The players, with the exception of one sent from the room, must be
seated in a circle. The person having left will represent the Sea. All
others must now decide on an assumed name, which is also the name of
a fish; for example, trout, red snapper, pickerel. This done, the Sea
returns and walks slowly around the outside of the ring, calling her
children, one after another, by the different names they have selected,
until all have risen and followed her. Then the Sea must run with a
varied motion, sometimes rapid, sometimes slow, exclaiming, “The Sea
is troubled! the Sea is troubled!” Suddenly she seats herself, and her
example is followed by her children. The unfortunate individual who is
unable to secure a chair becomes the Sea, and the game is continued as
before.