know, Says the big bell of Bow. Here 
comes a chopper to light you to bed! Here comes a chopper to chop off 
your head!" 
At the word "head" the hand archway descends, and clasps the player 
passing through at that moment; he is then asked in a whisper,
"Oranges or Lemons?" and if he chooses "oranges," he is told to go 
behind the player who has agreed to be "oranges" and clasp him round 
the waist. 
[Illustration] 
The players must be careful to speak in a whisper, so that the others 
may not know what has been said. 
The game then goes on again, in the same way, until all the children 
have been caught and have chosen which they will be, "oranges" or 
"lemons." When this happens, the two sides prepare for a tug-of-war. 
Each child clasps the one in front of him tightly and the two leaders 
pull with all their might, until one side has drawn the other across a line 
which has been drawn between them. 
* * * * * 
MUSICAL CHAIRS OR GOING TO JERUSALEM 
This game must be played in a room where there is a piano. 
Arrange some chairs, back to back, in the center of the room, allowing 
one chair less than the number of players. Some one begins to play a 
tune, and at once the players start to walk or run round the chairs, to the 
sound of the music. 
When the music stops, each player must try to find a seat, and as there 
is one chair short, some one will fail to do so, and is called "put." He 
must carry a chair away with him, and the game goes on again until 
there is only one person left in, with no chair to sit upon. This person 
has won the game. 
* * * * * 
THE TRAVELER'S ALPHABET 
The players sit in a row and the first begins by saying, "I am going on a 
journey to Athens," or any place beginning with A. The one sitting next
asks, "What will you do there?" The verbs, adjectives, and nouns used 
in the reply must all begin with A; as "Amuse Ailing Authors with 
Anecdotes." If the player answers correctly, it is the next player's turn; 
he says perhaps: "I am going to Bradford." "What to do there?" "To 
Bring Back Bread and Butter." A third says: "I am going to 
Constantinople." "What to do there?" "To Carry Contented Cats." Any 
one who makes a mistake must pay a forfeit. 
* * * * * 
THE FAMILY COACH 
This is a very good old game, and is most amusing if you can find some 
one who is a good story-teller. 
The players sit in a circle and every one, except the story-teller, takes 
the name of some part of a coach or its equipments; for instance, door, 
step, wheels, reins, box-seat, and so on. 
When all are ready, the story-teller begins a tale about an old coach and 
what happened to it, how it went on a journey, came to grief, was 
mended, and started off again. The story should be told fluently, but not 
too quickly. Every time any part of the coach is mentioned, the player 
who has taken that name must rise from his seat and then sit down 
again. 
Whenever "the coach" is mentioned, all the players, with the exception 
of the story-teller, must rise. Any one who fails to keep these rules 
must pay a forfeit. 
* * * * * 
DROP THE HANDKERCHIEF 
A ring is formed by the players joining hands, whilst one child, who is 
to "drop the handkerchief," is left outside. He walks round the ring, 
touching each one with the handkerchief, saying the following words:
[Illustration] 
"I wrote a letter to my love, But on my way, I dropped it; A little child 
picked it up And put it in his pocket. It wasn't you, it wasn't you, It 
wasn't you--but it was you." 
When he says "It was you," he must drop the handkerchief behind one 
of the players, who picks it up and chases him round the ring, outside 
and under the joined hands, until he can touch him with the 
handkerchief. As soon as this happens, the first player joins the ring, 
whilst it is now the turn of the second to "drop the handkerchief." 
* * * * * 
MAGIC MUSIC 
One of the players is sent out of the room, and the rest then agree upon 
some simple task for her to perform, such as moving a chair, touching 
an ornament, or finding some hidden object. She is then called in and 
some one begins to play the piano. If the performer plays very loudly, 
the "seeker" knows that she is nowhere near    
    
		
	
	
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