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Games For Everybody
GAMES FOR CHILDREN.
AN amusing game for children is one in which each child is to make some sort of animal out of vegetables or fruit, and toothpicks.
When all the children have arrived, pass around slips of paper containing a number and the name ofsome animal. Each one must keep secret what his animal is to be.
Let the hostess prepare a basket of vegetables, potatoes, beets, carrots, and fruits, lemons, bananas, etc., suitable for the occasion, from which the children can take their choice to make their animals. Plenty of toothpicks must be provided for the legs, ears and tails.
Allow five minutes for constructing the creatures.
Then collect the specimens, pinning a number corresponding to the one on the slip, to its back, and arrange the "show" on a table. Many queer sights will be seen.
The children, having received pencil and paper, should be told to write down the number of each animal, and opposite it what the animal is intended to represent.
A prize can be given to the one who has guessed the greatest number correctly.
CHASE THE RABBIT.
All the children kneel on the floor in a ring with hands on each other's shoulders.
One is chosen to be the "rabbit" and runs around outside the ring and touches one of the players, who is to chase him to his "hole."
The minute the player is touched he must run to the left, while the rabbit goes to the right, must tag the rabbit when they pass each other and try to get back to the "hole" again.
If he fails, he becomes the "rabbit," and the game goes on as before.
Provide each child with a clay pipe and prepare two basins of soap suds for the game. If a little glycerine is put in the water, the bubbles will last longer.
Divide the company into two sides, an even number in each. Stretch a cord or rope at a medium height across the middle of the room. Two children, one from each side, play at a time. Each stands on his side, blows the bubble from the pipe and blows it toward the opposite side, and over the rope if he can. If it goes over the rope without breaking, he has won one point for his side, if not, his side has lost. Tally is kept as each set plays, and the side that has the most points, wins, and surely deserves a prize.
Any child can play this simple game. Take a full blown rose and hold it up where all can see it, then let them write on a slip of paper how many petals they think are in the rose.
The petals are then counted by one of the children and the one who guesses the nearest, receives a prize.
Any flower with many petals, can be used.
NEW BLIND MAN'S BUFF.
The one who is chosen for the "blind man" does not have his eyes bandaged as in the old game.
Stretch a sheet between two doors and place a light, candle or lamp, on a table some distance from the sheet. The "blind man" sits on the floor or low chair in front of the light facing the sheet, but he must be so low down that his shadow will not appear on the sheet.
The children form a line and march single file between the light and the "blind man," who is not allowed to turn around. Thus their shadows are thrown on the sheet and as they pass, the "blind man" must guess who they are. The children may disguise their walk and height, so as to puzzle him.
As soon as the "blind man" guesses one correctly, that one takes his place and becomes "blind man," while the former takes his place in the procession, and the game proceeds as before, but the children had better change places, so the new "blind man" won't know their positions.
A very simple game for children is one played like the old-fashioned "London Bridge." Two children with joined hands stand opposite each other, and the rest form a ring and pass under the raised hands, while they repeat,
seeking a pansy, a pansy, a pansy,
As they say "here," the raised hands close around the child who was passing by, and "Pansy" takes the place of the one who caught her, and she names some other flower which is to be found, and the game goes on as before, substituting that flower for pansy.
Then it continues until all the flowers are "found."
Prepare an even number of bean bags of moderate size, half of one color and half of another.
Appoint leaders, who choose the children for their respective sides. There should be an even number on each side. The opponents face each other, with the leader at the head, who has the bag of one color at his side.
The bags are to be passed, 1st, with right hand, 2d, with left hand, 3d, with both hands, 4th, with right hand over left shoulder, 5th, with left hand over right shoulder.
Before the contest begins, it is best to have a trial game, so all understand how to pass the bags.
At a given signal, the leaders begin, and pass the bags as rapidly as possible down the line, observing all the directions. The last one places them on a chair, until all have been passed, and then he sends them back, observing the same rules, until all have reached the leader.
The side who has passed them back to the leader first, and has done so successfully, is the winning side.
BLOWING THE FEATHERS.
The children are seated on the floor, around a sheet or tablecloth. This is held tight by the players about 1 1/2 ft. from the floor, and a feather is placed in the middle.
One is chosen to be out, and at a given signal from the leader, the feather is blown from one to the other, high and low, never allowed to rest once.
The player outside runs back and forth, trying to catch the feather. When he does succeed, the person on whom it rested or was nearest to, must take his place.
The players sit in a circle, and each takes the name of some article found in the schoolroom, such as desk, rubber, blackboard, etc.
One of the players stands in the center and spins a plate on end; as he does so, he calls out the name of an article which one of the players has taken.
The person named must jump up and catch the plate before it stops spinning.
If he is too slow, he must pay a forfeit. It is then his turn to spin the plate.
HIDE THE THIMBLE.
All the players but one, leave the room. This one hides a thimble in a place not too conspicuous, but yet in plain sight.
Then the others come in, and hunt for the thimble; the first one seeing it, sits down and remains perfectly quiet until all the others have found it.
The first one who saw it, takes his turn to hide it.
Make two balls, one red and one blue, out of paper thus--
Slip No.1 in No. 2, and No. 3 fits over and bisects the other two.
Appoint two leaders who choose their teams; each team takes a ball and a palm leaf fan.
GOALS--Three chairs, one at each end of the room and one in the center, at equal distance from others.
Two play at a time, one player from each side. The player stands in front of his goal and at the word "ready," fans his ball to the opposite goal. It must go through the back of the chair in the middle of the room, and through the opposite goal, in order to win. When all have finished playing, the team which has the most successful players in it, wins the game.
SPOOL FLOWER HUNT.
Gather together as many spools as possible, marking each with a separate letter, which, when put together, will form the name of some flower, such as: rose, violet, daisy, pansy, etc. Stand all the spools in a row, those forming names standing together.
One child, the gardener, gathers up all the spools and hides them in all the corners and out-of-the-way places in the room, only one spool being in each place. When all are hidden, the children are summoned in to hunt for the flowers.
The object is to find such spools as form a name. As the spools are found, the children see if the letters on them spell a flower.
When the hunt is over, the one having the most complete sets of flowers is the winner.
Cut five holes of different sizes in the lid of a pasteboard box. Number the largest hole 5; the next largest 10; the next, 20; the next, 50; and the smallest, 100.
Place the box on the floor and give each child an equal number of marbles. The object of the game is to see which child can count the most by dropping the marbles into the box through the holes.
Each player in turn stands over the box, holds his arm out straight, even with the shoulder, and drops the marbles one by one into the box. If one goes through the largest hole it counts 5, if through the smallest, 100, and so on, count being kept for each player. The one scoring the greatest number of points is the winner.
An amusement for children on a train, or at home when it is raining, is the following, and it will help to while away the time.
If there are several children, choose sides and appoint one to keep the count for his side. Each side sits by a different window and watches the passers-by. Every man counts i; every women 2; baby 3; animal 5; white horse 10; black cat 50.
As a child sees someone passing, he calls out the number for his side; if a woman, he says 2; if a man and woman together, it will be 3, and so on.
If the children are looking upon the same street the side that calls its number out first adds it to its score. It is more exciting if the different sides have different streets to look out on.
If on a train, one side sits on the right and the other on the left, and when an object is seen, they call out right, 5, or left, as the case may be, for the mother, or older person to put down on the score card.
The side which succeeds in reaching 100 first is the winning side. If the trip is long, 500 can be the limit.
THE SERPENT'S TAIL.
This is a Japanese game, and is played this way. All the children form a line, each resting his hands on the shoulders of the player in front of him. One child is chosen out, and is called the "catcher." The first child of the line, or "serpent," is called the "head," and the last one, the "tail."
The "catcher" stands about three feet from the "head" and when someone gives a signal he tries to catch the "tail" without pushing anyone, or breaking through the line.
The children forming the "body" defend the "tail," by moving about in any way they choose, but the line must never be broken, as the "tail" is considered caught if it is.
When the "tail" is caught, the "catcher" becomes "head," and the "tail" is then "catcher," the last child in the line being "tail," and the game goes on as before.
Dress the little girl in whose honor the party is given as little Bo-peep, with a little crook.
Hide small toy sheep all over the room in every nook and corner. As each child comes, give her a little stick fixed up like a crook, and tell the children to find the sheep.
After the hunt is over, award the child who found the most sheep some little prize. Each may keep the sheep she finds.
If the party is in honor of a little boy, change it to "Little Boy Blue," and have horns instead of crooks.
Children may derive a lot of fun from a large supply of empty spools of all shapes and sizes. Pieces of cotton batting stuck in the opening at the top may serve as heads.
For the "army" gather together as many spools of the same size as you can, numbering each one. Choose a large spool for the general.
Arrange them in rows with the general at the head of a chair or box. A small ball, or pieces of muslin knotted into small balls, will serve as ammunition. When the battle begins, each child aims at the general, endeavoring to knock him over, and as many others as he can. The score is counted after each attack. If a spool has fallen over, but not off the chair, it counts but half its number; if on the floor, it is "dead," and the whole number is counted.
SPINNING FOR 20.
On a board or piece of cardboard, mark with pencil or ink, the design illustrated, the size of the circles varying with the size of the board.
A top may be made out of an empty spool by taking one end of it and sticking a piece of wood, pointed at one end about an inch long, through it. Each spool makes two tops which are spun with the thumb and forefinger. A penny may be used to spin, in fact any small thing that spins will do for a top.
Number the circles as in the diagram. Place the top on the dot in the center of circle Lo and spin it. The number of the circle the top stops on, is the number scored. If on a line it counts for the circle next it. If outside the line of circle 5 it counts nothing.
Any number can play and any number, such as 100 or more, may be the score.
Shoes, four inches long, are cut out of cardboard, from patterns found in catalogues. The pairs are mixed and hidden all over the room, high and low, behind pictures, under mats, etc.
The girl or boy finding the greatest number of shoes that prove to be pairs receives a prize.
To add to the merriment, several pairs of real shoes may be hidden, too, and the children will enjoy hunting for the mates.
Fun for the children is in store when they play this game. All stand in a circle, not too near each other. One player stands in the center, holding a rope, or stout cord, at the end of which is attached a weight of some kind.
At the word "ready" the one in the Center whirls the cord rapidly around near the floor. The players, to prevent it from touching their feet, hop over it as it approaches them.
In a short time every one is hopping and a lively time ensues. The one whose feet were touched takes the center place and endeavors to hit some other player's feet.
This is played similarly to "Stage-coach." Any number of children can play it. One is chosen out and is called the "gardener."
All the children sit in a circle and the "gardener'' gives each one in turn the name of some flower. When all are named the "gardener'' stands in the center of the circle and tells how he has gone to the woods to gather certain flowers, how he has transplanted them to form a lovely garden, the care he has to take of them, and so on, telling quite a long story and bringing in the names of all the flowers he has given to the children.
As a flower is mentioned, the child who has that name rises, turns around, and sits clown again. Anyone who fails to rise when his flower is named must pay a forfeit. When the gardener says something about a bouquet, all the children rise and exchange seats. Then the "gardener" tries to get a seat, and if he succeeds, the person who has no seat becomes the "gardener" and the game goes on as before.
Make a square or rectangle of dots, as shown [below]:
Provide the children with pencils. Each one makes a line joining two dots but tries to prevent the others from making a square.
For a while it is easy, but soon the number of dots is scarce, and it requires careful marking to prevent the squares from being formed. Finally all the chances are gone and the next player completes a square, as a reward he is given another chance, thus completing several, then he joins two dots and the next player continues.
Each one places his initial in his completed square, so the score is easily counted. The one who has succeeded in making the most squares is the winner.
SIMPLE SIMON'S SILLY SMILE.
All the players sit in a circle and one who is bright and witty is chosen as leader. He stands in the center of the circle and asks the most ridiculous questions he can think of.
The players when asked any question, must always answer "Simple Simon's silly smile." No other answer will do and whoever laughs or fails to say it correctly, must pay a forfeit.
One player leaves the room, and while he is gone the rest decide upon some word which has several meanings, which he must guess when he comes in.
The rest of the players converse about the word, but instead of mentioning it, say "Teapot" in its place. Suppose the word chosen is "vain." No.1 may say: "She is altogether too tea-pot for me." (vain) No. 2 says' "The tea-pot pointed North yesterday." (vane) No. 3: "The tea-pot is blue." (vein), and so on, each in turn making some remark about the chosen word until the player has guessed it correctly. The person who gave the broadest hint about the hidden word must leave the room next.
BLIND MAN'S BUFF.
It is hardly necessary to describe this game as almost everybody knows how to play it. There may be some who do not know, however, so it is included here.
Clear the room as much as possible, pushing all the chairs, tables, etc., against the walls. The child chosen as "Buff" is blindfolded, and is asked the following question by the other children. "How many horses has your father got?" He answers "Three." "What color are they? ".... Black, white, and gray," is answered. Everyone calls out "Turn around three times and catch whom you may."
"Buff" turns around, and then tries to catch whoever he can. The children try to escape him by dodging him until finally one is caught, and before the handkerchief is raised, "Buff" must guess whom he has caught. If he guesses correctly, the one caught becomes "Buff."
CAT AND MOUSE.
The children sit in two rows facing each other, with a space between. Blindfold two children, one being the "cat" and the other the "mouse."
The "cat" stands at one end of the row and the "mouse" at the other. They start in opposite directions and the "cat" tries to catch the "mouse." The children may give hints as to the direction the players are to go in.
When the "mouse" is caught, he becomes "cat," and another child is chosen as "mouse."
Musical Chairs, or Going to Jerusalem, is a favorite game of the children. Someone who plays the piano well starts up a lively tune and the children march around a row of chairs which have been arranged facing alternately in opposite directions. There should be one less chair than the number of players.
When the music stops, each child tries to find a seat. Someone will be left out, as there is one chair short. This one takes another chair from the row and the game continues until there is one child left with no chair. This one has won the game.
All the children sit in a circle with hands placed palm to palm in their laps. One child is given a button and she goes to each in turn, slipping her hands between the palms of the children. As she goes around the circle she drops the button into some child's hands, but continues going around as long after as she pleases, so the rest will not know who has it.
Then she stands in the middle of the circle and says: "Button, button, who has the button?" All the children guess who has it, the one calling out the correct name first is out and it is his turn to go around with the button.
Arrange all the children except one on chairs or a bench. This one is the leader and she stands on the floor in front of the children. Beginning at one end of the row, she pulls each child from the bench, letting her remain in whatever position she falls. Sometimes she can tell them how to pose, for instance, she will say "Like an angel," and that child will fold her hands and look upward. Another might be "cross school-teacher," and this child may pretend to be scolding someone. Each child remains perfectly still, posed in the attitude suggested, until all the children are on the floor. Then the leader selects the one she thinks has posed the best and that one takes the leader's place and the game goes on as before.
OUR COOK DOESN'T LIKE PEAS.
All the players except one sit in a row. This one sits in front of them and says to each one in turn: "Our cook doesn't like P's; what can you give her instead?"
The first one may answer "sugar" and that will suit her, but the next one might say "Potatoes,'' and that will not do, and he will have to pay a forfeit because the letter "P" comes in that word.
There is a catch to this as everyone thinks that the vegetable "Peas" is meant instead of the letter. Even after everybody has discovered the trick it will be difficult to think of words, and if a player fails to answer before 5 is counted, a forfeit must be Paid. "My grandma doesn't like tea (T)" is played in the same way.
HOLD FAST, LET GO.
A simple game for small children is the following. Each child takes hold of a small sheet or tablecloth, the leader holding it with his left hand, while he pretends to write with his right hand.
The leader says: "When I say 'Hold fast,' let go; and when I say 'let go,' hold fast." He calls out the commands one at a time and the rest do just the opposite of what he says. Whoever fails must pay a forfeit.
One child is selected to be Simon. The rest of the children sit around in a circle. Simon stands in the middle and gives all sorts of orders for the children to follow. Every order which begins with "Simon says" must be obeyed, whether Simon performs it or not, but if Simon should give some order, such as "Thumbs down," whether he puts his thumbs down or not, it must not be obeyed by the others because it was not preceded by "Simon says."
All sorts of orders such as "Thumbs up," "Thumbs down," "Thumbs wiggle-waggle," "Thumbs pull left ear," etc., are given. The faster the orders are given, the more confusing it is. A forfeit must be paid by those who Pail to obey the orders.
One child, who represents the old soldier, goes around to each child in turn and begs for something, saying that he is poor, hungry, blind, etc., and asks what they will do for him.
In answering the old soldier no one must use the words, "Yes," "No," "Black," or "White." As soon as a child is asked, he must answer immediately. If he does not, or says any of the forbidden words, he must pay a forfeit.
HIDE AND SEEK.
One child is chosen out. This one stands by a post or in a corner which is called "Base," and hides his eyes. The children decide among themselves how much he shall count while they are hiding. Suppose they choose 100, then he counts 5, 10, 15, 20, etc., until he reaches 100, and then he calls out:
Each child having hidden in some place while he was counting, remains perfectly still while he is hunting for them. If he passes by some child without finding him, that one can run to the "base" and say "One, two, three, I'm in free!" As many children as can try to get in "free," but if the one who is out tags any of them before they reach "base," the first one tagged is the next to hide his eyes.
Two children may derive a great deal of amusement from this simple pastime. At the top of a piece of paper write all the letters of the alphabet. Underneath, the child who has thought of a word or short sentence puts a dash down for every letter contained in the word thought of.
Suppose the words thought of were "Gamebook," it would be written thus: _ _ _ _ _ _ _ _
The other player asks if the word contains "a," and the other puts it in its proper place, crossing the letter off of the alphabet above. The other guesses different letters at random, every right one being put in its place, while for every wrong one a line is drawn to help construct a gallows for the "hang-man." If there are many wrong guesses, the "hangman" may be completed and then the word is told the other player. The players take turns in giving out and guessing the words.
The gallows is made thus for every wrong guess.
BIRD, BEAST, OR FISH.
A simple little game for amusing two children is the following. Write on the top of a slate or paper the words "Bird, beast, and fish."
One child thinks of the name of some animal and puts down the first and last letters of the word, marking dashes for the other letters. His companion thinks over all the names of animals he knows containing that number o[ letters, until finally he has guessed what it is or else has given up. If he guesses correctly it is his turn to give either a bird, beast, or fish.
This is an amusing game for children. A blackboard is needed upon which the verse, "Peter Piper," etc., is illustrated or written so that the words are mixed up and it will be difficult to point out. Some older person will be needed to superintend the game.
One child is given a pointer and as the others sing, to any familiar tune (Yankee Doodle, for instance):
Piper picked a peck of pickled peppers,
She must point out each word or drawing as quickly as it is sung.
If a mistake is made in pointing, the child takes her place with the rest and another child is out. Each one is given a turn.
It is an achievement, if done successfully, and some suitable gift should be given as a prize.
LOOK OUT FOR THE BEAR!
Any number of children can play this game. One is chosen to be the "bear," and he hides in some part of the room or garden, while the rest, with their backs turned, are standing at their goal.
As soon as the children have counted 50 or 100, they all scatter and hunt for the "bear." The child who finds him first calls out, "Look out for the bear," and all the children run to their goal.
If the bear catches any while running for the goal, they become "bears." These "bears" hide together and the game continues until all the children are "bears."
All children love to roll hoops. For a little folks party, plan to have as many hoops as children, so each can have one.
Bind these around with tape or ribbon. The children contest one at a time. The child who succeeds in rolling his hoop around the room three times without having it turn over or stop, wins the prize.
If the room is very large once or twice around will be enough, so the children aren't tired out.
An amusement for small children, is to gather together as many buttons of all shapes and sizes, plain and fancy, as can be obtained.
The largest button is the father, the next size is the mother, several children arranged according to size, and a tiny one for the baby.
Plain buttons are called servants, others animals and pets. The children arrange their families in pasteboard boxes, using pasteboard cards for chairs, carriages, etc. All children like to play "house," and a whole afternoon can be whiled away making stores out of cards, to do shopping in, and boats for the button-children to play in. "School" also can be played and the boys enjoy forming rows of soldiers and parading up and down.
One child is chosen out. This one stands by a post or door with his back to the other players. The rest of the children stand in a row at the other end of the room or porch, as the case may be.
The one by the door counts 5, slowly or quickly, and then turns around. While he is counting and his back is turned, the others take as many steps forward as they can without being caught. If anyone is moving when the player turns around, they exchange places, and the game continues, the children advancing step by step toward the goal. When one has reached the goal and touched it, he can go back again and begin all over. The one who touches the goal the greatest number of times just by stepping, and has not been caught, wins the game.
HE CAN DO LITTLE.
All the players sit in a circle. One, knowing the catch, begins by saying: "Ahem, he can do little who cannot do this." While saying this, he taps a stick on the floor several times.
This stick passes from one to the other in turn, each one thinking that the stick must be tapped a certain number of times, but the catch is that just before saying "He can do little who cannot do this," each one ought to clear his throat as the leader did at first. Allow the game to continue around the circle two or three times before explaining the catch. A forfeit is paid by each player who does not do it correctly.
All the girls sit in a circle, and the boys stand outside, one boy behind each girl's chair. One chair is left vacant, but a boy stands behind it, and by winking at the girls one at a time, tries to get one for his empty chair.
As soon as a girl is winked at, she tries to leave her seat, and take the vacant one, but if the boy behind her touches her before she leaves the seat, she cannot go. Each boy has to keep his eye on the one who is winking and on the girl in his chair, for if he is not watching, she may escape before he has time to touch her, and then it is his turn to do the winking and get a girl for his chair.
If the winking is done quickly it adds to the interest of the game. No boy can keep hold of a girl all the time; he must only touch her when she starts to leave her place, and then if she is beyond arm's length, he cannot call her back.
The children stand in pairs, one behind the other, in the form of a circle, all facing the center.
Two of them are out, one who runs away, and the other who tries to catch him. The one who is running away may place himself in front of any couple for safety and he cannot be tagged, but the child at the end of the trio must run, and if he is caught before he can stand in front of another couple, he is the catcher and pursues the other child.
PUSS IN THE CORNER.
All the children except one stand in comers, or in any fixed stations if there are not enough corners to go around. The one who is out stands in the middle to represent "Puss." The players then beckon to each other one at a time saying, "Here, puss, pussy" and run and change places with the one who is called.
Puss tries to get one of the vacant places. If she succeeds, the child who is left out is "Puss," until she manages to obtain a place.
I HAVE A BASKET.
One child begins by saying: "I have a basket." The one to his left says: "What is in it?" The first one replies with the name of some article beginning with "a," as "apples."
No. 2 says: "I have a basket," and the next one to him says: "What is in it?" No. 2 replies: "Apples and bananas," (or some other word beginning with "b").
No. 3 says: "I have a basket." No. 4 asks the same question as before and No. 3 responds with "Apples, bananas, and cats," and so on, each in turn repeating what the others have said, and adding another article, which commences with the next letter of the alphabet. Whoever forgets what the other articles were must pay a forfeit. Thus it continues until the last one has named all the articles in order, and ended with "z."
STILL POND, NO MORE MOVING.
All the children form a circle, joining hands. One is blindfolded, given a cane, and stands in the middle of the circle.
The children march around her, going fast or slowly until she taps on the floor three times with the cane and says: "Still pond, no more moving." The children drop hands, and remain perfectly still, right where they are.
The one in the middle feels her way toward the children, holding the cane in front of her. The first child who is touched with the cane must take hold of it. The blindfolded one says, "Grunt like a pig," and the one holding the cane must grunt, disguising her voice if possible. If the blindfolded one guesses who she is, they exchange places, and the game goes on as before, but if she fails, she has another turn and may tell the player to "Bark like a dog" or "Mew like a cat" until she guesses the right one.
RING ON A STRING.
Slip a ring on a long piece of string having the ends knotted together. The players stand in a circle and the string passes through their closed hands. Each makes the motions of passing something.
The ring circulates from one to another, while a player in the middle tries to find it. As soon as the ring is found, the person in whose hands it was takes his place, and the ring is passed as before.
HUNT THE SLIPPER.
All the children except one sit on the floor in a circle, with their knees raised. The one left out brings a slipper, and handing it to one child says:
"Cobbler, cobbler, mend my shoe,
Get it done by quarter-past two."
He walks to the other side of the room and in a minute comes back and asks if the shoe is done. In the meantime the slipper is being passed from one to the other, under their knees.
The child who is asked if the slipper is done says she thinks her neighbor has it, the neighbor is asked and receiving the same answer the one hunting it goes from one to the other until the slipper is found. If it takes too long for him to find it, the slipper may be tossed across the circle, so it will be easy to follow it up.
WHAT IS MY THOUGHT LIKE?
All the children except one sit in a circle. This one thinks of something and, standing in the middle of the circle, asks each one in turn: "What is my thought like?"
Each one names some object, and when all have been asked, the leader announces what her thought was and each in turn must prove the resemblance between his answer and the thought. Whoever fails must pay a forfeit.
Suppose the thought is a stove, and No. 1 says: "Like the sun." No. 2, "Like silver," then the second time around No. 1 can say: "A stove is like the sun because they both give heat;" No. 2 can say: "A stove is like silver because they both shine when well polished,'' and so on.
ORANGES AND LEMONS.
The two tallest children, one named "Orange,'' the other "Lemon," join hands and form an arch for the other children to pass under. The children, holding on to each other's dresses, march in single file and sing:
When the last line is sung the child who is under their arms is caught and asked in a whisper if he will be an orange or lemon. He answers, and joins whichever side he chose, holding the other around the waist. The game continues until all are caught, and then there is a tug-of-war between the oranges and lemons.
The "potato" in this game is a knotted handkerchief. One player is chosen for the center, and the others sit around in a circle. The one in the center throws the "potato" to anyone in the circle. This one must throw it to another player and so on, tossing it from one to another, and never allowing it to rest.
The player in the center tries to catch it. If he succeeds, the one who last tossed it exchanges places with him, and the game goes on as before.
JUDGE AND JURY.
Arrange the children in two rows, facing each other. The judge sits at one end in the aisle. He asks one of the jury a question (anything he happens to think of). The one who is questioned must not answer, but the child sitting opposite him must reply for him, being careful not to use any of the following words in his answer. Yes, no, black, or white. Some answer must be given, whether it be sensible, or not.
Whoever fails to answer before the judge counts io, or answers out of turn, or uses any of the forbidden words must either pay a forfeit or become the judge.
REUBEN AND RACHEL.
Blindfold one of the players. All the rest form a ring and dance around him until he points at some one. That one enters the ring and the blindman calls out: "Rachel;" she answers: "Here, Reuben," and moves about in the circle so as to escape being caught by "Reuben."
Every time the blindman calls out "Rachel," she must reply with "Reuben" and thus it goes until finally "Rachel" is caught. "Reuben" must guess who she is, and if he guesses correctly, "Rachel" is blindfolded and the game goes on as before. If not, the same child is "Reuben" again.
FROG IN THE MIDDLE.
The children form a ring. One, the frog, is chosen out, and he stands in the middle of the circle.
The children, holding hands, dance around him, saying: "Frog in the middle, jump in, jump out, take a stick and poke him out." As the last line is sung, the frog takes one child by the hands and pulls him to the center, exchanging places with him. The children continue dancing around and singing while the frogs jump thick and fast. The game continues until all have been frogs or are tired out.
This is a rough-and-tumble game for the boys, and must be played either outside, or in a large bare room.
Sides are chosen, the big boys taking the small boys on their back, carrying them "picka-back." The one carrying the boy is called the horse, and the other the rider. The sides stand opposite each other and when a signal is given, they rush toward each other, the horses trying to knock down the opposing horses, and the riders trying to dismount each other.
The game continues until a single horse and rider remain, and the side to which they belong wins the game
MY HOUSE, YOUR HOUSE.
Attach a string to the end of a small stick. At the end of the string make a loop that will slip very easily. On a table make a circle with chalk.
The leader, or fisherman, arranges the loop around the circle and holds the stick in his hand. Whenever he says: "My house," each player must put his first finger inside the circle, and leave it there. When "Your house" is said, the fingers must be withdrawn.
The commands must be given very quickly, and the fisherman must be quick to jerk his rod, thus catching several fingers.
A forfeit should be paid by everyone who is caught, and the fisherman can exchange places if he wishes.
All the players sit in a circle and one who knows the trick takes a small cane in his right hand; then, taking it in his left hand, he passes it to his neighbor, saying: "Malaga grapes are very good grapes; the best to be had in the market." He tells his neighbor to do the same.
Thus the cane passes from one to the other, each one telling about the grapes; but if any should pass the stick with the right hand, a forfeit must be paid. The trick must not be told until it has gone around the circle once or twice.