DANCE, THUMBKIN, DANCE! is a game by which an older person can amuse

a number of little children. It is played by holding up the hand and

bending thumb and fingers in the following manner. First, put the

thumb in motion, singing in a lively tune, “Dance, thumbkin, dance;”

then keep the thumb still and move the four fingers, singing, “Dance,

ye merry men, every one, for thumbkin he can dance alone.” Then move

the forefinger and sing, “Dance, foreman, dance!” Then move all the

fingers, singing, “Dance, ye merry men, every one, for foreman he can

dance alone.” Then keep the second finger in motion, singing, “Dance,

middleman, dance!” Then move all the fingers, singing, “Dance, ye

merry men, every one, for middleman he can dance alone.” Then in the

same manner repeat the process with the two other fingers, calling the

third finger “ring-man,” and the fourth finger “little-man.” When these

changes are done rapidly, it entertains even babies.

UNCLE JOHN.

ALL the children who join this game must stand in a circle holding each

others’ hands, and as they walk or dance around they sing the following

words:

“Uncle John is very sick. What shall we send him?

A piece of pie, a piece of cake, a piece of apple dumpling.

What shall we send it in? In a golden saucer.

Who shall we send it by? By the king’s daughter.

D-o-w-n, down.”

Then all must kneel down as quickly as possible, and rise up at once,

the one who is the last to kneel must, when they all rise, whisper to

some one a girl’s or boy’s name, and then all join in the circle, the

one who knelt last facing outwards. Then they all repeat as follows,

making use of the name whispered:

“J—— B—— so they say

Goes a courting night and day,

Sword and pistol by his side,

M—— L—— shall be his bride,

She has sparks, one, two, three,

I can tell you who they be,

Joel, Toel, half a day,

Exel, Toel, turn away.”

All again commence to sing “Uncle John is very sick,” &c., this

continues until each one faces outwards in turn or they are weary of it.

MOTHER GOOSE.

THIS is a new and amusing game for little children. One among their

number must be chosen to take the part of “Mother Goose,” and she must

arrange her forces in a line, and place a cricket in the centre of

the room. She then leads off, clapping her hands and dancing slowly,

saying, “Hi, diddle, diddle, the cat’s in the fiddle.” All must

follow her, saying and acting exactly as she does, on penalty of a

forfeit. She then imitates the mewing of a cat and all imitate her.

She then repeats “the cow jumped over the moon,” and “Mother Goose”

runs and jumps over the cricket, all the others following her. Again

they pass round the room singing, “The little dog laughed to see the

sport.” Suddenly she stops and laughs heartily, each one imitating her,

and away they go again, singing, “The dish ran away with the spoon.”

“Mother Goose” then claps her hands as a signal for all to run, and off

they start, she after them; if she succeeds in catching one, she cries

out, “Here is Mother Goose,” and all assemble round her, and the play

commences again. If played in the open air, it is well to have some

post or tree as a goal, and if “Mother Goose” does not catch some one

before it is reached, she has to act her part again.

“CLAP OUT AND CLAP IN.”

ALL the girls in the party arrange themselves behind chairs, sofas,

ottomans, &c., all the boys being sent out of the room, one girl stands

as door-keeper. Some girl then calls out the name of a boy whom she

wishes to take the seat in front of her, the door-keeper opens the door

and calls out the name. The boy called enters and the door is shut;

he looks all around wondering who has chosen him, and finally takes a

seat. If he happens to sit down in front of the girl who called his

name she kisses him, and he keeps his seat; but if not, as is most

likely to be the case, they all clap him out, and away he goes. Another

is then chosen and the same thing is gone through; sometimes a favorite

boy will be called in a number of times before he guesses correctly.

When all the girls have taken their turn in calling, they leave the

room, and the boys take their stand behind the seats, and the girls are

called in.

FINGERS AND THUMBS.

[Illustration:

One finger one thumb keep moving, One finger one thumb

keep moving, One finger one thumb keep moving, Gee

up, Ge I, Ge O, Two fingers one thumb keep moving, &c.]

Three [fingers, one thumb,] keep moving. Three, &c.

Four [fingers, one thumb,] keep moving. Four, &c.

Five [fingers, one thumb,] keep moving. Five, &c.

Six [fingers, one thumb,] keep moving. Six, &c.

Seven [fingers, one thumb,] keep moving. Seven, &c.

Eight [fingers, one thumb,] keep moving. Eight, &c.

Eight [fingers, two thumbs,] keep moving. Eight, &c.

Eight [fingers, two thumbs and one arm,] keep moving. Eight, &c.

Eight [fingers, two thumbs and two arms,] keep moving. Eight, &c.

Eight [fingers, two thumbs, two arms and one foot,] keep moving.

Eight, &c.

Eight [fingers, two thumbs, two arms, and two feet,] keep moving.

Eight, &c.

Eight [fingers, two thumbs, two arms, two feet, and your head,] keep

moving. Eight, &c.

The words in brackets must be sung on one note, as in chants; and each

line must be repeated three times, as arranged under the above notes.

The person selected to commence this game must arrange all the players

in a circle, either seated or standing as he directs. Each must follow

the motions of the leader, and join him in singing. When the leader is

ready to commence the game he must clap his hands. He then begins to

move his fore-finger and thumb, and sings the words as arranged at the

beginning of these directions. All the motions he makes must correspond

with the words he sings, and each player must imitate his motions, and

continue them through the game. All the fingers, thumbs, arms, feet and

heads in the room will soon be in motion. The effect of this game is

quite laughable. The persons joining in this play can recite the words

without singing, if they prefer.

“YOU ARE NOTHING BUT A GOOSE.”

THIS play consists in telling a story for the amusement of little

children, and at the same time drawing figures on a slate or paper in

illustration of it. For instance, “An old man and his wife lived in

a little cabin. I will draw it with my pencil, so that you may know

it. There it is, (here make a picture of the cabin.) This cabin had

a window, which I will make thus, (here put in the window.) Near the

window was a projecting door, like this, (here put in the door.) On the

side opposite the door was a road, bordered on one side by a hedge,

(draw the road and hedge.) This road terminated in a large pond, (mark

out the pond,) and herbs grew round it, (mark them.) One night some

robbers came to the further end of the pond, (make some marks for

robbers.) The old woman heard them and told her husband to get up and

see what was the matter. The old people walked down to the side of the

pond, (make marks for the old people on the side of the pond.) Each

of them held out a hand to caution the other to keep silence, (mark

the hands.) But they did not hear anything, for the robbers had taken

fright and had run away. After standing out in the cold for a long

time, the old man said to his wife, ‘Go along back to the house, you

are nothing but a goose.’ At this point you hold up your paper and it

will be seen that you have made a picture of a goose. The subjoined cut

illustrates the progress of the picture.”

[Illustration]

While telling the story you must be careful that the lookers-on see the

growing picture sideways, or upside down; otherwise they may suspect

your design before the picture is complete. Other simple stories can be

illustrated in like manner.

BUZZ.

PROMPTNESS is very necessary in this game. Any number of children

excepting seven, both girls and boys, seat themselves round a table,

or in a circle. One begins the game by saying, “One!” the child on the

left says “two!” so on till they come to seven, which number must not

be mentioned, but in place thereof the word “Buzz!” Whenever a number

occurs in which the figure seven is used or any number into which seven

may be multiplied, “Buzz” must be used instead of that number. Such

are the numbers, 7, 14, 17, 21, 27, 28, 35, 37, 42, &c., &c. Any one

mentioning a number with seven in it instead of “Buzz,” or calling out

of turn, or naming a wrong number, must pay a forfeit. After she has

paid her forfeit, she calls out, “One!” and so it goes round again

to the left. When by a little practice the circle gets as high as

seventy-one, then, “Buzz one,” “Buzz two,” &c., must be used, and for

seventy-seven, “Buzz-Buzz,” and so on. If the person whose turn it is

to speak delays longer than while any one of the circle can moderately

count five, she must pay a forfeit.

THE PUZZLE WALL.

[Illustration: FIGURE ONE.]

[Illustration: FIGURE TWO.]

SUPPOSE there was a pond, around which four poor men build their

houses, as in figure one. Suppose four wicked rich men afterward built

houses around the poor people, as in figure two, and wished to have all

the water of the pond to themselves. How could they build a high wall,

so as to shut out the poor people from the pond? You might try on your

slate a great while and not do it. I will show you:

[Illustration]

DOLLS.

GIVE your girls a number of substantial dolls to play with, and pieces

of cotton cloth, calico or muslin-delaine, ribbons, &c., with which to

make dresses; and do not buy elegantly dressed dolls, which can only be

used on great occasions. I will tell you how a little girl I once knew

played dolls. Her first doll was a “rag baby” that her aunt made and

dressed for her, like a real child. She had even a night-dress and cap.

She would amuse herself by hours together, dressing, undressing and

singing it to sleep; she would have it in her arms every night. As she

grew older she carefully treasured all bits of finery, and everything

she could manufacture into clothing for her doll. A little girl lived

near and they used to visit daily with their dolls. Christmas always

added to their treasures, and they finally concluded to join forces

and commence a baby-house on a large scale in a spare room. They had

a parlor, dining-room, bed-rooms, kitchen and pantry, all completely

furnished, and a dozen nice dolls. Every leisure moment was spent in

this baby-house. They had regular washings and ironings. They had

little tubs and flat-irons of their own. They baked bread, cookies and

ginger-cakes, for their mother’s cook would good-naturedly show them

how to mix and make wee bits of loaves. A thimble was often used as a

cookie or biscuit cutter.

Such plays give girls a taste for domestic employments, and aid them in

becoming good housekeepers, and good housekeeping is always a desirable

and sometimes a very necessary accomplishment.

They would often “play school,” and in asking questions, and answering

for their dolls, the lessons they were taught at school, were more

firmly impressed on their minds.

If they had birthday parties, company was always invited at two; and

their “party” (that is, refreshments,) were served at half-past four in

Winter, and five in Summer. Beaux they did not think of. If little boys

joined them, they were their playmates, and no more. They always took

their dolls, and after playing simple games they would resort to them

as their chief amusement.

BOYS.

IF boys desire a hammer, nails, boards, &c., do not deny them. When

a baby girl commences to play with a doll, a baby boy will pound, or

pretend to hammer nails, or drive horses. It is useless to attempt to

make boys love quiet sports. Set aside some spare spot in your house,

where the noise will not disturb your household, or, what is better,

build a little work-room especially for their use. It will be money

well invested. Thus by early cultivating their tastes and by giving

them employment, seed may be sown which will yield an abundant harvest.

Mothers! do not, by yielding to your over-sensitive nerves, stupefy

your boys. If they are good for anything, they must and will make a

noise. It is better to let them have a place of their own, but you

should frequently inspect their work or play, and let them see you are

interested in all they do. If they make you a flower frame, praise it,

and if they show a taste for mechanics suggest to them other useful

articles to be constructed, such as boxes, silk-winders, &c. When

you make presents give them tools. Encourage them also by judicious

rewards, to keep their room neat and their tools in order.

The following simple directions for making a few useful articles may be

of service to boys who like to exercise their mechanical ingenuity.

Flower Frames.

Simple frames are made by taking two long narrow strips of wood and

several small ones of different lengths, and nailing the latter to

the long ones at equal distances apart, or a still better way is to

make holes in the long strips and insert the ends of the short ones.

When they are finished paint them green. These frames can be made in

the form of a partly opened fan. A square frame can easily be made.

The prettiest frames are made of willows, wire, or rattans. Take

strips of wood and burn or bore holes through them at equal distances.

Then insert the wire, or rattan, or willow, and twist them around in

different forms, fastening the ends firm; then paint or varnish them.

Boxes.

Pretty boxes can be made of any common wood, by simply staining them

with asphaltum varnish. Then varnish with several coats of copal.

After they are well dried, take some pumice-stone and polish them. If

necessary, varnish carefully once again. Your common pine wood will

then be turned into black walnut, highly polished. Picture frames,

brackets, little book-racks, stands, crickets, and even sleds and

wagons can easily be made by an ingenious boy, and stained in this

manner or painted. Your sisters can ornament them with leather work

made to imitate carved wood. If you are puzzled in making any of these

articles, go to any workshop and the workmen will tell you how to make

them, if you speak properly to them. Never say, my dear boys, you have

nothing to do.

PLAY-GROUND RHYMES.

THESE are used by boys and girls in selecting the leaders of their

games, instead of drawing lots. The following rhymes are in common use:

One is all, two is all,

Zick is all, zan;

Bob-tail vinegar,

Tickle ’em, tan.

Harum-scarum,

Virginia Marum,

Tee-taw-buck.

Little boy driving cattle,

Don’t you hear his money rattle?

One, two, three—out goes he.

Aina, maina, ickery on

Feelsa, folsa, Nicholas John

Quever, quaver, English naver,

Stingum, stangum, jollo buck.

Aina, maina, mona, mike,

Barcelona, bona, strike;

Airy, wairy, dina, snack,

Harico, barico, wee, wa, wack.

One-ry, two-ry, dis-cum dary,

Hackibo, crackibo, Henry Lary;

Dis-cum dandy, American time,

Humelum, jumelum, twenty-nine.

Hitum, titum, little Kitty,

Hop-um, skip-um, jumpey daily;

Roly, poly, dilly, dally,

He, hi, ho, diddle-dum buck.

Lo-po, hi, do, de, ti, to, tu,

Hany, wany, zany zan, you’re the man.

FORFEITS.

A GREAT many games for children and older persons end in forfeits. A

few hints in regard to them may be of service. It is very foolish for

any one to join a game unless he is willing to forget himself for the

time, and join heartily in it. The game of forfeits, if well played,

is amusing to old and young. Every one should be willing to redeem his

or her forfeit without stopping to think whether it is foolish or not.

A good, hearty laugh is healthful, and every sensible person ought to

be willing to take his turn in amusing the company. A whole game may

be ruined by the absurd actions of some one who foolishly refuses to

redeem his forfeit, for fear of lowering his dignity or making himself

ridiculous.

In choosing a judge of forfeits, it is necessary to select a person of

quick perceptions and ready wit. The judge must be prompt in giving his

decisions, and they who redeem their forfeits must be as expeditious

as possible. Promptness is necessary to the success of all games. The

following list of forfeits, collected from various sources, may assist

the judge:

Let the judge give out a line with which the one who owns the forfeit

shall make another line to rhyme, no matter how absurdly.

Laugh first, sing next, then cry, and lastly whistle.

Place your hands behind you and guess who touches them; you are not to

redeem your forfeit till you guess right.

Stand with your heels and back close to the wall, then stoop without

moving your feet, and pick up the forfeit.

Say “Quizzical, quiz, kiss me quick,” nine times without a mistake.

Ask the person who owns the forfeit, what musical instrument he likes

best; then require him to give an imitation of it.

Ask the person what animal he likes best; then require him to imitate

it, either by action or sound.

If a gentleman, he must put on a lady’s bonnet, and imitate the

voice and manner of the lady to whom it belongs. If a lady, then she

must take a gentleman’s hat and imitate his manner, (sometimes these

imitations are very humorous. The use of some word or expression

habitually employed by the person imitated adds largely to the sport.)

Go to service; apply to the person who holds the forfeit for a place

as maid of all work. The questions then to be asked are: “How do you

wash?” “How do you iron?” “How do you make a bed?” “How do you scrub

the floor?” “How do you clean knives and forks?” &c. The whole of

these processes must be imitated by motions, and if the replies are

satisfactory the forfeit must be given up.

Put two chairs back to back, take off your boots or shoes and jump over

them. (The fun consists in a mistaken idea that the chairs are to be

jumped over instead of the shoes.)

It is said there is a person you have loved since a boy,

Whose hand you must kiss ere I give you this toy,

It is not your father, or mother, or sister,

Nor cousin, nor friend, take care not to miss, sir.

[_Himself._]

Make a low courtesy to each one in the room: if it is a gentleman, he

must make a bow.

Recite several of Mother Goose’s melodies.

Make wry faces at every person in the room.

Admire yourself in the mirror.

Shiver and act the part of a person half frozen, or pretend to be

nearly suffocated with heat.

Rush around the room and greet every one as if you had just arrived

from a long and dangerous voyage.

If a gentleman, act the part of a village orator; if a lady, act the

strong-minded woman.

(A gentleman’s and lady’s forfeit can be given together in many cases,

making it more amusing as well as expeditious.)

Sing a song or repeat some high-flown poetry.

Perform the laughing gamut without a pause or mistake:

ha!

ha! ha!

ha! ha!

ha! ha!

ha! ha!

ha! ha!

ha! ha!

ha! ha!

Keep silence and preserve a sober face for several minutes, without

regard to what may be said or done.

Kiss your shadow in every corner of the room without laughing.

Repeat, without mistake, any difficult sentence which the judge

appoints.

Say to each person in the room, “You can’t say boo to a goose.”

Tell the person to point out on a wall what he supposes to be the

height of an ordinary hat. If after measuring with a hat, he has (as is

rarely the case,) guessed right, he wins his forfeit; but if not, he or

she must wear the hat and bow or curtsy to every one in the room.

Yawn till you make several others yawn. (It is well to give this

forfeit to one of the male sex with a large mouth. A large circle of

people may be made to yawn by simply opening and closing the fingers

slowly.)

Two can redeem their forfeits in this way. They must stand in separate

corners of the room, each holding a lighted candle; one begins and

walks toward the other, with her handkerchief to her eyes, saying in a

most dismal tone, “The King of Morocco is dead! is dead!” The other in

passing by her, in the same attitude, sobs out, “Sad news! sad news!”

Again, in the same way, both exclaim, “Alas! alas!” All must be said

without laughing. The above penalty is often used as a game.

Place a candle on a table or piano. Then blindfold the person and

place him just three paces from it, and directly in front of the

light. Then he must whirl around three times, walk forward, and blow

out the candle. This is amusing. A room full of persons may try it

unsuccessfully. Being blinded, and then whirling around, bewilders one,

and he will very likely walk in an opposite direction, and perhaps blow

in some one’s face, feeling sure he is right.

A number of children may redeem their forfeits together, in this way:

This is the way we wash our clothes,

Wash our clothes,

So early Monday morning;

This is the way we wash our clothes,

So early Monday morning.

[_While singing this they must pretend to wash._]

This is the way we rinse our clothes,

Rinse our clothes,

So early Monday morning;

This is the way we rinse our clothes,

So early Monday morning.

[_With this verse they imitate rinsing, and with each verse they act

the words they sing._]

This is the way we wring our clothes,

Wring our clothes,

So early Monday morning;

This is the way we wring our clothes,

So early Monday morning.

This is the way we hang out our clothes,

Hang out our clothes,

So early Monday morning;

This is the way we hang out our clothes,

So early Monday morning.

This is the way we sprinkle our clothes,

Sprinkle our clothes,

So early Monday evening;

This is the way we sprinkle our clothes,

So early Monday evening.

This is the way we fold our clothes,

Fold our clothes,

So early Monday evening;

This is the way we fold our clothes,

So early Monday evening.

This is the way we starch our clothes,

Starch our clothes,

So early Tuesday morning;

This is the way we starch our clothes,

So early Tuesday morning.

This is the way we iron our clothes,

Iron our clothes,

So early Tuesday morning;

This is the way we iron our clothes,

So early Tuesday morning.

This is a good game for young children.

[Illustration]

CONDENSED LIST OF

Games and Popular Amusements,

Manufactured and Published by

_MILTON BRADLEY & COMPANY,_

247 Main Street, Springfield, Mass.

We can guarantee that in the nature and method of our games nothing

will be found in the least objectionable to the most fastidious in such

matters, but on the contrary, they are all _moral_ and amusing, and

many of them very instructive in History, Literature, Business, &c., &c.

We have made social home amusements a specialty for several years, and

the extensive and rapidly increasing sales that our publications have

already attained throughout the country, is gratifying evidence of the

universal favor with which they have been received.

In this Catalogue we have not space to give even a brief description of

each, but append the ages of persons for which the several games are

best adapted, and the prices.

Those games marked thus * will be sent by mail on receipt of price. The

rest cannot be safely sent by mail.

The New England and National Games.

CHECKERED GAME OF LIFE. Ages, 5 to 50. Price $1.00.

CHECKERED GAME OF LIFE. _Extra_, with muslin board and album box;

elegant for a present; same game as above. $2.00.

*MODERN HIEROGLYPHICS. Three series; 10 and over. Each series 25

cents. No. 3 is new and interesting.

*PATRIOT HEROES; or, WHO’S TRAITOR? Historical, instructive, simple

and amusing; 8 to 18. 60 cents.

*AUTHORS IMPROVED. Instructive; 10 and over. 50 cents.

*AUTHORS IMPROVED. _Extra, presentation edition_, in album box,

superior cards, same game as above. $1.00.

*WHAT IS IT? OR, THE WAY TO MAKE MONEY. Lively and social; a Business

Educator; 15 and over. 60 cents.

*DOMINO CARDS. Linen ivory board; 8 to 15. 25 cents.

*RUSSIAN DOMINOES. Five games; 8 and over. 50 cents.

*CHINESE AND OLD SANTA CLAUS PUZZLES. 4 to 10. 20 cents.

*ALPHABETS BEWITCHED. Instructive; 4 to 20. 25 cents.

THE UNION GAME. Including Checkered Game, Chess, Checkers and

Backgammon; 5 and over. $1.00.

MY GRANDFATHER’S GAMES. Standard; 5 to 15. 30 cents.

*THE MYRIOPTICON. A Miniature Panorama, immensely popular with the

boys; 7 to 12. $1.25.

*DISSECTED PICTURES. Three pictures—Darkey going to mill, Minnie

shaving her cat, Amy teaching her dog his letters; 5 to 12. 60 cents.

DISSECTED PICTURES. Two pictures; 5 to 12. 50 cents.

*CONTRABAND GYMNAST. Comical; 1 to 100. 20 cents.

*ALPHABETICAL LOTTO. Instructive; 4 to 12. 25 cents.

*CURIOUS BIBLE QUESTIONS. Sunday School Cards; Reward Cards, Bible

series; for Sunday Schools and the family. Per package, 10 cents.

AMERICAN SQUAILS. Very popular; 8 to 100. $2.00. _Our American

Squails have improved target_, and a common-sense set of rules, with

respectable terms substituted for the disgusting terms used in the

English game and its imitations in this country.

THE CENTRIPETON. For one or a dozen; 1 to 75. $2.50.

PARLOR CROQUET. From $10 to $50.

Popular Pastimes for Field and Fireside, or Amusements for young and old · 第 14 / 15 段