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Entertainments for Home, Church and School
by Frederica Seeger
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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.

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