Each player must choose a trade and pretend to be working at it. For
instance, if he is a tailor, he must pretend to sew or iron; if
a blacksmith, to hammer, and so on. One is the king, and he, too,
chooses a trade. Every one works away as hard as he can until the king
suddenly gives up his trade, and takes up that of some one else. Then
all must stop, except the one whose business the king has taken,
and he must start with the king's work. The two go on until the king
chooses to go back to his own trade, when all begin working again. Any
one who fails either to cease working or to begin again at the right
time, must pay a forfeit.
A somewhat more elaborate and livelier game of Trades is played by
each boy in the party choosing a trade which he is supposed to be
carrying on. The leader must invent a story, and, standing in the
middle, must tell it to the company. He must manage to bring in a
number of names of trades or businesses; and whenever a trade is
mentioned, the person who represents it must instantly name some
article sold in the shop.
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[Illustration]