely old lady, or
+he had been much better looking than most wolves."
+
+When wound up, the figure curtseys and holds out her basket.
+
+XII. LADY WITH GOLDEN LOCKS
+
+Young lady with long hair, flowing over her shoulders, holds bottle
+(labelled Mrs. Blank's Hair Restorer) and curling-tongs.
+
+"This is one of the most expensive of my costly collection, for blonde
+hair is very high, and you see how heavy and long are the golden locks
+which adorn her beautiful face. I cannot pass this figure without
+saying a few words in praise of the wonderful hair restorer, for this
+image had grown so bald from the effect of long journeys by road or
+rail that she was exhibited for two years as the Old Man of the
+Mountain. One bottle of this wonderful fluid, however, restored her
+hair to its present growth and beauty, and a little of the fluid being
+accidentally spilled upon the pine box in which the figure was carried,
+it immediately became an excellent hair trunk."
+
+
+
+
+CHAPTER X.
+
+CHURCH AND SCHOOL SOCIALS
+
+ART EXHIBITIONS--LIST OF EXHIBITORS--"ARTISTS"--CURIOSITIES--EXPLANATIONS--
+SUGGESTIONS
+
+
+"ART" EXHIBITION
+
+The elaborate "sell" which goes by this name used to be a regular
+institution in church bazaars and might well be rejuvenated as a
+novelty.
+
+A regular printed catalogue is got up, containing apparently the names
+of a collection of pictures or sculptures, each object duly numbered
+and with the name of the artist appended. In some instances the name
+of a (supposed) picture is followed by an appropriate quotation in
+poetry or prose, after the orthodox fashion of art galleries. We append,
+by way of illustration, a selection from the catalogue of a collection
+which has met with great success: EXHIBITION OF THE WORKS OF LIVING
+ARTISTS
+
+PART I. WORKS OF ART
+
+1. Horse Fair After Rosa Bonheur.
+2. A Brush With a Cutter Off Deal Carpenter.
+3. Caught in a Squall Off Yarmouth Fisher.
+4. The Last of Poor Dog Tray Barker.
+5. "He Will Return, I Know He Will" Lent by the Trustees of the Parish.
+6. The Midnight Hour. C. Lock.
+7. Heroes of Waterloo. Schumacher.
+8. True to the Core. C. Odling.
+9. "Spring, Spring, Beautiful Spring!" Mayne.
+10. "Tears, Idle Tears." Strong.
+11. The Midnight Assassin. F. Sharpe.
+12. The Dripping Well. T. Inman.
+13. Family Jars. Potter.
+14. Never Too Late to Mend. S. Titch.
+15. Past Healing. Kobler.
+16. The First Sorrow. Smalchild.
+17. Saved. S. Kinflint
+18. Lost
+19. First Love. Sweet.
+20. The Death of the Camel. After Goodall.
+21. His First Cigar. A. Young.
+22. A Good Fellow Gone. M. I. Slade.
+23. Portrait of a Gentleman. Anonymous.
+24. Portrait of a Lady. Anonymous.
+25. Our Churchwardens. Screw.
+26. Portraits of the Reigning Sovereigns of Europe. (Taken by special
+order). G. P. O.
+27. Waifs of Ocean. Fish. "Strange things come up to look at us, The
+Monsters of the deep."
+28. The Last Man. Unknown.
+29. Contribution from the Celebrated Sheepsbanks Collection. Butcher.
+30. The Light of Other Days. Dimm.
+31. The Meet of Her Majesty's Hounds. Pratt.
+32. Water Scene. "And I hear Those waters rolling from the mountain
+springs With a sweet inland murmur."
+33. The Maiden's Joy. Bachelor.
+34. The Fall. Adam.
+35. Motherhood.
+
+ "She laid it where the sunbeams fall
+ Unscanned upon the broken wall,
+ Without a tear, without a groan,
+ She laid it near a mighty stone
+ Which some rude swain had haply cast
+ Thither in sports, long ages past.
+ There in its cool and quiet bed,
+ She set her burden down and fled;
+ Nor flung, all eager to escape,
+ One glance upon the perfect shape
+ That lay, still warm and fresh and fair,
+ But motionless and soundless there."
+ --C. S. Calverley.
+
+36. A Friendly Party on Hampstead Heath. Moke.
+37. Borrowed Plumes. Wigg.
+38. Out for the Night. Anonymous.
+39. Something to Adore. Anonymous.
+40. The Weaned Grinder. Mayne Force. "Change and decay in all around
+I see."
+41. Repentance. G. Templar.
+42. Maggie's Secret. Rossetter.
+43. Somebody's Luggage. S. Canty.
+44. Eusebius. B. Linkers.
+45. Happy Childhood. Wackford Squeers.
+46. Not Such a Fool as He Looks. The Exhibitor.
+47. A Choice Collection of Old China.
+48. A Fine Specimen of Local Quartz Discovered in the Possession of a
+Workman.
+During the Building of the New Town Hall.
+49. The Skull of the Last of the Mohicans.
+50. A Marble Group.
+51. Bust.
+52. The Puzzle.
+53. The Instantaneous Kid Reviver.
+54. The Earnest Entreaty.
+
+EXPLANATION
+
+Anyone not in the secret, perusing the above catalogue, would naturally
+conclude that the descriptions referred to pictorial art of some kind
+or other. But such is by no means the case. The visitor, on being
+admitted, finds, in place of the expected pictures, shelves or tables
+on which are arranged sundry very commonplace objects, each bearing
+a numbered ticket. On close examination he finds that the numbers
+correspond with those in the catalogue, and that No. 1, "Horse
+Fair"--fare--is represented after a realistic fashion by a handful of
+oats and a wisp of hay. No. 2, which he expected to find a spirited
+marine sketch, is in reality only a toothbrush lying beside a
+jack-plane; while the supposed companion picture, "Caught in a Squall
+Off Yarmouth," is represented by a red herring. No. 4, "The Last of
+Poor Dog Tray," is a sausage, and the exhibitor particularly begs that
+no gentleman will on any account whistle while passing this picture.
+No. 5, "He Will Return, I Know He Will," presumably the agonized cry
+of a forsaken maiden, is in reality a poor-rate collector's paper,
+marked "Fifth application." No. 6 is represented by a numbered ticket
+only, with no object attached to it. The exhibitor explains that "The
+Midnight Hour" has not yet arrived, but that any gentleman who likes
+to wait till it does (which will be at twelve o'clock punctually), is
+very welcome to do so. The "Heroes of Waterloo," Wellington and Blucher,
+No. 7, are represented by a couple of boots known by those distinguished
+names. 8, "True to the Core," is a rosy-cheeked apple. 9 is a coil of
+watch spring. 10, "Tears, Idle Tears," on which the exhibitor feelingly
+expatiates as a noble example of the imaginative in art, is an onion.
+The space dedicated to No. 11 is occupied by the numbered ticket only,
+the exhibitor explaining that "The Midnight Assassin" (who is stated
+to be a large and lively flea) has strolled away and is wandering at
+large about the room; and he adds an entreaty that any lady or gentleman
+who may meet with him will immediately return him to his place in the
+collection. "The Dripping Well" (No. 12) proves to be of the description
+more usually known as a dripping-pan. "Family Jars," by Potter, is
+found to consist of a pickle jar and jam pot. No. 14, "Never Too Late
+to Mend," is a boot patched all over; while 15, "Past Healing," is its
+fellow, too far gone to admit of like renovation. "The First Sorrow"
+is a broken doll. "Saved" is a money box, containing twopence halfpenny,
+mostly in farthings. The next is a vacant space, over which the
+exhibitor passes with the casual remark, "No. 18, as you will observe,
+is unfortunately lost." No. 19, "First Love," is a piece of taffy. 20,
+"The Death of the Camel," is a straw, labeled "the last," and the
+exhibitor explains that this is the identical straw that broke the
+camel's back. "His First Cigar" is a mild Havana of brown paper. "A
+Good Fellow Gone" is suggested, rather than represented, by an odd
+glove. Nos. 23 and 24 are represented by two small mirrors, which are
+handed to a lady and a gentleman respectively, with a few appropriate
+remarks as to the extreme success of the likenesses, coupled with
+critical remarks as to the "expression" in each case. "Our
+Churchwardens" are a pair of long clay pipes. No. 26, "Portraits of
+the Reigning Sovereigns of Europe," are represented by a few cancelled
+foreign postage stamps. "The Monsters of the Deep," in No. 27, are
+represented by a periwinkle and a shrimp. "The Last Man" (No. 28), is
+at present missing from his place in the collection, but the exhibitor
+explains that he will be seen going out just as the exhibition closes.
+The "Contribution from the Sheepshanks Collection" (29), is a couple
+of mutton bones; while "The Light of Other Days" (30) is an
+old-fashioned lantern and tinder box. "The Meet (meat) of Her Majesty's
+Hounds" is a piece of dog biscuit. No. 32 is a leaky can of water.
+"The Maiden's Joy" (obviously) is a wedding ring. "The Fall" is a
+lady's veil. No. 35, "Motherhood," is the gem of the collection, and
+should be kept carefully hidden (say by a handkerchief thrown over it)
+until the company have had time to read and appreciate Mr. Caverley's
+graceful lines, when the veil is removed, and behold--an egg! No. 36,
+"A Friendly Party on Hampstead Heath," is represented by three toy
+donkeys. "Borrowed Plumes" are represented by a lady's false front.
+"Out for the Night" is an extinguished candle. "Something to Adore"
+is a rusty bolt. "The Wearied Grinder" is a back tooth of somebody's
+very much the worse for wear. "Repentance" (No. 41) is represented by
+a smashed hat and a bottle of sodawater. "Maggie's Secret" is a gray
+hair, labeled "Her First." No. 43, "Somebody's Luggage," consists of
+a broken comb and a paper collar. "Eusebius" is a pair of spectacles.
+"Happy Childhood" is indicated by a lithe and "swishy" cane. When the
+company arrive at No. 46, the corresponding object is apparently
+missing. The exhibitor refers to his notes and says: "46--46? I see
+they have written down against No. 46, 'The Exhibitor,' but I don't
+see quite what they mean. Suppose we pass on to the curiosities, ladies
+and gentlemen." No. 47 is merely some smashed crockery, and No. 48 a
+pewter quart pot. No. 49 is again a vacant space, and the exhibitor
+explains that "The Last of the Mohicans" has just gone home to his
+tea, and has taken his skull with him. No. 50 is, as its name implies,
+a group of marbles, of the school boy character. No. 51 is a paper bag
+of peas, and, being too full, has "bust." "The Puzzle" (No. 52) is an
+old guide book. "The Instantaneous Kid Reviver" is a baby's feeding
+bottle; and the "Earnest Entreaty" is the request of the exhibitor
+that the visitors will recommend the collection to their friends.
+
+If the "showman" be possessed of a good fund of talk and a dash of dry
+humor, the fun of the collection may be still further enhanced by his
+explanations and criticisms of the various objects. Poor Artemus Ward's
+celebrated lecture is an excellent model to copy; indeed, many of his
+"bits" may be stolen bodily with very satisfactory result. Even without
+the aid of a showman, the comparison of the poetical descriptions and
+the sober reality will produce a good deal of fun; but, in this case,
+the various blanks or vacant spaces to be filled up by explanation
+must necessarily be omitted--a good many telling items being thereby
+sacrificed.
+
+
+
+
+CHAPTER XI.
+
+OPTICAL ILLUSIONS
+
+RAISING THE GHOST--MAGIC LANTERN PICTURES--PHANTASMAGORIA--CHINESE
+SHADOWS--WONDERFUL MIRROR--MULTIPLIED MONEY
+
+
+RAISING A GHOST
+
+Place a small magic lantern in a box large enough to contain a small
+swing dressing-glass, which will reflect the light thrown on it by the
+lantern in such a way that it will pass out at the aperture made at
+the top of the box, which aperture should be oval and of a size adapted
+to the cone of light to pass through it. There should be a flap with
+hinges, to cover the opening, that the inside of the box may not be
+seen. There must be holes in that part of the box which is over the
+lantern, to let out the smoke; and over this must be placed a
+chafing-dish, of an oblong figure, large enough to hold several lighted
+coals. This chafing-dish, for the better carrying on the deception,
+may be inclosed in a painted tin box, about a foot high, with a hole
+at top, and should stand on four feet, to let the smoke of the lantern
+escape. There must also be a glass planned to move up and down in the
+groove, and so managed by a cord and pulley that it may be raised up
+and let down by the cord coming through the outside of the box. On
+this glass the spectre (or any other figure you please) must be painted,
+in a contracted or squat form, as the figure will reflect a greater
+length than it is drawn. When you have lighted the lamp in the lantern
+and placed the mirror in a proper direction, put the box on a table,
+and, setting the chafing-dish in it, throw some incense in powder on
+the coals. You then open the trap door and let down the glass in the
+groove slowly, and when you perceive the smoke diminish, draw up the
+glass, that the figure may disappear, and shut the trap-door. This
+exhibition will afford much wonder. The lights in the room must be
+extinguished, and the box should be placed on a high table, that the
+aperture through which the light comes out may not be seen.
+
+A MAGIC-LANTERN TRICK
+
+The light of the magic-lantern and the color of images may not only
+be painted on a cloth, but also reflected by a cloud of smoke. Provide
+a box of wood or pasteboard, about four feet high and seven or eight
+inches square at bottom, but diminishing as it ascends, so that its
+aperture at the top be but six inches long and half an inch wide. At
+the bottom of this box there must be a door that shuts quite close,
+by which you are to place in the box a chafing-dish with hot coals,
+on which is to be thrown incense, whose smoke goes out in a cloud at
+the top of the box; on this cloud you are to throw the light that comes
+out of the lantern, and which you bring into a smaller compass by
+drawing out the movable tube. In this representation, the motion of
+the smoke does not at all change the figures, which appear so
+conspicuous that the spectator thinks he can grasp them with his hand.
+In the experiment, some of the rays passing through the smoke, the
+representation will be much less vivid than on the cloth; and if care
+be not taken to reduce the light to its smallest focus, it will be
+still more imperfect.
+
+THE PHANTASMAGORIA
+
+In showing the common magic-lantern, the spectators see a round circle
+of light with the figures in the middle of it; but in the Phantasmagoria
+they see the figures only, without any circle of light. The exhibition
+is produced by a magic lantern, placed on that side of a
+half-transparent screen which is opposite to that on which the
+spectators are, instead of being on the same side, as in the ordinary
+exhibition of the magic lantern. To favor the deception, the slides
+are made perfectly opaque, except in those places that contain the
+figures to be exhibited, and in these light parts the glass is covered
+with a more or less transparent tint, according to the effect required.
+The easiest way is to draw the figures with water colors on thin paper
+and afterward varnish them. To imitate the natural motions of the
+objects represented, several pieces of glass placed behind each other
+are occasionally employed. By removing the lantern to different
+distances, and at the same time altering, more or less distinct, at
+the pleasure of the exhibitor; so that, to a person unacquainted with
+the effect of optical instruments, these figures appear actually to
+advance and recede. Transparent screens for the Phantasmagoria are
+prepared by spreading white wax, dissolved in spirits of wine or oil
+of turpentine, over thin muslin; a screen so prepared may be rolled
+up without injury. A clearer screen may be produced by having the
+muslin always strained upon a rectangular frame, and preparing it with
+turpentine, instead of wax; but such a screen is not always convenient,
+and cannot be rolled without cracking, and becoming in a short time
+useless.
+
+CHINESE SHADOWS
+
+In a partition wall cut an aperture of any size; for example, four
+feet in length and two in breadth, so that the lower edge may be about
+five feet from the floor, and cover it with white Italian gauze,
+varnished with gum-copal. Provide several frames of the same size as
+the aperture, covered with the same kind of gauze, and delineate upon
+the gauze different figures, such as landscapes and buildings, analogous
+to the scenes which you intend to exhibit by means of small figures
+representing men and animals. These figures are formed of pasteboard,
+and their different parts are made movable, according to the effect
+intended to be produced by their shadows, when moved backward and
+forward behind the frames, at a small distance from them. To make them
+act with more facility, small wires, fixed to their movable parts, are
+bent backward and made to terminate in rings, through which the fingers
+of the hand are put, while the figure is supported on the left by means
+of another iron wire. In this manner they may be made to advance or
+recede and to gesticulate, without the spectators observing the
+mechanism by which they are moved; and as the shadow of these figures
+is not observed on the paintings till they are opposite those parts
+which are not strongly shaded, they may thus be concealed and made to
+appear at the proper moments, and others may be occasionally substituted
+in their stead.
+
+It is necessary, when the figures are made to act, to speak a dialogue,
+suited to their gestures, and imitate the noise occasioned by different
+circumstances. The paintings must be illuminated from behind by means
+of a reverberating lamp, placed opposite to the center of the painting,
+and distant from it about four or five feet. Various amusing scenes
+may be represented in this manner by employing small figures of men
+and animals, and making them move in as natural a way as possible,
+which will depend on the address and practice of the person who exhibits
+them.
+
+A WONDERFUL MIRROR
+
+Make two openings of a foot high and ten inches wide and about a foot
+distant from each other, in the wainscoting of a wall; let them be at
+the common height of a man's head; and in each of them place a
+transparent glass, surrounded with a frame, like a common mirror.
+Behind this partition place two mirrors, one on the outward side of
+each opening, inclined to the wainscot at an angle of forty-five
+degrees; let them both be eighteen inches square; let all the space
+between them be enclosed by boards or pasteboard, painted black and
+well closed, that no light may enter; let there be also two curtains
+to cover them, which may be drawn aside at pleasure. When a person
+looks into one of these supposed mirrors, instead of seeing his own
+face he will perceive the object that is in the front of the other;
+so that, if two persons present themselves at the same time before
+these mirrors, instead of each one seeing himself, they will
+reciprocally see each other. There should be a sconce with a candle
+or lamp placed on each side of the two glasses in the wainscot, to
+enlighten the faces of the persons who look in them, otherwise this
+experiment will have no remarkable effect. This recreation may be
+considerably improved by placing the two glasses in the wainscot in
+adjoining rooms, and a number of persons being previously placed in
+one room, when a stranger enters the other, you may tell him his face
+is dirty, and desire him to look in the glass, which he will naturally
+do; and on seeing a strange face he will draw back; but returning to
+it, and seeing another, another and another, what his surprise will
+be is more easy to conceive than express.
+
+When one looks in a mirror placed perpendicularly to another, his face
+will appear entirely deformed. If the mirror be a little inclined, so
+as to make an angle of eighty degrees (that is, one-ninth part from
+the perpendicular), he will then see all the parts of his face, except
+the nose and forehead; if it be inclined to sixty degrees (that is,
+one-third part), he will appear with three noses and six eyes; in
+short, the apparent deformity will vary at each degree of inclination;
+and when the glass comes to forty-five degrees (that is, half-way
+down), the face will vanish. If, instead of placing the two mirrors
+in this situation, they are so disposed that their junction may be
+vertical, their different inclinations will produce other effects, as
+the situation of the object relative to these mirrors is quite
+different.
+
+THE DISAPPEARING PAPER
+
+Attach to a dark wall a round piece of paper an inch or two in diameter,
+and, a little lower, at the distance of two feet on each side, make
+two marks; then place yourself directly opposite to the paper, and
+hold the end of your finger before your face in such a manner that
+when the right eye is open it shall conceal the mark on the right; if
+you then look with both eyes to the end of your finger, the paper,
+which is not at all concealed by it from either of your eyes, will,
+nevertheless, disappear.
+
+MULTIPLIED MONEY
+
+Take a large drinking-glass, of a conical form, that is, small at
+bottom and wide at top, and, having put into it a dime, let it be half
+filled with water; then place a plate upon the top of the glass, and
+turn it quickly over, that the water may not get out; a piece of silver
+as large as half a dollar will immediately appear on the plate, and
+somewhat higher up another piece of the size of a dime.
+
+MULTIPLYING SHADOWS
+
+A dummy figure (suppose that of a witch, riding on the conventional
+broomstick) is suspended by fine threads or wires on the screen remote
+from the spectators. Behind this are ranged, one behind the other, and
+at right angles to the screen, a row of lighted candles. Being all in
+the same line, they throw one shadow only on the screen. The figure
+is now made to oscillate slightly, so as to impart some little motion
+to the shadow. One of the candles is now removed from its place in the
+row, and waved gently about, now high, now low, the effect to the
+spectators being that a second shadow springs out of the first, and
+dances about it on the screen. A second and third candle is then
+removed, and waved up and down, each candle as it leaves its place in
+the line, producing a separate shadow. It is well to have three or
+four assistants, each taking a candle in each hand.
+
+
+
+
+CHAPTER XII
+
+TABLE GAMES FOR ADULTS
+
+DOMINOES--BACKGAMMON--CHECKERS--JENKINS--ZOO--STRAY SYLLABLES--CHESS
+
+
+DOMINOES
+
+At the beginning of the game the dominoes are thoroughly shuffled by
+being turned face down and stirred round and round. The players then
+draw at random as many bones as the game requires. These dominoes with
+which the hand is to be played may stand on their edges in front of
+the players or may be held in the hand, or both. It is usual to sort
+them into suits as far as possible. The one who has drawn the highest
+doublet usually plays or sets first.
+
+The object in dominoes is either to block the game so that the adversary
+cannot play or it is to make the two ends when added together equal
+to some multiple of a given number, or it is to make both ends of the
+line the same. The player first getting rid of all his pieces is
+"Domino."
+
+Dominoes are made in sets known by the number of pips on the highest
+domino or bone in the set. The standard set is double-sixes and contains
+twenty-eight bones. Some persons use double-nines. In the double-six
+set there are seven "suits," each named after some number from six to
+blank. In each of these suits there are seven bones, but each domino
+in a suit, except the doublet, belongs to some other suit as well. The
+lower figure on each domino shows the other suit to which it belongs.
+
+All games of dominoes, except matadore, are based on the principle of
+following suit or matching. The first player "sets" a certain domino,
+and after that each player must play one of the same suit, the suit
+called for being always that of the exposed or open end.
+
+BACKGAMMON
+
+The object of each player is to get all his men into his home table,
+and as soon as they have all arrived to throw them off the board
+altogether. The one that succeeds in doing this first wins the game.
+Each of two players has fifteen men, known as black and white, and
+each should have his own dice-box. Almost all of the folding checker
+boards are marked on the reverse side for backgammon, and the fifteen
+men of each color in a checker set are intended for backgammon players.
+The two sides of the board nearer the players are called tables, and
+the table with only two men on two of the points is called the inner
+table. It is also the home table of the player who sits with that side
+of the board nearer to him.
+
+It does not matter which way the board is turned, as the arrow points
+are alternately light and dark all the way round in either direction,
+but it is usual to place the side of the board with only two men on
+points nearest the window, so that there shall be a good light on the
+home tables. The points in the home tables are known by their numbers,
+which correspond to the faces of a die, and are called: ace point,
+deuce point, trey point, four point, five point, and six point.
+
+The point immediately across the bar which divides the two tables is
+called the "bar point," not because it is next the bar, but because
+it bars the two adverse men in your home table from running away with
+double sixes if you can "make it up."
+
+CHECKERS
+
+The object of the game is to capture all the opponent's men and remove
+them from the board, or else to pin them up in such a manner that he
+cannot move. If neither player can accomplish this, the game is drawn.
+
+A board divided into sixty-four squares is used. These are of dark and
+light color. Each player receives twelve men, known as white and black.
+At the beginning of the game the board is so placed that each player
+shall have two of his men touching the edge of the board at his left.
+The men are set on the black squares.
+
+The squares upon the board are supposed to be numbered from one to
+sixty-four, beginning at the upper left-hand corner upon the side of
+the board occupied by the black men.
+
+In giving the moves the first figures are the moves of a black man.
+The next figures are the moves of a white man.
+
+As the men never leave the color upon which they are first placed, all
+moves must be diagonal. A man can move only one square at a time, and
+only to a square which is in front of him diagonally and is not
+occupied.
+
+If a square to which a man might move is occupied by an adverse piece,
+that piece can be jumped over if there is a vacant square immediately
+beyond him. The capturing piece moves to this vacant square, and the
+man jumped over is removed from the board. Two or more men may sometimes
+be captured simultaneously. When a piece may be captured the player
+is obliged to take it. If he does not, his adversary can compel him
+to take back his move and make the capture, or can remove from the
+board the piece that should have made the capture, or can let the
+matter stand. If there are two different captures on the board at the
+same time the player can take his choice of them.
+
+JENKINS
+
+Any number of players may play this game, which is common to almost
+every nation, and is very interesting. Sides being formed, the players
+seat themselves at a table, facing each other. It having been decided
+who shall first hold the silver piece, the player who receives it holds
+it in his closed hand under the table, as do all the players on his
+side, when they receive it, and the piece is passed from hand to hand,
+the object being to deceive the opposite players as to its whereabouts.
+
+The captain of the side which has not the coin now calls: "Jenkins
+says hands up," and all the hands come up, closed; then "Jenkins says
+hands down," and all the hands fall, palms downward, on the table.
+There should be much noise to drown the clink of the piece as it falls
+on the table.
+
+The opposing side now tries to guess the side which has not the coin.
+The captain directs the players who have not the piece to take their
+"hands off." None of his side may give this order. Should any do so
+the coin is forfeited.
+
+Should the captain make a mistake and call up a hand under which the
+coin is hidden, the piece remains with the same side, and the number
+of hands still on the table counts for the side which keeps the coin.
+If the last hand left on the table covers the piece, it then goes to
+the opposing players. It is necessary to set a score. The side which
+makes these points wins the game.
+
+BOUQUET
+
+Each guest receives a slip of paper, on which is written the name of
+a flower. When all are ready to begin, the hostess gives to each a
+sheet of tissue paper of the color needed to make a designated flower;
+also two sheets of green paper of different shades.
+
+Thirty minutes are allowed for the making of the flowers. A pair of
+scissors and a needle and thread must be given to each guest; also
+some mucilage. The flowers are collected and a committee decides who
+has made the most perfect flower. The one who has done so receives the
+bouquet of flowers made by the guests.
+
+ZOO
+
+The names of animals are given the players. Each receives ten slips
+of paper numbered from one to ten. These are arranged irregularly in
+a pile. The slips are turned with the faces downward.
+
+The first player turns up his upper slip so that the number is visible
+and lays it down in front of him. In doing this, he must turn it away
+from himself, so that the other players see it first; the next player
+then does the same.
+
+Should two slips coincide in number, they must each at once call each
+other's names--the animal names given them. The one who first calls
+the other's name gives away his slip to that other person, the object
+being to get rid of one's slips as fast as possible. If the slip turned
+up by the second player does not correspond in number to that turned
+up by the first, he also lays it down in front of him; the third player
+then turns his up, and this is continued around the circle until a
+slip is turned that corresponds in number with any that has been turned
+up, when those two players must immediately call each other's names.
+The winner is the one who first gets rid of his slips.
+
+SIMON SAYS
+
+Any number of players seat themselves at a table. Each player makes
+a fist of each hand, extending the thumb.
+
+The leader says, "Simon says, 'Thumbs up'!" whereupon he places his
+own fist on the table before him, with the thumbs upward. The players
+do likewise. When the leader says, "Simon says, 'Thumbs down'," he
+turns his own hand over so that the tips of the thumbs touch the table.
+The others must imitate him.
+
+He then says, "'My thumb wiggles-waggles." He suits the action to the
+word, and the rest repeat his performance.
+
+If at any time the leader omits the words "Simon says," and goes through
+the movements only with the words "Thumbs up," "Thumbs down," or
+"Wigle-waggle," the players must all keep their hands still and not
+imitate his movements. Any player doing this pays a forfeit.
+
+AUTHOR'S INITIALS
+
+Each player writes on a piece of paper groups of words, each group
+descriptive of some author, and each word beginning with one of his
+initials in regular order. The player who guesses the largest number
+of authors wins the game.
+
+Example: Who is the just, gentle writer?
+
+Answer: John Greenleaf Whittier.
+
+Whose stories are read alike by old and young?
+
+Answer: James Fennimore Cooper.
+
+Who was the greatest humorist?
+
+Answer: "Mark Twain."
+
+SKETCHES
+
+The players are provided with sheets of paper and pencils. They then
+write a description of some historical character. The object is to
+give a description that is truthful, yet misleading, in a way, so as
+to make the guessing a little harder.
+
+One player reads his description. The others ask questions that may
+be answered by "Yes" and "No." The one guessing correctly reads his
+description next.
+
+STRAY SYLLABLES
+
+The same syllable is often seen in different words. You can prove this
+by playing the following game: Each player writes several words on a
+long strip of paper, leaving spaces between the different words. This
+having been done the syllables are cut out and shuffled. Each player
+draws three syllables. The guests seat themselves at small tables, and
+try to fashion words from the syllables, either using two or three of
+them. If it is impossible to do this, they must be returned and others
+are taken in their place. Another trial at word-making is given, and
+the one who, after a definite time, has made the most words out of his
+syllables, wins a prize.
+
+SHAKESPEAREAN ROMANCE
+
+One of Shakespeare's plays is selected, and as many questions are
+arranged in connection with it as the writer can think of. These are
+given to the players.
+
+Example: About what time of the month were they married?
+Answer: Twelfth-Night.
+
+Of whom did they buy the ring?
+Answer: Merchant of Venice.
+
+In what kind of a place did they live?
+Answer: Hamlet.
+
+PARODIES
+
+Pencils and paper are given the guests, and a subject for the parody
+is given. This may be a poem or a story, as selected by the hostess.
+The parodies are collected and read. The company decides which is the
+best one. To this one a handsome copy of the poem or story is given.
+
+LONDON
+
+On a large, oblong slate draw with a slate pencil a diagram, as follows:
+Horizontal lines every two inches across the narrow part of the slate.
+Pieces of paper are blown over the diagram toward the top of the slate;
+or beans or pieces of chalk may be substituted for the paper. One of
+these is called a "chipper." If you use beans, snap them over the
+diagram with the fingers. Where the "chipper" stops, draw a mark to
+represent a small round "o." This depicts a man's head. The "chipper,"
+having been returned to the starting point, is again snapped over the
+diagram. This continues until the player has marked a head in each of
+the spaces; or should his chipper land a second time in a space in
+which he has already marked such a head, he makes a larger round "O"
+under the head, to represent the body of a man. The third time it lands
+in this place he makes a downward stroke for a leg, and the fourth
+time, one for a second leg, which completes the man. Should three
+complete men be so drawn in one space, the player, without shooting
+again, draws what are called "arms," that is, a horizontal line from
+the figure across the space to the outside limit. This occupies the
+space completely and keeps the other players out of it. He continues
+to play until his "chipper" lands on a line. If this goes beyond the
+diagram, the player is "out." Each player takes a turn. He can start,
+or complete men, in any space not occupied with three armed men, even
+though the former player may have started men in the space or have
+completed two of them. A player can build only on his own men. The one
+drawing the largest number of spaces with three armed men is the winner.
+
+CHESS
+
+Chess is a game which can only be played by two persons at the same
+time. The requisites are a board consisting of 64 squares of alternate
+black and white, and 32 pieces of wood, ivory, bone or other
+composition, which are technically known as "men." The board is so
+placed between the players that a white square is on the extreme right
+of each. The "men" are called black and white, there being an equal
+number of each. One player takes the white and another the black. Each
+division of 16 is composed of a king (the capture of which is the issue
+of the game), a queen, 2 rooks or castles, 2 bishops, 2 knights, and
+8 pawns. In commencing the game, the rooks are placed on the corner
+squares, next to them on each side a knight, next to the knights on
+each side a bishop, and then the king and queen. If white, the queen
+is placed on the remaining white square, if black, on the remaining
+black square, and thus both queens face each other. It is the same
+with the kings. The 8 pawns are placed on each side on the squares
+immediately in front of the pieces.
+
+The player has the privilege of moving his king into any vacant square
+adjacent to one he is occupying, provided it is not already taken by
+a piece belonging to his opponent, but he can go no farther. The queen
+can be moved in any direction up, down, backwards, forwards, as long
+as there is no piece to block her. The same can be done with the rook
+or castle, except that it cannot be moved diagonally--The bishop can
+only be moved diagonally, in a backward or forward direction. The move
+of the knight is a combination of the rook's shortest move, followed
+by the bishop's shortest move. It is not hindered by intervening pawns
+or pieces. The pawn can only be moved one square at a time, and that
+in a forward direction. Another pawn in front of it stops its progress.
+A pawn has the power of capturing an opposite pawn in either of the
+adjacent squares in advance and diagonally to the right or left of it
+when it moves into the square of the one captured. The king is never
+captured. When a piece or pawn attacks him he is said to be in check
+and the opposite player cries out "Check"! The attacked king is freed
+from check by moving him to an adjacent square not occupied by a piece
+or pawn of the opposite side, or else by opposing some piece to defend
+him from the check. If the player cannot resort to either of these
+tactics to save his king he is "checkmated" and loses the game.
+
+
+
+
+CHAPTER XIII
+
+OUTDOOR GAMES FOR ADULTS
+
+LAWN TENNIS--POLO--HOCKEY--GOLF--ARCHERY--RING TOSS--LAWN BOWLS
+
+
+LAWN TENNIS
+
+A lawn tennis court is a plot of level ground about 26 yards by 9
+yards, divided into sections. A net standing 3 1/2 feet high is drawn
+across the middle and attached to two posts outside the court on each
+side about three feet. The players stand on opposite sides of the net;
+the one who first delivers the ball is called the server and the other
+the striker-out. At the end of each game they reverse places. The
+server wins a stroke if the striker out "volley" the service, that is,
+he strike the ball before it touches the ground; or if the ball is
+returned by the striker-out, so that it drops outside his opponent's
+court, the latter wins the stroke.
+
+The striker-out wins if the server serves two consecutive "faults,"
+which consist in sending the ball to the net or outside the lines; or
+if the server fail to return the ball in play, the striker-out wins.
+Either player loses a stroke if the ball touch him in the act of
+striking, if he touches the ball with his racket more than once, if
+he touch the net or any of its supports while the ball is in play, or
+if he "volley" the ball before it has passed the net.
+
+The player winning the first stroke gets a credit score of 15; for the
+second he gets 30; for the third 40, and if he wins the fourth he has
+the game. Six games in succession entitle the winner to a _Set_.
+
+For a three-handed or four-handed game the Court requires to be 12
+yards in width. In a three-handed game the single player serves every
+alternate game. In the four-handed game the pair who have the right
+to serve in the first game shall decide which partner shall do so and
+the opposing pair shall decide in like manner for the second game. The
+partner of the player who served in the first game shall serve in the
+third, and the partner of the player who served in the second game
+shall serve in the fourth, and the same order is to be observed in all
+the succeeding games of the set. If one partner of a double team strikes
+at a ball and does not touch it, his partner still has the right to
+return it. A player or different member of a team may strike at a ball
+as often as he pleases, for it is still in play until hit. The server
+must wait until the striker-out is ready for the second service as
+well as the first, and if the striker-out claims to be not ready and
+makes no effort to return the second service, the server cannot claim
+the point, even though the service was good. If a player's racket
+touches the net after the ball has struck the latter he does not loose
+a point.
+
+The ball is always in play until it has struck the ground outside of
+the Court or has touched the inside ground _twice_. A ball is "dead"
+the instant it strikes the ground outside of the Court, and the point
+must be scored against the side sending the ball there, no matter what
+happens _after_ the ball touches the ground.
+
+In selecting a site for a lawn tennis court select a level field. Lay
+it out north and south, if possible so as to prevent the rays of the
+sun from blinding the players. The court may, or may not, be grassy.
+As a general rule, sand courts are preferred. Level the court carefully,
+so there will be no gradient or inequality in it. To make a foundation,
+use stones pounded into place, and add top-soil to a depth of seven
+inches or more. The ground should be often watered and rolled. Sand
+is usually mixed with clay for a top soil, as the sand is likely to
+give under the running feet. In the case of a grassy court it should
+be constantly clipped and in addition rolled once or twice a week to
+keep the ground hard and even.
+
+POLO
+
+Polo is a game played from horseback in a large, level field. There
+is a goal at each end of the field in the center, the posts ten feet
+high and 24 feet apart. The teams are generally four a side, but when
+possible a greater number may play. The regular game in this country
+for teams of four is of four periods of 15 minutes of actual play each.
+To win a goal counts one, and the team having the largest score at the
+end wins the match.
+
+The equipment for the game besides the goal posts (which are generally
+of wood or papier-mache to prevent serious accidents) are the balls
+and mallets. The balls are of willow 3 1/8 inches in diameter, and
+weigh 5 ounces. The mallet sticks are of rattan cane, and from 4 to
+4 1/2 feet long, set into square heads beveled at the sides and about
+8 inches long and 2 wide. The handles are leather-wrapped to insure
+a good grip. As to the ponies, no blinkers are used, so that they may
+have a clear sight of the field. No rowels or spurs are permitted. The
+animals have to be trained for the purpose.
+
+Each of the four players of a side has certain rules to obey governing
+his position. It is for Number 1 to watch the opposing back, to ride
+him off and clear the way for his own side when they have the ball
+going towards the goal. All his energies must be directed to obtaining
+a clear field for his side. He requires a fast pony to do the work.
+
+The position of Number 2 is the most independent and the player is
+called the "flying man" of the team. He must be an adept in "dribbling"
+out the ball so as to get a fair hit at it. As it comes to him from
+his side players his part is to race with it, hitting as he gallops,
+and in this way make the goal if he can.
+
+It is the duty of Number 3 to help his back when the latter is being
+hard pressed and be ready to exchange places with him when the back
+gets an opportunity to make a run with the ball.
+
+Number 4 is the real back, for all the others are in front of him and
+consequently his is the most important position. He must have a shifty
+pony well trained to riding work. He has to defend the goal, and
+therefore must be an expert "backhander," that is, quick to send back
+the ball to the opposing rank when it comes in the direction of his
+goal. It is the place of the back to knock in when the ball goes over
+the end line. When he is sure of the half-back player on his side he
+may go up into the game and make a leading attack himself, but it is
+nearly always well for him to avoid meeting the ball, for if he misses,
+the goal is left defenceless.
+
+On the whole, pony polo is an intricate game, and while it is not the
+sport of kings, it is only adapted to the people of leisure with whom
+time and money are not an object.
+
+HOCKEY
+
+To play hockey a level field is required about 100 yards long and 50
+yards wide. The space is marked out in whitewash lines and small flags
+are placed at each corner. The long lines are called _side_ lines, and
+the shorter ones _goal_ lines. Across the center, 50 yards from either
+goal, is the center line. This divides the ground in half. These halves
+are again equally divided by 25-yard lines. Five yards inside each
+line is marked a dotted line, parallel with the side line, and which
+is called the five-yard line.
+
+In the middle of each goal line and 4 yards apart are placed the goal
+posts, which are uprights 7 feet high, with a horizontal bar from one
+to the other. Fifteen yards in front of each goal is drawn a line 4
+yards long, parallel to the goal line; the ends of this line are brought
+round in curves to meet the goal line and the space thus inclosed is
+called the "striking circle."
+
+The stick and balls are the main requisites of hockey. The sticks are
+made of hickory. The better kind have ash blades and cane handles,
+such handles giving a spring which sends a clean drive without giving
+a jar to the hands. The balls used are about the size and weight of
+the average baseball.
+
+Nowadays it is customary to have nets behind the goal posts, so that
+it may be definitely determined if there is any dispute whether the
+ball went clean through between the goal posts or past the outside of
+either.
+
+Hockey requires 22 players, 11 on each side, consisting of 5 forwards,
+3 half-backs, 2 full-backs and a goal-keeper. The center forward
+stands in the middle of the ground. On her right about 10 yards distant
+stands the inside right; the right wing stands between the 5-yard line
+and the side line; the inside left and the left wing stand on the left
+of the center forward. The half-backs stand 15 yards behind the forward.
+The center half takes her place directly in line with the center
+forward; the right half covers the two right forwards, while the left
+half covers the two left forwards. Behind, on the 25-yard line, stand
+the fullbacks, right and left; the goalkeeper stands between the goal
+posts about a foot in front of the goal line.
+
+The two center forwards start the game by "bullying off" the ball in
+the center of the field; the ball is placed on the center line while
+the two forwards stand with a foot on either side of the line facing
+each other and standing square to the side line; then the center halves
+and left and inside forwards on the blowing of the whistle for the
+"bully," close up in order to keep watch, each one ready to take the
+ball should it come in her direction. When one of the center forwards
+gets the ball she tries to pass it out to either of her own inside
+players, who endeavors to "dribble" it up the field until she is
+encountered by an opposition player, at which juncture, by a quick
+stroke she passes it out to the wing player. It is in this manner, by
+keeping a straight course and assisted by their halfbacks that the
+forwards by passing and "dribbling" get the ball into the "striking
+circle," and when they get it that length it is not a difficult matter
+to score a goal.
+
+GOLF
+
+In golf the player strikes a ball in the endeavor to send it to a
+particular spot. He is not met with opposition in such endeavor, as
+in other ball games, his opponent having also a ball which he, too,
+is trying to put into the same spot with fewer strokes. This spot into
+which the player tries to put his ball is a small hole in the earth
+about 4-1/4 inches in diameter, and the instruments he uses for doing
+so are exceedingly varied.
+
+The game commences by a player hitting off from a marked line called
+the teeing-ground, the ball in the direction of the first hole. In
+a regular golf course there are generally 18 holes, their distance
+apart varying from about 100 yards to 500 yards. The smoothly kept
+grounds near the holes is called the "putting-greens," and beside
+each "putting-green" is a marked teeing-ground. After the ball has
+been struck from the "tee" the player must not touch it with his hand
+until it is driven into the next hole, out of which he may then take
+it and "tee" it on the teeing ground in a good position for the
+drive-off to the next hole.
+
+As the holes are widely separated and the ground in many places uneven
+and broken up, the ball will be driven into many positions, it will
+lie in the grass, in sand pits or bunkers, and in all kinds of holes
+and hollows in the rough surface, therefore it will be readily
+understood that the distance the ball is sent will vary with the stroke.
+It is to meet the difficulties arising from having to strike the ball
+in its different positions that so many instruments are called into
+requisition for the purpose. The names of the chief sticks and
+implements employed in the sport are: driver, brassie, spoon, cleek,
+iron, mashie, niblick and putter. The driver, brassie and spoon are
+wooden-headed clubs, but the others have always iron heads. The
+driver is the club used for striking to the greatest distance when the
+ball is on the "tee," that is, on the little mound of sand on which
+it is placed at the commencement of each hole, so that more facility
+may be had in striking it. The putter is used on the putting--green,
+for short strokes round about the holes. The putting--green or ground
+surrounding each hole is kept level for about a radius of 20 yards
+from the hole. The different sticks or clubs are graded from driver
+to putter in accordance with the different lengths of stroke for which
+they are designed. For instance, the niblick is a short club for taking
+the ball out of difficult positions ("lies") as when the latter gets
+into long grass, sand or some other awkward kind of obstruction.
+
+A good driver by well hitting the ball can send it to a distance of
+about 200 yards from the tee. If the hole be so far off as to require
+a second stroke of equal length he can use the driver again, provided
+the ball is on level ground, but it is likely it will not be on such
+ground for the second stroke, and in such case the brassie or spoon
+is called on to do service. Each of these instruments has the face
+that strikes the ball laid back more than in the driver, so that they
+can lift it more easily off the ground. If the ball gets into a worse
+position, as a bunker or sandpit, the use of the cleek, iron or niblick
+will become necessary. The heads of these clubs are adjusted to deal
+with difficult "_lies_" that is, positions in which the ball may be
+driven. The niblick is used for taking it out of especially bad
+situations.
+
+The stroke called the full swing is used with the driver. There are
+many other modifications of stroke, such as the three-quarter, the
+half and the wrist strokes.
+
+As has been said, the issue of the game depends upon sending the ball
+into the holes with fewer strokes than the opposition. Victory is
+gained by the side which holes the ball with less strokes. If the sides
+hole out in the same number of strokes the hole is halved. A match is
+also won by the side which is leading by a number of holes greater
+than the number of holes remaining to be played. Thus if Jones has won
+six holes and Smith four, and seven holes have been halved, Jones, in
+case the round is the ordinary length of 18 holes, will be two holes
+up, with only one hole remaining to be played, and therefore he, Jones,
+wins the match. This is the general manner of playing the game in a
+match, each player playing his own ball.
+
+In what is known as "score" play the relative merits of several can
+be tested at the same time. In this kind of play the total score of
+each player for all of the 18 holes is added up and the player who has
+the lowest total is declared the winner.
+
+ARCHERY
+
+Archery has played an important part in the history of the race from
+the very earliest times. Primitive man hurled his stone-pointed arrows
+at wild beasts, and as he advanced to a higher state of the observances
+of the laws of force he fashioned bows to give a greater impulse to
+his missiles. For hundreds of years the bow and arrow constituted the
+principal weapon of the chase, and finally became the instrument of
+offence and defence for armored knights, warriors and heroes. Robin
+Hood, roving the wild woods of Merry England, depended upon it for his
+prowess, as did Allan a Dale and Little John. In the early battles it
+was the chief weapon, and did effective service. In the battle of
+Hastings it decided the issue for William the Conqueror; at Agincourt,
+Crecy and Poitiers victory depended on its use. Skilled archers became
+famous all over the land, and many were their doughty deeds with the
+long bow.
+
+In modern time, however, with the introduction of firearms, archery
+declined, until it came to be but a mere memory of the past. The last
+century revived it, and to-day it is one of the most popular sports
+in England. Americans, too, have taken it up with enthusiasm, and clubs
+are interested in it all over the land, the ladies being especially
+devoted to it.
+
+In 1879 the first organization of Archery Clubs was formed at
+Crawfordsville, Indiana, and the first annual target meeting was held
+in Chicago in the same year.
+
+Bows for archery are generally made out of tough soft wood, such as
+yew, with a flat outside called the back and a rounded inside called
+the belly; they are always strung with latter side inward. Lance wood
+is chiefly used in the United States on account of its resistance to
+heat. The bow must be easily controlled, and not too heavy. The strain
+of drawing a heavy bow is apt to pull the bow hand out of the line of
+sight. A 48-pound bow well drawn and loosed will give a lower trajectory
+than one of 55 pounds sluggishly handled. By the weight of a bow is
+not meant its avoirdupois, but the force necessary to draw the arrow
+to its head on the bow. It is all important to know how to string the
+bow. Grasp the handle firmly with the right hand, draw it near your
+right side, while the lower end rests against the inside of the right
+foot, the back of the bow being toward you. With left foot well extended
+in front so as to brace the body, rest the left hand on the bow below
+the loop of the upper end of the string, the tip of the thumb and
+knuckle of forefinger pressing firmly on opposite edges of the bow.
+Draw the bow firmly to you with the right hand, while you push down
+and away from you with the left. A little practice will soon give the
+knack. No part of the body except the face must be turned towards the
+target. Stand with the feet at right angles to the direction of the
+target and have them a few inches apart. In handling the arrow avoid
+touching the feathers, and in the act of drawing always keep the thumb
+and fourth finger away from the arrow and string. As the bow is lifted,
+draw it three parts of the way, catch the aim, complete the draw and
+instantly loose.
+
+The arrows are an important consideration. Never use a light arrow
+with a heavy bow, nor, conversely, a heavy arrow with a light bow.
+Arrows are generally made of one piece of wood, but sometimes a harder
+kind is used for the part joining the tip and which is dovetailed into
+the shaft. The tip is formed of steel, and is cylindrical in form. The
+length varies. A lady's bow of 5 feet calls for a 24-inch arrow, the
+customary length of men's arrows is 28 inches.
+
+The target is a flat disc about four feet in diameter made from straw
+and covered with an oilcloth or white sheet painted in concentric rings
+of gold, red, blue, black and white, each color of which, when
+penetrated by the arrow counts so many points in the aim. The gold is
+the objective point of the archer, the "bull's eye," as it is called.
+Three arrows are shot by each archer in turn, then three more, the six
+constituting an end. A certain number of ends complete a given range,
+while two or three ranges form a round. Here is the American round:
+
+30 arrows at 60 yards.
+30 arrows at 50 yards.
+30 arrows at 40 yards.
+
+RING TOSS
+
+This is a very simple game. A stake is driven into the ground for a
+flagstaff. At a distance of, say nine feet, stakes are arranged as
+follows: four at equal distances, back of these, at a short distance,
+three; then two; then one. The setting for nine pins is the same.
+
+Each stake is numbered from ten, beginning on the left hand side, to
+one hundred, which is the apex of the setting.
+
+Iron rings are tossed from the flagstaff by each player. A score is
+kept. The one getting the greatest number of points is the winner.
+
+LAWN BOWLS
+
+Lawn bowls, although but recently introduced into the United States,
+is, however, one of the oldest games in existence, and is believed to
+have been played by the Ancient Greeks and Romans. Scotland has brought
+this game to its present state of perfection. The game is played as
+follows:
+
+Select a level lawn, or a floor will answer if this game be played indoors.
+Choose sides, giving those of a side, balls of a similar color.
+
+A ball of a third color is called the Jack. The one holding it begins
+the play by rolling the ball over the lawn. Where it stops is the goal.
+The others try to strike the Jack. The one doing this is the winner
+of the game. Or put a nine pin, or nine pins, at a distance from the
+players, and try to strike as is done in a bowling alley.
+
+
+
+
+CHAPTER XIV
+
+HOLIDAY GAMES AND AMUSEMENTS
+
+NEW YEAR'S--LINCOLN'S DAY--VALENTINE PARTY--EASTER EGG PARTY--HALLOWE'EN
+GAMES--FLAG DAY--THANKSGIVING--CHRISTMAS
+
+
+NEW YEAR'S EVE PARTY
+
+The decorations for the room are holly and mistletoe. The guests are
+attired in white to represent snow, or they may appear in fur-trimmed
+garments. At midnight all sing "Auld Lang Syne," and shake hands.
+Calendars are appropriate souvenirs for the occasion. At midnight all
+wish each other "A Happy New Year."
+
+CHILDREN'S NEW YEAR GAMES
+
+Give the children pencils and paper. Let them write out their
+resolutions for the New Year. These may be grave or funny as desired.
+Give calendars as souvenirs.
+
+LINCOLN'S DAY
+
+Recite poems about Lincoln. Tell stories about him. Explain why "Uncle
+Tom's Cabin" is a suitable book to read on this day.
+
+If possible give tableaux suited to the occasion. Those taken from
+Uncle Tom's Cabin are eminently suitable.
+
+VALENTINE PARTY
+
+The evening is opened with the playing of a game of hearts. Each lady
+receives a red paper heart, and is requested to write her name on the
+back of it. The hearts are shuffled and put in a bowl; the men's hearts
+are put in another bowl. A lady chooses a heart from the men's bowl,
+then a man chooses from the ladies' bowl. The lady is partner for the
+evening of the man whose heart she drew and vice versa.
+
+Valentines are given, and are read aloud by the recipient. Comic ones
+are admissible if not vulgar. Valentine mottoes also are given.
+
+WASHINGTON'S BIRTHDAY
+
+A Martha Washington party in costume with a supper in Colonial time
+style. Dance the Minuet and old-time dances.
+
+FOR APRIL FIRST
+
+This is April Fool's Day. It may be made the occasion of a party. Games
+suitable to the occasion are played; among them pinning a tail to the
+picture of a tailless donkey fastened on the wall. This may be drawn
+by one of the children. Tails are slightly pinned on the children among
+themselves. April fool candy is served, and glasses are offered which
+appear to have lemonade in them, but which are so made that no liquor
+can be drunk from them, etc. The one who is not fooled all evening
+receives a prize--the funnier it is the better. It may be a "nigger
+doll" or the like. A donkey is given as a booby prize to the one most
+often fooled. This fooling can be done in any way which suggests itself.
+
+EASTER EGG PARTIES
+
+Color hard-boiled eggs and hide them. Give your little guests pretty
+baskets and let them hunt for the eggs, or give each a large wooden
+spoon to spoon them up. If you live in the country roll eggs down hill
+at one place as a target at the foot of it.
+
+Draw a bunny holding an egg. Pin it to the wall. The one who,
+blindfolded, succeeds in putting a pin in the egg receives eggs as
+presents.
+
+FLAG DAY
+
+Display flags liberally. Tell stories about the American Flag. Sing
+"America," "Star-Spangled Banner," etc. Salute "Old Glory."
+
+A HALLOWE'EN PARTY
+
+The usual Hallowe'en tricks are tried such as the following: A ring,
+a piece of money and a thimble are hidden; the player who finds the
+ring will be first married, or these articles may be baked in a cake
+which is cut and distributed. The one getting the money will be
+prosperous, the getter of the thimble industrious, the getter of the
+ring will soon be married.
+
+BOBBING FOR APPLES
+
+Bobbing for apples. All children like this. In a tub of water several
+apples float. The children try to capture them with their teeth.
+
+FLOATING NEEDLES
+
+Grease needles and let them float in a bowl of water, upon which tissue
+paper is laid. Each child has his, or her, own needle. It is amusing
+to watch the action of the needle when the paper sinks--as it does
+when it becomes saturated--the needles rush about.
+
+CANDLE AND LOOKING-GLASS
+
+Each person in turn walks downstairs backwards, alone in the dark,
+with a looking-glass in one hand and a lighted candle in the other.
+The future husband or wife will be seen--? Or, run around the house
+three times with your mouth full of water--at midnight.
+
+Melted lead poured into water results in queer figures which sometimes
+resemble initials; these are supposed to be those of the future husband
+or wife.
+
+The water charm: put three dishes on a table--one empty, one containing
+clean water, one soapy water; the blindfolded ones put a finger into
+one of the dishes, the position of which are changed after the
+blindfolding. If he puts his finger in clear water a happy marriage
+will result.
+
+APPLE GAMES
+
+Put a basket on the wall halfway up. The players stand at a distance
+and throw apples into the basket. A score is kept, the one putting the
+greatest number of apples into the basket receiving the prize.
+
+THANKSGIVING PARTY
+
+This may be held in a barn. The stalls may be draped with bright-colored
+goods and decorated with greens, or autumn leaves. Japanese lanterns
+are strung about. Chrysanthemums should be the table flowers. Old-time
+dances are danced, such as the Virginia Reel, Money Musk, etc. Pumpkin
+pies, grapes, nuts and cider are served as a part of the collation.
+
+KRIS KRINGLE PARTY
+
+A Kris Kringle party may be taken in the open--in sleighs. The driver
+is dressed as Kris Kringle. After a sleigh ride in large sleighs drawn
+by horses decorated to represent reindeer, the party returns to an
+elaborate Christmas supper.
+
+Christmas songs should be sung, well-known Christmas carols, as "'Tis
+the Eve of Christmas Day," "Merry Bells," "The Christmas Tree," etc.
+
+Shadow pantomimes are a good form of entertainment for Christmas. They
+should carry out the idea of the festival. Any of the Merry Games given
+in the book may be played. The winter games are especially recommended.
+
+SNOWBALL BATTLE
+
+Throw ball at a target and keep a score, or build a snow fort and make
+it the target.
+
+CHRISTMAS GUESSES
+
+Suspend mistletoe from a chandelier. Let the children in turn guess
+how many berries are on the suspended bush. The one guessing most
+correctly wins a prize.
+
+"The Night Before Christmas" is read. As the names are named the
+children arise and turn around, then sit down again. Santa Claus is
+mentioned last. When he is spoken of all change seats. The story teller
+tries to secure a seat. If she succeeds there is an odd player. He
+must tell a funny story.
+
+JACK FROST
+
+Sing and act out the Jack Frost song,--"Jack Frost is a roguish little
+fellow," etc., etc. The music and words may be obtained at a music
+store.
+
+Jesus Bids Us Shine. Christmas Is Coming. Christmas Greeting.
+
+LEAD TEST
+
+Drop melted lead into cold water. It assumes queer shapes. Hallowe'en
+stories are told.
+
+APPLE TESTS
+
+Peel an apple without breaking the peeling. Throw the skin over your
+shoulder and see what shape it assumes.
+
+Apples are tied to a string and hung from the chandelier. The boys and
+girls try to bite these without touching them with their hands.
+
+A PUMPKIN GAME
+
+A pumpkin is scooped out and a candle is placed inside; the light
+shines through the holes in the pumpkin. Pumpkin favors are given.
+
+All dance around the pumpkin and sing "Peter, Peter, Pumpkin Eater,"
+etc.
+
+THE CHRISTMAS DINNER
+
+The Christmas dinner is a family reunion, generally; sometimes a friend
+is invited. If he be a homeless one so much the better. The turkey,
+of course, is part of the dinner, and pumpkin and mince pies and plum
+pudding are served, each guest making a choice; rosy-cheeked apples,
+grapes, nuts and cider form a last course. The Christmas presents may
+be laid at the plates or may be dispensed from the Christmas
+tree--preferably the latter.
+
+One of the party impersonates Santa Claus. Yule-tide songs are sung
+and old-time Christmas games are played. Stockings hung behind curtains
+and in odd places hold candy, nuts, raisins, etc. These may be made
+of silk or any pretty material. The guests hunt for these.
+
+SUGGESTIONS FOR GAMES TO BE PLAYED AT CHRISTMAS TIME OR AT THANKSGIVING
+
+Put a very large pumpkin in the center of the room or on a grass plot.
+The players stand at a distance. Each one runs and jumps over the
+pumpkin, using both feet. In so doing a score is kept. The one jumping
+over _with both feet together_ the oftenest wins the pumpkin. Or dance
+about the pumpkin; when a small child sitting on it claps or whistles
+all stop. She selects a player with whom she changes place. This game
+may be played by adults, the player standing near the pumpkin.
+
+
+
+
+CHAPTER XV
+
+OUTDOOR GAMES FOR GIRLS
+
+BASKET BALL--BOX BALL--GUESS BALL--TARGET BALL--STRING BALL
+
+
+BASKET BALL FOR GIRLS
+
+Basket Ball is a good form of exercise for women.
+
+Draw a circle on the ground six feet in diameter. A line is drawn
+across the center. This is the throwing line. A player stands in the
+circle and throws the basket ball from her line to other lines, the
+ball scoring according to its landing place.
+
+The lines drawn across the throwing space must be parallel with the
+throwing line in the circle. For younger girls the lines should be
+ten, fourteen or twenty feet, according to the age, from the forward
+edge of the circle.
+
+The players of each team throw in rapid succession. Each player has
+but one turn, unless the ball strikes some object before touching the
+ground, when another trial is allowed. At starting a thrower must stand
+in the circle and toe the throwing line, drawn across the center of
+the circle. In completing the throw she must not fall or step forward
+over the outer line of the circle in front of her. If at any part of
+the throw, from start to finish, the thrower be out of the circle it
+is considered a foul and does not score, the number of players in the
+team being counted as one less when the total or average is figured.
+For each throw to the first line or any point between it and the next
+line, a team scores one point. For each throw to the second line or
+between it and the next line a team scores three points. For each throw
+to or beyond the third line, a team scores five points. The team
+averaging or adding the largest score wins first place in the game.
+There are other forms of basket ball games, where girls throw balls
+into baskets fastened at a given height.
+
+BOX BALL
+
+Boxes are placed on the floor or ground in a row. The players in line
+stand at a distance from these, each player facing a box. The play is
+begun at the right of the line and each tries to toss her ball into
+the box. When one succeeds in doing this, all run except the one into
+whose box the ball fell. She picks up the ball, and tries to throw it
+so as to strike one of the players (of course a soft ball is used).
+If she fails a stone is put into her box. The game is continued by the
+same player, but she tries to throw her ball into another box. If she
+strikes a player with her ball, the one who is struck receives a stone,
+and she then starts to throw her ball. The game is continued as above.
+When a player has five stones she goes out of the game.
+
+GUESS BALL
+
+Use a soft ball. The players form in line. One stands before them,
+with back turned, at a distance of several feet. This player counts
+up to a certain number, as the ball passes back and forth along the
+line; as a certain number is called, the holder of the ball throws it
+so as to strike one of the players. If this player is hit, she turns
+suddenly and tries to guess by the attitude of the players which one
+threw the ball. If she guesses correctly, she goes to the front. If
+the ball misses, the thrower changes places with the one she aimed at.
+
+TARGET BALL
+
+There are so many variations of this game that it is impossible to
+describe them all. A target is placed and the balls are thrown at it;
+or several targets at different distances may be aimed at by the
+players. A score is kept. The one getting the greatest number of points
+wins the game. Or sides may be formed.
+
+BOMBARDMENT
+
+This game is played with balls and Indian clubs--half as many as there
+are players. Bean bags may be used instead of balls. A score is decided
+upon, and an umpire keeps the record. Each player, in throwing, tries
+to knock down a club, and this club counts for one or more, up to the
+number decided upon by the players.
+
+STRING BALL
+
+The players stand in a circle around the ball, which is hung by a
+string--in the open--from the branch of a tree. A player tries to
+strike it with her hand. Another tries to catch it before she strikes
+it again. If the ball is not caught the player scores one. She plays
+until it is caught. Each has a turn.
+
+
+
+
+CHAPTER XVI
+
+PASTIMES FOR CHILDREN
+
+SUN DIAL--MOTHER, MAY I PLAY?--BLIND MAN'S BUFF--TUG OF WAR--VARIOUS
+BALL GAMES
+
+
+SUN DIAL
+
+Draw a large circle; intersect this with lines like the spokes of a
+wheel, dividing it into twelve sections, and number them.
+
+Put a blindfolded player in the center for a hub, and turn him about
+a number of times, as is done in "Blindman's Buff." He then walks
+about. The number of the space he stops upon, after repeating a silly
+verse to the end, is put upon his score card. If he goes outside the
+circle, even with one foot, he receives no points.
+
+The player who gets the greatest number of points in a given time,
+wins the game.
+
+MOTHER, MAY I GO OUT TO PLAY?
+
+The mother stands before her children. One asks: "Mother, may I go out
+to play?" "No," says the mother, "it is a very wet day."
+
+"See, mother, the sun shines."
+
+"Well, be off," says the mother; "but make three courtesies before you
+go."
+
+The child then does this, the other children doing the same. They all
+run off and return.
+
+"Why did you run so far?" says the mother. "Where did you go, and what
+have you been doing all this time?"
+
+"Brushing Mary's hair," says the first player.
+
+"What did she give you for so doing?"
+
+"A silver penny."
+
+"Where's my share of it?"
+
+"The cat ran away with it."
+
+"Where's the cat?"
+
+"In the wood."
+
+"Where's the wood?"
+
+"Fire burnt it."
+
+"Where's the fire?"
+
+"Water quenched it."
+
+"Where's the water?"
+
+"Moo cow drank it."
+
+"Where's the moo cow?"
+
+"Sold it for a silver penny."
+
+"What did you do with the money?"
+
+"Bought nuts with it."
+
+"What did you do with them?"
+
+"You can have the nut shells, if you like."
+
+The last words being rude, the mother chases the child or children,
+according to the manner in which the game is played. She asks as she
+does this, "Where's my money?"
+
+The one addressed answers, "You may have the nut shells."
+
+The mother tries to catch one or more of the children to inflict
+punishment. The punishments are usually funny acts of some kind.
+
+GARDEN SCAMP
+
+All but two players form a ring, and clasp hands. The garden is enclosed
+by the players. One of the odd players will be the scamp; another
+player is the gardener. He moves around outside of the circle, and
+says, "Who let you into my garden?" The scamp replies, "No one," and
+starts to run. The gardener follows his lead in and out among the
+players, who lift their hands to allow this. If the scamp be caught
+he becomes the gardener.
+
+The scamp can lead the gardener a lively chase, for he can play leap
+frog, or turn somersaults, if he so desires. The gardener must imitate
+him.
+
+DO THIS, DO THAT
+
+The players face each other in two lines, the leader being in the
+center. When he says, "Do this," they obey, and when he quickly follows
+his first order by saying, "Do that," the "that" being another act,
+they must again obey at once. If any one is slow, he must exchange
+places with the leader. The fun of the game depends upon the antics
+of the one in the ring.
+
+WEATHER COCK
+
+This is an instructive game, as it teaches children direction. Each
+child represents a point of the compass--north, south, east, west.
+When a leader calls: "Which way does the wind blow?" a child of whom
+this is asked, points either to the north, south, east or west,
+according to the name given him.
+
+THE FLOWERS AND THE WIND
+
+Two parties play this game. They stand at a distance apart. The players
+represent flowers. The first one in the line walks to the opposite
+line, and asks of the first one: "What flower am I?" Saying this, the
+flower is ready to run for the wind. An odd player stands ready to
+give chase, if the guesser does not guess correctly. The wind, of
+course, is told the names of the different flowers. Each player has
+a turn.
+
+BLIND MAN'S BUFF
+
+One player is blindfolded, and turned about three times, in the center
+of the room. He tries to catch one of the other players. If he succeeds,
+he takes off the handkerchief and puts it upon the one touched.
+
+In one form of "Blind Man's Buff," the blindfolded one must guess the
+name of the one he catches before he can remove the handkerchief.
+
+FRENCH BLIND MAN'S BUFF
+
+In this game the players are numbered, and one is blindfolded. Two
+numbers are called out. The ones so numbered run, and the blindfolded
+one tries to catch one of them, or they may run one at a time. If the
+one in the center catches another, he takes that one's place.
+
+BLIND MAN'S BUFF WITH A WAND
+
+The players dance around the blindfolded one until he touches a player
+with his wand. When he does this, all stand still. The one in the
+center may ask three questions of the one touched. He, replying,
+disguises his voice. If the blindfolded one succeeds in guessing whom
+he questioned, he exchanges places with him.
+
+HIDE-AND-SEEK GAMES
+
+A player hides, the others seek him. Or any object may be hidden in
+an out-of-the-way place, and this is to be found by a player. When
+he succeeds in doing this, the handkerchief is taken from his eyes (if
+one is used). Each child has a turn in finding the article, the place
+of hiding being changed each time for the new finder.
+
+FOLLOW OUR LEADER
+
+The leader walks before a line of players and performs ridiculous acts
+which all must imitate. If any player fails to do this, he or she is
+out of the game. The leader may make the players perform feats like
+jumping over high places, turning somersaults, climbing, etc., if the
+players are boys. If among the players there are girls, the feats, of
+necessity, must not be too hard.
+
+FEATS AND FORFEITS
+
+The children are required to perform certain acts or pay a forfeit.
+These acts are decided upon by a committee before the guests, or
+players, assemble. A few feats may be suggested, such as the rabbit
+hop, leap frog, picking up a stick with the teeth while in a kneeling
+position, etc., or the player may be required to repeat "Peter Piper,"
+or any ridiculous verses quickly. If he does not succeed in doing what
+is required of him, he must--if he is a boy--turn a somersault. If the
+player is a girl, she pays a forfeit or stands with her face to a
+corner.
+
+DUMB MOTIONS
+
+The players form two sides; those on one side are "masters," the others
+"men." Trades are represented, and the men aim to keep working so that
+the masters will not take their places. The tradesmen go through the
+motions of their trade. The master must guess the trade. When he does,
+he exchanges place with the one whose trade he guessed.
+
+WAND TUG OF WAR
+
+Wooden gymnastic wands are used, half as many as there are players.
+Draw a line across the room or grass; divide the players into two
+divisions, one on each side of the line, each player facing his
+opponent. These grasp each other's wand, and at a signal begin to tug,
+but they must not put foot into the opponent's territory. If they do
+the struggle ceases. The side wins which secures the greatest number
+of wands.
+
+CATCH AND PULL TUG OF WAR
+
+In the "Catch and Pull Tug of War," a ring is formed by joining hands
+and standing in a circle, and all tug to break the ring.
+
+NINE PINS
+
+A player takes his stand in the center of the room. The others stand
+in couples a few feet apart. They march around the girl or boy in the
+center. When the music stops suddenly, one player of each pair goes
+to the one in front of him. While they do this, the one in the center
+tries to secure a place.
+
+PRELIMINARY BALL
+
+The players stand in two lines. The players of one line, at a signal,
+throw the balls to those opposite them. They then turn and throw against
+the wall, if the game is played indoors.
+
+BALL DULL
+
+The object of this game is to train the perceptions, the muscular
+sense, and the muscles themselves. The weight of the ball is suited
+to the players. The two-pound weights are used for girls.
+
+The couples are far enough apart to allow space for full play. One of
+each couple has a ball for himself and his partner. The throwing of
+the balls to one of the opposite side is simultaneous, when a leader
+gives the command.
+
+TIME BALL
+
+In this game the children are seated. A line is drawn near the wall,
+and two lines are drawn to form an aisle. Then the children decide
+upon the manner of throwing the ball. This may be done with either
+hand. The leader stands opposite his aisle on the line. At a signal
+the first player in each row runs to the mark in his aisle. When he
+has reached it, the leader, in the way previously agreed upon, throws
+him the ball, which he catches and returns. He runs back to his seat.
+This is repeated by each player. Then the leader, seating himself,
+places the ball before him on the floor, or if in the open, on the
+ground. All assume position. The first row doing this at a signal,
+scores a point. This is repeated fifteen times. The row which assumes
+position promptly the greatest number of times win the game.
+
+RAILROAD TRAIN
+
+The players are named for an object on a train, as smoke-stack, boiler,
+baggage car, wheels, conductor, etc. One player is the train master.
+He says: "We must hurry up and make up a train to go to New York City
+at once. It is a special. We will take engine Number 21, some coal and
+wood; the bell must be in good order, and the carpet must be swept;
+the cushions dusted; the beds in the sleeper must be made up, etc."
+When these objects are named, the players run up to the starter when
+their names are given, each one putting his hands on the shoulder of
+the one before him, the first one having put his hands upon the starter
+in the same way. When all are in line, the train starts, after the
+signal, which is a bell. The starter may imitate the noises a locomotive
+makes as it starts out on its journey. He leads up hill and down dale,
+and the line must remain unbroken. The one who breaks the line pays
+a forfeit or is out of the game. The line being mended, continues its
+journey.
+
+MERRY-GO-ROUND
+
+Stools are placed close together to form a circle, and all the players
+seat themselves, facing inwards, except one player, who stands in the
+center. He tries to secure the seat that has been left vacant. This
+is difficult, because the players on the stools keep moving to the
+right from one stool to the next, so that the location of the vacant
+seat varies. When the player in the center secures a seat, the one at
+his left goes into the center. If more than thirty are playing, it is
+better to have two vacant stools and two players in the center.
+
+PEBBLE CHASE
+
+The leader holds a pebble between the palms of his hands. The others
+are grouped about him, each with hands extended, palm to palm. The
+leader then passes his hands between those of the players. No one can
+tell where he leaves the pebble, until some one guesses where it is.
+Each player has a turn. The one receiving the pebble is chased by the
+others. If he succeeds in getting to the leader and giving the pebble
+to him before he is caught, he can return to his place; otherwise he
+changes place with the leader.
+
+HOW MANY MILES TO BABYLON?
+
+The players, being divided into two lines, stand facing each other,
+with a distance of about twelve feet between them. The lines pair off,
+and take hold of hands all along the line.
+
+A dialogue takes place between the lines, the players in a line speaking
+in unison. As this is done, they swing their arms and rock backward
+and forward from one foot to another, keeping time to the rhythm of
+the words, as follows:
+
+"How many miles to Babylon?"
+
+"Three score and ten."
+
+"Will we be there by candle light?"
+
+"Yes, and back again."
+
+"Open your gates and let us through."
+
+"Not without a beck (courtesy) and a boo (bow)."
+
+"Here's a beck and here's a boo, Here's a side and here's a sou; Open
+your gates and let us through."
+
+All the players in the first line say: "Here's a beck and here's a
+boo," as they suit the action to the word. As they do so, they also
+drop hands and each makes a courtesy, with hands at the hips for the
+"beck," and straighten up and make a deep bow forward for the "boo";
+assuming an upright attitude, then, and bending the head sideways to
+the right for "Here's a side," and to the left for "Here's a sou."
+
+The partners clasp hands, and all run forward ten steps, keeping time
+with the rhythm of the words. Then all pass under the upraised hands,
+which represent the city gates. This is done in four running steps,
+making twelve steps in all. The couples who made the gate then turn
+around in four running steps, until they face the first line, when
+they repeat the dialogue as given above, etc.
+
+PUSS IN THE CORNER
+
+Corners are selected by some of the players; the others remain in the
+center of the room. The puss in a corner calls to the other puss in
+a corner, "Puss, puss," and they try to get to each other's corner
+before these can be taken by the others.
+
+When this is played outdoors, trees or the corners in a fence may be
+utilized as were the corners of a room.
+
+
+
+
+CHAPTER XVII
+
+INDOOR GAMES FOR YOUNG CHILDREN.
+
+PATCH WORK--PEANUT GAME--SOAP BUBBLES--CANDY PULLS--COOK AND PEAS--MAGIC
+MUSIC--ZOOLOGY
+
+
+PATCHWORK
+
+The hostess cuts pictures into four parts and mixes them in a box, or
+loosely places them in the center of a table. Then each guest takes
+four and puts them together as a picture. The effect is very funny at
+times. Some of the children's picture blocks may be used for this game,
+using four sets at a time.
+
+QUOTATIONS
+
+The girl or boy host gives each guest, on a slip of paper, the beginning
+of a quotation. All go about the room looking for the end of the
+quotations, which are hidden in different places in the room; or, if
+older children are playing this game, pencils and paper are given them,
+and they write the full quotation.
+
+TABLE GAME
+
+A penny party furnishes amusement for an evening. With the invitations
+is sent a request for each guest to bring a penny, not for an admission
+fee, but for use. For each guest there are provided two cards and a
+pencil; one card is blank; the other has a list of the things to be
+found on a penny. The list is numbered, and each person is expected
+to name as many as he can, prizes being awarded for the best and poorest
+list.
+
+Find--
+1. Top of hill.
+2. Place of worship.
+3. An animal.
+4. A fruit.
+5. A common fruit.
+6. Links between absent friends.
+7. Union of youth and old age.
+8. A vegetable.
+9. Flowers.
+10. What we fight for.
+11. Metal.
+12. A messenger.
+13. A weapon of defense.
+14. A weapon of warfare.
+15. A body of water.
+16. A beverage.
+17. What young ladies want.
+18. The most popular State.
+19, What men work for.
+20. Sign of royalty.
+21. A jolly dog.
+
+The answers are:
+1. Brow.
+2. Temple.
+3. Hare (hair).
+4. Date.
+5. Apple.
+6. Letters.
+7. 1894 (The date of the penny).
+8. Ear.
+9. Tulips (two lips).
+10. Liberty.
+11. Copper.
+12. One cent (sent).
+13. Shield.
+14. Arrow.
+15. Sea (c).
+16. Tea (t).
+17. Beau (bow).
+18. United States (matrimony).
+19. Money.
+20. Crown.
+21. A merry cur (America).
+
+Usually a half hour is allowed for filling out the blank cards, and
+after that some time for correcting the lists and awarding prizes.
+
+A DOLL SHOW
+
+This is a form of entertainment always liked by the younger children.
+It can be made amusing, as well as instructive, by having those
+representing the show to take the part of dolls of the different
+nations. When the invitations are sent out, it should be specified
+what part each little guest will take. Some of the guests may be the
+audience if they prefer, or adults may be the on-lookers. Each little
+guest receives a doll as a souvenir.
+
+Another form of doll party is where the children bring dolls dressed
+by themselves. The doll whose gown is most neatly made receives a
+prize.
+
+There may also be dolls made of beets, carrots, potatoes, tomatoes,
+etc., by using sticks, cloves, etc., with the vegetables named. The
+results are very funny. These are put on exhibition on the table and
+an umpire decides for which prizes are to be given.
+
+PEANUT GAME
+
+The little hostess or host selects two leaders. These choose sides.
+Two large rugs are placed near together on the floor. A bowl of peanuts
+is placed in the center of each. The little players which can soonest
+dispose of their peanuts two inches apart on their rug, are the winners.
+The hostess gives the signal at the beginning and end of the contest.
+The sides may work simultaneously or singly, according as the game is
+played, individually or by sides as a whole. The peanuts are eaten at
+the end of the game, and a prize of a box of candy is given the winning
+side or child. This is passed about to the guests.
+
+PEANUT HUNT
+
+Some peanuts must be secretly hidden in out-of-the-way places--in
+bric-a-brac, etc. Give a pretty bag or box to be used as a receptacle
+for the peanuts, and then the hunt begins. The one getting the most
+peanuts, receives a prize. He may eat all the peanuts he finds, after
+the contest is decided, but a lesson in unselfishness is here possible.
+The hostess may suggest sharing the peanuts with one who _tried hard_
+to find many nuts, but did not succeed; or, if there be a lame child,
+or one deformed, he or she should receive some of the nuts of the
+winners, and of those the others find.
+
+A PEANUT PARTY
+
+The invitations have peanuts painted on them, so have little menu
+cards, which are placed at each plate at the table. These designs are
+often funny, and even grotesque, as they represent brownies, etc.
+Peanuts are strung as necklaces, bracelets, etc. Some of the sandwiches
+are made of mashed peanuts--called peanut butter--and they are
+delicious. Peanut candy is served, and at the end peanuts are jabbed
+for with hat pins. For this all gather at different little tables, or
+turns are taken at one table, the peanuts being piled up in the center.
+A box of candy is given the winner. This he or she, of course, passes
+among the guests.
+
+A CHILDREN'S FAIR
+
+This may be made not only enjoyable, but charitable as well. Tables
+holding fancy work--preferably the work of the children--candies
+(home-made), groceries, aprons, pen-wipers, iron-holders, hand-painted
+cards, capes, etc., etc., may be sold. Rebecca sits at the Well--a
+well of lemonade. A grab-bag, an orange tree, with saleable parcels
+on it. A post-office, where letters are sold, and finally a refreshment
+table or tables, the little girls and boys serving as waiters, in
+costumes.
+
+SOAP BUBBLES
+
+Making bubbles requires no great effort of the mind or body. Clay pipes
+for the players are furnished by the hostess. Bowls are filled with
+water which is quite soapy. The pipes show the colors of the side or
+sides, being tied with ribbons of different colors. The game contest
+may be decided in two ways. Either the one who makes the largest bubble
+is winner, or the one making the most bubbles in a given time. The
+sides or individuals may play in turn.
+
+A POP-CORN PARTY
+
+A pop-corn party, of necessity, like a candy pull, must be held in the
+kitchen. This can be decorated for the occasion. Each little guest
+brings an apron to be donned before the "popping" begins.
+
+First, shell the corn. Second, take a dipper full of corn and "pop"
+it. This popping is done in a pan over a clear fire.
+
+Third, divide into parts, when done.
+
+Fourth, sprinkle some with cochineal, if pink corn is desired.
+
+Fifth, string the pop-corn on threads. A needle is used to do this.
+Necklaces, bracelets, and boys' chains may be so made.
+
+Each child receives a handsome cornucopia or box as a receptacle for
+his popcorn.
+
+CANDY PULL
+
+Candy ready to pull may be bought at a candy store, or molasses may
+be boiled at home until it is ready to pull, when the hands are greased
+and the pulling begins. As suggested for a pop-corn party, the kitchen
+or dining-room is the best place in which to give a party of this kind.
+It may be decorated to look well, and the children doubtless would
+enjoy their play here more than in the parlor.
+
+A BABY SHOW
+
+This may be of dolls or real babies. You can borrow the babies for the
+occasion. A committee decides which is the handsomest baby, which the
+best-natured, etc. Rattiers, toys, etc., are given the babies, or you
+can have your parents and other lady friends take the part of babies.
+Put a bib on them when they go to supper.
+
+MISS CHILDREN
+
+The little players sit or stand round the room in a circle. The leader
+assigns to each some musical instrument, as harp, flute, violincello,
+trombone, etc., and also selects one for himself. Some well-known tune
+is then given out, say "Yankee Doodle," and the players all begin to
+play accordingly, each doing his best to imitate, both in sound and
+action, the instrument which has been assigned to him, the effect being
+generally extremely harmonious. The leader commences with his own
+instrument, but without any warning suddenly ceases, and begins instead
+to perform on the instrument assigned to one of the players. Such
+player is bound to notice the change, and forthwith to take the
+instrument just abandoned by the leader, incurring a forfeit if he
+fails to do so.
+
+THE COOK WHO DOESN'T LIKE PEAS
+
+The fun of this game depends on a fair proportion of the players not
+being acquainted with it. The leader begins, addressing the first
+player, "I have a cook who doesn't like peas (p's); what will you give
+her for dinner?" The person addressed, if acquainted with the secret,
+avoids the letter p in his answer, and, for example, says, "I will
+give her some walnuts." The question is then asked of the second person,
+who, if unacquainted with the trick, is likely enough to offer some
+delicacy which contains the letter p; e.g., potatoes, asparagus, pork,
+apple-pie, pickled cabbage, peanuts, etc., etc. When this occurs, the
+offender is called upon to pay a forfeit, but the precise nature of
+his offense is not explained to him. He is simply told, in answer to
+his expostulations, that "the cook doesn't like p's." When a sufficient
+number of forfeits has been extracted, the secret is revealed, and
+those who have not already guessed it, are teased by being told (over
+and over again) that the cook did not like p's, and if they would
+persist in giving them to her, they must, of course, take the
+consequences.
+
+MAGIC MUSIC--ANY NUMBER OF PLAYERS
+
+One player is sent from the room. The others decide upon something for
+him to do, but he is not told what it is, though he is helped by a
+noise of some kind on metal, or on a musical instrument. When he is
+near an object with which he is to perform some feat, the noise is
+loud. If he touches the wrong object, the music is soft. Any one of
+the musical instruments commonly used by children may be employed in
+this game.
+
+ZOOLOGY--ANY NUMBER OF PLAYERS
+
+The leader says: "Of what animal am I thinking?" He tells that the
+animal has a certain number of legs, and gives other points of a like
+nature. From this description the guessing is done. When a player
+guesses the animal correctly, he scores a point. Each player has a
+turn. The game is played until it loses its interest.
+
+
+
+
+CHAPTER XVIII
+
+OUT-DOOR GAMES FOR YOUNG CHILDREN
+
+BEAN BAG GAMES--SKIPPING THE ROPE--VARIOUS TAG GAMES--CROSSING THE
+BROOK
+
+
+TARGET BEAN BAG
+
+The bags are thrown at targets. A score is made out. A prize is given
+the one getting the best score.
+
+Throwing the bean bag over the head is another form of Bean Bag Game.
+It must be caught by one standing back of the tosser. The one who
+catches it becomes the tosser.
+
+BOX BEAN BAG
+
+This game consists of tosses of the bean bag into boxes. The player
+stands at a distance. The one being successful in his throws the most
+times is the winner.
+
+BEAN BAG GAMES
+
+An equal number of players out of doors. Two parties are formed, divided
+by eight or ten feet of space. The umpire gives a signal, and a player
+in one line runs to the other side--half way, and tosses his bag to
+the one at the end of the line; he then takes his place next to this
+one, and the line moves down.
+
+This is continued, opposite sides taking turns. Then the game is
+reversed, until the player who first played is in his original place.
+
+BEAN BAG RACE
+
+A bean bag is placed on the ground and another at some distance from
+it. Two players, at a given signal, run to these bags. The one who can
+catch the bag and get to the staff placed near the umpire is the winner.
+Sides may be scored instead of the individual players.
+
+BEAN BAG AT THE SEASHORE
+
+At the seashore stones or blocks of wood may be substituted for the
+bags. A ring is drawn on the ground and the players take sides. The
+leader of each side toes a starting line across the ground at a distance
+from the circle. Bean bags or stones are thrown into the center of
+this, each one having a turn.
+
+The side getting the biggest score is the winning one.
+
+SKIPPING THE ROPE
+
+Skipping the rope is an admirable exercise for girls and boys. There
+should be a spring in doing this. When a jumper comes down on his
+heels, instead of jumping from his toes, he is apt to make the skipping
+injurious by jarring his back. The players jump in turn over a long
+rope turned by two of the players. Each has a turn. A score is kept
+of the number of times a player can do this. Sides may be formed, or
+the jumpers may see how many times they can jump over the rope in
+succession.
+
+HOME TAG--ANY NUMBER OF PLAYERS
+
+The chaser tries to tag the runners before they can "get home," or to
+a given place. If he succeeds, the one tagged is "It."
+
+SECRET TAG
+
+Is played by not telling who is "It." He chases the other players and
+tries to tag one of them. If he succeeds, the one who was tagged becomes
+"It."
+
+JAPANESE TAG
+
+In this game the one tagged must place his hand on the spot of his
+body where the tagger tagged him; doing this, he must chase the other
+players until he tags one of them.
+
+CROSSING THE BROOK
+
+This is a favorite game with little children.
+
+A place is marked off and named "The Brook"--we will say it is three
+feet wide.
+
+The players run and try to jump the brook. When all have jumped over,
+they stand and jump backwards. The one who jumps into the brook instead
+of across it is out of the game.
+
+
+
+
+CHAPTER XIX
+
+SINGING GAMES FOR CHILDREN
+
+MOON AND STARS--BOLOGNA MAN--ORCHESTRA--JACK BE NIMBLE--OATS, PEAS, BEANS--
+FARMER IN THE DELL--LONDON BRIDGE, ETC.
+
+
+ORCHESTRA
+
+This is a very noisy game. The conductor names his players for
+instruments, and tells them in pantomime how to play. He then orders
+them to tune up. They do so, producing a terrible discord. Then the
+baton is waved by the conductor, and the musicians imitate the sounds
+of their instruments, while also imitating the movements assigned them
+by the conductor. The result is very funny.
+
+CHARLEY OVER THE WATER
+
+A player becomes "Charlie." He stands in the center; the others form
+a circle about him, and dance, repeating the rhyme:
+
+ "Charlie over the water,
+ Charlie over the sea,
+ Charlie caught a black-bird,
+ He can't catch me."
+
+When the verse is ended, all the players try to stop before Charlie
+can tag them. If they succeed in doing this, Charlie remains in the
+ring and the verse is repeated, etc. The tagged one takes his place
+and he enters the ring.
+
+JACK BE NIMBLE
+
+ "Jack, be nimble,
+ Jack, be quick,
+ Jack jumped over the candlestick."
+
+A candlestick is placed on the floor. The players in turn jump over
+it, using both feet in so doing. Any other object may be substituted
+for the candlestick. One of the players sings the verse and when the
+last line is reached the jump is made.
+
+MARY'S LITTLE LAMB
+
+This is a great favorite with the young folks. When everything else
+has become tiresome, some one starts the first line of the verse:
+
+ Mary had a little lamb,
+ Fleece as white as snow, etc.
+
+All sing, and on the second verse being reached the last syllable of
+the first line is dropped, then the next to the last, the third, the
+fourth, and so on, until the line is totally omitted. The aim of the
+singers is to keep exact time, counting a beat for each omitted
+syllable, and any one whose voice breaks in when all should be silent,
+pays a forfeit. The same can be done with "John Brown's Body," repeating
+the first verse and omitting syllable after syllable at the end of the
+first line until there is nothing left to sing but the chorus.
+
+THE SNAIL
+
+Holding hands, the children form a line, singing the following words;
+they wind up in a spiral, following the first child, who is the largest
+one, and represents the snail's head. The others huddle together to
+form the shell into which the snail creeps. The motion is slow, for
+the saying "creeps like a snail," is proverbial.
+
+ Hand in hand you see us well,
+ Creep like a snail into his shell,
+ Ever nearer, ever nearer,
+ Ever closer, ever closer.
+ Very snug indeed you dwell,
+ Snail, within your tiny shell.
+ Hand in hand you see us well,
+ Creep like a snail out of his shell,
+ Ever farther, ever farther,
+ Ever wider, ever wider,
+ Who'd have thought this tiny shell,
+ Could have held the snail so well?
+
+With the last verse the creeping out of the shell is accomplished.
+
+OATS, PEAS, BEANS
+
+A circle is formed. One player stands in the center. After singing the
+first four lines, all drop their hands. After this they imitate the
+motions suggested by the song. At the end of the verse they turn around
+several times, and then, joining hands, sing the chorus, standing
+still, for the last two lines. Then the one in the center chooses "one
+in," and returns herself to the circle. The game goes on as before.
+
+ Oats, peas, beans and barley grows,
+ Oats, peas, beans and barley grows,
+ Nor you nor I nor nobody knows,
+ How oats, peas, beans and barley grows,
+
+Thus the farmer sows his seed, Thus he stands and takes his ease,
+Stamps his foot and clasps his hands, And turn around to view his
+lands.
+
+A-waiting for a partner, A-waiting for a partner, So open the ring and
+choose one in, Make haste and choose your partner.
+
+ Now you're married you must obey.
+ You must be true to all you say.
+ You must be kind, you must be good,
+ And keep your wife in kindling wood.
+
+MULBERRY BUSH
+
+The players stand in a circle clasping hands, and circle round, singing
+the first verse. In the second and alternate verses, the action
+indicated by the lines is given in pantomime. In all verses the players
+spin around rapidly, each in her own place, on the repetition of the
+refrain, "So early in the morning."
+
+ Here we go round the mulberry bush,
+ The mulberry bush, the mulberry bush,
+ Here we go round the mulberry bush,
+ So early in the morning!
+
+ This is the way we wash our clothes,
+ We wash our clothes, we wash our clothes,
+ This is the way we wash our clothes,
+ So early Monday morning.
+
+ This is the way we iron our clothes,
+ We iron our clothes, we iron our clothes,
+ This is the way we iron our clothes,
+ So early Tuesday morning.
+
+ This is the way we scrub the floor,
+ We scrub the floor, we scrub the floor,
+ This is the way we scrub the floor,
+ So early Wednesday morning.
+
+ This is the way we mend our clothes,
+ We mend our clothes, we mend our clothes,
+ This is the way we mend our clothes,
+ So early Thursday morning.
+
+ This is the way we sweep the house,
+ We sweep the house, we sweep the house,
+ This is the way we sweep the house,
+ So early Friday morning.
+
+ Thus we play when our work is done,
+ Our work is done, our work is done,
+ Thus we play when our work is done,
+ So early Saturday morning.
+
+ITISKIT, ITASKET
+
+All the players but one stand in a circle with clasped hands; the odd
+player, carrying a handkerchief, runs around on the outside of the
+circle, singing:
+
+ Itiskit, itasket,
+ A green and yellow basket;
+ I wrote a letter to my love
+ And on the way I dropped it.
+ Some one of you has picked it up
+ And put it in your pocket;
+ It isn't you--it isn't you--
+
+The last phrase is repeated until the player reaches one behind whom
+he wishes to drop the handkerchief, when he says, "It is you," and
+immediately starts on a quick run around the circle. The one behind
+whom the handkerchief was dropped picks it up and at once starts around
+the circle in the opposite direction, the object being to see which
+of the two shall first reach the vacant place. The one who is left out
+takes the handkerchief for the next round.
+
+Should a circle player fail to discover that the handkerchief has been
+dropped behind him until the one who has dropped it has walked or run
+entirely around the circle, he must yield his place in the circle to
+the handkerchief man, changing places with him.
+
+FARMER IN THE DELL
+
+The players stand in a circle. One of their number is in the center.
+He is the farmer in the dell. At the singing of the second verse, where
+the farmer takes a wife, the center player beckons to another, who
+goes in and stands by her. The circle keeps moving while each verse
+is sung, and each time the player last called in beckons to another;
+that is, the wife beckons one into the circle as the child, the child
+beckons one for the nurse, etc., until six are standing in the circle.
+When the lines, "The rat takes the cheese," are sung, the players
+inside the circle and those forming it jump up and down and clap their
+hands in a grand confusion, and the game breaks up.
+
+ The farmer in the dell,
+ The farmer in the dell,
+ Heigh-o! the cherry-oh!
+ The farmer in the dell.
+
+ The farmer takes a wife,
+ The farmer takes a wife,
+ Heigh-o! the cherry-oh!
+ The farmer takes a wife.
+
+ The wife takes a child,
+ The wife takes a child,
+ Heigh-o! the cherry-oh!
+ The wife takes a child.
+
+ The child takes a nurse, etc.
+ The nurse takes a cat, etc.
+ The cat takes a rat, etc.
+ The rat takes the cheese, etc.
+
+The succeeding verses vary only in the choice in each, and follow in
+this order.
+
+THE KING OF FRANCE
+
+ The King of France with forty thousand men
+ Marched up the hill and then marched down again.
+
+The players stand in two rows or groups facing each other. Each group
+has a leader, who stands in the center and represents a king leading
+his army.
+
+The game or play is a simple one of imitation, in which the players
+perform in unison some action first indicated by one of the leaders.
+
+The leaders of the two groups take turns in singing the verse, at the
+same time marching forward during the first line of the verse, and
+back again to their places during the second line, illustrating the
+action that is then to be taken by all. The verse is then sung by both
+groups while advancing toward each other and retreating, performing
+the movements indicated by the leaders. The movements illustrated by
+the leaders may be anything suitable to an army of men, the words
+describing the movement being substituted for the line, "marched up
+the hill," thus:
+
+The King of France with forty thousand men Waved his flag and then
+marched down again.
+
+The following variations are suggested, each of which indicates the
+movements to go with it:
+
+ Gave a salute, etc.
+ Beat his drum, etc.
+ Blew his horn, etc.
+ Drew his sword, etc.
+ Aimed his gun, etc.
+ Fired his gun, etc.
+ Shouldered arms, etc.
+ Pranced on his horse, etc.
+
+It is scarcely necessary to say that a real flag and drum add much to
+the martial spirit of the game, and if each soldier can have a stick
+or wand over his shoulder for a gun, the esprit de corps will be
+proportionately enhanced.
+
+LONDON BRIDGE
+
+ London bridge is falling down,
+ Falling down, falling down.
+ London bridge is falling down,
+ My fair lady!
+
+ Build it up with iron bars,
+ Iron bars, iron bars,
+ Build it up with iron bars,
+ My fair lady!
+
+ Iron bars will bend and break,
+ Bend and break, bend and break,
+ Iron bars will bend and break,
+ My fair lady!
+
+ Build it up with gold and silver, etc.
+ Gold and silver will be stolen away, etc.
+ Get a man to watch all night, etc.
+ Suppose the man should fall asleep? etc.
+ Put a pipe into his mouth, etc.
+ Suppose the pipe should fall and break, etc.
+ Get a dog to bark all night, etc.
+ Suppose the dog should meet a bone? etc.
+ Get a cock to crow all night, etc.
+ Here's a prisoner I have got, etc.
+ What's the prisoner done to you? etc.
+ Stole my hat and lost my keys, etc.
+ A hundred pounds will set him free, etc.
+ A hundred pounds he has not got, etc.
+ Off to prison he must go, etc.
+
+Two of the tallest players represent a bridge by facing each other,
+clasping hands, and holding them high for the others to pass under.
+The other players, in a long line, each holding the other by the hand
+or dress, pass under the arch while the verses are sung alternately
+by the players representing the bridge and those passing under, those
+forming the arch singing the first and alternate verses and the last
+"Off to prison." As the words
+
+ "Here's a prisoner I have got,"
+
+are sung, the players representing the bridge drop their arms around
+the one who happens to be passing under at the time. The succeeding
+verses are then sung to "Off to prison he must go." During this last
+one the prisoner is led off to one side to a place supposed to be a
+prison, and is there asked in a whisper or low voice to choose between
+two valuable objects, represented by the two bridge players, who have
+previously agreed which each shall represent, such as a "diamond
+necklace" or a "gold piano." The prisoner belongs to the side which
+he thus chooses. When all have been caught the prisoners line up behind
+their respective leaders (who have up to this time been the holders
+of the bridge), clasp each other around the waist, and a tug of war
+takes place, the side winning which succeeds in pulling its opponent
+across a given line.
+
+Where a large number of players are taking part, say over ten, the
+action may be made much more rapid and interesting by forming several
+spans or arches to the bridge instead of only one, and by having the
+players run instead of walk under. There is thus much more activity
+for each player, and the prisoners are all caught much sooner.
+
+SINGING GAMES FOR SMALL CHILDREN
+
+MOON AND MORNING STARS
+
+This is a Spanish game. A player represents the moon; the rest are
+stars. The moon is placed in the shadow of a tree or house.
+
+The morning stars dance about a child, standing on a chair with extended
+arms, to represent the sun just risen. The stars dance around the sun,
+occasionally going quite near the moon; while doing this, they sing
+
+ O moon and morning stars,
+ O the moon and morning stars
+ Who dares to tread--oh,
+ Within the shadow?
+
+The moon tries to catch a star, and the one caught becomes the moon.
+
+WEE BOLOGNA MAN
+
+Two to forty players. The leader recites:
+
+ I'm a wee Bologna Man;
+ Always do the best you can
+ To follow the wee Bologna Man.
+
+While doing this he imitates an instrument of an orchestra. The others
+imitate him.
+
+This game may be varied, the Bologna man imitating animals or birds,
+or making any sound he wishes to make, or he can hop and croak like
+a frog, or imitate the motions and noise of an angry cat, or the like.
+
+DRAW A BUCKET OF WATER
+
+This game is played in groups of four. Two players face each other,
+clasping hands at full arms' length. The other two face each other in
+the same way, with their arms crossing those of the first couple at
+right angles. Bracing the feet, the couples sway backward and forward,
+singing the following rhyme:
+
+ Draw a bucket of water,
+ For my lady's daughter.
+ One in a rush,
+ Two in a rush,
+ Please, little girl, bob under the bush.
+
+When the last line is sung the players all raise their arms without
+unclasping the hands, and place them around their companions, who stoop
+to step inside. They will then be standing in a circle with arms around
+each other's waists. The game finishes by dancing in this position
+around the ring, repeating the verse once more.
+
+
+
+
+CHAPTER XX GAMES OF ARITHMETIC
+
+THOUGHT NUMBERS--MYSTICAL NINE--MAGIC HUNDRED--KING AND COUNSELLOR--
+HORSE-SHOE NAILS--DINNER PARTY PUZZLE--BASKETS AND STONES, ETC.
+
+
+HOW TO TELL ANY NUMBER THOUGHT OF
+
+Ask any person to think of a number, say a certain number of dollars;
+tell him to borrow that sum of some one in the company, and add the
+number borrowed to the amount thought of. It will here be proper to
+name the person who lends him the money, and to beg the one who makes
+the calculation to do it with great care, as he may readily fall into
+an error, especially the first time. Then say to the person: "I do not
+lend you, but give you $10; add them to the former sum." Continue in
+this manner: "Give the half to the poor, and retain in your memory the
+other half." Then add: "Return to the gentleman, or lady, what you
+borrowed, and remember that the sum lent you was exactly equal to the
+number thought of." Ask the person if he knows exactly what remains;
+he will answer "Yes". You must then say: "And I know also the number
+that remains; it is equal to what I am going to conceal in my hand."
+Put into one of your hands 5 pieces of money, and desire the person
+to tell how many you have got. He will answer 5; upon which open your
+hand and show him the 5 pieces. You may then say: "I well knew that
+your result was 5; but if you had thought of a very large number, for
+example, two or three millions, the result would have been much greater,
+but my hand would not have held a number of pieces equal to the
+remainder." The person then supposing that the result of the calculation
+must be different, according to the difference of the number thought
+of, will imagine that it is necessary to know the last number in order
+to guess the result; but this idea is false, for, in the case which
+we have here supposed, whatever be the number thought of, the remainder
+must always be 5. The reason of this is as follows: The sum, the half
+of which is given to the poor, is nothing else than twice the number
+thought of, plus 10; and when the poor have received their part, there
+remains only the number thought of plus 5; but the number thought of
+is cut off when the sum borrowed is returned, and consequently there
+remains only 5. The result may be easily known, since it will be the
+half of the number given in the third part of the operation; for
+example, whatever be the number thought of, the remainder will be 36
+or 25, according as 72 or 50 have been given. If this trick be performed
+several times successively, the number given in the third part of the
+operation must be always different; for if the result were several
+times the same, the deception might be discovered. When the five first
+parts of the calculation for obtaining a result are finished, it will
+be best not to name it at first, but to continue the operation, to
+render it more complex, by saying for example: "Double the remainder,
+deduct two, add three, take the fourth part," etc.; and the different
+steps of the calculation may be kept in mind, in order to know how
+much the first result has been increased or diminished. This irregular
+process never fails to confound those who attempt to follow it.
+
+ANOTHER WAY
+
+Tell the person to take 1 from the number thought of, and then double
+the remainder; desire him to take 1 from this double, and to add to
+it the number thought of, in the last place, ask him the number arising
+from this addition, and, if you add 3 to it, the third of the sum will
+be the number thought of. The application of this rule is so easy that
+it is needless to illustrate it by an example.
+
+A THIRD WAY
+
+Ask the person to add 1 to the triple of the number thought of, and
+to multiply the sum by three; then bid him add to this product the
+number thought of, and the result will be a sum from which if 3 be
+subtracted, the remainder will be ten times the number required; and
+if the cipher on the right be cut off from the remainder, the other
+figure will indicate the number sought.
+
+Example--Let the number thought of be 6, the triple of which is 18;
+and if 1 be added, it makes 19; the triple of this last number is 57,
+and if 6 be added it makes 63, from which if 3 be subtracted, the
+remainder will be 60; now, if the cipher on the right be cut off, the
+remaining figure, 6, will be the number required.
+
+A FOURTH WAY
+
+Tell the person to multiply the number thought of by itself; then
+desire him to add 1 to the number thought of, and to multiply it also
+by itself; in the last place, ask him to tell the difference of these
+two products, which will certainly be an odd number, and the least
+half of it will be the number required.
+
+Let the number thought of, for example, be 10; which, multiplied by
+itself, gives 100; in the next place, 10 increased by 1 is 11; which,
+multiplied by itself makes 121; and the difference of these two squares
+is 21, the least half of which, being 10, is the number thought of.
+
+HOW TO TELL NUMBERS THOUGHT OF
+
+If one or more numbers thought of be greater than 9, we must distinguish
+two cases; that in which the number or the numbers thought of is odd,
+and that in which it is even. In the first case, ask the sum of the
+first and second; of the second and third; the third and fourth; and
+so on to the last; and then the sum of the first and the last. Having
+written down all these sums in order, add together all those, the
+places of which are odd, as the first, the third, the fifth, etc.;
+make another sum of all those, the places of which are even, as the
+second, the fourth, the sixth, etc.; subtract this sum from the former,
+and the remainder will be the double of the first number. Let us
+suppose, for example, that the five following numbers are thought of:
+3, 7, 13, 17, 20, which, when added two and two as above, give 10, 20,
+30, 37, 23; the sum of the first, third, and fifth is 63, and that of
+the second and fourth is 57; if 57 be subtracted from 63, the remainder
+6, will be the double of the first number, 3. Now, if 3 be taken from
+10, the first of the sums, the remainder 7, will be the second number;
+and by proceeding in this manner, we may find all the rest.
+
+In the second case, that is to say, if the number or the numbers thought
+of be even, you must ask and write down as above, the sum of the first
+and second; that of the second and third; and so on, as before; but
+instead of the sum of the first and the last, you must take that of
+the second and last; then add together those which stand in the even
+places, and form them into a new sum apart; add also those in the odd
+places, the first excepted, and subtract this sum from the former, the
+remainder will be double of the second number; and if the second number,
+thus found, be subtracted from the sum of the first and second, you
+will have the first number; if it be taken from that of the second and
+third, it will give the third; and so of the rest. Let the numbers
+thought of be, for example, 3, 7, 13, 17; the sums formed as above are
+10, 20, 30, 24; the sum of the second and fourth is 44, from which if
+30, the third, be subtracted, the remainder will be 14, the double of
+7, the second number. The first therefore is 3, third 13, and the
+fourth 17.
+
+When each of the numbers thought of does not exceed 9, they may be
+easily found in the following manner:
+
+Having made the person add 1 to the double of the first number thought
+of, desire him to multiply the whole by 5, and to add to the product
+the second number. If there be a third, make him double this first
+sum, and add 1 to it, after which, desire him to multiply the new sum
+by 5, and to add to it the third number. If there be a fourth, proceed
+in the same manner, desiring him to double the preceding sum; to add
+to it 1; to multiply by 5; to add the fourth number; and so on.
+
+Then ask the number arising from the addition of the last number thought
+of, and if there were two numbers, subtract 5 from it; if there were
+three, 55; if there were four, 555; and so on; for the remainder will
+be composed of figures, of which the first on the left will be the
+first number thought of, the next second, and so on.
+
+Suppose the numbers thought of be 3, 4, 6; by adding 1 to 6, the double
+of the first, we shall have 7, which, being multiplied by 5, will give
+35; if 4, the second number thought of, be then added, we shall have
+39, which doubled gives 78; and, if we add 1, and multiply 79, the
+sum, by 5, the result will be 395. In the last place, if we add 6, the
+number thought of, the sum will be 401; and if 55 be deducted from it,
+we shall have, for remainder, 346, the figures of which, 3, 4, 6,
+indicate in order the three numbers though of.
+
+GOLD AND SILVER GAME
+
+One of the party having in one hand a piece of gold and in the other
+a piece of silver, you may tell in which hand he has the gold and in
+which the silver, by the following method: Some value, represented by
+an even number, such as 8, must be assigned to the gold, and a value
+represented by an odd number, such as 3, must be assigned to the silver;
+after which, desire the person to multiply the number in the right
+hand by any even number whatever, such as 2; and that in the left hand
+by an odd number, as 3; then bid him add together the two products,
+and if the whole sum be odd, the gold will be in the right hand and
+the silver in the left; if the sum be even, the contrary will be the
+case.
+
+To conceal the trick better, it will be sufficient to ask whether the
+sum of the two products can be halved without a remainder; for in that
+case the total will be even, and in the contrary case odd.
+
+It may be readily seen, that the pieces, instead of being in the two
+hands of the same person, may be supposed to be in the hands of two
+persons, one of whom has the even number, or piece of gold, and the
+other the odd number, or piece of silver. The same operations may then
+be performed in regard to these two persons, as are performed in regard
+to the two hands of the same person, calling the one privately the
+right and the other the left.
+
+THE NUMBER BAG
+
+The plan is to let a person select several numbers out of a bag, and
+to tell him the number which shall exactly divide the sum of those he
+has chosen; provide a small bag, divided into two parts, into one of
+which put several tickets, numbered, 6, 9, 15, 36, 63, 120, 213, 309,
+etc.; and in the other part put as many other tickets marked number
+3 only. Draw a handful of tickets from the first part, and, after
+showing them to the company, put them into the bag again, and, having
+opened it a second time, desire any one to take out as many tickets
+as he thinks proper; when he has done that, you open privately the
+other part of the bag, and tell him to take out of it one ticket only.
+You may safely pronounce that the ticket shall contain the number by
+which the amount of the other numbers is divisible; for, as each of
+these numbers can be multiplied by 3, their sum total must, evidently,
+be divisible by that number. An ingenious mind may easily diversify
+this exercise, by marking the tickets in one part of the bag with any
+numbers that are divisible by 9 only, the properties of both 9 and 3
+being the same; and it should never be exhibited to the same company
+twice without being varied.
+
+THE MYSTICAL NUMBER NINE
+
+The discovery of remarkable properties of the number 9 was accidentally
+made, more than forty years since, though, we believe, it is not
+generally known.
+
+The component figures of the product made by the multiplication of
+every digit into the number 9, when added together, make Nine.
+
+The order of these component figures is reversed after the said number
+has been multiplied by 5.
+
+The component figures of the amount of the multipliers (viz. 45), when
+added together, make Nine.
+
+The amount of the several products or multiples of 9 (viz. 405), when
+divided by 9, gives far a quotient, 45; that is, 4 plus 5 = Nine.
+
+The amount of the first product (viz. 9), when added to the other
+product, whose respective component figures make 9, is 81; which is
+the square of Nine.
+
+The said number 81, when added to the above-mentioned amount of the
+several products, or multiples, of 9 (viz. 405), makes 486; which, if
+divided by 9, gives, for a quotient, 54; that is 5 plus 4 = Nine.
+
+It is also observable, that the number of changes that may be rung on
+nine bells, is 362,880; which figures added together, make 27; that
+is, 2 plus 7 = Nine.
+
+And the quotient of 362,880, divided by 9, will be 40,320; that is,
+4 plus 0 plus 3 plus 2 plus 0 = Nine.
+
+To add a figure to any given number, which shall render it divisible
+by Nine: Add the figures named; and the figure which must be added to
+the sum produced, in order to render it divisible by 9, is the one
+required. Thus
+
+Suppose the given number to be 7521: Add these together, and 15 will
+be produced; now 15 requires 3 to render it divisible by 9; and that
+number 3, being added to 7521, causes the same divisibility; 7521 plus
+3 gives 7524, and divided by 9, gives 836. This exercise may be
+diversified by your specifying, before the sum is named, the particular
+place where the figure shall be inserted, to make the number divisible
+by 9; for it is exactly the same thing whether the figure be put at
+the head of the number, or between any two of its digits.
+
+THE MAGIC HUNDRED.
+
+Two persons agree to take, alternately, numbers less than a given
+number, for example, 11 and to add them together till one of them has
+reached a certain sum, such as 100. By what means can one of them
+infallibly attain to that number before the other? The whole secret
+in this consists in immediately making choice of the numbers, 1, 12,
+23, 34, and so on, or of a series which continually increases by 11,
+up to 100. Let us suppose, that the first person, who knows the game,
+makes choice of 1; it is evident that his adversary, as he must count
+less than 11, can, at most, reach 11 by adding 10 to it. The first
+will then take 1, which will make 12; and whatever number the second
+may add, the first will certainly win, provided he continually add the
+number which forms the complement of that of his adversary, to 11;
+that is to say, if the latter take 8, he must take 3; if 9, he must
+take 2; and so on. By following this method, he will infallibly attain
+to 89; and it will then be impossible for the second to prevent him
+from getting first to 100; for whatever number the second takes, he
+can attain only to 99; after which the first may say--"and 1 makes
+100." If the second take 1 after 89, it would make 90, and his adversary
+would finish by saying--"and 10 makes 100." Between two persons who
+are equally acquainted with the game, he who begins must necessarily
+win.
+
+TO GUESS THE MISSING FIGURE
+
+To tell the figure a person has struck out of the sum of two given
+numbers: Arbitrarily command those numbers only, that are divisible
+by 9; such, for instance, as 36, 63, 81, 117, 126, 162, 261, 360, 315,
+and 432. Then let a person choose any two of these numbers; and, after
+adding them together in his mind, strike out from the sum any one of
+the figures he pleases. After he has so done, desire him to tell you
+the sum of the remaining figures; and it follows, that the number which
+you are obliged to add to this amount, in order to make it 9 or 18,
+is the one he struck out. Thus:--Suppose he chooses the numbers 162
+and 261, making altogether 423, and that he strike out the center
+figure; the two other figures will, added together, make 7, which, to
+make nine, requires 2, the number struck out.
+
+THE KING AND THE COUNSELLOR
+
+A King being desirous to confer a liberal reward on one of his
+courtiers, who had performed some very important service, desired him
+to ask whatever he thought proper, assuring him it should be granted.
+The courtier, who was well acquainted with the science of numbers,
+only requested that the monarch would give him a quantity of wheat
+equal to that which would arise from one grain doubled sixty-three
+times successively. The value of the reward was immense; for it will
+be seen, by calculation, that the sixty-fourth of the double progression
+divided by 1: 2: 4: 8: 16: 32: etc., is 9223372036854775808. But the
+sum of all the terms of a double progression, beginning with 1, may
+be obtained by doubling the last term, and subtracting from it 1. The
+number of the grains of wheat, therefore, in the present case, will
+be 18446744073709551615. Now, if a pint contains 9216 grains of wheat,
+a gallon will contain 73728; and, as eight gallons make one bushel,
+if we divide the above result by eight times 73728, we shall have
+31274997411295 for the number of the bushels of wheat equal to the
+above number of grains; a quantity greater than what the whole earth
+could produce in several years.
+
+THE NAILS IN THE HORSE'S SHOE
+
+A man took a fancy to a horse, which a dealer wished to dispose of at
+as high a price as he could; the latter, to induce the man to become
+a purchaser, offered to let him have the horse for the value of the
+twenty-fourth nail in his shoes, reckoning one farthing for the first
+nail, two for the second, four for the third, and so on to the
+twenty-fourth. The man, thinking he should have a good bargain, accepted
+the offer; the price of the horse was, therefore, necessarily great.
+By calculating as before, the twenty-fourth term of the progression
+1:2:4:8: etc., will be found to be 8388608, equal to the number of
+farthings the purchaser gave for the horse; the price, therefore
+amounted to 8738 pounds 2s. 8d.
+
+THE DINNER PARTY PUZZLE
+
+A club of seven agreed to dine together every day successively as long
+as they could sit down to table in different order. How many dinners
+would be necessary for that purpose? It may be easily found, by the
+rules already given, that the club must dine together 5040 times,
+before they would exhaust all the arrangements possible, which would
+require about thirteen years.
+
+BASKET AND STONES
+
+If a hundred stones be placed in a straight line, at the distance of
+a yard from each other, the first being at the same distance from a
+basket, how many yards must the person walk who engages to pick them
+up, one by one, and put them into the basket? It is evident that, to
+pick up the first stone, and put it into the basket, the person must
+walk two yards; for the second, he must walk four; for the third, six;
+and so on, increasing by two, to the hundredth. The number of yards
+which the person must walk, will be equal to the sum of the progression,
+2, 4, 6, etc., the last term of which is 200, (22). But the sum of the
+progression is equal to 202, the sum of the two extremes, multiplied
+by 50, or half the number of terms; that is to say, 10,000 yards, which
+makes more than 5 1/2 miles.
+
+
+
+
+CHAPTER XXI
+
+ONE HUNDRED CONUNDRUMS
+
+WITTY QUESTIONS-FACETIOUS PUZZLES--READY ANSWERS--ENTERTAINING PLAY
+UPON WORDS
+
+
+ONE HUNDRED CONUNDRUMS
+
+He loved her. She hated him, but womanlike, she would have him, and
+she was the death of him. Who was he? Answer: A flea.
+
+Why is life the greatest of riddles? Because we must all give it up.
+
+If a church be on fire, why has the organ the smallest chance of escape?
+Because the organ cannot play on it.
+
+Why should a sailor be the best authority as to what goes on in the
+moon? Because he has been to see (sea).
+
+What does a cat have that no other animal has? Kittens.
+
+When is a man behind the times? When he's a weak (week) back. What is
+the difference between a baby and a pair of boots? One I was and the
+other I wear.
+
+Use me well, and I'm everybody; scratch my back and I'm nobody. A
+looking glass.
+
+What word becomes shorter by adding a syllable to it? Short.
+
+If a stupid fellow was going up for a competitive examination, why
+should he study the letter P? Because P makes ass Pass.
+
+Why is buttermilk like something that never happened? Because it hasn't
+a curd (occurred).
+
+Why is the letter O the noisiest of all the vowels? Because the rest
+are in audible.
+
+Why is a Member of Parliament like a shrimp? Because he has M. P. at
+the end of his name.
+
+Why is a pig a paradox? Because it is killed first and cured afterward.
+
+Why is a bad half-dollar like something said in a whisper? Because it
+is uttered, but not allowed (aloud).
+
+Why do black sheep eat less than white ones? Because there are fewer
+of them.
+
+Why is a barn-door fowl sitting on a gate like a half-penny? Because
+its head is on one side and its tail on the other.
+
+Why is a man searching for the Philosopher's Stone like Neptune? Because
+he is a-seeking (sea-king) what never was.
+
+Why is the nose placed in the middle of the face? Because it's the scenter
+(cen-ter).
+
+What is most like a hen stealing? A cock robbing (cock robin).
+
+What is worse than "raining cats and dogs"? Hailing omnibuses. When
+is butter like Irish children? When it is made into little pats. Why
+is a chronometer like thingumbob? Because it's a watch-you-may-call-it.
+
+Of what color is grass when covered with snow? Invisible green.
+
+Name in two letters the destiny of all earthly things? D. K.
+
+What is even better than presence of mind in a railway accident? Absence
+of body. What word contains all the vowels in due order? Facetiously.
+
+Why is a caterpillar like a hot roll? Because its the grub that makes
+the butterfly. What is that which occurs twice in a moment, once in
+a minute, and not once in a thousand years? The letter M.
+
+What is that which will give a cold, cure a cold, and pay the doctor's
+bill? A draught (draft).
+
+What is that which is neither flesh nor bone, yet has four fingers and
+a thumb? A glove.
+
+Why has man more hair than woman? Because he is naturally her suitor
+(hirsuter).
+
+What is that which no one wishes to have, yet no one cares to lose?
+A bald head.
+
+Why is the letter G like the sun? Because it is the center of light.
+
+Why is the letter D like a wedding-ring? Because we cannot be wed
+without it.
+
+Why should ladies not learn French? Because one tongue is enough for
+any woman.
+
+Which tree is most suggestive of kissing? Yew.
+
+What act of folly does a washerwoman commit? Putting out tubs to catch
+soft water when it rains hard.
+
+Why should a cabman be brave? Because none but the brave deserve the
+fair (fare).
+
+What is the most difficult surgical operation? To take the jaw out of
+a woman.
+
+Why is it difficult to flirt on board the P. and O. steamers? Because
+all of the mails (males) are tied up in bags.
+
+What letter made Queen Bess mind her P's and Q's? R made her (Armada).
+
+Why is it an insult to a cock-sparrow to mistake him for a pheasant?
+Because it is making game of him.
+
+What is that from which the whole may be taken, and yet some will
+remain? The word wholesome.
+
+Why is blind-man's buff like sympathy? Because it is a fellow feeling
+for another.
+
+When may a man be said to have four hands? When he doubles his fists.
+
+Why is it easy to break into an old man's house? Because his gait
+(gate) is broken and his locks are few.
+
+Why should you not go to New York by the 12:50 train? Because it is
+ten-to-one if you catch it.
+
+Why should the male sex avoid the letter A? Because it makes the men
+mean.
+
+When does a man sneeze three times? When he cannot help it.
+
+What relation is the doormat to the scraper? A step farther.
+
+Why does a piebald pony never pay toll? Because his master pays it for
+him.
+
+Why is the letter S like a sewing-machine? Because it makes needles
+needless.
+
+What is the difference between a cow and a rickety chair? One gives
+milk and the other gives way (whey).
+
+What flower most resembles a bull's mouth? A cowslip.
+
+What does a stone become in the water? Wet.
+
+If the alphabet were invited out to dine, what time would U, V, W, X,
+Y, and Z go--They would go after tea.
+
+When was beef-tea first introduced into England? When Henry VIII
+dissolved the Pope's bull.
+
+What letter is the pleasantest to a deaf woman? A, because it makes
+her hear.
+
+When is love a deformity? When it is all on one side.
+
+Why is a mouse like hay? Because the cat'll (cattle) eat it.
+
+Why is a madman equal to two men? Because he is one beside himself.
+
+Why are good resolutions like ladies fainting in church? Because the
+sooner they are carried out the better.
+
+Which is the merriest letter in the alphabet? U, because it is always
+in fun.
+
+What is the difference between a bankrupt and a feather bed? One is
+hard up and the other is soft down.
+
+What is that word of five letters from which, if you take two, only
+one remains? Stone.
+
+Why is the letter B like a fire? Because it makes oil boil.
+
+What word is pronounced quicker by adding a syllable to it? Quick.
+
+Which animal travels with the most, and which with the least, luggage?
+The elephant the most because he is never without his trunk. The fox
+and cock the least because they have only one brush and comb between
+them.
+
+Why are bakers the most self-denying people? Because they sell what
+they need (knead) themselves.
+
+Which of the constellations reminds you of an empty fireplace? The
+Great Bear (grate bear).
+
+What relation is that child to its own father who is not its own
+father's son? His daughter.
+
+When does a pig become landed property? When he is turned into a meadow.
+
+Which is the heavier, the full or the new moon? The full moon is a
+great deal lighter.
+
+Why is an alligator the most deceitful of animals? Because he takes
+you in with an open countenance.
+
+Why are fowls the most profitable of live stock? Because for every
+grain they give a peck.
+
+What is that which comes with a coach, goes with a coach, is of no use
+whatever to the coach, and yet the coach can't go without it? Noise.
+
+If your uncle's sister is not your aunt, what relation is she to you?
+Your mother.
+
+Why does a duck put his head under water? For divers reasons.
+
+Why does it take it out again? For sundry reasons.
+
+What vegetable products are the most important in history? Dates.
+
+Why is the letter W like a maid of honor? Because it is always in
+waiting.
+
+What letter is always invisible, yet never out of sight? The letter S.
+
+Why is the letter F like a cow's tail? Because it is the end of beef.
+
+On which side of a pitcher is the handle? The outside.
+
+What is higher and handsomer when the head is off? Your pillow.
+
+Why is a pig in a parlor like a house on fire? Because the sooner it
+is put out the better.
+
+What is the keynote to good breeding? B natural.
+
+What is it that walks with its head downwards? A nail in a shoe.
+
+Why is a lame dog like a schoolboy adding six and seven together?
+Because he puts down three and carries one.
+
+Why is the Brooklyn Bridge like merit? Because it is very often passed
+over.
+
+What did Adam first plant in the Garden of Eden? His foot.
+
+What is Majesty, deprived of its externals? A jest.
+
+How would you make a thin man fat? Throw him out of a second story
+window and let him come down plump.
+
+What is the difference between a young maid of sixteen and an old maid
+of eighty? One is happy and careless and the other is cappy and
+hairless.
+
+When was fruit known to use bad language? When the first apple cursed
+the first pair.
+
+If a man gets up on a donkey, where should he get down? From a swan's
+breast.
+
+What is lengthened by being cut at both ends? A ditch.
+
+"I am what I am; I am not what I follow. If I were what I follow, I
+should not be what I am." What is it? A footman.
+
+Which is the strongest day of the week? Sunday. All the others are
+weak days.
+
+THE END.
+
+
+
+
+
+
+
+End of the Project Gutenberg EBook of Entertainments for Home, Church and
+School, by Frederica Seeger
+
+*** END OF THE PROJECT GUTENBERG EBOOK ENTERTAINMENTS FOR HOME ***
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