will suppose that the word "Spring" has been thought of. When the
person who is outside the room is recalled, he (or she) asks each one in
succession: "How do you like it?" The answers may be "Dry" (meaning
the season), "Cold and clear" (a spring of water), "Strong" (a
watch-spring), and "High" (a jump). The next question is: "When do
you like it?" The answers may be: "When I am in the country," "When
I am thirsty," "When my watch is broken."
The next question is: "Where do you like it?" and the answers may be:
"Anywhere and everywhere," "In hot weather," "In the clock." The
game is to try and guess the word after any of the answers, and if right,
the player last questioned takes the place of the one who is guessing; if
wrong, the questioner must try again.
* * * * *
OLD SOLDIER
Old Soldier is a game for young children, and though it seems very
simple, yet there is a good deal of fun in it. One of the children
pretends to be an old soldier, and goes round begging of each of the
other players in turn, saying that he is "poor, and old, and hungry," and
asking what they will do for him or give him. In answering the Old
Soldier, no one must say the words: "Yes," "No," "Black," or "White,"
and he must be answered at once without hesitation. Any one who does
not reply at once, or who uses any of the forbidden words, must pay a
forfeit.
[Illustration]
* * * * *
BOB MAJOR
Two of the players sit down, and a cloth, large enough to prevent their
seeing anything, is put over their heads. Then two other persons tap
them on the head with long rolls of paper, which they have in their
hands, and ask, in feigned voices, "Who bobs you?" If either of those
who have been tapped answers correctly, he changes places with the
one who has tapped him.
* * * * *
DUMB CRAMBO
Divide the company into two equal parts, one-half leaving the room;
the remaining players should then select a word, which will have to be
guessed by those outside the door. When the word has been
chosen--say, for instance, the word "will"--the party outside the room
are told that the word they are to guess rhymes with "till." A
consultation then takes place, and they may think that the word is "ill."
The company then enter and begin to act the word "ill," but without
speaking a word. The audience, when they recognize the word that is
being performed, will immediately hiss, and the actors then retire and
think of another word.
Thus the game goes on until the right word is hit upon, when the
company who have remained in the room, clap their hands. The
audience then change places with the actors.
* * * * *
TRADES
Each player must choose a trade and pretend to be working at it. For
instance, if he is a tailor, he must pretend to sew or iron; if a blacksmith,
to hammer, and so on. One is the king, and he, too, chooses a trade.
Every one works away as hard as he can until the king suddenly gives
up his trade, and takes up that of some one else. Then all must stop,
except the one whose business the king has taken, and he must start
with the king's work. The two go on until the king chooses to go back
to his own trade, when all begin working again. Any one who fails
either to cease working or to begin again at the right time, must pay a
forfeit.
A somewhat more elaborate and livelier game of Trades is played by
each boy in the party choosing a trade which he is supposed to be
carrying on. The leader must invent a story, and, standing in the middle,
must tell it to the company. He must manage to bring in a number of
names of trades or businesses; and whenever a trade is mentioned, the
person who represents it must instantly name some article sold in the
shop.
* * * * *
[Illustration]
THE SCHOOLMASTER
This is always a favorite game. One of the players is chosen
schoolmaster, and the others, ranged in order in front of him, form the
class. The master may then examine the class in any branch of learning.
Suppose him to choose Geography, he must begin with the pupil at the
head of the class, and ask for the name of a country or town beginning
with A. If the pupil does not reply correctly before the master has
counted ten, he asks the next pupil, who, if he answers rightly--say,
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