_See_ "Cannonade."

BOTTLE IMPS.

Obtain from the toy-shop some small enamelled figures that are made

partially hollow towards their lower part, place them in a glass jar

filled quite full to the brim with water, and carefully close the jar

by covering it tightly with a piece of parchment. Now, by alternately

placing the hand upon the cover and lifting it off again, the figures

are made to descend and ascend in the water. This is caused by the

hollowness before mentioned, the cavities in the figures retaining a

certain quantity of air, and imparting the requisite buoyancy to them.

When the hand is pressed upon the parchment cover of the bottle the

water rises, in consequence of the pressure, into the figures. The air

so being compressed into less space, renders the imps less buoyant, and

they fall; on the pressure being removed they rise again.

[Illustration: Bottle Imps.]

BROTHER JONATHAN.

This is a game of American origin, and consists in pitching a copper

or some other convenient object at the spaces of a diagram arranged

and numbered, as shown in the accompanying plan. The larger spaces

should bear the smaller numbers, and the smaller spaces the larger

numbers. A mark from which the pitch is to be made must be arranged,

and those pitches only count which are made into one or other of the

compartments; pitches made upon the different lines are not counted.

The number marked in the compartment pitched into counts towards game,

which may be fixed at any number according to the pleasure of the

players.

[Illustration:

+----+-----------+---------+

|20 | 3 | 4 |

+----+----+---+--+------+--+

| 11 | 20| 10 | |

+---------+-+-+------+--+--+

| 2 | 7 | 9 |

+--+--------+--------+-+---+

|20| 1 |20 |

+--+-----+------+------+---+

| 6 | 8 | 5 |

+--------+------+----------+

Brother Jonathan.]

_Crack Loo_ is a somewhat similar game, and it consists in pitching

on a boarded floor with the object of pitching on one or other of the

cracks separating the boards.

CAMERA (MINIATURE).

The materials required to make this toy are a small pill-box, a small

piece of broken looking-glass about half an inch square, and a little

piece of beeswax. Bore a small hole in the centre of the lid of the

pill-box, and another hole in the side of the box; then, by means of

the beeswax, stick the bit of looking-glass across the bottom of the

box, at an angle of forty-five degrees. By looking now through one of

the holes in the box the reflection of objects passing behind will

be seen. In making a miniature camera it is not necessary that the

materials used should be so small as those here set forth, but even of

such materials as those mentioned an effective little toy may be easily

constructed, and more ambitious cameras are to be made on just the same

principle.

CANNONADE.

The game of Cannonade, or Castle Bagatelle as it is more generally

called, is a capital Round Game. The rules for playing it, which are

supplied with the board and other apparatus, are somewhat intricate,

and the toy is too elaborate to be made except at a manufactory. A

number of miniature castles, enclosed in miniature fortresses, are

arranged inside and around the edge of a circular tray board; a number

of well-turned balls, equal to the number of castles being played,

are then placed tolerably near each other towards the middle of the

board, and among the balls so placed each player alternately spins

as vehemently as possible a good-sized teetotum; the teetotum sends

the balls flying among the castles, and the owners of the castles

overturned pay forfeit to the spinner of the teetotum, while the owners

of the castles that remain standing receive forfeit from him.

[Illustration: Cannonade, or Castle Bagatelle.]

There is a version of this game known at the toy-shops as the "Game of

Bombardment." It is a German introduction, and although not so good

a game as that of Castle Bagatelle, is very similar in principle,

affords good fun to a round party, and is not quite so expensive to

purchase as the older English toy.

CARPET CROQUET.

_See_ "Parlour Croquet."

CASTLE BAGATELLE.

_See_ "Cannonade."

COMMON WHISTLE.

But little description either of the Common Whistle, or of how to make

it, is necessary, it being so well known. The tin whistle can hardly be

made except with the aid of expensive tools, but it may be purchased at

a very trifling cost. No lad, however, need be without a whistle even

when no toy-shop is near. A good whistle may be made out of almost any

straight piece of scooped-out wood, the model of the tin whistle being

adhered to as closely as possible. A nice piece of elder neatly carved

and plugged may even be made to do duty for a miniature flute, and so

made, various notes are to be extracted from it.

CRACK LOO.

_See_ "Brother Jonathan."

CUP AND BALL.

The Cup and Ball has long been a favourite toy. It consists of a stem

of ivory or some hard wood, one end of which is pointed, while to the

other is fixed a small shallow cup. To the stem an ivory or hard wood

ball is attached by means of a piece of string, and in one side of the

ball a hole is drilled into which the pointed end of the stem fits. The

game is, when the ball is loosely attached to the stem, to throw it up

so as to catch it either within the cup at the one end of the stem, or

on the point at the other end, the latter feat being by far the most

difficult. To accomplish this, the stem is to be held lightly in the

right hand; then make the ball revolve by twirling it between the thumb

and forefinger of the left hand, and when its motion becomes steady,

throw it up with a slight jerk of the right wrist, and as it descends

endeavour to catch it in one of the ways just mentioned. Calculate

well the length of the string in throwing up the ball, so that it is

not thrown to the full length of the string, or it will be almost

impossible to succeed in catching it.

CUPOLETTE.

Although its warmest admirers will hardly maintain that the game

of Cupolette requires much skill, yet it succeeds in affording

considerable amusement. The materials for the game are a board with a

number of sunken and differently numbered cups, a ball for each cup,

and a movable arm, which is attached to the board, and from which a

ball, heavier than the other balls, is suspended by a cord. The play

commences with the balls placed in the cups; the first player then

turns the arm to any position he prefers, draws the suspended ball out

to the full length of its cord, and allows it to swing back, so as to

strike one or more of the balls out of the cups. Each ball knocked out

scores one point; a ball struck out of one cup and into another scores

the number of points indicated by the number of the cup; a ball struck

off the board is lost and scores nothing. Each player is entitled to

four strokes, and each player, as it becomes his turn to play, replaces

all the balls as at first, and proceeds as above. A game is usually

either sixty-one or a hundred and one, according to the number of

players. Sides may be formed if it is desired.

[Illustration: Cupolette.]

CUT-WATER.

The toy known as the Cut-Water is made in the following manner:--Cut a

circular piece of tin or sheet-lead, three inches or so in diameter,

into the form of a circular saw; bore two holes in it along the

diameter at about an inch apart; through these holes pass the two ends

of a string, tie the ends of the string together, and the toy is made.

To use it, the string is to be taken up in the two hands, the metal saw

being allowed to hang loosely at the middle of the string, and then

thrown round and round until the string becomes very tightly twisted.

Upon the hands then being drawn outwards, the string untwists, and the

metal saw rapidly revolves. So soon as the string is all untwisted,

the hands should be allowed to go slightly nearer each other, when

it will be found that the Cut-Water will revolve in the opposite

direction. Again, when the string has become once more twisted, the

hands should be drawn outwards, then inwards, and again outwards, and

so on alternately. The name of "Cut-Water" is derived from a common way

of playing with the toy. It is dipped a little below the surface of

water whilst being spun, and it then sends showers of spray towards the

player who spins it, or away from him, according to the direction in

which it may be spinning.

[Illustration: Cut-Water.]

An imitation Cut-Water may be more readily, and indeed often is, made

by passing a piece of string through two of the holes of a common

breeches' button, and treating the toy so made as explained above.

DANCING HIGHLANDER.

The Dancing Highlander, like the Apple Woman and a few other

imitations described among the toy games, is really a hand performance

supplemented by a few accessories. For the performance of the Dancing

Highlander, get an old glove and cut off the tops of the first two

fingers down to about the second joint; next will be required a very

small pair of baby's socks, which are to be painted some plaid pattern,

and fitted to the first and second fingers. Draw on the glove, then

pull the socks on the first two fingers, padding out that for the first

finger so as to be equal in length to that for the second. The figure

of a Highlander in his national costume, which should have been first

prepared out of cardboard and appropriately coloured, is then to be

pasted on to the back of the glove; the tops of the two first fingers

of the gloves should do duty for shoes, and the uncovered portions

of the performer's fingers will show as the bare knees of the kilted

Scot, who may then be made to dance or perform any of those wild antics

usually attributed to the Highlander when his foot is on his native

heath.

DANCING PEA.

A common pea, two small pins, and a piece of the straight stem of a

broken clay tobacco-pipe, are the requirements for making this curious

little toy. Run the pins crosswise through the pea, and cover their

points with a little bit of sealing-wax, to prevent mischief in the

event of the pins striking any one's face. Put the point of one of

the pins down the stem of the tobacco-pipe, so that the pea will rest

thereon. Place the other end of the pipe in the mouth, holding the head

back and the pipe stem perpendicularly. Upon then blowing steadily the

pea will dance amusingly in the air.

DART AND TARGET.

The apparatus required for this game is easily made. The dart is a

straight piece of stick, about six inches long, with a pin stuck in at

one end, and a paper guide at the other. The pin, which should be an

ordinary large-sized pin, must have the head removed, and be pushed

into the end of the stick, with the point outwards, and then secured

in its place by a piece of twine or sealing-wax. The guide is made of

a square piece of paper folded twice from corner to corner, and then

inserted in cross slits made at the opposite end of the stick. The

target is best if made of a piece of soft wood board, and should have

painted on it three or four concentric circles of different colours,

with a bull's-eye in the centre. The darts should then be thrown at the

target from some distance to be agreed upon, and scores made according

to the nearness of the darts to the bull's-eye. Each circle should be

differently numbered, the outer circle counting one, the next two, and

so on, an extra allowance being made for the bull's-eye.

DARTELLE.

This is the name given to Dart and Target at the toy shops. It makes a

pretty toy, and combines in itself both darts and duly marked target,

with the necessary instructions for play.

DECIMAL GAME.

Get a long piece of board and fix into it ten pins in a row. On each

pin place a ring, and the game then is to make the ten rings into five

pairs of rings in five moves, passing over two occupied pins with every

move. The feat is to be accomplished in the following among other

methods: Let the accompanying diagram represent the pins, board, and

the rings as first placed thereon; remove No. 7 to No. 10, No. 6 to

No. 3, No. 4 to No. 9, No. 8 to No. 2, and No. 1 to No. 5. The changes

may be done in the reverse way, by commencing from No. 4 to No. 1,

instead of No. 7 to No. 10, and so on, and other slight variations may

be introduced. The game may also be played with ten counters, or ten

pieces of paper, on a table or board, and without any pins. Indeed,

children are frequently seen playing the game out of doors with ten

common stones.

[Illustration: Decimal Game.]

DEMON BOTTLE.

Cut a piece of pith of wood, or some equally light substance, into

the shape of a small bottle, and at its base fasten the half of a

small bullet (_a_, _see_ figure). Down the centre of the bottle bore a

hole, and fit the hole with a steel pin (_a_ _b_). The bottle so made

may be rendered obedient to the commands of its owner, who, when he

wishes it to stand upright and resist the commands of the bystanders,

will previously have removed the pin; when he wishes it to act in

the contrary manner he will insert the pin, which will be found to

counteract the weight of the bullet, and the bottle will obediently

recline after receiving its owner's orders to do so; the owner of

course then being careful to give such orders.

[Illustration: Demon Bottle.]

DRAWING-ROOM ARCHERY.

_See_ "Puff and Dart," "Dart and Target," and "Dartelle."

DUTCH RACQUETS.

Dutch Racquets, or the Dutch Top Game, is very similar to the game of

Castle Bagatelle, or Cannonade. The appliances needed are somewhat

expensive, and the description of how to play the game, with the rules

by which it is governed, is supplied with the toy.

The game is played on a board fitted with metal barriers that are

variously numbered, and on the different numbers miniature skittles are

placed. A metal top is then spun at one end of the board, and as it

travels, the skittles, or some of them, will be overthrown. The numbers

covered by the skittles overthrown count towards game.

ENFIELD SKITTLES.

This is a game played on a level board with raised edges. Nine small

wooden pins are arranged at one end of the board as skittles are

arranged in the ordinary skittle-alley game. These skittle pins are

then bowled at by means of a small ivory or boxwood ball, propelled

with an ordinary billiard cue. The game is frequently arranged for on

an ordinary dining-room table, precautions being first taken to prevent

the ball from rolling off.

FLYING CONES.

Flying Cones are made of hard wood, hollow, a hole being made at one

side so as to produce a humming sound when the completed toy is being

spun. Two such cones are fastened together at the apex. The spinning

apparatus consists of two thin sticks, to the tips of which a string

of about a yard long has to be tied. To play the toy, lay the cones on

some flat surface, take one of the sticks in each hand, holding them

at the opposite ends to those to which the string has been attached,

slip the string under the cones, so as to catch them just at that point

where they have been united, being careful that the toy is somewhat

nearer to the right-hand than to the left-hand stick. Next, raise the

sticks, at the same time making such a movement with the right hand as

to set the double cone revolving on the string. By a sort of whipping

movement, first with one hand and then with the other, it may be kept

spinning; when quickly spun, it will make a humming sound, and with

practice considerable dexterity in the use of this toy will be easily

attained.

[Illustration: Flying Cones.]

When the toy has obtained sufficient speed to commence humming, many

pretty feats may be shown with it. It may be flung in the air, and as

it falls it may be caught on the loose or tightened string, or on one

of the sticks, and made to roll towards one or other of the hands of

the player. Two players, each being provided with the necessary sticks,

with string attached, may keep a flying cone spinning a long time, and

at the same time be continually throwing it backwards and forwards from

one to the other. This toy is also known as Le Diable, and is usually

sold in the toy-shops under that name.

FRENCH AND ENGLISH.

_See_ "Slate Games."

GAS BALLOONS.

Small Gas Balloons are made of thin sheet india-rubber or gutta-percha,

or tissue paper; larger ones are made of oiled silk. Cut gores of the

material to be used sufficient in number when fastened together, the

sides of each gore overlapping the gore fastened to it, to form a globe

of the desired size with pear-shaped ends. Join the gores together, so

as to make them completely air-tight; when the heavier materials are

used they should be sewn together, and then covered with glue or thin

varnish. At the lower end of the balloon insert a tube, and tie all the

narrow tips of the gores firmly round it. Cover all with a solution

made of india-rubber dissolved in naphtha and turpentine, and over the

balloon place a net bag that has been previously made of the proper

size and shape.

The gas with which the balloon is to be filled is made in the following

manner:--Put a pound of granulated zinc or iron filings into two

quarts of water in a stone jar, and add gradually a pint of sulphuric

acid. Have a tube of glass or metal run through the bung with which

the jar is corked, and after taking the materials out of doors, fill

the balloon by connecting this tube with the tube already placed at

its mouth. When the balloon is filled, tie its neck very tightly, and

it will rise into the air. Common coal-gas may be used when it can be

obtained. A small car made of some light material may be attached to

the netting which goes over the balloon.

Soap-bubbles inflated with gas may be made in the following

manner:--Fill a bladder with hydrogen gas, adapt a tobacco-pipe to the

mouth of the bladder, and dip the bowl of the pipe into soap and water;

then press the bladder, and bubbles will be duly formed, which floating

away will at once rise in the air.

Toy balloons ready to be filled with hydrogen gas may be now purchased

at many toy-shops, or of philosophical instrument-makers.

GERMAN BALLS.

Luck and skill combined in about equal degrees make the principal charm

of this game, which is a very simple one, and which in many respects

resembles the game of marbles known as "Die Shot."

The game may be played equally well in-doors on a carpeted floor or out

of doors on a lawn, or any other level surface. The materials required

are a number of balls, and a larger ball shaped as a die with eight

sides, numbered respectively 1, 2, 3, 4, 5, 6, 7, and 8. The die is

placed on the ground with the figure 8 downwards, and the players, each

being supplied with a ball, bowl alternately at the die from some point

at a distance from the die to be agreed upon. If the die is missed,

nothing is scored, and in some places the player who misses pays one

to a pool. If the die is hit, the player whose ball hit it scores the

number on the side of the die which remains uppermost.

Under some rules each player puts a stake into a pool, and he who

attains the highest score in a certain number of throws wins the pool.

If, however, any player should succeed in turning the die so that the

number 8 remains uppermost, he takes the pool at once, and a new game

is then commenced.

GERMAN BILLIARDS.

This is a game played with balls on a board on which is a complicated

arrangement of pins, hoops, holes, recesses, and cups, the holes,

recesses, and cups in which are variously numbered. The balls are

propelled by means of a spring fitted into one side of the board, and

the scores are in accordance with the numbers marked in the respective

holes, recesses, and cups that the balls fall into after wandering

through the many pins and hoops that are fixed all over the board.

[Illustration: German Billiards.]

HAT MEASUREMENT.

The practice known as Hat Measurement has sprung up owing to the fact

that very few people either have but very little idea of the probable

height of very common objects, or if they know the actual height in

inches of those objects, are unable to demonstrate that height. The

judgment is very frequently tested by asking the company present to

mark on a wall about the height of an ordinary chimney-pot hat; and in

the majority of cases, upon a hat being actually brought in, it will

be found that the height marked is sufficient for at least a hat and a

half.

HOMEWARD BOUND.

_See_ "Patchesi."

HYDRAULIC DANCER.

Make a little figure out of a piece of cork, pith, or some equally

light material; place in the figure a small hollow cone of thin leaf

brass; then set the figure on any water-jet or small fountain, and it

will remain suspended on the top of the water, and will jump, dance,

and move about in a very amusing manner. A hollow ball of thin copper,

placed on a jet or fountain in a similar way, will remain suspended,

turning round and spreading the water gracefully about it.

IMMOVABLE CARD.

Upon the face of it, and on first thoughts, it would appear to be the

easiest possible thing to blow over an ordinary visiting card placed

on a table, provided it be not secured in any mechanical manner. If

a visiting card is neatly turned down at the narrow edges, about a

quarter or a third of an inch, so that the edges turned down are at

right-angles with the remainder of the card, and the card be then

placed on the turned down edges, the feat would seem to be still

more easy than if the card were simply placed flat on the table. The

contrary, however, is the case, and unless let into the secret one may

blow at a card so placed for hours without being able to overturn it.

To accomplish the feat, the blowing must be done on the table, not on

the card, and at some distance from the card.

INDIAN SKITTLE POOL.

_See_ "Skittle Cannonade."

JACK-IN-THE-BOX.

The toy known as Jack-in-the-Box is familiar to all, and is always the

source of much fun; it may be readily made by any ingenious lad who

will carefully follow the accompanying description:--

The toy consists of a box containing a figure of some comical shape.

Inside the figure a piece of wire, known as the spring, is coiled up,

corkscrew-wise, like the spring within a carriage candle lamp. The box

should be made so that when the lid is closed the wire or spring within

the figure is compressed; on the removal of the pressure from the lid

the wire regains its original form, and out springs the figure. The

figure is sometimes secured to the bottom of the box, and sometimes

attached to the side by a long piece of string, and then when the lid

is suddenly unfastened, Jack will spring out of his hiding-place and

fly up high into the air.

JAPANESE FAN.

_See_ "Magic Fan."

JERK STRAWS.

This is a rough version of the game of Spillikins, or Spelicans,

more fully described further on. Jerk-straws, Jack-straws, or

Juggling-sticks, as they are indifferently called, are a number of

small rounded sticks, forty or fifty or more, about twice as long and

of the same thickness as a common Tandstickor match. These are thrown

loosely in a confused heap upon the table, and the players have to

remove them, one by one, by means of a longer stick, hooked or pointed

as desired, without, in the process of removing one stick, touching

or disturbing any other. The first player removes as many as he can

in this way, but as soon as he disturbs any other than the one to be

removed, in the slightest degree, or touches any other one, he gives

place to the next player, and so on. At the end of the game, the player

has won who has secured the largest number of sticks.

LE DIABLE.

_See_ "Flying Cones."

MAGIC FAN.

The description of several paper toys appears in this section of

the book, but of them all the Magic Fan is the most ingenious, its

varieties being so numerous. It is known by the names of the "Magic

Fan," "Japanese Fan," "Puzzle-Wit," and "Trouble-Wit," and is often

exhibited for profit in the public streets of populous places by

members of that class of people who prefer living by their wits to

working hard. As a toy, however, to be made at home, it is well worth

something more than a mere superficial acquaintanceship.

[Illustration: Magic Fan.]

In its manufacture a piece of good stout paper will be required,

in size twenty-four inches by nineteen, or proportionately larger

or smaller. The paper is to be measured into six equal parts, the

divisions being marked on the margin, as shown in Fig. 1. Double the

paper in half, as shown in Fig. 2. Fold the uppermost half outwards,

making the fold as shown in the same figure by the letters A A. Turn

the paper over and fold the other half in precisely the same way, thus

making the paper as shown in Fig. 3. Upon examining the edge A A A, two

openings between the folds will be seen, whereas at the edge B B B,

three openings will be found. The hand has next to be inserted into the

middle of these latter openings, and the paper folded outwards to the

right and left, and turned over, when it will show as in Fig. 4. Then

pinch the paper from end to end in plaits like a ruff, three-eighths of

an inch in depth, so that when it is all pinched it will be in small

compass, as in the Fig. 5. The Magic Fan is then complete, and all that

remains is to learn how to produce its variety of shapes. It is said

that as many as from sixty to seventy varieties have been produced;

a few only will, however, be here indicated, as by attention to the

directions now given it will be a comparatively easy matter to ring

the changes on the kinds specified. It must always be remembered that

every time the form of the fan is changed, the paper must be again well

pinched together, in order that the folds of the plaits may remain

plainly and strongly marked. Unless the folds are kept in order the fan

cannot be properly worked.

[Illustration: Magic Fan.]

To produce the first form, the common-shaped fan, Fig. 6, catch the

folded paper, Fig. 5, at the bottom with both hands, pinch it in and

then spread out the top. For Fig. 7, insert the fingers at A and pass

them round to B, raising the paper. To turn Fig. 7 into Fig. 8, insert

the fingers at C and pass them round to D.

For the next change, catch the paper by the part now uppermost, pinch

that part well together, and the paper takes the form of a scoop

(Fig. 9), the upper part of the fan, Fig. 8, becoming the handle of

the scoop. Pinch the paper again into the form of Fig. 5, lift up the

upper part A, bring the lower plaits, B, well together, and with one

hand arrange the upper part, so as to form the head of a mushroom

(Fig. 10). A new form may be got by raising part of the double head of

the mushroom. For Fig. 11, reverse the paper and spread out the lower

part, so that it may represent the body of a wine-glass, that which

in Fig. 10 was the head of the mushroom will soon appear as the foot

of the glass. To make the Chinese lantern, Fig. 12, open out all the

paper and twist it round; catch it now by the central part, and by

compressing the central folds well together, something like two of the

enormous wheels of a steam stone-crusher will be produced (Fig. 13).

The butter cooler, Fig. 14, is obtained by opening the paper out again

and catching it at the two ends.

The original form, Fig. 5, must then be again reverted to, and a fresh

start may be made by catching the paper at both ends and folding it

so as to represent Fig. 15. By drawing it out the table mat, Fig.

16, will next be shown. Raise up the paper at the letters A and B of

Fig. 16, and there will appear a dish in the form of Fig. 17. Fig.

18 is obtained by then pressing the paper inwards. The sentry box,

Fig. 19, comes by drawing the paper out, and letting it loose at the

foot. And so on, many shapes not here set forth may be obtained.

Experiment freely on the Magic Fan; if spoiled it costs nothing but a

little patience and a few minutes of time to remake, and a dexterous

lad will produce staircases, sofas, chairs, flower-pots, windows and

window-blinds, nightcaps, boxes, &c. &c. &c.

MAGIC FIGURE.

This is an amusing and easily made toy. Its peculiarity lies in this,

that however it may be knocked about, so long as it remains whole, it

rises of its own accord to its feet and retains its balance with a

gently swaying motion. The figure should be cut out of cork or pith, or

something equally light, and may be clothed by gumming on to it some

silk floss or other similar substance; to its base, but hidden as much

as possible, should be fastened the half of a leaden bullet, with the

semicircular side undermost. The weight of the pedestal will then be

sufficient to secure the recovery of the figure immediately after being

made to lie prostrate.

[Illustration: Magic Figure.]

It will be seen by reference that the principle underlying the

manufacture of this toy is similar to that of the Demon Bottle,

previously described, the variation being the steel pin in the bottle

which, when inserted, counteracts the effect of the weight adjusted to

the base of the figure.

MAGIC FLUTE.

The magic flute is to be made out of a good sound and unused cork,

which has in it neither holes nor cracks. Place the cork against the

teeth, holding it tightly between the lips, and play upon it with the

handles of two prongs or forks or the bowls of two spoons. An imitation

of the piccolo or small flute will thus be produced, and almost any

simple quick air may be played upon it.

MAGICIAN OF MOROCCO.

The Magician of Morocco is a hand performance similar in character to

those described under the headings of the Apple Woman and the Dancing

Highlander. He is made (_see_ Fig. 1) by holding up a hand, bending

down the fourth and little fingers, placing the thumb in front, holding

the first finger straight up, and the middle finger slanting half-way

between the first and fourth fingers. The top joint of the first finger

is to be dotted to represent a face, and on the tip of the finger

a handkerchief, knotted at one corner to represent a cap, is to be

placed, the remainder of the handkerchief being draped about the hand

to do duty for the robe (_see_ Fig. 2). This robe looks more effective

if the handkerchief out of which it is made is of some bright colour or

colours; an Indian silk handkerchief makes both a capital robe and cap

combined; the cap may, indeed, then be easily made to look very like an

ordinary Turkish fez.

[Illustration: Fig. 1.--Skeleton of the Magician.]

It will thus be seen that while the first finger in the hand does duty

for head, shoulders, and bust, the middle finger, when the whole figure

is held sideways to the company, shows as the arms, and the body is

made full by means of the position of the thumb and other two fingers.

It is necessary that the Magician of Morocco should have some long

outlandish name, and to ensure his success that he should be very

voluble with quackeries, divinations, tricks, jests, prophecies,

conundrums, scandals, and nonsense of every sort and description; his

conversation being accompanied by judicious nods and twists of the

head, as it will not be easy to impart much of a twinkle to his eyes.

[Illustration: Fig. 2.--The Magician of Morocco.]

MAGNETIC SWAN.

The Magnetic Swan, and other articles made in the same manner, will

illustrate the properties of the Magnetic Wand. A number of such

articles, to represent swans, ducks, small boats, &c., may be made and

placed in a basin or tub of water, and kept in motion by a judicious

use of the wand. Be careful to model the articles so that they may

undoubtedly represent those objects they are intended to resemble.

Swans, ducks, boats, and such birds and things as swim or float on the

surface of water, should be made out of cork, pith, or light wood, with

a small piece of magnetised steel run through the body. Swans should

be covered with white wax, thinly spread over the body of the bird,

and the ducks and boats should be treated in the same way, with the

addition of being properly coloured afterwards. Glass beads for eyes

may be placed in the heads of the birds. Some care in balancing and

loading these objects will have to be taken to ensure them floating

properly and steadily.

Fish may also be made in a similar way, but much nicety has to be shown

to load them so as to sink them below the surface of the water, and

yet to make them sufficiently buoyant to keep them from sinking to the

bottom.

Toys of this nature are supplied at a small cost at most toy-shops.

MAGNETIC WAND.

A number of very pleasing experiments may be performed by means of

the Magnetic Wand. It is made out of a rod of hard wood, about ten

inches long by a third of an inch thick. A hole is to be drilled into

this rod, and in the hole is to be placed a strongly magnetised steel

wire. Two small knobs should then be placed upon the reverse ends of

the wand, and, in order that it may be readily known at which end of

the wand is the attractive and at which end the repellent point of

the magnetised wire, the knobs ought either to be differently carved

or one or both of them should bear some distinctive mark. The letters

N and S are suitable as specifying the north and the south poles, by

which terms the opposite ends of the magnetised wire are scientifically

expressed. The wand so made is complete, and by holding one or other

of its ends to the tips of small articles floating in water, made

after the manner described in the manufacture of the Magnetic Swan,

such articles may be made to either follow after or swim from the wand

according as it is the north or the south pole which is held out.

It is an easy matter to magnetise a bit of steel wire, and under this

heading of how to make a Magnetic Wand, a few hints on magnetising

common objects of steel and iron will not be out of place.

An ordinary poker may be magnetised in a very simple manner. Hold it in

the left hand, pointing it somewhat inclined from the perpendicular, so

that the lower end is towards the north, then strike the poker several

times smartly with a large iron hammer, and to a slight extent it

will then be found to possess the powers of a magnet. Another method

is as follows:--Get an old large iron poker, and a similar pair of

tongs, such as may be found forming a part of the set of fire-irons

formerly supplied for kitchen use. Fix the poker upright, and hold

to it a bar about three inches long of soft steel, which should be

about a quarter of an inch broad, but not more than a twentieth of an

inch in thickness. Make on one end of the steel a mark, and let that

end be held downwards. The steel should not be held to the poker with

the hand, but should be suspended on a piece of silk held in the left

hand, and so suspended as to touch the poker. Then grasp the tongs a

little below the middle with the right hand, and keeping them as nearly

vertical as possible, rub the steel bar with the lower end of the

tongs, from the marked end of the bar to its upper end about ten times

on each side of it. By this means the bar will receive enough magnetism

to enable it to lift at the marked end a small steel key. Or if the bar

so magnetised be suspended at its centre, and made to rest on a point,

the marked end will turn to the north.

Steel fireirons which have remained untouched during the summer period,

and have at the same time remained resting on the fender, in an

ordinary living-room, will be found after a few months to have become

possessed of magnetic properties.

A common sewing needle is readily magnetised by passing, when gently

pressed against it, the north pole of a magnet from the eye to the

point of the needle. After the end of the needle has been reached, the

magnet must not be passed back along it again to the eye, or the effect

will be destroyed; but the effect is increased if the magnet is passed

several times in succession from the eye to the point. A needle so

magnetised may be used in the place of the magnetised wire required for

a small Magnetic Wand.

MAGNIFYING PINHOLE.

_See_ "Microscope (Toy)."

MECHANICAL BUCEPHALUS.

_See_ "Pegasus in Flight."

MICROSCOPE (TOY).

Toy microscopes, or miniature microscopes that may be easily made, are

of two sorts. The first and simplest is sometimes called the Magnifying

Pinhole. Take a blackened card, and make a hole in it with the point of

a fine needle. Hold up the card, and look through the hole so made at

any small object held at about an inch from the card, and the object

so held will appear magnified about ten times. Remove the card from

the eye, leaving the object looked at in its former position, and it

will then not be seen at all; this is accounted for from the well-known

quality of the eye that it is unable unaided to discover a single

object not more than an inch away.

Another sort of toy microscope is made out of a thin plate of lead

or brass. Bore a hole in it with a fine awl or a large needle, and

let a drop of clear water fall into the hole so as to fill it up

completely. Then place any object that it is wished to examine below

the thin plate, and immediately below the globule of water. Look

through the globule, and the object looked at will be seen, apparently

magnified about a hundred and fifty times. A full water-bottle also has

microscopic powers.

MOCKING CALL.

The Mocking Call is a little instrument by which one may imitate the

song of birds, animals, and various other sounds, and is to be made in

the following manner:--Cut a small square piece from the green leaf of

a common leek, lay it on a table or clean board, and with great care

scrape away a piece of the green pulpy substance of the leaf, being

very careful on no account to injure the fine outer skin. Place the

instrument so made in the roof of the mouth, with that side downwards

on which is the outer skin. Press the instrument gently with the tongue

into its place, and then blow between the tongue and the upper teeth.

At first sounds will be emitted that will not readily be recognised as

similar to those of birds or animals, but with practice and patience

the barking of a dog, the neighing of a horse, or the notes of many of

the song birds, may be successfully imitated. When the Mocking Call is

not in use, it should be kept moist by placing it in a glass of water.

This toy is useful when used in a ventriloquial entertainment.

MOORISH FORT.

The game of Moorish Fort is a good round game of skill. It is a

comparatively new game, and is supplied by the toy-dealers, with rules,

at a reasonable price; but as the materials to play the game with may

be found in any tolerably extensive collection of toys if supplemented

by a fort and a few rods, which can easily be made, some readers of

this book may, if unable to purchase the materials, feel inclined to

practise their ingenuity in adapting the toys they possess to play the

game.

[Illustration: Fig. 1.--The Fort.]

A round fort, constructed in the manner shown in the accompanying

woodcut (Fig. 1), is placed in the centre of an ordinary dining-room

table. The players should number six or less, and be divided into two

sides, each side taking opposite positions; each player should be

provided with a small round ball (those supplied with nine-pins do

admirably), and the player, armed with a cue about eighteen inches to

two feet long (Fig. 2, A), should strike his ball towards the fort.

A rest for the cue (Fig. 2, B), with x-piece at the end, of the same

length as the cue should also be supplied, to facilitate the striking

of the ball when at a distance from the player, as it is to be made a

rule that no player may, when playing, place his hands or arms on the

table. That side which first gets all its balls into the fort wins, but

a code of rules may be drafted embodying these and other regulations at

the pleasure of the players.

[Illustration: Fig. 2.--Cue (a) and Rest (b).]

NAVETTE.

The game of Navette is played with a bridge having numerous arches,

each one of which bears a distinctive number, higher or lower,

according to the size of the arch and the difficulty of attaining the

object of the game, which is bowling discs, or small balls, at the

bridge when placed on the floor or on the table, so that the balls may

pass under one or other of the arches of the bridge. The players bowl

alternately at the bridge, and he who makes the highest score in an

agreed number of bowls of the ball wins. The arch-board used in marble

games may be utilised for this game.

[Illustration: Navette.]

NINE PINS.

The toy-box containing Nine Pins, for playing the game of that name,

together with the requisite number of balls, is to be purchased for a

very trifling sum. Inasmuch as both pins and balls have to be turned in

a lathe, it is almost impossible for any lad with an ordinary chest of

tools to make them for himself, and, indeed, the game of Nine Pins is

not a game usually played at by lads of an age able to make their own

toys--it is a very small child's game. The game is played in two ways,

either by throwing or bowling the balls at the pins, or by attaching a

ball to a rope or string suspended from the ceiling, and so swinging

the ball at the pins.

The pins may be set up in any manner agreeable to the players, either

in a line, circle, or in the same way as in the game of skittles, in

the form shown in the diagram. The number of pins knocked down counts

towards game, and the player who can knock all down in the fewest

throws or swings of the ball wins.

[Illustration:

*

* *

* * *

* *

*

Plan of Nine Pins.]

NOUGHTS AND CROSSES.

_See_ "Slate Games."

OBEDIENT SOLDIER.

A toy similar in principle to the Demon Bottle, previously described,

is the toy known as the Obedient Soldier. He should be made of pith,

cork, or some very light wood, should be carved with a soldier's

busby and tunic, and have in his arms a rifle at the "shoulder arms"

position. The barrel of the rifle must be made hollow, in order that in

it may be placed, when desired, a piece of solid steel wire. The whole

figure is to be fastened at the feet on to the flat side of the half

of a leaden bullet. Upon the steel wire being inserted in the barrel

of the rifle, the soldier will lie down, and upon its being removed he

will stand upright. The secret of these actions should rest with the

performer who shows off the ways of the Obedient Soldier, and it will

be necessary, in order to preserve this secrecy, that some dexterity be

exhibited in the placing or removing of the steel wire.

[Illustration: Obedient Soldier.]

PALADA.

The game of Palada is a game very much resembling that of Cup and Ball,

and has become quite a popular amusement. The toy consists of a slim

and tapering rod, the thick end of which is used as the handle, and at

the opposite end is a piece of cane bent into an oval form. Attached to

the rod, and at about a foot or a foot and a half from the oval end,

a solid egg-shaped substance is fastened by a piece of string half

as long again as the distance from the oval end towards which it is

secured. The object of the game is to catch the egg-shaped substance

on the oval end of the rod, which is made large enough to allow of the

egg finding a secure resting-place, but at the same time smaller than

the egg, so that it may not fall through.

[Illustration: Palada.]

PAPER TOYS.

A very considerable number of toys may be constructed out of paper

alone, and much amusement may be obtained in the making of such toys,

as well as from the uses to which they can be put when made. The Magic

Fan and kindred objects have been explained under that heading, and the

following are a few other objects that, with a little practice, it will

be found very easy for any one to make at pleasure.

_Paper Bellows._--The first in the alphabetical list of paper toys is

that known as paper bellows, and a very good imitation of a pair of

bellows it will be found to be.

Get a piece of paper of the substance of an ordinary sheet of

note-paper, cut it into a square each side of which is at least twelve

inches long, and fold it double, by making two of the corners meet with

the middle line stretching between the other two corners. Open the

paper out and fold it again, by making the other two corners meet, and

upon it being again opened out, the folds will be left in the shape of

a St. Andrew's Cross. Turn the paper over, and holding two of the folds

between the finger and thumb of each hand, press them inward, and press

the paper quite flat, so as to make it take the form shown in Fig. 1.

Make the corners _a_ and _b_ meet at _e_; turn the paper over, and

make the corners _c_ and _d_ also meet at the same point _e_. Turn the

first side uppermost again, and the paper will show as in Fig. 2. Make

creases in the paper, by folding _a_ to _b_, _a_ to _c_, _d_ to _b_,

and _d_ to _c_; the creases should then show as indicated by the dotted

lines in the figure, the paper being folded out immediately after each

inward fold. Next pinch together between the finger and thumb those

parts indicated by the letters _a, x, z_ and _d, w, y_; pinch first

the one, and then the other, and the paper will fall naturally into

the form given by the folds, and will appear like Fig. 3; the dotted

lines outside the figure representing the reverse side of the paper,

the letters _a, b, c_ forming the handle of one side of the bellows.

Afterwards turn the paper over, and do with the other side as last

described, by first folding the paper and then pinching it into shape;

the handle of the other side of the bellows will so be formed, and the

toy is complete, as represented by Fig. 4. The bellows are blown by

alternately pulling out the paper by the handles and closing it again

quickly, when wind will be found coming out of the bellows at the point

marked _A_.

[Illustration: Paper Bellows.]

_Paper Boat._--For this toy the size of the paper should be nine inches

by six, or with sides of proportionate length. Double the paper as in

Fig. 1; turn up the corners _a a_, until they meet at _b_, when paper

will look as in Fig. 2; turn down the two sides _c_, one to the one

side, and the other to the other side, to the dotted line _d d_. Insert

the thumb of each hand, and pull out the paper so that it may take the

form of Fig. 3; being careful in so doing to arrange neatly the corners

_d d_ of Fig. 2. Turn up the points marked _e_ in Fig. 3, one to the

one side, and the other to the other, till they touch the point _f_,

folding at the dotted line of the figure. Insert the thumbs again, and

pull out the paper to make the form shown in Fig. 4. Lastly, take hold

of the paper with the finger and thumb of each hand at the points _g

g_, and pull them gently outwards right and left, being careful not to

press the inside, and the boat will be complete as in Fig. 5.

[Illustration: Paper Boat.]

_Paper Boxes._--Cut a piece of paper into a square of dimensions

according to taste, or according to the size of the box required. As a

first attempt a piece of paper about six or eight inches square will

be found to be most convenient. Make folds in the paper according to

the dotted lines shown in Fig. 1, remembering that in making paper

boxes the paper is never to remain folded, except in the last figure,

and that the folds are merely to be looked upon as marks for future

guidance. Then fold the corners A B C D into the centre, and the folds

will show as in Fig. 2. Next fold over and unfold alternately, A to H,

B to F, C to I, and D to G, after which the folds should appear as in

Fig. 3. Then in the same way fold and unfold A to N, B to M, C to L,

and D to K, when the dotted lines in Fig. 4 should each be represented

by a fold in the paper. Take a pencil or pen and mark the paper in

accordance with the black lines of Fig. 4, and cut with a pen-knife

at all those marks, removing such pieces as will necessarily become

detached. Fold and _keep folded_ the short sides _x_ and _y_ of the

corners A and D, so that they may pass easily through the slits in

the opposite corners B and C. Lastly, and to finish the box, pass the

folded corner A through the slit in the corner C, then opening out the

folds in order to make the fastening secure; pass the folded corner D

through the slit in the corner B in the same way, and at the same time

fold in the side that would otherwise overlap.

[Illustration: Paper Boxes.]

[Illustration: Paper Boxes.]

_Paper Chinese Junk._--This paper toy is one of the most complicated

and difficult of all the paper toys to make; it requires for its

explanation several diagrams, and in the making of it much patience.

It takes as long to get into proper shape as it does to form many of

the different varieties described under the heading of Magic Fan, and

unless great care has been taken throughout, there is great chance of

the junk turning out but a poor affair after all. In spite of, nay in

consequence of, the difficulties, however, it is worth attempting. Take

a piece of paper about a foot square, and find its centre by cross

folding it corner to corner; fold the four corners into the centre as

in Fig. 1, and fold the sides A B and C D to the dotted line E F, so

that Fig. 2 will appear. Keep the side of Fig. 2, represented in the

diagram, outwards, and double the paper longways to form Fig. 3. Fold

both the sides at A B of that figure to the points C D, and the small

Fig. 4 will result. Open out again to make Fig. 2, and just under the

middle of the outer flaps will be found the four corners of the paper;

take two of those corners, one between the finger and thumb of each

hand, and pull them out to make the elongated Fig. 5. Double the paper

of that figure by the fold A B, so that the two points C D may touch

each other back to back. The paper now appears as Fig. 6, and it is

from here that great care and patience to complete the toy successfully

will have to be shown. Take between the forefinger and thumb of each

hand the two sides A B, and by pressing them outwards contrive so as to

bring the line A C to be parallel with the line C D, and the line B C

to the line C E. Into this position the paper must be folded flat, when

it will be found to be in the form shown in Fig. 7. Fold the points A B

C so that they will all meet evenly at the point D, and then fold the

paper so that the line E F will be parallel to and upon G H. Turn the

paper over, and treat the reverse side in exactly the same manner. Upon

the exactness with which these Figs. 6 and 7 are dealt with depends

the success of the endeavour, and if properly done the folding, when

completed, should leave the paper as shown in the accompanying Fig. 8.

[Illustration: Paper Chinese Junk.]

Insert the fingers then between the folds in that part, which will

readily be found, where the paper may be easily pulled outwards right

to left, when it will take a box form with overhanging flaps, as shown

in Fig. 9. Place the two thumbs boldly on the tops of the two sides

marked A and B, and press them firmly down to the table, making the

folds inwards, as shown in the dotted line C D. Fig. 10 appears upon

the box (Fig. 9) being then turned upside down; fold the line A B so

as to produce the fold W X, and press the paper firmly down; fold the

line C D to produce the fold Y Z, and again press firmly down. Turn the

paper, and it should be fairly represented by Fig. 11. Double the paper

outwards by the dotted line, and it will appear like Fig. 12. The test

of accuracy in performance now appears. Take the points A and B of Fig.

12 between the forefinger and thumb of each hand, and pull carefully,

slowly, and steadily outwards, forcing nothing; if thoroughly made the

junk will come quite readily, and will appear bottom uppermost. Turn

it over, and raise up the pieces of paper which will be found inside

at either end of the boat to do duty as backs to the seats, and all is

finished, and should appear as shown in Fig. 13.

In endeavouring to make this toy, keep well in mind that old, old

couplet, that the elders are so fond of quoting to the youngsters for

their encouragement and edification--

"If at first you don't succeed, Try, try, try again."

[Illustration: Paper Dart.]

_Paper Dart._--The Paper Dart is one of the easiest made of the paper

toys, and when made will last some time, if put only to its legitimate

use. It is best made of a piece of good stout paper, which should

be cut so that it is at least half as long again as it is broad.

Double the paper lengthways, and make the fold _x z_, as shown in the

accompanying figure, opening out the paper again; then turn up the two

corners to meet at the points _a a_, and next turn the points _b b_

to the point _c_ in the same figure, when the paper should appear as

indicated by the dotted lines in the figure. Again fold the paper, and

retain it folded at the line _x z_; fold down the outside edges so that

they are parallel with that fold, and open out the wings so made, and

the dart is complete. To throw it, hold the paper on the line _x z_

between the thumb and forefinger, take the necessary aim, and cast the

dart; its motion through the air will be found to be accompanied with

a graceful curve, and to make an accurate aim allowance must be made

for the curve. Boys sometimes amuse themselves by fighting sham battles

with toys of this description.

_Paper Hat (Pyramidal)._--The Pyramidal Paper Hat is to be made, so

far as its initial stages are concerned, in just the same way as the

manufacture of the Paper Boat is proceeded with, and which is fully

described in its proper place. The size of the paper out of which the

hat is to be made must be decided by the size of the hat required. To

make it, proceed as in the manufacture of the Paper Boat, and when

the paper is in the form represented by the dotted line in Fig. 2,

illustrating that toy, stop short, and turn in the corners of the paper

corresponding with the dotted line in the figure, and the Paper Hat

will be finished.

[Illustration: Paper Hat.]

_Paper Parachute._--To make a toy paper parachute, take a square piece

of tissue or other light paper, and fold it from corner to corner into

a triangular shape; fold it again from corner to corner, and again a

third time fold it in the same way, and then double it so as to give it

the appearance shown by Fig. 1 in the accompanying diagram. Cut with a

sharp penknife through all the folds of the paper, shown by the dotted

lines, and pierce a hole at the point marked A quite through; then,

when the paper is opened out, it will be found to be as shown in Fig.

2. Fasten threads, all of which are to be of the same length, through

each hole; bring the loose ends of the thread to a point, fasten them

there together, and attach to them a piece of cardboard or folded paper

as ballast. The whole toy will then be complete, as shown in Fig. 3. If

the parachute be then taken into the open air, and when a good breeze

is blowing, the air will soon catch under the toy and carry it up to a

considerable height. In the absence, however, of a wind, it requires

some dexterity to set the parachute off successfully, and it may be

much aided by the use of an arrow and a common bow. A small hole is cut

in the top of the paper, in which the point of an arrow is inserted

and fixed to the end by a little paste or gum. The ends of the thread

should then be tied at about half-way down the shaft of the arrow,

and, when complete, it will have very much the appearance of a closed

parasol (_see_ Fig. 4). If the arrow is then placed on the string of

the bow and shot into the air, the parachute will on coming down open

out and sail away gracefully, and more or less swiftly according to the

current of air into which it may be propelled from the bow.

[Illustration: Paper Parachute.]

_Paper Purses._--Paper Purses are somewhat complicated in their

manufacture, and when made are not the most serviceable of receptacles

for money. As an exercise of ingenuity and care in the making they are

worth attempting. Cut a piece of paper, tolerably soft and pliable,

into a square, fold it into three equal parts, and when so folded again

fold three times (Fig. 1); the paper now should again take the square

shape, but much reduced in size. Take the paper when so folded between

the forefinger and thumb of each hand, and pinch it into the star-like

form shown in Fig. 3. Then open out the paper as at the beginning,

being careful not to press it flat, but to retain clearly the marks of

all the folds, which should be impressed as shown in Fig. 2. Catch the

opposite corners at the points _a_ and _b_ and _c_ and _d_ respectively

between the fingers and thumb of each hand, and by gently twisting and

screwing the paper, humour it so that the folds will arrange themselves

and leave the paper as shown in Fig. 4. Turning now to Fig. 4, fold the

point _a_ to the point _b_, _c_ to _d_, and _e_ to _f_, which should

then leave the paper as shown in the Fig. 5. Insert the point _g_ of

that figure into an opening that will be found between the points _h_

and _i_, and the purse, properly closed, is complete.

[Illustration: Paper Purses.]

The chief of the paper toys made by merely folding the paper have now

been described; there are doubtless many other simple ones that need

no description, and it has not been considered advisable to enter into

the details as to the many simple toys that may be cut out of stiff

paper or cardboard. Light-fingeredness, guided by a very small quantity

of ingenuity and inventive powers, will suggest the uses to which

cardboard may be put as an in-door amusement in the manufacture of

sundry toys and other miniature articles. A very nice suite of doll's

furniture may be readily cut out of pieces of stiff cardboard.

PARLOUR BOWLS.

This is an interesting game, adapted for any number of persons, and in

principle is very similar to the game of Bowls, as described at large

among the Lawn Games. The balls are, of course, very different in size

to those used out of doors, and are made and adapted for in-door play.

Each player is provided with two balls of the same colour, which he

bowls towards a jack or die, the jack being placed at the side of the

room opposite to that from which the players are stationed. The players

decide the order in which they play, and then each one alternately

bowls one of the balls towards the jack, and he who succeeds in placing

his bowl nearest to the jack wins the game. When the players are more

than three they may be divided into opposing sides, and it is then

legitimate to play so as to knock an opponent's bowl away from, or a

partner's bowl near to, the jack; scores should then be calculated

after each round, according to the various distances that the bowls

are from the jack. The game described in this book as German Balls is

sometimes also known as Parlour Bowls.

PARLOUR CROQUET.

There are three versions of the lawn game of Croquet that are played

in-doors, and are known as Carpet Croquet, Parlour Croquet, and Table

Croquet respectively. These are all recently introduced games, and

are deservedly popular. The mallets, balls, and arches are made of

different sizes and shapes according to the game; they are all more or

less similar to those used in the out-door game, and may be obtained,

with the necessary rules, which are only adaptations of the rules of

the out-door game, of the toy-dealers. Each version of the game may

be played by eight or any less number of players. The peculiarity of

_Carpet Croquet_ is, as its name implies, that it is played on the

carpet, and the hoops used are fitted into flat metal stands, so that

the balls roll over the stand without hindrance. _Parlour Croquet_ is

played on a mahogany board lined with cloth, and which is made level by

means of adjusting-screws fitted underneath. _Table Croquet_ is played

on an ordinary dining-table, and with the other materials for playing

the game are supplied cloth cushions to place round the edge of the

table to prevent the balls from rolling off.

PARLOUR QUOITS.

An in-door game played with rings very similar to those used in the

lawn game of Quoits is known variously as Parlour Quoits, Annulette,

and Ringolette. The game bears but slight resemblance to the out-door

game of Quoits, but is more nearly allied to that of Skip or Ring the

Nail, which will be found among the Minor Out-door Games.

The game is one of skill, and is adapted for any number of players; it

is played on a round board, or sometimes on an inclined plane. On the

board nine pins, pegs, standards, or skittles of various colours, or

differently numbered, are fixed, and the game consists in the players

endeavouring to throw each of nine rings--coloured or numbered, as the

case may be, to correspond with the pegs--on to its appropriate peg,

each player counting towards game the number of the rings successfully

thrown upon the proper pegs. Penalties are incurred by lodging a

ring on any peg other than that to which it is proper. Each player

alternately should throw all the nine rings.

PATCHESI, OR HOMEWARD BOUND.

This is one of the many varieties of the Race Game, described more

in detail under that heading further on; the game of Homeward Bound

differing in that it should be played by four persons instead of an

indefinite number, as in the ordinary race game.

Each player is provided with dice and dice-box, or, if it be preferred,

the game may be played with a common numbered teetotum. The board on

which the game is played is arranged as shown in the accompanying

diagram, and three pieces or men are allotted to each player,

who--according to the throws of the dice, and subject to such laws as

have been laid down, or as may be laid down, by the players--has to

move these men first along the two outer rows of squares up towards

home, returning the reverse way, and ultimately up the centre row to

home. Whoever first reaches home wins the game.

[Illustration: Patchesi.]

PEGASUS IN FLIGHT.

This is one of the few balancing toys which may be readily made, and

which will afford much amusement to all, and wonder to those who

have not taken the pains to understand the principle on which it is

constructed. It furnishes a solution of a popular mechanical problem or

paradox, viz., "_how to prevent a body, having a tendency to fall by

its own weight, from falling, by adding to its weight on the same side

on which its tendency is to fall_."

[Illustration: Pegasus in Flight.]

The Pegasus in Flight when complete is fairly represented in the

accompanying illustration. It should be made out of a small toy figure

of a horse in which the centre of gravity is found in, or very near to,

the middle of the body. The wings, which are merely added for the sake

of adornment, and to make the toy resemble in appearance the fabled

charger after which it is named, should be attached to the figure

at a point just behind the shoulders; the wings should be of equal

weight and so adjusted as to keep the balance of the figure true. They

may, however, if desired, be entirely dispensed with, or any other

addition, according to fancy, may be put upon the horse's back. A wire

bent to a curve, and to the end of which a small leaden ball has first

to be attached, is to be fastened to the middle of the under part of

the horse. Upon the hind feet of the horse being then set at rest on

the edge of a table, and in such a position that the leaden ball is

beneath the edge of the table, the animal may be made to rock to and

fro without any fear of its being upset, and the longer the wire,

provided only the proper curve is given to it, the longer will be the

distance that the toy will sway upwards and downwards. This toy is also

sometimes known by the name of the Mechanical Bucephalus, but it should

then be made minus the wings, as is also the case when it is simply

exhibited under the still more common description of the Prancing Horse.

PITH DANCER.

The Pith Dancer is a very pleasing dancing toy, and possesses the great

merit of being easily made. It is a little figure made of cork, pith,

or some other equally light material. At one end of the substance cut

out a head and bust, and at the other end stick in four hog's bristles

of equal length, so that the figure will stand erect thereon. To make

the figure effective in appearance, paint the face, put a little cap on

the head, add a pair of arms, and dress it in a cloak which may be made

of some light stuff like tissue paper. When the figure is completely

made and equipped, stand it on the bristles upon the sounding board

of a piano, and play some brisk and lively tune. The vibration of the

piano will then make the figure dance with much spirit, vivacity, and

originality.

PRANCING HORSE.

_See_ "Pegasus in Flight."

PROPHET.

The Prophet, or Sybil, as it is sometimes called, is a toy affording

much amusement and diversion for the youngsters during the winter

evenings. By its aid fortunes may be told and predictions as to

circumstances of the future made with great confidence, for if the

predictions should happen by any chance not to come true, the whole

responsibility can be readily cast upon the Prophet. The toy is easily

made, and by varying the table of prognostications the Prophet's

opinion on an almost endless variety of topics may be taken.

[Illustration: The Prophet, or Sybil.]

To make the toy, cut a piece of pasteboard, a few inches in diameter,

into a circle, and ornament the edges with some pieces of fancy

paper. Then mark on the white surface of the pasteboard twenty equal

divisions, by means of lines radiating from the centre, and within

each division place a number ranging in order from one to twenty. The

figure of the Prophet should be made so that he has a venerable and

sedate appearance, should be clothed in a robe reaching to his feet,

and he should hold in one hand a small rod for a wand, which is to be

made pointing downwards. The figure may perhaps be purchased, but it is

better that it should be made, as it may then be more readily adapted

to the taste or fancy, and it can be easily cut out of wood, cork,

cardboard, or some other material. It will add much to the general

appearance if the Prophet be supplied with a loose white beard.

When the card and figure are finished, the card is to be mounted upon a

small wooden stand, through the centre of which a steel wire is placed,

and the figure of the Prophet is to be fixed on the wire in such a

manner that it may revolve freely.

The next thing to be done is to draw up a table of prognostications,

which must equal in number the spaces marked upon the cardboard disc.

This may be done in many ways. Sometimes the company present may be

requested each to supply a set, or to supply alternately one of a

set; or it is better, perhaps, that he who is about to show off the

oracle should previously have supplied himself with several sets, one

of which, of course, must only be used at a time. The sets should

be so arranged that each one is complete in itself, and the various

prognostications in a set should bear some sort of relation one to the

other.

When all is ready, the performer should desire some one of the company

to have his or her fortune told. The prognostications to be used are

then to be handed to some other person, and the figure of the Prophet

is to be set spinning, and according to the number of the division at

which the wand of the Prophet points when it comes to a standstill, so,

according to the prognostication bearing the corresponding number, may

the fortune of the inquirer be expected to be.

The following prognostications may either be used, or may serve as

models upon which tables can be drawn up:--

1.--At the end of a changeful life, wealth.

2.--Early and prosperous marriage.

3.--Great success at school.

4.--A speedy and important journey.

5.--Will spend much time from home.

6.--Hours of pleasure, followed by years of care.

7.--May expect to be thwarted.

8.--Will have invitations to numerous parties.

9.--All work and no play makes Jack a dull boy.

10.--Travels by land, and voyages by sea.

11.--Many changes will be your lot.

12.--It will be your misfortune, not your fault.

13.--A hearty playmate and a constant friend.

14.--Changes in love at an early date.

15.--A long life and a merry one.

16.--Fears from a rival, but success ultimately will be yours.

17.--Beware of a false friend.

18.--Bright and cheerful in youth.

19.--Unhappy ere long, but the sunshine will follow in the end.

20.--Your present sweetheart will not be your mate.

It will be seen that some of the above are very definite, but it is

generally advisable that the prognostications should be vague, and

capable of more than one interpretation, or the infallibility of the

Prophet is likely not to be implicitly believed in. The Prophet is a

very useful toy to introduce into a drawing-room entertainment for

children, especially where he is not known (and he is not frequently

met with); a few sets of prognostications will prove a source of a good

half-hour's fun with a lot of inquiring youngsters.

PUFF AND DART.

The game of Puff and Dart is very similar to that already described

under the heading of "Dart and Target," and is one of the games

included by many under the more general description of Drawing-room

Archery. The dart is made in the same manner, but of a smaller size, as

is the dart used in the game of Dart and Target, but instead of being

thrown from the hand towards the target as in that game, it is in this

propelled through a small tube by a puff of the breath. The target is

precisely similar to the target used in the sister game.

Darts shot by the breath through tubes are favourite weapons of offence

among certain Indian tribes; they, however, first dip the tip of the

dart in some poisonous substance, and then send it at the enemy. It is

a deadly weapon, and the tribes using it are very skilful both in their

aim and in the force with which the weapon is directed.

PUSH PIN.

The game of Push Pin is certainly a game that does not require a vast

amount of ingenuity or intelligence to indulge in with success. It

is very contemptuously described in Strutt's "Sports and Pastimes"

in the following language:--"Push Pin is a very silly sport, being

nothing more than simply pushing one pin across another." But as this

description is somewhat vague, it is well to enlarge a little on the

simple, but yet to many amusing and interesting, game of Push Pin.

The game is usually played by two players only, and each player puts

down on the table one, two, three, or more pins, as may be decided

upon. At starting the pins are to be placed in couples, head to head,

one pin of each couple being placed by each player. Each player then

alternately pushes his pin with his finger-nail, endeavouring to

push it across his opponent's pin, and should he succeed both pins

become his, but if he fail his opponent plays. The push is not to be a

continued push, but a sort of a shove with the finger-nail, by bending

it on the table and letting it fly up to hit the pin in the required

direction.

PUZZLE-WIT.

_See_ "Magic Fan."

QUINTAIN.

The Quintain is another balancing toy, very ingenious in construction,

which, although it may be made at home, will be found somewhat

difficult of construction. One of the leading toy-makers thus describes

its manufacture:--"Carve the bust of a man with a ferocious face; on

the face gum a Turkish beard and moustaches; let one arm be extended,

half bent, holding a wooden scimitar, and the other bear a shield,

adorned with an opening, crescent-shaped, in which hangs a little bell.

Load the base of the figure with lead, and poise it on a pin, on which

it shall so freely revolve as to move at a touch, even so slight as

that of a feather. Now, whoever, trying to make the bell ring with his

finger, does not thrust at it very quickly, the figure, turning round,

will deal him a smart blow on the forefinger knuckle with the sabre."

The principle on which the Revolving Ring or the Revolving Image works

is precisely similar to that of the Quintain.

[Illustration: Quintain.]

QUIZ.

_See_ "Bandilor."

RACE GAME.

The Race Game is an interesting round parlour game, which may be

indulged in by any number of players up to twelve. It has seen many

imitations and modifications of it brought into use, and the games of

the University Boat Race and the National Volunteers may be instanced

as two specimens of more than ordinary interest; the first of these,

however, can only be played by two persons at a time.

The Race Game proper is played on a board, and is subject to rules

supplied with the board and the other materials for the game. The

board is marked into divisions, and at certain distances obstacles,

such as fences, hurdles, and ditches are placed, for the horses

participating in the race to clear. The players having determined the

order of playing, each one selects his horse, and places it at the

starting-point. Dice and dice-box, or a numbered teetotum, are used, to

denote the number of divisions the player's horse is entitled to pass

over, but should that number land the horse in any one of the brooks

or ditches, or upon the fences or hurdles, the throw of the dice, or,

as the case may be, the spin of the teetotum, does not count, and the

horse waits for another chance of a move when his player's turn next

comes round. Each player alternately takes his chance of moving. The

rules by which the game is governed vary considerably, and may be

modified in any way agreeable to all the players. The following are

given merely as specimen rules, as they are the substance of those most

frequently supplied with the game:--

[Illustration: Race Game.]

1.--When the stakes are agreed upon and the pool made, each member

must select his horse, and then enter him at the starting-point.

2.--Each member throws, or spins, for choice of move; the highest

number claims the first move, and the others according to the number

thrown.

3.--The horse that reaches the winning-post first gains the pool, the

second horse saving his stakes.

4.--Steeple or hurdle races can be played by placing fences and

hurdles along the course, and any player throwing a number that would

place his horse so that he does not clear the fence forfeits his

throw, and waits his next turn.

Although the game is made more interesting when played with

the materials supplied at the toy-shops, these are by no means

indispensable. Any ordinary board, or school slate, may be marked

into the necessary course and divisions over which the horses are to

travel; a few horses may be readily cut out of some stiff cardboard,

and a common teetotum will furnish all the materials absolutely needed

for the game. It will be found that the game, so arranged for, will

well repay any little trouble taken in manufacturing and obtaining the

necessary horses and race-course.

RACQUETS (DRAWING-ROOM).

The game of Drawing-room Racquets is an adaptation of the old-fashioned

play of Cup and Ball, so far as is possible, to the game of Racquets

played within doors, and in a more or less limited space. The game is

usually played by three persons, but the number is immaterial, and may

be increased according to the size of the room in which it is played.

The game consists in throwing the ball or balls from one cup held by

one player to some other cup held by some other player. It is best that

the balls should be passed round to the different players in order.

REVOLVING RING.

A ring or a small figure may be so constructed and arranged as to be

easily balanced on the top of one of the fingers. Take a piece of wood

and cut it into the form of a ring, or get a small wooden ring that

is perfectly round; fasten to it two oar-shaped pieces of wood about

double the length of the diameter of the ring; balance the ring when so

furnished on the point of a pin, and then, if the balancing has been

properly arranged, upon the head of the pin being placed upon the tip

of the forefinger the ring may be made to revolve quickly, and at the

same time retain its balance, by blowing, at first gently, and then

with more force, upon the oar-shaped appendages attached to the ring.

A small figure may be worked in the same manner by cutting a piece of

wood to a point, and carving the opposite end into the form of the

head and shoulders of a man; the pair of oars should be attached in

the place of arms, and then, if care to make the point of the wood

exactly in its centre has been taken, the figure will stand upright on

the tip of the finger, and by blowing he may be made to revolve in a

most amusing manner. The Revolving Figure is a more amusing toy than

the Revolving Ring; but in that it requires so much more nicety and

delicacy of handling to get the proper balance, it is not so easily

made.

There is a capital game known by the name of "Revolving Ring," adapted

for either out-door or in-door games. It is played with variously

coloured balls, which are thrown at rings similarly coloured. The rings

are fitted to a board, and in such a way that with the slightest touch

on the rims they revolve. The object of the game is to throw the six

balls through the revolving rings, the players taking their stand from

the board at some specified distance. Each successful throw counts

three; and when a ball is thrown through the ring of the same colour

the player scores six.

RINGOLETTE.

_See_ "Parlour Quoits."

RING THE BULL.

This is a game very similar to but somewhat more simple than that of

Parlour Quoits. It also is a game of skill. It is played upon a wooden

block, in which are inserted a number of long iron pins, on which the

player has to throw rings provided for that purpose. The players score

according to the number of rings that are so thrown as to encircle a

pin.

ROYAL STAR.

The materials for this game are a large star with eight long rays, each

one of which is painted some different colour; and eight wooden balls

painted to correspond with the colours of the rays of the star. The

rays of the star are not fixtures, but their bases are merely slipped

into grooves in the body of the star, so that they can be easily

knocked out with the balls.

[Illustration: Royal Star.]

To play the game, each player alternately takes all the eight balls,

and standing away from the star at a certain specified distance throws

the balls at the star, endeavouring by that means to knock out the

rays. If a player should succeed in striking out a ray of the same

colour as the ball, two points are scored, but if the ball and the

ray knocked out are not of the same colour, one point only is scored.

If in any throw the star is altogether missed, three points are to

be deducted. When the first player has thrown the eight balls, such

rays as may have been knocked out are replaced, and the next player

takes the balls and commences the game, and so on until all have had a

chance. It is well that a curtain or screen should be arranged behind

the star to stop the balls.

SCHIMMEL.

The game of Schimmel, or, as it is generally known, of Bell and

Hammer, is a most amusing round game of German origin. The materials

for playing the game are comparatively inexpensive, and as some of

them can be prepared by any ordinarily clever lad--and all lads are

clever--there is no reason why this game should not, were it but better

known, attain much more popularity than it seems to be favoured with.

The materials required are--

1.--Five small cards, on each of which are drawn or painted one of

the following figures: On one card a white horse, on another an inn,

on the third a bell, on the fourth a hammer, on the fifth a bell and

a hammer.

2.--Eight wood, bone, or ivory cubes of the size of dice, marked

on one side only, six of which are numbered respectively with the

numerals 1, 2, 3, 4, 5, and 6; the other two cubes being marked, the

one with a bell, and the other with a hammer.

3.--A dice box with which to throw the cubes.

4.--A hammer for knocking down the cards to their respective

purchasers, which are disposed of by auction, as set forth hereafter.

5.--A bag of counters.

The game may be played by an unlimited number of players, the more the

better, it being especially advisable that at least seven should join

in the game. The mode of procedure is as follows:--One of the players

is to be selected as cashier, and to him has to be entrusted the bag

of counters. A considerable number of these should be equally divided

among all the players, and if it is desired they may be taken to

represent value. Nuts make good substitutes for counters, as to those

players not yet troubled with indigestion they possess in themselves a

certain value, especially if it be understood that all winnings may be

retained (or eaten).

[Illustration: The Materials for Schimmel.]

A pool has to be formed, into which each player pays twelve counters.

It is then the duty of the cashier to sell by auction to the highest

bidders the five cards, the produce of which also is paid into the

pool. Each player is at liberty to purchase as many of the cards as he

may be inclined, and, moreover, he is not bound to pay for all, but is

at liberty to take credit for a certain portion of his purchases if

they exceed the number of counters originally dealt out to him; only

payment of the debt so incurred must be considered as a first charge

on subsequent winnings. The cards will, by experience at the game, be

found to be of various values; but the number of counters to be paid

for each is determined by the speculative natures of the players, and

it, indeed, often happens that those players who invest in no cards

at all are at the end of the game the richest in the matter of wealth

as reckoned by counters. The respective values of the cards are as

follows:--The white horse ranks first, and immediately after him comes

the inn, the cards representing respectively the bell and the hammer

are of about equal value, and come next, while that representing both

the bell and the hammer is lowest in the scale, and is worth just half

that at which either of the two cards on which are painted the single

figures is valued.

The cubes are then to be thrown by the players alternately, their order

having been previously arranged, it being always allowed, however, that

the possessors of cards take precedence over the other players, and

over each other, according to the relative values of their cards. It

should be stated rather that each player alternately is entitled to a

throw of the cubes or dice, for any player is at liberty to sell his

throw to any other player inclined to speculate therein. When the cubes

are thrown and show uppermost all blanks, all the players have to pay

one counter each to the holder of the white horse, and he again pays

one to the holder of the inn. If the cubes turn up with the bell or

the hammer, or with the bell and the hammer, the holder or holders of

these cards pay one counter to the white horse. When the bell, hammer,

or bell and hammer are thrown accompanied with numbers, the amount of

the numbers thrown has to be paid in counters to the holder or holders

of the cards out of the pool; if numbers are thrown unaccompanied with

either bell or hammer, or bell and hammer, the thrower of the cubes

receives from pool the number of counters indicated by the cubes.

It is when the pool is becoming exhausted that advantages accrue to

the holder of the inn, and this indeed is usually found to be a very

speculative holding. If any player in his throw shows numbers combined

greater than the number of counters remaining in the pool, he receives

nothing from pool, but pays to the holder of the inn the difference

between the number of counters remaining and the number indicated by

the cubes; for example, if five counters are remaining in pool, and

seven are shown uppermost on the thrown cubes, the player who threw the

cubes pays two counters to the holder of the inn, and leaves the five

counters in the pool. So on the play proceeds, until some figure is

thrown which, clearing the pool, concludes the game.

After the holder of the inn card begins to receive payment, should

all blanks be thrown, the players throwing the cubes pay nothing;

but instead, the holder of the white horse pays one counter to the

holder of the inn; should the bell or hammer, or bell and hammer be

thrown with the blanks, the holder or holders of the card or cards

indicated each pays one to the holder of the inn. If numbers are thrown

accompanying the bell, &c., the holder of that card pays to the inn the

number thrown in excess of the number of counters remaining in the pool.

SHOVEL BOARD.

The game of Shovel Board was once a very important national pastime,

and was much played among fashionable people. Master Slender, in "The

Merry Wives of Windsor," makes a reference to the game, from which it

would appear that Shovel Board was in Shakspere's time both popular and

fashionable.

The game was formerly played upon a long, low table that usually

stood in the large hall of a gentleman's house, but was soon adapted

to smaller tables, and was indeed frequently played on the floor,

the necessary limits being chalked out on the bricks. The following

description of the game will be found applicable, whether it be played

on the floor or on the orthodox table or board, it being premised that

the space marked out on the floor should be about twenty-five or thirty

feet in length and three feet in breadth, a space corresponding with

the size of an ancient Shovel Board.

The tables on which the game is now played vary somewhat in length,

but are usually three feet to three and a half feet wide. At one end

of the table a line is drawn parallel with the edge, and three or

four inches from it; at four feet distance another line is made over

which it is necessary for the weight to pass when shoved or thrown. The

players stand at the end of the table, opposite to the two lines above

mentioned, each having four flat metal weights, which they alternately

shove from them one at a time. The object of the play is to give

sufficient impetus to the weight to carry it beyond the mark nearest to

the opposite edge of the table, but so as to keep it on the table. If

the weight is shoved so that it hangs over the edge without falling,

three are counted towards game; if between the line and edge, without

hanging over, two are scored; if on the line one only is credited to

the player. The game is usually eleven when two play, but when more

than two are jointly concerned that number should be increased.

[Illustration: Shovel Board.]

Those weights that glance off the side of the table, that do not pass

the first line, or that fall off the table at the opposite edge, it

will be seen do not score. It is sometimes allowed that all weights

passing the first, or four-foot line, score one, instead of making it

incumbent that the second line should be reached.

The following description of the game, which differs somewhat from

the above, appears in the "English Cyclopædia":--"The origin of the

game Shuffle, or Shovel Board, is doubtful; it has been practised

for many generations ... and has lately been largely introduced

into America.... The board, or alley, is thirty feet long by twenty

inches wide, perfectly level, like a billiard table, and constructed

of some wood which will not warp. Before commencing to play, it is

sprinkled with fine sand, and five inches from each end a line is drawn

across the board, parallel with the ends. Eight weights or pieces

are required, divided into two sets of four each, and marked with

distinctive features. The game is played by four people, two against

two, one on either side standing at each end of the board. Twenty-one

points have to be scored to win a game; each piece which lies over or

inside the line, at the end of a round being 'in,' and scoring two

points in favour of the side to which it belongs, whilst a piece partly

projecting over the end of the board scores three points. Should no

piece be 'in' at the end of a round, that nearest the line counts as

one point, and a piece lying exactly on the line is counted 'in.' The

players '_shuffle_' alternately from each end of the board, the great

object of each competitor being to 'shuffle' his own piece in, or drive

his opponent's off the board."

SKITTLE CANNONADE.

The game of Skittle Cannonade, or Indian Skittle Pool, is a capital

game for boys. It is in its higher development played on an ordinary

billiard-table, but a bagatelle board will answer all the purpose, or

it may even be played on a common dining-table, provided that round its

edges are placed such cushions as are supplied with a Table Croquet set.

[Illustration:

*3

*4 *5 *2

*1

Plan of Skittle Cannonade.]

Two white balls, one red, and one blue ball are used in the game, and

five small skittles are placed in the centre of the board or table.

The skittles are of different values, and are numbered as follows (as

shown in the accompanying plan). The first opposite to the baulk is

one, that to the right two, that opposite to the first, three, the

one opposite to the second, four, and the centre skittle, five. The

points are made by knocking down the skittles, as shown hereafter,

each skittle knocked down counting points according to its number. In

commencing to play, the red ball is placed as in the ordinary cannon

game of billiards, the blue one beneath it, and the two white balls are

retained for the two players who play first. The white balls should be

played with alternately by the players, and no score is made except

from a cannon, that is, the ball struck with the cue must hit some

other ball before the skittle is knocked down; but it does not then

matter by which ball the skittle or skittles are knocked down. The

first player is bound to strike the red ball, and the second player the

blue ball, but afterwards either ball may be struck at. A ball being

knocked off the table, or into a pocket when a billiard-table is used,

destroys all the points made by the stroke, and if the ball knocked off

is either the red or blue ball it must be again placed as in starting

the game. The skittles are replaced after every stroke, if necessary.

Thirty-one points, neither more nor less, win the game; any one scoring

beyond that number is dead and out of the game; or the survivor from

amongst all the players wins the game if no one player scores the

exact thirty-one required. Any player knocking down the four outside

skittles, leaving only the centre one standing, wins the game, having

made what is technically called "the royal." After each win a new game

is started.

The player who first reaches either twenty-nine or thirty points has

the right to stop scoring on his declaring to do so, and any point

which he may subsequently make counts to the advantage or disadvantage,

as the case may be, of the previous player. This right to stop scoring

can only be exercised by one player in each game, and if he who first

reaches the required number of points refuses to exercise that right,

it passes to the next who attains the required number, and so on.

There is also another version of the game of Skittle Cannonade played

on a board specially prepared, and the result of which depends entirely

upon chance. A teetotum, as in the game of Cannonade, is used instead

of balls and a cue, or sometimes a top is made to do duty for the

teetotum. Nine specially-made skittles are used, each of which is

placed on a spot inscribed with a number. When the skittles are placed,

the top or teetotum is smartly spun at one corner of the board by each

player alternately, and the scores are made according to the numbers

which are laid bare by the skittles being knocked off them. The great

point in the game is to give the top or teetotum a smart jerk when

spinning it, so as to make it retain its power of movement as long as

possible. This description of the game is far inferior to the version

described above, but the whole of the materials form a pretty toy, and

much amusement for the youngsters is to be obtained from the game.

SLATE GAMES.

There are a few simple slate games which have been in the past, and no

doubt will be in the future, the means of affording innocent amusement

to many a youngster. They are none of them very elaborate, are usually

intended for only two players, and are best grouped together under the

one general heading of Slate Games. The first to be described is the

game known as

_Birds, Beasts, and Fishes._--Two boys take their slates, and each

one writes down the first and last letters of the name of some bird,

beast, or fish, first stating from which category the name is selected,

and puts a cross for each of the intermediate letters. For example, A

elects to write down the name of a beast, and marks on his slate as

follows--Hxxxe; B will perhaps select a fish, and mark on his slate

Gxxxxxn; they then exchange slates, and each tries to guess the name of

the beast or fish indicated, and fills up the blanks accordingly. It is

evident that those indicated above are respectively Horse and Gudgeon.

_French and English._--A slate should be divided into three divisions,

the top and bottom divisions each having a small compartment marked off

therein, as shown in the annexed diagram. One of the two end divisions

should be allotted to the English and the other to the French, and

marks put therein to represent the soldiers of the respective nations.

Each player having provided himself with a well-sharpened pencil, the

game is played as follows:--The players decide the order of play, and

he first selected, being supposed to be English, places the point

of his pencil at the spot marked in the smaller compartment of the

English division of the slate, draws it quickly across the slate in the

direction of the opposing army. The pencil will, of course, leave a

line marking its track, and all the men of the opposite side, through

which the track passes, count as dead. Each player plays alternately,

and he wins who first kills all the men on the opposite side. The track

of the pencil must be rapidly made, and must be either straight or

curved; any track in which there is an angle does not count. Sometimes

the players turn their heads or close their eyes when making the track.

[Illustration:

+====================+

|| * * * * | ||

|| * * * |/\||

|| * * * |\/||

||------------------||

|| English ||

|| ||

|| ||

|| ||

|| French ||

||------------------||

|| * * * *|/\||

|| * * * |\/||

|| * * * *| ||

+====================+

French and English.]

_Noughts and Crosses, or Tit-Tat-To._--This game, when played out of

school-hours, should be wound up with the following rhyme by him who

wins the game:--

Tit-Tat-To, my last go;

Three jolly butchers, all of a row.

"When played out of school?" some readers will say. Yes; this

qualification is necessary, for it is to be feared and deprecated

that this game, as well as that of "Birds, Beasts, and Fishes," is

frequently played in school-hours, to while away the weary time that

ought to be devoted to the solution of arithmetical or algebraical

problems. These slate games are undoubtedly little boys' games, but

many are the big boys who indulge in them surreptitiously, if not

openly.

[Illustration:

| |

X | O | X

----+---+----

O | O | X

----+---+----

X | X | O

| |

Noughts and Crosses.]

The game of Tit-Tat-To is played on a figure, similar to the annexed,

made on an ordinary slate. The players alternately mark in the

figure--the one a cross, and the other a nought; he who first obtains a

row either horizontally, perpendicularly, or diagonally wins the game,

and calls "the three jolly butchers, all of a row." The object of each

of the players is equally to obtain such a row, and to prevent his

opponent from obtaining one.

SPILLIKINS OR SPELICANS.

The game of Spelicans is similar to that of "Jerk-Straws." The

spelicans are a number of thin pieces of ivory or bone, cut into

odd and various shapes--some like saws, some like spears, some like

hooks, &c. Each spelican is inscribed with a number, the lowest being

5 and the highest 40. The spelicans are taken up in the hand of any

one of the players, except by him who plays first, and dropped upon

the table in a heap; the other player or players, as the case may be,

then alternately endeavour to remove a spelican from the heap either

with the fingers, or by the aid of two small hooks provided for the

purpose, without in the slightest degree disturbing any other spelican.

At the end of the game each player adds up the numbers marked on the

spelicans he has captured, and he who can show the highest number wins.

Sometimes, instead of each player alternately trying to remove one

spelican, it is allowed for one player to continue removing spelicans

one by one until more than one spelican is disturbed in the same try,

when the play passes as before.

SQUAILS.

In some places the game of Squails bears the name of Trails. It is an

amusing round game, which can be played on any ordinary table by two

or more players of an even number--not, however, exceeding eight. Each

player is furnished with an equal number of coloured wooden pieces or

discs, which are called squails, and these the player has to place at

the edge of the table, half over the edge, and strike them with the

open palm of the hand towards a small medal placed in the centre.

[Illustration: Squails.]

The players should be divided into sides, and one from each side should

alternately strike a squail towards the medal. An imaginary circle

should be drawn round the central medal, into which, if it is knocked

out during the play, it must be replaced. The object of the game is to

secure for one's own side the largest number of squails near to the

central medal, and to obtain that it is legitimate not only to shove

one's own squail towards the centre, but also to knock an opponent's

squail away or a partner's squail near to the medal.

The game of Squails, for a year or two after its introduction, seemed

in a fair way to rank among the most popular round table games, but

it soon died out and is now but little played. It deserves, however,

much more notice than it usually receives, and we would recommend it

as a great improvement on most of the elaborate toy games that are

patronised so extensively. A set of squails costs but a trifling sum.

SQUEAKER.

The Squeaker is an instrument with which it is generally supposed that

the peculiar squeak of Punch, in the Punch and Judy show, is produced.

To make it, get two little pieces of tin, each about an inch long, and

half an inch broad, and bend them slightly inwards. Now wind a piece

of tape round the pieces of tin when placed together, and fasten the

whole together with thread. Blow through the instrument, and by the

vibration of the central piece of tape a peculiar squeaking sound will

be produced.

Another very simple squeaker is made by placing the two thumbs together

alongside of each other, and laying as tightly as possible in the

hollow between the thumbs a blade of common grass. If the piece of

grass is then blown upon, the same horrible squeaking noise will be

produced.

STEADY TAR.

The Steady Tar is another toy of the balancing order, several of which

have already been described. To make this toy, stick a needle into a

cork, and place the cork, needle upwards, tightly into a bottle. Carve

the figure of a sailor--any other figure will answer equally well--out

of light wood, cork, or pith, and mount him on a hard wood ball. (_See_

figure in the illustration.) Through the centre of this ball run a

wire, which must be bent, as in the woodcut, into a half circle, and

to either end of which a small leaden weight or bullet of equal weight

must be attached. If the hard wood ball is then placed on the needle

sticking out of the cork in the bottle, the figure may be spun round,

and tipped in any direction; if properly made it will always recover

its erect and steady position.

[Illustration: Steady Tar.]

SUMMER ICE.[1]

This is a capital new in-door game, founded on the celebrated Scottish

game of Curling. The materials for the game are made and supplied by

some of the toy manufacturers; but the game, which, although founded

on Curling, has also some resemblance to Shovel Board, may be played

on any ordinary table with a plain surface. The materials as supplied

consist of a long mahogany folding board, at one end of which is a

circle, and sixteen flat weights. It is the object of the players to

hurl the weights along the board to reach the circle at the other end.

After the players have delivered their weights, that side which has the

greater number of stones lying nearest to the tee or mark counts one

for each weight so lying. Thus, if side A has two weights nearer than

any belonging to side B, the former would count two to their score.

[Illustration: Summer Ice.]

SYBIL.

_See_ "Prophet."

TABLE CROQUET.

_See_ "Parlour Croquet."

TARGETTA.

The game of Targetta is a drawing-room game, which is played on a

target somewhat resembling a pedestal fire-screen, and similar to

the illustration annexed. In the oval central part of the target are

fixed a number of pins which are retained in their places by means of

springs that are dislodged immediately upon the pins being struck. The

pins are thrown at by a ball attached by a long string or cord to the

top of the target, and scores are made according to the number of the

pins dislodged.

[Illustration: Targetta.]

TEETOTUM.

The Teetotum is a kind of top or whirligig that is spun round by

twisting the upper part between the thumb and finger. It is usually of

a hexagon or octagon shape, but sometimes it is four-sided only, and

may be easily made by cutting a piece of wood of an inch or thereabouts

in diameter, and a third of an inch in thickness, into the required

shape. A stick run through the middle of the disc and fixed makes it

complete, and the result is a useful rough and homely teetotum.

[Illustration: Teetotum.]

Originally teetotums had four sides only, which were respectively

marked with the letters T, H, N, and P, signifying Take all, Take half,

Nothing, and Put in again to pool. The toys, as now improved, are made

with more sides, and are variously numbered. In many of the toy games

a teetotum is used in place of dice, but simple teetotum games are

played with nuts or some such things for stakes. There are otherwise no

special games for the teetotum; it is mostly used in various race and

other games of chance.

TIT-TAT-TO.

_See_ "Slate Games."

TOURNAMENT.

This is another new round game, a development of and improvement upon

some old friends. It is played on a circular mahogany board. A number

of tops, teetotums, or champions of different colours are spun in the

centre of the board by different players, and these tops are apt to

strike and knock each other about. The player whose top dies nearest

the centre of the board wins the game. The game may be played on an

ordinary tray, or even on a table if desired.

TRAILS.

_See_ "Squails."

TROUBLE WIT.

_See_ "Magic Fan."

WONDERFUL TRUMPET.

The wonderful trumpet is a very simple toy, and to those who like

practical joking, affords amusement, except to the one against whom the

joke is made. Get a tube made of tin, wood, or cardboard, a piece of

cork, and the hollow part of a quill. Cut a slice about half an inch

in thickness off the cork, and place it about half-way down the tube,

as at _a b_ in Fig. 1 in the illustration. Next cut a second slice

from the cork, making notches round its edge, and a hole in the centre

through which to pass the quill. When this is done fix it at the points

_c d_, contriving so that the quill will extend about two-thirds of the

way down the upper compartment of the tube. Instead of closing up the

compartment e with a piece of cork at the point _c d_, wood, tin, or

cardboard may be used, it only being necessary that a number of small

notches or holes should be cut in the material used. The trumpet is

then complete, and should be represented by Fig. 2.

[Illustration: Fig. 1.--Section of Wonderful Trumpet.]

The following is the use to which it is put:--Place flour, or some

harmless dust or powder, in the compartment of the tube marked

_e_, block up as instructed the end at _c d_, hand the trumpet to

him against whom the joke is to be directed, and instruct him that

by blowing through the end of the quill protruding an effect both

marvellous and unexpected will be produced. "Blow hard," say; "the

harder the better." If he carries out his instructions the flour or

powder will come through the holes or notches at the point _c d_,

covering the face of the poor unfortunate victim. Viciousness in the

use of this instrument should be sternly condemned--a little flour

in a boy's face will not harm him, but great care should be taken to

ascertain the effects of the material placed in the tube, as certain

powders lodging in a person's eyes might do serious injury. Practical

joking is not to be much encouraged, but, practised occasionally, and

with fun only for its object, is not to be entirely condemned.

[Illustration: Fig. 2.--Wonderful Trumpet.]

* * * * *

In winding up the section on Toy Games and Toy-making, it is

appropriate to quote the remarks of some of the jurors of the Great

International Exhibition, held in London in 1862, who said in effect,

when speaking of toys generally, in setting forth their views on the

subject, "that toys should be vivid, innocent, and delightful; fitted

to teach children to open their eyes, to compare and to observe, and

to make them aware how rich and varied are the phenomena of the fair

world into which they have been placed, and how much happiness is to be

obtained in it."

The manufacture of children's toys forms a very considerable item

in the leading industries of the world. The United Kingdom of Great

Britain and Ireland alone imports foreign toys to the amount of

upwards of £200,000 annually, and this is entirely in addition to the

considerable support given to our extensive home manufacture. Among

the miscellaneous toys referred to at the commencement of this section

were "Noah's Arks," and much wonder has frequently been expressed at

the small sum for which toys of this nature are to be purchased. They

are usually the product of the skill of the Germans and the Tyrolese.

In the Valley of Grödnerthal, in the Tyrol, where almost every cottage

is a carver's workshop, Noah's Ark animals are made in very large

quantities from a species of pine. The wood is cut into slabs, of from

fifteen inches in diameter by three inches thick, the grain of the wood

being in the direction of the thickness. A circular piece, six inches

in diameter, is cut out of the centre, leaving a ring four or five

inches broad. This ring is turned in a lathe, with chisels and gouges,

over every part of the surface, on both sides, and on the inner and

outer edges. The curvatures, ridges, &c., are very remarkable, but are

perfectly understood by the workmen, and by them only. The outer ridge

is then cut up radially into slices, each of which slices presents the

outline of some animal on both surfaces, the shaping of the wood in the

lathe having been such as to bring about this result. Each separate

piece is ultimately brought to completion by hand-carving. One of

the museums in Kew Gardens, near London, contains specimens of this

singularly ingenious manufacture, in various stages of progress.

FOOTNOTE:

[1] This game has been registered by Mr. Cremer, of 210, Regent Street,

as has also the following one called "Targetta."

MECHANICAL PUZZLES.

It would be impossible to give a complete list of the subjects that

might be fairly classed under Mechanical Puzzles. What is a puzzle

to one generation is none to the next, and so on; new puzzles are

constantly being invented and found out. There are a few old ones

around which a considerable amount of interest must centre because of

their intrinsic merit, and which should find a place in every book

prepared for the amusement and recreation of youth; there are also new

ones not yet much known, which should be mentioned more because of

their newness, perhaps, than their merit.

BALANCING PUZZLES.

A few Balancing Puzzles have been included in the section allotted

to Toy Games and Toy-making; for inasmuch as a certain amount of

making was necessary, it seemed proper to place them there, and it is

sufficient now to refer the reader to that section for some varieties

in Balancing Puzzles that are not to be found here.

[Illustration: Fig. 1.--The Balanced Pail.]

_The Balanced Pail_ (Fig. 1.)--To balance a pail suspended by its

handle on a stick, less than half of which rests on its support, would

seem to be an impossible feat. It is to be done, however, if the

following instructions be carefully followed:--Take a stick (C D), over

which the handle of the bucket or pail is to be placed, and place the

stick about two-fifths of its length on a table (A B). The handle of

the pail should be so placed over the stick as to be in an inclined

position shown by the letters H I, and so that the edge of the pail

may touch the edge of the leg or side of the table. To make the pail

retain its position, another stick (E F G) will be required, the one

end of which should reach to the bottom of the pail, the other end

being fitted into a notch previously cut at the point E, in the first

stick (C D). The stick (E F G) should rest on the edge of the pail at

the point F. The bucket will thus be kept safely balanced, and may,

provided the sticks are fairly strong, without risk be filled with

water.

_The Balanced Stick._--A stick may be balanced and made to stand

upright on the top of the finger by first taking the precaution to

insert into its upper end, at about half an inch from that end, two

knives, or two forks, or two other articles of equal weight. The stick

should be of such a length that the ends of the knives are a trifle

lower than the end of the stick when balanced.

_A similar puzzle is to make a coin turn on its edge on the point of a

needle, or to make a needle turn on its point on the head of a pin._

For either of these puzzles, get a bottle, cork it tightly, and in

the cork (which we will name B) place a needle or a pin; then take

another cork (which we will call X) and cut a slit in one of its ends,

so that the coin to be balanced will fit into the slit. If it is on

a needle that the coin has to be balanced, force the needle into the

cork B point outwards. Now stick two common steel forks, one on either

side, into cork X, so that the forks hang downwards; place the coin in

the slit of the last-mentioned cork and the edge of the coin on the

point of the needle. If the needle is to be balanced on a pin, place

the needle in the same manner; the weight of the forks will keep the

toy balanced, and enable it to be safely spun round without danger of

falling.

[Illustration: Fig. 2.--The Bridge of Knives.]

_The Bridge of Knives_ (Fig. 2).--Three knives may be supported by

their handles on the rims of three cups or glasses in the following

manner:--Place the glasses in a triangle, each side of which shall be

about equal in length to one of the knives to be balanced. The blade of

the first knife should rest on the blade of the second by passing over

it near to the point where the handle and blade are joined, the blade

of the second passing in the same manner over the blade of the third,

which is to be made to rest on the blade of the first. The handles

being then properly placed on each one of the glasses forming the

triangle, the bridge will be made, and it will be strong enough to bear

a considerable weight.

THE SQUARE AND CIRCLE PUZZLE.

Cut a square piece of cardboard, marked as shown in Fig. 3, into four

pieces of equal size and similar shape, so that each piece shall

contain three of the marks, and so that none of the marks are cut. Fig.

4 shows that the puzzle is solved by cutting the lines A from a quarter

down on the left-hand side to half-way across, then down through the

middle to three-quarters of the distance from the top, and then along

to the opposite side of the card. The line B takes a corresponding

course, being commenced on the top line at a quarter of the whole

distance from the right-hand side.

[Illustration:

+-----------------------+

| O O O |

| |

| |

| O O |

| O O |

| O O |

| |

| |

| O O O |

+-----------------------+

Fig. 3.--Square and Circle--The Problem.]

[Illustration:

+-----------------+-----+

| O O B| O |

| | |

+A----------+A | |

| O|O | |

| O B +----+-----+B O |

| | O|O |

| | A+-----------+A

| | |

| O |B O O |

+------+----------------+

Fig. 4.--Square and Circle--The Solution.]

THE CARPENTER'S PUZZLE.

This is very similar to the above. A carpenter had to mend a hole in

a floor which was two feet wide and twelve feet long. The board given

him to mend it with was three feet wide and eight feet long. He was

instructed to entirely cover the hole, to allow no part of the board to

overlap, and he was allowed to cut the board into two pieces only. He

accomplished the feat by cutting the board as shown by the dotted lines

in the annexed Fig. 5, and joining them over the hole in the floor in

the manner shown in Fig. 6.

[Illustration:

+------------------------+

| ............|

|............| |

| |

+------------------------+

Fig. 5.--Carpenter's Puzzle--The Problem.]

[Illustration:

+----------------------+----------+

| _____________| |

| | |

+--------+------------------------+

Fig. 6.--Carpenter's Puzzle--The Solution.]

THE DIVIDED FARM.

This is a still more complicated puzzle of the same description. It is

the last of the sort we shall give, but many more of a like character

may be constructed. A Frenchman died leaving five sons, among whom he

had expressed a wish to divide his farm, on which ten trees grew, so

that they all might live together in the house (represented by the dark

square in the diagrams), and so that each might have an equal share of

land, of a similar shape, each share having two trees growing upon it.

Fig. 7 shows the land before it was divided; the lines in Fig. 8 show

how the fences were put up when the old man's wish had been carried out.

[Illustration:

+---------------+

| * * |

| |

| * * * |

| +---+ |

| * | X | * * |

| +---+ |

| * * |

+---------------+

Fig. 7.--The Undivided Farm.]

[Illustration:

+-------+-------+

| * | * |

| +---+---+ |

| * | * | * |

+---+---+ +---+

| * | X | * | * |

| +---+---+ |

| * | * |

+-------+-------+

Fig. 8.--The Divided Farm.]

THE VERTICAL LINE PUZZLE.

This puzzle is very old; but, although simple, is very good. It may be

treated either as a mechanical or as an arithmetical puzzle. Place six

narrow strips of cardboard of equal length in a row, and add five other

pieces in such a way that the whole form nine only. The result is shown

in the second row of lines, the added pieces being represented by the

dotted lines (Fig. 9). This puzzle may be said to be only a play upon

words, but in most puzzles there is some catch.

[Illustration:

|* | | |* | |* * *

| * | | | * | |

| * | | | * | |* * *

| * | | | * | |

| *| | | *| |* * *

Fig. 9.--The Vertical Line Puzzle.]

THE STRING AND BALLS PUZZLE.

Get a thin piece of wood, bone, or ivory, of the shape shown in the

annexed figure (Fig. 10); bore in it three holes--one at each end, and

one in the middle. Pass a piece of string or twine through the middle

hole, leaving a loop, as shown; on each side of the string thread a

ball or ring, and fasten the two ends of the string with knots at the

holes at the end of the piece of wood. The puzzle is, without removing

the string from the holes or without untying the knots, to get both

balls or rings to the same side of the central loop instead of on

opposite sides. The following is the solution of the puzzle:--Draw the

central loop of the string well down, and slip through it either one or

other of the balls until it reaches the back of the central hole; then

pull the loop through the hole, and pass the ball through the _two_

loops that will thus be formed; draw the string back through the hole

as before, and the ball may easily be passed to that part of the string

on which the other ball has been strung. This plan of passing the loop

through the central hole is a key to all the puzzles of this nature.

Such puzzles appear under various names, but they may all be solved if

the key to this puzzle of the Balls and String is borne in mind.

[Illustration: Fig. 10.--String and Balls Puzzle.]

A somewhat similar, although more complicated puzzle, is that known as

THE PUZZLING RINGS.

This name, by the way, describes the puzzle, but it has been so many

times christened, that no list of names could claim to be a complete

list. The puzzle is smart and neat, but the parts have to be so nicely

fitted, that it would not be easy for an amateur to make it. It may

be purchased at a small cost at any toy-shop. The following is its

description:--In a flat board of wood, bone, or metal are a certain

number of holes--more or less, according to the size of the puzzle.

In each hole a wire is loosely fixed, beaten out into a head at one

end, to prevent the wire slipping through the hole; and the other end

is fastened to a ring, which is also loose. Each wire has been passed

through the ring of the next wire previously to its own ring being

fastened on; and through the whole of the rings runs a wire hoop or

bow, which also contains, within its oblong space, all the wires to

which the rings are fastened, the whole presenting so complicated an

appearance as to make the releasing the rings from the bow seem to be

an impossibility. The puzzle, nevertheless, is to take off the rings.

[Illustration: Fig. 11.--The Seven-ring Puzzle.]

The following is the plan to be followed:--The instructions given are

for removing the rings from a _seven-ring puzzle_ (Fig. 11), that being

the simplest form in which the puzzle is made; but it should be noted

for general guidance that if an even number of rings are on the bow,

the first and second are to be brought down together; if odd, the first

one only. To proceed:--Take the hoop in the left hand, and hold the

puzzle so that the first ring to be taken off is at the end farthest

away from that hand. Draw down the first ring from the bow, and drop

it _down_ through the bow, so that it may be between the board and

the bow; proceed similarly with the third ring; replace the first, by

passing it _up_ through the bow; bring it (the first) to the end of

the bow, bearing in mind that the wires supporting the rings must be

perpendicular between the two sides thereof; bring down the rings 1 and

2 together; then bring down No. 5; take up 1 and 2 together; bring down

1; take up 3 and 1; bring down 1 and 2 together; bring down 4; take up

1 and 2; bring down 1 and 3; take up 1; bring down 1 and 2 together;

and bring down 7; which completes the seven-ring puzzle.

[Illustration: Fig. 12.--Balls and Rings Puzzle.--a, Plan; b, Side

View.]

To put the rings on again:--Put on 1 and 2; bring down 1; take up 3;

and then 1; bring down 1; and so on, always taking up the first or

outward rings.

The seven-ring puzzle is, as already stated, the simplest of these

puzzles, as the ten-ring puzzle is usually the most complicated. To

perform the ten-ring puzzle it has been computed requires no less than

681 moves. The instructions given above apply equally well to both, if

only the note as to an odd or even number of rings to be removed is

remembered.

The puzzle of the _Balls and Rings_ (Fig. 12) has points of similarity

with the above, and also with that of the _string and balls_ puzzle.

The _balls and rings_ puzzle is very ingenious, and should be asked for

at the toy-shop. It consists of a round frame of mahogany, about two

inches in width and a quarter of an inch thick. In this frame, and at

regular intervals, are holes, between which are placed, on the one side

of the frame, rings, and on the other side, balls. The rings and balls

are made fast with a cord, which passes through each ring and each

ball, and also through all the holes in the frame, the ends of the cord

being tied in a cross. The puzzle is to reverse the position of both

the rings and the balls from one side of the frame to the other.

As indicated in the _String and Balls_ puzzle, the key to this and

similar puzzles is to be found in a loop of string, which is usually

concealed in some part of the puzzle. The loop should be pulled out or

through the wood, and passed over the ball nearest to it; the solution

of the puzzle will then be apparent.

THE STAFF PUZZLE, THE VICTORIA PUZZLE, AND THE ARTILLERY PUZZLE.

These are all ingenious puzzles of this class, introduced by Mr.

Cremer, of Regent Street, who issues the keys for the solution of the

puzzles with the toys.

THE SIX ROWS PUZZLE.

Place twelve counters in six rows in such a manner that there shall be

four counters in each row. Fig. 13 shows how the puzzle is solved.

[Illustration: Fig. 13.--The Six Rows Puzzle.]

THE SIX SQUARE PUZZLE.

Place twelve counters on a piece of slate or cardboard, so that

they would be at the angles of six squares, as shown in M, in the

accompanying diagram (Fig. 14). The puzzle then is to take away three

counters, so that the remaining nine counters shall describe three

squares only. The solution is shown in N, Fig. 14. The twelve counters

form the six squares A, B, C, D, E, F, whereas upon the counters 1, 2,

and 12 being removed the squares C, D, and E only are left.

[Illustration:

M

1 2 3 4 3 4

*---*---*---* N *---*

| A | B | C | 6 | C |

5 *---*---*---*8 5 *---*---*---*8

| D | E | F | | D | E |

*---*---*---* *---*---*

9 10 11 12 9 10 11

Fig. 14.--The Six Square Problem--The Problem (m) and the Solution (n).]

[Transcriber's Note: For clarity, counters 6 and 7 are not labeled in

board "M," and counter 7 is not labeled in board "N."]

THE MAGIC OCTAGON.

Out of a piece of stiff cardboard, cut four of each of the three

designs shown in Fig. 15, A, and so join them together that they form

an octagon figure. The pieces numbered 1 are to be fitted together

in the centre, the pieces 2 and 3 being placed alternately round the

pieces numbered 1, after those pieces have been fitted together (Fig.

15, B).

[Illustration: Fig. 15.--The Magic Octagon--a, The Pieces; b, The

Octagon.]

THE ACCOMMODATING SQUARE.

Cut out eight squares of cardboard; divide four of them into halves,

cutting them from corner to corner, so that there are in all twelve

pieces. The puzzle is to form a square with the twelve pieces. It is

to be done as shown in the accompanying plan. The four squares and the

eight triangular pieces are numbered respectively 1 to 4 and 5 to 12

(Fig. 16).

[Illustration: Fig. 16.--The Accommodating Square.]

THE MAGIC CROSS.

Take three pieces of cardboard of the shape of the figure numbered 1 in

Fig. 17, A, and one piece each of the shapes of 2 and 3. The pieces may

be of any size, but it is hardly necessary to say that relatively each

one must correspond with the sizes and shapes indicated in the diagram.

Fig. 17, B, shows the pieces when put together and forming the cross.

[Illustration: Fig. 17.--a, The Pieces. b, The Cross.]

TO TAKE A MAN'S WAISTCOAT OFF WITHOUT REMOVING HIS COAT.

Cassell's Book of In-door Amusements, Card Games, and Fireside Fun · 第 4 / 8 章