But the game is not restricted to the two originally sent out. As soon

as either Duke sees one of his men pressed by an opponent, he sends out

a third, who is in his turn pursued by another from the opposing side;

each being allowed to touch any who have preceded, but none who have

left their fort after him. The war soon becomes exciting; prisoners are

made and released, the two Dukes watching the game, and rarely exposing

themselves, except in cases of emergency, but directing the whole

proceedings. The game is considered won, when one party has succeeded

in imprisoning the whole of the other side.

Much depends upon the Commanders, who sometimes, by a bold dash,

rescue the most important of their men, and thereby turn the fate of

the battle; or when the attention of the opposite side is occupied by

some hardly-contested struggle, send out a player who walks quietly

up to the prison, and without attracting the notice of the opposing

party, lets out a prisoner. No player is permitted to touch more than

one person until he has returned to his fort; when he can sally out

again, armed with fresh strength, like Antæus of old, who could not

be conquered at wrestling because whenever he touched the ground his

strength was renewed by his Mother Earth.

POST-OFFICE.

THIS family game is instructive as well as amusing. Each one present

writes a poem, anecdote, essay, or a letter to some person either

present or absent. The articles written should be concise and must in

all cases be original. Any one who chooses to do so can disguise his

handwriting. The papers, as they are completed, are carefully folded

and directed, and then deposited in a covered box placed on the table.

The post-master must be chosen by the company. He has the right to open

all the letters and papers, first announcing to whom each is directed,

and reads them aloud. After the reading, the papers are distributed

according to the directions written upon them.

Young people who write for the “family portfolio” soon become very much

interested in it, and find themselves acquiring a ready use of the pen.

HANDWRITING UPON THE WALL.

CUT the word or words to be shown, out of a thick card or pasteboard;

place it before a lighted lamp, and the writing will be distinctly seen

upon the wall of the room.

GRACES.

THIS also is an old game, but should be revived, as it is as beneficial

as many of the exercises in the gymnasium, and quite as _graceful_. It

is of German origin, and can be played in the open air, or in any hall

or long room.

[Illustration]

To play the game you need four smooth, round sticks nearly

three-quarters of a yard long. The stick at one end should be just

large enough to be grasped firmly by the hand, and should be tapered

gradually to the end. These sticks, or grace wands, may be prettily

painted and wound near the large end, where they are held, with fancy

ribbons. The hoops are from ten to twelve inches in diameter, made of

some light wood, as bamboo, covered with bright colored silks and wound

with silver cord or some tinsel chenille.

The game is usually played by only two players, each taking two wands

and one hoop, and standing at a distance from each other; the two

wands are held in the hands across each other like open scissors. The

object is to throw and catch the hoop upon these wands. When trying to

catch the hoop the sticks are held like scissors shut, and are opened

apart when the hoop is thrown from you. If you can crown your opponent

without her catching the hoop, a kiss is the old-established forfeit.

The object of the game, as in “Shuttlecock and Battledoor,” is to keep

both hoops flying without once touching the floor. Beginners had better

first play with only one hoop.

FAMILY NEWSPAPER.

THIS is an excellent pastime for a large family, or several families

can unite in it. Choose the most ready writer, and the person of the

best judgment among your number, for the editor. He must also be a good

penman. Your paper can be a weekly or a monthly journal as you please.

Every member of the family must contribute one or more articles for the

paper, either serious, laughable, instructive or absurd pieces, and

give to the editor in season for him to arrange his paper, and publish

it at the appointed time. Such as wish to conceal their authorship must

notify the editor, and he is bound in honor not to reveal the name of

any writer without his permission. Large sheets can be procured, or two

or more small ones can be used together. The paper can then be read

aloud to the family, or each can read it separately. The family paper

will be found to add another link to the home chain. All the papers

thus prepared should be carefully preserved, and in after years they

will prove a source of pleasure. Most vividly will they bring by-gone

days before you.

A friend of mine lately told me of a newspaper of this description,

edited by a nephew only eleven years of age. She said that its perfect

regularity and neatness were beautiful to see. He printed the whole

with a pen, and it was arranged in proper newspaper form. The leading

editorials first, followed by a letter from abroad, anecdotes, terrible

accidents, telegraph news, marriages, deaths, advertisements, etc.,

etc. He was one of a family of nine. Every member of the family wrote

for it, even a little girl of six wrote an anecdote about her pet lamb.

[Illustration]

Games of Memory.

FRENCH and English exercises of the memory, such as the following, may

serve to amuse some leisure hour. The first is entitled the “Grand

Panjandrum:”—“She went into the garden to cut a cabbage leaf to make

an apple pie; and at the same time a great she-bear coming up the

street pops its head into the shop. ‘What! no soap?’ So he died, and

she very imprudently married the barber; and there were present the

Picininnies, and the Joblillies, and the Gurgulies, and the great

Panjandrum himself, with the little round button at top; and they all

fell to playing the game of ‘catch as catch can,’ till the gunpowder

ran out at the heels of their boots.”

“Peter Piper picked a peck of pickled peppers,

A peck of pickled peppers Peter Piper picked;

If Peter Piper picked a peck of pickled peppers,

Where is the peck of pickled peppers Peter Piper picked?”

“When a twister twisting would twist him a twist,

For twisting his twist three twists he will twist;

But if one of his twists untwists from the twist,

The twist untwisting untwists the twist.”

“Didon dina, dit on, du dos d’un dodu dindon.”

“Robert Rowley rolled a round roll round;

A round roll Robert Rowley rolled round;

Where rolled the round roll Robert Rowley rolled round?”

A FRENCHMAN having taken herb tea for a cough, his neighbor asked him,

“Ton Thè, t’a t’il otè ta toux?”

“LE JARDIN DE MA TANTE.”

LE vient du jardin de ma tante. O, qu’il est beau le jardin de ma

tante! Dans le jardin de ma tante, il y a un arbre. O, qu’il est beau

l’arbre du jardin de ma tante! Dans l’arbre du jardin de ma tante, il y

a un trou. O, qu’il est beau le trou, de l’arbre du jardin de ma tante!

Dans le trou, de l’arbre, du jardin, de ma tante, il y a un nid. O,

qu’il est beau le nid, du trou, de l’arbre, du jardin de ma tante! Dans

la nid, du trou, de l’arbre, du jardin, de ma tante, il y a un oiseau.

O, qu’il est beau l’oiseau du nid, du trou, de l’arbre, du jardin, de

ma tante!

L’oiseau du nid, du trou, de l’arbre, du jardin, de ma tante, porte

dans son bec un billet, ou ces mots sont écrits:—“Je vous aime,” O,

qu’ils sont doux ces mots, “Je vous aime,” qui sont écrits sur le

billet porté dans le bec, de l’oiseau, du nid, du trou, de l’arbre, du

jardin, de ma tante.

A GOOD FAT HEN.

1. A GOOD fat hen.

2. Two ducks and one good fat hen.

3. Three squalling wild geese, two ducks, and one good fat hen.

4. Four plump partridges, three squalling wild geese, two ducks, and

one good fat hen.

5. Five hundred Limerick oysters, four plump partridges, three

squalling wild geese, two ducks, and one good fat hen.

6. Six pairs of Don Alphonso’s tweezers, five hundred Limerick oysters,

four plump partridges, three squalling wild geese, two ducks, and one

good fat hen.

7. Seven hundred Macedonian horsemen drawn up in line of battle, six

pairs of Don Alphonso’s tweezers, five hundred Limerick oysters, four

plump partridges, three squalling wild geese, two ducks, and one good

fat hen.

8. Eight cages of Heliogabulus sparrowkites, seven hundred Macedonian

horsemen drawn up in line of battle, six pairs of Don Alphonso’s

tweezers, five hundred Limerick oysters, four plump partridges, three

squalling wild geese, two ducks, and one good fat hen.

9. Nine sympathetic, epithetic, didactic propositions, eight cages of

Heliogabulus sparrowkites, seven hundred Macedonian horsemen drawn up

in line of battle, six pairs of Don Alphonso’s tweezers, five hundred

Limerick oysters, four plump partridges, three squalling wild geese,

two ducks, and one good fat hen.

10. Ten helioscopic, peroscopic, pharmaceutical tubes, nine

sympathetic, epithetic, didactic propositions, eight cages of

Heliogabulus sparrowkites, seven hundred Macedonian horsemen drawn up

in line of battle, six pairs of Don Alphonso’s tweezers, five hundred

Limerick oysters, four plump partridges, three squalling wild geese,

two ducks, and one good fat hen

11. Eleven flat bottomed fly boats floating from Madagascar to

Mount Prunello, ten helioscopic, peroscopic, pharmaceutical tubes,

nine sympathetic, epithetic, didactic propositions, eight cages of

Heliogabulus sparrowkites, seven hundred Macedonian horsemen drawn up

in line of battle, six pairs of Don Alphonso’s tweezers, five hundred

Limerick oysters, four plump partridges, three squalling wild geese,

two ducks, and one good fat hen.

12. Twelve European dancing masters sent to Egypt to teach the

Egyptian mummies to dance and sing, eleven flat bottomed fly boats

floating from Madagascar to Mount Prunello, ten helioscopic,

peroscopic, pharmaceutical tubes, nine sympathetic, epithetic,

didactic propositions, eight cages of Heliogabulus sparrowkites, seven

hundred Macedonian horsemen drawn up in line of battle, six pairs of

Don Alphonso’s tweezers, five hundred Limerick oysters, four plump

partridges, three squalling wild geese, two ducks, and one good fat hen.

[Illustration: “CAN’T REMEMBER.”]

Parlor Games.

SQUAILS is a modern English game. The incompleteness of the original

rules, and the ridiculous terms employed in the game have prejudiced

many sensible people against it. Relieved of these absurdities, the

game is an interesting one.

Materials.

The materials for this game consist of sixteen squails, a target, and

a gauge. The squails are small discs of wood, about two inches in

diameter, eight of light and eight of dark colored wood. The squails

are designated by four distinct colors—two light and two dark of each

color. The target is of ivory, about one inch in diameter, and loaded

so as not to be easily moved or overturned. The gauge is a measure

three inches long, made with a convenient handle.

The method of the game is as follows: The company being seated around

a dining table, the squails are distributed to them, and the target

placed in the center of the table. Now the object of each player is

to drive his squails as near the target as possible, by allowing the

squail to project over the side of the table about one-fourth its size,

and striking it with the palm of the hand.

[Illustration]

Vocabulary of Terms.

TARGET.—The movable hub at which the squails are played.

GAUGE.—The measure.

LINE OF DEMARCATION.—An imaginary line round the table, at the

distance of the length of the gauge from the edge.

OUT.—A squail struck over the line of demarcation on the opposite side

from the player striking it, is “out.”

TO ROUT.—To strike a collection of enemy’s squails so as to scatter

them about.

TO BLOCKADE.—To leave one’s squails in such a position as to block up

a passage in which the next hostile player could play to advantage.

TO CUT OUT.—To leave one’s squails between the target, a hostile

squail lying near it.

Rules.

The game of squails may be played by any number of persons not

exceeding eight. If the number of players is even, half will play on

one side and half on the other—one side taking the light squails and

the other the dark ones. The players of the opposing sides must be

seated alternately round the table. If there is an uneven number of

players, there are no sides, and all are antagonistic to each other.

A captain is chosen on each side, to whom the players may look for

advice, and who shall decide the amount to be scored at each round.

The first play, if there are sides, is determined by the two captains

playing one squail each at the target, the one who drives his squail

nearest to the target having the first play. If an odd number

play, each one plays in a like manner for the lead. The lead being

determined, the commencing player places one of his squails about one

quarter off the edge of the table, and strikes it with the palm of his

hand, aiming at the target which is in the center of the table. The

squails slide on the surface of the table.

The players must play one at a time in rotation, with the course of the

sun—i. e. from right to left. When all the squails have been played a

round is finished, and the nearest squail to the target counts one if

within the distance of the gauge. If more than one of the same side are

nearer than any of the other color, they all count one each, provided

they are within the distance of the length of the gauge—i. e. three

inches. A player can strike his squail from any position around the

table which he can reach without moving from his chair, or rising from

his seat.

If the target is moved by a squail from its place, and does not cross

the line of demarcation, it must remain where it stops, unless it is

rolling and unsteady; in which case the next player can stand it firmly

in the place where he finds it, and all must play at it in its new

position till that round is finished. Before commencing a new round the

target must be placed back to the center of the table.

At the end of a round, the captain of one side makes his claim for

so many “in,” and if the claim is disputed, the gauge is used by the

disputing captain to measure the distance from the target to the

disputed squails. If the captain of the side who claims one or more

squails “in” at the conclusion of the round touches them before they

have been allowed by the captain of the opposition, the squail or

squails so touched are null, and do not count towards the game. The

winner of one round begins the next.

If the target is struck across the line of demarcation, i. e. “out,” it

terminates that round; the person who sent it out commences the next

round, and one is added to the score of the adversary.

The game can consist of any number agreed upon by the players. Five is

a short game, and eleven is a long one.

A squail having been struck so far on the table as not to be touched

by the gauge, measuring from the edge of the table, is considered as

played, and cannot be taken back. It is then said to have passed the

line of demarcation. If a squail passes the line of demarcation twice,

i. e. goes across the table, one of the opposing side must cry, “That

squail is out,” before the next squail in succession has been played,

otherwise, the owner may claim it, and play it again at the conclusion

of the round. If more than one squail is “out,” and not cried, they may

all be claimed and played at the end of the round in the order in which

they were “out.”

PARLOR OR CARPET BOWLS.

THE materials of this game are one white ball, and a number of other

balls, designated by four distinct colors. It is played as follows:

Place the white ball on the floor near one end of the room with perhaps

a row of books behind it, to protect the finish.

[Illustration]

Divide the remaining balls equally among the players, or give an equal

number of balls to each player. If four play, it is more interesting

to form sides, the two players on one side taking the dark balls, and

the other two the light ones. Blue and black are considered dark—red

and yellow, light. The players, retiring to some part of the room more

or less distant from the white ball, now bowl the colored balls, which

they hold, at the white one, by turns. Each player bowls one ball at a

time, the play passing around the company as many times as there are

colored balls for each player. The first bowl goes by turn, as the last

bowl is the most valuable. The object of each player is to have the

balls that he bowls rest as near as possible to the white one, and

also to drive his enemy’s balls away from the white one, or the white

one away from them. When all the balls have been bowled, the ball that

lies nearest the white one counts 4; the one next nearest, 2; and the

third nearest, 1—to the person or side to which they belong. Thus, we

will suppose that of the three balls lying nearest to the white ball,

the nearest one belongs to the dark side, and the two next nearest

belong to the light side. Then the dark side scores 4, and the light

side 2 and 1, making 3. But if the _three_ nearest balls had belonged

to the dark side, they would have scored 7, and the light side nothing.

The game may be 20, or any other number agreed upon by the players

before commencing, and the player or side that gains that number first

wins the game. Should the game be nearly equal, so that both sides gain

20 in the same hand, then the side that makes the greatest number wins.

The white ball must remain wherever it is rolled by the playing of the

balls during each hand and placed back on some designated spot at the

_commencement_ of each hand. If two balls belonging to opposite parties

are equally distant from the white ball, it is a tie, and the two

players who bowled those balls must try again, and the one whose ball

is nearest will count 4, the other 3.

THE UNION GAME, OR RED, WHITE AND BLUE.

THIS is an excellent parlor game. Any person possessing a croquet

board, by taking out the hoops, can use it for the Union game, although

a square or round board is better; if square, the board should measure

from three and a half to four feet each way; if round, from three and a

half to four feet in diameter. The board should be firmly made of well

seasoned wood, and covered with cloth or green baize. It should have a

rim or fence around the edge, just sufficient to prevent the balls from

rolling off the board. It is necessary to have three cubes made of some

light wood, about an inch and a half each way; one should be painted

red, one white, and one blue, with a star on each face.

Each player should have three balls, painted red, white and blue, and a

mallet. The balls and mallets may be the same used in parlor croquet.

If this game is played on a board, it is necessary, in order to avoid

any disputes, to have a square marked in the centre in which to place

the cubes. A croquet board can be adapted to the game by removing the

central hoop.

All persons, who prefer not to use a board, can play the game on the

floor, by placing the cubes on some central figure of the carpet. By

using larger blocks and the croquet balls and mallets, this game can be

played on a level spot of ground, in the open air.

How the Game is to be Played.

Place the red cube in the centre of the board, the white diagonally on

top of the red, and on top of the white place the blue cube, with its

sides square with the red. The person to commence the game is chosen by

lot. He places his red ball at the distance of a mallet’s head from the

edge of the board, and tries to send his ball against the cubes in the

centre; he can roll his three balls in succession, and at the end of

his play take back his balls and replace the cubes, if their position

has been changed by his play. The player on his left then plays his

three balls, and each in turn, until all have played. The same thing is

repeated until three rounds have been played.

Rules of the Game.

1. Each player must play from the place he first selects, and at the

same distance from the cubes as the other players, or forfeit his play.

2. If a player with his red ball throws down the blue and white cubes

and moves the red cube over the square marked, it counts him 20, and

he need not play the white or blue ball, but whatever points he wins

during the second round with the first two balls counts on the first

roll.

3. If a player only throws down the blue and white cubes without moving

the red from its square, he counts 15.

4. If a player only knocks off the blue cube, he counts 10.

5. If a player only moves the three cubes, he counts 5.

6. If a player with the first two balls throws down two cubes and moves

the under red cube, his play is finished for that round, and when his

next turn comes, he can add what he wins with the first ball to the

count on his former play.

7. If a player knocks the three cubes down in the three rolls, he

counts 20, and if he only knocks down two in three rolls without moving

the red, he counts 15; if only the blue cube he counts 10; if he merely

moves them all together he counts 5 for the three balls; if he hits

them but does not move them he counts nothing.

8. If in rolling the three balls at the cubes he misses them every

time, he loses 5 from his score.

One of the company should be provided with pencil and paper and keep an

accurate account of each player’s score.

ZOETROPE, OR WHEEL OF LIFE.

THE Zoetrope is a newly invented toy. It presents a series of striking

optical delusions, and is constructed in part on the principle of the

Phenakestoscope, though altogether different in its arrangement and

effect. It can be exhibited on a table in the middle of a room, and a

dozen or more can be amused by it at the same time, one of the party

keeping it in motion. The exhibitor can give such description of the

pictures as they appear as he thinks best. A bright boy or girl can

add very much to the interest of the exhibition by witty descriptions.

The exhibitor can announce his performance to a family party in a

high-flown handbill, charge an admission fee to the room, and carry out

the exhibition in the most approved style. The toy is admirably adapted

for the entertainment of children.

[Illustration]

GRECIAN GAMES.

IN reading an account of the toys, sports and pastimes of the ancient

Greeks, one is surprised at their resemblance to our own. They had

many games now in common use, and supposed to be of modern invention. A

Grecian philosopher named Archytas invented the child’s rattle.

Our children would like to revive the hoops of the ancient Greeks. They

surely were more tasteful than ours. I will describe them, and perhaps

some enterprising boy will try to imitate, if not surpass them. They

were made of bronze, three feet in diameter, very light, and adorned

with little spherical bells and movable rings, which jingled musically

as the hoops rolled along; the hoop stick was crooked at the point, and

called a “plectron.”

Boys! do not be outdone by the young Greeks. Try and invent a hoop with

bells of different tones, that will play a melody as it rolls. Some

iron hoops have bells, but they are not musical. The Egyptians, too,

excelled in toys of all kinds.

JACK-STRAWS.

JACK-STRAWS were played centuries ago, and like many other good old

games, have come into fashion anew and with some improvements. The

game may be played with straws or fine splinters of wood, four or five

inches in length. The straws are gathered in a bunch, not tied, but

held firmly together by one end of the bunch, in the hand, a few inches

above the table. Held in this manner the bunch will be spread at the

bottom, somewhat in the form of a haystack. The player suddenly drops

the bunch, and the straws fall in an irregular heap on the table. Each

player is provided with a straw or stick, on one end of which a small

hook or crooked pin is made fast, and each in turn tries to draw with

his hook a single straw from the heap without moving in the slightest

degree, any straw except the one he seeks to remove. If he succeeds,

he keeps the straw, and proceeds to draw out another or others, but

whenever he disturbs any other than the one straw he gives up his turn

to his opponent. The one who gains the largest number of straws wins

the game.

The jack-straws sold in the toy shops are usually made of wood, and

each bunch contains pieces roughly representing kings, queens, bishops,

&c. Each of these pieces has a number marked on it, and when one of

them is drawn from the heap, it counts for the player as many straws as

its number indicates. If the players so agree, each can gather up the

straws, as often as his turn comes, and drop them anew.

[Illustration: JACK-STRAWS.]

Games for Little Children.

Popular Pastimes for Field and Fireside, or Amusements for young and old · 第 13 / 15 段