The players are provided with sheets of paper and pencils. They then

write a description of some historical character. The object is to

give a description that is truthful, yet misleading, in a way, so as

to make the guessing a little harder.

One player reads his description. The others ask questions that may

be answered by "Yes" and "No." The one guessing correctly reads his

description next.

STRAY SYLLABLES

The same syllable is often seen in different words. You can prove this

by playing the following game: Each player writes several words on a

long strip of paper, leaving spaces between the different words. This

having been done the syllables are cut out and shuffled. Each player

draws three syllables. The guests seat themselves at small tables, and

try to fashion words from the syllables, either using two or three of

them. If it is impossible to do this, they must be returned and others

are taken in their place. Another trial at word-making is given, and

the one who, after a definite time, has made the most words out of his

syllables, wins a prize.

SHAKESPEAREAN ROMANCE

One of Shakespeare's plays is selected, and as many questions are

arranged in connection with it as the writer can think of. These are

given to the players.

Example: About what time of the month were they married?

Answer: Twelfth-Night.

Of whom did they buy the ring?

Answer: Merchant of Venice.

In what kind of a place did they live?

Answer: Hamlet.

PARODIES

Pencils and paper are given the guests, and a subject for the parody

is given. This may be a poem or a story, as selected by the hostess.

The parodies are collected and read. The company decides which is the

best one. To this one a handsome copy of the poem or story is given.

LONDON

On a large, oblong slate draw with a slate pencil a diagram, as follows:

Horizontal lines every two inches across the narrow part of the slate.

Pieces of paper are blown over the diagram toward the top of the slate;

or beans or pieces of chalk may be substituted for the paper. One of

these is called a "chipper." If you use beans, snap them over the

diagram with the fingers. Where the "chipper" stops, draw a mark to

represent a small round "o." This depicts a man's head. The "chipper,"

having been returned to the starting point, is again snapped over the

diagram. This continues until the player has marked a head in each of

the spaces; or should his chipper land a second time in a space in

which he has already marked such a head, he makes a larger round "O"

under the head, to represent the body of a man. The third time it lands

in this place he makes a downward stroke for a leg, and the fourth

time, one for a second leg, which completes the man. Should three

complete men be so drawn in one space, the player, without shooting

again, draws what are called "arms," that is, a horizontal line from

the figure across the space to the outside limit. This occupies the

space completely and keeps the other players out of it. He continues

to play until his "chipper" lands on a line. If this goes beyond the

diagram, the player is "out." Each player takes a turn. He can start,

or complete men, in any space not occupied with three armed men, even

though the former player may have started men in the space or have

completed two of them. A player can build only on his own men. The one

drawing the largest number of spaces with three armed men is the winner.

CHESS

Chess is a game which can only be played by two persons at the same

time. The requisites are a board consisting of 64 squares of alternate

black and white, and 32 pieces of wood, ivory, bone or other

composition, which are technically known as "men." The board is so

placed between the players that a white square is on the extreme right

of each. The "men" are called black and white, there being an equal

number of each. One player takes the white and another the black. Each

division of 16 is composed of a king (the capture of which is the issue

of the game), a queen, 2 rooks or castles, 2 bishops, 2 knights, and

8 pawns. In commencing the game, the rooks are placed on the corner

squares, next to them on each side a knight, next to the knights on

each side a bishop, and then the king and queen. If white, the queen

is placed on the remaining white square, if black, on the remaining

black square, and thus both queens face each other. It is the same

with the kings. The 8 pawns are placed on each side on the squares

immediately in front of the pieces.

The player has the privilege of moving his king into any vacant square

adjacent to one he is occupying, provided it is not already taken by

a piece belonging to his opponent, but he can go no farther. The queen

can be moved in any direction up, down, backwards, forwards, as long

as there is no piece to block her. The same can be done with the rook

or castle, except that it cannot be moved diagonally--The bishop can

only be moved diagonally, in a backward or forward direction. The move

of the knight is a combination of the rook's shortest move, followed

by the bishop's shortest move. It is not hindered by intervening pawns

or pieces. The pawn can only be moved one square at a time, and that

in a forward direction. Another pawn in front of it stops its progress.

A pawn has the power of capturing an opposite pawn in either of the

adjacent squares in advance and diagonally to the right or left of it

when it moves into the square of the one captured. The king is never

captured. When a piece or pawn attacks him he is said to be in check

and the opposite player cries out "Check"! The attacked king is freed

from check by moving him to an adjacent square not occupied by a piece

or pawn of the opposite side, or else by opposing some piece to defend

him from the check. If the player cannot resort to either of these

tactics to save his king he is "checkmated" and loses the game.

CHAPTER XIII

OUTDOOR GAMES FOR ADULTS

LAWN TENNIS--POLO--HOCKEY--GOLF--ARCHERY--RING TOSS--LAWN BOWLS

LAWN TENNIS

A lawn tennis court is a plot of level ground about 26 yards by 9

yards, divided into sections. A net standing 3 1/2 feet high is drawn

across the middle and attached to two posts outside the court on each

side about three feet. The players stand on opposite sides of the net;

the one who first delivers the ball is called the server and the other

the striker-out. At the end of each game they reverse places. The

server wins a stroke if the striker out "volley" the service, that is,

he strike the ball before it touches the ground; or if the ball is

returned by the striker-out, so that it drops outside his opponent's

court, the latter wins the stroke.

The striker-out wins if the server serves two consecutive "faults,"

which consist in sending the ball to the net or outside the lines; or

if the server fail to return the ball in play, the striker-out wins.

Either player loses a stroke if the ball touch him in the act of

striking, if he touches the ball with his racket more than once, if

he touch the net or any of its supports while the ball is in play, or

if he "volley" the ball before it has passed the net.

The player winning the first stroke gets a credit score of 15; for the

second he gets 30; for the third 40, and if he wins the fourth he has

the game. Six games in succession entitle the winner to a _Set_.

For a three-handed or four-handed game the Court requires to be 12

yards in width. In a three-handed game the single player serves every

alternate game. In the four-handed game the pair who have the right

to serve in the first game shall decide which partner shall do so and

the opposing pair shall decide in like manner for the second game. The

partner of the player who served in the first game shall serve in the

third, and the partner of the player who served in the second game

shall serve in the fourth, and the same order is to be observed in all

the succeeding games of the set. If one partner of a double team strikes

at a ball and does not touch it, his partner still has the right to

return it. A player or different member of a team may strike at a ball

as often as he pleases, for it is still in play until hit. The server

must wait until the striker-out is ready for the second service as

well as the first, and if the striker-out claims to be not ready and

makes no effort to return the second service, the server cannot claim

the point, even though the service was good. If a player's racket

touches the net after the ball has struck the latter he does not loose

a point.

The ball is always in play until it has struck the ground outside of

the Court or has touched the inside ground _twice_. A ball is "dead"

the instant it strikes the ground outside of the Court, and the point

must be scored against the side sending the ball there, no matter what

happens _after_ the ball touches the ground.

In selecting a site for a lawn tennis court select a level field. Lay

it out north and south, if possible so as to prevent the rays of the

sun from blinding the players. The court may, or may not, be grassy.

As a general rule, sand courts are preferred. Level the court carefully,

so there will be no gradient or inequality in it. To make a foundation,

use stones pounded into place, and add top-soil to a depth of seven

inches or more. The ground should be often watered and rolled. Sand

is usually mixed with clay for a top soil, as the sand is likely to

give under the running feet. In the case of a grassy court it should

be constantly clipped and in addition rolled once or twice a week to

keep the ground hard and even.

POLO

Polo is a game played from horseback in a large, level field. There

is a goal at each end of the field in the center, the posts ten feet

high and 24 feet apart. The teams are generally four a side, but when

possible a greater number may play. The regular game in this country

for teams of four is of four periods of 15 minutes of actual play each.

To win a goal counts one, and the team having the largest score at the

end wins the match.

The equipment for the game besides the goal posts (which are generally

of wood or papier-mache to prevent serious accidents) are the balls

and mallets. The balls are of willow 3 1/8 inches in diameter, and

weigh 5 ounces. The mallet sticks are of rattan cane, and from 4 to

4 1/2 feet long, set into square heads beveled at the sides and about

8 inches long and 2 wide. The handles are leather-wrapped to insure

a good grip. As to the ponies, no blinkers are used, so that they may

have a clear sight of the field. No rowels or spurs are permitted. The

animals have to be trained for the purpose.

Each of the four players of a side has certain rules to obey governing

his position. It is for Number 1 to watch the opposing back, to ride

him off and clear the way for his own side when they have the ball

going towards the goal. All his energies must be directed to obtaining

a clear field for his side. He requires a fast pony to do the work.

The position of Number 2 is the most independent and the player is

called the "flying man" of the team. He must be an adept in "dribbling"

out the ball so as to get a fair hit at it. As it comes to him from

his side players his part is to race with it, hitting as he gallops,

and in this way make the goal if he can.

It is the duty of Number 3 to help his back when the latter is being

hard pressed and be ready to exchange places with him when the back

gets an opportunity to make a run with the ball.

Number 4 is the real back, for all the others are in front of him and

consequently his is the most important position. He must have a shifty

pony well trained to riding work. He has to defend the goal, and

therefore must be an expert "backhander," that is, quick to send back

the ball to the opposing rank when it comes in the direction of his

goal. It is the place of the back to knock in when the ball goes over

the end line. When he is sure of the half-back player on his side he

may go up into the game and make a leading attack himself, but it is

nearly always well for him to avoid meeting the ball, for if he misses,

the goal is left defenceless.

On the whole, pony polo is an intricate game, and while it is not the

sport of kings, it is only adapted to the people of leisure with whom

time and money are not an object.

HOCKEY

To play hockey a level field is required about 100 yards long and 50

yards wide. The space is marked out in whitewash lines and small flags

are placed at each corner. The long lines are called _side_ lines, and

the shorter ones _goal_ lines. Across the center, 50 yards from either

goal, is the center line. This divides the ground in half. These halves

are again equally divided by 25-yard lines. Five yards inside each

line is marked a dotted line, parallel with the side line, and which

is called the five-yard line.

In the middle of each goal line and 4 yards apart are placed the goal

posts, which are uprights 7 feet high, with a horizontal bar from one

to the other. Fifteen yards in front of each goal is drawn a line 4

yards long, parallel to the goal line; the ends of this line are brought

round in curves to meet the goal line and the space thus inclosed is

called the "striking circle."

The stick and balls are the main requisites of hockey. The sticks are

made of hickory. The better kind have ash blades and cane handles,

such handles giving a spring which sends a clean drive without giving

a jar to the hands. The balls used are about the size and weight of

the average baseball.

Nowadays it is customary to have nets behind the goal posts, so that

it may be definitely determined if there is any dispute whether the

ball went clean through between the goal posts or past the outside of

either.

Hockey requires 22 players, 11 on each side, consisting of 5 forwards,

3 half-backs, 2 full-backs and a goal-keeper. The center forward

stands in the middle of the ground. On her right about 10 yards distant

stands the inside right; the right wing stands between the 5-yard line

and the side line; the inside left and the left wing stand on the left

of the center forward. The half-backs stand 15 yards behind the forward.

The center half takes her place directly in line with the center

forward; the right half covers the two right forwards, while the left

half covers the two left forwards. Behind, on the 25-yard line, stand

the fullbacks, right and left; the goalkeeper stands between the goal

posts about a foot in front of the goal line.

The two center forwards start the game by "bullying off" the ball in

the center of the field; the ball is placed on the center line while

the two forwards stand with a foot on either side of the line facing

each other and standing square to the side line; then the center halves

and left and inside forwards on the blowing of the whistle for the

"bully," close up in order to keep watch, each one ready to take the

ball should it come in her direction. When one of the center forwards

gets the ball she tries to pass it out to either of her own inside

players, who endeavors to "dribble" it up the field until she is

encountered by an opposition player, at which juncture, by a quick

stroke she passes it out to the wing player. It is in this manner, by

keeping a straight course and assisted by their halfbacks that the

forwards by passing and "dribbling" get the ball into the "striking

circle," and when they get it that length it is not a difficult matter

to score a goal.

GOLF

In golf the player strikes a ball in the endeavor to send it to a

particular spot. He is not met with opposition in such endeavor, as

in other ball games, his opponent having also a ball which he, too,

is trying to put into the same spot with fewer strokes. This spot into

which the player tries to put his ball is a small hole in the earth

about 4-1/4 inches in diameter, and the instruments he uses for doing

so are exceedingly varied.

The game commences by a player hitting off from a marked line called

the teeing-ground, the ball in the direction of the first hole. In

a regular golf course there are generally 18 holes, their distance

apart varying from about 100 yards to 500 yards. The smoothly kept

grounds near the holes is called the "putting-greens," and beside

each "putting-green" is a marked teeing-ground. After the ball has

been struck from the "tee" the player must not touch it with his hand

until it is driven into the next hole, out of which he may then take

it and "tee" it on the teeing ground in a good position for the

drive-off to the next hole.

As the holes are widely separated and the ground in many places uneven

and broken up, the ball will be driven into many positions, it will

lie in the grass, in sand pits or bunkers, and in all kinds of holes

and hollows in the rough surface, therefore it will be readily

understood that the distance the ball is sent will vary with the stroke.

It is to meet the difficulties arising from having to strike the ball

in its different positions that so many instruments are called into

requisition for the purpose. The names of the chief sticks and

implements employed in the sport are: driver, brassie, spoon, cleek,

iron, mashie, niblick and putter. The driver, brassie and spoon are

wooden-headed clubs, but the others have always iron heads. The

driver is the club used for striking to the greatest distance when the

ball is on the "tee," that is, on the little mound of sand on which

it is placed at the commencement of each hole, so that more facility

may be had in striking it. The putter is used on the putting--green,

for short strokes round about the holes. The putting--green or ground

surrounding each hole is kept level for about a radius of 20 yards

from the hole. The different sticks or clubs are graded from driver

to putter in accordance with the different lengths of stroke for which

they are designed. For instance, the niblick is a short club for taking

the ball out of difficult positions ("lies") as when the latter gets

into long grass, sand or some other awkward kind of obstruction.

A good driver by well hitting the ball can send it to a distance of

about 200 yards from the tee. If the hole be so far off as to require

a second stroke of equal length he can use the driver again, provided

the ball is on level ground, but it is likely it will not be on such

ground for the second stroke, and in such case the brassie or spoon

is called on to do service. Each of these instruments has the face

that strikes the ball laid back more than in the driver, so that they

can lift it more easily off the ground. If the ball gets into a worse

position, as a bunker or sandpit, the use of the cleek, iron or niblick

will become necessary. The heads of these clubs are adjusted to deal

with difficult "_lies_" that is, positions in which the ball may be

driven. The niblick is used for taking it out of especially bad

situations.

The stroke called the full swing is used with the driver. There are

many other modifications of stroke, such as the three-quarter, the

half and the wrist strokes.

As has been said, the issue of the game depends upon sending the ball

into the holes with fewer strokes than the opposition. Victory is

gained by the side which holes the ball with less strokes. If the sides

hole out in the same number of strokes the hole is halved. A match is

also won by the side which is leading by a number of holes greater

than the number of holes remaining to be played. Thus if Jones has won

six holes and Smith four, and seven holes have been halved, Jones, in

case the round is the ordinary length of 18 holes, will be two holes

up, with only one hole remaining to be played, and therefore he, Jones,

wins the match. This is the general manner of playing the game in a

match, each player playing his own ball.

In what is known as "score" play the relative merits of several can

be tested at the same time. In this kind of play the total score of

each player for all of the 18 holes is added up and the player who has

the lowest total is declared the winner.

ARCHERY

Archery has played an important part in the history of the race from

the very earliest times. Primitive man hurled his stone-pointed arrows

at wild beasts, and as he advanced to a higher state of the observances

of the laws of force he fashioned bows to give a greater impulse to

his missiles. For hundreds of years the bow and arrow constituted the

principal weapon of the chase, and finally became the instrument of

offence and defence for armored knights, warriors and heroes. Robin

Hood, roving the wild woods of Merry England, depended upon it for his

prowess, as did Allan a Dale and Little John. In the early battles it

was the chief weapon, and did effective service. In the battle of

Hastings it decided the issue for William the Conqueror; at Agincourt,

Crecy and Poitiers victory depended on its use. Skilled archers became

famous all over the land, and many were their doughty deeds with the

long bow.

In modern time, however, with the introduction of firearms, archery

declined, until it came to be but a mere memory of the past. The last

century revived it, and to-day it is one of the most popular sports

in England. Americans, too, have taken it up with enthusiasm, and clubs

are interested in it all over the land, the ladies being especially

devoted to it.

In 1879 the first organization of Archery Clubs was formed at

Crawfordsville, Indiana, and the first annual target meeting was held

in Chicago in the same year.

Bows for archery are generally made out of tough soft wood, such as

yew, with a flat outside called the back and a rounded inside called

the belly; they are always strung with latter side inward. Lance wood

is chiefly used in the United States on account of its resistance to

heat. The bow must be easily controlled, and not too heavy. The strain

of drawing a heavy bow is apt to pull the bow hand out of the line of

sight. A 48-pound bow well drawn and loosed will give a lower trajectory

than one of 55 pounds sluggishly handled. By the weight of a bow is

not meant its avoirdupois, but the force necessary to draw the arrow

to its head on the bow. It is all important to know how to string the

bow. Grasp the handle firmly with the right hand, draw it near your

right side, while the lower end rests against the inside of the right

foot, the back of the bow being toward you. With left foot well extended

in front so as to brace the body, rest the left hand on the bow below

the loop of the upper end of the string, the tip of the thumb and

knuckle of forefinger pressing firmly on opposite edges of the bow.

Draw the bow firmly to you with the right hand, while you push down

and away from you with the left. A little practice will soon give the

knack. No part of the body except the face must be turned towards the

target. Stand with the feet at right angles to the direction of the

target and have them a few inches apart. In handling the arrow avoid

touching the feathers, and in the act of drawing always keep the thumb

and fourth finger away from the arrow and string. As the bow is lifted,

draw it three parts of the way, catch the aim, complete the draw and

instantly loose.

The arrows are an important consideration. Never use a light arrow

with a heavy bow, nor, conversely, a heavy arrow with a light bow.

Arrows are generally made of one piece of wood, but sometimes a harder

kind is used for the part joining the tip and which is dovetailed into

the shaft. The tip is formed of steel, and is cylindrical in form. The

length varies. A lady's bow of 5 feet calls for a 24-inch arrow, the

customary length of men's arrows is 28 inches.

The target is a flat disc about four feet in diameter made from straw

and covered with an oilcloth or white sheet painted in concentric rings

of gold, red, blue, black and white, each color of which, when

penetrated by the arrow counts so many points in the aim. The gold is

the objective point of the archer, the "bull's eye," as it is called.

Three arrows are shot by each archer in turn, then three more, the six

constituting an end. A certain number of ends complete a given range,

while two or three ranges form a round. Here is the American round:

30 arrows at 60 yards.

30 arrows at 50 yards.

30 arrows at 40 yards.

RING TOSS

This is a very simple game. A stake is driven into the ground for a

flagstaff. At a distance of, say nine feet, stakes are arranged as

follows: four at equal distances, back of these, at a short distance,

three; then two; then one. The setting for nine pins is the same.

Each stake is numbered from ten, beginning on the left hand side, to

one hundred, which is the apex of the setting.

Iron rings are tossed from the flagstaff by each player. A score is

kept. The one getting the greatest number of points is the winner.

LAWN BOWLS

Lawn bowls, although but recently introduced into the United States,

is, however, one of the oldest games in existence, and is believed to

have been played by the Ancient Greeks and Romans. Scotland has brought

this game to its present state of perfection. The game is played as

follows:

Select a level lawn, or a floor will answer if this game be played indoors.

Choose sides, giving those of a side, balls of a similar color.

A ball of a third color is called the Jack. The one holding it begins

the play by rolling the ball over the lawn. Where it stops is the goal.

The others try to strike the Jack. The one doing this is the winner

of the game. Or put a nine pin, or nine pins, at a distance from the

players, and try to strike as is done in a bowling alley.

CHAPTER XIV

HOLIDAY GAMES AND AMUSEMENTS

NEW YEAR'S--LINCOLN'S DAY--VALENTINE PARTY--EASTER EGG PARTY--HALLOWE'EN

GAMES--FLAG DAY--THANKSGIVING--CHRISTMAS

NEW YEAR'S EVE PARTY

The decorations for the room are holly and mistletoe. The guests are

attired in white to represent snow, or they may appear in fur-trimmed

garments. At midnight all sing "Auld Lang Syne," and shake hands.

Calendars are appropriate souvenirs for the occasion. At midnight all

wish each other "A Happy New Year."

CHILDREN'S NEW YEAR GAMES

Give the children pencils and paper. Let them write out their

resolutions for the New Year. These may be grave or funny as desired.

Give calendars as souvenirs.

LINCOLN'S DAY

Recite poems about Lincoln. Tell stories about him. Explain why "Uncle

Tom's Cabin" is a suitable book to read on this day.

If possible give tableaux suited to the occasion. Those taken from

Uncle Tom's Cabin are eminently suitable.

VALENTINE PARTY

The evening is opened with the playing of a game of hearts. Each lady

receives a red paper heart, and is requested to write her name on the

back of it. The hearts are shuffled and put in a bowl; the men's hearts

are put in another bowl. A lady chooses a heart from the men's bowl,

then a man chooses from the ladies' bowl. The lady is partner for the

evening of the man whose heart she drew and vice versa.

Valentines are given, and are read aloud by the recipient. Comic ones

are admissible if not vulgar. Valentine mottoes also are given.

WASHINGTON'S BIRTHDAY

A Martha Washington party in costume with a supper in Colonial time

style. Dance the Minuet and old-time dances.

FOR APRIL FIRST

This is April Fool's Day. It may be made the occasion of a party. Games

suitable to the occasion are played; among them pinning a tail to the

picture of a tailless donkey fastened on the wall. This may be drawn

by one of the children. Tails are slightly pinned on the children among

themselves. April fool candy is served, and glasses are offered which

appear to have lemonade in them, but which are so made that no liquor

can be drunk from them, etc. The one who is not fooled all evening

receives a prize--the funnier it is the better. It may be a "nigger

doll" or the like. A donkey is given as a booby prize to the one most

often fooled. This fooling can be done in any way which suggests itself.

EASTER EGG PARTIES

Color hard-boiled eggs and hide them. Give your little guests pretty

baskets and let them hunt for the eggs, or give each a large wooden

spoon to spoon them up. If you live in the country roll eggs down hill

at one place as a target at the foot of it.

Draw a bunny holding an egg. Pin it to the wall. The one who,

blindfolded, succeeds in putting a pin in the egg receives eggs as

presents.

FLAG DAY

Display flags liberally. Tell stories about the American Flag. Sing

"America," "Star-Spangled Banner," etc. Salute "Old Glory."

A HALLOWE'EN PARTY

The usual Hallowe'en tricks are tried such as the following: A ring,

a piece of money and a thimble are hidden; the player who finds the

ring will be first married, or these articles may be baked in a cake

which is cut and distributed. The one getting the money will be

prosperous, the getter of the thimble industrious, the getter of the

ring will soon be married.

BOBBING FOR APPLES

Bobbing for apples. All children like this. In a tub of water several

apples float. The children try to capture them with their teeth.

FLOATING NEEDLES

Grease needles and let them float in a bowl of water, upon which tissue

paper is laid. Each child has his, or her, own needle. It is amusing

to watch the action of the needle when the paper sinks--as it does

when it becomes saturated--the needles rush about.

CANDLE AND LOOKING-GLASS

Each person in turn walks downstairs backwards, alone in the dark,

with a looking-glass in one hand and a lighted candle in the other.

The future husband or wife will be seen--? Or, run around the house

three times with your mouth full of water--at midnight.

Melted lead poured into water results in queer figures which sometimes

resemble initials; these are supposed to be those of the future husband

or wife.

The water charm: put three dishes on a table--one empty, one containing

clean water, one soapy water; the blindfolded ones put a finger into

one of the dishes, the position of which are changed after the

blindfolding. If he puts his finger in clear water a happy marriage

will result.

APPLE GAMES

Put a basket on the wall halfway up. The players stand at a distance

and throw apples into the basket. A score is kept, the one putting the

greatest number of apples into the basket receiving the prize.

THANKSGIVING PARTY

This may be held in a barn. The stalls may be draped with bright-colored

goods and decorated with greens, or autumn leaves. Japanese lanterns

are strung about. Chrysanthemums should be the table flowers. Old-time

dances are danced, such as the Virginia Reel, Money Musk, etc. Pumpkin

pies, grapes, nuts and cider are served as a part of the collation.

KRIS KRINGLE PARTY

A Kris Kringle party may be taken in the open--in sleighs. The driver

is dressed as Kris Kringle. After a sleigh ride in large sleighs drawn

by horses decorated to represent reindeer, the party returns to an

elaborate Christmas supper.

Christmas songs should be sung, well-known Christmas carols, as "'Tis

the Eve of Christmas Day," "Merry Bells," "The Christmas Tree," etc.

Shadow pantomimes are a good form of entertainment for Christmas. They

should carry out the idea of the festival. Any of the Merry Games given

in the book may be played. The winter games are especially recommended.

SNOWBALL BATTLE

Throw ball at a target and keep a score, or build a snow fort and make

it the target.

CHRISTMAS GUESSES

Suspend mistletoe from a chandelier. Let the children in turn guess

how many berries are on the suspended bush. The one guessing most

correctly wins a prize.

"The Night Before Christmas" is read. As the names are named the

children arise and turn around, then sit down again. Santa Claus is

mentioned last. When he is spoken of all change seats. The story teller

tries to secure a seat. If she succeeds there is an odd player. He

must tell a funny story.

JACK FROST

Sing and act out the Jack Frost song,--"Jack Frost is a roguish little

fellow," etc., etc. The music and words may be obtained at a music

store.

Jesus Bids Us Shine. Christmas Is Coming. Christmas Greeting.

LEAD TEST

Drop melted lead into cold water. It assumes queer shapes. Hallowe'en

stories are told.

APPLE TESTS

Peel an apple without breaking the peeling. Throw the skin over your

shoulder and see what shape it assumes.

Apples are tied to a string and hung from the chandelier. The boys and

girls try to bite these without touching them with their hands.

A PUMPKIN GAME

A pumpkin is scooped out and a candle is placed inside; the light

shines through the holes in the pumpkin. Pumpkin favors are given.

All dance around the pumpkin and sing "Peter, Peter, Pumpkin Eater,"

etc.

THE CHRISTMAS DINNER

The Christmas dinner is a family reunion, generally; sometimes a friend

is invited. If he be a homeless one so much the better. The turkey,

of course, is part of the dinner, and pumpkin and mince pies and plum

pudding are served, each guest making a choice; rosy-cheeked apples,

grapes, nuts and cider form a last course. The Christmas presents may

be laid at the plates or may be dispensed from the Christmas

tree--preferably the latter.

One of the party impersonates Santa Claus. Yule-tide songs are sung

and old-time Christmas games are played. Stockings hung behind curtains

and in odd places hold candy, nuts, raisins, etc. These may be made

of silk or any pretty material. The guests hunt for these.

SUGGESTIONS FOR GAMES TO BE PLAYED AT CHRISTMAS TIME OR AT THANKSGIVING

Put a very large pumpkin in the center of the room or on a grass plot.

The players stand at a distance. Each one runs and jumps over the

pumpkin, using both feet. In so doing a score is kept. The one jumping

over _with both feet together_ the oftenest wins the pumpkin. Or dance

about the pumpkin; when a small child sitting on it claps or whistles

all stop. She selects a player with whom she changes place. This game

may be played by adults, the player standing near the pumpkin.

CHAPTER XV

OUTDOOR GAMES FOR GIRLS

BASKET BALL--BOX BALL--GUESS BALL--TARGET BALL--STRING BALL

BASKET BALL FOR GIRLS

Basket Ball is a good form of exercise for women.

Draw a circle on the ground six feet in diameter. A line is drawn

across the center. This is the throwing line. A player stands in the

circle and throws the basket ball from her line to other lines, the

ball scoring according to its landing place.

The lines drawn across the throwing space must be parallel with the

throwing line in the circle. For younger girls the lines should be

ten, fourteen or twenty feet, according to the age, from the forward

edge of the circle.

The players of each team throw in rapid succession. Each player has

but one turn, unless the ball strikes some object before touching the

ground, when another trial is allowed. At starting a thrower must stand

in the circle and toe the throwing line, drawn across the center of

the circle. In completing the throw she must not fall or step forward

over the outer line of the circle in front of her. If at any part of

the throw, from start to finish, the thrower be out of the circle it

is considered a foul and does not score, the number of players in the

team being counted as one less when the total or average is figured.

For each throw to the first line or any point between it and the next

line, a team scores one point. For each throw to the second line or

between it and the next line a team scores three points. For each throw

to or beyond the third line, a team scores five points. The team

averaging or adding the largest score wins first place in the game.

There are other forms of basket ball games, where girls throw balls

into baskets fastened at a given height.

BOX BALL

Boxes are placed on the floor or ground in a row. The players in line

stand at a distance from these, each player facing a box. The play is

begun at the right of the line and each tries to toss her ball into

the box. When one succeeds in doing this, all run except the one into

whose box the ball fell. She picks up the ball, and tries to throw it

so as to strike one of the players (of course a soft ball is used).

If she fails a stone is put into her box. The game is continued by the

same player, but she tries to throw her ball into another box. If she

strikes a player with her ball, the one who is struck receives a stone,

and she then starts to throw her ball. The game is continued as above.

When a player has five stones she goes out of the game.

GUESS BALL

Use a soft ball. The players form in line. One stands before them,

with back turned, at a distance of several feet. This player counts

up to a certain number, as the ball passes back and forth along the

line; as a certain number is called, the holder of the ball throws it

so as to strike one of the players. If this player is hit, she turns

suddenly and tries to guess by the attitude of the players which one

threw the ball. If she guesses correctly, she goes to the front. If

the ball misses, the thrower changes places with the one she aimed at.

TARGET BALL

There are so many variations of this game that it is impossible to

describe them all. A target is placed and the balls are thrown at it;

or several targets at different distances may be aimed at by the

players. A score is kept. The one getting the greatest number of points

wins the game. Or sides may be formed.

BOMBARDMENT

This game is played with balls and Indian clubs--half as many as there

are players. Bean bags may be used instead of balls. A score is decided

upon, and an umpire keeps the record. Each player, in throwing, tries

to knock down a club, and this club counts for one or more, up to the

number decided upon by the players.

STRING BALL

The players stand in a circle around the ball, which is hung by a

string--in the open--from the branch of a tree. A player tries to

strike it with her hand. Another tries to catch it before she strikes

it again. If the ball is not caught the player scores one. She plays

until it is caught. Each has a turn.

CHAPTER XVI

PASTIMES FOR CHILDREN

SUN DIAL--MOTHER, MAY I PLAY?--BLIND MAN'S BUFF--TUG OF WAR--VARIOUS

BALL GAMES

SUN DIAL

Draw a large circle; intersect this with lines like the spokes of a

wheel, dividing it into twelve sections, and number them.

Put a blindfolded player in the center for a hub, and turn him about

a number of times, as is done in "Blindman's Buff." He then walks

about. The number of the space he stops upon, after repeating a silly

verse to the end, is put upon his score card. If he goes outside the

circle, even with one foot, he receives no points.

The player who gets the greatest number of points in a given time,

wins the game.

MOTHER, MAY I GO OUT TO PLAY?

The mother stands before her children. One asks: "Mother, may I go out

to play?" "No," says the mother, "it is a very wet day."

"See, mother, the sun shines."

"Well, be off," says the mother; "but make three courtesies before you

go."

The child then does this, the other children doing the same. They all

run off and return.

"Why did you run so far?" says the mother. "Where did you go, and what

have you been doing all this time?"

"Brushing Mary's hair," says the first player.

"What did she give you for so doing?"

"A silver penny."

"Where's my share of it?"

"The cat ran away with it."

"Where's the cat?"

"In the wood."

"Where's the wood?"

"Fire burnt it."

"Where's the fire?"

"Water quenched it."

"Where's the water?"

"Moo cow drank it."

"Where's the moo cow?"

"Sold it for a silver penny."

"What did you do with the money?"

"Bought nuts with it."

"What did you do with them?"

"You can have the nut shells, if you like."

The last words being rude, the mother chases the child or children,

according to the manner in which the game is played. She asks as she

does this, "Where's my money?"

The one addressed answers, "You may have the nut shells."

The mother tries to catch one or more of the children to inflict

punishment. The punishments are usually funny acts of some kind.

GARDEN SCAMP

All but two players form a ring, and clasp hands. The garden is enclosed

by the players. One of the odd players will be the scamp; another

player is the gardener. He moves around outside of the circle, and

says, "Who let you into my garden?" The scamp replies, "No one," and

starts to run. The gardener follows his lead in and out among the

players, who lift their hands to allow this. If the scamp be caught

he becomes the gardener.

The scamp can lead the gardener a lively chase, for he can play leap

frog, or turn somersaults, if he so desires. The gardener must imitate

him.

DO THIS, DO THAT

The players face each other in two lines, the leader being in the

center. When he says, "Do this," they obey, and when he quickly follows

his first order by saying, "Do that," the "that" being another act,

they must again obey at once. If any one is slow, he must exchange

places with the leader. The fun of the game depends upon the antics

of the one in the ring.

WEATHER COCK

This is an instructive game, as it teaches children direction. Each

child represents a point of the compass--north, south, east, west.

When a leader calls: "Which way does the wind blow?" a child of whom

this is asked, points either to the north, south, east or west,

according to the name given him.

THE FLOWERS AND THE WIND

Two parties play this game. They stand at a distance apart. The players

represent flowers. The first one in the line walks to the opposite

line, and asks of the first one: "What flower am I?" Saying this, the

flower is ready to run for the wind. An odd player stands ready to

give chase, if the guesser does not guess correctly. The wind, of

course, is told the names of the different flowers. Each player has

a turn.

BLIND MAN'S BUFF

One player is blindfolded, and turned about three times, in the center

of the room. He tries to catch one of the other players. If he succeeds,

he takes off the handkerchief and puts it upon the one touched.

In one form of "Blind Man's Buff," the blindfolded one must guess the

name of the one he catches before he can remove the handkerchief.

FRENCH BLIND MAN'S BUFF

In this game the players are numbered, and one is blindfolded. Two

numbers are called out. The ones so numbered run, and the blindfolded

one tries to catch one of them, or they may run one at a time. If the

one in the center catches another, he takes that one's place.

BLIND MAN'S BUFF WITH A WAND

The players dance around the blindfolded one until he touches a player

with his wand. When he does this, all stand still. The one in the

center may ask three questions of the one touched. He, replying,

disguises his voice. If the blindfolded one succeeds in guessing whom

he questioned, he exchanges places with him.

HIDE-AND-SEEK GAMES

A player hides, the others seek him. Or any object may be hidden in

an out-of-the-way place, and this is to be found by a player. When

he succeeds in doing this, the handkerchief is taken from his eyes (if

one is used). Each child has a turn in finding the article, the place

of hiding being changed each time for the new finder.

FOLLOW OUR LEADER

The leader walks before a line of players and performs ridiculous acts

which all must imitate. If any player fails to do this, he or she is

out of the game. The leader may make the players perform feats like

jumping over high places, turning somersaults, climbing, etc., if the

players are boys. If among the players there are girls, the feats, of

necessity, must not be too hard.

FEATS AND FORFEITS

The children are required to perform certain acts or pay a forfeit.

These acts are decided upon by a committee before the guests, or

players, assemble. A few feats may be suggested, such as the rabbit

hop, leap frog, picking up a stick with the teeth while in a kneeling

position, etc., or the player may be required to repeat "Peter Piper,"

or any ridiculous verses quickly. If he does not succeed in doing what

is required of him, he must--if he is a boy--turn a somersault. If the

player is a girl, she pays a forfeit or stands with her face to a

corner.

DUMB MOTIONS

The players form two sides; those on one side are "masters," the others

"men." Trades are represented, and the men aim to keep working so that

the masters will not take their places. The tradesmen go through the

motions of their trade. The master must guess the trade. When he does,

he exchanges place with the one whose trade he guessed.

WAND TUG OF WAR

Wooden gymnastic wands are used, half as many as there are players.

Draw a line across the room or grass; divide the players into two

divisions, one on each side of the line, each player facing his

opponent. These grasp each other's wand, and at a signal begin to tug,

but they must not put foot into the opponent's territory. If they do

the struggle ceases. The side wins which secures the greatest number

of wands.

CATCH AND PULL TUG OF WAR

In the "Catch and Pull Tug of War," a ring is formed by joining hands

and standing in a circle, and all tug to break the ring.

NINE PINS

A player takes his stand in the center of the room. The others stand

in couples a few feet apart. They march around the girl or boy in the

center. When the music stops suddenly, one player of each pair goes

to the one in front of him. While they do this, the one in the center

tries to secure a place.

PRELIMINARY BALL

The players stand in two lines. The players of one line, at a signal,

throw the balls to those opposite them. They then turn and throw against

the wall, if the game is played indoors.

BALL DULL

The object of this game is to train the perceptions, the muscular

sense, and the muscles themselves. The weight of the ball is suited

to the players. The two-pound weights are used for girls.

The couples are far enough apart to allow space for full play. One of

each couple has a ball for himself and his partner. The throwing of

the balls to one of the opposite side is simultaneous, when a leader

gives the command.

TIME BALL

In this game the children are seated. A line is drawn near the wall,

and two lines are drawn to form an aisle. Then the children decide

upon the manner of throwing the ball. This may be done with either

hand. The leader stands opposite his aisle on the line. At a signal

the first player in each row runs to the mark in his aisle. When he

has reached it, the leader, in the way previously agreed upon, throws

him the ball, which he catches and returns. He runs back to his seat.

This is repeated by each player. Then the leader, seating himself,

places the ball before him on the floor, or if in the open, on the

ground. All assume position. The first row doing this at a signal,

scores a point. This is repeated fifteen times. The row which assumes

position promptly the greatest number of times win the game.

RAILROAD TRAIN

The players are named for an object on a train, as smoke-stack, boiler,

baggage car, wheels, conductor, etc. One player is the train master.

He says: "We must hurry up and make up a train to go to New York City

at once. It is a special. We will take engine Number 21, some coal and

wood; the bell must be in good order, and the carpet must be swept;

the cushions dusted; the beds in the sleeper must be made up, etc."

When these objects are named, the players run up to the starter when

their names are given, each one putting his hands on the shoulder of

the one before him, the first one having put his hands upon the starter

in the same way. When all are in line, the train starts, after the

signal, which is a bell. The starter may imitate the noises a locomotive

makes as it starts out on its journey. He leads up hill and down dale,

and the line must remain unbroken. The one who breaks the line pays

a forfeit or is out of the game. The line being mended, continues its

journey.

MERRY-GO-ROUND

Stools are placed close together to form a circle, and all the players

seat themselves, facing inwards, except one player, who stands in the

center. He tries to secure the seat that has been left vacant. This

is difficult, because the players on the stools keep moving to the

right from one stool to the next, so that the location of the vacant

seat varies. When the player in the center secures a seat, the one at

his left goes into the center. If more than thirty are playing, it is

better to have two vacant stools and two players in the center.

PEBBLE CHASE

The leader holds a pebble between the palms of his hands. The others

are grouped about him, each with hands extended, palm to palm. The

leader then passes his hands between those of the players. No one can

tell where he leaves the pebble, until some one guesses where it is.

Each player has a turn. The one receiving the pebble is chased by the

others. If he succeeds in getting to the leader and giving the pebble

to him before he is caught, he can return to his place; otherwise he

changes place with the leader.

HOW MANY MILES TO BABYLON?

The players, being divided into two lines, stand facing each other,

with a distance of about twelve feet between them. The lines pair off,

and take hold of hands all along the line.

A dialogue takes place between the lines, the players in a line speaking

in unison. As this is done, they swing their arms and rock backward

and forward from one foot to another, keeping time to the rhythm of

the words, as follows:

"How many miles to Babylon?"

"Three score and ten."

"Will we be there by candle light?"

"Yes, and back again."

"Open your gates and let us through."

"Not without a beck (courtesy) and a boo (bow)."

"Here's a beck and here's a boo, Here's a side and here's a sou; Open

your gates and let us through."

All the players in the first line say: "Here's a beck and here's a

boo," as they suit the action to the word. As they do so, they also

drop hands and each makes a courtesy, with hands at the hips for the

"beck," and straighten up and make a deep bow forward for the "boo";

assuming an upright attitude, then, and bending the head sideways to

the right for "Here's a side," and to the left for "Here's a sou."

The partners clasp hands, and all run forward ten steps, keeping time

with the rhythm of the words. Then all pass under the upraised hands,

which represent the city gates. This is done in four running steps,

making twelve steps in all. The couples who made the gate then turn

around in four running steps, until they face the first line, when

they repeat the dialogue as given above, etc.

PUSS IN THE CORNER

Corners are selected by some of the players; the others remain in the

center of the room. The puss in a corner calls to the other puss in

a corner, "Puss, puss," and they try to get to each other's corner

before these can be taken by the others.

When this is played outdoors, trees or the corners in a fence may be

utilized as were the corners of a room.

CHAPTER XVII

INDOOR GAMES FOR YOUNG CHILDREN.

PATCH WORK--PEANUT GAME--SOAP BUBBLES--CANDY PULLS--COOK AND PEAS--MAGIC

MUSIC--ZOOLOGY

PATCHWORK

The hostess cuts pictures into four parts and mixes them in a box, or

loosely places them in the center of a table. Then each guest takes

four and puts them together as a picture. The effect is very funny at

times. Some of the children's picture blocks may be used for this game,

using four sets at a time.

QUOTATIONS

The girl or boy host gives each guest, on a slip of paper, the beginning

of a quotation. All go about the room looking for the end of the

quotations, which are hidden in different places in the room; or, if

older children are playing this game, pencils and paper are given them,

and they write the full quotation.

TABLE GAME

A penny party furnishes amusement for an evening. With the invitations

is sent a request for each guest to bring a penny, not for an admission

fee, but for use. For each guest there are provided two cards and a

pencil; one card is blank; the other has a list of the things to be

found on a penny. The list is numbered, and each person is expected

to name as many as he can, prizes being awarded for the best and poorest

list.

Find--

1. Top of hill.

2. Place of worship.

3. An animal.

4. A fruit.

5. A common fruit.

6. Links between absent friends.

7. Union of youth and old age.

8. A vegetable.

9. Flowers.

10. What we fight for.

11. Metal.

12. A messenger.

13. A weapon of defense.

14. A weapon of warfare.

15. A body of water.

16. A beverage.

17. What young ladies want.

18. The most popular State.

19, What men work for.

20. Sign of royalty.

21. A jolly dog.

The answers are:

1. Brow.

2. Temple.

3. Hare (hair).

4. Date.

5. Apple.

6. Letters.

7. 1894 (The date of the penny).

8. Ear.

9. Tulips (two lips).

10. Liberty.

11. Copper.

12. One cent (sent).

13. Shield.

14. Arrow.

15. Sea (c).

16. Tea (t).

17. Beau (bow).

18. United States (matrimony).

19. Money.

20. Crown.

21. A merry cur (America).

Usually a half hour is allowed for filling out the blank cards, and

after that some time for correcting the lists and awarding prizes.

A DOLL SHOW

This is a form of entertainment always liked by the younger children.

It can be made amusing, as well as instructive, by having those

representing the show to take the part of dolls of the different

nations. When the invitations are sent out, it should be specified

what part each little guest will take. Some of the guests may be the

audience if they prefer, or adults may be the on-lookers. Each little

guest receives a doll as a souvenir.

Another form of doll party is where the children bring dolls dressed

by themselves. The doll whose gown is most neatly made receives a

prize.

There may also be dolls made of beets, carrots, potatoes, tomatoes,

etc., by using sticks, cloves, etc., with the vegetables named. The

results are very funny. These are put on exhibition on the table and

an umpire decides for which prizes are to be given.

PEANUT GAME

The little hostess or host selects two leaders. These choose sides.

Two large rugs are placed near together on the floor. A bowl of peanuts

is placed in the center of each. The little players which can soonest

dispose of their peanuts two inches apart on their rug, are the winners.

The hostess gives the signal at the beginning and end of the contest.

The sides may work simultaneously or singly, according as the game is

played, individually or by sides as a whole. The peanuts are eaten at

the end of the game, and a prize of a box of candy is given the winning

side or child. This is passed about to the guests.

PEANUT HUNT

Some peanuts must be secretly hidden in out-of-the-way places--in

bric-a-brac, etc. Give a pretty bag or box to be used as a receptacle

for the peanuts, and then the hunt begins. The one getting the most

peanuts, receives a prize. He may eat all the peanuts he finds, after

the contest is decided, but a lesson in unselfishness is here possible.

The hostess may suggest sharing the peanuts with one who _tried hard_

to find many nuts, but did not succeed; or, if there be a lame child,

or one deformed, he or she should receive some of the nuts of the

winners, and of those the others find.

A PEANUT PARTY

The invitations have peanuts painted on them, so have little menu

cards, which are placed at each plate at the table. These designs are

often funny, and even grotesque, as they represent brownies, etc.

Peanuts are strung as necklaces, bracelets, etc. Some of the sandwiches

are made of mashed peanuts--called peanut butter--and they are

delicious. Peanut candy is served, and at the end peanuts are jabbed

for with hat pins. For this all gather at different little tables, or

turns are taken at one table, the peanuts being piled up in the center.

A box of candy is given the winner. This he or she, of course, passes

among the guests.

A CHILDREN'S FAIR

This may be made not only enjoyable, but charitable as well. Tables

holding fancy work--preferably the work of the children--candies

(home-made), groceries, aprons, pen-wipers, iron-holders, hand-painted

cards, capes, etc., etc., may be sold. Rebecca sits at the Well--a

well of lemonade. A grab-bag, an orange tree, with saleable parcels

on it. A post-office, where letters are sold, and finally a refreshment

table or tables, the little girls and boys serving as waiters, in

costumes.

SOAP BUBBLES

Making bubbles requires no great effort of the mind or body. Clay pipes

for the players are furnished by the hostess. Bowls are filled with

water which is quite soapy. The pipes show the colors of the side or

sides, being tied with ribbons of different colors. The game contest

may be decided in two ways. Either the one who makes the largest bubble

is winner, or the one making the most bubbles in a given time. The

sides or individuals may play in turn.

A POP-CORN PARTY

A pop-corn party, of necessity, like a candy pull, must be held in the

kitchen. This can be decorated for the occasion. Each little guest

brings an apron to be donned before the "popping" begins.

First, shell the corn. Second, take a dipper full of corn and "pop"

it. This popping is done in a pan over a clear fire.

Third, divide into parts, when done.

Fourth, sprinkle some with cochineal, if pink corn is desired.

Fifth, string the pop-corn on threads. A needle is used to do this.

Necklaces, bracelets, and boys' chains may be so made.

Each child receives a handsome cornucopia or box as a receptacle for

his popcorn.

CANDY PULL

Candy ready to pull may be bought at a candy store, or molasses may

be boiled at home until it is ready to pull, when the hands are greased

and the pulling begins. As suggested for a pop-corn party, the kitchen

or dining-room is the best place in which to give a party of this kind.

It may be decorated to look well, and the children doubtless would

enjoy their play here more than in the parlor.

A BABY SHOW

This may be of dolls or real babies. You can borrow the babies for the

occasion. A committee decides which is the handsomest baby, which the

best-natured, etc. Rattiers, toys, etc., are given the babies, or you

can have your parents and other lady friends take the part of babies.

Put a bib on them when they go to supper.

MISS CHILDREN

The little players sit or stand round the room in a circle. The leader

assigns to each some musical instrument, as harp, flute, violincello,

trombone, etc., and also selects one for himself. Some well-known tune

is then given out, say "Yankee Doodle," and the players all begin to

play accordingly, each doing his best to imitate, both in sound and

action, the instrument which has been assigned to him, the effect being

generally extremely harmonious. The leader commences with his own

instrument, but without any warning suddenly ceases, and begins instead

to perform on the instrument assigned to one of the players. Such

player is bound to notice the change, and forthwith to take the

instrument just abandoned by the leader, incurring a forfeit if he

fails to do so.

THE COOK WHO DOESN'T LIKE PEAS

The fun of this game depends on a fair proportion of the players not

being acquainted with it. The leader begins, addressing the first

player, "I have a cook who doesn't like peas (p's); what will you give

her for dinner?" The person addressed, if acquainted with the secret,

avoids the letter p in his answer, and, for example, says, "I will

give her some walnuts." The question is then asked of the second person,

who, if unacquainted with the trick, is likely enough to offer some

delicacy which contains the letter p; e.g., potatoes, asparagus, pork,

apple-pie, pickled cabbage, peanuts, etc., etc. When this occurs, the

offender is called upon to pay a forfeit, but the precise nature of

his offense is not explained to him. He is simply told, in answer to

his expostulations, that "the cook doesn't like p's." When a sufficient

number of forfeits has been extracted, the secret is revealed, and

those who have not already guessed it, are teased by being told (over

and over again) that the cook did not like p's, and if they would

persist in giving them to her, they must, of course, take the

consequences.

MAGIC MUSIC--ANY NUMBER OF PLAYERS

One player is sent from the room. The others decide upon something for

him to do, but he is not told what it is, though he is helped by a

noise of some kind on metal, or on a musical instrument. When he is

near an object with which he is to perform some feat, the noise is

loud. If he touches the wrong object, the music is soft. Any one of

the musical instruments commonly used by children may be employed in

this game.

ZOOLOGY--ANY NUMBER OF PLAYERS

The leader says: "Of what animal am I thinking?" He tells that the

animal has a certain number of legs, and gives other points of a like

nature. From this description the guessing is done. When a player

guesses the animal correctly, he scores a point. Each player has a

turn. The game is played until it loses its interest.

CHAPTER XVIII

OUT-DOOR GAMES FOR YOUNG CHILDREN

BEAN BAG GAMES--SKIPPING THE ROPE--VARIOUS TAG GAMES--CROSSING THE

BROOK

TARGET BEAN BAG

The bags are thrown at targets. A score is made out. A prize is given

the one getting the best score.

Throwing the bean bag over the head is another form of Bean Bag Game.

It must be caught by one standing back of the tosser. The one who

catches it becomes the tosser.

BOX BEAN BAG

This game consists of tosses of the bean bag into boxes. The player

stands at a distance. The one being successful in his throws the most

times is the winner.

BEAN BAG GAMES

An equal number of players out of doors. Two parties are formed, divided

by eight or ten feet of space. The umpire gives a signal, and a player

in one line runs to the other side--half way, and tosses his bag to

the one at the end of the line; he then takes his place next to this

one, and the line moves down.

This is continued, opposite sides taking turns. Then the game is

reversed, until the player who first played is in his original place.

BEAN BAG RACE

A bean bag is placed on the ground and another at some distance from

it. Two players, at a given signal, run to these bags. The one who can

catch the bag and get to the staff placed near the umpire is the winner.

Sides may be scored instead of the individual players.

BEAN BAG AT THE SEASHORE

At the seashore stones or blocks of wood may be substituted for the

bags. A ring is drawn on the ground and the players take sides. The

leader of each side toes a starting line across the ground at a distance

from the circle. Bean bags or stones are thrown into the center of

this, each one having a turn.

The side getting the biggest score is the winning one.

SKIPPING THE ROPE

Skipping the rope is an admirable exercise for girls and boys. There

should be a spring in doing this. When a jumper comes down on his

heels, instead of jumping from his toes, he is apt to make the skipping

injurious by jarring his back. The players jump in turn over a long

rope turned by two of the players. Each has a turn. A score is kept

of the number of times a player can do this. Sides may be formed, or

the jumpers may see how many times they can jump over the rope in

succession.

HOME TAG--ANY NUMBER OF PLAYERS

The chaser tries to tag the runners before they can "get home," or to

a given place. If he succeeds, the one tagged is "It."

SECRET TAG

Is played by not telling who is "It." He chases the other players and

tries to tag one of them. If he succeeds, the one who was tagged becomes

"It."

JAPANESE TAG

In this game the one tagged must place his hand on the spot of his

body where the tagger tagged him; doing this, he must chase the other

players until he tags one of them.

CROSSING THE BROOK

This is a favorite game with little children.

A place is marked off and named "The Brook"--we will say it is three

feet wide.

The players run and try to jump the brook. When all have jumped over,

they stand and jump backwards. The one who jumps into the brook instead

of across it is out of the game.

CHAPTER XIX

SINGING GAMES FOR CHILDREN

MOON AND STARS--BOLOGNA MAN--ORCHESTRA--JACK BE NIMBLE--OATS, PEAS, BEANS--

FARMER IN THE DELL--LONDON BRIDGE, ETC.

ORCHESTRA

This is a very noisy game. The conductor names his players for

instruments, and tells them in pantomime how to play. He then orders

them to tune up. They do so, producing a terrible discord. Then the

baton is waved by the conductor, and the musicians imitate the sounds

of their instruments, while also imitating the movements assigned them

by the conductor. The result is very funny.

CHARLEY OVER THE WATER

A player becomes "Charlie." He stands in the center; the others form

a circle about him, and dance, repeating the rhyme:

"Charlie over the water,

Charlie over the sea,

Charlie caught a black-bird,

He can't catch me."

When the verse is ended, all the players try to stop before Charlie

can tag them. If they succeed in doing this, Charlie remains in the

ring and the verse is repeated, etc. The tagged one takes his place

and he enters the ring.

JACK BE NIMBLE

"Jack, be nimble,

Jack, be quick,

Jack jumped over the candlestick."

A candlestick is placed on the floor. The players in turn jump over

it, using both feet in so doing. Any other object may be substituted

for the candlestick. One of the players sings the verse and when the

last line is reached the jump is made.

MARY'S LITTLE LAMB

This is a great favorite with the young folks. When everything else

has become tiresome, some one starts the first line of the verse:

Mary had a little lamb,

Fleece as white as snow, etc.

All sing, and on the second verse being reached the last syllable of

the first line is dropped, then the next to the last, the third, the

fourth, and so on, until the line is totally omitted. The aim of the

singers is to keep exact time, counting a beat for each omitted

syllable, and any one whose voice breaks in when all should be silent,

pays a forfeit. The same can be done with "John Brown's Body," repeating

the first verse and omitting syllable after syllable at the end of the

first line until there is nothing left to sing but the chorus.

THE SNAIL

Holding hands, the children form a line, singing the following words;

they wind up in a spiral, following the first child, who is the largest

one, and represents the snail's head. The others huddle together to

form the shell into which the snail creeps. The motion is slow, for

the saying "creeps like a snail," is proverbial.

Hand in hand you see us well,

Creep like a snail into his shell,

Ever nearer, ever nearer,

Ever closer, ever closer.

Very snug indeed you dwell,

Snail, within your tiny shell.

Hand in hand you see us well,

Creep like a snail out of his shell,

Ever farther, ever farther,

Ever wider, ever wider,

Who'd have thought this tiny shell,

Could have held the snail so well?

With the last verse the creeping out of the shell is accomplished.

OATS, PEAS, BEANS

A circle is formed. One player stands in the center. After singing the

first four lines, all drop their hands. After this they imitate the

motions suggested by the song. At the end of the verse they turn around

several times, and then, joining hands, sing the chorus, standing

still, for the last two lines. Then the one in the center chooses "one

in," and returns herself to the circle. The game goes on as before.

Oats, peas, beans and barley grows,

Oats, peas, beans and barley grows,

Nor you nor I nor nobody knows,

How oats, peas, beans and barley grows,

Thus the farmer sows his seed, Thus he stands and takes his ease,

Stamps his foot and clasps his hands, And turn around to view his

lands.

A-waiting for a partner, A-waiting for a partner, So open the ring and

choose one in, Make haste and choose your partner.

Now you're married you must obey.

You must be true to all you say.

You must be kind, you must be good,

And keep your wife in kindling wood.

MULBERRY BUSH

The players stand in a circle clasping hands, and circle round, singing

the first verse. In the second and alternate verses, the action

indicated by the lines is given in pantomime. In all verses the players

spin around rapidly, each in her own place, on the repetition of the

refrain, "So early in the morning."

Here we go round the mulberry bush,

The mulberry bush, the mulberry bush,

Here we go round the mulberry bush,

So early in the morning!

This is the way we wash our clothes,

We wash our clothes, we wash our clothes,

This is the way we wash our clothes,

So early Monday morning.

This is the way we iron our clothes,

We iron our clothes, we iron our clothes,

This is the way we iron our clothes,

So early Tuesday morning.

This is the way we scrub the floor,

We scrub the floor, we scrub the floor,

This is the way we scrub the floor,

So early Wednesday morning.

This is the way we mend our clothes,

We mend our clothes, we mend our clothes,

This is the way we mend our clothes,

So early Thursday morning.

This is the way we sweep the house,

We sweep the house, we sweep the house,

This is the way we sweep the house,

So early Friday morning.

Thus we play when our work is done,

Our work is done, our work is done,

Thus we play when our work is done,

So early Saturday morning.

ITISKIT, ITASKET

All the players but one stand in a circle with clasped hands; the odd

player, carrying a handkerchief, runs around on the outside of the

circle, singing:

Itiskit, itasket,

A green and yellow basket;

I wrote a letter to my love

And on the way I dropped it.

Some one of you has picked it up

And put it in your pocket;

It isn't you--it isn't you--

The last phrase is repeated until the player reaches one behind whom

he wishes to drop the handkerchief, when he says, "It is you," and

immediately starts on a quick run around the circle. The one behind

whom the handkerchief was dropped picks it up and at once starts around

the circle in the opposite direction, the object being to see which

of the two shall first reach the vacant place. The one who is left out

takes the handkerchief for the next round.

Should a circle player fail to discover that the handkerchief has been

dropped behind him until the one who has dropped it has walked or run

entirely around the circle, he must yield his place in the circle to

the handkerchief man, changing places with him.

FARMER IN THE DELL

The players stand in a circle. One of their number is in the center.

He is the farmer in the dell. At the singing of the second verse, where

the farmer takes a wife, the center player beckons to another, who

goes in and stands by her. The circle keeps moving while each verse

is sung, and each time the player last called in beckons to another;

that is, the wife beckons one into the circle as the child, the child

beckons one for the nurse, etc., until six are standing in the circle.

When the lines, "The rat takes the cheese," are sung, the players

inside the circle and those forming it jump up and down and clap their

hands in a grand confusion, and the game breaks up.

The farmer in the dell,

The farmer in the dell,

Heigh-o! the cherry-oh!

The farmer in the dell.

The farmer takes a wife,

The farmer takes a wife,

Heigh-o! the cherry-oh!

The farmer takes a wife.

The wife takes a child,

The wife takes a child,

Heigh-o! the cherry-oh!

The wife takes a child.

The child takes a nurse, etc.

The nurse takes a cat, etc.

The cat takes a rat, etc.

The rat takes the cheese, etc.

The succeeding verses vary only in the choice in each, and follow in

this order.

THE KING OF FRANCE

The King of France with forty thousand men

Marched up the hill and then marched down again.

The players stand in two rows or groups facing each other. Each group

has a leader, who stands in the center and represents a king leading

his army.

The game or play is a simple one of imitation, in which the players

perform in unison some action first indicated by one of the leaders.

The leaders of the two groups take turns in singing the verse, at the

same time marching forward during the first line of the verse, and

back again to their places during the second line, illustrating the

action that is then to be taken by all. The verse is then sung by both

groups while advancing toward each other and retreating, performing

the movements indicated by the leaders. The movements illustrated by

the leaders may be anything suitable to an army of men, the words

describing the movement being substituted for the line, "marched up

the hill," thus:

The King of France with forty thousand men Waved his flag and then

marched down again.

The following variations are suggested, each of which indicates the

movements to go with it:

Gave a salute, etc.

Beat his drum, etc.

Blew his horn, etc.

Drew his sword, etc.

Aimed his gun, etc.

Fired his gun, etc.

Shouldered arms, etc.

Pranced on his horse, etc.

It is scarcely necessary to say that a real flag and drum add much to

the martial spirit of the game, and if each soldier can have a stick

or wand over his shoulder for a gun, the esprit de corps will be

proportionately enhanced.

LONDON BRIDGE

London bridge is falling down,

Falling down, falling down.

London bridge is falling down,

My fair lady!

Build it up with iron bars,

Iron bars, iron bars,

Build it up with iron bars,

My fair lady!

Iron bars will bend and break,

Bend and break, bend and break,

Iron bars will bend and break,

My fair lady!

Build it up with gold and silver, etc.

Gold and silver will be stolen away, etc.

Get a man to watch all night, etc.

Suppose the man should fall asleep? etc.

Put a pipe into his mouth, etc.

Suppose the pipe should fall and break, etc.

Get a dog to bark all night, etc.

Suppose the dog should meet a bone? etc.

Get a cock to crow all night, etc.

Here's a prisoner I have got, etc.

What's the prisoner done to you? etc.

Stole my hat and lost my keys, etc.

A hundred pounds will set him free, etc.

A hundred pounds he has not got, etc.

Off to prison he must go, etc.

Two of the tallest players represent a bridge by facing each other,

clasping hands, and holding them high for the others to pass under.

The other players, in a long line, each holding the other by the hand

or dress, pass under the arch while the verses are sung alternately

by the players representing the bridge and those passing under, those

forming the arch singing the first and alternate verses and the last

"Off to prison." As the words

"Here's a prisoner I have got,"

are sung, the players representing the bridge drop their arms around

the one who happens to be passing under at the time. The succeeding

verses are then sung to "Off to prison he must go." During this last

one the prisoner is led off to one side to a place supposed to be a

prison, and is there asked in a whisper or low voice to choose between

two valuable objects, represented by the two bridge players, who have

previously agreed which each shall represent, such as a "diamond

necklace" or a "gold piano." The prisoner belongs to the side which

he thus chooses. When all have been caught the prisoners line up behind

their respective leaders (who have up to this time been the holders

of the bridge), clasp each other around the waist, and a tug of war

takes place, the side winning which succeeds in pulling its opponent

across a given line.

Where a large number of players are taking part, say over ten, the

action may be made much more rapid and interesting by forming several

spans or arches to the bridge instead of only one, and by having the

players run instead of walk under. There is thus much more activity

for each player, and the prisoners are all caught much sooner.

SINGING GAMES FOR SMALL CHILDREN

MOON AND MORNING STARS

This is a Spanish game. A player represents the moon; the rest are

stars. The moon is placed in the shadow of a tree or house.

The morning stars dance about a child, standing on a chair with extended

arms, to represent the sun just risen. The stars dance around the sun,

occasionally going quite near the moon; while doing this, they sing

O moon and morning stars,

O the moon and morning stars

Who dares to tread--oh,

Within the shadow?

The moon tries to catch a star, and the one caught becomes the moon.

WEE BOLOGNA MAN

Two to forty players. The leader recites:

I'm a wee Bologna Man;

Always do the best you can

To follow the wee Bologna Man.

While doing this he imitates an instrument of an orchestra. The others

imitate him.

This game may be varied, the Bologna man imitating animals or birds,

or making any sound he wishes to make, or he can hop and croak like

a frog, or imitate the motions and noise of an angry cat, or the like.

DRAW A BUCKET OF WATER

This game is played in groups of four. Two players face each other,

clasping hands at full arms' length. The other two face each other in

the same way, with their arms crossing those of the first couple at

right angles. Bracing the feet, the couples sway backward and forward,

singing the following rhyme:

Draw a bucket of water,

For my lady's daughter.

One in a rush,

Two in a rush,

Please, little girl, bob under the bush.

When the last line is sung the players all raise their arms without

unclasping the hands, and place them around their companions, who stoop

to step inside. They will then be standing in a circle with arms around

each other's waists. The game finishes by dancing in this position

around the ring, repeating the verse once more.

CHAPTER XX GAMES OF ARITHMETIC

THOUGHT NUMBERS--MYSTICAL NINE--MAGIC HUNDRED--KING AND COUNSELLOR--

HORSE-SHOE NAILS--DINNER PARTY PUZZLE--BASKETS AND STONES, ETC.

HOW TO TELL ANY NUMBER THOUGHT OF

Ask any person to think of a number, say a certain number of dollars;

tell him to borrow that sum of some one in the company, and add the

number borrowed to the amount thought of. It will here be proper to

name the person who lends him the money, and to beg the one who makes

the calculation to do it with great care, as he may readily fall into

an error, especially the first time. Then say to the person: "I do not

lend you, but give you $10; add them to the former sum." Continue in

this manner: "Give the half to the poor, and retain in your memory the

other half." Then add: "Return to the gentleman, or lady, what you

borrowed, and remember that the sum lent you was exactly equal to the

number thought of." Ask the person if he knows exactly what remains;

he will answer "Yes". You must then say: "And I know also the number

that remains; it is equal to what I am going to conceal in my hand."

Put into one of your hands 5 pieces of money, and desire the person

to tell how many you have got. He will answer 5; upon which open your

hand and show him the 5 pieces. You may then say: "I well knew that

your result was 5; but if you had thought of a very large number, for

example, two or three millions, the result would have been much greater,

but my hand would not have held a number of pieces equal to the

remainder." The person then supposing that the result of the calculation

must be different, according to the difference of the number thought

of, will imagine that it is necessary to know the last number in order

to guess the result; but this idea is false, for, in the case which

we have here supposed, whatever be the number thought of, the remainder

must always be 5. The reason of this is as follows: The sum, the half

of which is given to the poor, is nothing else than twice the number

thought of, plus 10; and when the poor have received their part, there

remains only the number thought of plus 5; but the number thought of

is cut off when the sum borrowed is returned, and consequently there

remains only 5. The result may be easily known, since it will be the

half of the number given in the third part of the operation; for

example, whatever be the number thought of, the remainder will be 36

or 25, according as 72 or 50 have been given. If this trick be performed

several times successively, the number given in the third part of the

operation must be always different; for if the result were several

times the same, the deception might be discovered. When the five first

parts of the calculation for obtaining a result are finished, it will

be best not to name it at first, but to continue the operation, to

render it more complex, by saying for example: "Double the remainder,

deduct two, add three, take the fourth part," etc.; and the different

steps of the calculation may be kept in mind, in order to know how

much the first result has been increased or diminished. This irregular

process never fails to confound those who attempt to follow it.

ANOTHER WAY

Tell the person to take 1 from the number thought of, and then double

the remainder; desire him to take 1 from this double, and to add to

it the number thought of, in the last place, ask him the number arising

from this addition, and, if you add 3 to it, the third of the sum will

be the number thought of. The application of this rule is so easy that

it is needless to illustrate it by an example.

A THIRD WAY

Ask the person to add 1 to the triple of the number thought of, and

to multiply the sum by three; then bid him add to this product the

number thought of, and the result will be a sum from which if 3 be

subtracted, the remainder will be ten times the number required; and

if the cipher on the right be cut off from the remainder, the other

figure will indicate the number sought.

Example--Let the number thought of be 6, the triple of which is 18;

and if 1 be added, it makes 19; the triple of this last number is 57,

and if 6 be added it makes 63, from which if 3 be subtracted, the

remainder will be 60; now, if the cipher on the right be cut off, the

remaining figure, 6, will be the number required.

A FOURTH WAY

Tell the person to multiply the number thought of by itself; then

desire him to add 1 to the number thought of, and to multiply it also

by itself; in the last place, ask him to tell the difference of these

two products, which will certainly be an odd number, and the least

half of it will be the number required.

Let the number thought of, for example, be 10; which, multiplied by

itself, gives 100; in the next place, 10 increased by 1 is 11; which,

multiplied by itself makes 121; and the difference of these two squares

is 21, the least half of which, being 10, is the number thought of.

HOW TO TELL NUMBERS THOUGHT OF

If one or more numbers thought of be greater than 9, we must distinguish

two cases; that in which the number or the numbers thought of is odd,

and that in which it is even. In the first case, ask the sum of the

first and second; of the second and third; the third and fourth; and

so on to the last; and then the sum of the first and the last. Having

written down all these sums in order, add together all those, the

places of which are odd, as the first, the third, the fifth, etc.;

make another sum of all those, the places of which are even, as the

second, the fourth, the sixth, etc.; subtract this sum from the former,

and the remainder will be the double of the first number. Let us

suppose, for example, that the five following numbers are thought of:

3, 7, 13, 17, 20, which, when added two and two as above, give 10, 20,

30, 37, 23; the sum of the first, third, and fifth is 63, and that of

the second and fourth is 57; if 57 be subtracted from 63, the remainder

6, will be the double of the first number, 3. Now, if 3 be taken from

10, the first of the sums, the remainder 7, will be the second number;

and by proceeding in this manner, we may find all the rest.

In the second case, that is to say, if the number or the numbers thought

of be even, you must ask and write down as above, the sum of the first

and second; that of the second and third; and so on, as before; but

instead of the sum of the first and the last, you must take that of

the second and last; then add together those which stand in the even

places, and form them into a new sum apart; add also those in the odd

places, the first excepted, and subtract this sum from the former, the

remainder will be double of the second number; and if the second number,

thus found, be subtracted from the sum of the first and second, you

will have the first number; if it be taken from that of the second and

third, it will give the third; and so of the rest. Let the numbers

thought of be, for example, 3, 7, 13, 17; the sums formed as above are

10, 20, 30, 24; the sum of the second and fourth is 44, from which if

30, the third, be subtracted, the remainder will be 14, the double of

7, the second number. The first therefore is 3, third 13, and the

fourth 17.

When each of the numbers thought of does not exceed 9, they may be

easily found in the following manner:

Having made the person add 1 to the double of the first number thought

of, desire him to multiply the whole by 5, and to add to the product

the second number. If there be a third, make him double this first

sum, and add 1 to it, after which, desire him to multiply the new sum

by 5, and to add to it the third number. If there be a fourth, proceed

in the same manner, desiring him to double the preceding sum; to add

to it 1; to multiply by 5; to add the fourth number; and so on.

Then ask the number arising from the addition of the last number thought

of, and if there were two numbers, subtract 5 from it; if there were

three, 55; if there were four, 555; and so on; for the remainder will

be composed of figures, of which the first on the left will be the

first number thought of, the next second, and so on.

Suppose the numbers thought of be 3, 4, 6; by adding 1 to 6, the double

of the first, we shall have 7, which, being multiplied by 5, will give

35; if 4, the second number thought of, be then added, we shall have

39, which doubled gives 78; and, if we add 1, and multiply 79, the

sum, by 5, the result will be 395. In the last place, if we add 6, the

number thought of, the sum will be 401; and if 55 be deducted from it,

we shall have, for remainder, 346, the figures of which, 3, 4, 6,

indicate in order the three numbers though of.

GOLD AND SILVER GAME

One of the party having in one hand a piece of gold and in the other

a piece of silver, you may tell in which hand he has the gold and in

which the silver, by the following method: Some value, represented by

an even number, such as 8, must be assigned to the gold, and a value

represented by an odd number, such as 3, must be assigned to the silver;

after which, desire the person to multiply the number in the right

hand by any even number whatever, such as 2; and that in the left hand

by an odd number, as 3; then bid him add together the two products,

and if the whole sum be odd, the gold will be in the right hand and

the silver in the left; if the sum be even, the contrary will be the

case.

To conceal the trick better, it will be sufficient to ask whether the

sum of the two products can be halved without a remainder; for in that

case the total will be even, and in the contrary case odd.

It may be readily seen, that the pieces, instead of being in the two

hands of the same person, may be supposed to be in the hands of two

persons, one of whom has the even number, or piece of gold, and the

other the odd number, or piece of silver. The same operations may then

be performed in regard to these two persons, as are performed in regard

to the two hands of the same person, calling the one privately the

right and the other the left.

THE NUMBER BAG

The plan is to let a person select several numbers out of a bag, and

to tell him the number which shall exactly divide the sum of those he

has chosen; provide a small bag, divided into two parts, into one of

which put several tickets, numbered, 6, 9, 15, 36, 63, 120, 213, 309,

etc.; and in the other part put as many other tickets marked number

3 only. Draw a handful of tickets from the first part, and, after

showing them to the company, put them into the bag again, and, having

opened it a second time, desire any one to take out as many tickets

as he thinks proper; when he has done that, you open privately the

other part of the bag, and tell him to take out of it one ticket only.

You may safely pronounce that the ticket shall contain the number by

which the amount of the other numbers is divisible; for, as each of

these numbers can be multiplied by 3, their sum total must, evidently,

be divisible by that number. An ingenious mind may easily diversify

this exercise, by marking the tickets in one part of the bag with any

numbers that are divisible by 9 only, the properties of both 9 and 3

being the same; and it should never be exhibited to the same company

twice without being varied.

THE MYSTICAL NUMBER NINE

The discovery of remarkable properties of the number 9 was accidentally

made, more than forty years since, though, we believe, it is not

generally known.

The component figures of the product made by the multiplication of

every digit into the number 9, when added together, make Nine.

The order of these component figures is reversed after the said number

has been multiplied by 5.

The component figures of the amount of the multipliers (viz. 45), when

added together, make Nine.

The amount of the several products or multiples of 9 (viz. 405), when

divided by 9, gives far a quotient, 45; that is, 4 plus 5 = Nine.

The amount of the first product (viz. 9), when added to the other

product, whose respective component figures make 9, is 81; which is

the square of Nine.

The said number 81, when added to the above-mentioned amount of the

several products, or multiples, of 9 (viz. 405), makes 486; which, if

divided by 9, gives, for a quotient, 54; that is 5 plus 4 = Nine.

It is also observable, that the number of changes that may be rung on

nine bells, is 362,880; which figures added together, make 27; that

is, 2 plus 7 = Nine.

And the quotient of 362,880, divided by 9, will be 40,320; that is,

4 plus 0 plus 3 plus 2 plus 0 = Nine.

To add a figure to any given number, which shall render it divisible

by Nine: Add the figures named; and the figure which must be added to

the sum produced, in order to render it divisible by 9, is the one

required. Thus

Suppose the given number to be 7521: Add these together, and 15 will

be produced; now 15 requires 3 to render it divisible by 9; and that

number 3, being added to 7521, causes the same divisibility; 7521 plus

3 gives 7524, and divided by 9, gives 836. This exercise may be

diversified by your specifying, before the sum is named, the particular

place where the figure shall be inserted, to make the number divisible

by 9; for it is exactly the same thing whether the figure be put at

the head of the number, or between any two of its digits.

THE MAGIC HUNDRED.

Two persons agree to take, alternately, numbers less than a given

number, for example, 11 and to add them together till one of them has

reached a certain sum, such as 100. By what means can one of them

infallibly attain to that number before the other? The whole secret

in this consists in immediately making choice of the numbers, 1, 12,

23, 34, and so on, or of a series which continually increases by 11,

up to 100. Let us suppose, that the first person, who knows the game,

makes choice of 1; it is evident that his adversary, as he must count

less than 11, can, at most, reach 11 by adding 10 to it. The first

will then take 1, which will make 12; and whatever number the second

may add, the first will certainly win, provided he continually add the

number which forms the complement of that of his adversary, to 11;

that is to say, if the latter take 8, he must take 3; if 9, he must

take 2; and so on. By following this method, he will infallibly attain

to 89; and it will then be impossible for the second to prevent him

from getting first to 100; for whatever number the second takes, he

can attain only to 99; after which the first may say--"and 1 makes

100." If the second take 1 after 89, it would make 90, and his adversary

would finish by saying--"and 10 makes 100." Between two persons who

are equally acquainted with the game, he who begins must necessarily

win.

TO GUESS THE MISSING FIGURE

To tell the figure a person has struck out of the sum of two given

numbers: Arbitrarily command those numbers only, that are divisible

by 9; such, for instance, as 36, 63, 81, 117, 126, 162, 261, 360, 315,

and 432. Then let a person choose any two of these numbers; and, after

adding them together in his mind, strike out from the sum any one of

the figures he pleases. After he has so done, desire him to tell you

the sum of the remaining figures; and it follows, that the number which

you are obliged to add to this amount, in order to make it 9 or 18,

is the one he struck out. Thus:--Suppose he chooses the numbers 162

and 261, making altogether 423, and that he strike out the center

figure; the two other figures will, added together, make 7, which, to

make nine, requires 2, the number struck out.

THE KING AND THE COUNSELLOR

A King being desirous to confer a liberal reward on one of his

courtiers, who had performed some very important service, desired him

to ask whatever he thought proper, assuring him it should be granted.

The courtier, who was well acquainted with the science of numbers,

only requested that the monarch would give him a quantity of wheat

equal to that which would arise from one grain doubled sixty-three

times successively. The value of the reward was immense; for it will

be seen, by calculation, that the sixty-fourth of the double progression

divided by 1: 2: 4: 8: 16: 32: etc., is 9223372036854775808. But the

sum of all the terms of a double progression, beginning with 1, may

be obtained by doubling the last term, and subtracting from it 1. The

number of the grains of wheat, therefore, in the present case, will

be 18446744073709551615. Now, if a pint contains 9216 grains of wheat,

a gallon will contain 73728; and, as eight gallons make one bushel,

if we divide the above result by eight times 73728, we shall have

31274997411295 for the number of the bushels of wheat equal to the

above number of grains; a quantity greater than what the whole earth

could produce in several years.

THE NAILS IN THE HORSE'S SHOE

A man took a fancy to a horse, which a dealer wished to dispose of at

as high a price as he could; the latter, to induce the man to become

a purchaser, offered to let him have the horse for the value of the

twenty-fourth nail in his shoes, reckoning one farthing for the first

nail, two for the second, four for the third, and so on to the

twenty-fourth. The man, thinking he should have a good bargain, accepted

the offer; the price of the horse was, therefore, necessarily great.

By calculating as before, the twenty-fourth term of the progression

1:2:4:8: etc., will be found to be 8388608, equal to the number of

farthings the purchaser gave for the horse; the price, therefore

amounted to 8738 pounds 2s. 8d.

THE DINNER PARTY PUZZLE

A club of seven agreed to dine together every day successively as long

as they could sit down to table in different order. How many dinners

would be necessary for that purpose? It may be easily found, by the

rules already given, that the club must dine together 5040 times,

before they would exhaust all the arrangements possible, which would

require about thirteen years.

BASKET AND STONES

If a hundred stones be placed in a straight line, at the distance of

a yard from each other, the first being at the same distance from a

basket, how many yards must the person walk who engages to pick them

up, one by one, and put them into the basket? It is evident that, to

pick up the first stone, and put it into the basket, the person must

walk two yards; for the second, he must walk four; for the third, six;

and so on, increasing by two, to the hundredth. The number of yards

which the person must walk, will be equal to the sum of the progression,

2, 4, 6, etc., the last term of which is 200, (22). But the sum of the

progression is equal to 202, the sum of the two extremes, multiplied

by 50, or half the number of terms; that is to say, 10,000 yards, which

makes more than 5 1/2 miles.

CHAPTER XXI

ONE HUNDRED CONUNDRUMS

WITTY QUESTIONS-FACETIOUS PUZZLES--READY ANSWERS--ENTERTAINING PLAY

UPON WORDS

ONE HUNDRED CONUNDRUMS

He loved her. She hated him, but womanlike, she would have him, and

she was the death of him. Who was he? Answer: A flea.

Why is life the greatest of riddles? Because we must all give it up.

If a church be on fire, why has the organ the smallest chance of escape?

Because the organ cannot play on it.

Why should a sailor be the best authority as to what goes on in the

moon? Because he has been to see (sea).

What does a cat have that no other animal has? Kittens.

When is a man behind the times? When he's a weak (week) back. What is

the difference between a baby and a pair of boots? One I was and the

other I wear.

Use me well, and I'm everybody; scratch my back and I'm nobody. A

looking glass.

What word becomes shorter by adding a syllable to it? Short.

If a stupid fellow was going up for a competitive examination, why

should he study the letter P? Because P makes ass Pass.

Why is buttermilk like something that never happened? Because it hasn't

a curd (occurred).

Why is the letter O the noisiest of all the vowels? Because the rest

are in audible.

Why is a Member of Parliament like a shrimp? Because he has M. P. at

the end of his name.

Why is a pig a paradox? Because it is killed first and cured afterward.

Why is a bad half-dollar like something said in a whisper? Because it

is uttered, but not allowed (aloud).

Why do black sheep eat less than white ones? Because there are fewer

of them.

Why is a barn-door fowl sitting on a gate like a half-penny? Because

its head is on one side and its tail on the other.

Why is a man searching for the Philosopher's Stone like Neptune? Because

he is a-seeking (sea-king) what never was.

Why is the nose placed in the middle of the face? Because it's the scenter

(cen-ter).

What is most like a hen stealing? A cock robbing (cock robin).

What is worse than "raining cats and dogs"? Hailing omnibuses. When

is butter like Irish children? When it is made into little pats. Why

is a chronometer like thingumbob? Because it's a watch-you-may-call-it.

Of what color is grass when covered with snow? Invisible green.

Name in two letters the destiny of all earthly things? D. K.

What is even better than presence of mind in a railway accident? Absence

of body. What word contains all the vowels in due order? Facetiously.

Why is a caterpillar like a hot roll? Because its the grub that makes

the butterfly. What is that which occurs twice in a moment, once in

a minute, and not once in a thousand years? The letter M.

What is that which will give a cold, cure a cold, and pay the doctor's

bill? A draught (draft).

What is that which is neither flesh nor bone, yet has four fingers and

a thumb? A glove.

Why has man more hair than woman? Because he is naturally her suitor

(hirsuter).

What is that which no one wishes to have, yet no one cares to lose?

A bald head.

Why is the letter G like the sun? Because it is the center of light.

Why is the letter D like a wedding-ring? Because we cannot be wed

without it.

Why should ladies not learn French? Because one tongue is enough for

any woman.

Which tree is most suggestive of kissing? Yew.

What act of folly does a washerwoman commit? Putting out tubs to catch

soft water when it rains hard.

Why should a cabman be brave? Because none but the brave deserve the

fair (fare).

What is the most difficult surgical operation? To take the jaw out of

a woman.

Why is it difficult to flirt on board the P. and O. steamers? Because

all of the mails (males) are tied up in bags.

What letter made Queen Bess mind her P's and Q's? R made her (Armada).

Why is it an insult to a cock-sparrow to mistake him for a pheasant?

Because it is making game of him.

What is that from which the whole may be taken, and yet some will

remain? The word wholesome.

Why is blind-man's buff like sympathy? Because it is a fellow feeling

for another.

When may a man be said to have four hands? When he doubles his fists.

Why is it easy to break into an old man's house? Because his gait

(gate) is broken and his locks are few.

Why should you not go to New York by the 12:50 train? Because it is

ten-to-one if you catch it.

Why should the male sex avoid the letter A? Because it makes the men

mean.

When does a man sneeze three times? When he cannot help it.

What relation is the doormat to the scraper? A step farther.

Why does a piebald pony never pay toll? Because his master pays it for

him.

Why is the letter S like a sewing-machine? Because it makes needles

needless.

What is the difference between a cow and a rickety chair? One gives

milk and the other gives way (whey).

What flower most resembles a bull's mouth? A cowslip.

What does a stone become in the water? Wet.

If the alphabet were invited out to dine, what time would U, V, W, X,

Y, and Z go--They would go after tea.

When was beef-tea first introduced into England? When Henry VIII

dissolved the Pope's bull.

What letter is the pleasantest to a deaf woman? A, because it makes

her hear.

When is love a deformity? When it is all on one side.

Why is a mouse like hay? Because the cat'll (cattle) eat it.

Why is a madman equal to two men? Because he is one beside himself.

Why are good resolutions like ladies fainting in church? Because the

sooner they are carried out the better.

Which is the merriest letter in the alphabet? U, because it is always

in fun.

What is the difference between a bankrupt and a feather bed? One is

hard up and the other is soft down.

What is that word of five letters from which, if you take two, only

one remains? Stone.

Why is the letter B like a fire? Because it makes oil boil.

What word is pronounced quicker by adding a syllable to it? Quick.

Which animal travels with the most, and which with the least, luggage?

The elephant the most because he is never without his trunk. The fox

and cock the least because they have only one brush and comb between

them.

Why are bakers the most self-denying people? Because they sell what

they need (knead) themselves.

Which of the constellations reminds you of an empty fireplace? The

Great Bear (grate bear).

What relation is that child to its own father who is not its own

father's son? His daughter.

When does a pig become landed property? When he is turned into a meadow.

Which is the heavier, the full or the new moon? The full moon is a

great deal lighter.

Why is an alligator the most deceitful of animals? Because he takes

you in with an open countenance.

Why are fowls the most profitable of live stock? Because for every

grain they give a peck.

What is that which comes with a coach, goes with a coach, is of no use

whatever to the coach, and yet the coach can't go without it? Noise.

If your uncle's sister is not your aunt, what relation is she to you?

Your mother.

Why does a duck put his head under water? For divers reasons.

Why does it take it out again? For sundry reasons.

What vegetable products are the most important in history? Dates.

Why is the letter W like a maid of honor? Because it is always in

waiting.

What letter is always invisible, yet never out of sight? The letter S.

Why is the letter F like a cow's tail? Because it is the end of beef.

On which side of a pitcher is the handle? The outside.

What is higher and handsomer when the head is off? Your pillow.

Why is a pig in a parlor like a house on fire? Because the sooner it

is put out the better.

What is the keynote to good breeding? B natural.

What is it that walks with its head downwards? A nail in a shoe.

Why is a lame dog like a schoolboy adding six and seven together?

Because he puts down three and carries one.

Why is the Brooklyn Bridge like merit? Because it is very often passed

over.

What did Adam first plant in the Garden of Eden? His foot.

What is Majesty, deprived of its externals? A jest.

How would you make a thin man fat? Throw him out of a second story

window and let him come down plump.

What is the difference between a young maid of sixteen and an old maid

of eighty? One is happy and careless and the other is cappy and

hairless.

When was fruit known to use bad language? When the first apple cursed

the first pair.

If a man gets up on a donkey, where should he get down? From a swan's

breast.

What is lengthened by being cut at both ends? A ditch.

"I am what I am; I am not what I follow. If I were what I follow, I

should not be what I am." What is it? A footman.

Which is the strongest day of the week? Sunday. All the others are

weak days.

THE END.

Entertainments for Home, Church and School · 第 22 / 22 章