Those who may care to carry the experiment further may try it with

_hot_ water, increasing the temperature at each attempt, when they

will find that it is possible, with the aid of the lycopodium, to lift

an article out of a kettle of all but boiling water. The sensation of

heat is not destroyed, but it causes no injury to the tissues—in other

words, no scald.

HANGING WITHOUT A CORD.

Soak a thread in strong salt and water; dry thoroughly, and repeat this

two or three times. This must be done privately beforehand. When you

bring forward the thread thus prepared, the spectators have no reason

to suppose that it is other than the ordinary article.

Use this thread to suspend a ring, choosing as light a one as possible.

Set fire to the thread, which will burn from end to end, but the

spectators will be surprised to see that the ring does not fall, being

supported by the ash resulting from the combustion. In reality, the

fibrous particles of the thread have been destroyed, but there remains

a tiny filament of salt, strong enough, if there is no draught in the

room, to support the weight of the ring.

This experiment may be varied in this manner:

Attach four pieces of thread to the four corners of a little piece

of muslin, so as to form a miniature hammock. Soak the whole in salt

water; then dry it, and repeat the operation three or four times.

When the threads and the muslin are thoroughly saturated with salt

and perfectly dry, place a blown egg in the little hammock, suspended

as shown in the figure. Set fire to the hammock, which will burn

freely enough, as also the fine threads, but if the experiment has

been properly carried out, the egg will remain suspended, to the

astonishment of all who behold it.

THE MAGIC SCORPION.

Place on the surface of the water in a glass or basin a number of small

pieces of camphor of various sizes, together representing the form of

some animal, say a scorpion. After a little while the scorpion will

begin to stir in the water; you will see him move his claws, as though

trying to swim, and curl his tail convulsively, as if in pain.

This amusing experiment is easy to perform, and costs practically

nothing, for camphor is to be found in every household; but in spite

of its simplicity we may deduce from it, as you will see, several

interesting observations.

1. Our scorpion floats on the water, but lies almost entirely below the

surface. This proves to us that the specific gravity of camphor is

nearly, but not quite, equal to that of water.

2. The animal does not dissolve. Camphor is therefore insoluble in

water.

3. The different fragments of which our scorpion consists do not

separate, but remain one against the other as we originally placed

them. This is because they are held together by the force known as

cohesion.

4. Lastly, the eccentric movements we have mentioned depend on a

well-ascertained but mysterious property of camphor, viz., that when

placed on the surface of the water, it moves spontaneously. It is a

well-known fact that a morsel of camphor placed in a glass of water

will, after a few moments, begin to move either with a sidelong

or rotary movement; such movement being due, according to some

authorities, to the recoil produced by an escape of liberated gases;

according to others, to a mysterious force inherent in the surface of

liquids, and known as _superficial tension_.

AMUSING THE CHILDREN.

A clever way to amuse a party of children is to invite them to a peanut

party. Tiny cards of invitation are sent out, on each of which two half

peanut shells are fastened. A large quantity of the nuts are hidden

about the house, and when the young folks arrive they are told to hunt

them. They who find the most and least of them receive prizes.

Another is a soap bubble party. The invitations for this should have a

pen and ink sketch of a pipe and bubble. Provide plenty of clay pipes,

with the name of a guest written on each, and make the soapsuds with

the addition of glycerine to make the bubbles strong and tough. For

the prizes for the most successful bubble blower, a fancy pipe is

suitable. It can be made by gilding the handle and outside of the bowl

of a clay pipe and painting the inside of the bowl in water colors. A

bow of baby ribbon to match the paint improves it. For the booby prize

a little pipe can be made from a match and half an acorn shell.

A penny party furnishes amusement for an evening. With the invitations

is sent a request for each guest to bring a penny, not for an admission

fee, but for use. For each guest there are provided two cards and a

pencil; one card is blank; the other has a list of the things to be

found on a penny. The list is numbered, and each person is expected to

name as many as he can, prizes being awarded for the best and poorest

list. Find—1. Top of hill. 2. Place of worship. 3. An animal. 4. A

fruit. 5. A common fruit. 6. Links between absent friends. 7. Union of

youth and old age. 8. A vegetable. 9. Flowers. 10. What we fight for.

11. A metal. 12. A messenger. 13. A weapon of defence. 14. A weapon of

warfare. 15. A body of water. 16. A beverage. 17. What young ladies

want. 18. The most popular State. 19. What men work for. 20. Sign

of royalty. 21. A jolly dog. The answers are—1. Brow. 2. Temple. 3.

Hare (hair). 4. Date. 5. Apple. 6. Letters. 7. 1894 (the date of the

penny). 8. Ear. 9. Tulips (two lips). 10. Liberty. 11. Copper. 12. One

sent (cent). 13. Shield. 14. Arrow. 15. Sea (c). 16. Tea (t). 17. Beau

(bow). 18. United States (matrimony). 19. Money. 20. Crown. 21. A merry

cur (America). Usually a half hour is allowed for filling out the blank

cards, and after that some time for correcting the lists and awarding

prizes.

It is often hard to find games for evening amusements that will amuse

all. Some are so noisy that the sensitive cannot enjoy them, but the

following will instruct as well as amuse: One is to transpose the

misplaced letters of words, usually the name of a city. To prepare

for the game make a large quantity of small cards from pasteboards,

about an inch and a half square. Paste a large letter on each one, cut

from a newspaper or advertisement, having several for each letter of

the alphabet. Give to each the letters necessary to spell a word and

let him study it out. Thus the letters i l i s y a n t p can be made to

spell Ypsilanti, or s t o o n b Boston.

Another game which is quite entertaining is called a pronunciation

match. Any number can play. One is elected as leader. At first he will

call out a letter, as a, and each person must think quickly while he

counts five, and be ready to tell the name of a city in the State

agreed upon before the contest begins. For instance, the leader, while

he counts five, points to one of the company who must give the name of

a city beginning with the letter A, B or C, as the leader may announce.

When one answer has been given, he quickly counts again, and points to

another person until some one fails to respond, when he is declared

leader and also pays a forfeit. It is very amusing and teaches people

to think quickly and keep their wits about them.

GAMES OF ARITHMETIC.

HOW TO TELL ANY NUMBER THOUGHT OF.

Ask any person to think of a number, say a certain number of dollars;

tell him to borrow that sum of some one in the company, and add the

number borrowed to the amount thought of. It will here be proper to

name the person who lends him the money, and to beg the one who makes

the calculation to do it with great care, as he may readily fall into

an error, especially the first time. Then say to the person: “I do not

lend you, but give you $10; add them to the former sum.” Continue in

this manner: “Give the half to the poor, and retain in your memory the

other half.” Then add: “Return to the gentleman, or lady, what you

borrowed, and remember that the sum lent you was exactly equal to the

number thought of.” Ask the person if he knows exactly what remains; he

will answer “Yes.” You must then say: “And I know also the number that

remains; it is equal to what I am going to conceal in my hand.” Put

into one of your hands 5 pieces of money, and desire the person to tell

how many you have got. He will answer 5; upon which open your hand and

show him the 5 pieces. You may then say: “I well knew that your result

was 5; but if you had thought of a very large number, for example, two

or three millions, the result would have been much greater, but my

hand would not have held a number of pieces equal to the remainder.”

The person then supposing that the result of the calculation must be

different, according to the difference of the number thought of, will

imagine that it is necessary to know the last number in order to guess

the result; but this idea is false, for, in the case which we have here

supposed, whatever be the number thought of, the remainder must always

be 5. The reason of this is as follows: The sum, the half of which is

given to the poor, is nothing else than twice the number thought of,

plus 10; and when the poor have received their part, there remains only

the number thought of, plus 5; but the number thought of is cut off

when the sum borrowed is returned, and, consequently, there remain only

5. The result may be easily known, since it will be the half of the

number given in the third part of the operation; for example, whatever

be the number thought of, the remainder will be 36 or 25 according as

72 or 50 have been given. If this trick be performed several times

successively, the number given in the third part of the operation must

be always different; for if the result were several times the same,

the deception might be discovered. When the five first parts of the

calculation for obtaining a result are finished, it will be best not

to name it at first, but to continue the operation, to render it more

complex, by saying, for example: “Double the remainder, deduct two,

add three, take the fourth part,” etc.; and the different steps of the

calculation may be kept in mind, in order to know how much the first

result has been increased or diminished. This irregular process never

fails to confound those who attempt to follow it.

ANOTHER WAY.

Tell the person to take 1 from the number thought of, and then double

the remainder; desire him to take 1 from this double, and to add to it

the number thought of; in the last place, ask him the number arising

from this addition, and, if you add 3 to it, the third of the sum will

be the number thought of. The application of this rule is so easy that

it is needless to illustrate it by an example.

A THIRD WAY.

Ask the person to add 1 to the triple of the number thought of, and to

multiply the sum by three; then bid him add to this product the number

thought of, and the result will be a sum from which if 3 be subtracted,

the remainder will be ten times of the number required; and if the

cipher on the right be cut off from the remainder, the other figure

will indicate the number sought.

Example—Let the number thought of be 6, the triple of which is 18;

and if 1 be added, it makes 19; the triple of this last number is 57,

and if 6 be added it makes 63, from which if 3 be subtracted, the

remainder will be 60; now, if the cipher on the right be cut off, the

remaining figure, 6, will be the number required.

A FOURTH WAY.

Tell the person to multiply the number thought of by itself; then

desire him to add 1 to the number thought of, and to multiply it also

by itself; in the last place, ask him to tell the difference of these

two products, which will certainly be an odd number, and the least half

of it will be the number required.

Let the number thought of, for example, be 10; which, multiplied by

itself, gives 100; in the next place, 10 increased by 1 is 11, which,

multiplied by itself, makes 121; and the difference of these two

squares is 21, the least half of which, being 10, is the number thought

of.

This operation might be varied by desiring the person to multiply the

second number by itself, after it has been diminished by 1. In this

case, the number thought of will be equal to the greater half of the

difference of the two squares.

Thus, in the preceding example, the square of the number thought of

is 100, and that of the same number, less 1, is 81; the difference of

these is 19, the greater half of which, or 10, is the number thought of.

HOW TO TELL NUMBERS THOUGHT OF.

If one or more numbers thought of be greater than 9, we must

distinguish two cases; that in which the number of the numbers thought

of is odd, and that in which it is even. In the first case, ask the

sum of the first and second; of the second and third; the third and

fourth; and so on to the last; and then the sum of the first and the

last. Having written down all these sums in order, add together all

those, the places of which are odd, as the first, the third, the fifth,

etc.; make another sum of all those, the places of which are even, as

the second, the fourth, the sixth, etc.; subtract this sum from the

former, and the remainder will be the double of the first number. Let

us suppose, for example, that the five following numbers are thought

of, 3, 7, 13, 17, 20, which when added two and two as above, give 10,

20, 30, 37, 23: the sum of the first, third, and fifth is 63, and

that of the second and fourth is 57; if 57 be subtracted from 63, the

remainder, 6, will be the double of the first number, 3. Now, if 3 be

taken from 10, the first of the sums, the remainder, 7, will be the

second number; and by proceeding in this manner, we may find all the

rest.

In the second case, that is to say, if the number of the numbers

thought of be even, you must ask and write down, as above, the sum of

the first and the second; that of the second and third; and so on, as

before; but instead of the sum of the first and the last, you must

take that of the second and last; then add together those which stand

in the even places, and form them into a new sum apart; add also those

in the odd places, the first excepted, and subtract this sum from the

former, the remainder will be the double of the second number; and if

the second number, thus found, be subtracted from the sum of the first

and second, you will have the first number; if it be taken from that of

the second and third, it will give the third; and so of the rest. Let

the numbers thought of be, for example, 3, 7, 13, 17: the sums formed

as above are 10, 20, 30, 24; the sum of the second and fourth is 44,

from which if 30, the third, be subtracted, the remainder will be 14,

the double of 7, the second number. The first, therefore, is 3, third

13, and the fourth 17.

When each of the numbers thought of does not exceed 9, they may be

easily found in the following manner:

Having made the person add 1 to the double of the first number thought

of, desire him to multiply the whole by 5, and to add to the product

the second number. If there be a third, make him double this first sum,

and add 1 to it, after which, desire him to multiply the new sum by 5,

and to add to it the third number. If there be a fourth, proceed in the

same manner, desiring him to double the preceding sum; to add to it 1;

to multiply by 5; to add the fourth number; and so on.

Then, ask the number arising from the addition of the last number

thought of, and if there were two numbers, subtract 5 from it; if there

were three, 55; if there were four, 555; and so on; for the remainder

will be composed of figures, of which the first on the left will be the

first number thought of, the next the second, and so on.

Suppose the number thought of to be 3, 4, 6; by adding 1 to 6, the

double of the first, we shall have 7, which, being multiplied by 5,

will give 35; if 4, the second number thought of, be then added, we

shall have 39, which doubled, gives 78; and, if we add 1, and multiply

79, the sum, by 5, the result will be 395. In the last place, if we add

6, the number thought of, the sum will be 401; and if 55 be deducted

from it, we shall have, for remainder, 346, the figures of which, 3, 4,

6, indicate in order the three numbers thought of.

GOLD AND SILVER GAME.

One of the party having in one hand a piece of gold, and in the other

a piece of silver, you may tell in which hand he has the gold, and in

which the silver, by the following method: Some value, represented

by an even number, such as 8, must be assigned to the gold, and a

value represented by an odd number, such as 3, must be assigned to the

silver; after which, desire the person to multiply the number in the

right hand by any even number whatever, such as 2; and that in the left

by an odd number, as 3; then bid him add together the two products, and

if the whole sum be odd, the gold will be in the right hand, and the

silver in the left; if the sum be even, the contrary will be the case.

To conceal the trick better, it will be sufficient to ask whether the

sum of the two products can be halved without a remainder; for in that

case the total will be even, and in the contrary case odd.

It may be readily seen, that the pieces, instead of being in the two

hands of the same person, may be supposed to be in the hands of two

persons, one of whom has the even number, or piece of gold, and the

other the odd number, or piece of silver. The same operations may then

be performed in regard to these two persons, as are performed in regard

to the two hands of the same person, calling the one privately the

right and the other the left.

THE NUMBER BAG.

The plan is to let a person select several numbers out of a bag, and to

tell him the number which shall exactly divide the sum of those he has

chosen: Provide a small bag, divided into two parts, into one of which

put several tickets, numbered 6, 9, 15, 36, 63, 120, 213, 309, etc.;

and in the other part put as many other tickets, marked No. 3 only.

Draw a handful of tickets from the first part, and, after showing them

to the company, put them into the bag again, and, having opened it a

second time, desire any one to take out as many tickets as he thinks

proper; when he has done that, you open privately the other part of

the bag, and tell him to take out of it one ticket only. You may safely

pronounce that the ticket shall contain the number by which the amount

of the other numbers is divisible; for, as each of these numbers can

be multiplied by 3, their sum total must, evidently, be divisible by

that number. An ingenious mind may easily diversify this exercise, by

marking the tickets in one part of the bag, with any numbers that are

divisible by 9 only, the properties of both 9 and 3 being the same; and

it should never be exhibited to the same company twice without being

varied.

THE MYSTICAL NUMBER NINE.

The discovery of remarkable properties of the number 9 was accidentally

made, more than forty years since, though, we believe, it is not

generally known:

The component figures of the product made by the multiplication of

every digit into the number 9, when added together, make NINE.

The order of these component figures is reversed, after the said number

has been multiplied by 5.

The component figures of the amount of the multipliers (_viz._ 45),

when added together, make NINE.

The amount of the several products, or multiples of 9 (_viz._ 405),

when divided by 9, gives, for a quotient, 45; that is, 4+5=NINE.

The amount of the first product (_viz._ 9), when added to the other

product, whose respective component figures make 9, is 81; which is the

square of NINE.

The said number 81, when added to the above-mentioned amount of the

several products, or multiples of 9 (_viz._ 405) makes 486; which, if

divided by 9, gives, for a quotient, 54: that is, 5+4=NINE.

It is also observable, that the number of changes that may be rung on

nine bells, is 362,880; which figures, added together, make 27; that

is, 2+7=NINE.

And the quotient of 362,880, divided by 9, will be, 40,320; that is

4+0+3+2+0=NINE.

To add a figure to any given number, which shall render it divisible by

Nine: Add the figures together in your mind, which compose the number

named; and the figure which must be added to the sum produced, in order

to render it divisible by 9, is the one required. Thus

Suppose the given number to be 7521:

Add those together, and 15 will be produced; now 15 requires 3 to

render it divisible by 9; and that number, 3, being added to 7521,

causes the same divisibility: 7521 plus 3 gives 7524, and, divided by

9, gives 836.

This exercise may be diversified by your specifying, before the sum is

named, the particular place where the figure shall be inserted, to make

the number divisible by 9; for it is exactly the same thing, whether

the figure be put at the head of the number, or between any two of its

digits.

THE MAGIC HUNDRED.

Two persons agree to take, alternately, numbers less than a given

number, for example, 11, and to add them together till one of them

has reached a certain sum, such as 100. By what means can one of them

infallibly attain to that number before the other? The whole secret

in this, consists in immediately making choice of the numbers, 1, 12,

23, 34, and so on, or of a series which continually increases by 11,

up to 100. Let us suppose, that the first person, who knows the game,

makes choice of 1; it is evident that his adversary, as he must count

less than 11, can, at most, reach 11, by adding 10 to it. The first

will then take 1, which will make 12; and whatever number the second

may add, the first will certainly win, provided he continually add the

number which forms the complement of that of his adversary, to 11; that

is to say, if the latter take 8, he must take 3; if 9, he must take

2; and so on. By following this method, he will infallibly attain to

89; and it will then be impossible for the second to prevent him from

getting first to 100; for whatever number the second takes, he can

attain only to 99; after which the first may say—“and 1 makes 100.” If

the second take 1 after 89, it would make 90, and his adversary would

finish by saying—“and 10 make 100.” Between two persons who are equally

acquainted with the game, he who begins must necessarily win.

TO GUESS THE MISSING FIGURE.

To tell the figure a person has struck out of the sum of two given

numbers:—Arbitrarily command those numbers only, that are divisible by

9; such, for instance, as 36, 63, 81, 117, 126, 162, 261, 360, 315,

and 432. Then let a person choose any two of these numbers; and, after

adding them together in his mind, strike out from the sum any one of

the figures he pleases. After he has so done, desire him to tell you

the sum of the remaining figures; and it follows, that the number which

you are obliged to add to this amount, in order to make it 9 or 18, is

the one he struck out. Thus:—Suppose he chooses the numbers 162 and

261, making altogether 423, and that he strike out the centre figure,

the two other figures will, added together, make 7, which, to make 9,

requires 2, the number struck out.

THE KING AND THE COUNSELOR.

A King being desirous to confer a liberal reward on one of his

courtiers, who had performed some very important service, desired him

to ask whatever he thought proper, assuring him it should be granted.

The courtier, who was well acquainted with the science of numbers, only

requested that the monarch would give him a quantity of wheat equal

to that which would arise from one grain doubled sixty-three times

successively. The value of the reward was immense; for it will be seen,

by calculation, that the sixty-fourth term of the double progression

divided by 1: 2: 4: 8: 16: 32: etc., is 9223372036854775808. But the

sum of all the terms of a double progression, beginning with 1, may

be obtained by doubling the last term, and subtracting from it 1. The

number of the grains of wheat, therefore, in the present case, will be

18446744073709551615. Now, if a pint contains 9216 grains of wheat,

a gallon will contain 73728; and, as eight gallons make one bushel,

if we divide the above result by eight times 73728, we shall have

31274997411295 for the number of the bushels of wheat equal to the

above number of grains: a quantity greater than what the whole earth

could produce in several years.

THE NAILS IN THE HORSE’S SHOE.

A man took a fancy to a horse, which a dealer wished to dispose of

at as high a price as he could; the latter, to induce the man to

become a purchaser, offered to let him have the horse for the value

of the twenty-fourth nail in his shoes, reckoning one farthing for

the first nail, two for the second, four for the third, and so on to

the twenty-fourth. The man, thinking he should have a good bargain,

accepted the offer; the price of the horse was, therefore, necessarily

great. By calculating as before, the twenty-fourth term of the

progression 1 : 2 : 4 : 8: etc., will be found to be 8388608, equal to

the number of farthings the purchaser gave for the horse; the price,

therefore amounted to £8738. 2s. 8d.

THE DINNER PARTY PUZZLE.

How to Behave and How to Amuse: A Handy Manual of Etiquette and Parlor Games · 第 8 / 17 段