_John._--My thought was a rose; so now, Charles, tell me why a rose is
like a young girl.
_Charles._--Because it is loveliest when only half-blown.
_John._--And why a queen?
_James._--Because the rose is the queen of all flowers.
_John._--Harry, why is a rose like a lion?
_Harry._--Because it is one of the emblems of England.
_John._--And why, Tom, is it like beauty?
_Tom._--Because it soon fades.
_John._--William, why is it like an oak?
_William._--Because both spring from the earth.
_John._--And you, Alfred; why is a rose like a beautiful woman?
_Alfred._--Because its fragrance often remains after the charms are
faded.
_John._--Andrew, why is a rose like hope?
_Andrew._--Because in returning sunshine it forgets the past storm.
_John._--Arthur, why is a rose like a hedgehog?
_Arthur._--Because its thorns defend it from a rough grasp.
_John._--You, Ben, having fixed upon the same thing as myself, must pay
a forfeit. Cecil, why is a rose like a vine?
_Cecil._--Because in old times they were both considered essential to a
banquet. I can think of nothing better.
[Illustration: EASY GAMES WITH TOYS, OUTDOOR.]
EASY GAMES WITH TOYS.
OUTDOOR.
[Illustration: BALLS]
CATCH BALL.
This is very simple play. The ball is thrown into the air by one player,
the others standing round him. He calls out the name of the player, for
whom the ball is thrown. If it be caught by the player so called, before
the ball reaches the ground twice, he scores a point; if any of the
other players catch it, they score a point, and the other loses one.
DOUTEE-STOOL.
This is a variety of the above game. A certain number of stools are set
up in a circular form, and at a distance from each other, and every one
is occupied by a single player; when the ball is struck, which is done,
as before, by the hand, every one of them is obliged to alter his
situation, running in succession from stool to stool; and if he who
threw the ball can regain it in time to strike any of the players before
he reaches the stool to which he is running, he takes his place, and the
person touched must throw the ball, until he can in like manner return
to the circle.
EGG-HAT.
[Illustration]
All the players engaged in this favourite pastime must place their caps
on the ground, close to the wall, in such a manner that a ball may be
easily pitched into them. A line being marked on the ground about
fifteen feet from the wall, one of the players takes his station at it,
and begins the game by throwing the ball into one of the caps; the
moment this is done all the boys run away, excepting the one into whose
cap the ball is thrown, who immediately runs to take it out, and
endeavours to strike one of the fugitives by throwing the ball at him;
if he can do so, the one struck has a small stone, called “an egg,”
placed in his cap, and has to take his turn at pitching the ball. Should
the thrower fail to hit one of the boys as they are running away, an
“egg” is put into his cap, and he has to pitch the ball into the caps
again. If a player fails to throw the ball into a cap, he earns an
“egg,” but continues throwing until he succeeds. When a player gets
three “eggs” in his cap, he is out. When all the players but one have
been struck out, he is considered the winner, and the punishment of the
losers then commences; one of them standing near the wall bounces the
ball at it with all his force, and next stands with his back to the
wall, stretching out his right arm, and placing the back of his hand
quite close to the wall, while the winner, standing where the ball fell,
takes aim, and throws the ball at the said loser’s hand three times:
each of the losers likewise receives the same punishment from him. In
some places it is usual, when one boy gets out, for him to bounce the
ball against the wall, and all the other players, standing at the spot
where the ball first touched the ground, to have their three balls at
his back, as he stands with his face to the wall. Should the ball in
rebounding swerve either to the right or left, a line must be drawn,
from the spot where it falls, to a place directly in a straight line
from the boy at the wall; thus, suppose A is the boy who has just
bounced the ball, which instead of going direct to B, has deviated from
the straight line A B to C, a line should be drawn from C to B, and the
winner should stand at the latter.
FEEDER.
[Illustration]
In this game four or five stones or marks must be placed on the ground,
as in the annexed figure, A, B, C, D, E, about twelve or fifteen yards
asunder; these marks are called bases, and one of them, as A, is styled
“home.” The players next toss up for the office of “feeder,” who takes
his place about two yards in front of “home,” as at F, and the rest of
the players stand at and round the home. The feeder then calls out
“Play!” and pitches the ball to the first player, who endeavours to
strike it with a bat, as far as he possibly can; should he succeed in
hitting the ball, he immediately drops the bat, and runs to the first
base on his right hand, as E, while the feeder is going after the ball:
but if he can run all the bases and then home, before the ball is in
hand, so much the better. If, however, the feeder obtains the ball soon
enough to throw it at, and strike him with it as he is running from base
to base, the player is out; he is also out if the feeder catches the
ball: in either case the player becomes feeder, and the latter runs home
to join his playmates. Should any of the other players be out at the
bases, when one is caught or struck out, they also must run home. If the
first player could only reach the base E, after striking the ball, he
should, when the second player strikes it, run to the base D, as it is
not allowable for two persons to be at one base at one and the same
minute; he proceeds in the same manner to the third and fourth bases,
until he arrives home again, thus enabling the others to get to their
bases and home in their respective turns. The player with the bat is not
obliged to take every ball the feeder chooses to give him; if he does
not like a throw, he catches the ball and throws it back again. He is
not allowed to make more than three “offers” at the ball; if he does so
he is out, and must be feeder.
[Illustration]
MONDAY, TUESDAY.
This game, which takes its title from the names assumed by the players,
is played by seven boys, each of whom calls himself after one of the
days of the week. To show the manner of playing the game, we will
suppose that some boys are playing at it, and that the ball is taken by
“Wednesday;” he throws it up against a wall, calling out at the same
time the assumed name of any one of the other players, who should be
standing around--we will suppose, for instance, “Friday!” All the boys
but Friday run away, and he endeavours to catch it ere it falls to the
ground; if he can do so, he throws it up again, calling out another
boy’s name--say “Sunday!” Should the ball touch the ground before _he_
can catch it, he must pick it up and throw it at the retreating party;
and if he succeeds in hitting one of them, the boy struck has to throw
the ball up the next time; but if he cannot strike one he loses a point,
as in Egg-hat; indeed, in the rules respecting the punishment of the
losers, and the number of points each player is restricted to, it
resembles that game.
NINE-HOLES.
Dig near a wall nine holes, of about six inches in diameter, and three
deep. Let each player have one of these, according to his number, which
must be determined by lot. At about six yards from the holes draw a
line, and from this, as a fielding place, one player pitches the ball
into one of the holes. The boy to whom this hole is assigned immediately
runs to it, while all the other players run off in different directions.
The player snatches the ball from the hole, and throws it at one of the
“runners;” if he hits him, the one so hit becomes “pitcher,” and the one
that struck him marks one. Should he not hit him, the player who throws
the ball loses a point, and bowls. The player who misses his aim at
throwing the ball at his partners a second time becomes a “Tenner.” If
he loses a third hit, he is a “Fifteener;” if the fourth, he stands out
and can play no more. When all the players are thus out, the last player
remaining in wins the game, and he can compel each of the losers to
stand with their hands open against the wall, for him to throw at, and
give what is called the “Brandy Ball.” If the ball be a soft one, this
conclusion of the game is all very well; but if a hard ball be used, it
ought to be omitted, or the “Brandy” may be too strong.
NORTHERN SPELL.
This game is played with a trap and ball, which is struck with a bat or
bludgeon at the pleasure of the players; but the latter is most commonly
used. The performance of this game does not require the attendance of
either of the parties in the field to catch or stop the ball, for the
contest between them is simply who shall strike it the greatest distance
in a given number of strokes; the length of each stroke is measured
before the ball is returned, by means of a cord made fast at one end
near the trap, the other being stretched into the field by a person
stationed there for that purpose, who adjusts it to the ball, wherever
it may be.
The cord is divided into yards, which are properly numbered upon in it
in succession, so that the person at the bottom of the ground can easily
ascertain the distance of each stroke by the number of the yards, which
he calls to the players to place to their account, and the ball is
thrown back.
ROUNDERS.
This is a most excellent game, and very popular in some of our English
counties. It is played with a moderate-sized ball and a hand-bat,
_i. e._ a bat that can be held in one hand, and which is about two feet
in length, smooth, and round. Two parties play at the game, and there
ought not to be less than five on a side; and the first innings is
decided by throwing up the ball, the party catching it being allowed to
go in first.
[Illustration]
In playing the game, five stones, or stakes (called bases), or, if these
be not convenient, as many holes may be made, at about sixteen yards
apart, forming the five parts of a pentagon, as in the diagram. At the
centre of this figure is a station called the feeder’s place, being the
spot at which one of the out party stands to give the ball to the
batsman, or to “feed” him, as it is technically termed. The out party
are distributed over the field, except the feeder, who takes his station
at F to deliver the balls, while one of the in party takes the bat and
places himself at Fig. 1, which is enclosed within a circle, and called
the Home, and where all the rest of the in party stand. The feeder then
says “Play,” and delivers his ball to the batsman, who immediately
strikes it as far as he can. As soon as he has done so, he drops his
bat, and runs to as many of the stations as he can; but he must touch at
all, or he will be out. If while he is running to the second, or between
any of the bases, the returned ball is sent up and strikes him, he is
out, and the next of the in party takes up the bat. If he is not struck
while he runs, as soon as he reaches one of the stations the next of the
in party takes up the bat, another ball is given by the feeder, and he
runs to the first, or as many other of the stations as he can; the first
batsman does the same, so as to go the whole round of the bases to the
home at No. 1. The in player is also out if he tips the ball behind him,
or if he misses striking it when delivered. The in players as they
arrive at home take the bat again, till they are got out, according to
the rules of the game just given. When it happens that all are out but
two, the best of the two may, with the consent of the other, call for
“three fair hits for the rounder.” Standing at the home, the feeder then
gives him in succession three balls. He may decline as many balls as he
pleases, if they do not suit him; but if he strikes at the ball, he is
only allowed to do so twice without running. On the delivery of the
third ball, he must run the entire course, touching with his bat at
every one of the five points. If, during his progress, he be touched by
the ball, or it be grounded at the home while he is absent, he is
declared out, and the opposite side go in and take their places. If, on
the contrary, he reaches home without being struck or the ball grounded,
his side go in again, and continue the game as before. Should he miss
the ball when striking at it the third time, the rounder is lost. In the
play the feeder is allowed to make feint or pretence of throwing the
ball, in order to tempt a player to run from his base, so as to get a
chance of hitting him. It is usual also for the out party to place a
player behind the home, so that when a batsman makes a tip on the side
of the home, he may seize the ball and strike him out before he reaches
the first base.
SEVENS.
This game is very like Catch-ball. The object is to catch a ball seven
times in a particular fashion; hence the name. The player begins by
throwing the ball in the air and catching it seven times with both
hands. Then he catches it seven times with the right hand, next seven
times with the left. Then he throws the ball up, claps his hand while it
is in the air, and catches it seven times with both hands, then with the
right, and then with the left. The players are allowed to make as many
more variations as they please; and he who goes through the series first
wins the game.
STOOL-BALL.
This is an old English sport, mentioned by Gower and Chaucer, and was at
one period common to women as well as men. In the northern parts of
England, particularly in Yorkshire, it is practised in the following
manner:--A stool being set upon the ground, one of the players takes his
place before it, while his antagonist, standing at a distance, tosses a
ball, with the intention of striking the stool. It is the former
player’s business to prevent this, by breaking it away with the hand,
reckoning one to the game for every stroke of the ball; if, on the
contrary, it should be missed by the hand, and touch the stool, the
players change places. The conqueror of the game is he who strikes the
ball most times before it touches the stool.
[Illustration]
TRAP, BAT, AND BALL.
This game is so called from the trap used to elevate the ball when it is
to be struck by the batsman. It is one of the earliest games played with
the trap and ball, and we can trace it to the commencement of the
fourteenth century. The manner in which it was then played was somewhat
different to the style at the present day. As now played, the trap is no
longer elevated, but set on the ground, and is generally made in the
form of a shoe, the heel part being hollowed out for the reception of
the ball: but some boys, when they cannot get a trap, make a hole in the
ground, and having obtained the crochet bone of an ox, place it in a
slanting position, one end being in the hole and the other out of it.
The elevated end is then sharply struck with the bat, which causes the
ball to rise to a considerable height, and then all the purposes of a
trap are answered, especially if the ground be hard and dry.
It is usual in the present game of Trap and Ball to place two
boundaries, at a given distance from the trap, between which it is
necessary for the ball to fall when struck by the batsman, for if it
falls outside of either, he gives up his bat and is out. He is also out
if he strikes the ball into the air, so that it is caught by an opposite
player; and, again, if the ball when returned by an adversary touches
the trap, or rests within one bat’s length of it. Every stroke tells for
one towards the striker’s game.
There are some variations in the play of the game in different counties.
In Essex and Suffolk, for instance, the game is played with a cudgel
instead of a bat, which would seem to be a preferable weapon, as those
who strike with it rarely miss their blow, but frequently send it to an
astonishing distance, no boundaries being set.
The ball being stopped by one of the opposing party, the striker forms
his judgment of the ability of the person who is to throw it back, and
calls in consequence for any number of scores towards the game that he
thinks proper. It is then returned, and if it appears to his antagonist
to rest at a sufficient distance to justify the striker’s call, he
obtains his number; but when a contrary opinion is held, a measurement
takes place, and if the scores demanded exceed in number the length of
the cudgel from the trap to the ball, he loses the whole, and is out;
while, on the other hand, if the lengths of the bat are more than the
scores called for, the matter terminates in the striker’s favour, and
they are set up to his account.
[Illustration: HOOPS]
Trundling the hoop is a pastime of uncertain origin, but it has long
contributed to the health and amusement of the youth of Great Britain.
Iron hoops have almost superseded the old-fashioned wooden ones, and
instead of being trundled with a stick, they are usually guided by an
iron hook shaped like the annexed figure. On a cold frosty morning the
hoop is an invaluable companion to a boy, as he is enabled by its aid to
defy the weather, and dispense with overcoats, comforters, and all such
devices for keeping out the wintry wind. Often have we envied our
juvenile friends, as they have rushed past us with their hoops, and
lamented that custom should prevent grown-up people indulging in the
same healthful recreation.
[Illustration]
THE HOOP.
The proper and legitimate hoop, however, should be made of a stout ashen
lath, round on the outside and flat on the inside, and should be well
fastened at its point of juncture; it should be in height so as to reach
midway between the youngster’s elbow and shoulder, so that he may not
have to stoop while striking it. The stick should be about sixteen
inches long, and made of tough ash; and, in bowling the hoop, the bowler
should strike it vigorously in the centre, and in a direction horizontal
with the ground. Such hoop exercise is exceedingly good, and a good run
with such a hoop will warm the youth in the very coldest weather.
The games, properly so called, that can be played with the hoop are very
few, and not generally known.
ENCOUNTERS.
Two boys start at different ends of the playground with their hoops,
and, meeting in the middle, each endeavours to knock down the hoop of
his antagonist, while his own remains upright.
There is no small skill required in this game, for it is not always easy
to make the hoops touch each other at all. Then a light hoop has little
chance against a heavy one, unless it can strike it sideways, for if it
were struck directly in front, it would be certainly upset.
Also, a ready hand at recovering a falling or tottering hoop wins many a
game that appears to be hopelessly lost.
Wooden hoops, also, give due exercise to the arm; and there is some tact
required in knowing exactly where to strike a hoop, so as to propel it
with the greatest force.
This cannot well be done with iron hoops, and forms one of the
objections to them. Moreover, boys always complain that they soon lose
their round form, and are awkward to bowl. Still, there is something
cheering in the ringing sound of an iron hoop, as it rushes along under
the pressure of the curved iron rod that is used instead of a
hoop-stick; and as long as boys don’t drive them against the legs of
unwary passengers, they are very well in their way.
[Illustration]
HOOP RACE.
Any number of boys can join in this exciting sport, but they ought all
to be provided with hoops as nearly equal in size as possible. At a
given signal the players all start together, and each endeavours to
reach the winning post (which may be any distant object) before his
companions. He who arrives at the winning-post last is generally
received with groans, hisses, and other vocal signs of disapprobation.
POSTING.
Bases, called _posting-stations_, are formed at regular distances, in a
large circle or ellipse, and at each base a player is stationed. Every
player, except the hoop-driver, has charge of a base. Let us suppose
that there are seven players--A, B, C, D, E, F, and G, and that the
latter holds the hoop: the other six players having taken possession of
their stations, G now starts from the station belonging to F, and drives
the hoop towards A, who waits, with hoop-stick in hand, ready to relieve
G of his charge. G stops at the posting-station, while A trundles the
hoop to B, who takes charge of it, and delivers it to C. C trundles the
hoop to D; D transfers it to E; E delivers it to F; and F conveys it in
safety to the first player, G. In this way the game continues, until all
the players have worked round the circle five or six times. It is
considered very disgraceful to touch the hoop with the hand, or to allow
it to fall after it has been started on its journey. The game is
rendered much more lively by increasing the number of players, and
having two or three hoop-drivers to follow each other from base to
base.
TOURNAMENT.
This game is almost the same as Encounters. Two boys drive their hoops
one against the other, and he whose hoop falls in the encounter is
conquered. With eight players this game may be rendered very exciting.
Four of the players stand in a row, about six feet apart, and, at a
considerable distance, the other four take their stand, facing them. At
a given signal each player dashes towards his opponent, and strives to
overturn his hoop. The four victors now pair off, and charge two against
two. The conquerors then urge their hoops one against the other, and he
who succeeds in overturning the hoop of his antagonist wins the game.
Wooden hoops are more suitable for Tournament than iron ones, though the
game is usually played with the latter.
TURNPIKE.
Five or six boys can play at this game, though only one hoop is
required. Chance decides which of the players shall first take the hoop.
The other players become turnpike-keepers. Each turnpike is formed of
two bricks or stones, placed on the ground, and separated by about three
fingers’ breadths. These turnpikes are fixed at regular distances, and
their number is regulated by the number of keepers. When all is ready,
the first player starts his hoop, and endeavours to drive it through all
the turnpikes; should he succeed in this, he turns the hoop, drives it
back again, and retains it until it touches one of the turnpikes, the
keeper of which now becomes hoop-driver. When a player touches the hoop
with his hand, or allows it to fall, he must deliver it up to the
nearest turnpike-keeper. Each keeper must stand on that side of his
turnpike which is towards the right hand of the hoop-driver, and it
therefore follows that he must alter his position when the hoop-driver
returns. Should a keeper stand on his wrong side, the driver need not
send the hoop through his turnpike. When the players are numerous, there
may be two or more hoops driven at once.
[Illustration: HOOP STICKS.]
[Illustration: KITES]
The form of the kite and manner of flying it must be familiar to all our
readers. This favourite toy probably received its denomination from
having originally been made in the shape of the bird called the kite.
The flying of paper kites is a favourite pastime among the Chinese. On a
certain day they hold a sort of kite festival, and then people of all
ages hasten to the hills to fly their kites, the fantastic shapes and
gaudy colours of which produce an extraordinary effect. Philosophers
have occasionally taken the kite out of the hands of the schoolboy, and
have applied it to useful and curious purposes. By means of a kite
formed of a silk handkerchief stretched over a wooden frame, Dr.
Franklin drew down lightning from the clouds, and demonstrated its
identity with electricity. Many years ago Mr. Pocock, of Bristol,
travelled on the road between Bath and London in a carriage drawn by two
paper kites, supported at a moderate elevation, and impelled by the
wind. The paper kite has also been employed to convey a line over the
capital of Pompey’s Pillar. We do not expect our readers to perform any
electrical or locomotive experiments with their kites; but we are quite
sure that they may derive great amusement from these little aërial
machines, especially if they manufacture them with their own hands. We
know of no pleasanter occupation for a summer’s day than watching the
graceful flight of a well-made kite.
[Illustration]
HOW TO MAKE A KITE.
For the upright get a good straight lath, as A B, in the annexed figure,
and next procure half of a thin hoop or cane for the bow C D, and then
tie the hoop to the upright at A, and take care to have as much on one
side of the upright as on the other; otherwise your kite will be sure
to fall on one side when flying. Notch the two ends of the bow C D, and
tie a long piece of string to D; pass it round the upright at E, and
then fasten it at C; next carry the string to A, pass it down to D, and
tie it there: from thence it is to be continued to B, passed round a
notch there, and carried up again to C, then down the upright at F, and
up to D, where it is to be finally fastened off. The skeleton being thus
finished, the next thing to be done is to paste several sheets of paper
so as to form a surface large enough to cover the kite and allow of a
little turn over to fasten the outer edges; after you have pasted the
paper on to the skeleton, you must make two holes, in the upright, as at
G, G, through which the belly-band is to be passed, knotting the two
ends of the string to keep it from slipping through the holes. The wings
are to be made of several sheets of paper, cut into slips, rolled close
up, so as to bear some resemblance to a tassel, and tied to the sides of
the kite at C, D. The tail, which should be about fifteen times the
length of the kite, is made by folding a number of pieces of paper so as
to be about an inch in breadth, and four inches in length, and
afterwards tying them on a string at intervals of three inches, and is
finished by affixing to the end of the string a large tassel made in the
same manner as the wings. Tie the string with which you intend to fly
the kite to the belly-band, and your kite is complete and ready for
service.
FLYING THE KITE.
[Illustration]
We need not enter very minutely into the rules to be observed in flying
a kite, as every boy is acquainted with them. Unless there be a nice
breeze stirring, the kite-flyer need not expect to have much sport, as
nothing can be more vexatious than attempting to fly a kite when there
is not sufficient wind for the purpose. To raise the kite in the first
instance, the flyer will require the aid of another boy. The owner of
the kite having unwound a considerable length of string, now turns his
face towards the wind and prepares for a run, while his assistant holds
the kite by its lower extremity as high as he can from the ground. At a
given signal the assistant lets the kite go, and if all circumstances be
favourable it will soar upwards with great rapidity. With a
well-constructed kite, in a good breeze the flyer need not trouble
himself to run very fast nor very far, as his kite will soon find its
balance, and float quite steadily on the wind. The kite-flyer should be
careful not to let out string too fast. When a kite pitches, it is a
sign that it is built lop-side, or that its tail is not long enough.
MESSENGERS.
Some boys amuse themselves by sending messengers up to their kites when
they have let out all their string. A messenger is formed of a piece of
paper three or four inches square, in the centre of which a hole is
made. The end of the string is passed through the hole, and the wind
quickly drives the messenger up to the kite. The kite-flyer should be
careful not to send up too many messengers, lest they weigh down the
kite.
CALICO KITES.
Calico has many advantages over paper as a covering for kites; it is not
so liable to be torn, is not damaged by wet, and may be sewn on the
framework much more neatly than paper can be pasted. Being much heavier
than paper, it is, however, only suited for large kites. A portable
calico kite may now be procured at most of the toy-shops. The framework
of this kite is formed of two slender pieces of wood, which turn on a
common centre in such a manner that they can either be shut up, so that
one piece lies flat upon the other, or opened out into the form of a
cross. The calico covering is attached to this cross by means of tapes.
This portable kite can be rolled up and carried to the field without
inconvenience.
FANCY KITES.
[Illustration]
[Illustration]
Ingenious boys now and then take a hint from the Chinese, and so shape
and paint their kites that they resemble different animate and
inanimate objects. The “officer kite,” which has the figure of a soldier
painted on it, and the “hawk kite,” which rudely represents a flying
hawk, are common forms of fancy kites. A very funny effect may be
produced by painting a kite like a sailor, and attaching moveable arms,
instead of the ordinary tassel wings, to the shoulders. We present our
readers with a few suggestive forms, which are quite novel. All fancy
kites should be painted with the most glaring colours, and the figures
on them drawn as coarsely as possible, as they are intended to be seen
at a great distance.
[Illustration: A HIGH FLYER.]
[Illustration: MARBLES]
In ancient times, when we were boys, and indulged in the luxury of
marbles, they were very different from their present form. They were
made of stone, nicely polished, and some of them, called “alleys,” of
the purest marble. Many of the stone marbles were beautifully
variegated, and now and then a fancy pet was treasured under the name of
“taw,” which had somewhat the virtues of a talisman, for to “lose it or
to give it” were “such perdition,” as Othello says, as could never be
exceeded. Of late years, marbles, like all other matters, have undergone
considerable change. Foreign marbles have been introduced, prodigiously
cheaper, it is true, than our old English marbles, but infinitely worse;
and various kinds of “patent marbles” have had their day. Some of these
go by the name of Dutchmen, others are called Frenchmen, and others
again Chinamen, while it is not quite impossible to procure some right
old English marbles, which, if they can be procured, are still the best.
We would advise all marble players to procure these, if they can, as
“marbles” is a royal game, and ought to be duly honoured.
[Illustration: HOW TO HOLD YOUR TAW.]
_How to Shoot your Marble._--The art of holding a marble to shoot it
properly seems to be lost among our London boys, who are generally
content to throw one marble at another, or if they shoot it to hold it
in the turn of the fore-finger, forcing it out by the thumb, which is
placed behind it. This, in our boyish days, was held to be a very
illegitimate way of proceeding, derogatory to the true marble-player,
and bore the dishonourable appellation of “fulking,” and any one who
made it his rule to hold a marble in such a manner was looked upon as a
charlatan, or almost a cheat. The true way to hold your taw is to place
it between the point of the forefinger and the first joint of the thumb,
and to propel it from the nail of the thumb with strong muscular force;
and so great was the skill attained by many boys, that they would
sometimes strike a marble at five yards’ distance, and frequently shoot
one to six or seven.
BOUNCE EYE.
This game is played by several players, each of whom puts down a marble
in a small ring. One player then stands in a perpendicular position over
the cluster of marbles, and, taking his own bounce in his hand, lets it
fall from his eye on to the heap, and those forced out of the ring by
this method are considered won. If he does not succeed in this, and his
marble falls within the ring, it belongs to the common stock, and is
there impounded.
CONQUEROR.
There is a game called “Conqueror,” which is extensively played in some
places. A piece of hard ground, and free from stones, is chosen for the
spot. The first player lays his marble on the ground, and the second
throws his own at it with all his force, and endeavours to break it. If
he succeeds, his marble counts one, and the vanquished player lays down
another marble. If two players have marbles that have already vanquished
others, the “Conqueror” counts all the conquered of the other party in
addition to his own. For example, suppose A, being conqueror of twenty,
breaks B, also a conqueror of twenty, A counts forty-one, _i. e._ twenty
of his own, twenty for the vanquished belonging to B, and one for B
itself.
Nuts, chestnuts, and other similar objects are also employed in this
game, only they are fastened to a string, and swung against the
opponent, instead of being thrown.
DIE SHOT.
[Illustration]
This is a very good game, and requires both skill and caution. It is
played by elevating a die upon a marble, whose sides are slightly ground
down, so that it will stand firmly, and firing at it from an offing,
which is generally at a distance of about four feet from it. The
die-keeper undertakes to pay to the shooter who knocks down the die the
number which falls uppermost, receiving one marble from each player as
he shoots.
EGGS IN THE BUSH.
This game is a great improvement upon odd or even. Dick asks Tom to
guess the number of “eggs in the bush”--that is, the number of marbles
in his closed hand. If Tom can guess the right number, he takes all; but
if he is out in his reckoning, he pays Dick as many marbles as will make
up or leave the exact number. Suppose Dick has six marbles in his hand;
now, if Tom should guess either four or eight, he would have to forfeit
two marbles to Dick, because four is two less, and eight is two more,
than the exact number. The players hold the “eggs in the bush”
alternately.
INCREASE POUND.
In most respects resembles Ring taw, the variations being, that if
before a marble is shot out of the ring one player’s taw is struck by
another’s (excepting his partner’s), or if his taw remains within the
ring, he puts a shot in the pound, continues in the game, and shoots
again from the offing before any of his companions. If his taw is struck
after one or more marbles have been driven out of the ring, if he has
taken any shots himself, he gives them to the player who struck him,
puts a taw in the ring, and shoots from the offing, as before. If,
however, he has not won any marbles during the game, before his taw is
struck, he is “killed” and put out of the game; he is likewise out if,
after any shots have been struck out, his taw gets within the pound--if
it remains on the line it is nothing. He then puts the marbles (if he
has won any) into the circle, adding one to them for the taw struck, and
shoots again from the offing. In case he cannot gain any shots after his
taw gets “fat,” as remaining in the ring is termed, he is killed, and
out for the rest of the game. When only one marble remains in the ring,
the taw may continue inside it without being “fat.” Each player seldom
puts more than one marble in the ring at the beginning or a game.
KNOCK OUT, OR LAG OUT.
[Illustration]
This game is played by knocking marbles against a wall, or perpendicular
board set up for the purpose; and the skill displayed in it depends upon
the player’s attention to what is called in mechanics the resolution of
forces: for instance, if an object be struck against the wall at A from
the mark at B, it will return again to B in a straight line; if it be
sent from C to A, it will, instead of returning to C, pass off aslant to
D, and its course will form the angle C A D; the angle of incidence
being equal to the angle of reflection.
The game is played by any number of players: the first player throws his
marble against the wall, so that it may rebound and fall about a yard
distant from it; the other players then, in succession, throw their
marbles against the wall, in such a way as to cause them to strike any
of those already lagged out, and the marble struck is considered won by
the owner of the taw that strikes it, in addition to which the winner
has another throw. When only two boys play, each successively throws out
till one of the “laggers” is struck, and he who strikes takes up all.
LONG TAW.
[Illustration]
Long taw is played by two persons in the following manner. One boy
places his marble on the ground at A, the other at B; then both retire
to the spot C. The first boy now shoots at B from a line marked at C. If
he strikes it, he takes it and shoots at A; if he strikes A, he then
wins the game. If, however, he misses B, the second boy then shoots at
B; if he strikes it, he can then either shoot at the first boy’s taw at
the place at which it lies, or he can shoot at A. If he hits his
opponent’s taw, he is said to kill him, and wins the game, or if he
shoots at A, and hits it. The boy who hits the last shot has the
privilege of shooting at the taw of the other, provided it has not
already been killed. If he hits it, the taw is taken, or the owner must
pay one, and the game ends; and if he misses it, the game is then at an
end also. Long taw is a game seldom played by London boys, but is very
common in the different English counties.
NINE-HOLES, OR BRIDGE BOARD.
This game is played by means of a piece of board cut into the form of a
bridge, having nine arches, and just large enough to let the marbles
pass through, as in the subjoined diagram. One of the players undertakes
to be “bridge-keeper,” and the stipulation usually made is, that he
should receive one for every unsuccessful shot, and pay to those who
shoot their marbles through the arches the numbers standing over them.
The place from which the players shoot their marbles is generally about
four feet from the bridge.
[Illustration]
ODD OR EVEN.
One player extends his closed hand containing some marbles, and asks his
opponent to guess whether their number is odd or even. Should he guess
wrong, he forfeits a marble, and his questioner tries him with another
lot; but should he guess right, the first player must pay him a marble,
and take a turn at guessing.
PICKING THE PLUMS.
[Illustration]
This game consists in each player placing a marble on a line drawn upon
the ground thus, and the whole shooting at them in succession from a
mark about four feet off. The order of the shots is determined
beforehand, by pitching at a marble from a six-feet offing, those
nearest being first, second, third, and fourth in order, as the marbles
lie. The marbles knocked off the line are won by the respective
shooters.
THE PYRAMID.
[Illustration]
In this game a boy generally sits upon the ground, with his legs open
wide, and, making a small circle, places in it three marbles at the
three points of a triangle, and the fourth on the top of them, so as to
form a small pyramid. A distance of about four feet is then chosen as
the point to shoot from, and the other players shoot at the pyramid.
Those that strike it have all the marbles they knock out of the ring;
but if they miss, they lose their shots.
RING TAW.
[Illustration]
Ring taw is a game requiring skill and judgment, and is a most excellent
game. It is played as follows. Two rings are drawn upon the ground, a
small one, six inches in diameter, enclosed by a larger one, six feet in
diameter. Into the small ring each player puts a marble, called “shot.”
The players then proceed to any part of the large ring, and from thence,
as an offing, shoot at the marbles in the centre. If a player knocks a
marble out of the ring he wins it, and he is entitled to shoot again
before his companions can have a shot. When all the players have shot
their marbles, they shoot from the places at which their marbles rested
at the last shot. If the shooter’s taw remain in the small circle, he is
out, and has to drop a marble in the ring, and he must put in besides
all the marbles he had previously won in that game. It is a rule, also,
that when one player shoots at and strikes another’s taw, the taw so
struck is considered dead, and its owner must give up to the striker of
the taw all the marbles he may have previously won during the game. The
game is concluded when all the marbles are shot out of the ring, or all
the taws are killed.
SPANS AND SNOPS, AND BOUNCE ABOUT.
This consists of one boy laying down his taw, and, giving a distance,
his antagonist shoots at it; if he misses, the first boy shoots at the
taw of the second, till one is struck, which the striker claims. Bounce
About is the same game played by throwing large marbles instead of
shooting smaller ones, he who strikes the other’s bounce being the
winner.
TEETOTUM SHOT.
[Illustration]
This is played on the same conditions as Die Shot. A teetotum is set
spinning by the keeper, and, when in motion, any player is allowed to
shoot at it, upon the payment of one marble, receiving, if he strikes,
turns over, and stops the teetotum, as many marbles as are indicated on
the side that falls uppermost. This is a very skilful game, and requires
good shots.
THREE-HOLES.
This game is played by making three holes in the ground, about a yard
and a half or two yards asunder. About two yards from the first hole a
line is drawn. The right to shoot first is decided by chance. The first
shooter now knuckles down at the line, and endeavours to shoot into the
first hole. If he does this he proceeds to the second, then to the
third, and wins the game; but this rarely occurs. If he misses the first
hole, the other players shoot their taws, and if neither of them enter
the hole, the first shot immediately does so; and then he has the
privilege either of proceeding to the second hole, or of killing the
other men by shooting at and hitting them, when they must either give up
their taws or drop one. Sometimes a player will kill all his antagonists
in succession without proceeding to any hole except the first, and thus
wins the game; at other times the game may be won by any of the players
killing their antagonists during any period of the game. It is a rule
that no one can “kill a taw” till he has been in the first hole.
[Illustration]
TIPSHARES, OR HANDERS.
This game is played by two or more players. To play it, a hole, of the
diameter of three inches, is first made on a smooth or level piece of
ground, and a line is marked at about seven feet from it. Each boy puts
down two, three, or four marbles, as may be agreed upon, and then the
whole party bowl for their throws, by retiring to three times the
distance already marked from the hole, and bowling one marble to it; the
order of throws being determined by the nearness that each boy’s marble
approaches the hole. When this is settled, the first thrower takes all
the marbles in his hand, and throws them in a cluster towards the hole.
If an even number falls in, such as 2, 4, 6, 8, 10, he wins all; but if
an odd number falls in, he loses all.
[Illustration: “MARBLES ARE OUT”]
[Illustration: TOPS]
The peg-top appears to be a modern invention, but the whip-top is of
great antiquity, it having been used in remote times by the Grecian
boys; it was well known at Rome in the days of Virgil, and in England as
early at least as the fourteenth century, when its form was the same as
it is now. Strutt, in his “Sports and Pastimes of the People of
England,” relates the following amusing anecdote of Prince Henry, the
eldest son of James I., which he met with in an old manuscript at the
British Museum: “The first time that the prince went to the town of
Stirling to meet the king, seeing a little without the gate of the town
a stack of corn in proportion not unlike to a top wherewith he used to
play, he said to some that were with him, ‘Lo, there is a goodly top!’
Whereupon one of them saying, ‘Why do you not play with it then?’ he
answered, ‘Set you it up for me and I will play with it.’”
THE HUMMING-TOP.
These cannot easily be made, but can very easily be purchased by those
who are so lucky as to have the money. They are made hollow, having at
their crown a peg, round which is wound a string; this, being pulled
through a kind of fork, gives motion to the top, and sets it
spinning--the fork and the string being left in the spinner’s hand. In
spinning the top, care should be taken to wind the string firmly and
evenly on the peg; and when it is pulled out, neither too much nor too
little force should be used, and a firm and steady hand should be
employed, while the top should be held in a perpendicular position. The
string should be drawn with a steadily increasing force, or the top will
not hum properly.
[Illustration]
PEG-TOP.
There are various kinds of Peg-tops, and they also vary in shape, some
being much rounder than others. Those are the best which are shaped like
a pear. There is also great variety as regards the shape and size of the
peg, which in some tops is short and thick, in others long and tapering.
Again, tops are made of different kinds of wood, some being made of
deal, others of elm, some of yew-tree, and others of boxwood. These last
are the Boxers so highly prized. Some of the very best tops are made of
lignum vitæ, with long, handsome pegs.
[Illustration]
SPANISH PEG-TOP.
[Illustration]
The Spanish peg-top is made of mahogany. It is shaped somewhat like a
pear; instead of a sharp iron peg, it has a small rounded knob at the
end. As it spins for a much longer time than the English peg-top, and
does not require to be thrown with any degree of force in order to set
it up, it is extremely well adapted for playing on flooring or pavement.
THE WHIP-TOP.
Whip-top is a capital sport when played by two persons; and is played by
first whirling the top into motion by turning it sharply with both
hands, and then by flogging it till its motion becomes very rapid. When
two persons play whip-top, the object should be for each to whip his top
to a certain goal, he who reaches it first being the victor.
CHIP-STONE.
This game is played by two boys, in the following manner: Two lines,
about six feet apart, are marked upon the ground, which ought to be
smooth and hard. Some small stones are then procured and placed midway
between the lines; they should not be larger than a small bean, and the
black and polished ones are the most sought after. The tops are now set
up spinning on the ground, and the players, being each provided with a
small wooden spoon, dexterously introduce them under the pegs of the
spinning tops, and then, with the top still spinning in the spoon, throw
the point of the peg against the stone, so as to chip it out of bounds;
he who does this the soonest being the victor. While the top continues
to spin, he may take it up with the spoon as many times as he can, and
when it spins out he must again wind up, pursuing the same plan till he
“chips out.”
_Directions._--In winding up the top do not wet the end of the line too
much, and take care to lay it closely and evenly within the grooves. In
throwing the top from you, the line must be pulled in with a peculiar
jerk of the hand, which practice alone can give. The string button
should be held close in the hand, between the last two fingers of the
hand. There is what is called an “underhand” way of spinning a top,
_i. e._ by holding it peg downwards, throwing it in a straight line
forward, and withdrawing the string; but as we dislike everything
underhand, we shall not recommend this practice any more than we shall
the Spanish tops, which are spun after this method.
[Illustration]
PEG-IN-THE-RING.
This game may be played by any number of boys. A ring about a yard in
diameter is first marked on the ground, and another ring surrounding
the first, and at a yard’s distance from it, is also marked. The players
must stand on this ring, and from it throw their tops. One player begins
by throwing his top spinning into the ring, and while it is there
spinning the other players are at liberty to peg at it as quickly as
they can. If none of them hit it while it is spinning, and if it rolls
out of the ring, the owner is allowed to take it up, and having wound
it, to peg at the others which may be still spinning in the circle.
Should any of the tops, when they cease spinning, fall within the ring,
they are considered dead, and are placed in the centre of the circle for
the others to peg at. The player who succeeds in striking any of the
tops out of the circle claims those so struck out. In some places each
player may ransom his top with a marble.
Sleeping tops are exposed to much danger in the play, for they offer a
fair mark to the “pegger,” and often get split, when the “peg” is taken
by the splitter as his trophy. Long-pegged tops are the best for the
game, for they lie more upon their sides after their fall, and, before
the spinning entirely ceases, are the more likely to spin out of the
ring.
There is a way of making the top spring out of the ring directly it has
touched the ground. Only long-pegged tops will execute this feat. It is
done by drawing the hand sharply towards the body just as the top leaves
the string. When the manœuvre is well executed, the top will drive any
opponent that it strikes entirely out of the ring, while it does not
remain within the dangerous circle itself for more than a few seconds.
[Illustration: “TOPS ARE IN.”]
[Illustration: MISCELLANEOUS TOYS]
There are some out-door games played with toys which do not fall under
any of our previous headings. These games we now lay before our reader,
together with a description of the toys in common use.
THE APPLE MILL.
The Apple Mill is made by boring a hole in a nut, just large enough to
pass a thin skewer through; the kernel should then be extracted, and
another hole bored in the side of the nut, as A in the annexed figure. A
skewer should next be cut or thinned, leaving it large enough at the top
to form a head, as shown in the cut. A piece of string is then to be
tied to the skewer, and passed through the hole in the side of the nut
at A, and an apple stuck on the end of the skewer. The mill being now
complete in all its works, it should be twirled round in the same manner
as the humming top to wind up the string, holding the nut stationary
between the forefinger and thumb of the left hand; when this is done,
the string must be pulled out quickly, and the mill will immediately
spin round. When an apple cannot be procured, a small potato will serve
equally well.
[Illustration]
AUNT SALLY.
This amusing game is of a very simple character, consisting essentially
in throwing at a small object. Aunt Sally herself is composed of a head
and bust cut out of a solid block of wood, and generally carved with
negro features, and painted black. In the middle of her nose, or between
her lips, a hole is bored, into which is stuck a short pipe. To break it
is the object of the game. An iron rod serves to support the wooden
figure at a proper elevation from the ground; and when in gala costume,
Aunt Sally is usually arrayed in a mob cap and a petticoat. The mode of
playing the game is as follows:--
The iron rod is stuck in the ground, a pipe put into the old lady’s
mouth, and a line drawn upon the ground, at twelve, sixteen, or more
paces. At this line the players stand, and each is furnished with three
short cudgels, about eighteen inches in length, which they hurl at Aunt
Sally’s head, in hopes of hitting the pipe. The best plan is to throw
the cudgels underhand, giving them a rapid rotatory movement at the same
time. Some persons insert an additional pipe into each ear; but this is
an innovation, and leads to careless throwing. It is better to hang a
sheet, net, or large cloth behind Aunt Sally, in order to catch the
sticks, and save the trouble of continually fetching them from a
distance. Within doors, the iron rod is furnished with a loaded
pedestal.
[Illustration]
BATON,
Or, “Throwing Sticks.” This very popular game among the Greeks was by
them called Kyndalismos. It was played with short batons, and required
considerable strength and quickness of eye. With us the game is played
in much the same manner as the Greeks played it. A stick is fixed in a
kind of cup or hole, about six inches deep, in a loose moist soil, and
the players consist of the Keeper and Throwers. The Keeper places on the
top of the stick some article, such as an apple or orange, and the
Throwers endeavour to knock it off, by throwing at it with short thick
sticks, or batons; whoever succeeds in doing this claims the prize,
whenever it falls without the hole. The Thrower will soon find in his
play, that to hit the stick is of little importance, as from the
perpendicular line of gravity which the apple or orange will take in its
descent, it is almost certain to fall into the hole. The aim, therefore,
should be to strike the object from the stick. This game is very common
at fairs and similar places, and three sticks, with articles upon them,
are usually set up, but which offer no advantage to the throwers.
CAT.
Tip Cat, although not altogether a nice pastime, ought to be noticed
here. It is a dangerous game, and should be played with great caution on
the part of the players. It is a rustic game, well known, and generally
goes by the name of Cat. It is played with a cudgel or bludgeon,
resembling that used for trap-ball. Its name is derived from a piece of
wood called a “Cat,” of about six inches in length, and an inch and
half, or two, in diameter, diminished from the middle to both the ends,
being of the shape of a spindle or double cone; by this contrivance the
places of the trap and ball are at once supplied, for when the Cat is
laid upon the ground, the player with his stick tips it at one end by a
smart stroke, which causes it to rise in the air with a rotatory motion,
high enough for him to strike it as it falls, in the same manner as he
would a ball.
[Illustration]
There are various methods of playing the game of Cat. The first is
exceedingly simple, and consists in making a large ring upon the ground,
in the middle of which the striker takes his station. His business is to
beat the Cat over the ring; if he fails in so doing he is out, and
another player takes his place; if he is successful, he judges with his
eye the distance the Cat is driven from the centre of the ring, and
calls for a number at pleasure to be scored for the game: if the number
demanded be found, upon measurement, to exceed the same number of
lengths of the bludgeon, he is out; on the contrary, if it does not, he
obtains his call.
The second method of playing Cat is to make four, six, or eight holes in
the ground, in a circular direction, and as nearly as possible at equal
distances from each other, and at every hole is placed a player with his
bludgeon. One of the opposite party who stands in the field tosses the
Cat to the batsman who is nearest him, and every time the Cat is struck
the players are obliged to change their situations, and run once from
one hole to another in succession. If the Cat be driven to any very
great distance, they continue to run in the same order, and claim a
score of one towards the game every time they quit one hole and run to
another. But if the Cat be stopped by their opponents, and thrown across
between any two of the holes, before the player, who has quitted one of
them, can reach the other, he is out.
CAT AND MOUSE.
This sport, which is of French origin, is for two players only. Both
being blindfolded, they are tied to the ends of a long string, which is
fastened by a loose knot in the middle to a post, and, as the knot is
very slightly tied, the players are enabled to move about with facility.
The player who takes the part of the “mouse” scrapes two pieces of wood
together, so as to make a grating noise, and for which purpose the edges
of one of the pieces of wood are notched: the sound attracts the other
player, who represents the “cat,” and he immediately uses his utmost
efforts to catch his prey, by following the noise as well as he can, the
“mouse” at the same time struggling about, in order to escape being
caught.
KNOCK-’EM-DOWN,
[Illustration]
A similar game to Aunt Sally, but a simpler one, is made by scooping a
hole in the ground, and placing in it an upright stick; on the top of it
is placed a stone, or similar substance. The player then retires to a
distance, and flings at the stone with cudgels or balls, the latter
being preferable. If the stone falls into the hole, the player only
counts one towards the game; but if it falls outside the hole, he counts
two. This is a capital game for the seaside, and can be played upon the
sands. This game is almost similar to Baton.
PEA-SHOOTERS.
The pea-shooter is a tube of metal, through which a pea may be propelled
with great force by a puff of air from the mouth. The ordinary tin
pea-shooters sold in the shops are comparatively worthless. We should
advise the reader to procure a straight piece of brass tube from two to
four feet long, and get a brazier to tin one end of it, so that the
brass may not corrode when placed in the mouth. With such a tube peas,
pellets of clay, and other projectiles may be shot with great precision
to a considerable distance. The game of puff and dart is played with a
long brass tube, and a small dart having a needle point. The dart is
blown through the tube at a target, on which there are divisions bearing
different numbers.
QUOITS.
The game of Quoits is very excellent. It seems to have derived its name
from the ancient discus, and with us in the present day is a circular
plate of iron perforated in the middle, not always of one size, but
larger or smaller to suit the strength or convenience of the several
candidates.
[Illustration]
To play at Quoits an iron pin called a hob is driven into the ground
within a few inches of the top, and at the distance of eighteen or
twenty yards, as may be agreed upon, a second pin of iron is also fixed.
The players are generally divided into parties, and the players pitch
the quoits from hob to hob; those who pitch the nearest reckoning
towards the game. But the determination is discriminately made; for
instance, if a quoit belonging to A lies nearest to the hob, and a quoit
belonging to B the second, A can claim but one towards the game, though
all his other quoits be nearer to the hob than all the other quoits of
B, because one quoit of B being the second nearest to the hob, cuts out,
as it is called, all behind it. If no such quoit had interfered, then A
would have reckoned all his as one each. Having all cast their quoits,
the players walk to the opposite side, and determine the state of the
play. Then taking their stand there, throw their quoits back again, and
continue to do so alternately, till the end of the game. A quoit that
falls with its flat side upward does not count.
[Illustration]
NINE-PINS.
[Illustration]
This game, as its name denotes, is played by means of nine pins, which
are set up in a regular order, the aim of the players being to throw
down as many as possible in the fewest attempts. Each player is
permitted to throw three times at the pins, and if he can knock them all
down in two throws, it is called a “single,” and they are again set up
for his last throw; or, if he can knock them down in one throw, it is
called a “double,” and they are set up. A heavy wooden ball, called a
“bowl,” is used to throw at the pins.
SKITTLES.
[Illustration]
Skittles is played in a manner somewhat similar to the preceding game,
but the number of pins is only four. These are very large, and are
arranged on a square framework, so as to present one of the angles to
the player. The bowl used for playing this game is of the shape of a
cheese, and is usually made of lignum vitæ, as being very heavy and hard
wood. The game requires more bodily strength than nine-pins, as the bowl
must be thrown upon the skittles, and not rolled up to them.
The best play is to throw the bowl with a round-handed swing of the arm,
so as to strike the nearest skittle at the right of its upper third. The
ball then springs to the second skittle, and from this generally twists
to the third, while the fourth skittle is sent down by the roll of the
one first struck. It is very difficult to make this throw successfully,
and many players prefer driving down the first and third skittles with a
straightforward shoot, and then making their second ball spring across
from the second to the fourth. This latter stroke appears very
difficult, but is soon learnt; the great point being to throw the bowl
high, so that it may drop as perpendicularly as possible on the left of
the upper third of the second skittle. In the long run, the constant
repetition of this practice will overbalance occasional brilliancy of
play.
DUTCH-PINS.
[Illustration]
This game is nothing more than a modification of nine-pins; the pins
being higher, and the centre one bearing the name of king, and a crown
upon its head. The great point in this game is to strike the king out of
the board without knocking down any of the subjects. If this can be
done, the game is won. In all other cases, the king counts for no more
than any of his subjects.
THROWING THE HAMMER.
This is a good athletic sport, but the Hammer can scarcely be called a
toy. The hammer used by rustics is generally the sledge-hammer of the
blacksmith, with a head weighing some twelve or fourteen pounds. The
players are all single and do not join in parties, and the prize is
given to him who makes the greatest number of long throws in a dozen. It
does not merely require strength to throw the sledge-hammer, but a nice
calculation of the area which the Hammer has to pass over in its flight,
combined with the strength of the thrower.
THE BOOMERANG.[1]
[Illustration]
This instrument is a curved piece of wood, flat on one side, and
slightly rounded on the other. It is used by the natives of New South
Wales, who can throw it so dexterously as to kill a man behind a tree,
where he may have fled for safety. It should be held horizontally in
throwing it, and cast by bringing the arm backwards, and after making a
variety of curves it will come back again to the person who send it. If
skilfully thrown, it may be made to go in almost any direction the
thrower pleases.
[1] The instrument represented in the cut is the Australian boomerang.
Those used in England have a sharper curve.
THE SKIP-JACK, OR JUMP-JACK.
The skip-jack is manufactured out of the merry-thought of a goose, which
must, of course, be well cleaned before it is used. A strong doubled
string must be tied at the two ends of the bone, and a piece of wood
about three inches long put between the strings, as shown in the
marginal illustration, and twisted round until the string acquires the
force of a spring. A bit of shoemaker’s wax should then be put in the
hollow of the bone at the spot where the end of the piece of wood
touches, and when the wood is pressed slightly on the wax the jack is
set; it adheres but a very short time, and then springs forcibly up. The
skip-jack is placed on the ground with the wax downwards, and in some
parts of the country it is usual to call out, “Up, Jack!” or “Jump,
Jack!” just before it springs.
[Illustration]
THE SLING.
[Illustration]
The art of slinging, or of casting stones with a sling, is of very high
antiquity. We see it represented on the Nimroud monuments, and the feat
of the divine youth, David, is familiar to every one. In the earliest
times there were bands of slingers, and probably whole regiments of
them, and there is little doubt that the art of slinging preceded that
of archery. The former seemed, however, to belong to the Asiatic, as the
latter did to the European nations. Our Saxon ancestors, also, seem to
have been skilful in their manner of holding the sling. Its form is
preserved in several of their paintings, and the manner in which it was
used by them, as far back as the eighth century, may be seen in the
annexed cut. We have also sufficient testimony to prove, that men armed
with slings formed part of the Anglo-Norman soldiery.
[Illustration]
In country districts, slinging of stones is a common sport; and the
sling so used consists simply of a piece of leather cut into the
subjoined form, to which are affixed two cords, one having a loop. In
using it, leather is suffered to hang from the strong downwards; the
slinger places his little finger in the loop, and holds the other end in
his hand, and then putting the stone in the hole of the sling at A,
which prevents its falling, whirls the whole round for three or four
times, to obtain a strong centrifugal force, and suddenly letting go of
that part of the sling held in his hand, the stone flies forward with
inconceivable rapidity, making a twanging sound in the ear as it flies.
Slinging is a very good exercise for imparting strength to the arm, but
young slingers should be very careful where they send their stones, or
they may do much damage.
[Illustration]
If any of my readers may wish to construct a better kind of sling, they
may do it in the following manner:--Get a currier to cut a piece of very
strong buckskin leather in this shape, the centre being cut into bars.
Two long strips of the same leather are then cut of this shape,
[Illustration]
two cuts being made along them, so as to leave three leather cords.
These are plaited together, and the flat ends firmly sewn to the
centrepiece. The shape will then be this:
[Illustration]
A sling made on this principle will carry a stone of a pound weight. The
loop and point should be whipped with silk. The accuracy that can be
obtained with such a weapon is astonishing, only the missiles should
always be leaden bullets of the same weight--two or three ounces being
the best average weight. At the school where my boyhood was spent, we
used to send such bullets just over the weather-cock of one of the
loftiest spires in England, and stripped a chestnut-tree of its
blossoms. One year there was a solitary blossom on the top of the tree,
which defied our efforts for many days. The blossoms were soon knocked
off, but the green stalk resisted the blows for a long time. It was
battered to pieces, but bent to the strokes, and had to be knocked off
in fragments. I mention this to show the accuracy of aim that can be
attained by practice.
WALKING ON STILTS.
[Illustration]
Among the Swiss, and in several districts in the South of France,
walking on stilts is not only an amusing, but a useful, practice, as by
means of these crane-like legs men and women transform themselves into
the order of “Waders,” emulating the long-legged storks and herons, and
can cross over marshes and flooded grounds without wetting their feet.
Stilts are easily made, being nothing but a pair of poles, with a wooden
step at the sides for the feet to stand on. The poles are kept in their
proper place by the hands. A little practice will soon render a youth
“easy on his stilts,” and they may be made an amusing and healthy
exercise.
[Illustration]
THE SUCKER.
The sucker is a toy of the simplest construction imaginable; it is made
by merely cutting a circular piece out of some tolerably stout leather,
boring a hole in its centre, and then passing a string through the hole,
taking the precaution to make a large knot at the end of the string, to
prevent its being drawn completely through the hole. Before using the
sucker, it must be steeped in water until it becomes quite soft and
pliable. If its smooth, moist surface be now pressed so closely against
the flat side of a stone or other body, that the air cannot enter
between them, the weight of the atmosphere pressing on the upper surface
of the leather will cause it to adhere so strongly, that the stone, if
its weight be proportioned to the extent of the disc of leather, may be
raised by lifting the string. If the sucker could act with full effect,
every square inch of its surface would support about the weight of
fourteen pounds. The feet of the common house-fly are provided with
minute natural suckers, by aid of which the insect is enabled to run up
a smooth pane of glass and walk along the ceiling.
* * * * *
Our young readers will in all probability remark that we have laid but
little stress on games with toys, and that comparatively few toys have
been mentioned. We have done so intentionally, because the book is
written expressly for boys, and those, English boys. Now an English boy
always likes a toy that will _do_ something. For example, he cares not
one farthing for all the elegant imitations of guns in the world, as
long as he can have his pea-shooter; and the walnut stock, the
glittering decorations, and the burnished but useless barrel of the toy
gun, are nothing in his eyes, when compared with the plain tin barrel of
his beloved pea-shooter, which will throw a missile with rifle-like
accuracy of aim.
For these reasons, we have mentioned but very few toys, looking with
contempt upon those innumerable fabrications that find their place in
the windows of toy-shops, and in ninety-nine cases out of a hundred are
only purchased for the immediate gratification of spoilt children, who
unconsciously illustrate the real objects of toys, by pulling them to
pieces, and converting the fragments to unexpected uses.
[Illustration: END OF TOYS.]
EASY GAMES WITH TOYS.
INDOOR.
There are many elaborate toys which are not included under this head, as
they are always sold with printed directions for using them. The games
which follow are played with toys of the simplest construction, many of
which may be easily manufactured by the reader.
BATTLEDORE AND SHUTTLECOCK.
[Illustration]
[Illustration]
This game is so well known as to require but little remark. The
Battledores may be purchased at the toy-shops, as may also be the Cocks;
but many of our young friends who know anything about carpentry may
easily make both for themselves. The Battledores can be cut out with a
key-hole saw into the subjoined shape. They should be about a quarter of
an inch thick, the handles about six inches long, and the “spades” of
about five inches long, and five broad. The Shuttlecock may be made by
cutting a piece of cork into the following form, and placing a small
brass nail at its lower end. The top should be plumed with five feathers
standing outwards from the rim, being fastened by a little gum into
small holes cut therein. The practice of the game is for two players to
beat the Cock backwards and forwards from one to the other, and the one
that lets it fall, by failing to strike it with his bat, is to give to
the other a pea, bead, pin, or some other small article. Some
foreigners, particularly the Chinese, play at this game with the toes,
hands, elbows, and other parts of the body, and will keep the Cocks up
in a most amusing manner, in the midst of many grotesque gestures.
BANDILOR.
This toy is simply a wheel or pulley of hard wood, having a very deep
groove, round which a strong but fine cord is wound. The player holds
the free end of the cord between his finger and thumb, gives a rapid
rotatory motion to the bandilor, by allowing it to fall towards the
ground; by a sudden jerk he now tightens the cord in the groove, and the
toy rises towards his hand. A little practice will enable any one to
keep the bandilor in motion for a considerable time by causing it to
rise and fall alternately.
CUP AND BALL.
A ball of ivory or hard wood is attached to a stem of the same
substance, having a shallow cup at one end and a point at the other. The
player holds the stem in his right hand, as shown in the figure; and,
having caused the ball to revolve by twirling it between the finger and
thumb of his left, he jerks it up and catches it either in the cup, or
upon the spike, to receive which a hole is made in the ball. We need
scarcely say that the latter feat can only be performed by a skilful
player. Cup and Ball was the favourite pastime at the court of Henry
III. of France.
[Illustration]
THE CUTWATER.
The Cutwater is a circular piece of sheet lead, notched like a saw round
the edge, and having two holes pierced in it at some distance from each
other, through which is passed a piece of string, the two ends being
afterwards tied together. The annexed figure shows this toy, and the way
it is to be held by the player. To set the Cutwater in action, the
double string must be alternately pulled and slackened. Every time the
string is relaxed the disc revolves, in consequence of the impetus it
has acquired from the previous pull; and every time the string is
tightened, it whirls round in an opposite direction, as the double
string is then untwisted. If the edge of this toy be dipped in water, it
may be made to sprinkle the bystanders and the player; hence its title
of “Cutwater.”
[Illustration]
FOX AND GEESE.
[Illustration]
Fifteen ordinary draughtsmen compose the flock of geese. The fox may
either be two draughtsmen placed one upon another, or any small object
which may be at hand. The game is played on a board marked as shown in
the annexed engraving. The fox is placed in the middle of the board, and
the geese on the points on one side of it, as shown in the illustration.
The game is to confine the fox to some spot on the board, so that there
shall be either the edge of the board or else two rows of men round him.
When the fox cannot escape, the game is done, and the player of the
geese wins; but when one of the geese is left on a point next to that
occupied by the fox, and is not supported by another goose behind, or by
the edge of the board, the fox can take it, and by jumping over its head
to the next space, he may, perhaps, escape the persecutions of some of
the others, as all the geese are compelled to move forwards towards the
end of the board that was unoccupied at the commencement of the game.
The fox is allowed to move either backwards or forwards. Neither fox nor
goose must be moved more than one space at a time. If the fox neglects
to take when he has a chance, he is huffed, and one of the captured
geese is restored to the back of the board. The fox should avoid getting
into the lower square of the board if possible, as he will find it
difficult to extricate himself from a position which can be so easily
blockaded.
[Illustration]
There is another method of playing fox and geese on a chessboard;
namely, with four white men, representing the geese, and one black one,
representing the fox.
The geese are ranged on the four white squares nearest one player, and
the fox may be placed where his owner pleases. The best place for him is
that marked in the diagram, as he can manœuvre in a very puzzling way.
The geese can only move forward, and the fox moves either way. The
object of the geese is to pen up the fox so that he cannot move, and the
fox has to break through.
If the game is properly played, the geese must win, the secret being to
keep them all in line as much as possible. The fox tries to prevent this
plan from being followed up; and if he can succeed in doubling the
geese, or getting one to stand before another, he is nearly sure to pass
through them.
GOOSE.
To play at Goose a board must be made containing sixty-three circles,
placed so as to form some resemblance to the shape of a goose, and
numbered consecutively. Two dice and a box, and as many counters as
there are players, are required. Each player in turn throws the dice,
and according to the number he throws, so he reckons, counting from No.
1, and placing his counter on the number he obtains. The player who
first reaches sixty-three wins the game. But mark; he must throw
sixty-three exactly, or else he has to count the surplus number back
from sixty-three. For instance, suppose when at sixty he throws eight,
this makes sixty-eight, five over sixty-three. The player must,
therefore, take five back from sixty-three, and leave his counter at
fifty-eight. The game is called Goose from the fact that a goose is
usually drawn on every fourth and fifth ring; and the player who lands
on one of these, scores double the number he has just thrown. Several
obstacles occur, however, on the journey. On one ring is drawn a bridge,
to pass which a toll of one counter must be paid. A little farther on is
an inn, where the player halts for two turns and pays two to the pool;
but if he fall into the pond, the unfortunate wight has to stay there
until another player tumbles in too, when he is allowed to proceed on
his journey. The last hindrance is a gloomy prison, in which the same
rule holds good, except that the relieving party, instead of going on as
in the case of the pond, remains in durance vile until somebody else
enters the prison-house. Other obstacles may be inserted at the players’
option.
HEAD, BODY, AND LEGS.
One player takes an oblong piece of paper, and having divided it into
three equal parts by folding, he sketches a comic _head_, either with
pen or pencil, in the upper space; he then doubles the paper over, and
hands it to another, who draws a _body_ in the middle compartment, folds
the paper over once more, and passes it to a third, who completes the
figure by drawing a pair of _legs_ in the lower space. The player who
draws the head, must continue the neck a little way into the middle
space, and he who sketches the body must just commence the legs in the
lower compartment; this arrangement insures the connexion of head, body,
and legs. Our first illustration shows how the paper is to be folded
over for drawing the different parts of a figure. Each player should be
provided with a pen or pencil, and a few pieces of paper; having drawn a
head, he should fold his sketch in a proper manner and pass it to his
right-hand neighbour; in this way a number of figures may be finished
simultaneously. A knowledge of drawing is not expected of any player, as
the crudest notion of a head, a body, or a pair of legs, will fully meet
the requirements of the game. Those who have never played at Head,
Body, and Legs, can have no idea of the absurd combinations that spring
from the independent labours of the different players; thus, a man’s
body will sometimes get joined to a donkey’s head, and be supported by
the legs of an ostrich.
[Illustration]
KNUCKLE-BONES.
This game is played with five little bones from a sheep’s trotter. One
player tosses up the knuckle-bones, sometimes one at a time, sometimes
all together, and catches them either in the palm or on the back of his
hand, according to certain rules. Should he fail to perform one of the
tricks properly, he must hand the bones to his opponent, who attempts to
go through the same series of manœuvres with them. When the first player
regains the bones through the unskilful play of his adversary, he once
more attempts the feat he failed to accomplish before, and if he
succeeds he tries to pass through the subsequent stages of the game. The
player who first arrives at the end of the regulated series of tricks
wins the game. It would be impossible to give the reader a clear idea of
the manner of performing each trick without the aid of diagrams. In
almost every school may be found an experienced player at knuckle-bones,
whose directions will be of more value than any remarks we can make,
though we were to devote a couple of pages to this pastime. In some
parts of England a similar game, called “Jackstones,” is played with
small round pebbles.
MERELLES, OR NINE MEN’S MORRIS.
[Illustration]
This is an ancient English game, and ought not to be laid aside; so we
resuscitate it for the benefit of young England. It used to be played in
England on the ground with stones, but may be played best on a table
indoors. The form of the merelle-table, and the lines upon it, as it
appeared in the fourteenth century, are here represented. These lines
are still the same. The black spots at every angle and intersection of
the lines are the places for the men to be laid upon. The men are
different in form and colour, for distinction sake. The manner of
playing is briefly thus: Two persons, having each of them nine pieces,
or men, lay them down alternately, one by one, upon the spots; and the
business of either party is to prevent his antagonist from placing three
of his pieces so as to form a row of three without the intervention of
an opposing piece. If a row be formed, he that made it is at liberty to
take up one of his competitor’s pieces from any part he thinks most to
his advantage; excepting he has made a row, which must not be touched if
he have another piece upon the board that is not a component part of
that row. When all the pieces are laid down, they are played backwards
and forwards in any direction that the lines run, but can only move from
one spot to another at one time. He that takes all his antagonist’s
pieces, is the conqueror.
PAPER DART.
[Illustration]
To form this dart you must take an oblong piece of paper, and fold it
down the middle lengthwise; then double each of the lower corners up to
the middle crease, and fold the doubled paper over to the same mark; you
must now turn each folded side outwards, and your dart will resemble the
annexed figure. The paper dart, when thrown from the hand, rarely hits
the object aimed at, as it generally makes a graceful curve in passing
through the air. Boys sometimes amuse themselves by fighting sham
battles with these harmless weapons.
THE POPGUN.
[Illustration]
The best Popguns are made of a strong straight piece of elder-tree,
which ought to be cut from an inner branch, and should be about six
inches long. The pith of this should be pierced out by an iron ramrod
fitting the hole; and when the inside is made thoroughly smooth by
rubbing the rod up and down, it is ready for use. The pellets are made
with moistened tow--brown paper is a nasty thing to put into the mouth,
and we shall never advise the use of it. When the pellet is prepared, it
should be laid over the mouth of the gun in such a quantity as to
require squeezing and plugging in. The first pellet should be driven
through the gun to its other end; the second pellet is to be driven in,
in a similar manner to the first, and then it is forced through the gun:
the air between the pellets being incompressible beyond a certain point,
forces out the lower pellet with a loud “pop;” hence the the term
“Popgun,” which has been applied to them. Popgun-playing is not a very
healthy exercise, the pressing of the rammer against the pit of the
stomach frequently leading to derangement of that organ. To prevent
this, the lad who plays at popgun should have a small round board slung
over his neck by a string, hanging as low as the pit of his stomach,
like a “conductor’s ticket,” against which he should press the handle of
his ramrod when he fires off his popgun.
PUSH-PIN.
This trifling game is usually played by two boys. Each player places a
pin on the table, and then endeavours to push one pin across the other
with his finger-nail; should he succeed, both pins become his property.
At starting, the pins must be placed head to head, and the players push
alternately. Sometimes each player puts down two, three, or even more
pins.
SCHIMMEL.
To play this amusing game, which is of German origin, it is necessary to
be furnished with five cards, on which are painted the figures of a
white horse, an inn, a bell, a hammer, and a bell and hammer; with eight
little ivory cubes marked on one side only, six numbered 1, 2, 3, 4, 5,
6, and the other two marked, one with a bell and the other with a
hammer; with a box for throwing the dice, a hammer for disposing of the
cards by auction, and a proportionate quantity of counters for the
players. The cards, dice-box, and auctioneer’s hammer, are shown in the
annexed illustration. Any youth who can draw may easily prepare the
cards; the cubes may be procured from an ivory-worker’s and may be
marked with ink. The game can be played by as many persons as are
present. The counters are to be distributed by one of the players who
holds the office of cashier, their value having been previously
determined upon by the players. This being done, twelve are to be
deposited by each player in the pool. The cashier then disposes of the
five cards separately to the highest bidders, the produce of which is
also to be placed in the pool. The white horse is by far the most
valuable card, and therefore fetches the highest price in counters. The
inn ranks next, and is usually purchased by the most speculative player,
as its value depends upon circumstances. The bell and the hammer
generally fetch the same number of counters, these cards being equally
valuable, and the card upon which both bell and hammer are painted
fetches about half the number that is given for one of the single
figures. The bidders are not bound to confine themselves to the number
of counters dealt out to them at the beginning of the game; should they
exceed it, they may pay the remainder of the debt by instalments out of
their receipts in the course of the game.
[Illustration]
Each person is at liberty to purchase as many cards as he may think
proper.
The dice are then to be thrown by the players alternately, beginning
with the holder of the white horse, any one being allowed to dispose of
his throw to the highest bidder. When all blanks are thrown, each of the
players pays one to the holder of the white horse, and he pays one to
the inn. If with the blanks the bell, or hammer, or the bell and hammer
together are thrown, the possessor of the card so thrown pays one to the
white horse.
When numbers accompany the bell, hammer, or bell and hammer, the cashier
is to pay the counters, to the amount of numbers thrown, to the holder
of such card, from the pool; but if numbers are thrown unaccompanied,
the cashier then pays to the thrower.
When the pool is nearly empty there arises an advantage to the inn, for
if a player throws a figure greater than the quantity contained in the
pool he pays the overplus to the inn; thus: suppose 4 are in the pool,
if the players throws 10, he is to pay 6 to the inn; and if 2 are
thrown, those 2 are paid to him from the pool, and so on till a figure
is thrown which clears the pool, and so concludes the game.
If all blanks are thrown after the inn begins to receive, the players
pay nothing, but the owner of the white horse pays one to the inn; and
should the bell, &c. be thrown with the blanks, the holder of that card
pays one to the inn; and if numbers accompany the bell, &c. the holder
of that card must pay to the inn the number thrown above those remaining
in the pool. Nuts are sometimes used as counters, and the players keep
their winnings. Sometimes the cashier receives a halfpenny or a penny a
dozen for the counters, and when the game is finished the receipts are
divided among the players according to their winnings. Those who do not
hold cards frequently find themselves richer at the close of the game
than their speculative companions, whose winnings do not always exceed
the price paid for their cards.
SPELICANS.
Spelicans are made of thin pieces of ivory cut into different forms,
some being like spears, others saws, bearded hooks, &c.; of some of the
patterns there are duplicates, whilst of others only one. Each pattern
has a value assigned to it, the lowest being five, and the highest
forty; the numbers do not run in regular succession--as five, six,
seven, eight--but irregularly, as five, sixteen, twenty-five. Hooks,
made of bone, are used pointers.
The game is played as follows:--One player should take up all the
spelicans in a bundle, and holding them at a little height from the
table, let them fall down in a confused heap on it; each player must
then try alternately to take away a spelican from the heap without
moving any of the others, and this it is generally very easy to
accomplish at the first, for the top ones are mostly unconnected with
the rest, but as the players proceed it requires some tact to jerk them
out, with the help of the hook, made pointed for that purpose. The
player who, at the entire removal of the heap, has the greatest number
of spelicans, wins the game. Should any of the spelicans, while being
removed shake the others, they must be put back into the heap again. It
is usual in some places, instead of each player removing a spelican
alternately, for one to continue lifting up the spelicans until he
happens to shake one, when another player takes his turn until he in
like manner fails, when another tries his fortune; and so the game
continues, until all the spelicans are withdrawn.