PART I.

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[Illustration:

EVERY

BOY’S

BOOK

GEORGE ROUTLEDGE & SONS

LONDON

AND NEW YORK.]

EVERY BOY’S BOOK:

A COMPLETE ENCYCLOPÆDIA

OF

_SPORTS AND AMUSEMENTS_.

EDITED BY

EDMUND ROUTLEDGE.

With more than Six Hundred Illustrations

FROM ORIGINAL DESIGNS.

LONDON:

GEORGE ROUTLEDGE AND SONS,

THE BROADWAY, LUDGATE.

NEW YORK: 416, BROOME STREET.

1869.

_R. Clay, Son, and Taylor, Printers,

Bread Street Hill, London._

EDITORS PREFACE.

The twelve years that have passed since the first edition of EVERY BOY’S

BOOK was published, have brought so many changes in our national sports

and pastimes, and have seen the introduction of so many new games, that

it has been thought desirable to remodel this work, in order to bring it

down to the requirements of the present time. In carrying out this plan

effectually, EVERY BOY’S BOOK has been almost entirely rewritten; and

scarcely anything now remains of the old work except the title.

All the articles that were in the former edition have been thoroughly

revised, and papers on Boxing, Canoeing, Croquet, Fives, Golf, Rackets,

Sliding, Billiards, Bagatelle, Dominoes, Spectrum Analysis, Canaries,

Hedgehogs, Jackdaws, Jays, Magpies, Owls, Parrots, Ravens, Boats,

Cryptography, Deaf and Dumb Alphabet, Dominoes, Mimicry and

Ventriloquism, Shows, Stamp Collecting, and Tinselling, appear now for

the first time.

In carrying out this work much valuable assistance has been given by

Professor Pepper, the Rev. J. G. Wood, W. B. Tegetmeier, Clement Scott,

Sidney Daryl, J. T. Burgess, Dr. Viner, Thomas Archer, W. Robinson of

the _Field_, Cholmondeley Pennell, and other well-known writers on

sports.

The articles at the end of this work on American Billiards, Base Ball,

and the Canadian sport of La Crosse, have been contributed by Henry

Chadwick, the leading authority on these games in America.

CHRISTMAS, 1868.

PREFACE TO THE ORIGINAL EDITION.

It would be impossible for a single author to produce a book of this

description with a fair prospect of success, because it necessarily

treats of many subjects; and a perfect acquaintance with some of the

more important would occupy a lifetime. The reading and researches of

one man would not be sufficiently extensive to embrace the rich variety

of the materials required. Being fully convinced of this fact, the

Publishers have endeavoured to obtain the aid of the most distinguished

writers in the various departments of knowledge which the following

pages are intended to illustrate. Thus each contributor, in furnishing

his quota of information for the work, has been engaged in a congenial

task, one best suited to his peculiar turn of mind, as well as to his

individual acquirements, and one upon which he could, therefore, with

the greatest ease and accuracy dilate. This brief explanation will show

in what spirit the Publishers embarked in the undertaking; and the

accompanying list of the writers may be received as a proof that they

have succeeded in securing the services of the most competent

authorities. With that portion of the book with which he was practically

acquainted each of the following gentlemen has dealt: W. Martin, Esq.,

C. Baker, Esq., R. B. Wormald, Esq., J. F. Wood, Esq., A. McLaren, Esq.,

Stonehenge, author of “Rural Sports,” and the Rev. J. G. Wood, author of

several works on Natural History, who also furnished some of the

designs. The remaining illustrations are by William Harvey and Harrison

Weir; and the credit for the able manner in which they have been

engraved is due to the brothers Dalziel.

2, FARRINGDON STREET,

_February, 1856_.

CONTENTS.

PART I.

EASY GAMES WITHOUT TOYS.

OUTDOOR.

PAGE

Hop, Step, and Jump 1

Hopping on the Bottle 2

Hop-Scotch 2

French and English 3

Drawing the Oven 4

I Spy 4

Pitch-Stone 3

Duck-Stone 5

Prisoner’s Base, or Prison Bars 5

Fox 7

Baste the Bear 7

Leap-Frog 8

Fly the Garter 8

Spanish Fly 9

Touch 10

Touch-Wood and Touch-Iron 10

Buck, Buck, how many Horns do I hold up? 10

Warning 10

Follow my Leader 11

The Fugleman 11

Hare and Hounds 11

Steeple Chase 13

Duck and Drake 13

Simon Says 14

King of the Castle 14

Battle for the Banner 14

Snow-Balls 15

Snow Castle 16

Snow Giant 17

Jack! Jack! show a Light! 18

Jingling 19

Jump little Nag-tail! 19

Jumping Rope 20

My Grandmother’s Clock 20

Rushing Bases 21

See-saw 21

Thread the Needle 22

Tom Tiddler’s Ground 22

Two to One 22

Walk, Moon, Walk! 22

Want a day’s work? 23

Will you List? 23

Whoop! 24

High Barbaree! 24

Bull in the Ring 24

Cock Fight 25

Dropping the Handkerchief 25

INDOOR.

Blind Man’s Buff 26

Bob-Cherry 26

Buff 27

Concert 27

Consequences 28

Cross Questions & Crooked Answers 28

Dumb Motions 29

Family Coach 29

Frog in the Middle 30

The Four Elements 31

Hand 31

Hot Boiled Beans 32

Hot Cockles 32

How? Where? and When? 32

Hunt the Slipper 33

Hunt the Ring 33

Hunt the Whistle 33

Magic Music 34

Post 34

Proverbs 35

Puss in the Corner 36

Red-Cap and Black-Cap 36

Shadow Buff 37

Slate Games 37

Trades 40

Trussed Fowls 40

The Two Hats 40

What is my Thought like? 41

EASY GAMES WITH TOYS.

OUTDOOR.

BALLS 43

Catch Ball 43

Doutee-Stool 43

Egg-Hat 44

Feeder 44

Monday, Tuesday 45

Nine-Holes 46

Northern Spell 46

Rounders 46

Sevens 48

Stool-Ball 48

Trap, Bat, and Ball 48

HOOPS 49

The Hoop 50

Encounters 50

Hoop Race 51

Posting 51

Tournament 52

Turnpike 52

KITES 53

How to make a Kite 53

Flying the Kite 54

Messengers 55

Calico Kites 55

Fancy Kites 55

MARBLES 57

Bounce Eye 58

Conqueror 58

Die Shot 58

Eggs in the Bush 59

Increase Pound 59

Knock out, or Lag out 59

Long Taw 60

Nine-Holes, or Bridge Board 60

Odd or Even 61

Picking the Plums 61

The Pyramid 61

Ring Taw 61

Spans and Snops, and Bounce About 62

Teetotum Shot 62

Three-Holes 62

Tipshares, or Handers 63

TOPS 64

The Humming-top 64

Peg-top 65

Spanish Peg-top 65

The Whip-top 65

Chip-stone 66

Peg-in-the-Ring 66

MISCELLANEOUS TOYS 68

The Apple Mill 68

Aunt Sally 68

Baton 69

Cat 69

Cat and Mouse 70

Knock-’em-down 71

Pea-shooters 71

Quoits 71

Nine-pins 72

Skittles 72

Dutch-pins 73

Throwing the Hammer 73

The Boomerang 74

The Skip-jack, or Jump-jack 74

The Sling 74

Walking on Stilts 76

The Sucker 76

INDOOR.

Battledore and Shuttlecock 78

Bandilor 79

Cup and Ball 79

The Cutwater 79

Fox and Geese 80

Goose 81

Head, Body, and Legs 81

Knuckle-bones 82

Merelles, or Nine Men’s Morris 83

Paper Dart 83

The Popgun 84

Push-pin 84

Schimmel 84

Spelicans 86

PART II.

ATHLETIC SPORTS AND MANLY EXERCISES.

ANGLING 89

A Word about Fish 90

About the Rod 91

Choosing the Rod 91

Lines or Bottoms 92

Shotting the Line 93

The Float 93

Reels or Winches 94

Reel Lines 94

Hooks 94

How to bait a Hook 95

Baits 95

To Bait with Greaves 97

To Scour and Preserve Worms 97

The Plummet 97

Plumbing the Depth 97

Landing-hook and Landing-net 98

Clearing Ring and Line 98

Drag-hook 98

Bank Runner 98

Live-bait Kettle 99

Disgorger 99

Angling Axioms 99

Salmon 100

Trout 100

Jack or Pike 101

Gudgeon 103

Roach 104

Dace 105

Perch 106

Grayling 107

Chub 108

Carp 109

Tench 110

Pope, or Ruff 110

Bream 111

Flounder 111

Eels 112

Stickleback and Minnow 113

Barbel 114

Natural Fly-fishing, or Dipping 115

Fly-fishing and Artificial Flies 115

Materials for making Flies 115

ARCHERY 121

The Long-bow 122

The Cross-bow 122

Feats of the Bow 123

Length of Bows and Arrows, and how used in

Ancient Times 124

Marks for Shooting at 124

Equipment for Archery 125

Ancient Directions for Archery 125

Decline of Archery 125

Modern Archery 126

The Bow 126

The String 126

Stringing the Bow 127

The Arrows 127

The Quiver 128

The Tassel, Brace, Belt, and Pouch 128

Shooting Glove, and Grease Pot 129

The Target 129

Butts 130

How to draw the Bow 130

Flight Shooting 131

Clout Shooting 131

Roving 131

General Hints for Archers 132

BOXING 133

CANOES AND CANOEING 140

CRICKET 143

The Bat 145

The Ball 145

The Stumps 145

Pads or Guards 146

Batting Gloves 147

Wicket-keeping Gloves 148

The Laws of Cricket 148

The Laws of Single Wicket 152

The Batsman.--Hints to Young Players 153

Fielding 159

Bowling 162

The Wicket-keeper 165

Long-stop 166

Point 166

Short-slip 166

Cover-point 167

Long-slip 167

Long-on 167

Long-off 167

Leg 167

Mid-wicket on and off 167

Third Man up 167

Diagram I.--Fast Round-arm Bowling 168

Diagram II.--Medium Pace Round-arm Bowling 169

Diagram III.--Slow Under-hand Bowling 169

CROQUET.--Materials of the Game 170

The Mallets 170

The Balls 171

The Hoops 171

The Posts 172

Clips 172

Marking Board 173

Tunnel 173

The Cage 173

A Croquet Stand 174

How the Game is played 174

Diagram, No. I. 177

„ „ II. 178

„ „ III. 179

„ „ IV. 180

Rules 181

Striking 181

Order of Playing 181

The Croquet 182

The Posts 185

The Rover 185

Hints to Young Players 186

DRIVING 192

Introduction 192

The Horse in Harness 193

The Horse 194

The Harness 194

The Carriage 195

Putting to 196

Directions for Driving 196

FENCING 198

The Guard 199

Advance 200

Retreat 201

The Longe 201

The Recover 201

The Engage 202

Parades 202

Quarte 203

Tierce 203

Seconde 205

Demi-Cercle 205

Octave 206

Contre-Parades 206

Attacks 207

The Straight Thrust 207

The Disengagement 207

The One-Two 208

The Beat and Thrust 208

The Beat and Disengagement 208

Cut over the Point 208

Cut over the Disengagement 208

Double 209

All Feints 209

The Assault 209

General Advice 210

Broadswords 210

Positions 211

Target 212

Cuts and Guards 213

Cuts 213

Points 214

Guards 215

Parry 215

Hanging Guard 216

Inside Guard 216

Outside Guard 217

Attack and Defence 217

Draw Swords 218

Recover Swords 219

Carry Swords 219

Slope Swords 219

Return Swords 219

Practices 220

Second Practice 220

Third Practice 220

Fourth Practice 221

Fifth Practice 221

Fort and Feeble 222

Drawing Cut 222

General Advice 222

FIVES 223

FOOT-BALL 224

GOLFING 226

GYMNASTICS 228

Introduction 228

Historical Memoranda 229

Modern Gymnastics 230

Walking 230

The Tip-toe March 231

Running 232

Jumping 232

Leaping 233

To climb up a Board 234

Climbing the Pole 234

„ „ Rope 235

„ Trees 235

The Giant Stride, or Flying Steps, and its

capabilities 235

Parallel Bars 241

The Horizontal Bar 243

The Horse 246

The Swing 249

Throwing the Javelin 253

The Trapeze, Single and Double 254

Tricks and Feats of Gymnastics 262

HOCKEY 265

RACKETS 268

RIDING 270

The Horse 271

The Marks of Age in the Horse 271

The Paces of the Horse 272

Terms used by Horsemen 274

Form of the Horse 274

Varieties of the Horse suitable for Boys 274

The Accoutrements and Aids 275

Mounting 277

Dismounting 278

The Management of the Reins 278

The Seat 279

The Control of the Horse 280

Management of the Walk 280

The Trot and Canter 281

The Management of the Gallop 282

Leaping 282

Treatment of Vices 284

ROWING 288

Historical Memoranda 288

Construction of Ancient Ships and Galleys 289

Roman Galleys, Ships, &c. 290

Of Boats 291

The Component Parts of Boats 292

The Oars and Sculls 293

Sea Rowing 293

River Rowing 293

Management of the Oar 294

The Essential Points in Rowing 295

Management of the Boat 295

Rowing together 296

Caution to Young Rowers 296

SAILING 297

Characters of a Yacht 301

Various kinds of Yachts 302

Description of the Cutter Yacht 303

Construction of the Hull 303

Something about the Masts, Spars, Ropes, &c. 306

Sailing a Yacht 308

Bringing up 310

Making Snug 310

Going back 310

Jibing 310

Bringing up at Moorings 310

Of the Mariners’ Compass, and various Nautical

Terms 311

Cautions and Directions 312

Nautical Terms 312

SKATING 316

The Skate 317

Putting on the Skates 318

How to start upon the Inside Edge 319

Movement on the Outside Edge 319

Forward Roll 320

The Dutch Roll 320

The Figure of Eight 321

The Figure of Three 321

The Back Roll 321

General Directions to be followed by Persons

learning to Skate 322

SLIDING 323

SWIMMING 325

Places and Times for Bathing and Swimming 327

Entering the Water 328

Aids to Swimming 328

Striking off and Swimming 329

How to manage the Legs 330

Plunging and Diving 330

Swimming under Water 331

Swimming on the Side 332

Swimming on the Back without employing the Feet 332

Floating 333

Treading Water 333

The Fling 333

Swimming on the Back 334

Thrusting 334

The Double Thrust 335

To Swim like a Dog 335

The Mill 335

The Wheel backwards and forwards 335

To Swim with one Hand 336

Hand over Hand Swimming 336

Balancing 336

The Cramp 337

Saving from Danger 337

Sports and Feats in Swimming 338

Bernardi’s system of Upright Swimming 338

The Prussian System of Pfuel 339

TRAINING 342

PART III.

SCIENTIFIC PURSUITS.

ACOUSTICS 347

Difference between Sound and Noise 347

Sounds, how propagated 347

To show how Sound travels through a Solid 347

To show that Sound depends on Vibration 347

Musical Figures resulting from Sound 347

To make an Æolian Harp 348

The Invisible Girl 348

Ventriloquism 349

AERONAUTICS 350

Balloons 350

How to make an Air-balloon 351

How to Fill a Balloon 352

To make Fire-Balloons 352

Parachutes 352

CHEMISTRY 353

Gases 357

Oxygen Gas 358

Experiments 359

Nitrogen 360

Experiments 361

Atmospheric Air 362

Hydrogen 364

Experiments 364

Water 365

Experiment 366

Chlorine 367

Experiments 368

Muriatic Acid Gas, or Hydric Chloride 369

Experiments 370

Iodine 371

Experiments 371

Bromine 371

Experiments 371

Fluorine 372

Experiment 372

Carbon 372

Experiments 373

Carbon and Hydrogen 374

Experiment 375

Coal Gas 376

Experiment 376

Phosphorus 377

Experiments 377

Sulphur 378

Metals 379

Potassium 381

Experiments 381, 382, 383

Crystallization of Metals 383

Experiment 383

To form a Solid from two Liquids 384

To form a Liquid from two Solids 384

Experiments 384

Changes of Colour produced by Colourless Liquids 385

ELECTRICITY 386

Simple Means of producing Electricity 386

Attraction and Repulsion exhibited 387

How to make an Electrical Machine 388

The Conductor 389

The Plate Electrical Machine 389

How to draw Sparks from the tip of the Nose 389

How to charge a Leyden Jar 390

The Electrical Battery 390

Dancing Balls and Dolls 391

The Electrical Kiss 391

Ringing Bells 391

Working Power of Electricity 392

The Electrified Wig 392

Imitation Thunder Clouds 393

The Lightning Stroke imitated 393

The Sportsman 394

GALVANISM, OR VOLTAIC ELECTRICITY 395

Origin of Galvanism 395

Simple Experiment to excite Galvanic Action 396

With Metal Plates in Water 396

To make a Magnet by the Voltaic Current 397

Effects of Galvanism on a Magnet 397

Change of Colour by Galvanism 397

The Galvanic Shock 398

The Electrotype 398

How to make an Electrotype Apparatus 398

To obtain the Copy of a Coin or Medal 399

HEAT 399

Heat or Caloric 399

Expansion 402

HYDRAULICS 404

The Syphon 405

The Pump 405

The Hydraulic Dancer 406

The Water Snail or Archimedean Screw 407

MAGNETISM 408

Relation of Magnetism to Electricity 408

To make Artificial Magnets 409

How to Magnetise a Poker 409

To show Magnetic Repulsion and Attraction 409

North and South Poles of the Magnet 410

Polarity of the Magnet 410

The Magnetic Fish 410

„ Swan 411

To suspend a Needle in the Air by Magnetism 411

To make Artificial Magnets without the aid either

of Natural Loadstones or Artificial Magnets 411

Horse-shoe Magnets 412

Experiment to show that soft Iron possesses

Magnetic Properties while it remains in the

vicinity of a Magnet 412

Electro-Magnetism 413

Power of the Electro-Magnet 413

The Mariner’s Compass, and Experiments with a

Pocket Compass 413

Variation of the Needle 414

Dip of the Needle 414

Useful Amusement with the Pocket Compass 414

Interesting Particulars concerning the Magnet 415

MECHANICS 417

Experiment of the Law of Motion 417

Balancing 418

The Prancing Horse 418

To construct a Figure, which being placed upon a

curved surface and inclined in any position,

shall, when left to itself, return to its former

position 418

To make a Carriage run in an inverted position

without falling 418

To cause a Cylinder to roll by its own weight

up-hill 418

The Balanced Stick 419

The Chinese Mandarin 419

To make a Shilling turn on its edge on the point

of a Needle 419

The Dancing Pea 420

Obliquity of Motion 420

The Bridge of Knives 421

The Toper’s Tripod 421

THE MICROSCOPE 422

The Compound Microscope 432

OPTICS AND OPTICAL AMUSEMENTS 455

Light as an Effect 455

Refraction 456

The Invisible Coin made Visible 456

The Multiplying Glass 457

Transparent Bodies 457

The Prism 457

Composition of Light 457

A Natural Camera Obscura 458

Bullock’s-eye Experiment 458

The Camera Obscura 458

The Camera Lucida 459

The Magic Lantern 460

Painting the Slides 460

To exhibit the Magic Lantern 461

Effects of the Magic Lantern 461

Tempest at Sea 461

The Phantasmagoria 462

Dissolving Views 462

How to raise a Ghost 462

The Thaumatrope 463

The Bird in the Cage 463

Construction of the Phantasmacope 464

Curious Optical Illusions 464, 465

The Picture in the Air 465

Breathing Light and Darkness 466

To show that Rays of Light do not obstruct each

other 466

Optics of a Soap-bubble 467

The Kaleidoscope 467

Simple Solar Microscope 468

Anamorphoses 468

The Cosmorama 470

Distorted Landscapes 470

PHOTOGRAPHY 472

How to make the Negative on Glass, using

Collodion bromoiodized for Iron development 472

PNEUMATICS 477

Weight of the Air Proved by a pair of Bellows 477

The Pressure of the Air shown by a Wine-glass 478

Another Experiment 478

Elasticity of the Air 478

Reason for this 479

The Air-Pump 479

To prove that Air has Weight 479

To prove Air elastic 480

Sovereign and Feather 480

Air in the Egg 480

The Descending Smoke 480

The Soundless Bell 481

The Floating Fish 481

The Diving Bell 482

Experiments 482, 484, 485

With Ice or Snow 485

Without Snow or Ice 485

SPECTRUM ANALYSIS 486

How to use the Spectroscope 488

To obtain the Bright Lines in the Spectrum given

by any Substance 488

Professor Stokes’ Absorption Bands 489

To Map out any Spectrum 489

PART IV.

DOMESTIC PETS.

BEES AND BEE-KEEPING 493

THE CANARY 497

DOGS 506

GOLD AND SILVER FISH 516

Glasses 517

Feeding 517

Diseases 517

THE GUINEA PIG 518

THE HEDGEHOG 520

THE JACKDAW 521

THE JAY 523

THE MAGPIE 524

OWLS 526

THE PARROT 532

PIGEONS 541

Varieties of Pigeons 545

Blue Rock Dove 545

The Antwerp, or Smerle 546

The Pouter 547

The Carrier 548

The Dragon 549

The Tumbler 549

The Barb 550

The Owl 551

The Turbit 551

The Fantail 551

The Trumpeter 552

The Jacobin 553

POULTRY 554

Fowls 554

Fattening 555

Laying 555

Hatching 555

Rearing of Chickens 556

The Pintado, or Guinea Fowl 557

Ducks 558

THE RABBIT 560

THE RAVEN 570

SILKWORMS 574

Food of the Silkworm 576

Hatching, Feeding, and Temperature 576

Moultings 577

The Cocoon 577

The Aurelia 578

Winding the Silk 578

The Moth 578

General Remarks 579

THE SQUIRREL 580

WHITE MICE 587

PART V.

MISCELLANEOUS.

BAGATELLE 591

English Bagatelle 591

The French Game 591

Sans Egal 591

The Cannon Game 592

Mississippi 592

BILLIARDS 593

The Angles of the Table 597

The American Game 602

Pyramids, or Pyramid Pool 602

Winning and Losing Carambole Game 602

Pool 603

Italian Skittle Pool 604

BOAT-BUILDING 605

Cutter 606

Smack 607

Schooner 607

Lugger 608

CARPENTERING 609

The Shop and Bench 609

Of Planes 610

Saws 611

The Spoke Shave 613

Stock and Bits 613

How to make a Wheelbarrow 613

The Way to make a Box 615

To cut the Dovetails 615

The Bottom of the Box 616

THE GAME OF CHESS 617

The Laws of the Game 618

The King’s Knight’s opening 620

Game I.--Philidor’s Defence 621

„ II.--Petroff’s „ 622

Variation A. on White’s 5th Move 622

Game III.--The Giuoco Piano 622

Variation A. on White’s 6th Move 622

Game IV.--The Evans’ Gambit 623

Variation A. on White’s 9th Move 623

„ B. „ „ „ 624

„ A. on Black’s 10th Move 624

The Gambit declined 625

Game V.--Ruy Lopez Knight’s Game 626

Variation B. on Black’s 3rd Move 627

„ C. „ „ „ 627

Game VI.--The Scotch Gambit 627

Variation A. on Black’s 4th Move 628

The King’s Bishop’s Opening 630

Game I.--The Lopez Gambit 630

Variation A. on White’s 4th Move 631

Game II.--The Double Gambit 631

Game III. 631

Variation A. on Black’s 4th Move 632

The King’s Gambit 632

Game I. 632

The Salvio Gambit 633

Variation A. on Black’s 4th Move 633

Game II.--The Muzio Gambit 633

Game I.--The Allgaier Gambit 635

Game II. 635

Game I.--The Bishop’s Gambit 636

Game II. 636

The Gambit refused 638

Game I. 638

Game II. 639

The Centre Gambit 639

Game I. 639

Variation A. on Black’s 3rd Move 640

Game II. 640

The Queen’s Gambit 641

Game I. 641

Variation A. on Black’s 3rd Move 641

Game II. 642

THE YOUNG CONJURER 643

Sleight of Hand 645

The Flying Shilling 645

Another Method 646

The Beads and Strings 646

To get a Ring out of a Handkerchief 647

To tie a Knot in a Handkerchief which cannot be

drawn tight 647

The Three Cups 648

To tie a Handkerchief round your Leg, and get it

off without untying the Knot 648

The Magic Bond 649

The Old Man and his Chair 649

To tie a Knot on the Left Wrist without letting

the Right Hand approach it 651

The Handcuffs 651

To pull a String through your Button-hole 652

The Cut String restored 652

The Gordian Knot 653

The Knot loosened 653

To put Nuts into your Ear 654

To crack Walnuts in your Elbow 654

To take Feathers out of an empty Handkerchief 654

Tricks requiring Special Apparatus 654

The Die Trick 655

The Penetrative Pence 656

The Doll Trick 657

The Flying Coins 657

The Vanished Groat 658

The Restored Document 658

The Magic Rings 658

The Fish and Ink Trick 659

The Cannon Balls 659

The Shilling in the Ball of Cotton 660

The Egg and Bag Trick 660

The Dancing Egg 661

Bell and Shot 661

The Burned Handkerchief restored 662

The Fire-Eater 662

Tricks with Cards 663

To make the Pass 663

To tell a Card by its Back 664

The Card named without being Seen 664

The Card told by the Opera Glass 664

The Four Kings 666

Audacity 666

The Card found at the Second Guess 666

The Card found under the Hat 667

To call the Cards out of the Pack 667

Heads and Tails 667

The Surprise 668

The Revolution 668

The Slipped Card 668

The Nailed Card 668

To ascertain the Number of Points on three Unseen

Cards 669

To tell the Numbers on two Unseen Cards 669

The Pairs repaired 669

The Queen digging for Diamonds 670

The Triple Deal 670

The Quadruple Deal 671

Tricks with Cards that require Apparatus 671

The Cards in the Vase 671

The Metamorphosis 672

To change a Card in a Person’s Hand 673

CRYPTOGRAPHY 674

THE DEAF AND DUMB ALPHABET 682

The Alphabet 682

The Numbers 685

DOMINOES 685

The ordinary Boy’s Game 686

All Fives 687

The Matadore Game 687

All Threes 687

Tidley-Wink 688

The Fortress 688

Whist Dominoes 688

DRAUGHTS 689

How to play the Game 690

The Moves 690

Laws of the Game 690

Games for Practice 691

Game I. 691

Game II. 692

FIREWORKS 693

Gunpowder 693

How to make Touch-paper 694

Cases for Squibs, Flower-pots, Rockets, Roman

Candles, &c. 694

To choke the Cases 694

Composition for Squibs, &c. 694

How to fill the Cases 695

To make Crackers 695

Roman Candles and Stars 695

Rockets 696

Rains 696

Catherine Wheels 696

Various Coloured Fires 696

Crimson Fire 696

Blue „ 697

Green „ 697

Purple „ 697

White „ 697

Spur „ 697

Blue Lights 697

Port or Wild Fires 697

Slow Fire for Wheels 697

Dead Fire for Wheels 697

Cautions 697

To make an Illuminated Spiral Wheel 698

The Grand Volute 698

A brilliant Yew-tree 699

GARDENING 700

On Laying out a Small Garden 702

Planting the Ground with Trees, Flowers, &c. 703

The Noblest Kind of Gardening for Boys 703

The Boy’s Flower Garden 710

„ „ Fruit Garden 717

Cropping the Ground 719

Digging 719

Hoeing 720

Raking 720

Weeding 720

Sowing Seeds 721

Transplanting 721

Watering 722

Various Modes of Propagation 723

Layers 723

Pipings 723

Grafting 724

Tongue-Grafting 724

Budding 725

Inarching 725

Grafting Clay 726

Pruning 726

Training 726

Insects and Depredators 727

Protection from Frost 727

The Young Gardener’s Calendar for the Work to be

done in all the Months of the Year 728

January 728

February 729

March 729

April 729

May 730

June 730

July 731

August 731

September 731

October 732

November 732

December 732

MIMICRY AND VENTRILOQUISM 733

PUZZLES 736

The Divided Garden 736

The Vertical Line Puzzle 736

The Cardboard Puzzle 736

The Button Puzzle 736

The Circle Puzzle 737

The Cross Puzzle 737

Three-Square Puzzle 737

Cylinder Puzzle 737

The Nuns 738

The Dog Puzzle 738

Cutting out a Cross 738

Another Cross Puzzle 738

The Fountain Puzzle 738

The Cabinet-maker’s Puzzle 739

The String and Balls Puzzle 739

The Double-headed Puzzle 739

The Row of Halfpence 740

Typographical Advice 740

The Landlord made to Pay 740

Father and Son 740

ANSWERS TO PUZZLES 741

The Divided Garden 741

Vertical Line Puzzle 741

Cut Card Puzzle 741

Button Puzzle 741

Circle Puzzle 741

The Cross Puzzle 742

Three-Square Puzzle 742

Cylinder Puzzle 742

The Nuns’ Puzzle 742

The Dog’s Puzzle 742

Cutting out a Cross Puzzle 743

Another Cross Puzzle 743

The Fountain Puzzle 743

The Cabinet-maker’s Puzzle 743

String and Balls Puzzle 744

Double-Headed Puzzle 744

The Row of Halfpence 744

Typographical Puzzle 745

The Landlord made to Pay 745

Father and Son 745

SHOWS 746

Punch and Judy 746

Fantoccini 749

The Sailor 751

The Juggler 751

The Headless Man 751

The Milkwoman 751

POSTAGE-STAMP COLLECTING, OR PHILATELY 752

TINSELLING 768

THE AMERICAN GAME OF BASE-BALL 769

American Billiards 797

La Crosse 812

PART I.

EASY GAMES WITHOUT TOYS.

OUTDOOR.

[Illustration]

HOP, STEP AND JUMP.

Make a mark on the ground at a place called the “starting point.” At ten

yards’ distance from this make another, called the “spring.” Then let

the players arrange themselves at the starting point, and in succession

run to the second mark called the spring. From the spring make first a

_hop_ on one leg, from this make a long _step_, and from the step a long

_jump_. Those who go over the greatest space of ground are of course the

victors.

HOPPING ON THE BOTTLE.

Various games are in vogue among boys, in which hopping on one foot is

the principal object. Among these is one which not only assists in

strengthening the limbs, but also teaches the performers the useful art

of balancing themselves upon a movable substance. A wooden bottle, a

round wooden log, or something of that description, is laid upon the

ground, a mark is made at a certain distance, and the players have to

hop from the mark upon the bottle, and retain their possession while

they count a number agreed upon. In the olden times of Greece, this was

considered an exercise of sufficient importance to give it a place at

the public games. The performer in this case had to hop upon inflated

leather bags, carefully greased, and of course, by their inevitable

upsettings and floundering, caused great amusement to the spectators.

The sports took place on the Dionysia, or festivals of Bacchus, when the

vintage was gathered in, and the victor was appropriately rewarded with

a cask of wine. The rustics in many parts of England introduce a

modification of this game in their rural festivals. Two men place

themselves opposite to each other, the right knee of each being

supported on a wooden cylinder, while the remaining foot is totally

unsupported. When they are fairly balanced, they grasp each other by the

shoulders, and endeavour to cast their opponent to the ground, while

themselves retain their position upon their fickle support.

HOP-SCOTCH.

This is a game played by hopping on one foot and kicking an oyster-shell

or piece of tile from one compartment to the other, without halting the

lifted foot, except in one case, to the ground, and without suffering

the shell or tile to rest on any of the lines. A diagram is first drawn

similar to the subjoined. It consists of twelve compartments, each being

numbered, and at its further end the pleasant and inviting picture of a

plum pudding with knife and fork therein stuck. In commencing the game,

the players take their stand at the place marked by a star, and “quoit”

for innings. The object is, that of doing what every boy is supposed to

like above all things to do, _i. e._ “pitch into the pudding,” and he

who can do this, and go nearest to the plum in the centre, plays first.

[Illustration]

_Method of Playing._--The winner begins by throwing his shell into No.

1; he then hops into the space, and kicks the tile out to the star *; he

next throws the tile into No. 2, kicks it from No. 2 to No. 1, and

thence out. He then throws it into No. 3, kicks it from 3 to 2, from 2

to 1, and out. He next throws it into No. 4, kicks it from 4 to 3, from

3 to 2, from 2 to 1, and out; and so he proceeds till he has passed the

cross and comes to No. 7, when he is permitted to rest himself, by

standing with one foot in No. 6 and the other in No. 7; but he must

resume hopping before he kicks the tile home. He then passes through the

beds 8, 9, 10 and 11, as he did those of 1, 2, 3, 4, 5, &c., and so on,

till he gets to plum pudding, when he may rest, and placing his tile on

the plum, he is required, while standing on one foot, to kick it with

such force as to send it through all the other beds to * at one kick. If

one player throws his tile into the wrong compartment, or when he is

kicking it out, he loses his innings, as he does also if the tile or his

foot at any time rests on a line, or if he kicks his tile out of the

diagram.

FRENCH AND ENGLISH.

This is an old Greek game, and, like very many simple boys’ games, has

retained its popularity to the present day. Its Greek name was rather a

jaw-cracking one, but may be literally translated by “Pully-haully.” It

consists of two parties of boys, who are chosen on different sides by

lots. One party takes hold of one end of a strong rope, and the other

party of the other end. A mark being made midway between the parties,

each strives to pull the other over it, and those who are so pulled

over, lose the game.

In this game, two leaders should be appointed, who must calculate the

powers of their own side, and concert plans accordingly. The leader of

either side should have a code of signals, in order to communicate with

his own friends, that he may direct them when to stop, when to slacken,

or when to pull hard. So important is the leader’s office, that a side

with a good leader will always vanquish a much superior force which has

no commander to guide it. For example, when all the boys are pulling

furiously at the rope, the leader of one side sees that his opponents

are leaning back too much, depending on their weight more than on their

strength. He immediately gives the signal to slacken, when down go half

the enemy on their backs, and are run away with merrily by the

successful party, who drag them over the mark with the greatest ease. Or

if the enemy begins to be wearied with hard pulling, an unanimous tug

will often bring them upright, while they are off their guard, and once

moved, the victory is easily gained. We have seen, assisted, and led

this game hundreds of times, and never failed to find it productive of

very great amusement. No knots are to be permitted on the rope, nor is

the game to be considered as won, unless the entire side has been

dragged over the line.

DRAWING THE OVEN.

This is a game not very dissimilar to the preceding, but not so much to

be recommended, as the clothes are very apt to be torn, and if the

players engage too roughly, the wrists are not unfrequently injured. The

method of playing the game is as follows:--Several boys seat themselves

in a row, clasping each other round the waist, thus fantastically

representing a batch of loaves. Two other players then approach,

representing the baker’s men, who have to detach the players from each

other’s hold. To attain this object, they grasp the wrists of the second

boy, and endeavour to pull him away from the boy in front of him. If

they succeed, they pass to the third, and so on until they have drawn

the entire batch. As sometimes an obstinate loaf sticks so tight to its

companion, that it is not torn away without bringing with it a handful

of jacket or other part of the clothing, the game ought not to be played

by any but little boys.

I SPY.

This is a capital game for the summer months. The players divide

themselves into two parties, one party remaining at a spot called

“Bounds,” and concealing their faces, while the other party goes out and

hides. After waiting for a few minutes, the home party shouts, “Coming,

coming, coming.” After a short pause they repeat the cry, and after

another short interval they again shout, “Coming.” If any out-player is

not concealed, he may cry, “No,” and a few minutes more are allowed. At

the last shout, the home players, leaving one to guard bounds, sally

forth in search of their hidden companions. Directly one of the seekers

sees one of the hiders, he shouts, “I Spy,” and runs home as fast as he

can, pursued by the one he has found, who tries to touch him before he

can reach bounds. If he succeeds, the one so touched is considered

taken, and stands aside. If the hiding party can touch three, or more,

if especially agreed upon, they get their hide over again. The object of

the hiders is to intercept the seekers, and prevent them from reaching

bounds without being touched. The worst player is left at the bounds, in

order to warn his companions, which he does by the word “Home,” as any

hider may touch any seeker.

PITCH-STONE.

This game is played by two boys, each of whom takes a smooth round

pebble. One player then throws his pebble about twenty feet before him,

and the next tries to strike it with his stone, each time of striking

counting as one. If the two pebbles are near enough for the player to

place one upon the other with his hand, he is at perfect liberty to do

so. It is easy enough to play at this game when the pebbles are at some

distance apart; but when they lie near each other, it is very difficult

to take a good aim, and yet send one’s own pebble beyond the reach of

the adversary’s aim. Two four-pound cannon balls are the best objects to

pitch, as they roll evenly, and do not split, as pebbles always do when

they get a hard knock.

DUCK-STONE.

This game may be played by any number of players. A large stone is

selected, and placed on a particular spot, and the players first “Pink

for Duck,” that is, they each throw their stones up to the mark, and the

one who is farthest from it becomes “Duck.” The Duck places his stone on

the other, while the rest of the players return to the bounds, and in

succession pitch their stones at his with the endeavour to knock it off.

If this is accomplished, Duck must immediately replace it, and the

throwers must pick up their stones and run to the bounds. As soon as

Duck has replaced his stone, he runs after any of the other players, and

if he can succeed in catching or merely touching any one of them, the

player so touched becomes Duck.

[Illustration]

PRISONER’S BASE, OR PRISON BARS.

This is a most delightful game, and is a very great favourite among boys

of all classes. It is commenced by choosing Captains, which is either

done by lot or by the “sweet voices” of the youths. If by lot, a number

of straws of different lengths are put in a bunch, and those who draw

from one end, the other being hidden, the two longest straws, are the

two “Captains;” each of which has the privilege of choosing his men: the

drawer of the longest of the two straws has the first choice. When this

has been arranged each Captain selects, alternately, a boy till the

whole are drawn out.

This method is, however, often attended with considerable inconvenience,

as it is not impossible that the lots may fall on the two worst players.

It is very much better to let the boys choose the two Captains, as the

two best players will then assuredly be elected, and most of the success

of the game depends on the Captains.

The leaders being thus chosen, the next point is to mark out the homes

and prisons. First, two semicircles are drawn, large enough to hold the

two parties, the distance between the semicircles being about twenty

paces. These are the “homes,” or “bounds.” Twenty paces in front of

these, two other semicircles, of a rather larger size, are marked out.

These are the prisons; the prison of each party being in a line with the

enemy’s home. These preliminaries being settled, the sides draw lots;

the side drawing the longest straw having to commence the game. The

Captain of side A orders out one of his own side, usually a poor player,

who is bound to run at least beyond the prisons before he returns.

Directly he has started, the Captain of side B sends out one of his men

to pursue, and, if possible, to touch him before he can regain his own

home. If this is accomplished, the successful runner is permitted to

return home scathless, while the vanquished party must go to the prison

belonging to his side; from which he cannot stir, until some one from

his own side releases him, by touching him in spite of the enemy. This

is not an easy task; as, in order to reach the prison, the player must

cross the enemy’s home. It is allowable for the prisoner to stretch his

hand as far towards his rescuer as possible, but he must keep some part

of his body within the bounds; and if several prisoners are taken, it is

sufficient for one to remain within the prison, while the rest, by

joining hands, make a chain towards the boy who is trying to release

them. When this is accomplished, both the prisoner and his rescuer

return home, no one being able to touch them until they have reached

their home and again started off. But the game is not only restricted to

the two originally sent out. Directly Captain A sees his man pressed by

his opponent, he sends out a third, who is in his turn pursued by

another from side B; each being able to touch any who have preceded, but

none who have left their home after him. The game soon becomes spirited;

prisoners are made and released, the two Captains watching the game, and

rarely exposing themselves, except in cases of emergency, but directing

the whole proceedings. The game is considered won, when one party has

succeeded in imprisoning the whole of the other side. Much depends upon

the Captains, who sometimes, by a bold dash, rescue the most important

of their prisoners, and thereby turn the fate of the battle; or, when

the attention of the opposite side is occupied by some hardly-contested

struggle, send some insignificant player to the rescue; who walks

quietly up to the prison, and unsuspectedly lets out the prisoners one

by one. No player is permitted to touch more than one person until he

has returned to his home; when he can sally out again armed with fresh

strength, like Antæus of old, who could not be conquered at wrestling,

because whenever he touched the ground his strength was renewed by his

mother Earth.

FOX.

This game was extensively played at the school where our boyhood was

passed; but we never saw it elsewhere. It used to afford us such

amusement in the long summer evenings, that it deserves a place in this

collection of sports. One player is termed Fox, and is furnished with a

den, where none of the players may molest him. The other players arm

themselves with twisted or knotted handkerchiefs, (one end to be tied in

knots of almost incredible hardness,) and range themselves round the den

waiting for the appearance of the Fox. He being also armed with a

knotted handkerchief, hops out of his den. When he is fairly out, the

other players attack him with their handkerchiefs, while he endeavours

to strike one of them without putting down his other foot. If he does so

he has to run back as fast as he can, without the power of striking the

other players, who baste him the whole way. If, however, he succeeds in

striking one without losing his balance, the one so struck becomes Fox;

and, as he has both feet down, is accordingly basted to his den. The den

is useful as a resting-place for the Fox, who is often sorely wearied by

futile attempts to catch his foes.

[Illustration]

BASTE THE BEAR.

This is a funny game. The players generally draw lots for the first

Bear, who selects his own Keeper. The Bear kneels on the ground, and his

Keeper holds him with a rope about four feet long, within a circle of

about five feet in diameter. The other players tie knots in their

handkerchiefs, and begin to strike or baste the Bear, by running close

to, or into the ring. Should the Keeper touch any of the boys while they

are at this sport without dragging the Bear out of the ring, or should

the Bear catch hold of any player’s leg, so as to hold him fast, the

player so touched or caught becomes Bear. The second Bear may select his

Keeper as before, and the play continues.

[Illustration: AN INSTRUMENT OF TORTURE.]

LEAP-FROG.

This is an excellent game of agility, and very simple. It consists of

any number of players; but from six to eight is the most convenient

number. Having by agreement or lots determined who shall give the first

“back,” one player so selected places himself in position, with his head

inclined and his shoulders elevated, and his hands resting on his knees,

at ten yards’ distance from the other players; one of whom immediately

runs and leaps over him,--having made his leap, he sets a back at the

same distance forward from the boy over whom he has just leaped. The

third boy leaps over the first and second boy, and sets a “back” beyond

the second; and the fourth boy leaps over the first, second, and third,

and sets a “back” beyond the third, and so on till the players are out.

The game may continue for any length of time, and generally lasts till

the players are tired; but the proper rule should be, that all who do

not go clean over should be out. Those who “make backs” should stand

perfectly stiff and firm; and those who “make leaps” should not rest in

their flight heavily upon the shoulders of their playmates, so as to

throw them down, which is not fair play.

FLY THE GARTER.

Chalk or make a line, or, as it is usually termed, “a garter,” on the

ground; on this line one of the players must place himself and bend down

as in leap-frog, while the other players in rotation leap over him, the

last one as he flies over calling out “Foot it.” If he should fail in

giving this notice, he is out, and must take the other boy’s place at

the garter. The boy, immediately the word is given, rises, and places

his right heel close to the middle of the left foot; he next moves the

left forwards and places that heel close up to the toes of his right

foot, and bends down as before. This movement is called a “step,” and is

repeated three times. The other players should fly from the garter each

time a step is made, and the last player must invariably call out “Foot

it” as he leaps over. After making the three “steps,” the player giving

the back takes a short run, and, _from_ the spot where he made his last

step to, jumps as far forwards as he possibly can, and bends down again;

the others jump from the garter and then fly over. Should any of the

players be unable to jump easily over the one giving the back, but

rather slide down upon, or ride on him, the player so failing must take

the other’s place at the garter, and the game be begun again; if, also,

through the impetus acquired in taking the jump from the garter, a

player should happen to place his hands on the back of the player

bending down, and then withdraw them in order to take the spring over,

he is out, and must take his turn at the garter. It is usual, in some

places, for the boy giving the back to take a hop, step, and a jump

after he has footed it three times, the other players doing the same,

and then flying over.

SPANISH FLY.

This game is capable of being varied to any extent by an ingenious boy,

but it is generally played in the following way:--One boy, selected by

chance, sets a back, as in “fly the garter,” and another is chosen

leader. The game is commenced by the leader leaping over the one who

gives the back, and the other players follow in succession; the leader

then leaps back, and the others follow; then they all go over in a cross

direction, and return, making, in all, four different ways. The leader

then takes his cap in both hands, and leaves it on the boy’s back while

he is “overing,” and his followers perform the same trick; in returning,

the last man takes the lead, and removes his cap without disturbing the

others, and each boy does the same: this trick is repeated in a cross

direction. The next trick is throwing up the cap just before overing,

and catching it before it falls; the next, reversing the cap on the

head, and so balancing it while overing, without ever touching it with

the hands; both tricks must be performed while leaping the four

different ways. The leader, with his cap still balanced, now overs, and

allows his cap to drop on the opposite side; the others do likewise, but

they must be careful not to let their caps touch the others, nor to let

their feet touch any of the caps in alighting; the leader now stoops

down, picks up his cap with his teeth, and throws it over his head and

the boy’s back; he then leaps after his cap, but avoids touching it with

his feet. The other players follow him as before. The next trick is

“knuckling,”--that is to say, overing with the hands clenched; the next,

“slapping,” which is performed by placing one hand on the boy’s back,

and hitting him with the other, while overing; the last, “spurring,” or

touching him up with the heel. All these tricks must be performed in the

four different directions, and any boy failing to do them properly goes

down, and the game begins afresh.

TOUCH.

This is a brisk game, and may be played by any number of boys. One of

the players being chosen as Touch, it is his business to run about in

all directions after the other players, till he can touch one, who

immediately becomes Touch in his turn. Sometimes when the game is played

it is held as a law that Touch shall have no power over those boys who

can touch iron and wood. The players then, when out of breath, rush to

the nearest iron or wood they can find, to render themselves secure.

Cross-touch is sometimes played, in which, whenever another player runs

between Touch and the pursued, Touch must immediately leave the one he

is after to follow him. But this rather confuses, and spoils the game.

TOUCH-WOOD AND TOUCH-IRON.

These games are founded on the above. When the boys pursued by Touch can

touch either wood or iron they are safe, the rule being that he must

touch them as they run from one piece of wood or iron to another.

BUCK, BUCK, HOW MANY HORNS DO I HOLD UP?

This is a very good game for three boys. The first is called the Buck,

the second the Frog, and the third the Umpire. The boy who plays the

Buck gives a back with his head down, and rests his hands on some wall

or paling in front of him. The Frog now leaps on his back, and the

Umpire stands by his side: the Frog now holds up one, two, three, five,

or any number of fingers, and cries, “Buck! Buck! how many horns do I

hold up?” The Buck then endeavours to guess the right number; if he

succeeds, the Frog then becomes Buck, and in turn jumps on his back. The

Umpire determines whether Buck has guessed the numbers rightly or not.

In some places it is the custom to blindfold the Buck, in order to

prevent him seeing. This plan, however, is scarcely necessary.

WARNING.

This is an excellent game for cold weather. It may be played by any

number of boys. In playing it “loose bounds” are made near a wall or

fence, about four feet wide and twelve long. One of the boys is

selected, who is called the Cock, who takes his place within the bounds;

the other players are called the Chickens, who distribute themselves in

various parts of the playground. The Cock now clasps his hands together,

and cries, “Warning once, warning twice, a bushel of wheat, and a bushel

of rye, when the Cock crows out jump I.” He then, keeping his hands

still clasped before him, runs after the other players; when he touches

one, he and the player so touched immediately make for the bounds; the

other players immediately try to capture them before they get there; if

they succeed, they are privileged to get upon their backs and ride them

home. The Cock and his Chick now come out of the bounds hand-in-hand,

and try to touch some other of the players; the moment they do this they

break hands, and they and the player now touched run to the bounds as

before, while the other players try to overtake them, so as to secure

the ride. The three now come from the bounds in the same manner, capture

or touch a boy, and return. If, while trying to touch the other boys,

the players when sallying from the grounds break hands before they touch

any one, they may immediately be ridden, if they can be caught before

they reach the bounds. Sometimes when three players have been touched

the Cock is allowed to join the out party, but this is of no advantage

in playing the game.

FOLLOW MY LEADER.

This may be played by any number of boys: one being selected as the

Leader, and the others are the Followers. The Followers arrange

themselves in a line behind the Leader, who immediately begins to

progress, and the others are bound to follow him. The fun of this sport

is in the Leader carrying his Followers into “uncouth places,” over

various “obstacles,” such as hedges, stiles, gate-posts, &c., through

“extraordinary difficulties,” as ditches and quagmires,--every player

being expected to perform his feats of agility; and those who fail are

obliged to go last, and bear the emphatic name of the “Ass.” The game

lasts till the Leader gives up, or the boys are all tired out.

THE FUGLEMAN.

This is a game something like the above. It consists of the Fugleman and

his Squad. The Fugleman places himself in a central spot, and arranges

his Squad before him in a line. He then commences with various odd

gestures, which all the Squad are bound to imitate. He moves his head,

arms, legs, hands, feet, in various directions, sometimes sneezes,

coughs, weeps, laughs, and bellows, all of which the Squad are to

imitate. Sometimes this is a most amusing scene, and provokes great

laughter. Those who are observed to laugh, however, are immediately

ordered to stand out of the line, and when half the number of players

are so put out, the others are allowed to ride them three times round

the playground, while the Fugleman with a knotted handkerchief

accelerates their motions.

HARE AND HOUNDS.

[Illustration]

This is perhaps the very best game that can be introduced into a school.

The principle of it is very simple, that one boy represents the Hare and

runs away, while the others represent the Hounds and pursue him. The

proper management of the game, however, requires some skill. When we

were at school in the north, this game was extensively played; and in

more recent times, when we ourselves were masters instead of scholars,

we reduced the game to a complete system. The first thing to be done is

to choose a Hare, or if the chase is to be a long one, two Hares are

required. The Hare should not be the best runner, but should be daring,

and at the same time prudent, or he may trespass into forbidden lands,

and thereby cause great mischief. A Huntsman and Whipper-in are then

chosen. The Huntsman should be the best player, and the Whipper-in

second best. Things having advanced so far, the whole party sally forth.

The Hare is furnished with a large bag of white paper torn into small

squares, which he scatters on the ground as he goes. An arrangement is

made that the Hare shall not cross his path, nor return home until a

certain time; in either of which cases he is considered caught. The

Hounds also are bound to follow the track or “scent” implicitly, and not

to make short cuts if they see the Hare. The Hare then starts, and has

about seven minutes’ grace, at the expiration of which time the Huntsman

blows a horn with which he is furnished, and sets off, the Hounds

keeping nearly in Indian file, the Whipper-in bringing up the rear. The

Huntsman is also furnished with a white flag, the Whipper-in with a red

one, the staves being pointed and shod with metal. Off they go merrily

enough, until at last the Huntsman loses the scent. He immediately

shouts “Lost!” on which the Whipper-in sticks his flag in the ground

where the scent was last seen, and the entire line walks or runs round

it in a circle, within which they are tolerably sure to find the track.

The Huntsman in the meanwhile has stuck his flag in the ground, and

examines the country to see in what direction the Hare is likely to have

gone. When the track is found, the player who discovers it shouts Tally

ho! the Huntsman takes up his flag, and ascertains whether it is really

the track or not. If so, he blows his horn again, the Hounds form in

line between the two flags, and off they go again. It is incredible how

useful the two flags are. Many a Hare has been lost because the Hounds

forgot where the last track was seen, and wasted time in searching for

it again. Moreover, they seem to encourage the players wonderfully. We

used often to make our chases fourteen or fifteen miles in length; but

before such an undertaking is commenced, it is necessary to prepare by a

series of shorter chases, which should however be given in an opposite

direction to the course fixed upon for the grand chase, as otherwise the

tracks are apt to get mixed, and the Hounds are thrown out. The Hare

should always carefully survey his intended course a day or two

previously, and then he will avoid getting himself into quagmires, or

imprisoned in the bend of a river. A pocket compass is a most useful

auxiliary, and prevents all chance of losing the way, a misfortune which

is not at all unlikely to happen upon the Wiltshire downs or among the

Derbyshire hills.

STEEPLE CHASE.

This is a trial of speed and agility, and may be played by any number of

boys. It consists in the boys agreeing upon some distant object for a

mark, such as a conspicuous tree, or house, or steeple. The players then

start off in whatever direction they please, each one being at liberty

to choose his own course. In a long run of a mile or so it very often

happens that hedges, ditches, and other obstructions, have to be got

over, which adds great interest to the play, and the best climbers and

jumpers are the most likely to come in victors. He who comes in first to

the appointed object is called the King, the second the Duke, the third

the Marquis, the fourth the Viscount, the fifth the Earl, the sixth the

Knight. The last receives the dignified appellation of the Snail, and

the last but one the Tortoise.

At Oxford there were in our undergraduate days two clubs for the purpose

of Steeple-chasing, one named the Kangaroo Club, and the other the

Charitable Grinders, whose performances over hedges and ditches were

really astonishing. There was also a club which kept a set of beagles,

and used to hunt a red herring with intense perseverance.

DUCK AND DRAKE.

This is a very simple sport, but necessarily restricted to those spots

where there is a river, or a pond of some magnitude. It consists in

throwing oyster-shells, flat stones, or broken tiles along the water, so

as to make them hop as often as possible. One hop is called Dick, the

second Duck, and the third Drake. The sea-shore is a capital place for

this sport, as, if the player can only succeed in making the stone touch

the top of a wave, it is tolerably certain to make a succession of hops

from wave to wave. If a rifle-bullet is shot along the water, it will go

a great distance, making very long hops, and splashing up the water at

every bound. In war, this method of firing at an enemy that lies low is

extensively made use of, and is called “ricochet practice.” It is also

much used in naval warfare.

SIMON SAYS.

This, if well managed, is a very comical game. The players are arranged

as in Fugleman, the player who enacts Simon standing in front. He and

all the other players clench their fists, keeping the thumb pointed

upwards. No player is to obey his commands unless prefaced with the

words, “Simon says.” Simon is himself subjected to the same rules. The

game commences by Simon commanding,--“Simon says, _turn down_:” on which

he turns his thumbs downwards, followed by the other players. He then

says, “Simon says, _turn up_,” and brings his hands back again. When he

has done so several times, and thinks that the players are off their

guard, he merely gives the word, “Turn up,” or “Turn down,” without

moving his hands. Some one, if not all, is sure to obey the command, and

is subject to a forfeit. Simon is also subject to a forfeit, if he tells

his companions to turn down while the thumbs are already down, or _vice

versâ_. With a sharp player enacting Simon, the game is very spirited.

KING OF THE CASTLE.

This is a very good game, and to play it properly there must be in the

centre of the playground a small hill or hillock. One player, selected

by choice or lot, ascends this hill, and is called the King; and the

object of the other players is to pull or push him from his elevation,

while he uses his endeavours to keep his “pride of place.” Fair pulls

and fair pushes are only allowed at this game; the players must not take

hold of any part of the clothes of the King, and must confine their

grasps to the hand, the leg, or the arm. If a player violates these

rules, he is to sit down upon the ground, and is called “Dummy.” The

player who succeeds in dethroning the King, takes his place, and is

subjected to the like attacks.

BATTLE FOR THE BANNER.

This game is to be played from a mound, the same as the above, and it

may consist of any number of players. Each party selects a Captain, and

having done this, divide themselves into Attackers and Defenders. The

defending party provide themselves with a small flag, which is fixed on

a staff on the top of the mound, and then arrange themselves on its side

and at its base, so as to defend it from the attacks of their opponents,

who advance towards the hillock, and endeavour to throw down those that

oppose them. Those that are so thrown on either side, are called “dead

men,” and must lie quiet till the game is finished, which is concluded

either when all the attacking party are dead, or the banner is carried

off by one of them. The player who carries off the banner is called the

Knight, and is chosen Captain for the next game.

[Illustration]

SNOW-BALLS.

Every boy has played at snow-balls, from the time that his little

fingers were first able to grasp and mould a handful of snow. Elderly

gentlemen know to their cost how apt the youthful friend is to hurl very

hard snow-balls, which appear to pick out the tenderest parts of his

person, generally contriving to lodge just at the juncture of the chin

and the comforter, or coming with a deafening squash in the very centre

of his ear. Even the dread policeman does not always escape; and when he

turns round, indignant at the temporary loss of his shiny hat, he cannot

recognise his assailant in the boy who is calmly whistling the last new

nigger-song, as he saunters along, with both his hands in his pockets.

The prudent schoolmaster will also not venture too near the playground,

unless he has provided himself with an umbrella. It is rather a

remarkable fact, that whenever a Grammar-school and a National-school

are within a reasonable distance of each other, they are always at

deadly feud. So it was at the school where our youthful days were

passed. One winter’s morning, just after school had opened, the door was

flung violently open, and a party of National-school boys hurled a

volley of snow-balls at the head-master. He, after the door had been

secured, remarked in a particularly mild voice,--“Now, boys, if _I_ had

been at school, and _my_ schoolmaster had been assaulted by

National-school boys, _I_ should have gone out and given them a

thrashing. Remember, I do not at all advise you to do so, but merely

mention the course that I should have adopted under such circumstances.

We will resume lessons at three.” So saying, he took off his gown, put

on his hat and gloves, and walked out to see the fun. Now, the prospect

of a morning’s holiday would have made us attack a force of twenty times

our number, but as they only out-numbered us threefold, we commenced a

pursuit without hesitation. After a sharp engagement, we drove them back

to their own schoolroom. The cause of their yielding was, that they

threw at random among us, whereas each of our balls was aimed at the

face of an opponent, and we very seldom missed. When they had reached

their school, they closed and barred their door; at which we made such a

battering, that their master, a large negro, rushed out upon us, vowing

vengeance, and flourishing a great cane. He was allowed to proceed a few

yards from the door, when one snow-ball took off his hat, and two more

lodged in his face. He immediately went to the right-about, and made for

the school, which he reached under an avalanche of snow. We pursued, but

he had succeeded in fastening the door, and we could not open it for

some time. When we did, the school was deserted; not a boy was to be

seen. There was no back entrance to account for their disappearance, and

we were completely puzzled. At last, when we had quieted down a little,

a murmuring was heard apparently below our feet, and on examination we

found that the entire school had taken shelter in the coal-cellar. We

made a dash at the door (a trap-door), and in spite of the showers of

coal that came from below, fastened and padlocked the door, carefully

throwing the key among a clump of fir-trees, where it was not likely to

be found. Having achieved this victory, we had a snow-ball match among

ourselves, and then returned to school. About five o’clock, in rushed

the black schoolmaster, who had only just been liberated by the

blacksmith, and who came to complain of our conduct. So far, however,

from obtaining any satisfaction, he was forced to apologise for the

conduct of his boys.

SNOW CASTLE.

The object of this game is, that a castle of snow is built, which is

attacked by one party and defended by the other. The method of building

the castle is as follows:--A square place is cleared in the snow, the

size of the projected castle. As many boys as possible then go to some

distance from the cleared square, and commence making snow-balls,

rolling them towards the castle. By the time that they have reached it,

each ball is large enough to form a foundation-stone. By continuing this

plan, the walls are built about five feet six inches high, a raised step

running round the interior, on which, the defenders stand while hurling

the balls against their opponents. In the centre are deposited

innumerable snow-balls, ready made; and a small boy is usually pressed

into the service, to make snow-balls as fast as they are wanted. If the

weather is very cold, some water splashed over the castle hardens and

strengthens it considerably. The architect of the castle must not forget

to leave space for a door.

[Illustration]

SNOW GIANT.

This is made in the same way as the snow castle, that is, by rolling

large snow-balls to the place where the giant is to be erected, and then

piled up and carved into form. He is not considered completed until two

coals are inserted for eyes, and until he is further decorated with a

pipe and an old hat. When he is quite finished, the juvenile sculptors

retire to a distance, and with snow-balls endeavour to knock down their

giant, with as much zest as they exhibited in building him. If a snow

giant is well made, he will last until the leaves are out, the sun

having but little power on so large a mass of hard snow. There is a

legend extant respecting the preservation of snow through the warmer

parts of the year. A certain Scotch laird had for a tenant a certain

farmer. The laird had been requested by influential personages to

transfer the farm to another man directly the lease was run out. The

farmer’s wife, hearing of this from some gossip of hers, went to her

landlord, and besought him to grant a renewal of the lease. When she

called, he was at dinner with a numerous party of friends, and replied

in a mocking tone, that the lease should be renewed when she brought him

a snow-ball in July. She immediately called upon the guests to bear

witness to the offer, and went home. In due time the winter came, and

with it the snow. One day, her husband, an excellent labourer, but not

over bright, asked her why she was wasting so much meal. At that time,

she had taken a large vessel of meal to a valley, and was pouring it

into the space between two great stones. Upon the meal she placed a

large quantity of snow, which she stamped down until it was hard. Upon

this she poured more meal, and placed upon the meal a layer of straw.

The whole affair was then thickly covered over with straw and reeds. To

her husband, who thought she had fairly lost her senses, she deigned no

reply, except that the meal would repay itself. So affairs went on until

July, when the good dame, hearing that her landlord had invited a large

party to dine with him, many of whom had been at the party when the

promise was made, proceeded to the store of snow, which she found about

half diminished. The remainder she kneaded hard, and put it in a

wheelbarrow, well covered with straw, which she rolled up to the laird’s

own house. When once there, she took out her snow-ball, and presenting

it to her landlord, before all his guests, demanded the renewal of her

lease. It may be satisfactory to know, that the laird, struck with her

ingenuity and perseverance, at once granted her request.

[Illustration]

JACK! JACK! SHOW A LIGHT!

This game can only be played in the dusk of evening, when all the

surrounding objects are lost in the deepening gloom. The players divide

into two parties, and toss up for innings, which being gained, the

winners start off to hide themselves, or get so far away that the others

cannot see them; the losers remaining at the home. One of the hiding

party is provided with a flint and steel, which, as soon as they are all

ready, he strikes together; the sparks emitted guide the seekers as to

what direction they must proceed in, and they must endeavour to capture

the others ere they reach home; if they cannot touch more than two of

the boys, the hiders resume their innings, and the game continues as

before. It is most usual, however, for the boys at the home to call out,

“Jack, Jack! show a light!” before the possessor of the flint and steel

does so. When one party is captured, the flint and steel must be given

up to the captors, that they may carry on the game as before.

JINGLING.

The jingling match is a common diversion at country wakes and fairs, and

is often played by schoolboys. The match should be played on a soft

grass-plot within a large circle, enclosed with ropes. The players

rarely exceed nine or ten. All of these, except one of the most active,

who is the “jingler,” have their eyes blindfolded with handkerchiefs.

The jingler holds a small bell in his hand, which he is obliged to keep

ringing incessantly so long as the play continues, which is commonly

about twenty minutes. The business of the jingler is to elude the

pursuit of his blindfolded companions, who follow him by the sound of

the bell in all directions, and sometimes oblige him to exert his utmost

abilities to effect his escape, which must be done within the boundaries

of the rope, for the laws of the sport forbid him to pass beyond it. If

he be caught in the time allotted for the continuance of the game, the

person who caught him wins the match; if, on the contrary, they are not

able to take him, he is proclaimed the winner.

[Illustration]

JUMP LITTLE NAG-TAIL!

In this game, six or eight players on each side is the best number. The

two leaders should toss up for choice of partners, and after selecting

them, toss again for innings. The loser must then place himself quite

upright, with his face to a wall, against which he rests his hands; and

one of his partners should next stoop down, and put his head against his

leader’s skirts, as shown in the annexed illustration; another partner

also bends, and places his head against the skirts of the second player,

and the rest of the partners must take their places in the same manner,

one behind the other: when thus arranged, they are called “nags.” One of

the winning party next takes a run, and placing his hands on the back of

the last player or “nag,” endeavours to spring on to the back of the

first, or at least to clear as many “nags” as he possibly can, in order

to allow room for those following him to leap on the backs of the other

“nags,” which they should do in succession, until they are all fairly

astride. If any of the “nags” sink under the weight, or in trying to

support themselves touch the ground either with their hands or knees, or

if the riders can keep their seats without touching the ground, whilst

their leader counts twenty, or repeats the words, “Jump little nag-tail

one, two, three!” three times, concluding with “off, off, off!” the

riders resume their innings, and begin again; on the contrary, should

there not be sufficient space for all to leap on, or they are unable to

keep their seats on the backs of the “nags,” they lose their innings,

and become “nags” in their turn. The “nags” must, while in the line,

hold either by the trousers of the player before them, or else lean

their hands on their knees, or cross their arms on their breasts. Each

rider must call out “Warning” before he leaps on the back of one of the

“nags.”

JUMPING ROPE.

Two players swing round a long rope, and when the revolutions become

tolerably regular, one, two, or even more boys step forwards, and

allowing it to swing over their heads, jump up as it descends, so as to

let it pass under their feet as in the case of the common skipping-rope.

The leapers must step forwards the moment the rope is at its highest, in

order to be ready to skip over as it swings close to the ground; and

they should be careful to keep the same time with the motions of the

boys holding the rope, so as not to be struck by it in its circuit.

Another game may be played with a long skipping-rope, by the player at

one end holding the rope in his outside hand, making a step or two

towards the other player, and with his help swinging it round, and then

skipping over it.

MY GRANDMOTHER’S CLOCK.

In this amusing sport the players join hands, and extend their arms to

their full extent. One of the outside players remains stationary, and

the others run round him as fast as they can, which proceeding is called

“winding the clock.” In this manner the straight line becomes a confused

spiral, and all the players get huddled together in a most laughable

manner. The winding of the clock usually leads to such disorder that it

is next to impossible to unwind it without breaking the line of boys.

RUSHING BASES.

Two bases having been made, one at each end of the playground, all the

players take up their position in one of them, except one, who is

generally elected by counting out; this player, who is called “the

King,” stations himself midway between the bases, and endeavours to

catch the others as they rush through his territory from base to base.

Should the king succeed in catching one of the trespassers, he raps him

on the head, saying, “I crown thee king!” and the one so crowned joins

the first king between the bases, and helps to catch the other players.

When the out-players considerably outnumber those remaining in the

bases, they may enter the bases, and, if they are strong enough, pull

the others out and crown them. In this lively game the rule is, that a

player must run to the opposite base if he puts both feet outside his

own. In some parts of England this game is known by the name of “King

Cæsar.”

[Illustration]

SEE-SAW.

For this amusement a stout plank should be laid across a felled tree or

a low wall; it must be very nicely balanced if the players are of the

same weight; but if one is heavier than the other, the end on which he

intends to sit should be the shortest. Two players then take their seats

on the plank, one at each end, whilst a third stations himself on the

middle of it, as represented in the illustration; the name of this

player is in some places Jack o’ both Sides, and in others Pudding. As

the players by turns make slight springs from their toes, they are each

alternately elevated and depressed, and it is the duty of Pudding to

assist these movements by bearing all his weight on the foot, on the

highest end of the plank, beyond the centre of the tree or wall on which

it rests. This will be best understood by referring to the illustration:

thus, A is the trunk of a tree; across it a plank is laid, on which two

players, B, C, take their seats; D is “Pudding;” it will be seen that

his left foot is beyond the centre of the trunk A, on the highest end of

the board, and consequently his weight being added to that of B will

depress that end of the plank, and the end on which C sits must, of

course, rise; Pudding then bears on his right foot, and C in turn

descends; and thus the game continues during pleasure, Pudding bearing

alternately on each side.

THREAD THE NEEDLE.

This game can be played by any number of boys, who must all join hands;

the game is begun by the outside players at each end of the line holding

the following dialogue: “How many miles to Babylon?” “Threescore and

ten.” “Can I get there by candle-light?” “Yes, and back again.” “Then

open the gates without more ado, and let the king and his men pass

through.” The player and the one next to him at the end of the line

opposite the last speaker then elevate their joined hands as high as

they can, to allow the speaker to run under, and the whole line follows

him, still holding hands. This should be done, if possible, without

breaking the line by letting the hands go, and is styled “threading the

needle.” When all the boys have passed through, the same conversation

begins again, excepting that the respondent in his turn becomes the

inquirer, and runs between the opposite players, the others following as

before.

TOM TIDDLER’S GROUND.

This is a very favourite game with little boys, and may be considered as

a modification of rushing bases. A large base is formed by drawing a

line across the playground, and one boy, called “Tom Tiddler,” takes his

station within it, while the others run in crying out, “Here am I on Tom

Tiddler’s ground, picking up gold and silver.” If Tom Tiddler can touch

any boy while he is on his ground, the boy so touched takes his place as

the guardian of the imaginary gold and silver.

TWO TO ONE.

Two to one is a very capital exercise with a common skipping-rope. It is

done by skipping in the usual way for a short time, and then increasing

the rapidity of your movements, and leaping tolerably high, endeavouring

to swing the rope round so quickly that you can pass it twice under your

feet while you are taking the leap; practise this till you are quite

proficient, and then try to pass the rope three times under your foot

instead of twice.

WALK, MOON, WALK!

This may be played by any number of boys, who all tie large knots in one

corner of their pocket-handkerchiefs, and then toss up to see who shall

be “Moon;” the loser is the one to whom the part falls, and he must be

blindfolded. “Moon” now stands with his legs stretched apart, while his

playmates go behind him in succession, and jerk their handkerchiefs

between his legs, as far as they can and in whatsoever direction they

please. When all the boys have done this, one of them cries “Walk, Moon,

walk!” which is a signal for the blindfolded player to walk forwards

until he treads upon one of the handkerchiefs, when in an instant the

other players pick up their knotted handkerchiefs, with which they

belabour the unlucky owner of the one trodden upon by Moon, as he runs

to a distant base and back; after which he becomes Moon, and the game

continues as before.

WANT A DAY’S WORK?

This is a capital game when well played, and the antics and grimaces of

boys who are mimics cause great merriment. It also gives a boy a good

notion of how mechanical labour is done, as no boy will ask for work

unless he understands something of the nature of the business he

solicits to be employed upon. The game begins thus, and it matters not

how many boys are engaged in it:--A line is drawn; within that line is

the shop, and when a bad workman is discharged he is pushed across the

line. The employer, or master, should be a very sharp lad. A boy comes

up, and the master asks him if he wants a day’s work; the boy says he

does. He is then asked what trade he is; if he says a tailor, a coat is

supposed to be given to him to make; if a shoemaker, a pair of shoes; if

a tinker, a saucepan to bottom; if a stonemason, a stone to cut or saw,

and every boy must imitate the actions of the tailor, shoemaker, &c.,

while at work, whatever the trades may be. Then the master looks over

the work, finds fault, gets in a rage, discharges the workman, and, if

he can, turns him out of the shop. But if in the struggle the boy turns

the employer out, he then becomes master, and the other is set to work.

So that, after a few good-natured trials of strength, each boy in turn

generally becomes master.

WILL YOU LIST?

This is a very old game, and in some places is called “playing at

soldiers;” the whole ceremony of enlisting is gone through, taking the

shilling and swearing to serve the Queen, &c. But there ought to be two

parties of boys, of not less than a dozen, with a commanding officer on

each side. After learning their exercise, such as shouldering arms and

marching, war breaks out; then one party is English and the other the

enemy. Their weapons ought to be bulrushes, or stout reeds, such as are

used in building, or something that will not do any injury when the

charge commences. The side that breaks or takes away the most weapons is

the conqueror, and much skill may be displayed in capturing the arms of

others, and retaining your own. If boys can get some old soldier to

drill them a few times, this may be made as good a game as they can play

at. We have too few military amusements in our English games.

WHOOP!

One player takes his station at a spot called the “home,” while the

others go to seek out various hiding-places in which to ensconce

themselves; when all are ready, one of them calls out “Whoop!” on which

the player at the “home” instantly goes in search of the hiders, and

endeavours to touch one of them as they run back to “home;” if he can do

so, the one caught takes his place at the “home,” while he joins the out

players.

[Illustration]

HIGH BARBAREE!

In this game sides are chosen, and one party remains “at home,” while

the other hides. When the hiders are all ready, one of them calls out

“High Barbaree!” upon which the seekers sally forth to look for them, as

in “Whoop!” If the seekers can succeed in touching a certain number of

the hiders before they can get to “home,” they take their turn at

hiding. The number to be caught must be agreed upon beforehand, and of

course depends upon the number of players. It is usual to mention this

number in the cry--thus, “High barbaree! _three_ caught he!”--“_four_

caught he!” and so forth. As a general rule, the number to be caught

should exceed half the number of the hiders.

BULL IN THE RING.

This active, merry, noisy game can be played by any number of boys, and

commences by their joining hands and forming a ring, having enclosed

some boy in the middle, who is the Bull. It is the Bull’s part to make a

rush, break through the ring, and escape, and the part of the boys who

form the ring to hold their hands so fast together that he cannot break

their hold. Before making a rush the Bull must cry “boo” to give

warning, so that the boys may grasp their hands more tightly. The whole

ring generally replies to the Bull’s challenge by crying “boo” all

together, and a pretty noise they make. When the Bull breaks through the

ring he is pursued until captured, and the boy who seizes him first is

“Bull” when they return. A good “Bull” will lead them a pretty dance,

clearing hedges and ditches; and if he gets back and touches some mark

agreed upon, near to where he broke through the ring, he is “Bull”

again.

COCK FIGHT.

This humorous sport must not be confounded with the cruel battles

between game-cocks once so popular in England. Two boys represent the

feathered combatants; each hops upon one leg, with his arms folded, and

bumps against the other, endeavouring to compel him to put both feet to

the ground. The boy who keeps up longest wins the game.

DROPPING THE HANDKERCHIEF.

A tolerably large ring should be formed by several boys standing in a

circle and joining hands; another boy, who stands out, when all are

ready walks round outside the ring, drops a handkerchief behind one of

the players, and immediately runs off; he is instantly followed by the

one behind whom he dropped the handkerchief, and who must track him in

all his windings in and out under the arms of the boys in the ring, who

elevate them for the purpose, and indeed wherever he runs to; should the

pursuer be able to touch the pursued, the former takes the handkerchief

in his turn, and the latter joins hands in the circle. If the boy who

dropped the handkerchief is enabled to elude his follower by passing

through and about the ring, he walks again round and drops the

handkerchief behind some other player.

EASY GAMES WITHOUT TOYS

INDOOR.

BLIND MAN’S BUFF

[Illustration: “SEEING’S BELIEVING.”]

Consists in one person having a handkerchief bound over his eyes, so as

to completely blind him, and thus blindfolded trying to chase the other

players, either by the sound of their footsteps, or their subdued

merriment, as they scramble away in all directions, endeavouring to

avoid being caught by him; when he can manage to catch one, the player

caught must in turn be blinded, and the game be begun again. In some

places it is customary for one of the players to inquire of Buff (before

the game begins), “How many horses has your father got?” to which

inquiry he responds, “Three.” “What colours are they?” “Black, white,

and grey.” The questioner then desires Buff to “turn round three times,

and catch whom you may,” which request he complies with, and then tries

to capture one of the players. It is often played by merely turning the

blindfold hero round and round without questioning him, and then

beginning. The handkerchief must be tied on fairly, so as to allow no

little holes for Buffy to see through. Blind Man’s Buff is a very

ancient pastime, having been known to the Grecian youths. In England it

formerly went By the name of Hoodman Blind, because it was customary to

blind Buff with his hood.

BOB-CHERRY.

Attach a cherry to a piece of string, and then fasten it to a door,

sufficiently high to compel the player to jump a little in order to

catch the cherry in his mouth. The cherry is then set swinging; and the

players, ranging themselves in line, jump at the cherry, one after the

other. This game is productive of much amusement, and may be kept up for

a long time.

BUFF.

In this game one of the players enters the room, armed with a poker,

with which he taps on the floor. “Where do you come from?” inquires one

of the company. “Alas! from poor Buff, who is full of grief.” “And what

did he say to you?” “He spoke thus,” is the reply--

“Buff said ‘Baff,’

And gave me this staff,

And bade me not laugh

Till I came to his house again.”

Having thus spoken, the messenger leaves the room. While he has been

delivering his speech, the company, however, endeavour to make him

laugh, by asking him any absurd questions that may present themselves to

their imagination. If they do not succeed in this, the emissary of the

great Buff delivers himself of a more lengthy address:--

“Buff says ‘Baff’ to all his men,

And I say ‘Baff’ to you again;

But he neither laughs nor smiles

In spite of all your cunning wiles,

But keeps his face with a very good grace,

And carries his staff to the very next place.”

CONCERT.

A noisier game than this could scarcely be desired by the most

boisterous of our young friends. The players having selected a

“conductor,” seat themselves round him in a circle. The conductor now

assigns to each a musical instrument, and shows how it is to be played.

When all are provided with their imaginary instruments, the conductor

orders them to tune, and by so doing, he gives each musician a capital

opportunity for making all sorts of discordant noises. When the

different instruments have been tuned, the conductor waves an unseen

_bâton_, and commences humming a lively air, in which he is accompanied

by the whole of his band, each player endeavouring to imitate with his

hands the different movements made in performing on a real instrument.

Every now and then the conductor pretends to play on a certain

instrument, and the player to whom it belongs must instantly alter his

movements for those of the conductor, and continue to wield the _bâton_

until the chief player abandons his instrument. Should a player omit to

take the conductor’s office at the proper time, he must pay a forfeit.

The fun of this game greatly depends upon the humour of the conductor,

and the adroitness with which he relinquishes his _bâton_ and takes up

the instruments of the other players.

CONSEQUENCES.

The first player writes an _adjective_ on the upper part of a slip of

paper, and then folds the slip so that the written word cannot be seen

by the next player, who writes the _name of a gentleman_, real or

imaginary, on the paper, which he passes to another after having folded

it over again. The third player writes an _adjective_; the fourth, _a

lady’s name_; the fifth, the _name of a place_; the sixth, _what the

gentleman said to the lady_; the seventh, the _lady’s reply_; the

eighth, the _consequences_; and the ninth, _what the world said about

the whole affair_. One of the players now unfolds the slip and reads

what has been written by the different persons engaged in the game,

adding a few words to unite the disjointed members of the little

narrative. As a specimen of the ludicrous result which arises from each

player’s ignorance of what has been written by his companions, we give

the following pathetic tale, in which the words and phrases printed in

italics represent those written on the slip of paper:--“The

_ill-favoured Peter Wilkins_ met the _adorable Jenny Jones_ in _the

silver mine of Potosi_. He said to her, ‘_Will you love me then as

now?_’ and she replied, ‘_When did I refuse you anything?_’ The

consequences were, _he drowned himself in the water-butt and she married

the baker_, and the world said, ‘_Served them right!_’” When there are

only three or four players, the slip of paper is to be passed round from

one to another until it is filled up. When the players are numerous,

three or four slips may be commenced simultaneously by different

persons.

CROSS QUESTIONS AND CROOKED ANSWERS.

This game will be best described by a short dialogue.

_Harry._--I am going to put a question in a whisper to Tom, who is

seated on my right hand, to which he will reply in the same tone. _He_

will then put a question to _his_ next neighbour, and receive his

answer. When the tour of the circle is made, I shall commence by stating

aloud the question put to me by my left-hand neighbour, answering it by

the reply received in answer to my own from Tom. He will then do the

same, giving my question and his next neighbour’s reply.--(Whispers to

Tom.) Of what use are the bellows?

_Tom._--To blow up the fire.--(To Charles) Of what use is a fire-engine?

_Charles._--To put out a fire.--(To John) Of what use is a plough?

_John._--To plough up the ground.--(To James) Of what use is a cap?

_James._--To cover the head.--(To Edward) Of what use is a shoe?

_Edward._--To protect your foot.--(To William) Of what use is a black

pin?

_William._--To fasten your collar with.--(To Harry) Of what use is a

barometer?

_Harry._--To tell the weather.--(Aloud) William has just asked me the

use of a barometer? Tom replies, “To blow up the fire!”

_Tom._--Harry has asked me the use of the bellows; and Charles replies,

“To put out the fire!”

_Charles._--Tom wishes to know the use of the fire-engine, and John

tells him, “To plough up the ground,” &c.

Any mistake is punished by a forfeit.

DUMB MOTIONS.

The players form sides, and decide who shall be _masters_ and who _men_.

The principal aim of the _men_ is to keep working as long as possible,

and to prevent the _masters_ taking their places. The men consult

secretly among themselves, and decide upon some trade or profession, the

practice of which may be certain movements of the arms, hands, or legs.

They now range themselves opposite the masters, and the foreman tells

them the first and last letters of the trade they are about to exercise;

as for example, C--r for carpenter, D--t for druggist, B--h for

blacksmith, and so on. The men now set to work and express in dumb

motions the various labours belonging to the craft they have chosen. Let

us suppose that they have selected the trade of blacksmith: one of the

players will appear to be blowing the forge bellows, another will seem

to be filing something in a vice, while others will be violently

exerting themselves by wielding imaginary sledge-hammers round an unseen

anvil. If any of the men speak at their work, or make use of

inappropriate gestures, the whole side is out. The masters are allowed

one guess each, and if none of them can hit upon the right trade, the

men tell them their occupation, and then fix upon another. If the

masters can guess the name of the trade, the men are out and become

masters. The men need not continue their labours until all the masters

have guessed, but may stop working, and demand their wages, after having

plied their craft for a reasonable time. When the name of a trade

consists of two words, the men must tell the first and last letter of

each word, as C--h B--r, for coach builder.

FAMILY COACH.

The chief player in this amusing game must possess the faculty of

inventing a long story, as well as a tolerably good memory. This player

gives to each of the others the name of some person or thing to be

mentioned in the story he is about to relate. For example, he may call

one “the coachman,” another “the whip,” another “the inn,” another the

“old gentleman,” another the “footman,” another “the luggage,” and so

on, until he has named all the persons engaged in the game. The

story-teller now takes his stand in the centre of the room, and

commences his narrative; in the course of which he takes care to mention

all the names given to the players. When the name of a player is

mentioned, he must immediately rise from his seat, turn round, and sit

down again, or else pay a forfeit for his inattention; and whenever “the

family coach” is named, _all_ the players must rise simultaneously. In

the following example of a story, the names given to the different

players are printed in italics: “An _old gentleman_, dreading an attack

of the gout, resolved to pay a visit to the hot wells of Bath; he

therefore summoned his _coachman_, and ordered him to prepare THE FAMILY

COACH (all the players rise, turn round, and sit down again). The

_coachman_, not liking the prospect of so long a journey, tried to

persuade the _old gentleman_ that THE FAMILY COACH was out of repair,

that the _leader_ was almost blind, and that he (the _coachman_) could

not drive without a new _whip_. The _old gentleman_ stormed and swore

upon hearing these paltry excuses, and ordered the _coachman_ out of the

room, while the _little dog_ sprang from under his master’s chair and

flew at the calves of the offender, who was forced to make a precipitate

exit. Early the next morning, THE FAMILY COACH belonging to the _old

gentleman_ stopped at an _inn_ on the Bath road, much to the surprise of

the _landlord_, who had never seen such a lumbering conveyance before.

THE FAMILY COACH contained the _old gentleman_, the _old lady_ (his

wife), and the _little dog_ that had made such a furious attack on the

poor _coachman’s_ legs. The _landlord_ called the _landlady_, who came

bustling out of the _inn_ to welcome the _old gentleman_ and _old lady_.

The _footman_ jumped down from behind THE FAMILY COACH, and helped the

_old gentleman_ and the _old lady_ to alight, while the _boots_ and

_chambermaid_ belonging to the _inn_ busied themselves with the

_luggage_. The _little dog_ trotted after the _old lady_, but just as it

was going into the _inn_, the _coachman_ gave it a cut with his _whip_.

The _little dog_ howled, upon which the _old gentleman_ turned round,

and seeing the _coachman_ with his _whip_ raised, he seized him by the

throat. The _footman_ came to the assistance of his friend the

_coachman_, and the _ostler_ belonging to the _inn_ took the side of the

_old gentleman_. The _landlord_, _landlady_, _chambermaid_, _boots_,

_cook_, _stable-boy_, _barmaid_, and all the other inmates of the _inn_,

rushed into the road to see what was the matter, and their cries, joined

to the yells of the _little dog_ and the screams of the _old lady_, so

frightened the _leader_, the _white horse_, and the _brown mare_, that

they ran away with THE FAMILY COACH.” Of course this tale might have

been continued to any length, but the specimen we have given will be

sufficient to give the story-teller some idea of what is expected from

him to keep up the fun of the game.

FROG IN THE MIDDLE.

This is a highly amusing, though very simple game. One player seated on

the ground is surrounded by his comrades, who pull and buffet him till

he can catch one of them, when the person so caught takes his place, and

is buffeted in like manner. As the players sport round the Frog, they

usually cry, “Frog in the middle--can’t catch me!” but they frequently

find that this is vain boasting, as Froggy does catch them now and then.

THE FOUR ELEMENTS.

The party being seated in a circle, the player who has been chosen to

commence the game takes a knotted handkerchief, and throws it suddenly

into another’s lap, calling out at the same time either “Earth!”

“Water!” “Air!” or “Fire!” If “Earth” be called out, the player into

whose lap the handkerchief has fallen must name some _quadruped_ before

the other can count ten; if “Water!” he must name a _fish_; if “Air!” a

_bird_; and if “Fire!” he must remain silent. Should the player name a

wrong animal, or speak when he ought to be silent, he must pay a forfeit

and take a turn at throwing the handkerchief; but should he perform his

task properly, he must throw the handkerchief back to the first player.

Those who have never joined in this simple game can have no idea of the

absurd errors into which the different players fall when summoned

unawares to name a particular kind of animal.

HAND.

The game of Hand is of great antiquity, and is common to almost every

nation, whether savage or civilized. In many of the rural districts of

England this universal pastime is known by the name of “Coddem.” To play

at Hand, sides must be formed, and the players of each side must seat

themselves at a table opposite their antagonists. Chance decides which

of the sides shall first hide the _piece_; which may be any small object

that can be easily held in the closed hand of one of the players. One of

the fortunate players now exhibits the piece to his opponents; having

done which, he cries out, “Hands down!” at which signal he and his

comrades put their hands out of sight, and in the language of the game,

commence “working the piece,” which operation is performed by shifting

the piece from hand to hand, so as to deceive the opposite players as to

its whereabouts. When the piece has been properly worked, the chief

player calls out, “Hands up,” and he and all his comrades simultaneously

place their closed fists on the table. The top player on the opposite

side has now to fix upon the hand in which the piece is concealed. There

are two ways of guessing, either of which he may adopt; the first is to

point at once to the hand supposed to contain the piece, and cry out,

“Hand!” The second mode of guessing is to point to those hands which

appear to be empty, saying with each guess, “Take that hand away!” and

when most of the hands have been removed from the table, to fix upon the

most likely-looking one among those that remain. If the guesser can find

the piece without making a mistake, he claims it for his party, and is

entitled to guess again when the opposite side regains it; but if he

makes a mistake, either by ordering the hand that holds the piece to be

removed, or by “handing” an empty fist, his antagonists retain the

piece, and having concealed it, the second player attempts to discover

its whereabouts. From our description, the reader will probably regard

Hand as a mere frivolous game of chance; but we can assure him that

chance has little to do with the discovery of the piece. A good Hand

player watches the faces of his opponents while their hands are engaged

in working the piece under the table; he scrutinises the different

hands, and does not allow himself to be misled by any of the cunning

devices which the hiders employ to throw him off the right scent; again,

when he has the piece in his possession, he takes care not to let a

tightly-clenched fist, a guilty smile, or an anxious expression, betray

the fact to his wary antagonist.

HOT BOILED BEANS.

In this game, one of the players is sent out of the room, while the

others hide a handkerchief or any small article that can be easily

secreted. When the article has been concealed, the door is opened, and

the seeker is invited to enter in these words: “Hot boiled beans and

butter; walk in and find your supper.” The seeker now sets to work to

look for the hidden article. When he approaches the place of

concealment, his playmates must give him notice of it, by telling him

that he is “rather warm,” “very hot,” or, if he gets very near it, that

he “burns.” When he wanders away from the object of his search, he is

told that he is “cold;” and if he persists in his mistaken course, he is

informed that he “freezes.” Should the seeker succeed in finding the

hidden article, another player goes out of the room in his stead.

HOT COCKLES.

One player with his eyes bandaged lays his head on a chair, or in

another player’s lap, while the others strike him on his back with their

open hands. In this unenviable position he remains until he can guess

who strikes him, when the striker takes his place. The poet Gay

describes this pastime in the following lines:--

“As at Hot Cockles once I laid me down,

And felt the weighty hand of many a clown,

Buxoma gave a gentle tap, and I

Quick rose, and read soft mischief in her eye.”

HOW? WHERE? AND WHEN?

One of the players is sent out of the room, while the others fix upon a

subject, which may be anything to which the three questions, “How do you

like it?” “Where do you like it?” and “When do you like it?” will apply.

When the subject has been decided upon, the out-player is summoned. He

now puts the first question to the nearest player, who returns him a

puzzling answer; he then passes to the next, and repeats the same

question; then to the next, and so on, until he has made the round of

the room. If none of the answers enable him to guess the subject, he

tries each player with the second question, and if the answers to this

leave him still in the dark, he solicits a reply from each to the third

and last question. Should the player fail to guess the subject after

asking the three questions, he pays a forfeit and takes another turn

outside; but should he succeed in guessing it during his rounds, the

player last questioned must pay a forfeit, and go out of the room in his

place. The in-players should always endeavour to hit upon some word that

has two or three meanings for a subject, as such a word renders the

answers extremely confusing. For instance, if _Jack_ be the subject

decided on, one of the players may say, in answer to the first query,

that he likes it “fried,” referring to fish called the Jack; in answer

to the second, that he likes it “before the kitchen fire,” referring now

to a roasting-jack; and in answer to the third, that he likes it when he

is “dressing,” now regarding the subject as a boot-jack.

HUNT THE SLIPPER.

This old-fashioned pastime is so generally known that it is scarcely

necessary to describe it; however, as it forms one of the merriest

indoor sports for the long winter evenings, it would be absurd to omit

it in this work. Several boys seat themselves in a circle on the ground,

and another, taking his place inside the ring, gives a slipper to one of

them, by whom it is immediately and secretly handed to one of his

neighbours; it is now passed round from one sitter to another, with as

much dexterity as possible, so as to completely perplex the “hunter” (or

player standing in the middle) in his endeavours to “chase the slipper

by its sound,” and who must continue his search until successful. The

player in whose possession it is found must in his turn “hunt the

slipper,” whilst the former hunter joins the sitters.

HUNT THE RING.

A game almost similar to the former. A piece of tape, on which a ring is

fastened, is held by the players as they stand in a circle, with one in

the middle. The ring is passed from hand to hand, and the hunter’s

business is to find out in whose hand the ring is.

HUNT THE WHISTLE.

A boy who has never seen the game played is elected hunter; the others

seat themselves on the ground, as in Hunt the Slipper. The hunter,

having been shown the whistle, kneels in the centre of the circle, and

lays his head in the lap of one of the players until the whistle is

concealed. While he is in this posture, the whistle is to be secretly

attached to the back part of his jacket or coat, by means of a piece of

string and a bent pin. One of the players now blows the whistle and

drops it, and the hunter, being released, is told to find it; but this

is no easy task, as he carries the object of his search about his own

person. As the hunter kneels in the centre of the group, the different

players blow through the whistle and drop it, as the opportunities

occur. The puzzled hunter is sometimes fairly tired out before he

discovers the trick that is played upon him. We need scarcely say that

the whistle should be very small and light.

MAGIC MUSIC.

This is a very similar game to Hot Boiled Beans. One player having been

sent out of the room, the others arrange some simple task for him to

perform on his return. When this has been done, he is summoned by the

magic music, which is played by one of his comrades, either by tapping a

tea-tray with a key, or by rattling the poker and tongs together. The

boy who has been sent out of the room must perform his appointed task

under the guidance of the musician, who so regulates his performance on

the rude instruments that the music gets loud and noisy when the puzzled

player does what he ought not to do, and grows soft and quiet when he

does anything towards the performance of his task. To render this game

more intelligible, we will suppose the task to be the removal of a

certain chair from one room to another. The player having entered the

room is saluted by the magic music, the unmeaning clatter of which only

confuses him at first. He walks towards the side of the room where the

chair is stationed, and as he approaches it the clatter grows fainter;

this informs him that he is in the right path. He touches the table, but

removes his hand at the sound of the music, which suddenly gets terribly

noisy. He touches the chair; the music ceases. He now knows that he is

expected to do something with this particular chair, so he very

naturally sits down upon it; but he jumps up directly he hears the

“clatter, clatter, clatter” of the music. He lifts the chair, and as he

does so the music grows soft again. He now turns the chair upside down;

carries it into the middle of the room; places it on the sofa; but all

to no purpose, as he cannot stop the continual clatter of the magic

music. At last he carries the chair into the adjoining room; the music

ceases, and his troublesome task is accomplished. In this noisy but

amusing game the players go out of the room, and have tasks set them in

turns. The musician generally retains his office throughout the game.

POST.

This exciting game may be played by an unlimited number, and is

particularly adapted for a large party. One of the players, called “the

postman,” has his eyes bandaged as in Blind Man’s Buff; another

volunteers to fill the office of “postmaster-general,” and all the rest

seat themselves round the room. At the commencement of the game the

postmaster assigns to each player the name of a town, and, if the

players are numerous, he writes the names given to them on a slip of

paper, in case his memory should fail him. These preliminaries having

been arranged, the blind postman is placed in the centre of the room,

and the postmaster-general retires to some snug corner, whence he can

overlook the other players. When this important functionary calls out

the names of two towns,--thus, “London to Halifax,”--the players who

bear these names must immediately change seats, and as they run from one

side of the room to another, the postman tries to capture them. If the

postman can succeed in catching one of the players, or if he can manage

to sit down on an empty chair, the player that is caught, or excluded

from his place, becomes postman. The postmaster-general is not changed

throughout the game unless he gets tired of his office. When a player

remains seated after his name has been called he must pay a forfeit, or

if the game is played without forfeits he must go to the bottom of the

class, which is represented by a particular chair, and to make room for

him all the players who were formerly below him shift their places.

PROVERBS.

One player leaves the room, and while he is absent the rest fix upon

some proverb. The words are then distributed among them, and each

player, in reply to a question asked by the guesser, has to introduce

his particular word. When all the words have been introduced, the

guesser has to guess the name of the proverb, and another player takes

his place. If, however, he cannot make it out, he has to leave the room

again.

LIST OF PROVERBS.

A false friend is worse than a bitter enemy.

A penny saved is a penny gained.

A man is known by the company he keeps.

A bad workman quarrels with his tools.

All is not gold that glitters.

A friend in need is a friend indeed.

A good name is better than wealth.

A good word costs nothing.

A little rain lays much dust.

A little spark makes a great flame.

A bird in hand is worth two in a bush.

Better late than never.

Barking dogs seldom bite.

Cut your coat according to your cloth.

Empty vessels make the most sound.

Example is better than precept.

Evil beginnings have bad endings.

Friends are plenty when the purse is full.

Good ware makes quick markets.

Great cry and little wool.

Gather thistles, expect prickles.

Half a loaf is better than no bread.

Hear twice before you speak once.

In a calm sea every man is a pilot.

Idle folks have the least leisure.

It’s an ill wind that blows nobody good.

If a thing is worth doing, it is worth doing well.

It’s a sad heart that never rejoices

Least said is soonest mended.

Let them laugh that win.

Look before you leap.

Long looked for comes at last.

Make hay while the sun shines.

Many a slip between the cup and the lip.

Make the best of a bad bargain.

Marry in haste, repent at leisure.

Of two evils choose the least.

One good turn deserves another.

Opportunity makes the thief.

Out of sight out of mind.

Penny wise and pound foolish.

Prevention is better than cure.

Pride will have a fall.

Short reckonings make long friends.

Strike while the iron’s hot.

Still waters run deep.

Safe bind, safe find.

The best part of valour is discretion.

Waste not, want not.

Where there’s a will there’s always a way.

Wilful waste makes woful want.

PUSS IN THE CORNER.

Four players take their stations in the four corners of a room, and a

fifth, called “Puss,” places himself in the middle of it; the players in

the corners then change places by running to the opposite ends, and Puss

must endeavour to get into one of the vacant places before the opposite

player is able to reach it; if he can do so, the player left out becomes

Puss.

RED-CAP AND BLACK-CAP.

The players sit round in a circle, each taking a colour. Thus one is

red-cap, another black-cap, and so on. One of them, who takes the place

of master, and has no colour, taking up a cap says: “Hullo, here’s a

false stitch. Who made it, blue-cap?” Blue-cap then answers, “Who, sir?

I, sir?” “Yes, you, sir!” “Not I, sir.” “Who then, sir?” “Yellow-cap,

sir.” Yellow-cap then starts up and says, “Who, sir? I, sir?” and goes

through the dialogues, giving another colour. The player who neglects to

start up when his colour is mentioned, or who does not repeat the

question correctly, pays a forfeit.

SHADOW BUFF.

Shadow Buff differs very materially from Blind Man’s Buff, but it is

equally amusing. A large piece of white linen should be fastened neatly

up at one end of room, so that it hangs quite smooth; Buff (not blinded)

seats himself on a low stool with his face to the linen, and a table, on

which is a lighted candle, should be placed about four or five feet

behind him, and the rest of the lights in the room extinguished. Buffy’s

playfellows next pass in succession, between the candle and him,

distorting their features in as grotesque a manner as possible--hopping,

limping, and performing various odd antics, so as to make their

_shadows_ very unlike their usual looks. Buffy must then try to guess to

whom the shadows belong, and if he guesses correctly, the player whose

shadow he recognises takes his place. Buff is allowed only one guess for

each person, and must not turn his head either to the right or left to

see who passes.

SLATE GAMES.

_Birds, Beasts, and Fishes._--“Now, Tom,” said Harry, “get your slate

and pencil, and I’ll show you such a jolly game. Well now, look here, I

have put down h × × × a. Now that stands for a beast’s name, the first

and last letters of which are _h_ and _a_, with three letters between,

represented by the crosses.”

“Let’s see,” replied Tom, scratching his head, “I know--Hare.”

“You muff! There are only four letters in ‘hare,’ and five in my word.

Try again--mind you have only three guesses; so look out.”

Tom wondered again for a minute, and then suddenly blurted out, “I

know--Horse.”

“Wrong again,” replied Harry; “the last letter of Horse is _e_ and not

_a_. Now be careful, Tom, for this is your last turn.”

Again Tom scratched his head, bit his fingers, and after meditating for

at least two minutes and a half, shouted out in a moment of

inspiration--“Hyena!”

As he was right, it now became his turn to put down a name. So he wrote

on the slate s × × × × × w, at the same time telling Harry it was a

bird; for according to the rules of this game you must say whether this

name represents a beast, a fish, a bird, an insect, or a reptile.

Harry in a minute shouted “Sparrow!” and so the game went on; and such a

capital game did Tom and Harry have, that they sent this account of it

to us in the hope that we would make it known to the world in “Every

Boy’s Book.”

_French and English._--On the slate should be drawn a plan somewhat like

the following. The dots represent soldiers, one side being termed French

and the other English. Each player is provided with a sharply pointed

pencil, and the game is played as follows:--English, keeping the point

of his pencil on a spot denoted by a cannon, draws it quickly across the

slate in the direction of the other army. The pencil naturally leaves a

line to mark his track, and if this mark passes through any of the men

belonging to the other side, they are considered dead. The game is over

as soon as all the men on one side are dead. Each player has a certain

space on the slate allotted to him, and he may dispose his men in

whatever part of it he pleases. The track of the pencil must be straight

or curved; any shot in which there is an angle does not count. In p. 38

we give a battle-field where the strife is ended. In this the English

side has killed all the opposite side in eight shots, while the French

in eight have only been able to kill nine men.

[Illustration]

[Illustration]

_Noughts and Crosses._--This is a capital game, and one which every

school-boy truly enjoys. A figure is drawn as follows, and the object of

the one player is to draw three crosses in a line before the other can

draw three noughts. Thus A begins by drawing a + in the centre division;

B follows with a nought in the top right-hand corner. A then draws a +

in the bottom right-hand corner, because by this means he gets two

crosses in a line, and spoils one of B’s chances. B in a hurry instantly

places a 0 in the top left-hand corner, and A follows by placing his +

between the two 0’s. B then, seeing that in the centre line A already

has two crosses, places a 0 in the third vacant space of the line; while

A, as a last resource, plants his + in the second space of the left-hand

line. Then when B puts a 0 in the centre space at the left-hand, A

places a + in the bottom left-hand corner, and the game is drawn, the

plan standing as above.

[Illustration]

[Illustration]

TRADES.

Every player, except one who holds the office of reader, selects a trade

or profession, which he must retain throughout the game. When all have

chosen their trades, the reader opens a book at random, and reads a

passage from it aloud; but when he comes to any common noun, he looks at

one of the tradesmen, who must instantly name some article that he is

supposed to have for sale, or some implement connected with the exercise

of his craft. By this substitution of one noun for another, the most

pathetic passage is converted into an indescribable jumble of

absurdities. In the following burlesqued extract from an Eastern tale,

the words in italics are supposed to be supplied by the different

tradesmen, in place of the nouns omitted by the reader:--

“One offered the prince a _bucket_ of the most precious _mutton chops_

of Golconda; another a curious piece of a _Wellington boot_, made by a

European artist; another a piece of the richest _plum-pudding_ from the

looms of China; another _a gridiron_, said to be a sovereign remedy

against all poisons and infectious diseases; another a choice piece of

the most fragrant _Turkey rhubarb_, in _a warming-pan_, inlaid with

_acid drops_; another _a coffin_ full of genuine _treacle_; another _a

rocking-horse_ of the purest breed of Arabia; and another _a Flanders

brick_ of exquisite beauty. The whole court of the palace was overspread

with _gingerbread-nuts_; and long rows of slaves were continually

passing loaded with _corn-plasters_, _tenpenny-nails_, _bees’-wax_, and

other articles of high price.”

TRUSSED FOWLS.

Two boys having seated themselves on the floor, are _trussed_ by their

playmates; that is to say, each boy has his wrists tied together with a

handkerchief, and his legs secured just above the ancles with another;

his arms are then passed over his knees, and a broomstick is pushed over

one arm, under both knees, and out again over the other arm. The

“trussed fowls” are now carried into the centre of room and placed

opposite each other, with their toes just touching. The fun now begins;

as each fowl endeavours, with the aid of his toes, to turn his

antagonist over on his back or side, and the one who can succeed in

doing this wins the game. It frequently happens that both players turn

over together, to the great amusement of the spectators. On board ship

these comical encounters frequently take place between the boys, who are

trussed by their elder shipmates.

THE TWO HATS.

This game, although only two persons are engaged in it at a time,

furnishes much amusement, from the contradictory nature of its words and

actions. The rules relative to it are as follow:--If three mistakes are

made by the person who responds to the inquiries of the player who

brings the hats round, and whom for distinction’s sake we will call the

questioner, he must pay three forfeits, and is out of the game; when the

questioner desires the respondent to be seated, the latter must stand

up; when he begs him to put his hat on, he must take it off; when he

requests him to stand, he must sit; and in every point, the respondent

must take special care to do always the very reverse of what the

questioner wishes him. The questioner may sit down, stand up, put his

hat on, or take it off, without desiring the respondent to do so, or

giving him the least intimation of his intention; the latter must,

therefore, be always on his guard, so as to act in a contrary way in an

instant, else he incurs a forfeit. These rules being settled, the game

is simply this: one player places a hat on his head, takes another in

his hand, and gives it to one of the company; he then begins conversing

with him, endeavouring both by words and actions to puzzle him as much

as he can, so as to cause him to pay a forfeit. We will give a slight

specimen of a dialogue, describing the accompanying movements of the

hats, in which A is the questioner, B the respondent:

A. (_taking his hat off._) A very beautiful evening, sir.

B. (_putting his hat on._) Yes, indeed, a most lovely one.

A. (_putting his hat on, and sitting down_, B. _instantly taking his off

and getting up_.) Pray be seated, sir; I really cannot think of sitting

while you stand (_gets up, and_ B. _sits down_). Have you been out of

town this year? (_takes off his hat._)

B. (_putting his on._) I have not yet, but I think I shall, before (A.

_sits down_, B. _gets up_) the beauty of the season has entirely passed

away, venture a few miles out of town.

A. (_putting his hat on._) I beg ten thousand pardons, you are standing

while I am sitting; pardon me, your hat is on--you must pay a forfeit.

It generally happens, that before the dialogue has been carried thus far

the respondent has incurred three forfeits, and is, of course, out; the

questioner then goes in succession to the others, and the same scene is

repeated by each: the conversation, it is almost needless to add, should

be varied as much as possible, and the more nonsensical it is the

better.

WHAT IS MY THOUGHT LIKE?

The leader of the game commences it by asking each of his companions in

turn, “What is my thought like?” to which they reply at hazard, by

mentioning anything that first comes into their thoughts, of course

avoiding naming the same thing twice over, as that incurs the penalty of

a forfeit. The leader carefully notes down all the answers he receives,

and then revealing his thought, desires to know what the thing thought

of resembles in what it has been compared to.

_John._--Charles, what is my thought like?

_Charles._--A young girl.

_John._--James?

_James._--A queen.

_John._--Now, Harry?

_Harry._--A lion.

_John._--Tom?

_Tom._--Beauty.

_John._--You, William?

_William._--An oak-tree.

_John._--Alfred, it is your turn.

_Alfred._--A beautiful woman.

_John._--Andrew?

_Andrew._--Hope.

_John._--Arthur?

_Arthur._--A hedgehog.

_John._--Ben?

_Ben._--A rose.

_John._--And you, Cecil?

Every Boy's Book: A Complete Encyclopædia of Sports and Amusements · 第 1 / 17 章