design
illustrated, the size of the circles varying with the size of the board.
[Illustration: 4 concentric circles, numbered 20, 15, 10, and 5.]
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 20 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.
SHOE HUNT.
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.
HOP-OVER.
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.
BOUQUET.
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 down 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.
MAKING SQUARES.
Make a square or rectangle of dots, as shown on page 26.
Provide the children with pencils. Each one makes a line joining two
dots but tries to prevent the others from making a square.
. . . . . . .
. . . . . . .
. . . . . . .
. . . . . . .
. . . . . . .
. . . . . . .
. . . . . . .
.-. . . .-. . |A| | | .-.-.-. . . . |A| | | .-. . . . .-. |A| | | .-.-.-. .-.-. |B|B| | .-.-. .-. . .
| . .-. . . .-. | | | .-.-. . . . .
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
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