BY C. W. FISHER.

The game known by the above title is somewhat uncommon, and has afforded

so much enjoyment to children of an older growth that it can not fail to

entertain our young friends.

It is a round-table game, and may be played by any number of persons. A

watch, slate, and pencil are all the materials required.

One of the players, who is called the leader, selects the name of some

historical personage, and writes upon the slate several of the letters

forming it, in the order in which they occur.

The slate is then passed to the next player, who is allowed two minutes

to form some idea of the name chosen, and to write a single letter

either before or after those already upon the slate. If the letter so

added be the right one, the leader announces it correct, and the slate

is passed to No. 3. If, on the contrary, it is wrong, he calls it a

miss, passing the slate, as before, to the following player, but at the

same time placing to No. 2's credit, or rather discredit, in his score,

a mark to indicate the failure.

No. 3, who has had the advantage of studying the word during No. 2's

allotted time, now takes his turn, scoring or missing, as the case may

be; and so on around the table, only the misses being marked.

The leader is of course the judge of the correctness of the additions,

and must act as time-keeper and scorer as well. Capitals are never used,

and the period with which the word ends is regarded as a letter, with

the difference, however, that all subsequent additions must be prefixed.

Suppose, for example, that the leader, having in his mind Sir Walter

Raleigh, writes upon his slate the letters _eig_. No. 2, at the end of

his time, finds no clew to the word, takes a miss, and No. 3 tries his

hand. A happy thought strikes him: he adds an _l_, which is pronounced

correct; and No. 4 finds himself confronted with _leig_, and with a

thought perhaps of Lord Burleigh, boldly prefixes an _r_. His brilliancy

is rewarded with a demerit mark, and so the game goes on, until, when

the letters have grown to _aleigh_, the period is added, and almost any

one can easily guess the rest. The game is won by the player who at the

end of the sitting has the cleanest score. When one word has been

discovered, the second player becomes the leader, and after him the

others in turn.

No letters should be added at random even should they prove correct, and

any player having reason to suspect that this has been done may demand

the word of the person preceding him. If the latter can give any

historic name in which the letters occur as then written upon the slate,

even if it is not the leader's word, the person so calling is counted a

miss, and the player giving the name chooses anew. If, on the other

hand, he fail to do so, the miss is scored against his account, and the

game proceeds as before.

As it frequently happens that the same series of letters is to be found

in several or many words, one is very apt to get off the track, and the

results are confusing and amusing. The want of capitals also makes even

a completed word look so strange that all of a party have been

confounded by it until the leader, in his turn, added the lacking

period, and the disgust of his companions may be easily imagined. The

game may be pleasantly varied by using noted names in poetry or fiction,

authors, and the like, but it is well to confine it, during one sitting

at least, to a particular class.

All disputes--and there will be many--as to whether a name can properly

be called historical or not, and similar questions, must be decided by a

majority of the players.

The game gives excellent opportunity for the exercise of observation and

quickness, and leads to discussions and researches which prove as

instructive as they are entertaining.

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Harper's Young People, October 10, 1882 An Illustrated Weekly · 第 53 / 56 题