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Source: Project Gutenberg e-text #42172, public domain in the United States · text not rewritten or summarized · How RedLectern is built

 

Contents (89)
  1. Opening about 3 min
  2. I. EASY GAMES WITHOUT TOYS about 2 min
  3. II. ATHLETIC SPORTS AND MANLY EXERCISES about 4 min
  4. III. SCIENTIFIC PURSUITS about 4 min
  5. IV. DOMESTIC PETS about 1 min
  6. V. MISCELLANEOUS about 5 min
  7. I. EASY GAMES WITHOUT TOYS under 1 min
  8. HOP, STEP AND JUMP under 1 min
  9. HOPPING ON THE BOTTLE about 1 min
  10. HOP-SCOTCH about 2 min
  11. FRENCH AND ENGLISH about 1 min
  12. DRAWING THE OVEN about 1 min
  13. I SPY about 1 min
  14. PITCH-STONE about 1 min
  15. DUCK-STONE about 1 min
  16. PRISONER’S BASE, OR PRISON BARS about 3 min
  17. FOX about 1 min
  18. BASTE THE BEAR about 1 min
  19. LEAP-FROG about 1 min
  20. FLY THE GARTER about 1 min
  21. SPANISH FLY about 1 min
  22. TOUCH about 1 min
  23. TOUCH-WOOD AND TOUCH-IRON under 1 min
  24. BUCK, BUCK, HOW MANY HORNS DO I HOLD UP? about 1 min
  25. WARNING about 1 min
  26. FOLLOW MY LEADER under 1 min
  27. THE FUGLEMAN about 1 min
  28. HARE AND HOUNDS about 3 min
  29. STEEPLE CHASE about 1 min
  30. DUCK AND DRAKE about 1 min
  31. SIMON SAYS about 1 min
  32. KING OF THE CASTLE about 1 min
  33. BATTLE FOR THE BANNER about 1 min
  34. SNOW-BALLS about 3 min
  35. SNOW CASTLE about 1 min
  36. SNOW GIANT about 2 min
  37. JACK! JACK! SHOW A LIGHT! about 1 min
  38. JINGLING about 1 min
  39. JUMP LITTLE NAG-TAIL! about 1 min
  40. JUMPING ROPE about 1 min
  41. MY GRANDMOTHER’S CLOCK under 1 min
  42. RUSHING BASES about 1 min
  43. SEE-SAW about 1 min
  44. THREAD THE NEEDLE about 1 min
  45. TOM TIDDLER’S GROUND under 1 min
  46. TWO TO ONE under 1 min
  47. WALK, MOON, WALK! about 1 min
  48. WANT A DAY’S WORK? about 1 min
  49. WILL YOU LIST? about 1 min
  50. WHOOP! under 1 min
  51. HIGH BARBAREE! about 1 min
  52. BULL IN THE RING about 1 min
  53. COCK FIGHT under 1 min
  54. DROPPING THE HANDKERCHIEF about 1 min
  55. BLIND MAN’S BUFF about 1 min
  56. BOB-CHERRY under 1 min
  57. BUFF about 1 min
  58. CONCERT about 1 min
  59. CONSEQUENCES about 1 min
  60. CROSS QUESTIONS AND CROOKED ANSWERS about 1 min
  61. DUMB MOTIONS about 1 min
  62. FAMILY COACH about 3 min
  63. FROG IN THE MIDDLE under 1 min
  64. THE FOUR ELEMENTS about 1 min
  65. HAND about 2 min
  66. HOT BOILED BEANS about 1 min
  67. HOT COCKLES under 1 min
  68. HOW? WHERE? AND WHEN? about 1 min
  69. HUNT THE SLIPPER about 1 min
  70. HUNT THE RING under 1 min
  71. HUNT THE WHISTLE about 1 min
  72. MAGIC MUSIC about 2 min
  73. POST about 1 min
  74. PROVERBS about 2 min
  75. PUSS IN THE CORNER under 1 min
  76. RED-CAP AND BLACK-CAP under 1 min
  77. SHADOW BUFF about 1 min
  78. SLATE GAMES about 3 min
  79. TRADES about 1 min
  80. TRUSSED FOWLS about 1 min
  81. THE TWO HATS about 2 min
  82. WHAT IS MY THOUGHT LIKE? about 55 min
  83. EASY GAMES WITH TOYS about 15 min
  84. Part II about 2 h 34 min
  85. Introduction about 49 min
  86. Introduction about 3 h 4 min
  87. Part III about 3 h 50 min
  88. IV. Domestic Pets about 2 h 32 min
  89. Part V about 6 h 30 min

Continue:

Opening

TRANSCRIBER’S NOTES:

The following transcriptions have been used:

Small capitals in theoriginal work have been transcribed as ALL CAPITALS.

Letters with a dot below them have been transcribed as [t.], [h.] and [g.].

Letters that are intended to describe a shape have been transcribed between square brackets, as in [S] or [X] for S- and X-shaped.

Depending on the software used and its settings not all used symbols and characters may display correctly.

EVERY BOY’S BOOK:

A COMPLETE ENCYCLOPÆDIA OF SPORTS AND AMUSEMENTS.

EDITED BY EDMUND ROUTLEDGE.

With more than Six Hundred Illustrations FROM ORIGINAL DESIGNS.

LONDON:

GEORGE ROUTLEDGE AND SONS, THE BROADWAY, LUDGATE. NEW YORK: 416, BROOME STREET.

1869.

_R. Clay, Son, and Taylor, Printers, Bread Street Hill, London._

EDITORS PREFACE.

The twelve years that have passed since the first edition of EVERY BOY’S BOOK was published, have brought so many changes in our national sports and pastimes, and have seen the introduction of so many new games, that it has been thought desirable to remodel this work, in order to bring it down to the requirements of the present time. In carrying out this plan effectually, EVERY BOY’S BOOK has been almost entirely rewritten; and scarcely anything now remains of the old work except the title.

All the articles that were in the former edition have been thoroughly revised, and papers on Boxing, Canoeing, Croquet, Fives, Golf, Rackets, Sliding, Billiards, Bagatelle, Dominoes, Spectrum Analysis, Canaries, Hedgehogs, Jackdaws, Jays, Magpies, Owls, Parrots, Ravens, Boats, Cryptography, Deaf and Dumb Alphabet, Dominoes, Mimicry and Ventriloquism, Shows, Stamp Collecting, and Tinselling, appear now for the first time.

In carrying out this work much valuable assistance has been given by Professor Pepper, the Rev. J. G. Wood, W. B. Tegetmeier, Clement Scott, Sidney Daryl, J. T. Burgess, Dr. Viner, Thomas Archer, W. Robinson of the Field, Cholmondeley Pennell, and other well-known writers on sports.

The articles at the end of this work on American Billiards, Base Ball, and the Canadian sport of La Crosse, have been contributed by Henry Chadwick, the leading authority on these games in America.

CHRISTMAS, 1868.

PREFACE TO THE ORIGINAL EDITION.

It would be impossible for a single author to produce a book of this description with a fair prospect of success, because it necessarily treats of many subjects; and a perfect acquaintance with some of the more important would occupy a lifetime. The reading and researches of one man would not be sufficiently extensive to embrace the rich variety of the materials required. Being fully convinced of this fact, the Publishers have endeavoured to obtain the aid of the most distinguished writers in the various departments of knowledge which the following pages are intended to illustrate. Thus each contributor, in furnishing his quota of information for the work, has been engaged in a congenial task, one best suited to his peculiar turn of mind, as well as to his individual acquirements, and one upon which he could, therefore, with the greatest ease and accuracy dilate. This brief explanation will show in what spirit the Publishers embarked in the undertaking; and the accompanying list of the writers may be received as a proof that they have succeeded in securing the services of the most competent authorities. With that portion of the book with which he was practically acquainted each of the following gentlemen has dealt: W. Martin, Esq., C. Baker, Esq., R. B. Wormald, Esq., J. F. Wood, Esq., A. McLaren, Esq., Stonehenge, author of “Rural Sports,” and the Rev. J. G. Wood, author of several works on Natural History, who also furnished some of the designs. The remaining illustrations are by William Harvey and Harrison Weir; and the credit for the able manner in which they have been engraved is due to the brothers Dalziel.

2, FARRINGDON STREET,

February, 1856.

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I. EASY GAMES WITHOUT TOYS

OUTDOOR.

PAGE Hop, Step, and Jump 1 Hopping on the Bottle 2 Hop-Scotch 2 French and English 3 Drawing the Oven 4 I Spy 4 Pitch-Stone 3 Duck-Stone 5 Prisoner’s Base, or Prison Bars 5 Fox 7 Baste the Bear 7 Leap-Frog 8 Fly the Garter 8 Spanish Fly 9 Touch 10 Touch-Wood and Touch-Iron 10 Buck, Buck, how many Horns do I hold up? 10 Warning 10 Follow my Leader 11 The Fugleman 11 Hare and Hounds 11 Steeple Chase 13 Duck and Drake 13 Simon Says 14 King of the Castle 14 Battle for the Banner 14 Snow-Balls 15 Snow Castle 16 Snow Giant 17 Jack! Jack! show a Light! 18 Jingling 19 Jump little Nag-tail! 19 Jumping Rope 20 My Grandmother’s Clock 20 Rushing Bases 21 See-saw 21 Thread the Needle 22 Tom Tiddler’s Ground 22 Two to One 22 Walk, Moon, Walk! 22 Want a day’s work? 23 Will you List? 23 Whoop! 24 High Barbaree! 24 Bull in the Ring 24 Cock Fight 25 Dropping the Handkerchief 25

INDOOR.

Blind Man’s Buff 26 Bob-Cherry 26 Buff 27 Concert 27 Consequences 28 Cross Questions & Crooked Answers 28 Dumb Motions 29 Family Coach 29 Frog in the Middle 30 The Four Elements 31 Hand 31 Hot Boiled Beans 32 Hot Cockles 32 How? Where? and When? 32 Hunt the Slipper 33 Hunt the Ring 33 Hunt the Whistle 33 Magic Music 34 Post 34 Proverbs 35 Puss in the Corner 36 Red-Cap and Black-Cap 36 Shadow Buff 37 Slate Games 37 Trades 40 Trussed Fowls 40 The Two Hats 40 What is my Thought like? 41

EASY GAMES WITH TOYS.

OUTDOOR.

BALLS 43 Catch Ball 43 Doutee-Stool 43 Egg-Hat 44 Feeder 44 Monday, Tuesday 45 Nine-Holes 46 Northern Spell 46 Rounders 46 Sevens 48 Stool-Ball 48 Trap, Bat, and Ball 48

HOOPS 49 The Hoop 50 Encounters 50 Hoop Race 51 Posting 51 Tournament 52 Turnpike 52

KITES 53 How to make a Kite 53 Flying the Kite 54 Messengers 55 Calico Kites 55 Fancy Kites 55

MARBLES 57 Bounce Eye 58 Conqueror 58 Die Shot 58 Eggs in the Bush 59 Increase Pound 59 Knock out, or Lag out 59 Long Taw 60 Nine-Holes, or Bridge Board 60 Odd or Even 61 Picking the Plums 61 The Pyramid 61 Ring Taw 61 Spans and Snops, and Bounce About 62 Teetotum Shot 62 Three-Holes 62 Tipshares, or Handers 63

TOPS 64 The Humming-top 64 Peg-top 65 Spanish Peg-top 65 The Whip-top 65 Chip-stone 66 Peg-in-the-Ring 66

MISCELLANEOUS TOYS 68 The Apple Mill 68 Aunt Sally 68 Baton 69 Cat 69 Cat and Mouse 70 Knock-’em-down 71 Pea-shooters 71 Quoits 71 Nine-pins 72 Skittles 72 Dutch-pins 73 Throwing the Hammer 73 The Boomerang 74 The Skip-jack, or Jump-jack 74 The Sling 74 Walking on Stilts 76 The Sucker 76

INDOOR.

Battledore and Shuttlecock 78 Bandilor 79 Cup and Ball 79 The Cutwater 79 Fox and Geese 80 Goose 81 Head, Body, and Legs 81 Knuckle-bones 82 Merelles, or Nine Men’s Morris 83 Paper Dart 83 The Popgun 84 Push-pin 84 Schimmel 84 Spelicans 86

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II. ATHLETIC SPORTS AND MANLY EXERCISES

ANGLING 89 A Word about Fish 90 About the Rod 91 Choosing the Rod 91 Lines or Bottoms 92 Shotting the Line 93 The Float 93 Reels or Winches 94 Reel Lines 94 Hooks 94 How to bait a Hook 95 Baits 95 To Bait with Greaves 97 To Scour and Preserve Worms 97 The Plummet 97 Plumbing the Depth 97 Landing-hook and Landing-net 98 Clearing Ring and Line 98 Drag-hook 98 Bank Runner 98 Live-bait Kettle 99 Disgorger 99 Angling Axioms 99 Salmon 100 Trout 100 Jack or Pike 101 Gudgeon 103 Roach 104 Dace 105 Perch 106 Grayling 107 Chub 108 Carp 109 Tench 110 Pope, or Ruff 110 Bream 111 Flounder 111 Eels 112 Stickleback and Minnow 113 Barbel 114 Natural Fly-fishing, or Dipping 115 Fly-fishing and Artificial Flies 115 Materials for making Flies 115

ARCHERY 121 The Long-bow 122 The Cross-bow 122 Feats of the Bow 123 Length of Bows and Arrows, and how used in Ancient Times 124 Marks for Shooting at 124 Equipment for Archery 125 Ancient Directions for Archery 125 Decline of Archery 125 Modern Archery 126 The Bow 126 The String 126 Stringing the Bow 127 The Arrows 127 The Quiver 128 The Tassel, Brace, Belt, and Pouch 128 Shooting Glove, and Grease Pot 129 The Target 129 Butts 130 How to draw the Bow 130 Flight Shooting 131 Clout Shooting 131 Roving 131 General Hints for Archers 132

BOXING 133

CANOES AND CANOEING 140

CRICKET 143 The Bat 145 The Ball 145 The Stumps 145 Pads or Guards 146 Batting Gloves 147 Wicket-keeping Gloves 148 The Laws of Cricket 148 The Laws of Single Wicket 152 The Batsman.--Hints to Young Players 153 Fielding 159 Bowling 162 The Wicket-keeper 165 Long-stop 166 Point 166 Short-slip 166 Cover-point 167 Long-slip 167 Long-on 167 Long-off 167 Leg 167 Mid-wicket on and off 167 Third Man up 167 Diagram I.--Fast Round-arm Bowling 168 Diagram II.--Medium Pace Round-arm Bowling 169 Diagram III.--Slow Under-hand Bowling 169

CROQUET.--Materials of the Game 170 The Mallets 170 The Balls 171 The Hoops 171 The Posts 172 Clips 172 Marking Board 173 Tunnel 173 The Cage 173 A Croquet Stand 174 How the Game is played 174 Diagram, No. I. 177 „ „ II. 178 „ „ III. 179 „ „ IV. 180 Rules 181 Striking 181 Order of Playing 181 The Croquet 182 The Posts 185 The Rover 185 Hints to Young Players 186

DRIVING 192 Introduction 192 The Horse in Harness 193 The Horse 194 The Harness 194 The Carriage 195 Putting to 196 Directions for Driving 196

FENCING 198 The Guard 199 Advance 200 Retreat 201 The Longe 201 The Recover 201 The Engage 202 Parades 202 Quarte 203 Tierce 203 Seconde 205 Demi-Cercle 205 Octave 206 Contre-Parades 206 Attacks 207 The Straight Thrust 207 The Disengagement 207 The One-Two 208 The Beat and Thrust 208 The Beat and Disengagement 208 Cut over the Point 208 Cut over the Disengagement 208 Double 209 All Feints 209 The Assault 209 General Advice 210 Broadswords 210 Positions 211 Target 212 Cuts and Guards 213 Cuts 213 Points 214 Guards 215 Parry 215 Hanging Guard 216 Inside Guard 216 Outside Guard 217 Attack and Defence 217 Draw Swords 218 Recover Swords 219 Carry Swords 219 Slope Swords 219 Return Swords 219 Practices 220 Second Practice 220 Third Practice 220 Fourth Practice 221 Fifth Practice 221 Fort and Feeble 222 Drawing Cut 222 General Advice 222

FIVES 223

FOOT-BALL 224

GOLFING 226

GYMNASTICS 228 Introduction 228 Historical Memoranda 229 Modern Gymnastics 230 Walking 230 The Tip-toe March 231 Running 232 Jumping 232 Leaping 233 To climb up a Board 234 Climbing the Pole 234 „ „ Rope 235 „ Trees 235 The Giant Stride, or Flying Steps, and its capabilities 235 Parallel Bars 241 The Horizontal Bar 243 The Horse 246 The Swing 249 Throwing the Javelin 253 The Trapeze, Single and Double 254 Tricks and Feats of Gymnastics 262

HOCKEY 265

RACKETS 268

RIDING 270 The Horse 271 The Marks of Age in the Horse 271 The Paces of the Horse 272 Terms used by Horsemen 274 Form of the Horse 274 Varieties of the Horse suitable for Boys 274 The Accoutrements and Aids 275 Mounting 277 Dismounting 278 The Management of the Reins 278 The Seat 279 The Control of the Horse 280 Management of the Walk 280 The Trot and Canter 281 The Management of the Gallop 282 Leaping 282 Treatment of Vices 284

ROWING 288 Historical Memoranda 288 Construction of Ancient Ships and Galleys 289 Roman Galleys, Ships, &c. 290 Of Boats 291 The Component Parts of Boats 292 The Oars and Sculls 293 Sea Rowing 293 River Rowing 293 Management of the Oar 294 The Essential Points in Rowing 295 Management of the Boat 295 Rowing together 296 Caution to Young Rowers 296

SAILING 297 Characters of a Yacht 301 Various kinds of Yachts 302 Description of the Cutter Yacht 303 Construction of the Hull 303 Something about the Masts, Spars, Ropes, &c. 306 Sailing a Yacht 308 Bringing up 310 Making Snug 310 Going back 310 Jibing 310 Bringing up at Moorings 310 Of the Mariners’ Compass, and various Nautical Terms 311 Cautions and Directions 312 Nautical Terms 312

SKATING 316 The Skate 317 Putting on the Skates 318 How to start upon the Inside Edge 319 Movement on the Outside Edge 319 Forward Roll 320 The Dutch Roll 320 The Figure of Eight 321 The Figure of Three 321 The Back Roll 321 General Directions to be followed by Persons learning to Skate 322

SLIDING 323

SWIMMING 325 Places and Times for Bathing and Swimming 327 Entering the Water 328 Aids to Swimming 328 Striking off and Swimming 329 How to manage the Legs 330 Plunging and Diving 330 Swimming under Water 331 Swimming on the Side 332 Swimming on the Back without employing the Feet 332 Floating 333 Treading Water 333 The Fling 333 Swimming on the Back 334 Thrusting 334 The Double Thrust 335 To Swim like a Dog 335 The Mill 335 The Wheel backwards and forwards 335 To Swim with one Hand 336 Hand over Hand Swimming 336 Balancing 336 The Cramp 337 Saving from Danger 337 Sports and Feats in Swimming 338 Bernardi’s system of Upright Swimming 338 The Prussian System of Pfuel 339

TRAINING 342

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III. SCIENTIFIC PURSUITS

ACOUSTICS 347 Difference between Sound and Noise 347 Sounds, how propagated 347 To show how Sound travels through a Solid 347 To show that Sound depends on Vibration 347 Musical Figures resulting from Sound 347 To make an Æolian Harp 348 The Invisible Girl 348 Ventriloquism 349

AERONAUTICS 350 Balloons 350 How to make an Air-balloon 351 How to Fill a Balloon 352 To make Fire-Balloons 352 Parachutes 352

CHEMISTRY 353 Gases 357 Oxygen Gas 358 Experiments 359 Nitrogen 360 Experiments 361 Atmospheric Air 362 Hydrogen 364 Experiments 364 Water 365 Experiment 366 Chlorine 367 Experiments 368 Muriatic Acid Gas, or Hydric Chloride 369 Experiments 370 Iodine 371 Experiments 371 Bromine 371 Experiments 371 Fluorine 372 Experiment 372 Carbon 372 Experiments 373 Carbon and Hydrogen 374 Experiment 375 Coal Gas 376 Experiment 376 Phosphorus 377 Experiments 377 Sulphur 378 Metals 379 Potassium 381 Experiments 381, 382, 383 Crystallization of Metals 383 Experiment 383 To form a Solid from two Liquids 384 To form a Liquid from two Solids 384 Experiments 384 Changes of Colour produced by Colourless Liquids 385

ELECTRICITY 386 Simple Means of producing Electricity 386 Attraction and Repulsion exhibited 387 How to make an Electrical Machine 388 The Conductor 389 The Plate Electrical Machine 389 How to draw Sparks from the tip of the Nose 389 How to charge a Leyden Jar 390 The Electrical Battery 390 Dancing Balls and Dolls 391 The Electrical Kiss 391 Ringing Bells 391 Working Power of Electricity 392 The Electrified Wig 392 Imitation Thunder Clouds 393 The Lightning Stroke imitated 393 The Sportsman 394

GALVANISM, OR VOLTAIC ELECTRICITY 395 Origin of Galvanism 395 Simple Experiment to excite Galvanic Action 396 With Metal Plates in Water 396 To make a Magnet by the Voltaic Current 397 Effects of Galvanism on a Magnet 397 Change of Colour by Galvanism 397 The Galvanic Shock 398 The Electrotype 398 How to make an Electrotype Apparatus 398 To obtain the Copy of a Coin or Medal 399

HEAT 399 Heat or Caloric 399 Expansion 402

HYDRAULICS 404 The Syphon 405 The Pump 405 The Hydraulic Dancer 406 The Water Snail or Archimedean Screw 407

MAGNETISM 408 Relation of Magnetism to Electricity 408 To make Artificial Magnets 409 How to Magnetise a Poker 409 To show Magnetic Repulsion and Attraction 409 North and South Poles of the Magnet 410 Polarity of the Magnet 410 The Magnetic Fish 410 „ Swan 411 To suspend a Needle in the Air by Magnetism 411 To make Artificial Magnets without the aid either of Natural Loadstones or Artificial Magnets 411 Horse-shoe Magnets 412 Experiment to show that soft Iron possesses Magnetic Properties while it remains in the vicinity of a Magnet 412 Electro-Magnetism 413 Power of the Electro-Magnet 413 The Mariner’s Compass, and Experiments with a Pocket Compass 413 Variation of the Needle 414 Dip of the Needle 414 Useful Amusement with the Pocket Compass 414 Interesting Particulars concerning the Magnet 415

MECHANICS 417 Experiment of the Law of Motion 417 Balancing 418 The Prancing Horse 418 To construct a Figure, which being placed upon a curved surface and inclined in any position, shall, when left to itself, return to its former position 418 To make a Carriage run in an inverted position without falling 418 To cause a Cylinder to roll by its own weight up-hill 418 The Balanced Stick 419 The Chinese Mandarin 419 To make a Shilling turn on its edge on the point of a Needle 419 The Dancing Pea 420 Obliquity of Motion 420 The Bridge of Knives 421 The Toper’s Tripod 421

THE MICROSCOPE 422 The Compound Microscope 432

OPTICS AND OPTICAL AMUSEMENTS 455 Light as an Effect 455 Refraction 456 The Invisible Coin made Visible 456 The Multiplying Glass 457 Transparent Bodies 457 The Prism 457 Composition of Light 457 A Natural Camera Obscura 458 Bullock’s-eye Experiment 458 The Camera Obscura 458 The Camera Lucida 459 The Magic Lantern 460 Painting the Slides 460 To exhibit the Magic Lantern 461 Effects of the Magic Lantern 461 Tempest at Sea 461 The Phantasmagoria 462 Dissolving Views 462 How to raise a Ghost 462 The Thaumatrope 463 The Bird in the Cage 463 Construction of the Phantasmacope 464 Curious Optical Illusions 464, 465 The Picture in the Air 465 Breathing Light and Darkness 466 To show that Rays of Light do not obstruct each other 466 Optics of a Soap-bubble 467 The Kaleidoscope 467 Simple Solar Microscope 468 Anamorphoses 468 The Cosmorama 470 Distorted Landscapes 470

PHOTOGRAPHY 472 How to make the Negative on Glass, using Collodion bromoiodized for Iron development 472

PNEUMATICS 477 Weight of the Air Proved by a pair of Bellows 477 The Pressure of the Air shown by a Wine-glass 478 Another Experiment 478 Elasticity of the Air 478 Reason for this 479 The Air-Pump 479 To prove that Air has Weight 479 To prove Air elastic 480 Sovereign and Feather 480 Air in the Egg 480 The Descending Smoke 480 The Soundless Bell 481 The Floating Fish 481 The Diving Bell 482 Experiments 482, 484, 485 With Ice or Snow 485 Without Snow or Ice 485

SPECTRUM ANALYSIS 486 How to use the Spectroscope 488 To obtain the Bright Lines in the Spectrum given by any Substance 488 Professor Stokes’ Absorption Bands 489 To Map out any Spectrum 489

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IV. DOMESTIC PETS

BEES AND BEE-KEEPING 493

THE CANARY 497

DOGS 506

GOLD AND SILVER FISH 516 Glasses 517 Feeding 517 Diseases 517

THE GUINEA PIG 518

THE HEDGEHOG 520

THE JACKDAW 521

THE JAY 523

THE MAGPIE 524

OWLS 526

THE PARROT 532

PIGEONS 541 Varieties of Pigeons 545 Blue Rock Dove 545 The Antwerp, or Smerle 546 The Pouter 547 The Carrier 548 The Dragon 549 The Tumbler 549 The Barb 550 The Owl 551 The Turbit 551 The Fantail 551 The Trumpeter 552 The Jacobin 553

POULTRY 554 Fowls 554 Fattening 555 Laying 555 Hatching 555 Rearing of Chickens 556 The Pintado, or Guinea Fowl 557 Ducks 558

THE RABBIT 560

THE RAVEN 570

SILKWORMS 574 Food of the Silkworm 576 Hatching, Feeding, and Temperature 576 Moultings 577 The Cocoon 577 The Aurelia 578 Winding the Silk 578 The Moth 578 General Remarks 579

THE SQUIRREL 580

WHITE MICE 587

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V. MISCELLANEOUS

BAGATELLE 591 English Bagatelle 591 The French Game 591 Sans Egal 591 The Cannon Game 592 Mississippi 592

BILLIARDS 593 The Angles of the Table 597 The American Game 602 Pyramids, or Pyramid Pool 602 Winning and Losing Carambole Game 602 Pool 603 Italian Skittle Pool 604

BOAT-BUILDING 605 Cutter 606 Smack 607 Schooner 607 Lugger 608

CARPENTERING 609 The Shop and Bench 609 Of Planes 610 Saws 611 The Spoke Shave 613 Stock and Bits 613 How to make a Wheelbarrow 613 The Way to make a Box 615 To cut the Dovetails 615 The Bottom of the Box 616

THE GAME OF CHESS 617 The Laws of the Game 618 The King’s Knight’s opening 620 Game I.--Philidor’s Defence 621 „ II.--Petroff’s „ 622 Variation A. on White’s 5th Move 622 Game III.--The Giuoco Piano 622 Variation A. on White’s 6th Move 622 Game IV.--The Evans’ Gambit 623 Variation A. on White’s 9th Move 623 „ B. „ „ „ 624 „ A. on Black’s 10th Move 624 The Gambit declined 625 Game V.--Ruy Lopez Knight’s Game 626 Variation B. on Black’s 3rd Move 627 „ C. „ „ „ 627 Game VI.--The Scotch Gambit 627 Variation A. on Black’s 4th Move 628 The King’s Bishop’s Opening 630 Game I.--The Lopez Gambit 630 Variation A. on White’s 4th Move 631 Game II.--The Double Gambit 631 Game III. 631 Variation A. on Black’s 4th Move 632 The King’s Gambit 632 Game I. 632 The Salvio Gambit 633 Variation A. on Black’s 4th Move 633 Game II.--The Muzio Gambit 633 Game I.--The Allgaier Gambit 635 Game II. 635 Game I.--The Bishop’s Gambit 636 Game II. 636 The Gambit refused 638 Game I. 638 Game II. 639 The Centre Gambit 639 Game I. 639 Variation A. on Black’s 3rd Move 640 Game II. 640 The Queen’s Gambit 641 Game I. 641 Variation A. on Black’s 3rd Move 641 Game II. 642

THE YOUNG CONJURER 643 Sleight of Hand 645 The Flying Shilling 645 Another Method 646 The Beads and Strings 646 To get a Ring out of a Handkerchief 647 To tie a Knot in a Handkerchief which cannot be drawn tight 647 The Three Cups 648 To tie a Handkerchief round your Leg, and get it off without untying the Knot 648 The Magic Bond 649 The Old Man and his Chair 649 To tie a Knot on the Left Wrist without letting the Right Hand approach it 651 The Handcuffs 651 To pull a String through your Button-hole 652 The Cut String restored 652 The Gordian Knot 653 The Knot loosened 653 To put Nuts into your Ear 654 To crack Walnuts in your Elbow 654 To take Feathers out of an empty Handkerchief 654 Tricks requiring Special Apparatus 654 The Die Trick 655 The Penetrative Pence 656 The Doll Trick 657 The Flying Coins 657 The Vanished Groat 658 The Restored Document 658 The Magic Rings 658 The Fish and Ink Trick 659 The Cannon Balls 659 The Shilling in the Ball of Cotton 660 The Egg and Bag Trick 660 The Dancing Egg 661 Bell and Shot 661 The Burned Handkerchief restored 662 The Fire-Eater 662 Tricks with Cards 663 To make the Pass 663 To tell a Card by its Back 664 The Card named without being Seen 664 The Card told by the Opera Glass 664 The Four Kings 666 Audacity 666 The Card found at the Second Guess 666 The Card found under the Hat 667 To call the Cards out of the Pack 667 Heads and Tails 667 The Surprise 668 The Revolution 668 The Slipped Card 668 The Nailed Card 668 To ascertain the Number of Points on three Unseen Cards 669 To tell the Numbers on two Unseen Cards 669 The Pairs repaired 669 The Queen digging for Diamonds 670 The Triple Deal 670 The Quadruple Deal 671 Tricks with Cards that require Apparatus 671 The Cards in the Vase 671 The Metamorphosis 672 To change a Card in a Person’s Hand 673

CRYPTOGRAPHY 674

THE DEAF AND DUMB ALPHABET 682 The Alphabet 682 The Numbers 685

DOMINOES 685 The ordinary Boy’s Game 686 All Fives 687 The Matadore Game 687 All Threes 687 Tidley-Wink 688 The Fortress 688 Whist Dominoes 688

DRAUGHTS 689 How to play the Game 690 The Moves 690 Laws of the Game 690 Games for Practice 691 Game I. 691 Game II. 692

FIREWORKS 693 Gunpowder 693 How to make Touch-paper 694 Cases for Squibs, Flower-pots, Rockets, Roman Candles, &c. 694 To choke the Cases 694 Composition for Squibs, &c. 694 How to fill the Cases 695 To make Crackers 695 Roman Candles and Stars 695 Rockets 696 Rains 696 Catherine Wheels 696 Various Coloured Fires 696 Crimson Fire 696 Blue „ 697 Green „ 697 Purple „ 697 White „ 697 Spur „ 697 Blue Lights 697 Port or Wild Fires 697 Slow Fire for Wheels 697 Dead Fire for Wheels 697 Cautions 697 To make an Illuminated Spiral Wheel 698 The Grand Volute 698 A brilliant Yew-tree 699

GARDENING 700 On Laying out a Small Garden 702 Planting the Ground with Trees, Flowers, &c. 703 The Noblest Kind of Gardening for Boys 703 The Boy’s Flower Garden 710 „ „ Fruit Garden 717 Cropping the Ground 719 Digging 719 Hoeing 720 Raking 720 Weeding 720 Sowing Seeds 721 Transplanting 721 Watering 722 Various Modes of Propagation 723 Layers 723 Pipings 723 Grafting 724 Tongue-Grafting 724 Budding 725 Inarching 725 Grafting Clay 726 Pruning 726 Training 726 Insects and Depredators 727 Protection from Frost 727 The Young Gardener’s Calendar for the Work to be done in all the Months of the Year 728 January 728 February 729 March 729 April 729 May 730 June 730 July 731 August 731 September 731 October 732 November 732 December 732

MIMICRY AND VENTRILOQUISM 733

PUZZLES 736 The Divided Garden 736 The Vertical Line Puzzle 736 The Cardboard Puzzle 736 The Button Puzzle 736 The Circle Puzzle 737 The Cross Puzzle 737 Three-Square Puzzle 737 Cylinder Puzzle 737 The Nuns 738 The Dog Puzzle 738 Cutting out a Cross 738 Another Cross Puzzle 738 The Fountain Puzzle 738 The Cabinet-maker’s Puzzle 739 The String and Balls Puzzle 739 The Double-headed Puzzle 739 The Row of Halfpence 740 Typographical Advice 740 The Landlord made to Pay 740 Father and Son 740 ANSWERS TO PUZZLES 741 The Divided Garden 741 Vertical Line Puzzle 741 Cut Card Puzzle 741 Button Puzzle 741 Circle Puzzle 741 The Cross Puzzle 742 Three-Square Puzzle 742 Cylinder Puzzle 742 The Nuns’ Puzzle 742 The Dog’s Puzzle 742 Cutting out a Cross Puzzle 743 Another Cross Puzzle 743 The Fountain Puzzle 743 The Cabinet-maker’s Puzzle 743 String and Balls Puzzle 744 Double-Headed Puzzle 744 The Row of Halfpence 744 Typographical Puzzle 745 The Landlord made to Pay 745 Father and Son 745

SHOWS 746 Punch and Judy 746 Fantoccini 749 The Sailor 751 The Juggler 751 The Headless Man 751 The Milkwoman 751

POSTAGE-STAMP COLLECTING, OR PHILATELY 752

TINSELLING 768

THE AMERICAN GAME OF BASE-BALL 769

American Billiards 797

La Crosse 812

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I. EASY GAMES WITHOUT TOYS

OUTDOOR.

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HOP, STEP AND JUMP

Make a mark on the ground at a place called the “starting point.” At ten yards’ distance from this make another, called the “spring.” Then let the players arrange themselves at the starting point, and in succession run to the second mark called the spring. From the spring make first a hop on one leg, from this make a long step, and from the step a long jump. Those who go over the greatest space of ground are of course the victors.

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HOPPING ON THE BOTTLE

Various games are in vogue among boys, in which hopping on one foot is the principal object. Among these is one which not only assists in strengthening the limbs, but also teaches the performers the useful art of balancing themselves upon a movable substance. A wooden bottle, a round wooden log, or something of that description, is laid upon the ground, a mark is made at a certain distance, and the players have to hop from the mark upon the bottle, and retain their possession while they count a number agreed upon. In the olden times of Greece, this was considered an exercise of sufficient importance to give it a place at the public games. The performer in this case had to hop upon inflated leather bags, carefully greased, and of course, by their inevitable upsettings and floundering, caused great amusement to the spectators. The sports took place on the Dionysia, or festivals of Bacchus, when the vintage was gathered in, and the victor was appropriately rewarded with a cask of wine. The rustics in many parts of England introduce a modification of this game in their rural festivals. Two men place themselves opposite to each other, the right knee of each being supported on a wooden cylinder, while the remaining foot is totally unsupported. When they are fairly balanced, they grasp each other by the shoulders, and endeavour to cast their opponent to the ground, while themselves retain their position upon their fickle support.

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HOP-SCOTCH

This is a game played by hopping on one foot and kicking an oyster-shell or piece of tile from one compartment to the other, without halting the lifted foot, except in one case, to the ground, and without suffering the shell or tile to rest on any of the lines. A diagram is first drawn similar to the subjoined. It consists of twelve compartments, each being numbered, and at its further end the pleasant and inviting picture of a plum pudding with knife and fork therein stuck. In commencing the game, the players take their stand at the place marked by a star, and “quoit” for innings. The object is, that of doing what every boy is supposed to like above all things to do, i. e. “pitch into the pudding,” and he who can do this, and go nearest to the plum in the centre, plays first.

Method of Playing.--The winner begins by throwing his shell into No. 1; he then hops into the space, and kicks the tile out to the star *; he next throws the tile into No. 2, kicks it from No. 2 to No. 1, and thence out. He then throws it into No. 3, kicks it from 3 to 2, from 2 to 1, and out. He next throws it into No. 4, kicks it from 4 to 3, from 3 to 2, from 2 to 1, and out; and so he proceeds till he has passed the cross and comes to No. 7, when he is permitted to rest himself, by standing with one foot in No. 6 and the other in No. 7; but he must resume hopping before he kicks the tile home. He then passes through the beds 8, 9, 10 and 11, as he did those of 1, 2, 3, 4, 5, &c., and so on, till he gets to plum pudding, when he may rest, and placing his tile on the plum, he is required, while standing on one foot, to kick it with such force as to send it through all the other beds to * at one kick. If one player throws his tile into the wrong compartment, or when he is kicking it out, he loses his innings, as he does also if the tile or his foot at any time rests on a line, or if he kicks his tile out of the diagram.

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FRENCH AND ENGLISH

This is an old Greek game, and, like very many simple boys’ games, has retained its popularity to the present day. Its Greek name was rather a jaw-cracking one, but may be literally translated by “Pully-haully.” It consists of two parties of boys, who are chosen on different sides by lots. One party takes hold of one end of a strong rope, and the other party of the other end. A mark being made midway between the parties, each strives to pull the other over it, and those who are so pulled over, lose the game.

In this game, two leaders should be appointed, who must calculate the powers of their own side, and concert plans accordingly. The leader of either side should have a code of signals, in order to communicate with his own friends, that he may direct them when to stop, when to slacken, or when to pull hard. So important is the leader’s office, that a side with a good leader will always vanquish a much superior force which has no commander to guide it. For example, when all the boys are pulling furiously at the rope, the leader of one side sees that his opponents are leaning back too much, depending on their weight more than on their strength. He immediately gives the signal to slacken, when down go half the enemy on their backs, and are run away with merrily by the successful party, who drag them over the mark with the greatest ease. Or if the enemy begins to be wearied with hard pulling, an unanimous tug will often bring them upright, while they are off their guard, and once moved, the victory is easily gained. We have seen, assisted, and led this game hundreds of times, and never failed to find it productive of very great amusement. No knots are to be permitted on the rope, nor is the game to be considered as won, unless the entire side has been dragged over the line.

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DRAWING THE OVEN

This is a game not very dissimilar to the preceding, but not so much to be recommended, as the clothes are very apt to be torn, and if the players engage too roughly, the wrists are not unfrequently injured. The method of playing the game is as follows:--Several boys seat themselves in a row, clasping each other round the waist, thus fantastically representing a batch of loaves. Two other players then approach, representing the baker’s men, who have to detach the players from each other’s hold. To attain this object, they grasp the wrists of the second boy, and endeavour to pull him away from the boy in front of him. If they succeed, they pass to the third, and so on until they have drawn the entire batch. As sometimes an obstinate loaf sticks so tight to its companion, that it is not torn away without bringing with it a handful of jacket or other part of the clothing, the game ought not to be played by any but little boys.

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I SPY

This is a capital game for the summer months. The players divide themselves into two parties, one party remaining at a spot called “Bounds,” and concealing their faces, while the other party goes out and hides. After waiting for a few minutes, the home party shouts, “Coming, coming, coming.” After a short pause they repeat the cry, and after another short interval they again shout, “Coming.” If any out-player is not concealed, he may cry, “No,” and a few minutes more are allowed. At the last shout, the home players, leaving one to guard bounds, sally forth in search of their hidden companions. Directly one of the seekers sees one of the hiders, he shouts, “I Spy,” and runs home as fast as he can, pursued by the one he has found, who tries to touch him before he can reach bounds. If he succeeds, the one so touched is considered taken, and stands aside. If the hiding party can touch three, or more, if especially agreed upon, they get their hide over again. The object of the hiders is to intercept the seekers, and prevent them from reaching bounds without being touched. The worst player is left at the bounds, in order to warn his companions, which he does by the word “Home,” as any hider may touch any seeker.

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PITCH-STONE

This game is played by two boys, each of whom takes a smooth round pebble. One player then throws his pebble about twenty feet before him, and the next tries to strike it with his stone, each time of striking counting as one. If the two pebbles are near enough for the player to place one upon the other with his hand, he is at perfect liberty to do so. It is easy enough to play at this game when the pebbles are at some distance apart; but when they lie near each other, it is very difficult to take a good aim, and yet send one’s own pebble beyond the reach of the adversary’s aim. Two four-pound cannon balls are the best objects to pitch, as they roll evenly, and do not split, as pebbles always do when they get a hard knock.

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DUCK-STONE

This game may be played by any number of players. A large stone is selected, and placed on a particular spot, and the players first “Pink for Duck,” that is, they each throw their stones up to the mark, and the one who is farthest from it becomes “Duck.” The Duck places his stone on the other, while the rest of the players return to the bounds, and in succession pitch their stones at his with the endeavour to knock it off. If this is accomplished, Duck must immediately replace it, and the throwers must pick up their stones and run to the bounds. As soon as Duck has replaced his stone, he runs after any of the other players, and if he can succeed in catching or merely touching any one of them, the player so touched becomes Duck.

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PRISONER’S BASE, OR PRISON BARS

This is a most delightful game, and is a very great favourite among boys of all classes. It is commenced by choosing Captains, which is either done by lot or by the “sweet voices” of the youths. If by lot, a number of straws of different lengths are put in a bunch, and those who draw from one end, the other being hidden, the two longest straws, are the two “Captains;” each of which has the privilege of choosing his men: the drawer of the longest of the two straws has the first choice. When this has been arranged each Captain selects, alternately, a boy till the whole are drawn out.

This method is, however, often attended with considerable inconvenience, as it is not impossible that the lots may fall on the two worst players. It is very much better to let the boys choose the two Captains, as the two best players will then assuredly be elected, and most of the success of the game depends on the Captains.

The leaders being thus chosen, the next point is to mark out the homes and prisons. First, two semicircles are drawn, large enough to hold the two parties, the distance between the semicircles being about twenty paces. These are the “homes,” or “bounds.” Twenty paces in front of these, two other semicircles, of a rather larger size, are marked out. These are the prisons; the prison of each party being in a line with the enemy’s home. These preliminaries being settled, the sides draw lots; the side drawing the longest straw having to commence the game. The Captain of side A orders out one of his own side, usually a poor player, who is bound to run at least beyond the prisons before he returns. Directly he has started, the Captain of side B sends out one of his men to pursue, and, if possible, to touch him before he can regain his own home. If this is accomplished, the successful runner is permitted to return home scathless, while the vanquished party must go to the prison belonging to his side; from which he cannot stir, until some one from his own side releases him, by touching him in spite of the enemy. This is not an easy task; as, in order to reach the prison, the player must cross the enemy’s home. It is allowable for the prisoner to stretch his hand as far towards his rescuer as possible, but he must keep some part of his body within the bounds; and if several prisoners are taken, it is sufficient for one to remain within the prison, while the rest, by joining hands, make a chain towards the boy who is trying to release them. When this is accomplished, both the prisoner and his rescuer return home, no one being able to touch them until they have reached their home and again started off. But the game is not only restricted to the two originally sent out. Directly Captain A sees his man pressed by his opponent, he sends out a third, who is in his turn pursued by another from side B; each being able to touch any who have preceded, but none who have left their home after him. The game soon becomes spirited; prisoners are made and released, the two Captains watching the game, and rarely exposing themselves, except in cases of emergency, but directing the whole proceedings. The game is considered won, when one party has succeeded in imprisoning the whole of the other side. Much depends upon the Captains, who sometimes, by a bold dash, rescue the most important of their prisoners, and thereby turn the fate of the battle; or, when the attention of the opposite side is occupied by some hardly-contested struggle, send some insignificant player to the rescue; who walks quietly up to the prison, and unsuspectedly lets out the prisoners one by one. No player is permitted to touch more than one person until he has returned to his home; when he can sally out again armed with fresh strength, like Antæus of old, who could not be conquered at wrestling, because whenever he touched the ground his strength was renewed by his mother Earth.

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FOX

This game was extensively played at the school where our boyhood was passed; but we never saw it elsewhere. It used to afford us such amusement in the long summer evenings, that it deserves a place in this collection of sports. One player is termed Fox, and is furnished with a den, where none of the players may molest him. The other players arm themselves with twisted or knotted handkerchiefs, (one end to be tied in knots of almost incredible hardness,) and range themselves round the den waiting for the appearance of the Fox. He being also armed with a knotted handkerchief, hops out of his den. When he is fairly out, the other players attack him with their handkerchiefs, while he endeavours to strike one of them without putting down his other foot. If he does so he has to run back as fast as he can, without the power of striking the other players, who baste him the whole way. If, however, he succeeds in striking one without losing his balance, the one so struck becomes Fox; and, as he has both feet down, is accordingly basted to his den. The den is useful as a resting-place for the Fox, who is often sorely wearied by futile attempts to catch his foes.

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BASTE THE BEAR

This is a funny game. The players generally draw lots for the first Bear, who selects his own Keeper. The Bear kneels on the ground, and his Keeper holds him with a rope about four feet long, within a circle of about five feet in diameter. The other players tie knots in their handkerchiefs, and begin to strike or baste the Bear, by running close to, or into the ring. Should the Keeper touch any of the boys while they are at this sport without dragging the Bear out of the ring, or should the Bear catch hold of any player’s leg, so as to hold him fast, the player so touched or caught becomes Bear. The second Bear may select his Keeper as before, and the play continues.

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LEAP-FROG

This is an excellent game of agility, and very simple. It consists of any number of players; but from six to eight is the most convenient number. Having by agreement or lots determined who shall give the first “back,” one player so selected places himself in position, with his head inclined and his shoulders elevated, and his hands resting on his knees, at ten yards’ distance from the other players; one of whom immediately runs and leaps over him,--having made his leap, he sets a back at the same distance forward from the boy over whom he has just leaped. The third boy leaps over the first and second boy, and sets a “back” beyond the second; and the fourth boy leaps over the first, second, and third, and sets a “back” beyond the third, and so on till the players are out. The game may continue for any length of time, and generally lasts till the players are tired; but the proper rule should be, that all who do not go clean over should be out. Those who “make backs” should stand perfectly stiff and firm; and those who “make leaps” should not rest in their flight heavily upon the shoulders of their playmates, so as to throw them down, which is not fair play.

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FLY THE GARTER

Chalk or make a line, or, as it is usually termed, “a garter,” on the ground; on this line one of the players must place himself and bend down as in leap-frog, while the other players in rotation leap over him, the last one as he flies over calling out “Foot it.” If he should fail in giving this notice, he is out, and must take the other boy’s place at the garter. The boy, immediately the word is given, rises, and places his right heel close to the middle of the left foot; he next moves the left forwards and places that heel close up to the toes of his right foot, and bends down as before. This movement is called a “step,” and is repeated three times. The other players should fly from the garter each time a step is made, and the last player must invariably call out “Foot it” as he leaps over. After making the three “steps,” the player giving the back takes a short run, and, from the spot where he made his last step to, jumps as far forwards as he possibly can, and bends down again; the others jump from the garter and then fly over. Should any of the players be unable to jump easily over the one giving the back, but rather slide down upon, or ride on him, the player so failing must take the other’s place at the garter, and the game be begun again; if, also, through the impetus acquired in taking the jump from the garter, a player should happen to place his hands on the back of the player bending down, and then withdraw them in order to take the spring over, he is out, and must take his turn at the garter. It is usual, in some places, for the boy giving the back to take a hop, step, and a jump after he has footed it three times, the other players doing the same, and then flying over.

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SPANISH FLY

This game is capable of being varied to any extent by an ingenious boy, but it is generally played in the following way:--One boy, selected by chance, sets a back, as in “fly the garter,” and another is chosen leader. The game is commenced by the leader leaping over the one who gives the back, and the other players follow in succession; the leader then leaps back, and the others follow; then they all go over in a cross direction, and return, making, in all, four different ways. The leader then takes his cap in both hands, and leaves it on the boy’s back while he is “overing,” and his followers perform the same trick; in returning, the last man takes the lead, and removes his cap without disturbing the others, and each boy does the same: this trick is repeated in a cross direction. The next trick is throwing up the cap just before overing, and catching it before it falls; the next, reversing the cap on the head, and so balancing it while overing, without ever touching it with the hands; both tricks must be performed while leaping the four different ways. The leader, with his cap still balanced, now overs, and allows his cap to drop on the opposite side; the others do likewise, but they must be careful not to let their caps touch the others, nor to let their feet touch any of the caps in alighting; the leader now stoops down, picks up his cap with his teeth, and throws it over his head and the boy’s back; he then leaps after his cap, but avoids touching it with his feet. The other players follow him as before. The next trick is “knuckling,”--that is to say, overing with the hands clenched; the next, “slapping,” which is performed by placing one hand on the boy’s back, and hitting him with the other, while overing; the last, “spurring,” or touching him up with the heel. All these tricks must be performed in the four different directions, and any boy failing to do them properly goes down, and the game begins afresh.

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TOUCH

This is a brisk game, and may be played by any number of boys. One of the players being chosen as Touch, it is his business to run about in all directions after the other players, till he can touch one, who immediately becomes Touch in his turn. Sometimes when the game is played it is held as a law that Touch shall have no power over those boys who can touch iron and wood. The players then, when out of breath, rush to the nearest iron or wood they can find, to render themselves secure. Cross-touch is sometimes played, in which, whenever another player runs between Touch and the pursued, Touch must immediately leave the one he is after to follow him. But this rather confuses, and spoils the game.

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TOUCH-WOOD AND TOUCH-IRON

These games are founded on the above. When the boys pursued by Touch can touch either wood or iron they are safe, the rule being that he must touch them as they run from one piece of wood or iron to another.

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BUCK, BUCK, HOW MANY HORNS DO I HOLD UP?

This is a very good game for three boys. The first is called the Buck, the second the Frog, and the third the Umpire. The boy who plays the Buck gives a back with his head down, and rests his hands on some wall or paling in front of him. The Frog now leaps on his back, and the Umpire stands by his side: the Frog now holds up one, two, three, five, or any number of fingers, and cries, “Buck! Buck! how many horns do I hold up?” The Buck then endeavours to guess the right number; if he succeeds, the Frog then becomes Buck, and in turn jumps on his back. The Umpire determines whether Buck has guessed the numbers rightly or not. In some places it is the custom to blindfold the Buck, in order to prevent him seeing. This plan, however, is scarcely necessary.

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WARNING

This is an excellent game for cold weather. It may be played by any number of boys. In playing it “loose bounds” are made near a wall or fence, about four feet wide and twelve long. One of the boys is selected, who is called the Cock, who takes his place within the bounds; the other players are called the Chickens, who distribute themselves in various parts of the playground. The Cock now clasps his hands together, and cries, “Warning once, warning twice, a bushel of wheat, and a bushel of rye, when the Cock crows out jump I.” He then, keeping his hands still clasped before him, runs after the other players; when he touches one, he and the player so touched immediately make for the bounds; the other players immediately try to capture them before they get there; if they succeed, they are privileged to get upon their backs and ride them home. The Cock and his Chick now come out of the bounds hand-in-hand, and try to touch some other of the players; the moment they do this they break hands, and they and the player now touched run to the bounds as before, while the other players try to overtake them, so as to secure the ride. The three now come from the bounds in the same manner, capture or touch a boy, and return. If, while trying to touch the other boys, the players when sallying from the grounds break hands before they touch any one, they may immediately be ridden, if they can be caught before they reach the bounds. Sometimes when three players have been touched the Cock is allowed to join the out party, but this is of no advantage in playing the game.

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FOLLOW MY LEADER

This may be played by any number of boys: one being selected as the Leader, and the others are the Followers. The Followers arrange themselves in a line behind the Leader, who immediately begins to progress, and the others are bound to follow him. The fun of this sport is in the Leader carrying his Followers into “uncouth places,” over various “obstacles,” such as hedges, stiles, gate-posts, &c., through “extraordinary difficulties,” as ditches and quagmires,--every player being expected to perform his feats of agility; and those who fail are obliged to go last, and bear the emphatic name of the “Ass.” The game lasts till the Leader gives up, or the boys are all tired out.

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THE FUGLEMAN

This is a game something like the above. It consists of the Fugleman and his Squad. The Fugleman places himself in a central spot, and arranges his Squad before him in a line. He then commences with various odd gestures, which all the Squad are bound to imitate. He moves his head, arms, legs, hands, feet, in various directions, sometimes sneezes, coughs, weeps, laughs, and bellows, all of which the Squad are to imitate. Sometimes this is a most amusing scene, and provokes great laughter. Those who are observed to laugh, however, are immediately ordered to stand out of the line, and when half the number of players are so put out, the others are allowed to ride them three times round the playground, while the Fugleman with a knotted handkerchief accelerates their motions.

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HARE AND HOUNDS

This is perhaps the very best game that can be introduced into a school. The principle of it is very simple, that one boy represents the Hare and runs away, while the others represent the Hounds and pursue him. The proper management of the game, however, requires some skill. When we were at school in the north, this game was extensively played; and in more recent times, when we ourselves were masters instead of scholars, we reduced the game to a complete system. The first thing to be done is to choose a Hare, or if the chase is to be a long one, two Hares are required. The Hare should not be the best runner, but should be daring, and at the same time prudent, or he may trespass into forbidden lands, and thereby cause great mischief. A Huntsman and Whipper-in are then chosen. The Huntsman should be the best player, and the Whipper-in second best. Things having advanced so far, the whole party sally forth. The Hare is furnished with a large bag of white paper torn into small squares, which he scatters on the ground as he goes. An arrangement is made that the Hare shall not cross his path, nor return home until a certain time; in either of which cases he is considered caught. The Hounds also are bound to follow the track or “scent” implicitly, and not to make short cuts if they see the Hare. The Hare then starts, and has about seven minutes’ grace, at the expiration of which time the Huntsman blows a horn with which he is furnished, and sets off, the Hounds keeping nearly in Indian file, the Whipper-in bringing up the rear. The Huntsman is also furnished with a white flag, the Whipper-in with a red one, the staves being pointed and shod with metal. Off they go merrily enough, until at last the Huntsman loses the scent. He immediately shouts “Lost!” on which the Whipper-in sticks his flag in the ground where the scent was last seen, and the entire line walks or runs round it in a circle, within which they are tolerably sure to find the track. The Huntsman in the meanwhile has stuck his flag in the ground, and examines the country to see in what direction the Hare is likely to have gone. When the track is found, the player who discovers it shouts Tally ho! the Huntsman takes up his flag, and ascertains whether it is really the track or not. If so, he blows his horn again, the Hounds form in line between the two flags, and off they go again. It is incredible how useful the two flags are. Many a Hare has been lost because the Hounds forgot where the last track was seen, and wasted time in searching for it again. Moreover, they seem to encourage the players wonderfully. We used often to make our chases fourteen or fifteen miles in length; but before such an undertaking is commenced, it is necessary to prepare by a series of shorter chases, which should however be given in an opposite direction to the course fixed upon for the grand chase, as otherwise the tracks are apt to get mixed, and the Hounds are thrown out. The Hare should always carefully survey his intended course a day or two previously, and then he will avoid getting himself into quagmires, or imprisoned in the bend of a river. A pocket compass is a most useful auxiliary, and prevents all chance of losing the way, a misfortune which is not at all unlikely to happen upon the Wiltshire downs or among the Derbyshire hills.

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STEEPLE CHASE

This is a trial of speed and agility, and may be played by any number of boys. It consists in the boys agreeing upon some distant object for a mark, such as a conspicuous tree, or house, or steeple. The players then start off in whatever direction they please, each one being at liberty to choose his own course. In a long run of a mile or so it very often happens that hedges, ditches, and other obstructions, have to be got over, which adds great interest to the play, and the best climbers and jumpers are the most likely to come in victors. He who comes in first to the appointed object is called the King, the second the Duke, the third the Marquis, the fourth the Viscount, the fifth the Earl, the sixth the Knight. The last receives the dignified appellation of the Snail, and the last but one the Tortoise.

At Oxford there were in our undergraduate days two clubs for the purpose of Steeple-chasing, one named the Kangaroo Club, and the other the Charitable Grinders, whose performances over hedges and ditches were really astonishing. There was also a club which kept a set of beagles, and used to hunt a red herring with intense perseverance.

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DUCK AND DRAKE

This is a very simple sport, but necessarily restricted to those spots where there is a river, or a pond of some magnitude. It consists in throwing oyster-shells, flat stones, or broken tiles along the water, so as to make them hop as often as possible. One hop is called Dick, the second Duck, and the third Drake. The sea-shore is a capital place for this sport, as, if the player can only succeed in making the stone touch the top of a wave, it is tolerably certain to make a succession of hops from wave to wave. If a rifle-bullet is shot along the water, it will go a great distance, making very long hops, and splashing up the water at every bound. In war, this method of firing at an enemy that lies low is extensively made use of, and is called “ricochet practice.” It is also much used in naval warfare.

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SIMON SAYS

This, if well managed, is a very comical game. The players are arranged as in Fugleman, the player who enacts Simon standing in front. He and all the other players clench their fists, keeping the thumb pointed upwards. No player is to obey his commands unless prefaced with the words, “Simon says.” Simon is himself subjected to the same rules. The game commences by Simon commanding,--“Simon says, turn down:” on which he turns his thumbs downwards, followed by the other players. He then says, “Simon says, turn up,” and brings his hands back again. When he has done so several times, and thinks that the players are off their guard, he merely gives the word, “Turn up,” or “Turn down,” without moving his hands. Some one, if not all, is sure to obey the command, and is subject to a forfeit. Simon is also subject to a forfeit, if he tells his companions to turn down while the thumbs are already down, or vice versâ. With a sharp player enacting Simon, the game is very spirited.

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KING OF THE CASTLE

This is a very good game, and to play it properly there must be in the centre of the playground a small hill or hillock. One player, selected by choice or lot, ascends this hill, and is called the King; and the object of the other players is to pull or push him from his elevation, while he uses his endeavours to keep his “pride of place.” Fair pulls and fair pushes are only allowed at this game; the players must not take hold of any part of the clothes of the King, and must confine their grasps to the hand, the leg, or the arm. If a player violates these rules, he is to sit down upon the ground, and is called “Dummy.” The player who succeeds in dethroning the King, takes his place, and is subjected to the like attacks.

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BATTLE FOR THE BANNER

This game is to be played from a mound, the same as the above, and it may consist of any number of players. Each party selects a Captain, and having done this, divide themselves into Attackers and Defenders. The defending party provide themselves with a small flag, which is fixed on a staff on the top of the mound, and then arrange themselves on its side and at its base, so as to defend it from the attacks of their opponents, who advance towards the hillock, and endeavour to throw down those that oppose them. Those that are so thrown on either side, are called “dead men,” and must lie quiet till the game is finished, which is concluded either when all the attacking party are dead, or the banner is carried off by one of them. The player who carries off the banner is called the Knight, and is chosen Captain for the next game.

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SNOW-BALLS

Every boy has played at snow-balls, from the time that his little fingers were first able to grasp and mould a handful of snow. Elderly gentlemen know to their cost how apt the youthful friend is to hurl very hard snow-balls, which appear to pick out the tenderest parts of his person, generally contriving to lodge just at the juncture of the chin and the comforter, or coming with a deafening squash in the very centre of his ear. Even the dread policeman does not always escape; and when he turns round, indignant at the temporary loss of his shiny hat, he cannot recognise his assailant in the boy who is calmly whistling the last new nigger-song, as he saunters along, with both his hands in his pockets. The prudent schoolmaster will also not venture too near the playground, unless he has provided himself with an umbrella. It is rather a remarkable fact, that whenever a Grammar-school and a National-school are within a reasonable distance of each other, they are always at deadly feud. So it was at the school where our youthful days were passed. One winter’s morning, just after school had opened, the door was flung violently open, and a party of National-school boys hurled a volley of snow-balls at the head-master. He, after the door had been secured, remarked in a particularly mild voice,--“Now, boys, if I had been at school, and my schoolmaster had been assaulted by National-school boys, I should have gone out and given them a thrashing. Remember, I do not at all advise you to do so, but merely mention the course that I should have adopted under such circumstances. We will resume lessons at three.” So saying, he took off his gown, put on his hat and gloves, and walked out to see the fun. Now, the prospect of a morning’s holiday would have made us attack a force of twenty times our number, but as they only out-numbered us threefold, we commenced a pursuit without hesitation. After a sharp engagement, we drove them back to their own schoolroom. The cause of their yielding was, that they threw at random among us, whereas each of our balls was aimed at the face of an opponent, and we very seldom missed. When they had reached their school, they closed and barred their door; at which we made such a battering, that their master, a large negro, rushed out upon us, vowing vengeance, and flourishing a great cane. He was allowed to proceed a few yards from the door, when one snow-ball took off his hat, and two more lodged in his face. He immediately went to the right-about, and made for the school, which he reached under an avalanche of snow. We pursued, but he had succeeded in fastening the door, and we could not open it for some time. When we did, the school was deserted; not a boy was to be seen. There was no back entrance to account for their disappearance, and we were completely puzzled. At last, when we had quieted down a little, a murmuring was heard apparently below our feet, and on examination we found that the entire school had taken shelter in the coal-cellar. We made a dash at the door (a trap-door), and in spite of the showers of coal that came from below, fastened and padlocked the door, carefully throwing the key among a clump of fir-trees, where it was not likely to be found. Having achieved this victory, we had a snow-ball match among ourselves, and then returned to school. About five o’clock, in rushed the black schoolmaster, who had only just been liberated by the blacksmith, and who came to complain of our conduct. So far, however, from obtaining any satisfaction, he was forced to apologise for the conduct of his boys.

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SNOW CASTLE

The object of this game is, that a castle of snow is built, which is attacked by one party and defended by the other. The method of building the castle is as follows:--A square place is cleared in the snow, the size of the projected castle. As many boys as possible then go to some distance from the cleared square, and commence making snow-balls, rolling them towards the castle. By the time that they have reached it, each ball is large enough to form a foundation-stone. By continuing this plan, the walls are built about five feet six inches high, a raised step running round the interior, on which, the defenders stand while hurling the balls against their opponents. In the centre are deposited innumerable snow-balls, ready made; and a small boy is usually pressed into the service, to make snow-balls as fast as they are wanted. If the weather is very cold, some water splashed over the castle hardens and strengthens it considerably. The architect of the castle must not forget to leave space for a door.

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SNOW GIANT

This is made in the same way as the snow castle, that is, by rolling large snow-balls to the place where the giant is to be erected, and then piled up and carved into form. He is not considered completed until two coals are inserted for eyes, and until he is further decorated with a pipe and an old hat. When he is quite finished, the juvenile sculptors retire to a distance, and with snow-balls endeavour to knock down their giant, with as much zest as they exhibited in building him. If a snow giant is well made, he will last until the leaves are out, the sun having but little power on so large a mass of hard snow. There is a legend extant respecting the preservation of snow through the warmer parts of the year. A certain Scotch laird had for a tenant a certain farmer. The laird had been requested by influential personages to transfer the farm to another man directly the lease was run out. The farmer’s wife, hearing of this from some gossip of hers, went to her landlord, and besought him to grant a renewal of the lease. When she called, he was at dinner with a numerous party of friends, and replied in a mocking tone, that the lease should be renewed when she brought him a snow-ball in July. She immediately called upon the guests to bear witness to the offer, and went home. In due time the winter came, and with it the snow. One day, her husband, an excellent labourer, but not over bright, asked her why she was wasting so much meal. At that time, she had taken a large vessel of meal to a valley, and was pouring it into the space between two great stones. Upon the meal she placed a large quantity of snow, which she stamped down until it was hard. Upon this she poured more meal, and placed upon the meal a layer of straw. The whole affair was then thickly covered over with straw and reeds. To her husband, who thought she had fairly lost her senses, she deigned no reply, except that the meal would repay itself. So affairs went on until July, when the good dame, hearing that her landlord had invited a large party to dine with him, many of whom had been at the party when the promise was made, proceeded to the store of snow, which she found about half diminished. The remainder she kneaded hard, and put it in a wheelbarrow, well covered with straw, which she rolled up to the laird’s own house. When once there, she took out her snow-ball, and presenting it to her landlord, before all his guests, demanded the renewal of her lease. It may be satisfactory to know, that the laird, struck with her ingenuity and perseverance, at once granted her request.

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JACK! JACK! SHOW A LIGHT!

This game can only be played in the dusk of evening, when all the surrounding objects are lost in the deepening gloom. The players divide into two parties, and toss up for innings, which being gained, the winners start off to hide themselves, or get so far away that the others cannot see them; the losers remaining at the home. One of the hiding party is provided with a flint and steel, which, as soon as they are all ready, he strikes together; the sparks emitted guide the seekers as to what direction they must proceed in, and they must endeavour to capture the others ere they reach home; if they cannot touch more than two of the boys, the hiders resume their innings, and the game continues as before. It is most usual, however, for the boys at the home to call out, “Jack, Jack! show a light!” before the possessor of the flint and steel does so. When one party is captured, the flint and steel must be given up to the captors, that they may carry on the game as before.

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JINGLING

The jingling match is a common diversion at country wakes and fairs, and is often played by schoolboys. The match should be played on a soft grass-plot within a large circle, enclosed with ropes. The players rarely exceed nine or ten. All of these, except one of the most active, who is the “jingler,” have their eyes blindfolded with handkerchiefs. The jingler holds a small bell in his hand, which he is obliged to keep ringing incessantly so long as the play continues, which is commonly about twenty minutes. The business of the jingler is to elude the pursuit of his blindfolded companions, who follow him by the sound of the bell in all directions, and sometimes oblige him to exert his utmost abilities to effect his escape, which must be done within the boundaries of the rope, for the laws of the sport forbid him to pass beyond it. If he be caught in the time allotted for the continuance of the game, the person who caught him wins the match; if, on the contrary, they are not able to take him, he is proclaimed the winner.

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JUMP LITTLE NAG-TAIL!

In this game, six or eight players on each side is the best number. The two leaders should toss up for choice of partners, and after selecting them, toss again for innings. The loser must then place himself quite upright, with his face to a wall, against which he rests his hands; and one of his partners should next stoop down, and put his head against his leader’s skirts, as shown in the annexed illustration; another partner also bends, and places his head against the skirts of the second player, and the rest of the partners must take their places in the same manner, one behind the other: when thus arranged, they are called “nags.” One of the winning party next takes a run, and placing his hands on the back of the last player or “nag,” endeavours to spring on to the back of the first, or at least to clear as many “nags” as he possibly can, in order to allow room for those following him to leap on the backs of the other “nags,” which they should do in succession, until they are all fairly astride. If any of the “nags” sink under the weight, or in trying to support themselves touch the ground either with their hands or knees, or if the riders can keep their seats without touching the ground, whilst their leader counts twenty, or repeats the words, “Jump little nag-tail one, two, three!” three times, concluding with “off, off, off!” the riders resume their innings, and begin again; on the contrary, should there not be sufficient space for all to leap on, or they are unable to keep their seats on the backs of the “nags,” they lose their innings, and become “nags” in their turn. The “nags” must, while in the line, hold either by the trousers of the player before them, or else lean their hands on their knees, or cross their arms on their breasts. Each rider must call out “Warning” before he leaps on the back of one of the “nags.”

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JUMPING ROPE

Two players swing round a long rope, and when the revolutions become tolerably regular, one, two, or even more boys step forwards, and allowing it to swing over their heads, jump up as it descends, so as to let it pass under their feet as in the case of the common skipping-rope. The leapers must step forwards the moment the rope is at its highest, in order to be ready to skip over as it swings close to the ground; and they should be careful to keep the same time with the motions of the boys holding the rope, so as not to be struck by it in its circuit. Another game may be played with a long skipping-rope, by the player at one end holding the rope in his outside hand, making a step or two towards the other player, and with his help swinging it round, and then skipping over it.

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MY GRANDMOTHER’S CLOCK

In this amusing sport the players join hands, and extend their arms to their full extent. One of the outside players remains stationary, and the others run round him as fast as they can, which proceeding is called “winding the clock.” In this manner the straight line becomes a confused spiral, and all the players get huddled together in a most laughable manner. The winding of the clock usually leads to such disorder that it is next to impossible to unwind it without breaking the line of boys.

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RUSHING BASES

Two bases having been made, one at each end of the playground, all the players take up their position in one of them, except one, who is generally elected by counting out; this player, who is called “the King,” stations himself midway between the bases, and endeavours to catch the others as they rush through his territory from base to base. Should the king succeed in catching one of the trespassers, he raps him on the head, saying, “I crown thee king!” and the one so crowned joins the first king between the bases, and helps to catch the other players. When the out-players considerably outnumber those remaining in the bases, they may enter the bases, and, if they are strong enough, pull the others out and crown them. In this lively game the rule is, that a player must run to the opposite base if he puts both feet outside his own. In some parts of England this game is known by the name of “King Cæsar.”

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SEE-SAW

For this amusement a stout plank should be laid across a felled tree or a low wall; it must be very nicely balanced if the players are of the same weight; but if one is heavier than the other, the end on which he intends to sit should be the shortest. Two players then take their seats on the plank, one at each end, whilst a third stations himself on the middle of it, as represented in the illustration; the name of this player is in some places Jack o’ both Sides, and in others Pudding. As the players by turns make slight springs from their toes, they are each alternately elevated and depressed, and it is the duty of Pudding to assist these movements by bearing all his weight on the foot, on the highest end of the plank, beyond the centre of the tree or wall on which it rests. This will be best understood by referring to the illustration: thus, A is the trunk of a tree; across it a plank is laid, on which two players, B, C, take their seats; D is “Pudding;” it will be seen that his left foot is beyond the centre of the trunk A, on the highest end of the board, and consequently his weight being added to that of B will depress that end of the plank, and the end on which C sits must, of course, rise; Pudding then bears on his right foot, and C in turn descends; and thus the game continues during pleasure, Pudding bearing alternately on each side.

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THREAD THE NEEDLE

This game can be played by any number of boys, who must all join hands; the game is begun by the outside players at each end of the line holding the following dialogue: “How many miles to Babylon?” “Threescore and ten.” “Can I get there by candle-light?” “Yes, and back again.” “Then open the gates without more ado, and let the king and his men pass through.” The player and the one next to him at the end of the line opposite the last speaker then elevate their joined hands as high as they can, to allow the speaker to run under, and the whole line follows him, still holding hands. This should be done, if possible, without breaking the line by letting the hands go, and is styled “threading the needle.” When all the boys have passed through, the same conversation begins again, excepting that the respondent in his turn becomes the inquirer, and runs between the opposite players, the others following as before.

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TOM TIDDLER’S GROUND

This is a very favourite game with little boys, and may be considered as a modification of rushing bases. A large base is formed by drawing a line across the playground, and one boy, called “Tom Tiddler,” takes his station within it, while the others run in crying out, “Here am I on Tom Tiddler’s ground, picking up gold and silver.” If Tom Tiddler can touch any boy while he is on his ground, the boy so touched takes his place as the guardian of the imaginary gold and silver.

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TWO TO ONE

Two to one is a very capital exercise with a common skipping-rope. It is done by skipping in the usual way for a short time, and then increasing the rapidity of your movements, and leaping tolerably high, endeavouring to swing the rope round so quickly that you can pass it twice under your feet while you are taking the leap; practise this till you are quite proficient, and then try to pass the rope three times under your foot instead of twice.

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WALK, MOON, WALK!

This may be played by any number of boys, who all tie large knots in one corner of their pocket-handkerchiefs, and then toss up to see who shall be “Moon;” the loser is the one to whom the part falls, and he must be blindfolded. “Moon” now stands with his legs stretched apart, while his playmates go behind him in succession, and jerk their handkerchiefs between his legs, as far as they can and in whatsoever direction they please. When all the boys have done this, one of them cries “Walk, Moon, walk!” which is a signal for the blindfolded player to walk forwards until he treads upon one of the handkerchiefs, when in an instant the other players pick up their knotted handkerchiefs, with which they belabour the unlucky owner of the one trodden upon by Moon, as he runs to a distant base and back; after which he becomes Moon, and the game continues as before.

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WANT A DAY’S WORK?

This is a capital game when well played, and the antics and grimaces of boys who are mimics cause great merriment. It also gives a boy a good notion of how mechanical labour is done, as no boy will ask for work unless he understands something of the nature of the business he solicits to be employed upon. The game begins thus, and it matters not how many boys are engaged in it:--A line is drawn; within that line is the shop, and when a bad workman is discharged he is pushed across the line. The employer, or master, should be a very sharp lad. A boy comes up, and the master asks him if he wants a day’s work; the boy says he does. He is then asked what trade he is; if he says a tailor, a coat is supposed to be given to him to make; if a shoemaker, a pair of shoes; if a tinker, a saucepan to bottom; if a stonemason, a stone to cut or saw, and every boy must imitate the actions of the tailor, shoemaker, &c., while at work, whatever the trades may be. Then the master looks over the work, finds fault, gets in a rage, discharges the workman, and, if he can, turns him out of the shop. But if in the struggle the boy turns the employer out, he then becomes master, and the other is set to work. So that, after a few good-natured trials of strength, each boy in turn generally becomes master.

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WILL YOU LIST?

This is a very old game, and in some places is called “playing at soldiers;” the whole ceremony of enlisting is gone through, taking the shilling and swearing to serve the Queen, &c. But there ought to be two parties of boys, of not less than a dozen, with a commanding officer on each side. After learning their exercise, such as shouldering arms and marching, war breaks out; then one party is English and the other the enemy. Their weapons ought to be bulrushes, or stout reeds, such as are used in building, or something that will not do any injury when the charge commences. The side that breaks or takes away the most weapons is the conqueror, and much skill may be displayed in capturing the arms of others, and retaining your own. If boys can get some old soldier to drill them a few times, this may be made as good a game as they can play at. We have too few military amusements in our English games.

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WHOOP!

One player takes his station at a spot called the “home,” while the others go to seek out various hiding-places in which to ensconce themselves; when all are ready, one of them calls out “Whoop!” on which the player at the “home” instantly goes in search of the hiders, and endeavours to touch one of them as they run back to “home;” if he can do so, the one caught takes his place at the “home,” while he joins the out players.

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HIGH BARBAREE!

In this game sides are chosen, and one party remains “at home,” while the other hides. When the hiders are all ready, one of them calls out “High Barbaree!” upon which the seekers sally forth to look for them, as in “Whoop!” If the seekers can succeed in touching a certain number of the hiders before they can get to “home,” they take their turn at hiding. The number to be caught must be agreed upon beforehand, and of course depends upon the number of players. It is usual to mention this number in the cry--thus, “High barbaree! three caught he!”--“four caught he!” and so forth. As a general rule, the number to be caught should exceed half the number of the hiders.

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BULL IN THE RING

This active, merry, noisy game can be played by any number of boys, and commences by their joining hands and forming a ring, having enclosed some boy in the middle, who is the Bull. It is the Bull’s part to make a rush, break through the ring, and escape, and the part of the boys who form the ring to hold their hands so fast together that he cannot break their hold. Before making a rush the Bull must cry “boo” to give warning, so that the boys may grasp their hands more tightly. The whole ring generally replies to the Bull’s challenge by crying “boo” all together, and a pretty noise they make. When the Bull breaks through the ring he is pursued until captured, and the boy who seizes him first is “Bull” when they return. A good “Bull” will lead them a pretty dance, clearing hedges and ditches; and if he gets back and touches some mark agreed upon, near to where he broke through the ring, he is “Bull” again.

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COCK FIGHT

This humorous sport must not be confounded with the cruel battles between game-cocks once so popular in England. Two boys represent the feathered combatants; each hops upon one leg, with his arms folded, and bumps against the other, endeavouring to compel him to put both feet to the ground. The boy who keeps up longest wins the game.

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DROPPING THE HANDKERCHIEF

A tolerably large ring should be formed by several boys standing in a circle and joining hands; another boy, who stands out, when all are ready walks round outside the ring, drops a handkerchief behind one of the players, and immediately runs off; he is instantly followed by the one behind whom he dropped the handkerchief, and who must track him in all his windings in and out under the arms of the boys in the ring, who elevate them for the purpose, and indeed wherever he runs to; should the pursuer be able to touch the pursued, the former takes the handkerchief in his turn, and the latter joins hands in the circle. If the boy who dropped the handkerchief is enabled to elude his follower by passing through and about the ring, he walks again round and drops the handkerchief behind some other player.

EASY GAMES WITHOUT TOYS

INDOOR.

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BLIND MAN’S BUFF

Consists in one person having a handkerchief bound over his eyes, so as to completely blind him, and thus blindfolded trying to chase the other players, either by the sound of their footsteps, or their subdued merriment, as they scramble away in all directions, endeavouring to avoid being caught by him; when he can manage to catch one, the player caught must in turn be blinded, and the game be begun again. In some places it is customary for one of the players to inquire of Buff (before the game begins), “How many horses has your father got?” to which inquiry he responds, “Three.” “What colours are they?” “Black, white, and grey.” The questioner then desires Buff to “turn round three times, and catch whom you may,” which request he complies with, and then tries to capture one of the players. It is often played by merely turning the blindfold hero round and round without questioning him, and then beginning. The handkerchief must be tied on fairly, so as to allow no little holes for Buffy to see through. Blind Man’s Buff is a very ancient pastime, having been known to the Grecian youths. In England it formerly went By the name of Hoodman Blind, because it was customary to blind Buff with his hood.

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BOB-CHERRY

Attach a cherry to a piece of string, and then fasten it to a door, sufficiently high to compel the player to jump a little in order to catch the cherry in his mouth. The cherry is then set swinging; and the players, ranging themselves in line, jump at the cherry, one after the other. This game is productive of much amusement, and may be kept up for a long time.

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BUFF

In this game one of the players enters the room, armed with a poker, with which he taps on the floor. “Where do you come from?” inquires one of the company. “Alas! from poor Buff, who is full of grief.” “And what did he say to you?” “He spoke thus,” is the reply--

“Buff said ‘Baff,’ And gave me this staff, And bade me not laugh Till I came to his house again.”

Having thus spoken, the messenger leaves the room. While he has been delivering his speech, the company, however, endeavour to make him laugh, by asking him any absurd questions that may present themselves to their imagination. If they do not succeed in this, the emissary of the great Buff delivers himself of a more lengthy address:--

“Buff says ‘Baff’ to all his men, And I say ‘Baff’ to you again; But he neither laughs nor smiles In spite of all your cunning wiles, But keeps his face with a very good grace, And carries his staff to the very next place.”

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CONCERT

A noisier game than this could scarcely be desired by the most boisterous of our young friends. The players having selected a “conductor,” seat themselves round him in a circle. The conductor now assigns to each a musical instrument, and shows how it is to be played. When all are provided with their imaginary instruments, the conductor orders them to tune, and by so doing, he gives each musician a capital opportunity for making all sorts of discordant noises. When the different instruments have been tuned, the conductor waves an unseen bâton, and commences humming a lively air, in which he is accompanied by the whole of his band, each player endeavouring to imitate with his hands the different movements made in performing on a real instrument. Every now and then the conductor pretends to play on a certain instrument, and the player to whom it belongs must instantly alter his movements for those of the conductor, and continue to wield the bâton until the chief player abandons his instrument. Should a player omit to take the conductor’s office at the proper time, he must pay a forfeit. The fun of this game greatly depends upon the humour of the conductor, and the adroitness with which he relinquishes his bâton and takes up the instruments of the other players.

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CONSEQUENCES

The first player writes an adjective on the upper part of a slip of paper, and then folds the slip so that the written word cannot be seen by the next player, who writes the name of a gentleman, real or imaginary, on the paper, which he passes to another after having folded it over again. The third player writes an adjective; the fourth, a lady’s name; the fifth, the name of a place; the sixth, what the gentleman said to the lady; the seventh, the lady’s reply; the eighth, the consequences; and the ninth, what the world said about the whole affair. One of the players now unfolds the slip and reads what has been written by the different persons engaged in the game, adding a few words to unite the disjointed members of the little narrative. As a specimen of the ludicrous result which arises from each player’s ignorance of what has been written by his companions, we give the following pathetic tale, in which the words and phrases printed in italics represent those written on the slip of paper:--“The ill-favoured Peter Wilkins met the adorable Jenny Jones in the silver mine of Potosi. He said to her, ‘Will you love me then as now?’ and she replied, ‘When did I refuse you anything?’ The consequences were, he drowned himself in the water-butt and she married the baker, and the world said, ‘Served them right!’” When there are only three or four players, the slip of paper is to be passed round from one to another until it is filled up. When the players are numerous, three or four slips may be commenced simultaneously by different persons.

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CROSS QUESTIONS AND CROOKED ANSWERS

This game will be best described by a short dialogue.

Harry.--I am going to put a question in a whisper to Tom, who is seated on my right hand, to which he will reply in the same tone. He will then put a question to his next neighbour, and receive his answer. When the tour of the circle is made, I shall commence by stating aloud the question put to me by my left-hand neighbour, answering it by the reply received in answer to my own from Tom. He will then do the same, giving my question and his next neighbour’s reply.--(Whispers to Tom.) Of what use are the bellows?

Tom.--To blow up the fire.--(To Charles) Of what use is a fire-engine?

Charles.--To put out a fire.--(To John) Of what use is a plough?

John.--To plough up the ground.--(To James) Of what use is a cap?

James.--To cover the head.--(To Edward) Of what use is a shoe?

Edward.--To protect your foot.--(To William) Of what use is a black pin?

William.--To fasten your collar with.--(To Harry) Of what use is a barometer?

Harry.--To tell the weather.--(Aloud) William has just asked me the use of a barometer? Tom replies, “To blow up the fire!”

Tom.--Harry has asked me the use of the bellows; and Charles replies, “To put out the fire!”

Charles.--Tom wishes to know the use of the fire-engine, and John tells him, “To plough up the ground,” &c.

Any mistake is punished by a forfeit.

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DUMB MOTIONS

The players form sides, and decide who shall be masters and who men. The principal aim of the men is to keep working as long as possible, and to prevent the masters taking their places. The men consult secretly among themselves, and decide upon some trade or profession, the practice of which may be certain movements of the arms, hands, or legs. They now range themselves opposite the masters, and the foreman tells them the first and last letters of the trade they are about to exercise; as for example, C--r for carpenter, D--t for druggist, B--h for blacksmith, and so on. The men now set to work and express in dumb motions the various labours belonging to the craft they have chosen. Let us suppose that they have selected the trade of blacksmith: one of the players will appear to be blowing the forge bellows, another will seem to be filing something in a vice, while others will be violently exerting themselves by wielding imaginary sledge-hammers round an unseen anvil. If any of the men speak at their work, or make use of inappropriate gestures, the whole side is out. The masters are allowed one guess each, and if none of them can hit upon the right trade, the men tell them their occupation, and then fix upon another. If the masters can guess the name of the trade, the men are out and become masters. The men need not continue their labours until all the masters have guessed, but may stop working, and demand their wages, after having plied their craft for a reasonable time. When the name of a trade consists of two words, the men must tell the first and last letter of each word, as C--h B--r, for coach builder.

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FAMILY COACH

The chief player in this amusing game must possess the faculty of inventing a long story, as well as a tolerably good memory. This player gives to each of the others the name of some person or thing to be mentioned in the story he is about to relate. For example, he may call one “the coachman,” another “the whip,” another “the inn,” another the “old gentleman,” another the “footman,” another “the luggage,” and so on, until he has named all the persons engaged in the game. The story-teller now takes his stand in the centre of the room, and commences his narrative; in the course of which he takes care to mention all the names given to the players. When the name of a player is mentioned, he must immediately rise from his seat, turn round, and sit down again, or else pay a forfeit for his inattention; and whenever “the family coach” is named, all the players must rise simultaneously. In the following example of a story, the names given to the different players are printed in italics: “An old gentleman, dreading an attack of the gout, resolved to pay a visit to the hot wells of Bath; he therefore summoned his coachman, and ordered him to prepare THE FAMILY COACH (all the players rise, turn round, and sit down again). The coachman, not liking the prospect of so long a journey, tried to persuade the old gentleman that THE FAMILY COACH was out of repair, that the leader was almost blind, and that he (the coachman) could not drive without a new whip. The old gentleman stormed and swore upon hearing these paltry excuses, and ordered the coachman out of the room, while the little dog sprang from under his master’s chair and flew at the calves of the offender, who was forced to make a precipitate exit. Early the next morning, THE FAMILY COACH belonging to the old gentleman stopped at an inn on the Bath road, much to the surprise of the landlord, who had never seen such a lumbering conveyance before. THE FAMILY COACH contained the old gentleman, the old lady (his wife), and the little dog that had made such a furious attack on the poor coachman’s legs. The landlord called the landlady, who came bustling out of the inn to welcome the old gentleman and old lady. The footman jumped down from behind THE FAMILY COACH, and helped the old gentleman and the old lady to alight, while the boots and chambermaid belonging to the inn busied themselves with the luggage. The little dog trotted after the old lady, but just as it was going into the inn, the coachman gave it a cut with his whip. The little dog howled, upon which the old gentleman turned round, and seeing the coachman with his whip raised, he seized him by the throat. The footman came to the assistance of his friend the coachman, and the ostler belonging to the inn took the side of the old gentleman. The landlord, landlady, chambermaid, boots, cook, stable-boy, barmaid, and all the other inmates of the inn, rushed into the road to see what was the matter, and their cries, joined to the yells of the little dog and the screams of the old lady, so frightened the leader, the white horse, and the brown mare, that they ran away with THE FAMILY COACH.” Of course this tale might have been continued to any length, but the specimen we have given will be sufficient to give the story-teller some idea of what is expected from him to keep up the fun of the game.

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FROG IN THE MIDDLE

This is a highly amusing, though very simple game. One player seated on the ground is surrounded by his comrades, who pull and buffet him till he can catch one of them, when the person so caught takes his place, and is buffeted in like manner. As the players sport round the Frog, they usually cry, “Frog in the middle--can’t catch me!” but they frequently find that this is vain boasting, as Froggy does catch them now and then.

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THE FOUR ELEMENTS

The party being seated in a circle, the player who has been chosen to commence the game takes a knotted handkerchief, and throws it suddenly into another’s lap, calling out at the same time either “Earth!” “Water!” “Air!” or “Fire!” If “Earth” be called out, the player into whose lap the handkerchief has fallen must name some quadruped before the other can count ten; if “Water!” he must name a fish; if “Air!” a bird; and if “Fire!” he must remain silent. Should the player name a wrong animal, or speak when he ought to be silent, he must pay a forfeit and take a turn at throwing the handkerchief; but should he perform his task properly, he must throw the handkerchief back to the first player. Those who have never joined in this simple game can have no idea of the absurd errors into which the different players fall when summoned unawares to name a particular kind of animal.

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HAND

The game of Hand is of great antiquity, and is common to almost every nation, whether savage or civilized. In many of the rural districts of England this universal pastime is known by the name of “Coddem.” To play at Hand, sides must be formed, and the players of each side must seat themselves at a table opposite their antagonists. Chance decides which of the sides shall first hide the piece; which may be any small object that can be easily held in the closed hand of one of the players. One of the fortunate players now exhibits the piece to his opponents; having done which, he cries out, “Hands down!” at which signal he and his comrades put their hands out of sight, and in the language of the game, commence “working the piece,” which operation is performed by shifting the piece from hand to hand, so as to deceive the opposite players as to its whereabouts. When the piece has been properly worked, the chief player calls out, “Hands up,” and he and all his comrades simultaneously place their closed fists on the table. The top player on the opposite side has now to fix upon the hand in which the piece is concealed. There are two ways of guessing, either of which he may adopt; the first is to point at once to the hand supposed to contain the piece, and cry out, “Hand!” The second mode of guessing is to point to those hands which appear to be empty, saying with each guess, “Take that hand away!” and when most of the hands have been removed from the table, to fix upon the most likely-looking one among those that remain. If the guesser can find the piece without making a mistake, he claims it for his party, and is entitled to guess again when the opposite side regains it; but if he makes a mistake, either by ordering the hand that holds the piece to be removed, or by “handing” an empty fist, his antagonists retain the piece, and having concealed it, the second player attempts to discover its whereabouts. From our description, the reader will probably regard Hand as a mere frivolous game of chance; but we can assure him that chance has little to do with the discovery of the piece. A good Hand player watches the faces of his opponents while their hands are engaged in working the piece under the table; he scrutinises the different hands, and does not allow himself to be misled by any of the cunning devices which the hiders employ to throw him off the right scent; again, when he has the piece in his possession, he takes care not to let a tightly-clenched fist, a guilty smile, or an anxious expression, betray the fact to his wary antagonist.

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HOT BOILED BEANS

In this game, one of the players is sent out of the room, while the others hide a handkerchief or any small article that can be easily secreted. When the article has been concealed, the door is opened, and the seeker is invited to enter in these words: “Hot boiled beans and butter; walk in and find your supper.” The seeker now sets to work to look for the hidden article. When he approaches the place of concealment, his playmates must give him notice of it, by telling him that he is “rather warm,” “very hot,” or, if he gets very near it, that he “burns.” When he wanders away from the object of his search, he is told that he is “cold;” and if he persists in his mistaken course, he is informed that he “freezes.” Should the seeker succeed in finding the hidden article, another player goes out of the room in his stead.

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HOT COCKLES

One player with his eyes bandaged lays his head on a chair, or in another player’s lap, while the others strike him on his back with their open hands. In this unenviable position he remains until he can guess who strikes him, when the striker takes his place. The poet Gay describes this pastime in the following lines:--

“As at Hot Cockles once I laid me down, And felt the weighty hand of many a clown, Buxoma gave a gentle tap, and I Quick rose, and read soft mischief in her eye.”

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HOW? WHERE? AND WHEN?

One of the players is sent out of the room, while the others fix upon a subject, which may be anything to which the three questions, “How do you like it?” “Where do you like it?” and “When do you like it?” will apply. When the subject has been decided upon, the out-player is summoned. He now puts the first question to the nearest player, who returns him a puzzling answer; he then passes to the next, and repeats the same question; then to the next, and so on, until he has made the round of the room. If none of the answers enable him to guess the subject, he tries each player with the second question, and if the answers to this leave him still in the dark, he solicits a reply from each to the third and last question. Should the player fail to guess the subject after asking the three questions, he pays a forfeit and takes another turn outside; but should he succeed in guessing it during his rounds, the player last questioned must pay a forfeit, and go out of the room in his place. The in-players should always endeavour to hit upon some word that has two or three meanings for a subject, as such a word renders the answers extremely confusing. For instance, if Jack be the subject decided on, one of the players may say, in answer to the first query, that he likes it “fried,” referring to fish called the Jack; in answer to the second, that he likes it “before the kitchen fire,” referring now to a roasting-jack; and in answer to the third, that he likes it when he is “dressing,” now regarding the subject as a boot-jack.

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HUNT THE SLIPPER

This old-fashioned pastime is so generally known that it is scarcely necessary to describe it; however, as it forms one of the merriest indoor sports for the long winter evenings, it would be absurd to omit it in this work. Several boys seat themselves in a circle on the ground, and another, taking his place inside the ring, gives a slipper to one of them, by whom it is immediately and secretly handed to one of his neighbours; it is now passed round from one sitter to another, with as much dexterity as possible, so as to completely perplex the “hunter” (or player standing in the middle) in his endeavours to “chase the slipper by its sound,” and who must continue his search until successful. The player in whose possession it is found must in his turn “hunt the slipper,” whilst the former hunter joins the sitters.

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HUNT THE RING

A game almost similar to the former. A piece of tape, on which a ring is fastened, is held by the players as they stand in a circle, with one in the middle. The ring is passed from hand to hand, and the hunter’s business is to find out in whose hand the ring is.

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HUNT THE WHISTLE

A boy who has never seen the game played is elected hunter; the others seat themselves on the ground, as in Hunt the Slipper. The hunter, having been shown the whistle, kneels in the centre of the circle, and lays his head in the lap of one of the players until the whistle is concealed. While he is in this posture, the whistle is to be secretly attached to the back part of his jacket or coat, by means of a piece of string and a bent pin. One of the players now blows the whistle and drops it, and the hunter, being released, is told to find it; but this is no easy task, as he carries the object of his search about his own person. As the hunter kneels in the centre of the group, the different players blow through the whistle and drop it, as the opportunities occur. The puzzled hunter is sometimes fairly tired out before he discovers the trick that is played upon him. We need scarcely say that the whistle should be very small and light.

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MAGIC MUSIC

This is a very similar game to Hot Boiled Beans. One player having been sent out of the room, the others arrange some simple task for him to perform on his return. When this has been done, he is summoned by the magic music, which is played by one of his comrades, either by tapping a tea-tray with a key, or by rattling the poker and tongs together. The boy who has been sent out of the room must perform his appointed task under the guidance of the musician, who so regulates his performance on the rude instruments that the music gets loud and noisy when the puzzled player does what he ought not to do, and grows soft and quiet when he does anything towards the performance of his task. To render this game more intelligible, we will suppose the task to be the removal of a certain chair from one room to another. The player having entered the room is saluted by the magic music, the unmeaning clatter of which only confuses him at first. He walks towards the side of the room where the chair is stationed, and as he approaches it the clatter grows fainter; this informs him that he is in the right path. He touches the table, but removes his hand at the sound of the music, which suddenly gets terribly noisy. He touches the chair; the music ceases. He now knows that he is expected to do something with this particular chair, so he very naturally sits down upon it; but he jumps up directly he hears the “clatter, clatter, clatter” of the music. He lifts the chair, and as he does so the music grows soft again. He now turns the chair upside down; carries it into the middle of the room; places it on the sofa; but all to no purpose, as he cannot stop the continual clatter of the magic music. At last he carries the chair into the adjoining room; the music ceases, and his troublesome task is accomplished. In this noisy but amusing game the players go out of the room, and have tasks set them in turns. The musician generally retains his office throughout the game.

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POST

This exciting game may be played by an unlimited number, and is particularly adapted for a large party. One of the players, called “the postman,” has his eyes bandaged as in Blind Man’s Buff; another volunteers to fill the office of “postmaster-general,” and all the rest seat themselves round the room. At the commencement of the game the postmaster assigns to each player the name of a town, and, if the players are numerous, he writes the names given to them on a slip of paper, in case his memory should fail him. These preliminaries having been arranged, the blind postman is placed in the centre of the room, and the postmaster-general retires to some snug corner, whence he can overlook the other players. When this important functionary calls out the names of two towns,--thus, “London to Halifax,”--the players who bear these names must immediately change seats, and as they run from one side of the room to another, the postman tries to capture them. If the postman can succeed in catching one of the players, or if he can manage to sit down on an empty chair, the player that is caught, or excluded from his place, becomes postman. The postmaster-general is not changed throughout the game unless he gets tired of his office. When a player remains seated after his name has been called he must pay a forfeit, or if the game is played without forfeits he must go to the bottom of the class, which is represented by a particular chair, and to make room for him all the players who were formerly below him shift their places.

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PROVERBS

One player leaves the room, and while he is absent the rest fix upon some proverb. The words are then distributed among them, and each player, in reply to a question asked by the guesser, has to introduce his particular word. When all the words have been introduced, the guesser has to guess the name of the proverb, and another player takes his place. If, however, he cannot make it out, he has to leave the room again.

LIST OF PROVERBS.

A false friend is worse than a bitter enemy. A penny saved is a penny gained. A man is known by the company he keeps. A bad workman quarrels with his tools. All is not gold that glitters. A friend in need is a friend indeed. A good name is better than wealth. A good word costs nothing. A little rain lays much dust. A little spark makes a great flame. A bird in hand is worth two in a bush. Better late than never. Barking dogs seldom bite. Cut your coat according to your cloth. Empty vessels make the most sound. Example is better than precept. Evil beginnings have bad endings. Friends are plenty when the purse is full. Good ware makes quick markets. Great cry and little wool. Gather thistles, expect prickles. Half a loaf is better than no bread. Hear twice before you speak once. In a calm sea every man is a pilot. Idle folks have the least leisure. It’s an ill wind that blows nobody good. If a thing is worth doing, it is worth doing well. It’s a sad heart that never rejoices Least said is soonest mended. Let them laugh that win. Look before you leap. Long looked for comes at last. Make hay while the sun shines. Many a slip between the cup and the lip. Make the best of a bad bargain. Marry in haste, repent at leisure. Of two evils choose the least. One good turn deserves another. Opportunity makes the thief. Out of sight out of mind. Penny wise and pound foolish. Prevention is better than cure. Pride will have a fall. Short reckonings make long friends. Strike while the iron’s hot. Still waters run deep. Safe bind, safe find. The best part of valour is discretion. Waste not, want not. Where there’s a will there’s always a way. Wilful waste makes woful want.

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PUSS IN THE CORNER

Four players take their stations in the four corners of a room, and a fifth, called “Puss,” places himself in the middle of it; the players in the corners then change places by running to the opposite ends, and Puss must endeavour to get into one of the vacant places before the opposite player is able to reach it; if he can do so, the player left out becomes Puss.

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RED-CAP AND BLACK-CAP

The players sit round in a circle, each taking a colour. Thus one is red-cap, another black-cap, and so on. One of them, who takes the place of master, and has no colour, taking up a cap says: “Hullo, here’s a false stitch. Who made it, blue-cap?” Blue-cap then answers, “Who, sir? I, sir?” “Yes, you, sir!” “Not I, sir.” “Who then, sir?” “Yellow-cap, sir.” Yellow-cap then starts up and says, “Who, sir? I, sir?” and goes through the dialogues, giving another colour. The player who neglects to start up when his colour is mentioned, or who does not repeat the question correctly, pays a forfeit.

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SHADOW BUFF

Shadow Buff differs very materially from Blind Man’s Buff, but it is equally amusing. A large piece of white linen should be fastened neatly up at one end of room, so that it hangs quite smooth; Buff (not blinded) seats himself on a low stool with his face to the linen, and a table, on which is a lighted candle, should be placed about four or five feet behind him, and the rest of the lights in the room extinguished. Buffy’s playfellows next pass in succession, between the candle and him, distorting their features in as grotesque a manner as possible--hopping, limping, and performing various odd antics, so as to make their shadows very unlike their usual looks. Buffy must then try to guess to whom the shadows belong, and if he guesses correctly, the player whose shadow he recognises takes his place. Buff is allowed only one guess for each person, and must not turn his head either to the right or left to see who passes.

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SLATE GAMES

Birds, Beasts, and Fishes.--“Now, Tom,” said Harry, “get your slate and pencil, and I’ll show you such a jolly game. Well now, look here, I have put down h × × × a. Now that stands for a beast’s name, the first and last letters of which are h and a, with three letters between, represented by the crosses.”

“Let’s see,” replied Tom, scratching his head, “I know--Hare.”

“You muff! There are only four letters in ‘hare,’ and five in my word. Try again--mind you have only three guesses; so look out.”

Tom wondered again for a minute, and then suddenly blurted out, “I know--Horse.”

“Wrong again,” replied Harry; “the last letter of Horse is e and not a. Now be careful, Tom, for this is your last turn.”

Again Tom scratched his head, bit his fingers, and after meditating for at least two minutes and a half, shouted out in a moment of inspiration--“Hyena!”

As he was right, it now became his turn to put down a name. So he wrote on the slate s × × × × × w, at the same time telling Harry it was a bird; for according to the rules of this game you must say whether this name represents a beast, a fish, a bird, an insect, or a reptile.

Harry in a minute shouted “Sparrow!” and so the game went on; and such a capital game did Tom and Harry have, that they sent this account of it to us in the hope that we would make it known to the world in “Every Boy’s Book.”

French and English.--On the slate should be drawn a plan somewhat like the following. The dots represent soldiers, one side being termed French and the other English. Each player is provided with a sharply pointed pencil, and the game is played as follows:--English, keeping the point of his pencil on a spot denoted by a cannon, draws it quickly across the slate in the direction of the other army. The pencil naturally leaves a line to mark his track, and if this mark passes through any of the men belonging to the other side, they are considered dead. The game is over as soon as all the men on one side are dead. Each player has a certain space on the slate allotted to him, and he may dispose his men in whatever part of it he pleases. The track of the pencil must be straight or curved; any shot in which there is an angle does not count. In p. 38 we give a battle-field where the strife is ended. In this the English side has killed all the opposite side in eight shots, while the French in eight have only been able to kill nine men.

Noughts and Crosses.--This is a capital game, and one which every school-boy truly enjoys. A figure is drawn as follows, and the object of the one player is to draw three crosses in a line before the other can draw three noughts. Thus A begins by drawing a + in the centre division; B follows with a nought in the top right-hand corner. A then draws a + in the bottom right-hand corner, because by this means he gets two crosses in a line, and spoils one of B’s chances. B in a hurry instantly places a 0 in the top left-hand corner, and A follows by placing his + between the two 0’s. B then, seeing that in the centre line A already has two crosses, places a 0 in the third vacant space of the line; while A, as a last resource, plants his + in the second space of the left-hand line. Then when B puts a 0 in the centre space at the left-hand, A places a + in the bottom left-hand corner, and the game is drawn, the plan standing as above.

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TRADES

Every player, except one who holds the office of reader, selects a trade or profession, which he must retain throughout the game. When all have chosen their trades, the reader opens a book at random, and reads a passage from it aloud; but when he comes to any common noun, he looks at one of the tradesmen, who must instantly name some article that he is supposed to have for sale, or some implement connected with the exercise of his craft. By this substitution of one noun for another, the most pathetic passage is converted into an indescribable jumble of absurdities. In the following burlesqued extract from an Eastern tale, the words in italics are supposed to be supplied by the different tradesmen, in place of the nouns omitted by the reader:--

“One offered the prince a bucket of the most precious mutton chops of Golconda; another a curious piece of a Wellington boot, made by a European artist; another a piece of the richest plum-pudding from the looms of China; another a gridiron, said to be a sovereign remedy against all poisons and infectious diseases; another a choice piece of the most fragrant Turkey rhubarb, in a warming-pan, inlaid with acid drops; another a coffin full of genuine treacle; another a rocking-horse of the purest breed of Arabia; and another a Flanders brick of exquisite beauty. The whole court of the palace was overspread with gingerbread-nuts; and long rows of slaves were continually passing loaded with corn-plasters, tenpenny-nails, bees’-wax, and other articles of high price.”

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TRUSSED FOWLS

Two boys having seated themselves on the floor, are trussed by their playmates; that is to say, each boy has his wrists tied together with a handkerchief, and his legs secured just above the ancles with another; his arms are then passed over his knees, and a broomstick is pushed over one arm, under both knees, and out again over the other arm. The “trussed fowls” are now carried into the centre of room and placed opposite each other, with their toes just touching. The fun now begins; as each fowl endeavours, with the aid of his toes, to turn his antagonist over on his back or side, and the one who can succeed in doing this wins the game. It frequently happens that both players turn over together, to the great amusement of the spectators. On board ship these comical encounters frequently take place between the boys, who are trussed by their elder shipmates.

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THE TWO HATS

This game, although only two persons are engaged in it at a time, furnishes much amusement, from the contradictory nature of its words and actions. The rules relative to it are as follow:--If three mistakes are made by the person who responds to the inquiries of the player who brings the hats round, and whom for distinction’s sake we will call the questioner, he must pay three forfeits, and is out of the game; when the questioner desires the respondent to be seated, the latter must stand up; when he begs him to put his hat on, he must take it off; when he requests him to stand, he must sit; and in every point, the respondent must take special care to do always the very reverse of what the questioner wishes him. The questioner may sit down, stand up, put his hat on, or take it off, without desiring the respondent to do so, or giving him the least intimation of his intention; the latter must, therefore, be always on his guard, so as to act in a contrary way in an instant, else he incurs a forfeit. These rules being settled, the game is simply this: one player places a hat on his head, takes another in his hand, and gives it to one of the company; he then begins conversing with him, endeavouring both by words and actions to puzzle him as much as he can, so as to cause him to pay a forfeit. We will give a slight specimen of a dialogue, describing the accompanying movements of the hats, in which A is the questioner, B the respondent:

A. (taking his hat off.) A very beautiful evening, sir.

B. (putting his hat on.) Yes, indeed, a most lovely one.

A. (putting his hat on, and sitting down, B. instantly taking his off and getting up.) Pray be seated, sir; I really cannot think of sitting while you stand (gets up, and B. sits down). Have you been out of town this year? (takes off his hat.)

B. (putting his on.) I have not yet, but I think I shall, before (A. sits down, B. gets up) the beauty of the season has entirely passed away, venture a few miles out of town.

A. (putting his hat on.) I beg ten thousand pardons, you are standing while I am sitting; pardon me, your hat is on--you must pay a forfeit.

It generally happens, that before the dialogue has been carried thus far the respondent has incurred three forfeits, and is, of course, out; the questioner then goes in succession to the others, and the same scene is repeated by each: the conversation, it is almost needless to add, should be varied as much as possible, and the more nonsensical it is the better.

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WHAT IS MY THOUGHT LIKE?

The leader of the game commences it by asking each of his companions in turn, “What is my thought like?” to which they reply at hazard, by mentioning anything that first comes into their thoughts, of course avoiding naming the same thing twice over, as that incurs the penalty of a forfeit. The leader carefully notes down all the answers he receives, and then revealing his thought, desires to know what the thing thought of resembles in what it has been compared to.

John.--Charles, what is my thought like?

Charles.--A young girl.

John.--James?

James.--A queen.

John.--Now, Harry?

Harry.--A lion.

John.--Tom?

Tom.--Beauty.

John.--You, William?

William.--An oak-tree.

John.--Alfred, it is your turn.

Alfred.--A beautiful woman.

John.--Andrew?

Andrew.--Hope.

John.--Arthur?

Arthur.--A hedgehog.

John.--Ben?

Ben.--A rose.

John.--And you, Cecil?

Cecil.--A vine.

John.--My thought was a rose; so now, Charles, tell me why a rose is like a young girl.

Charles.--Because it is loveliest when only half-blown.

John.--And why a queen?

James.--Because the rose is the queen of all flowers.

John.--Harry, why is a rose like a lion?

Harry.--Because it is one of the emblems of England.

John.--And why, Tom, is it like beauty?

Tom.--Because it soon fades.

John.--William, why is it like an oak?

William.--Because both spring from the earth.

John.--And you, Alfred; why is a rose like a beautiful woman?

Alfred.--Because its fragrance often remains after the charms are faded.

John.--Andrew, why is a rose like hope?

Andrew.--Because in returning sunshine it forgets the past storm.

John.--Arthur, why is a rose like a hedgehog?

Arthur.--Because its thorns defend it from a rough grasp.

John.--You, Ben, having fixed upon the same thing as myself, must pay a forfeit. Cecil, why is a rose like a vine?

Cecil.--Because in old times they were both considered essential to a banquet. I can think of nothing better.

EASY GAMES WITH TOYS.

OUTDOOR.

CATCH BALL.

This is very simple play. The ball is thrown into the air by one player, the others standing round him. He calls out the name of the player, for whom the ball is thrown. If it be caught by the player so called, before the ball reaches the ground twice, he scores a point; if any of the other players catch it, they score a point, and the other loses one.

DOUTEE-STOOL.

This is a variety of the above game. A certain number of stools are set up in a circular form, and at a distance from each other, and every one is occupied by a single player; when the ball is struck, which is done, as before, by the hand, every one of them is obliged to alter his situation, running in succession from stool to stool; and if he who threw the ball can regain it in time to strike any of the players before he reaches the stool to which he is running, he takes his place, and the person touched must throw the ball, until he can in like manner return to the circle.

EGG-HAT.

All the players engaged in this favourite pastime must place their caps on the ground, close to the wall, in such a manner that a ball may be easily pitched into them. A line being marked on the ground about fifteen feet from the wall, one of the players takes his station at it, and begins the game by throwing the ball into one of the caps; the moment this is done all the boys run away, excepting the one into whose cap the ball is thrown, who immediately runs to take it out, and endeavours to strike one of the fugitives by throwing the ball at him; if he can do so, the one struck has a small stone, called “an egg,” placed in his cap, and has to take his turn at pitching the ball. Should the thrower fail to hit one of the boys as they are running away, an “egg” is put into his cap, and he has to pitch the ball into the caps again. If a player fails to throw the ball into a cap, he earns an “egg,” but continues throwing until he succeeds. When a player gets three “eggs” in his cap, he is out. When all the players but one have been struck out, he is considered the winner, and the punishment of the losers then commences; one of them standing near the wall bounces the ball at it with all his force, and next stands with his back to the wall, stretching out his right arm, and placing the back of his hand quite close to the wall, while the winner, standing where the ball fell, takes aim, and throws the ball at the said loser’s hand three times: each of the losers likewise receives the same punishment from him. In some places it is usual, when one boy gets out, for him to bounce the ball against the wall, and all the other players, standing at the spot where the ball first touched the ground, to have their three balls at his back, as he stands with his face to the wall. Should the ball in rebounding swerve either to the right or left, a line must be drawn, from the spot where it falls, to a place directly in a straight line from the boy at the wall; thus, suppose A is the boy who has just bounced the ball, which instead of going direct to B, has deviated from the straight line A B to C, a line should be drawn from C to B, and the winner should stand at the latter.

FEEDER.

In this game four or five stones or marks must be placed on the ground, as in the annexed figure, A, B, C, D, E, about twelve or fifteen yards asunder; these marks are called bases, and one of them, as A, is styled “home.” The players next toss up for the office of “feeder,” who takes his place about two yards in front of “home,” as at F, and the rest of the players stand at and round the home. The feeder then calls out “Play!” and pitches the ball to the first player, who endeavours to strike it with a bat, as far as he possibly can; should he succeed in hitting the ball, he immediately drops the bat, and runs to the first base on his right hand, as E, while the feeder is going after the ball: but if he can run all the bases and then home, before the ball is in hand, so much the better. If, however, the feeder obtains the ball soon enough to throw it at, and strike him with it as he is running from base to base, the player is out; he is also out if the feeder catches the ball: in either case the player becomes feeder, and the latter runs home to join his playmates. Should any of the other players be out at the bases, when one is caught or struck out, they also must run home. If the first player could only reach the base E, after striking the ball, he should, when the second player strikes it, run to the base D, as it is not allowable for two persons to be at one base at one and the same minute; he proceeds in the same manner to the third and fourth bases, until he arrives home again, thus enabling the others to get to their bases and home in their respective turns. The player with the bat is not obliged to take every ball the feeder chooses to give him; if he does not like a throw, he catches the ball and throws it back again. He is not allowed to make more than three “offers” at the ball; if he does so he is out, and must be feeder.

MONDAY, TUESDAY.

This game, which takes its title from the names assumed by the players, is played by seven boys, each of whom calls himself after one of the days of the week. To show the manner of playing the game, we will suppose that some boys are playing at it, and that the ball is taken by “Wednesday;” he throws it up against a wall, calling out at the same time the assumed name of any one of the other players, who should be standing around--we will suppose, for instance, “Friday!” All the boys but Friday run away, and he endeavours to catch it ere it falls to the ground; if he can do so, he throws it up again, calling out another boy’s name--say “Sunday!” Should the ball touch the ground before he can catch it, he must pick it up and throw it at the retreating party; and if he succeeds in hitting one of them, the boy struck has to throw the ball up the next time; but if he cannot strike one he loses a point, as in Egg-hat; indeed, in the rules respecting the punishment of the losers, and the number of points each player is restricted to, it resembles that game.

NINE-HOLES.

Dig near a wall nine holes, of about six inches in diameter, and three deep. Let each player have one of these, according to his number, which must be determined by lot. At about six yards from the holes draw a line, and from this, as a fielding place, one player pitches the ball into one of the holes. The boy to whom this hole is assigned immediately runs to it, while all the other players run off in different directions. The player snatches the ball from the hole, and throws it at one of the “runners;” if he hits him, the one so hit becomes “pitcher,” and the one that struck him marks one. Should he not hit him, the player who throws the ball loses a point, and bowls. The player who misses his aim at throwing the ball at his partners a second time becomes a “Tenner.” If he loses a third hit, he is a “Fifteener;” if the fourth, he stands out and can play no more. When all the players are thus out, the last player remaining in wins the game, and he can compel each of the losers to stand with their hands open against the wall, for him to throw at, and give what is called the “Brandy Ball.” If the ball be a soft one, this conclusion of the game is all very well; but if a hard ball be used, it ought to be omitted, or the “Brandy” may be too strong.

NORTHERN SPELL.

This game is played with a trap and ball, which is struck with a bat or bludgeon at the pleasure of the players; but the latter is most commonly used. The performance of this game does not require the attendance of either of the parties in the field to catch or stop the ball, for the contest between them is simply who shall strike it the greatest distance in a given number of strokes; the length of each stroke is measured before the ball is returned, by means of a cord made fast at one end near the trap, the other being stretched into the field by a person stationed there for that purpose, who adjusts it to the ball, wherever it may be.

The cord is divided into yards, which are properly numbered upon in it in succession, so that the person at the bottom of the ground can easily ascertain the distance of each stroke by the number of the yards, which he calls to the players to place to their account, and the ball is thrown back.

ROUNDERS.

This is a most excellent game, and very popular in some of our English counties. It is played with a moderate-sized ball and a hand-bat, i. e. a bat that can be held in one hand, and which is about two feet in length, smooth, and round. Two parties play at the game, and there ought not to be less than five on a side; and the first innings is decided by throwing up the ball, the party catching it being allowed to go in first.

In playing the game, five stones, or stakes (called bases), or, if these be not convenient, as many holes may be made, at about sixteen yards apart, forming the five parts of a pentagon, as in the diagram. At the centre of this figure is a station called the feeder’s place, being the spot at which one of the out party stands to give the ball to the batsman, or to “feed” him, as it is technically termed. The out party are distributed over the field, except the feeder, who takes his station at F to deliver the balls, while one of the in party takes the bat and places himself at Fig. 1, which is enclosed within a circle, and called the Home, and where all the rest of the in party stand. The feeder then says “Play,” and delivers his ball to the batsman, who immediately strikes it as far as he can. As soon as he has done so, he drops his bat, and runs to as many of the stations as he can; but he must touch at all, or he will be out. If while he is running to the second, or between any of the bases, the returned ball is sent up and strikes him, he is out, and the next of the in party takes up the bat. If he is not struck while he runs, as soon as he reaches one of the stations the next of the in party takes up the bat, another ball is given by the feeder, and he runs to the first, or as many other of the stations as he can; the first batsman does the same, so as to go the whole round of the bases to the home at No. 1. The in player is also out if he tips the ball behind him, or if he misses striking it when delivered. The in players as they arrive at home take the bat again, till they are got out, according to the rules of the game just given. When it happens that all are out but two, the best of the two may, with the consent of the other, call for “three fair hits for the rounder.” Standing at the home, the feeder then gives him in succession three balls. He may decline as many balls as he pleases, if they do not suit him; but if he strikes at the ball, he is only allowed to do so twice without running. On the delivery of the third ball, he must run the entire course, touching with his bat at every one of the five points. If, during his progress, he be touched by the ball, or it be grounded at the home while he is absent, he is declared out, and the opposite side go in and take their places. If, on the contrary, he reaches home without being struck or the ball grounded, his side go in again, and continue the game as before. Should he miss the ball when striking at it the third time, the rounder is lost. In the play the feeder is allowed to make feint or pretence of throwing the ball, in order to tempt a player to run from his base, so as to get a chance of hitting him. It is usual also for the out party to place a player behind the home, so that when a batsman makes a tip on the side of the home, he may seize the ball and strike him out before he reaches the first base.

SEVENS.

This game is very like Catch-ball. The object is to catch a ball seven times in a particular fashion; hence the name. The player begins by throwing the ball in the air and catching it seven times with both hands. Then he catches it seven times with the right hand, next seven times with the left. Then he throws the ball up, claps his hand while it is in the air, and catches it seven times with both hands, then with the right, and then with the left. The players are allowed to make as many more variations as they please; and he who goes through the series first wins the game.

STOOL-BALL.

This is an old English sport, mentioned by Gower and Chaucer, and was at one period common to women as well as men. In the northern parts of England, particularly in Yorkshire, it is practised in the following manner:--A stool being set upon the ground, one of the players takes his place before it, while his antagonist, standing at a distance, tosses a ball, with the intention of striking the stool. It is the former player’s business to prevent this, by breaking it away with the hand, reckoning one to the game for every stroke of the ball; if, on the contrary, it should be missed by the hand, and touch the stool, the players change places. The conqueror of the game is he who strikes the ball most times before it touches the stool.

TRAP, BAT, AND BALL.

This game is so called from the trap used to elevate the ball when it is to be struck by the batsman. It is one of the earliest games played with the trap and ball, and we can trace it to the commencement of the fourteenth century. The manner in which it was then played was somewhat different to the style at the present day. As now played, the trap is no longer elevated, but set on the ground, and is generally made in the form of a shoe, the heel part being hollowed out for the reception of the ball: but some boys, when they cannot get a trap, make a hole in the ground, and having obtained the crochet bone of an ox, place it in a slanting position, one end being in the hole and the other out of it. The elevated end is then sharply struck with the bat, which causes the ball to rise to a considerable height, and then all the purposes of a trap are answered, especially if the ground be hard and dry.

It is usual in the present game of Trap and Ball to place two boundaries, at a given distance from the trap, between which it is necessary for the ball to fall when struck by the batsman, for if it falls outside of either, he gives up his bat and is out. He is also out if he strikes the ball into the air, so that it is caught by an opposite player; and, again, if the ball when returned by an adversary touches the trap, or rests within one bat’s length of it. Every stroke tells for one towards the striker’s game.

There are some variations in the play of the game in different counties. In Essex and Suffolk, for instance, the game is played with a cudgel instead of a bat, which would seem to be a preferable weapon, as those who strike with it rarely miss their blow, but frequently send it to an astonishing distance, no boundaries being set.

The ball being stopped by one of the opposing party, the striker forms his judgment of the ability of the person who is to throw it back, and calls in consequence for any number of scores towards the game that he thinks proper. It is then returned, and if it appears to his antagonist to rest at a sufficient distance to justify the striker’s call, he obtains his number; but when a contrary opinion is held, a measurement takes place, and if the scores demanded exceed in number the length of the cudgel from the trap to the ball, he loses the whole, and is out; while, on the other hand, if the lengths of the bat are more than the scores called for, the matter terminates in the striker’s favour, and they are set up to his account.

Trundling the hoop is a pastime of uncertain origin, but it has long contributed to the health and amusement of the youth of Great Britain. Iron hoops have almost superseded the old-fashioned wooden ones, and instead of being trundled with a stick, they are usually guided by an iron hook shaped like the annexed figure. On a cold frosty morning the hoop is an invaluable companion to a boy, as he is enabled by its aid to defy the weather, and dispense with overcoats, comforters, and all such devices for keeping out the wintry wind. Often have we envied our juvenile friends, as they have rushed past us with their hoops, and lamented that custom should prevent grown-up people indulging in the same healthful recreation.

THE HOOP.

The proper and legitimate hoop, however, should be made of a stout ashen lath, round on the outside and flat on the inside, and should be well fastened at its point of juncture; it should be in height so as to reach midway between the youngster’s elbow and shoulder, so that he may not have to stoop while striking it. The stick should be about sixteen inches long, and made of tough ash; and, in bowling the hoop, the bowler should strike it vigorously in the centre, and in a direction horizontal with the ground. Such hoop exercise is exceedingly good, and a good run with such a hoop will warm the youth in the very coldest weather.

The games, properly so called, that can be played with the hoop are very few, and not generally known.

ENCOUNTERS.

Two boys start at different ends of the playground with their hoops, and, meeting in the middle, each endeavours to knock down the hoop of his antagonist, while his own remains upright.

There is no small skill required in this game, for it is not always easy to make the hoops touch each other at all. Then a light hoop has little chance against a heavy one, unless it can strike it sideways, for if it were struck directly in front, it would be certainly upset.

Also, a ready hand at recovering a falling or tottering hoop wins many a game that appears to be hopelessly lost.

Wooden hoops, also, give due exercise to the arm; and there is some tact required in knowing exactly where to strike a hoop, so as to propel it with the greatest force.

This cannot well be done with iron hoops, and forms one of the objections to them. Moreover, boys always complain that they soon lose their round form, and are awkward to bowl. Still, there is something cheering in the ringing sound of an iron hoop, as it rushes along under the pressure of the curved iron rod that is used instead of a hoop-stick; and as long as boys don’t drive them against the legs of unwary passengers, they are very well in their way.

HOOP RACE.

Any number of boys can join in this exciting sport, but they ought all to be provided with hoops as nearly equal in size as possible. At a given signal the players all start together, and each endeavours to reach the winning post (which may be any distant object) before his companions. He who arrives at the winning-post last is generally received with groans, hisses, and other vocal signs of disapprobation.

POSTING.

Bases, called posting-stations, are formed at regular distances, in a large circle or ellipse, and at each base a player is stationed. Every player, except the hoop-driver, has charge of a base. Let us suppose that there are seven players--A, B, C, D, E, F, and G, and that the latter holds the hoop: the other six players having taken possession of their stations, G now starts from the station belonging to F, and drives the hoop towards A, who waits, with hoop-stick in hand, ready to relieve G of his charge. G stops at the posting-station, while A trundles the hoop to B, who takes charge of it, and delivers it to C. C trundles the hoop to D; D transfers it to E; E delivers it to F; and F conveys it in safety to the first player, G. In this way the game continues, until all the players have worked round the circle five or six times. It is considered very disgraceful to touch the hoop with the hand, or to allow it to fall after it has been started on its journey. The game is rendered much more lively by increasing the number of players, and having two or three hoop-drivers to follow each other from base to base.

TOURNAMENT.

This game is almost the same as Encounters. Two boys drive their hoops one against the other, and he whose hoop falls in the encounter is conquered. With eight players this game may be rendered very exciting. Four of the players stand in a row, about six feet apart, and, at a considerable distance, the other four take their stand, facing them. At a given signal each player dashes towards his opponent, and strives to overturn his hoop. The four victors now pair off, and charge two against two. The conquerors then urge their hoops one against the other, and he who succeeds in overturning the hoop of his antagonist wins the game. Wooden hoops are more suitable for Tournament than iron ones, though the game is usually played with the latter.

TURNPIKE.

Five or six boys can play at this game, though only one hoop is required. Chance decides which of the players shall first take the hoop. The other players become turnpike-keepers. Each turnpike is formed of two bricks or stones, placed on the ground, and separated by about three fingers’ breadths. These turnpikes are fixed at regular distances, and their number is regulated by the number of keepers. When all is ready, the first player starts his hoop, and endeavours to drive it through all the turnpikes; should he succeed in this, he turns the hoop, drives it back again, and retains it until it touches one of the turnpikes, the keeper of which now becomes hoop-driver. When a player touches the hoop with his hand, or allows it to fall, he must deliver it up to the nearest turnpike-keeper. Each keeper must stand on that side of his turnpike which is towards the right hand of the hoop-driver, and it therefore follows that he must alter his position when the hoop-driver returns. Should a keeper stand on his wrong side, the driver need not send the hoop through his turnpike. When the players are numerous, there may be two or more hoops driven at once.

The form of the kite and manner of flying it must be familiar to all our readers. This favourite toy probably received its denomination from having originally been made in the shape of the bird called the kite. The flying of paper kites is a favourite pastime among the Chinese. On a certain day they hold a sort of kite festival, and then people of all ages hasten to the hills to fly their kites, the fantastic shapes and gaudy colours of which produce an extraordinary effect. Philosophers have occasionally taken the kite out of the hands of the schoolboy, and have applied it to useful and curious purposes. By means of a kite formed of a silk handkerchief stretched over a wooden frame, Dr. Franklin drew down lightning from the clouds, and demonstrated its identity with electricity. Many years ago Mr. Pocock, of Bristol, travelled on the road between Bath and London in a carriage drawn by two paper kites, supported at a moderate elevation, and impelled by the wind. The paper kite has also been employed to convey a line over the capital of Pompey’s Pillar. We do not expect our readers to perform any electrical or locomotive experiments with their kites; but we are quite sure that they may derive great amusement from these little aërial machines, especially if they manufacture them with their own hands. We know of no pleasanter occupation for a summer’s day than watching the graceful flight of a well-made kite.

HOW TO MAKE A KITE.

For the upright get a good straight lath, as A B, in the annexed figure, and next procure half of a thin hoop or cane for the bow C D, and then tie the hoop to the upright at A, and take care to have as much on one side of the upright as on the other; otherwise your kite will be sure to fall on one side when flying. Notch the two ends of the bow C D, and tie a long piece of string to D; pass it round the upright at E, and then fasten it at C; next carry the string to A, pass it down to D, and tie it there: from thence it is to be continued to B, passed round a notch there, and carried up again to C, then down the upright at F, and up to D, where it is to be finally fastened off. The skeleton being thus finished, the next thing to be done is to paste several sheets of paper so as to form a surface large enough to cover the kite and allow of a little turn over to fasten the outer edges; after you have pasted the paper on to the skeleton, you must make two holes, in the upright, as at G, G, through which the belly-band is to be passed, knotting the two ends of the string to keep it from slipping through the holes. The wings are to be made of several sheets of paper, cut into slips, rolled close up, so as to bear some resemblance to a tassel, and tied to the sides of the kite at C, D. The tail, which should be about fifteen times the length of the kite, is made by folding a number of pieces of paper so as to be about an inch in breadth, and four inches in length, and afterwards tying them on a string at intervals of three inches, and is finished by affixing to the end of the string a large tassel made in the same manner as the wings. Tie the string with which you intend to fly the kite to the belly-band, and your kite is complete and ready for service.

FLYING THE KITE.

We need not enter very minutely into the rules to be observed in flying a kite, as every boy is acquainted with them. Unless there be a nice breeze stirring, the kite-flyer need not expect to have much sport, as nothing can be more vexatious than attempting to fly a kite when there is not sufficient wind for the purpose. To raise the kite in the first instance, the flyer will require the aid of another boy. The owner of the kite having unwound a considerable length of string, now turns his face towards the wind and prepares for a run, while his assistant holds the kite by its lower extremity as high as he can from the ground. At a given signal the assistant lets the kite go, and if all circumstances be favourable it will soar upwards with great rapidity. With a well-constructed kite, in a good breeze the flyer need not trouble himself to run very fast nor very far, as his kite will soon find its balance, and float quite steadily on the wind. The kite-flyer should be careful not to let out string too fast. When a kite pitches, it is a sign that it is built lop-side, or that its tail is not long enough.

MESSENGERS.

Some boys amuse themselves by sending messengers up to their kites when they have let out all their string. A messenger is formed of a piece of paper three or four inches square, in the centre of which a hole is made. The end of the string is passed through the hole, and the wind quickly drives the messenger up to the kite. The kite-flyer should be careful not to send up too many messengers, lest they weigh down the kite.

CALICO KITES.

Calico has many advantages over paper as a covering for kites; it is not so liable to be torn, is not damaged by wet, and may be sewn on the framework much more neatly than paper can be pasted. Being much heavier than paper, it is, however, only suited for large kites. A portable calico kite may now be procured at most of the toy-shops. The framework of this kite is formed of two slender pieces of wood, which turn on a common centre in such a manner that they can either be shut up, so that one piece lies flat upon the other, or opened out into the form of a cross. The calico covering is attached to this cross by means of tapes. This portable kite can be rolled up and carried to the field without inconvenience.

FANCY KITES.

Ingenious boys now and then take a hint from the Chinese, and so shape and paint their kites that they resemble different animate and inanimate objects. The “officer kite,” which has the figure of a soldier painted on it, and the “hawk kite,” which rudely represents a flying hawk, are common forms of fancy kites. A very funny effect may be produced by painting a kite like a sailor, and attaching moveable arms, instead of the ordinary tassel wings, to the shoulders. We present our readers with a few suggestive forms, which are quite novel. All fancy kites should be painted with the most glaring colours, and the figures on them drawn as coarsely as possible, as they are intended to be seen at a great distance.

In ancient times, when we were boys, and indulged in the luxury of marbles, they were very different from their present form. They were made of stone, nicely polished, and some of them, called “alleys,” of the purest marble. Many of the stone marbles were beautifully variegated, and now and then a fancy pet was treasured under the name of “taw,” which had somewhat the virtues of a talisman, for to “lose it or to give it” were “such perdition,” as Othello says, as could never be exceeded. Of late years, marbles, like all other matters, have undergone considerable change. Foreign marbles have been introduced, prodigiously cheaper, it is true, than our old English marbles, but infinitely worse; and various kinds of “patent marbles” have had their day. Some of these go by the name of Dutchmen, others are called Frenchmen, and others again Chinamen, while it is not quite impossible to procure some right old English marbles, which, if they can be procured, are still the best. We would advise all marble players to procure these, if they can, as “marbles” is a royal game, and ought to be duly honoured.

How to Shoot your Marble.--The art of holding a marble to shoot it properly seems to be lost among our London boys, who are generally content to throw one marble at another, or if they shoot it to hold it in the turn of the fore-finger, forcing it out by the thumb, which is placed behind it. This, in our boyish days, was held to be a very illegitimate way of proceeding, derogatory to the true marble-player, and bore the dishonourable appellation of “fulking,” and any one who made it his rule to hold a marble in such a manner was looked upon as a charlatan, or almost a cheat. The true way to hold your taw is to place it between the point of the forefinger and the first joint of the thumb, and to propel it from the nail of the thumb with strong muscular force; and so great was the skill attained by many boys, that they would sometimes strike a marble at five yards’ distance, and frequently shoot one to six or seven.

BOUNCE EYE.

This game is played by several players, each of whom puts down a marble in a small ring. One player then stands in a perpendicular position over the cluster of marbles, and, taking his own bounce in his hand, lets it fall from his eye on to the heap, and those forced out of the ring by this method are considered won. If he does not succeed in this, and his marble falls within the ring, it belongs to the common stock, and is there impounded.

CONQUEROR.

There is a game called “Conqueror,” which is extensively played in some places. A piece of hard ground, and free from stones, is chosen for the spot. The first player lays his marble on the ground, and the second throws his own at it with all his force, and endeavours to break it. If he succeeds, his marble counts one, and the vanquished player lays down another marble. If two players have marbles that have already vanquished others, the “Conqueror” counts all the conquered of the other party in addition to his own. For example, suppose A, being conqueror of twenty, breaks B, also a conqueror of twenty, A counts forty-one, i. e. twenty of his own, twenty for the vanquished belonging to B, and one for B itself.

Nuts, chestnuts, and other similar objects are also employed in this game, only they are fastened to a string, and swung against the opponent, instead of being thrown.

DIE SHOT.

This is a very good game, and requires both skill and caution. It is played by elevating a die upon a marble, whose sides are slightly ground down, so that it will stand firmly, and firing at it from an offing, which is generally at a distance of about four feet from it. The die-keeper undertakes to pay to the shooter who knocks down the die the number which falls uppermost, receiving one marble from each player as he shoots.

EGGS IN THE BUSH.

This game is a great improvement upon odd or even. Dick asks Tom to guess the number of “eggs in the bush”--that is, the number of marbles in his closed hand. If Tom can guess the right number, he takes all; but if he is out in his reckoning, he pays Dick as many marbles as will make up or leave the exact number. Suppose Dick has six marbles in his hand; now, if Tom should guess either four or eight, he would have to forfeit two marbles to Dick, because four is two less, and eight is two more, than the exact number. The players hold the “eggs in the bush” alternately.

INCREASE POUND.

In most respects resembles Ring taw, the variations being, that if before a marble is shot out of the ring one player’s taw is struck by another’s (excepting his partner’s), or if his taw remains within the ring, he puts a shot in the pound, continues in the game, and shoots again from the offing before any of his companions. If his taw is struck after one or more marbles have been driven out of the ring, if he has taken any shots himself, he gives them to the player who struck him, puts a taw in the ring, and shoots from the offing, as before. If, however, he has not won any marbles during the game, before his taw is struck, he is “killed” and put out of the game; he is likewise out if, after any shots have been struck out, his taw gets within the pound--if it remains on the line it is nothing. He then puts the marbles (if he has won any) into the circle, adding one to them for the taw struck, and shoots again from the offing. In case he cannot gain any shots after his taw gets “fat,” as remaining in the ring is termed, he is killed, and out for the rest of the game. When only one marble remains in the ring, the taw may continue inside it without being “fat.” Each player seldom puts more than one marble in the ring at the beginning or a game.

KNOCK OUT, OR LAG OUT.

This game is played by knocking marbles against a wall, or perpendicular board set up for the purpose; and the skill displayed in it depends upon the player’s attention to what is called in mechanics the resolution of forces: for instance, if an object be struck against the wall at A from the mark at B, it will return again to B in a straight line; if it be sent from C to A, it will, instead of returning to C, pass off aslant to D, and its course will form the angle C A D; the angle of incidence being equal to the angle of reflection.

The game is played by any number of players: the first player throws his marble against the wall, so that it may rebound and fall about a yard distant from it; the other players then, in succession, throw their marbles against the wall, in such a way as to cause them to strike any of those already lagged out, and the marble struck is considered won by the owner of the taw that strikes it, in addition to which the winner has another throw. When only two boys play, each successively throws out till one of the “laggers” is struck, and he who strikes takes up all.

LONG TAW.

Long taw is played by two persons in the following manner. One boy places his marble on the ground at A, the other at B; then both retire to the spot C. The first boy now shoots at B from a line marked at C. If he strikes it, he takes it and shoots at A; if he strikes A, he then wins the game. If, however, he misses B, the second boy then shoots at B; if he strikes it, he can then either shoot at the first boy’s taw at the place at which it lies, or he can shoot at A. If he hits his opponent’s taw, he is said to kill him, and wins the game, or if he shoots at A, and hits it. The boy who hits the last shot has the privilege of shooting at the taw of the other, provided it has not already been killed. If he hits it, the taw is taken, or the owner must pay one, and the game ends; and if he misses it, the game is then at an end also. Long taw is a game seldom played by London boys, but is very common in the different English counties.

NINE-HOLES, OR BRIDGE BOARD.

This game is played by means of a piece of board cut into the form of a bridge, having nine arches, and just large enough to let the marbles pass through, as in the subjoined diagram. One of the players undertakes to be “bridge-keeper,” and the stipulation usually made is, that he should receive one for every unsuccessful shot, and pay to those who shoot their marbles through the arches the numbers standing over them. The place from which the players shoot their marbles is generally about four feet from the bridge.

ODD OR EVEN.

One player extends his closed hand containing some marbles, and asks his opponent to guess whether their number is odd or even. Should he guess wrong, he forfeits a marble, and his questioner tries him with another lot; but should he guess right, the first player must pay him a marble, and take a turn at guessing.

PICKING THE PLUMS.

This game consists in each player placing a marble on a line drawn upon the ground thus, and the whole shooting at them in succession from a mark about four feet off. The order of the shots is determined beforehand, by pitching at a marble from a six-feet offing, those nearest being first, second, third, and fourth in order, as the marbles lie. The marbles knocked off the line are won by the respective shooters.

THE PYRAMID.

In this game a boy generally sits upon the ground, with his legs open wide, and, making a small circle, places in it three marbles at the three points of a triangle, and the fourth on the top of them, so as to form a small pyramid. A distance of about four feet is then chosen as the point to shoot from, and the other players shoot at the pyramid. Those that strike it have all the marbles they knock out of the ring; but if they miss, they lose their shots.

RING TAW.

Ring taw is a game requiring skill and judgment, and is a most excellent game. It is played as follows. Two rings are drawn upon the ground, a small one, six inches in diameter, enclosed by a larger one, six feet in diameter. Into the small ring each player puts a marble, called “shot.” The players then proceed to any part of the large ring, and from thence, as an offing, shoot at the marbles in the centre. If a player knocks a marble out of the ring he wins it, and he is entitled to shoot again before his companions can have a shot. When all the players have shot their marbles, they shoot from the places at which their marbles rested at the last shot. If the shooter’s taw remain in the small circle, he is out, and has to drop a marble in the ring, and he must put in besides all the marbles he had previously won in that game. It is a rule, also, that when one player shoots at and strikes another’s taw, the taw so struck is considered dead, and its owner must give up to the striker of the taw all the marbles he may have previously won during the game. The game is concluded when all the marbles are shot out of the ring, or all the taws are killed.

SPANS AND SNOPS, AND BOUNCE ABOUT.

This consists of one boy laying down his taw, and, giving a distance, his antagonist shoots at it; if he misses, the first boy shoots at the taw of the second, till one is struck, which the striker claims. Bounce About is the same game played by throwing large marbles instead of shooting smaller ones, he who strikes the other’s bounce being the winner.

TEETOTUM SHOT.

This is played on the same conditions as Die Shot. A teetotum is set spinning by the keeper, and, when in motion, any player is allowed to shoot at it, upon the payment of one marble, receiving, if he strikes, turns over, and stops the teetotum, as many marbles as are indicated on the side that falls uppermost. This is a very skilful game, and requires good shots.

THREE-HOLES.

This game is played by making three holes in the ground, about a yard and a half or two yards asunder. About two yards from the first hole a line is drawn. The right to shoot first is decided by chance. The first shooter now knuckles down at the line, and endeavours to shoot into the first hole. If he does this he proceeds to the second, then to the third, and wins the game; but this rarely occurs. If he misses the first hole, the other players shoot their taws, and if neither of them enter the hole, the first shot immediately does so; and then he has the privilege either of proceeding to the second hole, or of killing the other men by shooting at and hitting them, when they must either give up their taws or drop one. Sometimes a player will kill all his antagonists in succession without proceeding to any hole except the first, and thus wins the game; at other times the game may be won by any of the players killing their antagonists during any period of the game. It is a rule that no one can “kill a taw” till he has been in the first hole.

TIPSHARES, OR HANDERS.

This game is played by two or more players. To play it, a hole, of the diameter of three inches, is first made on a smooth or level piece of ground, and a line is marked at about seven feet from it. Each boy puts down two, three, or four marbles, as may be agreed upon, and then the whole party bowl for their throws, by retiring to three times the distance already marked from the hole, and bowling one marble to it; the order of throws being determined by the nearness that each boy’s marble approaches the hole. When this is settled, the first thrower takes all the marbles in his hand, and throws them in a cluster towards the hole. If an even number falls in, such as 2, 4, 6, 8, 10, he wins all; but if an odd number falls in, he loses all.

The peg-top appears to be a modern invention, but the whip-top is of great antiquity, it having been used in remote times by the Grecian boys; it was well known at Rome in the days of Virgil, and in England as early at least as the fourteenth century, when its form was the same as it is now. Strutt, in his “Sports and Pastimes of the People of England,” relates the following amusing anecdote of Prince Henry, the eldest son of James I., which he met with in an old manuscript at the British Museum: “The first time that the prince went to the town of Stirling to meet the king, seeing a little without the gate of the town a stack of corn in proportion not unlike to a top wherewith he used to play, he said to some that were with him, ‘Lo, there is a goodly top!’ Whereupon one of them saying, ‘Why do you not play with it then?’ he answered, ‘Set you it up for me and I will play with it.’”

THE HUMMING-TOP.

These cannot easily be made, but can very easily be purchased by those who are so lucky as to have the money. They are made hollow, having at their crown a peg, round which is wound a string; this, being pulled through a kind of fork, gives motion to the top, and sets it spinning--the fork and the string being left in the spinner’s hand. In spinning the top, care should be taken to wind the string firmly and evenly on the peg; and when it is pulled out, neither too much nor too little force should be used, and a firm and steady hand should be employed, while the top should be held in a perpendicular position. The string should be drawn with a steadily increasing force, or the top will not hum properly.

PEG-TOP.

There are various kinds of Peg-tops, and they also vary in shape, some being much rounder than others. Those are the best which are shaped like a pear. There is also great variety as regards the shape and size of the peg, which in some tops is short and thick, in others long and tapering. Again, tops are made of different kinds of wood, some being made of deal, others of elm, some of yew-tree, and others of boxwood. These last are the Boxers so highly prized. Some of the very best tops are made of lignum vitæ, with long, handsome pegs.

SPANISH PEG-TOP.

The Spanish peg-top is made of mahogany. It is shaped somewhat like a pear; instead of a sharp iron peg, it has a small rounded knob at the end. As it spins for a much longer time than the English peg-top, and does not require to be thrown with any degree of force in order to set it up, it is extremely well adapted for playing on flooring or pavement.

THE WHIP-TOP.

Whip-top is a capital sport when played by two persons; and is played by first whirling the top into motion by turning it sharply with both hands, and then by flogging it till its motion becomes very rapid. When two persons play whip-top, the object should be for each to whip his top to a certain goal, he who reaches it first being the victor.

CHIP-STONE.

This game is played by two boys, in the following manner: Two lines, about six feet apart, are marked upon the ground, which ought to be smooth and hard. Some small stones are then procured and placed midway between the lines; they should not be larger than a small bean, and the black and polished ones are the most sought after. The tops are now set up spinning on the ground, and the players, being each provided with a small wooden spoon, dexterously introduce them under the pegs of the spinning tops, and then, with the top still spinning in the spoon, throw the point of the peg against the stone, so as to chip it out of bounds; he who does this the soonest being the victor. While the top continues to spin, he may take it up with the spoon as many times as he can, and when it spins out he must again wind up, pursuing the same plan till he “chips out.”

Directions.--In winding up the top do not wet the end of the line too much, and take care to lay it closely and evenly within the grooves. In throwing the top from you, the line must be pulled in with a peculiar jerk of the hand, which practice alone can give. The string button should be held close in the hand, between the last two fingers of the hand. There is what is called an “underhand” way of spinning a top, i. e. by holding it peg downwards, throwing it in a straight line forward, and withdrawing the string; but as we dislike everything underhand, we shall not recommend this practice any more than we shall the Spanish tops, which are spun after this method.

PEG-IN-THE-RING.

This game may be played by any number of boys. A ring about a yard in diameter is first marked on the ground, and another ring surrounding the first, and at a yard’s distance from it, is also marked. The players must stand on this ring, and from it throw their tops. One player begins by throwing his top spinning into the ring, and while it is there spinning the other players are at liberty to peg at it as quickly as they can. If none of them hit it while it is spinning, and if it rolls out of the ring, the owner is allowed to take it up, and having wound it, to peg at the others which may be still spinning in the circle. Should any of the tops, when they cease spinning, fall within the ring, they are considered dead, and are placed in the centre of the circle for the others to peg at. The player who succeeds in striking any of the tops out of the circle claims those so struck out. In some places each player may ransom his top with a marble.

Sleeping tops are exposed to much danger in the play, for they offer a fair mark to the “pegger,” and often get split, when the “peg” is taken by the splitter as his trophy. Long-pegged tops are the best for the game, for they lie more upon their sides after their fall, and, before the spinning entirely ceases, are the more likely to spin out of the ring.

There is a way of making the top spring out of the ring directly it has touched the ground. Only long-pegged tops will execute this feat. It is done by drawing the hand sharply towards the body just as the top leaves the string. When the manœuvre is well executed, the top will drive any opponent that it strikes entirely out of the ring, while it does not remain within the dangerous circle itself for more than a few seconds.

There are some out-door games played with toys which do not fall under any of our previous headings. These games we now lay before our reader, together with a description of the toys in common use.

THE APPLE MILL.

The Apple Mill is made by boring a hole in a nut, just large enough to pass a thin skewer through; the kernel should then be extracted, and another hole bored in the side of the nut, as A in the annexed figure. A skewer should next be cut or thinned, leaving it large enough at the top to form a head, as shown in the cut. A piece of string is then to be tied to the skewer, and passed through the hole in the side of the nut at A, and an apple stuck on the end of the skewer. The mill being now complete in all its works, it should be twirled round in the same manner as the humming top to wind up the string, holding the nut stationary between the forefinger and thumb of the left hand; when this is done, the string must be pulled out quickly, and the mill will immediately spin round. When an apple cannot be procured, a small potato will serve equally well.

AUNT SALLY.

This amusing game is of a very simple character, consisting essentially in throwing at a small object. Aunt Sally herself is composed of a head and bust cut out of a solid block of wood, and generally carved with negro features, and painted black. In the middle of her nose, or between her lips, a hole is bored, into which is stuck a short pipe. To break it is the object of the game. An iron rod serves to support the wooden figure at a proper elevation from the ground; and when in gala costume, Aunt Sally is usually arrayed in a mob cap and a petticoat. The mode of playing the game is as follows:--

The iron rod is stuck in the ground, a pipe put into the old lady’s mouth, and a line drawn upon the ground, at twelve, sixteen, or more paces. At this line the players stand, and each is furnished with three short cudgels, about eighteen inches in length, which they hurl at Aunt Sally’s head, in hopes of hitting the pipe. The best plan is to throw the cudgels underhand, giving them a rapid rotatory movement at the same time. Some persons insert an additional pipe into each ear; but this is an innovation, and leads to careless throwing. It is better to hang a sheet, net, or large cloth behind Aunt Sally, in order to catch the sticks, and save the trouble of continually fetching them from a distance. Within doors, the iron rod is furnished with a loaded pedestal.

BATON,

Or, “Throwing Sticks.” This very popular game among the Greeks was by them called Kyndalismos. It was played with short batons, and required considerable strength and quickness of eye. With us the game is played in much the same manner as the Greeks played it. A stick is fixed in a kind of cup or hole, about six inches deep, in a loose moist soil, and the players consist of the Keeper and Throwers. The Keeper places on the top of the stick some article, such as an apple or orange, and the Throwers endeavour to knock it off, by throwing at it with short thick sticks, or batons; whoever succeeds in doing this claims the prize, whenever it falls without the hole. The Thrower will soon find in his play, that to hit the stick is of little importance, as from the perpendicular line of gravity which the apple or orange will take in its descent, it is almost certain to fall into the hole. The aim, therefore, should be to strike the object from the stick. This game is very common at fairs and similar places, and three sticks, with articles upon them, are usually set up, but which offer no advantage to the throwers.

CAT.

Tip Cat, although not altogether a nice pastime, ought to be noticed here. It is a dangerous game, and should be played with great caution on the part of the players. It is a rustic game, well known, and generally goes by the name of Cat. It is played with a cudgel or bludgeon, resembling that used for trap-ball. Its name is derived from a piece of wood called a “Cat,” of about six inches in length, and an inch and half, or two, in diameter, diminished from the middle to both the ends, being of the shape of a spindle or double cone; by this contrivance the places of the trap and ball are at once supplied, for when the Cat is laid upon the ground, the player with his stick tips it at one end by a smart stroke, which causes it to rise in the air with a rotatory motion, high enough for him to strike it as it falls, in the same manner as he would a ball.

There are various methods of playing the game of Cat. The first is exceedingly simple, and consists in making a large ring upon the ground, in the middle of which the striker takes his station. His business is to beat the Cat over the ring; if he fails in so doing he is out, and another player takes his place; if he is successful, he judges with his eye the distance the Cat is driven from the centre of the ring, and calls for a number at pleasure to be scored for the game: if the number demanded be found, upon measurement, to exceed the same number of lengths of the bludgeon, he is out; on the contrary, if it does not, he obtains his call.

The second method of playing Cat is to make four, six, or eight holes in the ground, in a circular direction, and as nearly as possible at equal distances from each other, and at every hole is placed a player with his bludgeon. One of the opposite party who stands in the field tosses the Cat to the batsman who is nearest him, and every time the Cat is struck the players are obliged to change their situations, and run once from one hole to another in succession. If the Cat be driven to any very great distance, they continue to run in the same order, and claim a score of one towards the game every time they quit one hole and run to another. But if the Cat be stopped by their opponents, and thrown across between any two of the holes, before the player, who has quitted one of them, can reach the other, he is out.

CAT AND MOUSE.

This sport, which is of French origin, is for two players only. Both being blindfolded, they are tied to the ends of a long string, which is fastened by a loose knot in the middle to a post, and, as the knot is very slightly tied, the players are enabled to move about with facility. The player who takes the part of the “mouse” scrapes two pieces of wood together, so as to make a grating noise, and for which purpose the edges of one of the pieces of wood are notched: the sound attracts the other player, who represents the “cat,” and he immediately uses his utmost efforts to catch his prey, by following the noise as well as he can, the “mouse” at the same time struggling about, in order to escape being caught.

KNOCK-’EM-DOWN,

A similar game to Aunt Sally, but a simpler one, is made by scooping a hole in the ground, and placing in it an upright stick; on the top of it is placed a stone, or similar substance. The player then retires to a distance, and flings at the stone with cudgels or balls, the latter being preferable. If the stone falls into the hole, the player only counts one towards the game; but if it falls outside the hole, he counts two. This is a capital game for the seaside, and can be played upon the sands. This game is almost similar to Baton.

PEA-SHOOTERS.

The pea-shooter is a tube of metal, through which a pea may be propelled with great force by a puff of air from the mouth. The ordinary tin pea-shooters sold in the shops are comparatively worthless. We should advise the reader to procure a straight piece of brass tube from two to four feet long, and get a brazier to tin one end of it, so that the brass may not corrode when placed in the mouth. With such a tube peas, pellets of clay, and other projectiles may be shot with great precision to a considerable distance. The game of puff and dart is played with a long brass tube, and a small dart having a needle point. The dart is blown through the tube at a target, on which there are divisions bearing different numbers.

QUOITS.

The game of Quoits is very excellent. It seems to have derived its name from the ancient discus, and with us in the present day is a circular plate of iron perforated in the middle, not always of one size, but larger or smaller to suit the strength or convenience of the several candidates.

To play at Quoits an iron pin called a hob is driven into the ground within a few inches of the top, and at the distance of eighteen or twenty yards, as may be agreed upon, a second pin of iron is also fixed. The players are generally divided into parties, and the players pitch the quoits from hob to hob; those who pitch the nearest reckoning towards the game. But the determination is discriminately made; for instance, if a quoit belonging to A lies nearest to the hob, and a quoit belonging to B the second, A can claim but one towards the game, though all his other quoits be nearer to the hob than all the other quoits of B, because one quoit of B being the second nearest to the hob, cuts out, as it is called, all behind it. If no such quoit had interfered, then A would have reckoned all his as one each. Having all cast their quoits, the players walk to the opposite side, and determine the state of the play. Then taking their stand there, throw their quoits back again, and continue to do so alternately, till the end of the game. A quoit that falls with its flat side upward does not count.

NINE-PINS.

This game, as its name denotes, is played by means of nine pins, which are set up in a regular order, the aim of the players being to throw down as many as possible in the fewest attempts. Each player is permitted to throw three times at the pins, and if he can knock them all down in two throws, it is called a “single,” and they are again set up for his last throw; or, if he can knock them down in one throw, it is called a “double,” and they are set up. A heavy wooden ball, called a “bowl,” is used to throw at the pins.

SKITTLES.

Skittles is played in a manner somewhat similar to the preceding game, but the number of pins is only four. These are very large, and are arranged on a square framework, so as to present one of the angles to the player. The bowl used for playing this game is of the shape of a cheese, and is usually made of lignum vitæ, as being very heavy and hard wood. The game requires more bodily strength than nine-pins, as the bowl must be thrown upon the skittles, and not rolled up to them.

The best play is to throw the bowl with a round-handed swing of the arm, so as to strike the nearest skittle at the right of its upper third. The ball then springs to the second skittle, and from this generally twists to the third, while the fourth skittle is sent down by the roll of the one first struck. It is very difficult to make this throw successfully, and many players prefer driving down the first and third skittles with a straightforward shoot, and then making their second ball spring across from the second to the fourth. This latter stroke appears very difficult, but is soon learnt; the great point being to throw the bowl high, so that it may drop as perpendicularly as possible on the left of the upper third of the second skittle. In the long run, the constant repetition of this practice will overbalance occasional brilliancy of play.

DUTCH-PINS.

This game is nothing more than a modification of nine-pins; the pins being higher, and the centre one bearing the name of king, and a crown upon its head. The great point in this game is to strike the king out of the board without knocking down any of the subjects. If this can be done, the game is won. In all other cases, the king counts for no more than any of his subjects.

THROWING THE HAMMER.

This is a good athletic sport, but the Hammer can scarcely be called a toy. The hammer used by rustics is generally the sledge-hammer of the blacksmith, with a head weighing some twelve or fourteen pounds. The players are all single and do not join in parties, and the prize is given to him who makes the greatest number of long throws in a dozen. It does not merely require strength to throw the sledge-hammer, but a nice calculation of the area which the Hammer has to pass over in its flight, combined with the strength of the thrower.

THE BOOMERANG.[1]

This instrument is a curved piece of wood, flat on one side, and slightly rounded on the other. It is used by the natives of New South Wales, who can throw it so dexterously as to kill a man behind a tree, where he may have fled for safety. It should be held horizontally in throwing it, and cast by bringing the arm backwards, and after making a variety of curves it will come back again to the person who send it. If skilfully thrown, it may be made to go in almost any direction the thrower pleases.

[1] The instrument represented in the cut is the Australian boomerang. Those used in England have a sharper curve.

THE SKIP-JACK, OR JUMP-JACK.

The skip-jack is manufactured out of the merry-thought of a goose, which must, of course, be well cleaned before it is used. A strong doubled string must be tied at the two ends of the bone, and a piece of wood about three inches long put between the strings, as shown in the marginal illustration, and twisted round until the string acquires the force of a spring. A bit of shoemaker’s wax should then be put in the hollow of the bone at the spot where the end of the piece of wood touches, and when the wood is pressed slightly on the wax the jack is set; it adheres but a very short time, and then springs forcibly up. The skip-jack is placed on the ground with the wax downwards, and in some parts of the country it is usual to call out, “Up, Jack!” or “Jump, Jack!” just before it springs.

THE SLING.

The art of slinging, or of casting stones with a sling, is of very high antiquity. We see it represented on the Nimroud monuments, and the feat of the divine youth, David, is familiar to every one. In the earliest times there were bands of slingers, and probably whole regiments of them, and there is little doubt that the art of slinging preceded that of archery. The former seemed, however, to belong to the Asiatic, as the latter did to the European nations. Our Saxon ancestors, also, seem to have been skilful in their manner of holding the sling. Its form is preserved in several of their paintings, and the manner in which it was used by them, as far back as the eighth century, may be seen in the annexed cut. We have also sufficient testimony to prove, that men armed with slings formed part of the Anglo-Norman soldiery.

In country districts, slinging of stones is a common sport; and the sling so used consists simply of a piece of leather cut into the subjoined form, to which are affixed two cords, one having a loop. In using it, leather is suffered to hang from the strong downwards; the slinger places his little finger in the loop, and holds the other end in his hand, and then putting the stone in the hole of the sling at A, which prevents its falling, whirls the whole round for three or four times, to obtain a strong centrifugal force, and suddenly letting go of that part of the sling held in his hand, the stone flies forward with inconceivable rapidity, making a twanging sound in the ear as it flies. Slinging is a very good exercise for imparting strength to the arm, but young slingers should be very careful where they send their stones, or they may do much damage.

If any of my readers may wish to construct a better kind of sling, they may do it in the following manner:--Get a currier to cut a piece of very strong buckskin leather in this shape, the centre being cut into bars. Two long strips of the same leather are then cut of this shape, two cuts being made along them, so as to leave three leather cords. These are plaited together, and the flat ends firmly sewn to the centrepiece. The shape will then be this:

A sling made on this principle will carry a stone of a pound weight. The loop and point should be whipped with silk. The accuracy that can be obtained with such a weapon is astonishing, only the missiles should always be leaden bullets of the same weight--two or three ounces being the best average weight. At the school where my boyhood was spent, we used to send such bullets just over the weather-cock of one of the loftiest spires in England, and stripped a chestnut-tree of its blossoms. One year there was a solitary blossom on the top of the tree, which defied our efforts for many days. The blossoms were soon knocked off, but the green stalk resisted the blows for a long time. It was battered to pieces, but bent to the strokes, and had to be knocked off in fragments. I mention this to show the accuracy of aim that can be attained by practice.

WALKING ON STILTS.

Among the Swiss, and in several districts in the South of France, walking on stilts is not only an amusing, but a useful, practice, as by means of these crane-like legs men and women transform themselves into the order of “Waders,” emulating the long-legged storks and herons, and can cross over marshes and flooded grounds without wetting their feet. Stilts are easily made, being nothing but a pair of poles, with a wooden step at the sides for the feet to stand on. The poles are kept in their proper place by the hands. A little practice will soon render a youth “easy on his stilts,” and they may be made an amusing and healthy exercise.

THE SUCKER.

The sucker is a toy of the simplest construction imaginable; it is made by merely cutting a circular piece out of some tolerably stout leather, boring a hole in its centre, and then passing a string through the hole, taking the precaution to make a large knot at the end of the string, to prevent its being drawn completely through the hole. Before using the sucker, it must be steeped in water until it becomes quite soft and pliable. If its smooth, moist surface be now pressed so closely against the flat side of a stone or other body, that the air cannot enter between them, the weight of the atmosphere pressing on the upper surface of the leather will cause it to adhere so strongly, that the stone, if its weight be proportioned to the extent of the disc of leather, may be raised by lifting the string. If the sucker could act with full effect, every square inch of its surface would support about the weight of fourteen pounds. The feet of the common house-fly are provided with minute natural suckers, by aid of which the insect is enabled to run up a smooth pane of glass and walk along the ceiling.

* * * * *

Our young readers will in all probability remark that we have laid but little stress on games with toys, and that comparatively few toys have been mentioned. We have done so intentionally, because the book is written expressly for boys, and those, English boys. Now an English boy always likes a toy that will do something. For example, he cares not one farthing for all the elegant imitations of guns in the world, as long as he can have his pea-shooter; and the walnut stock, the glittering decorations, and the burnished but useless barrel of the toy gun, are nothing in his eyes, when compared with the plain tin barrel of his beloved pea-shooter, which will throw a missile with rifle-like accuracy of aim.

For these reasons, we have mentioned but very few toys, looking with contempt upon those innumerable fabrications that find their place in the windows of toy-shops, and in ninety-nine cases out of a hundred are only purchased for the immediate gratification of spoilt children, who unconsciously illustrate the real objects of toys, by pulling them to pieces, and converting the fragments to unexpected uses.

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