BQ0k-. Tr3& COPYRIGHT DEPOSIT Digitized by the Internet Archive in 2011 with funding from The Library of Congress http://www.archive.org/details/playsgannesforlitOOpoll \^W/^^w<^ ^w;^ ^w/) K^/) COaJTENTS PAGE. Bachelor's Kiichen, .... 26 Bags, ■ II Bean Bags, 14 Beast, Bird, or Fish, . 19 Blind Man's Buff, .... 13 Blind Man's Buff Seated, . 14 Blind Postman, 22 Bloody Tom, . 18 Blowing the Feather, 3 Bookbinder, ..... . 15 Buff, 14 Butterfly and the Flower, . . 30 Button, Button, Who's Got the Button , . 10 Buz, . 26 Cat and the Mouse, .... 6 Catch, A,~ . . 14 Change Seats, ..... 22 Character . II Charlie Over the Water, 4 Clap 1 Clap ! • 5 Club Fist, 2 Colors, ...... . 26 Cc ''NHAGEN, ..... 28 Uli-N, . . . . . 10 Di.xiES Land, 12 Drop the Handkerchief, • ■ 15 Enchanted Princess, .... 23 Europe, Asia, and Africa, . 21 F'armer, The, ..... 29 Farm-yard, My, . ... . 10 Find the Ring 16 Fisherman, The, .... . 20 Five Geese in a Flock, 10 Fly Away Jack, .... ■ 3 Fox and Geese, 30 French Buff, ..... • 14 Frog in the Sea, .... 4 Going to Jerusalem, . 22 Grand Mufti, 16 Gypsy, . 19 Hands, 25 Hare and Hounds, . 18 Hawk and Chickens, .... 17 He Can Do Little Who Can't Do Thi 3, . 24 Here I Bake, Here I Brew, 9 Hide and Go Seek, .... • 3 Hiss and Clap, ..... I Hold Fast and Let Go, ■ 4 Honey-Pots, ..... 6 Hot Buttered Blue Beans, ■ 3 Huckle-Gee Bread, Humpty Dumpty or 7 Hul Gul, 23 Humpty Dumpty, .... ■ 7 Huntsman, The, .... 21 Hunt the Fox, Hunt the Slipper, Hunt the Squirrel, Hunt the Whistle, . I Apprenticed My Son, Intery Mintery, I Spy, Jacky Lingo, King and Queen, Mother May 1 Go Pick a Rose, Mother Tipsy Toe, Musical Chair, . My Farm-Yard, My Lady's Toilet, Odd or Even, . Old Mother Tipsy Toe, Open the Gates, Pease Porridge Hot, . Pointer's Buff, Pork Butcher, Prisoners' Base, Puss in the Corner, . Queen and Her Attendants, Queen Anne, Railroad Game, Ring a Ring a Rosie, Robins Fly, Ruth and Jacob, Sail the Ship, Schoolmaster, Sea and Her Children, . Shadow Buff, Shadow Pictures, Shepherdess and the Wolf, Simon Says, Soap Bubbles, Spanish Merchant, . Spoons, Stage Coach, . Still Palm, Tag, Take Care, Threading JNIy Grandmother's Needle, Throwing the Handkerchief, Thus Says the Grand AJufti, Twelve O'clock at Night, Twine the Garland, Girls, Twirl the Platter, . Warning, Whirlwind, Wolf and the Doe, Yankee Doodle, ■ Yes and No, . PAGE. 23 19 ly 19 28 8 3 20 15 8 12 I 10 6 24 12 14 25 14 27 31 2 II 2 II 4 18 20 4 27 27 13 32 23 16 24 27 18 22 14 5 2 9 15 16 7 7 15 31 28 28 I 23 ?5 PLAYS -AND GAMES _ /OK LITTLE FOLKS. SJtQS>l.£)gg<^gCS^^ YANKEE DOODLE. Two of the players stand holding up their hands so as to form a bridge for the rest to pass under, one by one. All sing : " Yankee Doodle came to town Riding on a pony, Stuck a feather in his cap And called him macaroni ! Yankee Doodle, ha ! ha! ha! Yankee Doodle Dandy ! Yankee Doodle, doodle do ! Now we have you handy ! " At the last word the bridge holders bring their arms down on the shoulders of the one who happens to be passing at that time, and keep him a prisoner. The cap- tive is then asked whether he will be Eng- lish or American, and according to his decision he is placed behind the English- man or American. Thus the game pro- ceeds until all have, one by one, been caught, and have chosen the country they will fight for. Then comes the tug of war, and that side wins which succeeds in pulling the other out of its position. HISS AND CLAP. In this game the boys are all re- quested to leave the room, when the girls take their seats, leaving a vacant place on the right side of every one for the partner of their choice. Each boy, in turn, is then called in and asked to guess -which girl has chosen him to sit beside her. Should he guess rightly he is allowed to keep his seat by the one who has chosen him, while the company loudly clap hands ; but should he guess wrongly he will be only too glad to leave the scene, so loud will be the hisses of his friends. MUSICAL CHAIR. It is no use attempting to play this game in anything but a good-sized room ; and, if possible, chairs that may be easily moved and not soon broken should be chosen. Supposing there are fifteen players, four- teen chairs must be placed in the middle of the room, every alternate one having the seat the same way, and upon these the players must seat themselves. One person, therefore, is left standing. The music then begins, when the owners of the seats all march round until the music stops, which it is generally made to do unexpect- edly ; at this instant each person tries to secure a chair. Necessarily one player is left without a seat ; he is considered out, and, in addition, he must pay a forfeit. One of the chairs is then taken away, and the game proceeds, a chair being re- moved every time the music stops. One unfortunate person is always left out in the cold, until at last one chair is struggled for by the two remaining players, and the suc- cessful one of these is considered to have earned the right to pronounce judgment on such as have had to pay forfeits. |Pb\Y5-M^iD G^M^E3 ^^^ LITTLE FoLRS^ QUEEN ANNE. A ball is hidden with one of the children, who says to one in the centre : " Queen Anne, Queen Anne, you sit in the sun, As fair as a lily, as brown as a bun, I send you three letters and pray you read one." To which she answers : " I cannot read one, unless I read all, So pray Miss deliver the ball." This is repeated until she guesses right. TAKE CARE. A flower-pot is filled with sand or earth; a little stick with a flag is placed in it. Every child playing has to remove a little sand from the pot with a stick, without up- setting the flag, crying at the same time. " Take care ! " The one who upsets the flag pays a forfeit. It beconies an anxious matter when the sand has been removed several times. CLUB FIST. A child lays his hand closed on the table, with thumb up. Another grasps the thumb, and so on until all the players are in the game. The following dialogue takes place : " What's that?" " An apple ? " " Take it off or I'll knock it off; " And so on until there is only one left. Then : " What have you there ? " " Bread and cheese." " Where's my share ? " " The cat's got it." " Where's the cat?" "In the woods." " Where's the woods ? " " Fire burned it." " Where's the fire ? " " Water quenched it." " Where's the water? " " Ox drank it." " Where's the ox ? " " Butcher killed it." " Where's the butcher ? " " Rope hung him." " Where's the rope ? " " Rat gnawed it." " Where's the rat?" " Cat caught it." "Where's the cat?" "Behind the door cracking nuts, and the first one that speaks will have a rousing box on the ear." PUSS IN THE CORNER. A little girl is placed at each corner of the lawn, or in the four corners of the room, if the game is played in the house. One player stands in the middle. She beckons to each kitten in the corner in turn, and says, " Puss, puss, puss," and tries to coax- one of them out. In the meantime, while they are talking, the other kittens are beckoning to each other to change places, and, suddenly, run rapidly across to each other's corner. The cat in the middle must be on the watch to get into one of these places herself If she can gain it before the kitten who is exchano-ing corners, she remains in it, and the disappointed player has to be " cat " instead. TTJgsS itfue. ^ ^-iL^v^r^^^w J— 'Uj Pb\Y5-M^D GAMES ^^^ LITTLE FoLRS I SPY! This game is usually played out of doors, because more convenient hiding-places are to be found there. All the company hide except one, who closes his eyes until he hears them call " Whoop ! " He then opens his eyes and begins to search for his play- mates. If he catches a glimpse of any one, and knows who it is, he calls them by name. "I spy Harry!" or " I spy Jack!" The one who is thus discovered must start and run for the place where the other hid his eyes. If he does not reach the spot with- out being touched by his pursuer, he must take his place. HIDE AND GO SEEK. One goes out of the room, while the others hide a thimble, handkerchief, or some- thing of that sort. When they are ready they call " whoop ! " and she enters. If she moves toward the place they cry " you burn!" " Now you burn more!" If she goes very near they say, " O you are al- most blazing ! " If she moves from the object, they say, " How cold she grows ! " If the article is found the one who hid it must take the next turn to seek it. HOT BUTTERED BLUE BEANS. Sometimes the game of hide and seek is given this name, and the one outside is called in thus : " Hot buttered blue beans. Please to come to supper ! " and are "hot" or "cold" according as they go near or move off from the object that is hidden. FLY AWAY JACK. A morsel of wet paper is put upon the nails of your two middle fingers. You rest these two fingers only, side by side, on the edge of a table, naming one Jack and the other Jill. You raise one suddenly, ex- claiming, " Fly away. Jack ! " When you bring the hand down again hide your middle finger and place your fore-finger on the table. Then raise the other, say- ing, "Fly away, Jill!" and bring down your fore-finger instead of your middle one. Then the papers have disappeared, and if you do it quickly your companions will think the birds have flown. Then raise your hand and cry, " Come again, Jack ! " and bring the middle finger down, and the paper is again seen. Then bid Jill come again in the same manner. BLOWING THE FEATHER. A round of merry little ones take a feather and toss it into the air, keeping it up by their breath. Each child hastens to blow it to her neighbor, lest it should fall on her dress or on the ground at her side, when she would be obliged to pay a forfeit. They must not blow it too violently, or it will fly so high that it will be difficult to reach ; neither must they send it outside the circle, or it will be almost impossible to get it back again. It is great fun for children to keep their light downy playfellow afloat. They dance round, of course, very fre- quently in pursuit of it, but they must not let go each other's hands or break the circle to catch it in its descent. PLAY5^NP GAMES p"-^ LITTLE FoLKS &CS) (SU®@i>^®^l^(S^i^S>®AS(§*S(^^ RING A RING A ROSIE. Children go round, singing, Ring a ring a rosie, Pocket full of posie, All the girls in our town, Cry for little Josie. At the last word all squat down. The one who is down the last is out of the game. HOLD FAST! AND LET GO! Four little girls, each hold the corner of a handkerchief. One standing by says, " Hold fast! " and then they must all drop the corners they are holding. When he says, " Let go ! " they must be sure and keep hold. Those who fail to do this must pay a forfeit. CHARLIE OVER THE WATER. Children clasp hands and dance about one who stands in the centre of the ring, Charlie over the water, Charlie over the sea, Charlie caught a black fish, But can't catch me. At the last word all squat, and if the child in the centre can catch one of the others before going down, that one takes his place. 4 FROG IN THE SEA. Frog in the sea Can't catch mc 1 Played the same as Charlie over the water. SAIL THE SHIR Two little girls clinch fingers, brace their feet tightly against each other, and whirl rapidly around, A tight grip is all that saves the ship. Don't let go too suddenly. PL/y5^'^° GAMES p""^ LITTLE FoLKS TAG. All those who intend playing the game stand in a row, while one of their number counts them out to find who is to be " it." A good counting out rhyme is — Intery, mintery, cutery, corn, Apple seed and apple thorn, Wire, brier, limber lock, Twelve geese in a flock. Sit and sing by the spring, 0-u-t and in again. Another one is — Ana, mana, mona, Mike, Barcelona, bona, strike. Hare, ware, frown, wack, Halico, balico, wee, wo, whack! And still another, and the one most com- monly used — Apples and oranges two for a penny. It takes a good scholar to count so many, 0-u-t — out goes she ! The one on whom the last word falls is " IT," and at once gives chase to the others. The one tagged, or touched, before the goal is reached takes his place, and the game is generally kept up until all have been " it." CLAP ! CLAP ! There are two ways of playing this game. In one the child hides his head in another's lap, who says : " Mingledy, mingledy, clap ! clap ! How many fingers do I hold up?" The child possibly answers "Two." Then the other says : " Two you said and three it was, Mingledy, mingledy, clap! clap ! How many fingers do I hold up .? " When more than two are playing, the leader hides his hand out of sight. The others guess one, two, three, or five, as they think most likely to be right ; but it is very rarely that the guess proves cor- rect. If not, the guesser pays a forfeit, and the player (changing the number of her fingers) begins again. When a little girl guesses rightly, it becomes her turn to play, and the former player pays a forfeit. MY LADY'S TOILET. The players are all seated, except one, for whom no chair must be provided. Each player tekes the name of some article of a lady's toilet — her necklace, her chain, her gloves, her bracelets, her rings, her comb, &c. The one standing acts as Lady's-maid, and says, " My lady is going out, and wants her chain." The Chain must instantly jump up and spin round ; if she forgets to do so, she pays a forfeit. Each article must spin round when wanted. Occasionally the player in the center says, "My lady wants her toilet changed," when all the jewels, &c., must rise and change seats ; in the scuffle for them, the center player tries to get a seat. The one who is left chairless when the others are all seated, pays a forfeit, and becomes lady's-maid in her turn. THE OLD GAME OF HONEY-POTS. One of the players must be selected to act the part of a Honey Merchant, another to come as a Purchaser to the honey stores. These two should be the tallest and strone- est of the party. Indeed, the game can only be well played when two elder brothers, or an elder brother and sister, or papa and mamma take part. The little folks squat down with their hands clasped under them. The Merchant praises his honey, and he and the Purchaser take up each honey- pot by the arms and swing it back and forth, saying " Who wants to buy a honey- pot?" If the honey-pot lets go it is pro- nounced poor honey, and the Purchaser does not buy it. Those that hold fast are carried off and set down at a distance from the rest, and the game is kept up until the little ones grow tired. THE CAT AND THE MOUSE. All the children join hands, except the one inside the ring, who is called the mouse, and the one outside, who is called the cat. They begin the game by going around rapidly, and raising their arms ; the Cat springs in at one side, and the mouse jumps out at the other ; they then suddenly lower their arms so that the Cat cannot escape. The Cat goes around, crying, " Mew ! mew ! " and as the circle are obliged to keep dancing round all the time, she is pretty sure to find a weak place to break through. As soon as she gets out she chases the Mouse, who tries to save herself by get- ting into the ring again. If she gets in without being followed by the Cat, the Cat must pay a forfeit; but if the Mouse is caught she must pay a forfeit. Then they name those who are to take their places, and they fall into the circle, and the game goes on. PL^3^^p GAMES p"-^ LITTLE FoLKS ^&fs (aar^e^r®(gat^^^©i^^(gv^6)®>^^(§>v9(§>vSKg>^a(§>^ HUMPTY DUMPTY; OR, HUCKLE-GEE BREAD. This is a game for little girls only. The players sit in a circle, or a line if they choose, and each girl gathers her skirts around so as to cover her feet which must be crossed. Grasping her foot and part of her dress firmly in each hand, the leader begins the rhyme, which all repeat with her : " My mother is sick, and almost dead. She sent me to make her some Huckle- gee Bread ; So I up with my heels as high as my head, And that is the way to make Huckle- gee Bread." At the third line all the players go over backward, and the impetus thus given sends them forward again, like a Humpty Dumpty. They can rock back and forth four times while repeating the last two lines of the rhyme, and this must be done without let- ting go of the skirt, or making any use of the feet. TWINE THE GARLAND, GIRLS ! This is a simple kind of a dance. A line of girls take hold of each other's hands. One stands perfectly still while the others dance round her, winding and stopping — winding and stopping — until they are all formed in a knot. Then they gradually untwist in the same m?nner. As they form the knot they sing, " Twine the garland, girls ! Twine the garland, girls 1 and when they unwind, they sing, " Untwine the garland, girls ! " TWELVE O'CLOCK AT NIGHT. One of the playfellows is -chosen to be the Fox. She hides in the most shady corner she can find. Another is selected to be Hen. The rest of the children are her chickens. They form a string behind her, holding each other by the waist. The hen walks thus with them up to the fox's den, and says : "If you please, Mr. Fox, could you tell me what o'clock it is? " If he says one, or ^wo, or three, Sec, she may go away in safety, and return again with the same question ; but the moment he says " Twelve o'clock at night" she and her chicks must take flight, for he intends to seize one of the^i. A good deal of merry running then begins ; the chicken caught is obliged to take the place of fox, and pay a forfeit. But I must not forget to state that a spot is fixed on, to be called the farm-yard, on reachinpf which the chickens are safe, and the fox has to return alone to his den, where he must remain till he gets another oppor- tunity of catching a chicken. The fun of the game is the uncertainty of when the fox will dart out. A good fox delays doing so till the fear of his pursuit begins to grow less, and then, the moment he says " Twelve o'clock at night" he rushes out. As he says "twelve o'clock" [noon) with- out intending to seize a chicken, the hen is always in dreadful doubt of which twelve is coming. The chicks must keep close to the old hen. MOTHER, MAY I GO PICK A ROSE? Mother and children :— " Mother, may I go pick a rose ? " " Yes, my dear, if you don't tear your clothes ; But remember to-morrow is your sister's wedding day. So make a fine curtsey, and walk away." The same answer is gfiven to all the threats made by the mother, who finally chases her naughty children. The one caught takes the mother's place. INTERY MINTERY. The players all place the fore-fingers of their right hands, side by side, on the knee of the one who is to begin the game. This A°T11E]\, /VvY I Go PICYk y\ Ko^f.i;^ Children curtsey and run off. When at a safe distance they sing : '' I picked a rose, And tore my clothes ! I picked a rose. And tore my clothes ! " " Children, come home." " Mother, I don't hear you." " I'll send your father after you." " I don't hear you." " I'll give you a good beating." " I don't hear you." one touches each finger by turns, saying : " Intery, mintery, cutery-corn, Apple-seed, and apple-thorn ; Wire, brier, limber, lock, Five geese in a flock. Sit and sing by the spring, 0-u-t and in again." The finger on which the last syllable falls must be quickly withdrawn, or it Avill be sharply rapped by the hand of the leader. If struck, the owner must pay a forfeit. PL-Ay3^^'> CAME5 ""-^ LITTLE PoLKS ra(gAi><5>S©A§)(§>igtg>^g)(§A®®Aa's>VS>©A9(§^igKS>V®®^V®®^ THREADING MY GRANDMOTHER'S NEEDLE. A VERY OLD GAME. The players take hands in a long line. The children on the right hand sing or chant : " Grandmother's eyes are grown so dim, Her needle she can't fill." The two at the extreme end of the line chant in reply : " Our eyes are very bright and good ; Thread it for her we will." Then the first singers raise their arms very high, and the last singers dart under them, the whole line twisting through till the first players are at the bottom of the line. Those who were originally at the end of it then raise their arms, and recom- mence the rhyme, and the players who beean the songr thread the needle in their turn. This is the same tailor's needle." as " Threading the HERE I BAKE, HERE I BREW. The players form a circle by joining hands, and shut one of their number into the middle of it. The captive touches one pair of joined hands, and says, " Here I bake ; " then passing on to two others, (generally on the opposite side of the: circle) she says, " Here I brew." when she touches two others, saying, " Here I make my wedding cake." Then suddenly she springs on two of the clasped hands- which appear least to expect her, and saying, " Here I mean to break through ! " breaks through the circle, if she can. But her effort is strongly resisted by the play- ers, who keep her prisoner as long as they possibly can. This game is usually played without forfeits. uj i ^_ u '••Jll. Pb\Y3^^'t> GAMES ^^^ LITTLE FoLRS MY FARM-YARD. Names of animals are given to the chil- dren. One in the center of the ring sings the words, and at the proper time imitates the cry of the animal she represents. " I had a little rooster, and my rooster pleased me, I fed my rooster beneath that tree ; My rooster went [here the rooster crows], Other folks feed their rooster, I feed my rooster too. " I had a little lamb, and my lamb pleased me, I fed my lamb beneath that tree ; My lamb went [here the lamb cries out], Other folks feed their lamb, I feed my lamb too. And so on with the names of the other beasts. At each verse the animal who has previously figured joins in, and the game becomes quite noisy. FIVE GEESE IN A FLOCK. The children sit on the grass, or on a bank or bench, side by side. One stands as Market Woman opposite the row of players. She walks along the row and touches each child, beginning wherever she pleases, and saying one word of the following rhyme to each, as she touches her — " Please — good — farmer — cut — the — corn, Keep — the — wheat — and — burn — the — thorn. Shut — your — gate — and — turn — the — lock. Keep — the — five — geese — in — a — flock."' As soon as she says the word " flock," the one Jirsl touched jumps up and runs away. The market woman pursues her. But while she is catching her, the other geese have fled, and she has to catch each player and re-seat her in her place, before the game can begin again. The one first caught becomes in her turn market woman. DEN. This is an out-of-doors game. Each boy takes the name of a wild beast and has a tree to himself, which represents his den. Any player who leaves his den is liable to be tagged by the next one out. The best runner generally starts out first, a second one pursues him, and so on until all may be out at once. If a player can tag any one he has a right to capture, he takes him home to his own den, and the latter must help him to take the rest. The pursuer cannot be tagged while bringing home a prisoner. BUTTON, BUTTON, WHO'S GOT THE BUTTON. The children sit in a row with hands folded. One takes a button, and holding it between both hands pretends to give it to each one of the players who open their hands as if to receive it. As she does this, the leader says to each one, " Keep all I give you." When she has finished she puts the question to each in turn, "Button, button, who's got the button ? " The answer is, " Next door neighbor." When she returns to the head of the line and asks " Who's got the but- ton ? " the player mentions the name of the one she thinks has it. The successful guesser take's the leaders place. »^S>^^^>^^Sra3-^&^-^3>3~»-^^'g^'ifcS-^S»'a~gg^>^»'gv^'»v^^^^^»»»'»g(gAS©>19(S>a^(Si»^(gAg(S>«^(g>S^(g^lSK^^ THE RAILROAD GAME. The players take the following names, and whenever in the course of the story (which is read or invented at the moment) their several names are uttered, they must do whatever they have been told to do, or otherwise pay a forfeit. Railroad. — Must rise and turn round once. Rails. — When named must rise and extend two arms straight before him. Parlor Car. — Must rise and make a graceful bow. Drawing-room Coach. — Must rise and turn round, 1ST Passenger Car. — Must sit down on the carpet, and rise without touching anything. Newsboy. — Must call out "Here's the Times, Herald, World, and Tribune^ The Engine. — Must rise, and, if a boy, whistle ; if a girl, run round the circle without touching any cne. The Conductor. — Must rise and call out the name of a real station. The Station. — Must sit still and do nothing. Train. — Must get up and turn round three times. Buffers and Sleepers. — Must shut their eyes. Station Masters and Porters. — Rise and make bows. Passengers. — Must rise and turn round three times. Telegraph Wire, Tunnel, &c. — The same. Wheels — Rise and turn round. As the story usually ends with a col- lision, when everything is pretty well mixed up, the players have a lively time performing their several duties. CHARACTER. One goes out and some person of history or fiction is chosen. On his return he is addressed as if he were the supposed character. A century is sometimes as- signed. 11 THE QUEEN AND HER ATTEND- ANTS. The players are numbered and seated in two rows facing each other. The Queen at the head calls any number. " It is time for to start." At which that person starts. " Bring him to me." The second one then starts and tries to catch the first. They must run down between the two rows, then around the whole, and back up the center to the Queen. If caught, he must stand behind the Queen's chair. If not, number two must take the place. When all are caught, they follow the Queen around the chairs (the Queen's not being used), and when she claps her hands all rush for a seat. BAGS. Bags is a capital game for cold weather. The game is played with four cotton bags half filled with white beans, the bags being tied at the mouth. These bags are taken up by two players, two bags each, one in each hand. Player No. i throws the bag in his right hand to Player No. 2, transfers the bag in his left hand to his right, catches the bag sent by No. 2 in his left hand, throws to number 2 the bag in his right, transfers the bag in his left to his right, and so on. Player No. 2 does just the same as No. i. Indeed, each player should consider himself to be No. i, and his com- panion No. 2. The object of the game is to keep the bags going without falling as long as possible, a difficult task at first, but which with practice becomes comparatively easy. PL^5^^P 6AME5 p"*^ LITTLE FoLKS gVS) (SUa>^^^<3i>~9i3(S>i^(S)iS(tJ^(tf>^(S>AS ®<5atg)(g3«a(§i»^t9(s>V®<§>V§)lSiV9Vg©A9©VlSXs^^ Jsjsf-j^eP-JSBSil I BLIND-MAN'S BUFF. One of the players is blindfolded and led to the center of the room, taken by the shoulders and turned around three times, and then told to catch whom he can. The rest of the players move softly about, and dodge this way and that to avoid being caught. The blind-man must tell who they are by the touch, and the one caught and rightly named takes his place. Another way to play the game, some- not more than three words, such as " Who are you ? " This is a less boisterous way than the first, and may be made just as SHADOW BUFF. A large sheet is stretched across one end of the room, and one of the party sits on a low stool between it and the light. He is to look right at the sheet, and neither side- ways nor behind him. The other players times called " The Guessing Blind Man," is to have the players sit in a circle ; compel the blinded one to turn round three times ; then all the players change seats, and when all are ready, the blind man advances toward one of the party and endeavors to tell who it is by feeling of the face and clothing, or demanding the repetition of 13 then pass between the light and the seated person, disguising themselves by action or clothing as much as they please, while he is to guess by the shadows who they are. When he guesses correctly, the per- son whom he names must take his plac-e. This game can be made very lively and -y_ j j_u _u_^ , • u.!"' »-'UJ Pb\Y5-AWp GAMES ^^^ LITTLE FoJJ^ POINTER'S BUFF. A circle is formed, one standing blind- folded in the center, with a cane. The others walk around and when they stop, he points to one and asks a question. He guesses who it is by the voice, which may be disguised, or he may imitate an animal which the person touched must echo. BUFF. One points a cane at another repeating the following lines and making grimaces to cause the latter to laugh : " Buff said Buff to all his men. And I say Buff to you again ; Buff he neither laughs nor smiles, In spite of all your cunning wiles; But keeps his face, with a very good grace ; And passes his staff to the very next place." He then gives up the cane which is handed thus around the circle, must laugh. No one STILL PALM. Like Blind Man's Buff, except when he who is blindfolded counts ten and says, " Still Palm, no moving," all must stand still. BLIND MAN'S BUFF SEATED. The company is seated in a circle, and after one is blindfolded, the others change places. The one who is blindfolded ap- proaches without groping, and seats him- self in the lap of the first person he comes across. "Without touching with the hands he must guess in whose lap he is sitting. 14 FRENCH BUFF. In French buff the hands are tied behind, and there is quite as much sport in the game, and less risk, than if the eyes are bHndfolded. BEAN BAGS. Form in two lines, with a chair at each end of each line. Each has the same num- ber of bags. The contest lies in seeing who can pass the bags quickest up the line, place them in a chair and down agaifi to the first chair. A CATCH. " I went up one pair of stairs." " Just like me." " There I saw a monkey." " Just like me." " I one'd it, " " I two'd it." " I three'd it," and so on until the one who began the game says, " I seven'd it, " and the' other, without thinking, says, " I eight it." OPEN THE GATES. " This is played the same as " Thread the Needle," and ends with a "tug of war." " Open the gates as high as the sk}', And let King George and his troops pass by." Then those forming the gates, drop their hands and catch one of the troops, the rest standing still until the question has been answered, and the prisoner taken his or her place at the rear of either gate. .»rfs^ 'v>j3ta(§A®(S>i^©iij)®>(g>t^®>>s^s KING AND QUEEN. Spread a large shawl over two chairs, and set them the width of a chair apart. This is the throne. The king and queen sit on the chairs, and one who does not know the trick is invited in to be introduced to them. This ceremony over, the king and queen invite him to sit on the throne between them, and as he does so the two rise and let him down gently to the floor. Another way : A row of chairs is ar- ranged so as to leave a vacant space which is concealed by shawls and other cover- ings. This constitutes the throne. The courtiers take their places on either side. The queen sits in the center, leaving the vacant seat at her rigrht hand. The kinsf — who does not know the trick that is to be played on him — is brought into the room, introduced to the royal people, and invited to take a seat beside the queen. As soon as he does so, all who are seated on or near the throne suddenly rise, and the king finds himself on the floor between the chairs. BOOK-BINDER. The players sit in a row with their fists together, thumbs flat and uppermost. The Book-binder begins at the head of the line, rests his book, which should be a thin one, on the player's hands, suddenly lifts it and then brings it down with a whack. If he strikes the hands the player goes to the foot of the line. The one who remains at the head without being struck in three rounds becomes the Book-binder. ]5 TWIRL THE PLATTER. The players sit around the room, or stand close to a table, each player having a number. Then one of them takes a wooden cover, or a wooden or metal plate, stands it on edge, and gives it a twirl, at the same time calling the number of one of the com- pany, who must catch it before it stops spinning, or pay a forfeit. The one whose number was called must then spin the plate, calling some other number, and so on. DROP THE HANDKERCHIEF. The players form in a circle, with one on the outside, who takes a handkerchief, and passing around the circle two or three times, drops the handkerchief on the floor, behind one of the opposite sex. As soon as it is noticed, the person behind whom it is must pick it up, and if he can catch the one who dropped it, before she can run around the circle and get into the pursuer's place, the penalty is a kiss. And whether the capture is made or not, the person be- hind whom it is dropped must go around the circle two or three times and drop it as before. Nothing must be said by any of the players to indicate Avhere the hand- kerchief is. Each person must watch for himself. THROWING THE HANDKERCHIEF. The company are seated in a circle with one in the center who tries to catch a loose handkerchief thrown from one to another. SIMON SAYS. All sit in a row, except one who is called Simon. The players rest their doubled-up fists on their knees, and the game begins "by the leader saying, " Simon says thumbs up ! " All the thumbs go up. " Simon says thumbs down." All the thumbs are turned down. "Simon says wiggle, waggle! " and the thumbs wiggle waggle back and forth. It is all right to do as " Simon says," but if the leader says " Thumbs up ! " or "Thumbs down ! " or " Wieele, waeele ! " those who move their thumbs will have to pay a forfeit. FIND THE RING. A long string is held by the players, who •stand in a circle, with one in the center. A ring is slipped on the string, which is rapidly passed from one player to another, covering it with their hands. The one in 16 the center endeavors to seize the hands that hold it, and the person in whose hand the ring is found must take his turn in the circle. Pretending to pass the ring from one to another, when it may be in another part of the circle, bewilders the person in the cen- ter, and makes the game more amusing. THUS SAYS THE GRAND MUFTI. One stands up in a chair, who is called the " Grand Mufti." He makes whatever motions he pleases, such as putting his hand on his heart, stretching out his arm, smiting his forehead, &c. At each motion he says, " Thus says the Grand Mufti ! " or, " So says the Grand Mufti ! " When he says " Thus says the Grand Mufti ! " every one must make the same motion as he does ; but when he says, " So says the Grand Mufti !" every one must keep still. A for- feit for a mistake. HAWK AND CHICKENS. A hen and her brood form themselves in a line, and go round the hawk, or buzzard, who pretends to be making up a fire. But there is more fun in the game, when the one inside the ring is an old witch in- stead of an old buzzard. The children have a better idea then of what they are running away from. The hen says as she leads her brood around : " Chickany, chickany, crany crow, I went to the well to wash my toe, When I came back my chicken was gone. What o'clock is it, old witch .?" The witch names any nour, and the hen and her brood go round again re- peating the rhyme, until the witch ans- wers Twelve o'clock. Then the hen asks : " What are you doing, old witch ? " " Making a fire to cook a chicken." " Where are you going to get it? " " Out of your coop." " I've got the lock." " I've got the key." " Well, we'll see who'll have it." Then the chase begins. The witch tries to get past the hen, and seize the last of the line. The mother spreads out her arms and does her best to pro- tect her brood. Each child caught drops out, and as the line grows shorter the struggle becomes desperate. When all the chickens are caught the witch and hen change places, and the 17 game begins again with " Chickany, chickany, crany crow, I went to the well to wash my toe, When I came back my chicken was gone. What o'clock is it, old witch > " PL'f^S^^o GAMES p"-^ LITTLE FoLKS SPOONS. " One person takes his stand in the center of the circle blindfolded, and his hands extended before him, in each of which he holds a large tablespoon. The other players march round him, clapping their hands in time to a tune, which may- be sung, or played upon the piano, in any slow measure suitable for marching. When the blind player calls out " spoons," the others stop. He then finds his way to any player that he can, and must ascertain who he is by touching him with the spoons only, which he may use as he pleases." ROBINS FLY. All who take part in the game sit around a table, and each person puts his two fore- fingers on the table a few inches from the edge. The leader says, "Robins fly!" and lifts his fingers from the table in imita- tion of flying. All the other players must do the same, and must also lift their fingers every time the leader calls out some creature which really flies, but must be careful not to lift them when he names something which does not fly. His object is to en- trap some of the others into lifting their fingers at the wrong time, so he lifts his fingers every time he calls out. For in- stance, he cries out rapidly, "Robins fly! Pigeons fly! Sparrows fly ! Bluebirds fly! Houses fly!" In the interest of the game some are sure to lift their hands at the wrong time, and must accordingly pay for- feits. 18 BLOODY TOM. When this game is played indoors the little folks squat down in a circle and pre- tend to be asleep. The shepherd stands inside the ring, the wolf prowls outside. Shepherd. — -"Who comes round my house at this time of night ? " Wolf. — " None but Bloody Tom." Shepherd. — "What do you want?" Wolf. — " A good fat sheep." Shepherd. — " Where'll you get it?" Wolf. — " Out of your flock." Shepherd. — " I'd like to catch you at it." The wolf then seizes one of the lambs who tries its best to get away. The rest jump up and run behind the shepherd. The game is kept up until the wolf has captured all the sheep. It adds greatly to the fun and prolongs the game, if Bloody Tom goes through the process of killing and dressing the animal ; making believe cut off its arms and legs, and finally march- ing off^ with the lamb on his back. HARE AND HOUNDS. One boy or girl is chosen as the Hare ; the rest are the Hounds. The Hare starts off with a quantity of paper cut into small pieces, and these are dropped, bit by bit, along the track. When at some distance from the others the Hare cries "Whoop!" and the hounds begin their pursuit, follow- ing the paper trail. When there are no more bits of paper to be found, the hounds begin to hunt around for the Hare who has slipped into some out-of-the-way hiding-place. Pb\Y5 V.ND GAMES ^^^ LITTLE FoLRS HUNT THE SLIPPER. The players sit down on the ground in a circle, and get an old slipper or shoe. One of the players kneels in the middle of the circle. Then the slipper is passed from one to the other, and the one in the mid- dle has to find it. Every time the players get a chance to hit him with the shoe they do so HUNT THE WHISTLE. One of the party must be ignorant of this game, or the fun of it is lost. The players sit round as In Hunt the Slipper. The one who does not know the eame is put in the center to hunt the whistle. Meantime the others have managed to fasten it to her dress and bloAv it. The players keep their hands in motion all the time as if they were passing the whistle, and sometimes one of the group will whistle to make the seeker think he has it. But it is always blown, of course, behind her- self; and the fun is to see her whirling round in search of it. This trick should not be long continued, or it would be unfair. It is, of course, only a jest ; and jests require great considera- tion, kindness and courtesy in the acting, or they are very objectionable. HUNT THE SQUIRREL. A circle is formed. One runs around on the outside, tags one on the back and con- tinues running. The one touched turns and runs the other way. When the two 19' meet they must stop and bow three times, and continuing running, each in his own direction, see who can first reach the start- ing point. GYPSY. One is chosen for the gypsy, one for the mother, and one for daughter Sue. The mother says : " I charge my daughters every one To keep good house while I am gone. You and you (pointing), but especially you, (Or sometimes especially Sue), Or else I'll beat you black and blue." During the mother's absence, the gypsy comes and entices a child away and hides her. This is repeated till all are hidden, when the mother tries to find them. BEAST, BIRD, OR FISH. The players sit in a row. One of their number throws a knotted handkerchief at another, who must mention the name of some animal of the kind required before the thrower counts ten. For instance : Mary throws the ball at Jane, and says "Beast!" and then begins counting rapidly, " One, two, three, four, five, six, seven, eight, nine, ten." If Jane has not named any beast in that time she is out of the game. If she mentions a fish when a bird or beast is called for, or a beast or bird when fish is required, she must pay a forfeit. Sometimes, however, the game is played without forfeits, and is sure to create considerable mirth. PL/y5^'^p GAMES ^"-^ LITTLE FoLKS e>ra @>e)ts)®a*g©»^® RUTH & JACOB. A circle is formed within which stand four persons — two Ruths and two Jacobs. One Ruth and one Jacob are bhndfolded. Each tries to catch his partner, calling out, ■ " Where are you, Ruth ? " or, " Jacob," to which the other must answer, " Here I am." THE FISHERMAN. Make a tight loop at the end of a piece of cord about a yard long ; pass the other end through this making a slip loop. Attach the end to a cane. In the center of a table the fisherman arranges the loop around a circle about five in- ches in diameter. When he says, " Yottr fish," each must put a finger into the circle and keep it there; and when ''My fish," the finger must be withdrawn. The words repeated rapidly, the play- ers become confused, and suddenly the fisherman jerks the cord and tries to catch one or more of the fingers. JACKY LINGO. Two are chosen for leaders, one stand- ing within a ring of the children, the other outside. The one within begins the following dialogue : " Who is going round my sheep- fold?" " Only poor old Jacky Lingo." " Don't steal any of my black sheep." " No, no more I will, only one." " Up, says Jacky Lingo." He strikes one, and that one leaves the rine and takes hold of him behind. This is repeated until he has the whole. A chase ensues. The one in the center tries to get them back, dragging them off one by one. and placing them in a circle until he has them all. |[Pb\Y5^^I^> GAMES ^^^ LITTLE FoLRS THE HUNTSMAN, One player becomes the huntsman, and holds the position throughout the game. The other players sit in a circle, and the huntsman gives a name to each, one be- coming his coat, others his hat, shot-belt, powder-flask, dog, gun, etc. The hunts- man then walks around the outside of the circle, and calls, for instance, for his £^un. The player representing the gun at once gets up, takes hold of the huntsman's coat- tail and walks around after him. The hunts- man calls for other accoutrements, till all the players are going around, each having hold of the player in front of him. When all are going at a lively pace, the hunts- man suddenly shouts "Bang!" when all, including the huntsman, must let go and rush for seats. One player will be left and must pay a forfeit for his failure to get a place, or he may be counted out of the game and the number of chairs be reduced one. The huntsman then calls tor his equipments again, and so on. EUROPE, ASIA, AFRICA. This is a game which will require quick thought and provoke many forfeits. One player takes a handkerchief, and unex- pectedly throwing it at another, calls out, "Europe," "Asia," or "Africa," whichever he chooses, then counting ten as rapidly as possible. The person at whom the hand- kerchief is thrown must name some person or thing in, or from, the country called, be- fore ten is counted, or must pay a forfeit. The players will often find it difficult to get their answers out in time, especially if the person with the handkerchief looks at one and throws at another. ■M PL/yS^'^p GAMES p"-^ LITTLE FoLKS J @»^@ar^e.>r^®>L®ta(sAS(s>8^®>t®(§A§)(SVS^(!>>^(gA9(S^^ CHANGE SEATS. As many seats as players save one. He who has no seat stands in the center repeating the words " change seats," — " change seats." All are on the alert to observe when he adds, "The King's come," when all change seats, and he must try to get one. If he should say, "The King has not come," the seats must be kept. STAGE COACH. The players sit in a row, with the ex- ception of one who is the leader. The leader gives to each of the others the name of some part of a stage-coach. One is the whip, one the right hind wheel, one the fore-wheel, one the driver, and so on. Then the leader begins to tell a story, and as he mentions any part of the stage-coach, the one bearing that name gets up, turns around, and re-seats himself. When the leader says, ''stage-coach" all the players get up and turn around, and the one who does not succeed in changing his seat has to pay a forfeit. At any point in his story that he chooses, when the stage-coach is npset, the leader watches his chance to secure a seat, and the one without a chair takes his place as story-teller. GOING TO JERUSALEM. A row of chairs is placed in the center of the room, every other one facing the same way. There must be one chair less than the number of players. Some one plays on the piano while the compan)' forming in line march around without touching chairs. When the music stops, all rush for a seat. A chair must be taken away each time. This is also played placing the chairs all one w^ay or back to back, and two or more taken away each time. Also without music, a person blindfolded calling out, " chairs," when he thinks it is time to be seated. BLIND POSTMAN. In this game the first thing to be done is to appoint a postmaster-general and a postman. The table must then be pushed to one side, so that when the company have arranged themselves round the room there may be plenty of room to move about. The postmaster-general, with paper and pencil in hand, then goes round the room, and writes down each person's name, linking with it the name of the town that the owner of the name chooses to repre- sent. As soon as the towns are chosen, and all are in readiness, the postman is blindfolded and placed in the middle of the room. The postmaster then announces that a letter has been sent from one town to another, perhaps from London to Edin- burgh. If so, the: representatives of these two cities must stand up, and, as silently as possible, change seats. While the tran- sition is being made, the postman is at liberty to secure one of the seats for him- self. If he can do so, then the formei occupant of the chair must submit to be blindfolded, and take upon himself the office of postman. PL^3^^'^ 0AME5 P"-^ LITTLE FoLKS eXc)'^@>i^(Si'^®JiS(s>'Sl©AS)(^^ THE EiNCHANTED PRINCESS. A newspaper is held over the head of one of the company, by the others who thus represent the tower in which the prin- cess Hves. The enemy comes up and asks, " Where is Fair Margaret ? " " She is shut up in her tower." The enemy carries off one of the pillars ; that is, one of the children holding up the canopy. This is repeated until only one is left, who drops the paper, and runs, pursued by the princess. The one who is caught becomes the princess. THE SHEPHERDESS AND THE WOLF. The children stand in a long line, one Tiehind the other, holding each other's dresses. The one at the head of the line represents the Shepherdess, her little fol- lowers the Lambs. One player stands apart from them, and is called the Wolf. She prowls stealthily round the flock, and the shepherdess calls out, " Who goes round my house this dark night? " The other answers, " I am a wolf." The shepherdess says, " I beg of you not to hurt my lambs." The wolf then says, " I only wish for one, and I mean to have this little lamb." And he jumps at the last player in the line. The shepherdess springs round to save her, followed, of course, by the lambs. The wolf pretends to jump on one side, but really tries to catch a lamb. If the lamb can slip from his hold, she must run and put herself before the shepherdess, when she becomes shepherdess in her turn. The wolf must then pay a forfeit and lose his place, giving it up to the last lamb in the line, and standing himself at the end of the file. HUNT THE FOX. Partners are chosen and stand in two lines, partners opposite. The Fox at the head starts and runs down the line and back, pursued by his partner, the hunter. He can pass through the line, in and out, but the hunter must follow him. When caught the couple take their place at the foot of the line. YES AND NO. A player thinks of some person or thing, and the others ask him questions about it, to all of which he answers " Yes " or " No." The inquirers must guess from his answers what he is thinking of Shrewd questions will soon lead to the discovery. This is a very good game, and well adapted to follow those in which there is much physical ex- ercise. HUL GUL. Each player has a lap full of beans, hold- ing a certain number, in his hands. One begins, saying : "Hulgul. Hands full. Parcel how many? ' Each guesses how many. If a player guesses more than are in the hands, he must give the difference to the questioner. If less, the questioner must give him the difference. SOAP BUBBLES. The best way to prepare water for soap bubbles is to have the bowl full of foaming soap-suds, very thick, and use a short pipe or a good sized straw split at one end. A little glycerine in the water makes the bub- bles better. ODD OR EVEN. A small number of beans or other count- ers are held in the hand, and the question is " Odd or Even ? " If the guess is even and the true number is odd, it is said " Give me one to make it odd." And if the ques- tion is odd and the true number even, it is said, " Give me one to make it even." The game is kept up until all the counters belonof to one or the other of the two players. HE CAN DO LITTLE WHO CANT DO THIS. This simple game has been a puzzler to little folks many and many a time. With a stick in the left hand the player thumps on the floor, at the same time saying, " He can do little who can't do this." Then, passing the stick into the right hand, he gives it to the next person, who, if unac- quainted with the trick, will no doubt thump with the right hand. Of course, it is most natural to use the right hand for every- thing, consequently few people suspect. that the secret of the game lies in simply taking the stick with your right hand when it is passed to you, but knocking with your left. Sometimes other tricks are intro- duced, such as clearing the throat or yawn- ing, just before saying, " He can do little who can't do this." I Pb\Y5 ^>^^ GANE3 f-o^ITTLE FoLR3 PEASE PORRIDGE HOT. Pease porridge hot, Pease porridge cold, Pease porridge in the pot Nine days old. Some like it hot, Some like it cold. Some like it in the pot Nine days old. This simple game is played in this way. Two players sit facing each other, and at hands strike together. Repeat the same motions for remainder of verse. This can be done very rapidly, and makes lots of fun. HANDS. In this game the company generally divides in two parts, half being players, while the rest do the work of guessing. A thimble is then produced by one of the party, or something equally small that may i,j ^<^V<< V ?uri^ " &^v . ^^v ^ v^^.^ ^^ the word pease, which they say together, they strike the palms cf their hands on their laps. At the word porridge, they strike their own hands together ; at hot, each other's right hand ; pease, in the lap ; porridge, own hands ; cold, leit hands ; pease, in the lap ; porridge, own hands together ; in the, right hands ; pot, own hands ; nine, left hands ; days, own hands ; old, four 25 easily be held in the hand. Seated by the side of the table, the players begin passing on the article from hand to hand. When the working has been done suffi- ciently the closed hands are all placed on the table for those on the opposite side to euess in turn whose hand holds the thim- ble. As soon as the right guess is made the opposite side take their turn. iTS'tJff' PLA/5^ND GAMES ""-^ LITTLE FoLKSJ j&Ca) a3KSe-'?®®^^(g^«^©>'^(s>s^®>»^(9>'^©A@(s>Vg©>^9(s'>^^ BACHELOR'S KITCHEN. The players sit in a row, with the excep- tion of one who goes to each of the others and asks what he will give to the bachelor's kitchen. Each answers what he pleases, but no two must mention the same article. Then the questioner goes back to the first child and asks all sorts of questions, which must be answered by the name of the article he has given, and by no other word. We will suppose that one of the children gave a box of matches to the Bachelor's Kitchen. The questioner asks, " What did j^ou have for breakfast.''" "A box of matches." " What do you wear on your head .'' " " A box of matches." " What kind of a house do you live in ? " "A box of matches." The object is to make the answerer laugh, and he is asked a number of questions until he does laugh or is given up as a hard subject. Tliose who laugh, or add another word to their answer, must pay a forfeit. BUZ. The players sit in a circle, and count, beginning at one and going on to a hundred. But the number seveyi must not be used. Buz being substituted for it. For instance, the players saj^ alternately, " one," " two," " three," " four," " five," " six," the seventh exclaims " Buz;" the others go on "eight," "nine," "ten," "eleven," "twelve," "thir- teen," "Buz" (because twice scz'ni makes fourteen), " fifteen," " sixteen," " Buz," for seventeen, "eighteen," "nineteen," "twen- ty," " Buz," because three times seven are twenty-one. Thus, Buz is said whenever a 26 seven is named, or a number out of the line of seveyi times in the multiplication table, as fourteen, twenty-one, twenty-eight, thirty-five, forty-two, forty-nine, fifty-six, sixty-three, seventy, seventy-seven, eighty- four. When the players reach seventy- one they must say " Buz one," " Buz two," &c. Rules of the game : \st Rule. — Buz is to be said for every seven, or number in "seven times." 2nd Rule. — Any one breaking ist Rule pays a forfeit and is out of the game — /. c., sits silent. 2,rd Ride. — Directly a "seven," or seven times number has been named, the count- inof must beafin agfain ; the one sittino- on the left hand of the expelled member be- oflnnino; asfain with " one. " \tJi Rtde. — If any player forgets her number while the counting is going on, or miscounts after a Buz, she pays a forfeit, but is not out of the game. This game must be played quickly, and it will be found that B^is will so often be forgotten in its right place that the circle, or number of players, will continually diminish, till it ends sometimes only in a pair. And, as after every blunder the count beeins asfain at one, it is a matter of some difficulty to reach a hundred. COLORS. Each one chooses a color. The leader throws a handkerchief at one of the players and calls out the name of a flower. Those who make mistakes in color must pay a forfeit. PL.7°y5^^p GAMES ^""^ LITTLE FoLKS gyS @Xa\S^f®S»S(S;l^3@>l^(§>iS><§i^®fi3(^AS)®>iS>@^^«)^^ THE SPANISH MERCHANT. After seating themselves in order round the room the first player begins by saying to his neighbors, " I'm a Spanish merchant." The neighbor then replies, " What do you sell?" This question the first player ^an- swers by naming any article, which at the same time he must touch. For instance, should he say he sells gold, he must unob- servedly touch some gold article — a piece of money, a gold ring, a breast-pin, or anything else of gold. Silk, cloth, linen, carpets, boots, glass, etc., may be articles of merchandise ; the only thing to be re- membered is that whatever is chosen must be touched. The Game of the Pork Butcher, is very much like that of the Spanish Merchant, the only difference being that instead of the players representing them- selves as Spanish merchants, they carry on for the time the business of pork-butchers. The first player begins the game by saying, " I have just killed a pig, and shall be glad to sell portions of it to any of you. What part will you take ? " he continues, adress- ing his right-hand neighbor. The trick of the game is that whatever part the pur- chaser shall choose, the corresponding part on his own person must, as he names it, be touched by him. THE SEA AND HER CHILDREN. The players seat themselves in a circle, leaving out one of their number, who represents the " Sea." Each player hav- ing taken the name of some fish, the " Sea" walks slowly round outside the ring calling her companions, one after another, by the titles they have chosen. Each one, on hearing his or her name pronounced, rises and follows the " Sea." When all have left their seats, the "Sea" begins to run about exclaiming, "The sea is troubled! The sea is troubled ! " and suddenly seats herself, an example immediately followed by her companions. The one who fails to secure a chair becomes the " Sea," and continues the game as before. THE SCHOOLMASTER. The one of the party who volunteers to be master of the ceremony places himself in front of his class, who are all seated in a row. If agreeable, he can examine his, subjects in all the different branches of edu- cation in succession, or he may go from one to the other indiscriminately. Supposing, however, he decides to begin with natural history, he will proceed as follows : — Point- ing to the pupil at the top of the class, he asks the name of a bird beginning with C. Should the pupil not name a bird beginning with this letter by the time the master has counted ten, it is passed on immediately to the next, who, if successful, and calls out " Cuckoo" or "Crow," &c., in time, goes above the one who has failed. Authors, singers, actors, or anything else may be chosen, if the schoolmaster should think proper, as subjects for examin- ation ; but, whatever may be selected, the questions must follow each other with very great rapidity, or the charm of the game will be wanting. COPENHAGEN Always pleases the girls and boys. A long piece of rope is passed around the room, each of the company taking hold on the outside, except one, who is called " the Dane," and remains in the center. He endeavors to slap the hands of those who have hold of the rope, and if he suc- ceeds, the person whose hands are slapped takes the place of the " Dane." WHIRLWIND. The company are seated in a circle with one vacant chair. One stands in the center. Then all begin moving, each into the chair next to him. The one in the center must try to get a seat. THE WOLF AND THE DOE. A long line is formed, and it is the wolf's part to catch the fawn who is at the end of the line. The doe at the head extends her arms to defend those behind, but if the wolf succeeds in passing, then the fawn may run and place herself in front of the doe. That fawn then stands out. When one is caught he becomes the wolf. I APPRENTICED MY SON. A trade is chosen, and a handkerchief thrown from one to another, the throwei saying, " I apprenticed my son to a ." The one to whom it is thrown must name something in connection with the trade, before ten is counted, or those throwing- the ball may each name a different trade. For example : " I apprenticed my son to a grocer, and the first thing he sold was S." " Sugar." " No." " Salt." " No." "Sand." "No." "Starch." "Yes." |Pb\Y5^^^p GAMES f'^^ LITTLE FoLRS THE FARMER. This is a very pretty game, and one that is familiar to every kindergarten. At the words, " So does the farmer sow his bar- ley and his wheat," the little players pretend to scatter seed. At " So does the farmer reap his barley and his wheat," the children make the rmotion of reaping. At " Thresh his barley and wheat," they wave their arms for flails. At " Sifting the wheat," they pretend to shake a sieve. At " How he rests," the little players throw themselves on the grass, or carpet, if in a room. At " Would you know how he plays?" they all skip and jump about. ^ S=:^ -•^-«- :ti ^=3; 4- -m-^—K- 5=3; 1 — 1 — t — ^ — •*-' Would you know how does the far - mer, Would you know how does the far - mer, Would you I f =1= ?^=^ ^=i=i^=i^ ^ =3—^- X- ^- ti^t -t— know how does the far-mer Sow his bar -ley and wheat? Look, 'tis so does the far - mer, g=^=^ I N 1^ - -t- iS ->— *-^-«- =^=^ti=^: =1- :i=7=^ ± — I — ^ — **— ' ^ • S Look, 'tis so., does the far - mer. Look, 'tis so., does the far - mer Sow his bar - ley and wheat. 29 . PL/yS^^p GAMES ^"-^ LITTLE FoLKS (SVB @Jtse.yra'5>tS®>«^®>^@(g>i^@jg©gg©V^(s>V®©A9©>19©^ 2. Would you know how does the farmer, would you know how does the farmer, Would you know how does the farmer reap his barley and wheat ? Look 'tis so does the farmer, look 'tis so does the farmer. Look 'tis so does the farmer reap his barley and wheat. 3- Would you know how does the farmer, would you know how does the farmer. Would you know how does the farmer thresh his barley and wheat ? Look 'tis so does the farmer, look 'tis so does the farmer. Look 'tis so does the farmer thresh his barley and wheat. 4- Would you know how does the farmer, would you know how does the farmer. Would you know how does the farmer sift his barley and wheat ? Look 'tis so does the farmer, look 'tis so does the farmer. Look 'tis so does the farmer sift his barley and wheat. 5- Would you know how rests the farmer, would you know how rests the farmer. Would you know how rests the farmer when his labor is done } Look 'tis so rests the farmer, look 'tis so rests the farmer. Look 'tis so rests the farmer when his labor is done. 6. Would you know how plays the farmer, would you know how plays the farmer, Would you know how plays the farmer when his labor is done .'' Look 'tis so plays the farmer, look 'tis so plays the farmer. Look 'tis so plays the farmer when his labor is done. 30 FOX AND GEESE. In this game the company stand two and two in a circle, excepting in one place where they stand three deep thus : • • • • • One stands outside of the circle, and is on no account allowed to go within it. The object is to touch the i/iird one wherever he finds her; but when he attempts this, she darts into the circle, and takes her place before some of the others. Then the third one who stands behind her becomes the object ; but she likewise slips into the circle, and takes her place in front of another. The pursuer is thus led from point to point in the circle, for he must always aim at one who forms the outside of a row of three. Any one caught changes, places with the pursuer. THE BUTTERFLY AND THE FLOWERS. One is chosen as a butterfly. All the others take the names of flowers. The Butterfly calls on each one to tell some story about the flower whose name he bears, and if his memory fails him he must pay a forfeit. PL-;'y5^'^t> GAMES p"-^ LITTLJE FoLKS &CS (S>(^i3®}A3@^X3®AS