What To Do and How To Do It

=The Magnetic Ring.= Take a gold ring,—the more massive the better.

Attach the ring to a silk thread about twelve inches long; fasten the

other end of the thread around the nail-joint of your right forefinger,

and let the ring hang about half an inch above the surface of the

table, on which you rest your elbow to steady your hand. Hold your

finger horizontally, with the thumb thrown back as far as possible from

the rest of the hand.

If there be nothing on the table, the ring will soon become stationary.

Then place some silver (say three half-dollars) immediately below it,

when the ring will begin to oscillate backwards and forwards, to you

and from you. Now bring your thumb in contact with your forefinger

(or else suspend the ring from your thumb), and the oscillations will

become transverse to their former swing. Or this may be effected by

making a lady take hold of your disengaged hand. When the transverse

motion is fairly established, let a gentleman take hold of the lady’s

disengaged hand, and the ring will change back to its former course.

These effects are produced by the aid of animal magnetic currents given

forth by the hands of the experimenters.

=To Tell the Hour of the Day or Night by a Suspended Quarter.= Sling a

quarter or a dime at the end of a piece of thread by means of a loop;

then, resting your elbow upon a table, hold the other end of the thread

between your forefinger and thumb, and thus suspend the coin in an

empty goblet. Observe, your hand must be perfectly steady; and if you

find it difficult to keep it in an immovable posture, it is useless

to attempt the experiment. Premising that the quarter is properly

suspended, you will find that, when it has recovered its equilibrium,

it will for a moment be stationary; it will then, of its own accord

and without the least agency from the person holding it, assume the

action of a pendulum, vibrating from side to side of the glass, and

after a few seconds will strike the hour nearest to the time of day.

It is necessary to observe that the thread should lie over the pulse

of the thumb, and this may in some measure account for the vibration

of the quarter, but to what cause its striking the precise hour is

to be traced remains unexplained; for it is no less astonishing than

true that when it has struck the proper number its vibration ceases,

it acquires a kind of rotary motion and finally becomes stationary as

before.

=The Spirit Calculator.= A piece of paper and a pencil are handed to

the audience, with a request that four different persons will each

write down a row of four figures, one under the other, to form an

addition sum. The paper is then given to a fifth person to add up the

figures, but before he can call out the result the performer writes it

down on a blackboard.

The secret lies in the fact that the performer is in possession of a

piece of paper exactly the same in every detail as that handed to the

audience, on which, previous to the entertainment, he has had four

rows of figures written in different handwritings. In the course of

the entertainment, all is fair and aboveboard until it comes to adding

up the sum, when the performer, in the act of giving the paper to the

fifth person, changes it for that of his own, with the total of which

he is already acquainted. He has now only to run to the stage and write

down the answer on the blackboard.

A more startling conclusion than the prosaic one above mentioned may be

obtained by the use of sympathetic ink, composed of sulphuric acid and

water, one part of the former to three of the latter. Writing done with

this ink will be invisible until heat be applied, which will bring out

the characters in jet black.

The performer, then, being provided with a piece of paper bearing the

answer written with the invisible ink, gives a plate containing a

little alcohol to the person adding up the sum, and asks him to set

fire to the alcohol, first, however, taking careful note of the total.

The prepared piece of paper is now held over the flames caused by

igniting the alcohol on the plate, when the heat will bring out the

answer, which is proved to be correct. The greatest care should always

be exercised in producing any kind of flame.

=The Square of Sixteen Numbers.= Arrange the numbers from 1 to 16

in a square, so that the sum of the figures in any row, vertical,

horizontal, or diagonal, will be 34.

16 3 2 13

5 10 11 8

9 6 7 12

4 15 14 1

=The Square of Nine Digits.= How may nine digits be arranged in a

rectangular form so that the sum of any row, whether horizontal,

vertical, or diagonal, shall equal 15?

4 9 2

3 5 7

8 1 6

=Making a Bird Enter a Cage.= Draw upon a sheet of paper an empty

bird-cage and then very near the cage at the right draw a bird. The

problem is to make this bird enter the cage.

Place a visiting-card between the two figures, holding the card

perpendicularly on the paper. Press the end of your nose on the border

of the card and look at the cage and the bird. You will thus see the

cage with your left eye and the bird with your right. But in a moment

the bird will seem to move, then enter the cage.

=The Handkerchief Snake.= A fine black-silk thread is stretched across

the stage from one side to the other, the ends being in the hands

of two assistants. Having obtained the loan of a handkerchief, the

performer, standing behind the thread, takes it diagonally by two

corners and twists it up rope fashion. He then ties three knots in it,

one a little below the centre, one a little above the centre, and the

third at one end. While this is being done, the assistants raise the

thread, around which the last knot, forming the head of a snake, is

actually tied; but owing to the thread being invisible, this will pass

unobserved.

Having made the last knot, the performer drops the handkerchief on the

floor, when its imitation of a live snake will depend entirely on the

adroit manner in which the assistants manipulate the thread.

Finally, it should be made to jump into the hand of the performer, who

should at once hand it with the knots still tied to the owner. This is

managed by the assistant at one end dropping the thread and the other

one pulling it clear of the handkerchief. Other tricks may be invented.

=To Pass your Body through a Postal Card.= Fold the card once

lengthwise in the middle so that there will be two equal flaps. Now

commence at the folded edge and cut almost to the straight edge,

double thickness, then commence at the straight edge and cut almost to

the folded edge, and so on alternately, until there have been about

twenty-five or thirty cuts made, leaving a very small margin between

each cut. Then cut each loop on the folded edge except the two outside

loops, and open.

=Silhouettes.= Choose a part of the room where there is a clear wall

space. Attach a piece of silhouette paper to the wall with thumb tacks

or pins (or against a broad board if you fear that the tacks may injure

the wall), the white side of the paper being out.

A lamp, or better a candle, having been placed so that it will throw a

strong light on the sheet of paper, turn off all the other lights in

the room. Each one then takes his place between the lamp and the wall

so that a clear shadow of his profile may be thrown on the paper. Now

draw a firm, strong line carefully around this shadow. The sitter

must sit perfectly still, during the drawing. If possible have a

head-rest, the shadow of which must not be seen upon the paper. Having

thus outlined the shadow, take the paper from the wall and cut out the

silhouette neatly or pass it to another to do the same.

=Gymnastics for the Tongue.= Say these several times as rapidly and

distinctly as you can: “She sells sea shells at the sea shore,” and

these also: “John sawed six sleek, slim, slender saplings.” “There was

an old woman and she was a thistle sifter. She had a sieve of sifted

thistles, and a sieve of unsifted thistles, and she was a thistle

sifter.” “Mixed biscuits.” “Gig whip.” “Six thick thistle sticks.” “She

stood at the door welcoming him in.” “Shoes and socks shock Susan.”

=The Passenger to Boulogne.= The requirements for this touching picture

are an orange, a pocket-handkerchief or soft table-napkin, and a

wine-glass. The orange is first prepared by cutting in the rind with

a pen-knife the best ears, nose, and mouth which the skill of the

artist can compass, a couple of raisins supplying the place of eyes.

A pocket-handkerchief is stretched lightly over the glass, and the

prepared orange laid thereon.

The pocket-handkerchief is then moved gently backwards and forwards

over the top of the glass, imparting to the orange a rolling motion,

and affording a laughable but striking caricature of the agonies of a

sea-sick Channel passenger.

The performance terminates by draping the pocket-handkerchief

hood-fashion over the supposed head, and squeezing the orange into the

glass. The last scene, however, is disagreeably realistic.

=Mind-Reading.= Before appearing to the audience, fasten a fine black

thread to the thumb (or any part desired). The other end is retained

by an assistant seated back to the audience, and in back from the

performer, so that the thread will not be noticed. While the performer

is promising a mind-reading exhibition, the assistant will have time to

make the thread tight, and it must be kept so during the performance.

Show a small blackboard, or some other similar arrangement, that can

be held in one arm, and ask any one to secretly suggest figures, which

are put down in columns, for the purpose of addition. The figures must

be large enough for every one to see, and it is advisable not to have

too many, as experience will show it takes too long for the trick. The

performer then mentally adds the right column of figures, after which

he secretly pulls the thread, fastened to the thumb, as many times as

necessary to make the correct number. The assistant counts the little

jerks, and then announces the number, which proves to be the correct

number to set down. This is continued until all the figures are added.

If the sum of a column is a “zero” no pull should be made. The details

must be plainly understood between the performer and assistant, and

with a little ingenuity the trick will seem quite puzzling.

=Blowing a Card on Twine.= Procure some of the nicest twine, that

is hard, smooth, and very slippery, and cut into lengths of fifteen

or twenty feet, according to room available, fastening both ends to

something stationary. The number of these lines may be optional, but

not less than two. On each line, near the end, place a card four inches

square, with a hole exactly in the centre, about three times the

diameter of the twine. Care must be taken that the hole is large enough

to allow the card to move properly but not too freely. At a given

signal the card is blown the length of the line. The one arriving at

the end first, wins.

=Naming a Card.= This trick can be shown at any time and at any place

where two performers are together and desire to show a little skill

to amuse their friends. The idea in the trick is to announce that you

can tell the name of a card written on a sheet of paper, the paper

folded and placed on the table, all being done while you are out of

the room. After you have announced the trick and have left the room,

your assistant (who of course acts as if he were disinterested) takes

a pencil, and when some one names the card he writes it on the paper

and folds it up. For example, we will say that the four of diamonds was

named. When he has finished writing the name of the card, he, in an

offhand way, places the pencil on the table, so that the point would

indicate four in an imaginary clock, he of course sitting opposite

to six. The paper is then folded and placed in a casual way on the

opposite side on the table, in a section which we will designate as

diamonds. These sections may be like this: diamonds at the top of the

imaginary clock, hearts at the right, clubs at the bottom, and spades

at the left. The face of the clock can be imagined to be about a foot

or so round. You may now be called in by anybody, and upon entering,

you must, to make the trick effective, take up the paper, and hold it

to your forehead as if in deep thought. Of course you have taken in

at a glance the entire situation, and in a most mysterious way, name

the card. In case a court card is named you will understand that a jack

is eleven, a queen twelve, and if a king is named, the pencil is not

laid down, the paper only being left to indicate the suit. Now some are

bound to name the joker. In that case your assistant simply places the

paper on top of the pencil or uses some other arrangement agreed upon.

=A Horse Race.= Each man in the party receives a little bag containing

one hundred beans. Each woman adopts the name of some horse. Strips of

tape or paper are fastened at one end of the room farthest away from

where the races are to begin. All attached ends are on the same line.

The loose ends are held by the women on the other side of the room,

armed with scissors. The men bet their beans on the outcome of the

race. At a given signal, each woman begins to cut the tape, the one to

reach the end of her strand quickest being the winner. The narrowness

of the tape obliges the women to work with extreme care, as well as

quickly, for if the strand is cut before reaching the end, the “horse”

is disqualified. When the first entries have been raced, if there are

more women than strips, more come forward for another “heat,” and so

on until all have competed. The man winning the most beans in all

the races wins the prize, and each lady who comes out ahead receives

something in appreciation of her dexterity.

=A Jam-eating Contest.= For this, thin slices of bread are spread with

jelly or jam and placed upon a small plate at the edge of the table.

Those who enter the contest must have their hands tied behind them,

so that they are obliged to eat their bread and jam without touching

it with a hand. The one who succeeds in disposing of his slice first

receives a prize.

=A Potato Race.= Use peach-baskets for the goals. Potatoes, apples, or

oranges are laid three feet apart in rows for the gathering contest.

Each one must be picked up and carried on a spoon to the basket at the

end of the row.

=Guessing Contests.= A pumpkin, a large ear of yellow field-corn, a

pint of peanuts in the shell, a pound of pecans in the shell, a basket

of apples, one chrysanthemum, a large bunch of Malaga grapes, and a

bough of oak leaves are the requisites for this entertainment. These

same articles may serve as decorations for the room during the evening.

The game is to guess the number of parts of each one of the list, for

instance:

How many grains on the ear of corn?

How many seeds in the pumpkin?

How many grapes in the bunch?

How many pecans in a pound?

How many petals on the chrysanthemum?

How many peanuts in a pint?

How many leaves on the oak bough?

How many apples in the basket?

Of course, the answers have actually been obtained beforehand, except

in the case of the chrysanthemum, which is counted after the company

have guessed.

=A Phonograph Concert.= The removal of a large screen exposes a most

extraordinary contrast. It consists of a large square packing-box, the

open side being set across a doorway leading into another room. On

top of the box is fastened a clothes-wringer and a megaphone, while a

curtain conceals the part of the doorway not hidden by the box. The

record is a narrow slip of paper, yards in length, which is inserted

between the rollers. The crank is turned and the record announced

amidst a grating noise peculiar to phonographs. A person behind the

scenes, with his head in the box, drawls out the subjects of the

records, making the scraping noise by rubbing something rough against

a tin can. The people who are to do the feats on the phonograph are in

the room behind the curtain and, as their turns come, stick their heads

into the box and shout through the megaphone, which is sticking out of

the hole bored through the box.

=To Lift Fifteen Matches with One.= On a match place fourteen other

matches so that one third of the match, with its phosphorus tip, will

be in the air and the other end resting on the table. These ends should

point alternately right and left. If one is asked to lift them, holding

only one extremity of the lower match, it seems clear that the fourteen

matches on top will fall to the table by the force of gravity. Here is

a way to render the operation feasible. Above the matches and along the

angle formed by the interlacement, place one last match. They can now

be lifted safely by the extremity of the under match. The matches will

take an oblique position, embracing the upper one within their angle

as though they were possessed of jaws, and will remain without further

support just as long as you wish. By preference, employ the largest

matches you can find.

=A Donkey Party.= Each one tries, blindfolded, to pin a tail to a

donkey drawn on a sheet. The prize is given to the one who comes

nearest to pinning it in the right position.

=The Dwarf Exhibit= affords one of the most amusing entertainments, and

will cause wonder to your friends as to where you got “him.”

Two persons play the dwarf, a third acting as the exhibitor, who should

prepare beforehand a humorous speech, setting forth the history and

accomplishments of the dwarf, which will be told later.

To arrange and dress the dwarf, place a table in a doorway between

two rooms, and cover it with a cloth or a curtain that will reach to

the floor on the side farthest from the audience. Or the table may

be placed entirely in the room next to that in which the audience is

seated, the edge of it reaching to the doorway, so that the curtains

between may act as a screen while you are getting the dwarf ready.

One person stands behind the table and places his hands on it. These,

with his arms, form the feet and legs of the dwarf. Over his arms

should be drawn a pair of boy’s trousers, and on his hands should be a

pair of shoes. The trousers should be drawn down until they reach the

heels, like a man’s. This completes the lower part of the dwarf.

The second person stands behind the first and passes his arms around

his shoulders. By putting a coat over the arms and buttoning it down

the figure of the first impersonator and then throwing a cape around

his neck so arranged as to cover the head of the person behind, you

will complete the dwarf’s dress.

Of course, you may have to improvise a jacket to fit, or you may dress

the dwarf fantastically, as a Turk, or woman, for instance, but the

means of doing so will suggest themselves readily.

The hands of the second person act as the hands of the dwarf, and as

the latter makes his appearance they raise his hat when he bows to the

audience. The exhibitor then begins his history, which can be made

very ludicrous; and he should recite the various accomplishments of the

dwarf, including dancing, and even his ability to suspend himself in

the air without support.

The dwarf should then be invited to entertain the audience, and he

should begin by making a little speech, in either a thin falsetto or a

heavy bass voice, assumed, of course, to add to the grotesque effect.

The second player makes gestures to the speech, which in themselves

will create a laugh.

Then the dwarf should begin to dance. The hands of the first performer

do this, and all of a sudden, in the middle of a quickstep, they both

are lifted from the table and remain suspended in the air for a quarter

of a minute. Then they drop to the table again, and the dwarf appears

to be exhausted with this unusual effort.

In making his parting salute to the audience the dwarf astonishes them

all by putting both feet to his mouth and throwing kisses with his

toes.

=Stick-and-Pea Amusement.= A box of toothpicks and a pint of dried peas

will furnish excellent amusement for children on a rainy day. Soak the

peas until they can be pierced with a toothpick. Tables, chairs, boxes,

figures, letters, etc., can be made by sticking the toothpicks into the

peas.

=An Introduction to the Doll Family.= If you straighten a hairpin, then

bend one end of it until it resembles a shepherd’s crook, and hang it

on the edge of a table, it will swing back and forth many times like

the pendulum of a clock. The slightest touch sets it in motion, and if

you have just the right angle to the crook it will sway back and forth

many times.

Suppose you fix several hairpins in this fashion and set them all to

swinging at once. It will much resemble a lot of very slender gentlemen

bobbing up and down in stately, graceful bows. Very well; suppose we

have some real gentlemen to bow to us. Get two or three old magazines

and look through the advertising sections. You will find lots and lots

of figures of all kinds, men, women, and animals; some of them just the

size you want. Cut out some of these very carefully, selecting those

just a little longer than your bent hairpins.

Now thrust a hairpin through one of the figures and hang the bent end

of the hairpin on the edge of a table; or, better still, a big book

whose cover overlaps the leaves inside. Blow gently at the figure and

it will answer by bowing most politely, bobbing back and forth in the

funniest way you can imagine. Now fix the rest of the figures in the

same way and you will have one of the most amusing collections of dolls

that ever was. Whenever you blow at them, they all will nod and bow

at once, but no two will move alike, for the shapes of their figures

will all be different, and the different ways in which their weight or

centre of gravity inclines them will cause the various motions.

Just try it with some of your little friends and see what fun these odd

little actors will make for you.

=Second Sight.= This cannot fail to make a hit, providing the rule is

not generally known by the audience.

Take a piece of paper and write on it the figures 1,089. Fold this

paper and ask one of your spectators to place it in his pocket without

looking at it. Now ask another spectator to think of three figures

(_a_). He having done so, get him to write them upon another piece of

paper. Now ask him to write the same figures under the first row, only

in reverse (_b_) order. Subtract the smaller from the larger (_c_). Now

reverse the remainder (_d_) and your total will be the answer on the

piece of paper in the first spectator’s pocket. For instance:

(_a_) Number thought of 621

(_b_) Result of reversion 126

———

(_c_) “ “ subtraction 495

(_d_) “ “ second reversion 594

———

(_e_) “ “ addition 1,089

=The Blind Feeding the Blind.= Spread a sheet on the floor, and having

blindfolded two players, seat them on the floor facing each other. Give

to each a spoon and saucer containing some dry food such as ground

pop-corn or wheat grains and let each attempt to feed the other.

=An Amateur Vaudeville.= For the entertainment of a large number of

people, an amateur vaudeville program meets every requirement, and does

so in a unique manner.

If you go over your list of friends and acquaintances, you will find

among them many a clever person who has some talent which can be

utilized in preparing the program; this one can dance, that recite,

another sings coon songs, some do “cake-walks,” some play, others sing,

one can tell an Irish story or a Dutch one, or perhaps perform a feat

of legerdemain, and so on, until your program is filled.

=The Elusive Coin.= Set a coin upon the edge of a table, and, closing

one eye by the opposite hand (that is, the left eye closed by the

right hand and vice-versa); attempt to knock it off with the forefinger

of the disengaged hand.

You will find that your judgment is at fault, and that, in nine cases

out of ten you are dabbing away at nothing but thin air.

To do this effectively, you should stand at arm’s length from the coin,

and you will be surprised at your apparent bad judgment.

=Novel Paper-Cutting.= A long strip of paper is shown to the audience;

it is then rolled up into cylindrical form, a few cuts are made with

a scissors, or if the paper is not too thick, it may be torn with the

fingers. You make a twist or two, and the audience are surprised to see

what a good resemblance to a “fir tree,” five or more feet in length,

makes its appearance in the performer’s hands. This is managed in the

following way: Cut a strip of paper about nine feet long and eight

inches wide; to increase the effect, the strip of paper can be made

up of three or four short lengths of different colored papers pasted

together. Roll the paper up into a cylinder of about 1¼ inches in

diameter, then with a pair of scissors make cuts through the cylinder

from one end, to halfway down its length. These cuts should be at

small, equal distances from each other around the roll. Then bend over

into horizontal position each piece of loose paper to form the branches

of the tree, pull out from the centre of the top in the same way as for

the familiar barber’s pole; the tree will then be complete.

To thoroughly grasp the idea, the instruction should be carefully

followed with scissors and paper in hand.

=The Mysterious Remainder.= A mother of several children amused them

frequently by the following simple puzzle. It was a never-failing

source of entertainment and a delightful mystery. She never told the

secret. Had she done so, much of the charm would have been lost.

“Think of a number.”

Perhaps some one would think of four.

“Double it.”

The child thought, but did not say eight.

Perhaps she would say, “Add six to it.”

“Divide it by two.”

“Take away the first number you thought of and the remainder will be

three.”

Sure enough, four from seven does leave three; the children were much

puzzled to know how mother knew. The next thing was always a request to

try it again.

Suppose 1000 was chosen.

“Double it,” was the order.

“Add ten to it,” was the next command.

“Divide by two.”

“Take away the first number thought of and the remainder will be five.”

One might think of six, another of eleven, another of twenty. The

result was the same. Mother could always guess right.

When the children grew older they were surprised to learn that mother

did not know the number thought of at all. They learned for themselves

that the remainder was always half of the number added.

=Home Field-Sports.= (_a_) ONE-YARD DASH. This race consists in the

attempt to push a penny a distance of one yard across the floor by

means of the nose.

(_b_) TUG OF WAR. A raisin is tied firmly in the middle of a long piece

of twine, and each contestant takes a firm hold of one end of the twine

in his mouth, and begins to chew this string for the raisin. No one is

allowed to use his hands.

(_c_) STANDING HIGH JUMP. Three doughnuts are suspended in a doorway

about four inches above the mouths of the jumpers. The contestants with

hands tied attempt to take a bite. One bite from the doughnut wins a

prize.

(_d_) HURDLE RACE. The contestants take seats and thread six needles.

The one who gets through first is the winner.

(_e_) DRINKING RACE. Each contestant is given a glass of water, which

is to be absorbed by means of a spoon.

(_f_) BUN RACE. Two poles are set up at a good distance apart,

connected with a clothesline, from which are suspended strings of

different lengths, according to the height of each boy, and a bun is

tied to each string. The boys line up, hands tied behind their backs,

and at the signal each tries to eat his bun. The constant moving of the

line caused by their efforts makes it almost impossible to get a bite.

Soon a boy gets a hold with his teeth, gets his bun on the ground, and,

with his hands still behind, finishes the bun and gets the prize.

(_g_) CRACKER-EATING CONTEST (for girls only). Girls choose sides and

line up facing each other. Each girl has a cracker which she is to chew

and swallow as quickly as possible. The side which has a girl able to

whistle first wins the prize.

(_h_) RAINY-DAY RACE. This race is run by several girls. They stand

in a line with a closed satchel in front of each one, in which is a

pair of rubbers, a pair of gloves, and also an umbrella. When “three”

is counted, they open the satchels, take out the rubbers, put them

on, take out the gloves, put them on, open their umbrellas, take the

satchels and walk (not run) about one hundred feet to a line. Here they

lower the umbrellas, take off their gloves and rubbers, put them in the

satchels, close them and return, carrying the satchels and having the

umbrellas closed. The first one back to the starting point wins. Other

additions may be made.

=The Gentlemen Nurse-maids.= It is best to have several ladies, who

know the trick, to dress the dummies, as it is too long a task for one.

When the gentlemen are seated, carefully blindfold each one, and

request him to double up his right fist. Upon the back of the fist mark

the eyes, nose, and mouth of a face with a burnt match or a little

water-color. Tie around this a doll’s cap, or a lace frill or muslin

ruffle, and fasten around the wrist a full white apron or skirt. Bend

the left arm to lie across the waist, and put the right fist into the

inner bend of the elbow, drawing the apron down over the right arm, and

each of the blindfolded gentlemen will appear to be tenderly nursing a

young baby. Have blindfolds removed.

=New Year’s Resolutions for Others.= The simplest entertainments

are often the most successful. The literary efforts are sometimes

desirable, but for a really enjoyable, social time, the following

is sure to be a success. This should be arranged on New Year’s eve.

Resolutions for improvement in conduct for the coming year are then

in order. Supply your guests with pencil and paper. A party invited

to see the old year out is quite sure to be an intimate one. For the

resolutions, have each guest write a set of them for some one else in

the party. This may be decided by inviting each one to write of his

neighbor or by writing the names on paper and letting each one draw

his subject. They are to be collected and read to the company. The

writer is at liberty to sign any name to his resolutions.

=Can You Draw a Watch-face?= Some people have the happy faculty of

seeing what they look at, others go through the world blindly. We may

look at a familiar object numberless times, and yet be ignorant of many

of its striking characteristics. An amusing little test of this faculty

can be arranged. There is no object with which we should be more

familiar than the face of a watch, yet when we attempt to reproduce it,

we will be astonished at our ignorance.

Have prepared squares of cardboard with pencil attached. If it is

designed to use them as souvenirs, one side may be decorated, and the

date and occasion written on it.

Provide one of these for each guest, and when you are ready for your

entertainment request each of the company to draw on the blank side,

the face of a watch as he can remember it. It is well to furnish

something to use as a guide for the first circle, as that has very

little to do with the memory of detail, and only rarely is one able to

draw even an imperfect circle. Allow all the time required, and when

the papers are collected, a committee can judge on the merits, if it is

designed to give a prize.

=The Endless Thread.= The joker is seen walking about, until some one

observes a piece of white cotton thread sticking on the back of his

coat. Of course, the unfortunate individual is asked whether he has

been sewing his buttons on, etc., being generally laughed at, until

some one attempts to remove the piece of cotton. Then the laugh is

turned, for, as the obliging gentleman pulls the cotton away from the

joker’s coat, so does it become longer until some hundreds of feet

have been extracted. The amusement is then brought to a climax by the

gentleman turning round and drily remarking, “Well, I never! You had

better start putting that back now!”

Before entering the room, the party that is going to play the joke

should provide himself with a reel of white cotton. Without breaking

the cotton, two or three feet must be unwound and threaded through a

needle, which must be passed through the centre of the back of his

coat. Then the reel should be deposited in his inside breast pocket,

and the coat put on; afterwards pulling a little of the cotton through

the garment to see that the reel works properly; the needle, of course,

being removed, and the cotton being cut until only two or three inches

project through the coat at the back. Now it will appear that the

cotton is only sticking to the nap of the coat, but as soon as any one

pulls, the reel will revolve and allow the thread to be dragged out

until the supply is exhausted.

=The Telltale Glass.= Procure an ordinary glass tumbler, and invert

it on the table. Then request anybody present to lend you a penny.

Placing the coin on the top of the glass, you leave the room, telling

the company at the same time, that if a person will take the penny and

conceal it, you will tell them, when you return, which person has it.

Some one having concealed the coin, you make your appearance, and

request each one round the table to place his first finger on the

glass, one after another, and not all at once. This done, you take up

the glass, and place it to your ear, remarking at the same time that,

by the aid of the sound which you hear, you will be able to tell which

person has the coin. Then you listen for a second or two, put down the

glass, and turning to the person who has the coin, make some remark,

such as “Mr. —--, please give me the penny.” Whereupon the person

addressed produces the coin and hands it to you.

How you got to know who possesses the coin will seem remarkable to the

company, you having been out of the room when the coin was taken off

the glass and concealed.

This is how it is done: when you tell the persons to place their

fingers upon the glass, your confederate, who is one of them, must

place his on after the person who has the coin.

=Pairing Ten Half-dimes.= Place ten half-dimes in a row upon a table.

Then taking up any one of the series, place it upon some other, with

this proviso, that you pass over just ten cents. Repeat this till there

are no single half-dimes left.

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