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Victoria 

COLLECTION 
OF VICTORIAN BOOKS 
AT 

BRIGHAM YOUNG 



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Digitized by the Internet Archive 
in 2018 with funding from 
^ Brigham Young University 


https://archive.org/details/gamesbookforboysOOnist 










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Printed in Bavaria. 
876. 


jS’ew' York; 

e.P.Dutton ^>09 


THE LIBRARY 

BRIGHAM YOUNG UNIVERSITY 
FROVO, UTAH 




Introduction. 

The Fairies’ Lesson; A Liitle Plav in Three Scenes 


INDOOR GAMES. 


Twii'l the Tre 7 icher 
Cross Questions and Crooked 
A nswers 
Musical Chairs 
Oranges a?id Lemons 
The Traveller's Alphabet 
The Fa^nily Coach 
Magic Music .... 

Buzz ...... 

A;p;prenticed my Son" 

Drop the Handkerchief . 

Cat and Mouse 

2 he Sea King .... 
Blind Man's Bii f . 

Buf says “ Baf " 

The Dwarf 


PAGE 

19 Puss m the Co 7 mer . 

Bob Major .... 
19 The Post 7 na 7 i .... 

19 How, When, a 7 id Where 

20 Old Soldier .... 

21 Du 77 ib Cra 7 nbo .... 

21 Trades ..... 

21 The Schoolmaster 

21 Fre 7 tch Roll .... 

22 The Bird-catcher 

22 Si 77 t 07 i Says .... 

22 The Gardeii Gate 

22 The Ga 77 ie of Cat 

23 Rule of Contra 7 ''y 

2 ^^ Charades .... 

24 The " Ba 7 id-Box" Cha 7 ’ade 


CONTENTS. 













6 


THE GAMES BOOK. 


Tahleatix Vivanfs , . . . 

Acting Rhymes . . . . 

Acting Proverbs . . . . 

Shouting Proverbs .... 

Proverbs ...... 

Hiss and Clap ..... 

The Adve7itu7'ers . . . 

‘' Our old G9'a>inie doesn'tLike Tea / ’ ’ 
Postman's Tv nock .... 

“/ Love 7ny L^ove with an A" 
d'he Waxwork Show 
Cojisequences ..... 

L.ost and Found .... 

Liarth, Air, Fire, and TVater 
C7‘ambo ...... 

‘‘ A 7ii77ial, Vegetab/e, or Mi7ieral ?" 
Judge amd Jury .... 

Hu/it the SlippC7‘ .... 

dhe Blmd ALa7i's Wa7id . 

Lodgi7/gs to Let 

Hiait the Ri7ig ..... 

P/yi/ig ...... 

'HLa7ids 7cp!" . 

The Feather ..... 
The Gai7ie of Co7ive7-sation 
The Stool of Repe7ita7ice . 

Hot Boiled Bea7is a77d Baco7i . 

Hot Cockles . 

'Jlie Hu7its777a]i ..... 

‘‘ Aly Jfaste7^ Bids Jhu do as Ldo" . 

Lt . 

The Gane7y of Statues 
Red Cap a7id Blue Cap . 

AIa7i a7id Object .... 

Ruth a77d Jacob .... 

The Jolly Aliller .... 

Gree7i Gravel . ... . 

Draughts ...... 

Do77ii7ioes ...... 

Fives a7id Threes .... 

Sl.\te G.wies— 

Birds, Beasts, a7id Fishes 
‘ ‘ Hit, 7at, 7'oe " 

Rival Ar/)iies . . . . 

LToughts a7id Crosses 
Card Games— 

Speculatio7i ..... 


Card Games {continued) — 

PAGE 

All FoU7‘S ..... 

58 

The Lady of Cove7itry 

59 

S7iap . 

59 

S7iip, Snap, Snor7im 

60 

Old Maid . 

60 

Pope Joa7i ..... 

60 

Beggar my Neighbour 

61 

'H Suspect Yoti" 

62 

Riddles ...... 

62 

7he Cushum Da7ice . . . . 

67 

7hought Readi7ig .... 

68 

" L Point" . 

68 

The Iuir77iyard ..... 

68 

“ Cha7ige Sears: the ICi7ig's Co77ie" 

68 

Dia7no7id l^i7ig ..... 

69 

G7'a7id Mufti ..... 

70 

The Fo7'bidde7i L.etter 

70 

Bogey at the IFell .... 

70 

"How many TCuts do L Ldold here.-" 

71 

Flowe7's ...... 

71 

Alagic Writing .... 

71 

L'ox a7id Geese ..... 

72 

“ I Sell 7ny Bat, T Sell 77iy Ball" . 

72 

Cat's Cradle ..... 

72 

Ferso72atio7is ..... 

74 

Gumt ...... 

75 

L1o7iey Pots ..... 

75 

Cock Fighting ..... 

76 

F7'og in the Aliddle .... 

76 

"iriiat's 7)iy Thought Like ?" 

76 

Cannes with the Alphabet 

76 

I'he Spelling Ga7ne .... 

/ 7 

Wo7ide7'7ne7it ..... 

78 

Questio7is a7id Answeis 

78 

Bob Cherry ..... 

79 

"Draw a Pail of Water" 

79 

Duck U7idcr the Water . 

79 

"Mother, Alother, the Pot boils overt'' 

79 

Famous Numbers .... 

81 

llie A7its a7id the Grasshopper 

81 

The Alagic Whistle .... 

82 

A Rimning Alaze .... 

82 

7he Coach and l^'ou7‘ 

8 ;, 

Alalaga Rais/hs .... 

84 

Sally Water ..... 

84 

Oats a7id Beans and Barley . 

84 


PAGE 

35 

37 

37 

37 

38 

40 

40 

41 

41 

41 

42 

42 

43 

43 

43 

44 

44 

45 

45 

45 

46 

46 

46 

46 

47 

47 

48 

48 

49 

49 

49 

50 

50 

50 

5' 

51 

51 

52 

53 

54 

55 

55 

56 

57 

57 







CONTENTS. 


Pigeon-House Game . 
Bingo .... 
21ie ‘•'Mimic'''' Club . 
Lubin Loo . 


TRICKS 

The Dancing Egg .... 
The Magic Thread .... 
The Swimmmg Heed/es . 

The Bridge of Knives 
2'o Balance a Coffee-Cup on the 
Poi?it of a ICnife 

The Obstinate Cork .... 
How to Light a Candle without 
To 2 iching it . 

The Vanishing Sixpence . 

2he Balancing Spoon 
The Dancing Pea .... 
Six and Five make Nine 
To Light a Snowball with a 

Match . 

Ihe Force of a Water-drop 
The Sentmel Egg .... 
The Coi7i Trick .... 
The Wondeifiil Pendulum 
The Mysterious Ball 
The Revolving Pins .... 
The Man with his Plead the Wroncs; 

Way . 

To Find an Object while Blindfolded 
The Magician of Morocco 
Chinese Shadows .... 
LLand Shadows ..... 
The Game of Shadows 
Living Shadows .... 


PAGE 


85 

The Little Lady 

. 

86 

Solitaire 

. 

86 

"Birds Fly ” 


88 

Forfeits 



AND PUZZLES. 

97 To Guess the Two Ends of a Line 

97 

of Dominoes 


97 

To Tell the Age of Any 

Person 

98 

Ihitik of a Number 


98 

To Bala? 2 ce a Pencil on 
77ie Feather Catch 

its Point . 

98 

The Nut Catch 


99 

The Height of a Hat 

A Clever Puzzle 


99 

A Word Puzzle 


99 

The Camel Puzzle 


100 

A Curunis Candle 


100 

Funny Figures from 

Fruit — 

100 

2'he Ah'gge?' 

Hie Chinaman . 


100 

The Swimming Fish 


100 

J'o Suspend a Needle in 

the A ir . 

lOI 

'The Obedient Fish 


lOI 

Magic Apples . 


lOI 

'To Raise 'Three Matches with One . 

102 

TValking Matches 


102 

Paper 'Tricks 

Jhe Greek Cross Puzzle 


102 

How to Tell the Colour 

of a Card 

103 

without Looking 

at Ft 

103 

To Change a Card by 

Word of 

104 

Command 


104 

To Tell a Court Card by the Weight 

104 

How to 'Tell a Card by Feeling Ft . 


OUTDOOR GAMES. 


L'Cing Ccesar 
F'()x and Geese . 
Bull in the Ring 
ICing of the Castle 
The Cat Tiggy . 


113 The Wheelbarrow Race . 

113 The Sack Race . . . . 

114 The Three-legged Race 

114 'Here Goes itp for Monday 
114 ^gg-Cap . 


PAGE 

89 

90 

90 

91 


105 

105 

106 
106 
106 
106 

106 

107 
107 

107 

108 

108 

109 
109 

109 

I 10 

110 
I TO 
I I I 
I 11 
1 I I 

III 

I 12 
I 12 
I 12 


II4 

II 4 

11 4 

11 5 
II5 








8 


THE GAMES BOOK. 


PAGE page 


Trap-Ball .... 



115 

Leap-Frog ..... 

. 126 

Dicky, Show a Light!" 



116 

Tiy . 

126 

The Menagerie Man 



116 

Leap On ..... 

127 

Turnpikes .... 



117 

"Jump, LFttle Nagtaill" 

127 

The Hoop Race 



117 

Hop, Step, a?id Jump 

128 

Postmg .... 



117 

Fives ...... 

128 

A Hoop Tournament 



118 

Balloon Teniiis .... 

129 

Hnights .... 



118 

Tug of War .... 

129 

The Peg-Gathering Race 



118 

Stiles . 

129 

Ball on Horseback . 



118 

Tom Tiddler's Ground 

130 

Hop Scotch 



118 

Nuts in May .... 

131 

Sjiail, or French Hop 



119 

Ball and Bonnets 

EH 

Hopping Bases . 



119 

All in the Well 

131 

Touch ..... 



120 

Mtdberry Bush 

131 

Cross Touch 



120 

Badger the Bear 

132 

Tag . 



120 

Ring o' Roses .... 

132 

"I spy" . . . . 



120 

Top Games— 


Touch Wood 



121 



Widdy- Widdy Way . 



121 

Peg in the Ring 

133 

Ha?'e and Hotinds 



122 

Chip Stone .... 

133 

Priso 7 ier's Base, or Chevy 

Chase 


123 

Whip Tops ... 

133 

Hockey .... 



124 

Croquet ..... 

134 

jMarble Games— 




Lawti Tennis .... 

135 

One Hole 



12=; 

Cricket. 

139 




* ^ j 

Single Wicket 

141 

Span?iers 



125 



Pickhig the PluiTis 



125 

Football— 


Hing Taw . 



125 

The Association Game 

141 

Pyramids 



126 

The Rugby Game 

143 



OCCUPATIONS. 


Pincushions .... 

146 

Cardboard Toys [continued) — 


A Bookshelf .... 

146 

A Couch ..... 

153 

Writuig BoaiF 

G 6 

Picture Franies .... 

153 

Cork Work .... 

147 

A Chest of Drawers . 

153 

TVool Work with I^ins 

147 

A Pair of Scales 

154 

A 7 te- 7 naking .... 

148 

A Paper Parachute . 

ES 4 

Shell Work .... 

149 

A Blotting-Book 

155 

A Paper ALat .... 

150 



Bead Flowers. — L.abu 7 -nnm Leaf 

150 

Schoolroom Cookery — 


A Pretty Work-Basket 

151 

Al 7 no 7 id or Cocoanut Toffee 

155 

How to Alake a Whistle 

151 

Everto 7 i Toffee .... 

156 

Cardboard Toys — 


Barley Sugar .... 

156 

To Make a Square Box 

152 

Cocoa 7 iut Ca 72 dy 

156 

A Cai'dboaini Doll's House 

152 

Outdoor Garde 7 iing .... 

157 

I'o Alake a Ivitchen Table 

152 

L 7 idoor Gardening .... 

159 























CONTENTS. 


9 




PAGE 


PAGE 

Scrap-Books 

. 

. 

. 160 DolH Dressfnaking 


161 

Crochet 

. 

♦ 

160 Knitting .... 

• 

164 


COLLECTIONS. 


Birds' Eggs 

166 

Ferns and Flowers .... 

171 

Coin Collecting . 

168 

Seaside Objects .... 

172 

Postmarks .... 

169 

Butterjlies ...... 

174 

Stainp Collecting 

169 

Nimibers and Haines of Railway 


Crests .... 

171 

Engines .... 

176 


Cats . 

Dogs . 
Silk'Ji'orfns . 
Goats . 
White Mice 
Dorfnice 
Pigeons 
Squir?'ets . 
Canaries 


HOME PETS. 

178 Guinea-pigs 

179 Ba 7 itams 

180 The Hedgehog . 

180 Rabbits 

181 The Tortoise 

182 Fresh-water Aquarium 

182 Pa?'rots 

183 Parrakeets 

184 


185 

186 

186 

187 

188 

189 

190 

1Q2 















‘‘ T HA VE made a Book of Games,” 
said the Editor, “and you must 
write the Introduction.” 

Now, he is a very wise Editor indeed, 
as I am sure you will say when you 
have read his Games Book, and seen 
what a number of splendid games he 
has prepared for you; and, of course, 
when a wise Editor says you must do 
a thing, one is bound to obey. 

So I sat down and took up my pen, 
and began to think what I should write, 


and somehow, as I sat there thinking, 
thinking, thinking, I forgot all about the 
wise Editor, his paste-pot and his 
scissors, forgot even tlie Introduction he 
had told me to write, and only remem¬ 
bered that once upon a time I had been 
a little child myself. Presently I found 
myself laughing heartily over an imagi¬ 
nary magic-lantern show. 

“What’s the matter?” said the 
Editor, “and have you written that 
Introduction yet?” 






















































12 


THE GAMES BOOK. 


“No,” I replied sturdily, “and I 
don’t mean to.” 

The Editor turned quite pale with 
astonishment. 

“Why not?” he gasped. 

“Because children don’t want an 
Introduction,” I answered. “ Can you 
honestly tell me that you ever knew a 
child who wanted to be introduced to 
a game?” 

The Editor could not say that he 
ever had known such a child, and so at 
length we agreed that there should be 
no Introduction to the book, for that 
the children would soon make friends 
with it themselves. 

“But what am I to do?” said the 
Editor. “You see, I have finished my 
book and there isn’t a single game left 
out: so that if you don’t write an Intro¬ 
duction there will be ever so many blank 
pages left, and the children won’t like 
that.'' 

Of course, I knew that what the 
Editor said was true, so I wrinkled up 
my forehead and shut my eyes, for I 
wanted to think very hard indeed, be¬ 
cause I was anxious to please the 
Editor, but, above all, to please the 
children too. 

And presently I had an idea. A little 


vision from my own childish days came 
to me, and whispered how fond 1 used 
to be once upon a time of dressing up 
and pretending to act; only if there was 
company present I never could think of 
anything to say. 

“I have it!” I said, opening my 
eyes and un wrinkling my forehead. 
“ I’ll write a play for the children— 
something quite easy for them to learn, 
and which will amuse them some wet 
half-holiday. But stay—the children 
will never be able to learn the words 
and act them on one short half-holiday.” 

“Certainly not,” replied the wise 
Editor; “they must have a whole day 
in which to do it, and for that reason 
I will proclaim a Whole Holiday to 
every child who reads my book, and 
let parents disobey me at their peril.” 

He looked very fierce as he said 
this and flourished his big scissors, which 
are very sharp indeed; so I should advise 
all Fathers and Mothers to be careful to 
carry out his instructions, or there is 
no knowing what might happen. 

As to me, I felt quite nervous; so 
I set to work at once and wrote my 
play, and the Editor stuck it up in his 
Book of Games there and then, and 
here it is, dear children. 



■s 


THE FAIRIES’ LESSON. 

A Little Play in Three Scenes. 

CHARACTERS. 

Fairy Queen. 

Tricksy . . . \ 

Puck .... \ Subjects of Fairy Queen. 

Sprite . . . ] 

Jack. 

Jack’s Mother. 

{ (As many as there are 
cliildre 7 i to take the 
jarts.) 


SCENE I. 

Forest Glade. 

[Curtain rises, and discloses a fairy dance. 
At the end of dance, enter P'airy Queen. 
Fairies divide into two roll's, between which 
the Queen passes to her flowery throne.) 

F . Queen.— Dear little subjects, once 
more I am in your midst. For 
three weary days and nights I 
have wandered far from you on 
my travels through the world, but 
now I am safe at home again, 

and oh ! how glad I am ! Oh!- 

( Yawns.) 

Tricksy.— Your Majesty is tired. Shall 
we sing you to sleep ? 

F. Queen.— Not yet, good Tricksy. First 
I must tell 3^ou all that I have 
done whilst I was absent from you, 
and then I must hear how you 
have occupied yourselves in my 
absence. (Puck presents a goblet to 
the Queen, which she accepts with 
a smile.) Thanks, my ever thought¬ 
ful Puck. (Drinks and hands the cup 
to Puck again.) 



’If 


Sprite.— And now is your Majesty 
sufficiently rested to tell us of your 
travels ? 

F. Queen.— Three nights ago, a moon¬ 
beam told me of a little maid, 
who lives far, far from here, and 
who, she said, deserved the best 
gifts we fairies could bestow. For 
she was always good and kind 
to the poor dumb creatures round 
her, and once little Gretel had 
given all the pence that she had 
saved for Christmas-time, to save 
a poor little kitten, which some 
boys were ill-treating. 

Sprite.— And your Majesty went to 
reward her? 

F. Queen.— Yes. I found her asleep in 
bed, with a little furry ball curled 
up beside her. I kissed her on 
each cheek and left tw^o dimples 
there; I opened the door of her 





THE GAMES BOOK. 




soft little heart and left a sunbeam 
within; and then I gently touched 
her eyes so that the world should 
always look fair and bright to her. 
These were the best gifts I had 
to bestow, and, having seen her 
smile in her sleep, I knew' my 
spells were working and came 
home. And now, good Puck, tell 
me, how have you passed the time 
in my absence ? 

Puck.— One day I watched two little 
children feeding the birds, and as 
I lay hidden in the heart of a 
rose, I saw a little bird fall from 
its nest. “They will catch it and 
shut it up in a cage,” I said; but, 
no: they lifted it carefull}" and 
went into the house. Presently 
I saw them at an upper window. 
They leaned out until they could 
reach the nest under the eaves, 
and then they placed the birdie 
gently in its old home. When 
they were out in the woods that 
day, I put on my squirrel’s robe 
and ran quickly up the nut-trees, 
and as they passed I shook the 
trees, and showers of ripe nuts fell 
about their feet. 

F. Queen.— That was well done, dear 
Puck. And now, my pretty Sprite 
and little Tricksy, what have you 
to tell.? 

(Tricksy and Sprite look very sorrowful.) 

Tricksy.— Alas! ours is a sad, sad tale. 

Sprite.— Yes, your Majesty, for we have 
found a little boy who is just as 
thoughtless and unkind to the 
dumb creatures round him as the 
little maid you told us of was 
kind. He is not really a cruel boy, 
but he does not always think. 


I". Queen.— Then he must be taught a 
lesson at once. Fairy subjects, 
fly to this little boy’s home and 
take away from him all these 
creatures he treats so badly. 

Fairies.— We go. {^Exeunt all hut Fairy 
Queen, Puck, Sprite, and Tricksy.) 

F. Queen.— Now, Puck and Tricksy, I 
need you to help me weave my 
spells; but Sprite must away and 
whisper in this little boy’s ear as 
he sleeps. 

[Curtain falls.) 


SCENE II. 

Interior of Cottage. 

[Empty cage in window. Table laid for 
breakfast—bread and water. Jack's Mother 
is busy sweeping. Enter Jack.) 

Jack.— Oh, dear! I am so tired. [Yawns, 
and stretches himself.) 

IMother.— Tired? Why, you’ve only just 
got up, you lazy boy. I’ve been 
downstairs a couple of hours or 
more, and I think a great boy like 
you might get up and help your 
Mother a bit, instead of lying in 
bed sleeping. But there, you 
always were a thoughtless boy. 
Jack. 

Jack.— Oh! please. Mother, don’t scold 
me, for I feel wretched enough 
now. I’ve had such a terrible 
night, full of dreadful dreams. I 
thought a whole troop of little 
people were sitting on my pillow, 
pulling my hair and teasing me, 
and then crying out: “That’s what 
you did to Towser! that’s what 
you did to Muff!” 

Mother.— Ah ! you did tease those poor 



THE FAIRIES’ LESSOX. 




animals dreadfully. I don’t wonder 
they ran away. 

Jack.— Ran away! what do you mean? 

Mother.— Mean ? Why, what I say, of 
course. I haven’t seen either of 
them this morning. I suppose you 
were teasing them last night and 
they’ve run away. 

Jack.— I daresay I shall find Towser 
waiting for me outside; but now, 
Mother, give me my breakfast or 
I shall be late to work. 

Mother.— Help yourself; your breakfast 
is there on the table. I’ve had 
mine long ago. {Goes on sweeping.) 

Jack.— There’s nothing but bread and 
water. I want some butter and 
milk. 

Mother.— Then you’ll have to want. Jack, 
for I can’t give you any. I sup¬ 
pose you forgot to fetch Daisy 
home last night, or else you must 
have left the cow-shed door open, 
for she’s gone and I can’t find 
her anywhere. So there’s no milk 
this morning, and we’re out of 
butter, and what’s more, if Dais};^ 
doesn’t come back we shall have 
to do without it in future, for I 
can’t afford to buy it at sixteen- 
pence a pound. 

(Jack takes a drink of ivater and makes a 
wry face, cuts a hunch of bread, picks up 
his cap and turns to go out, hut pauses on 
his way to the door, seeing the empty cage.) 

Jack.— Why, Mother, Dick’s gone! 

Mother.— Yes, poor bird, and I’m glad 
of it; as often as not you forgot 
to feed him, and I’m sure some¬ 
times I’ve thought I would set 
him free. 

Jack.— Did you let him go then. Mother? 

IMother.— No; I don’t know who opened 


the door, unless we’ve had a visit 
from the fairies. 

Jack.— Nonsense! But there! I must be 
off. {Exit Jack. Mother begins to 
put the breakfast things away, hum¬ 
ming, '‘"‘Oh, dear I what can the matter 
be?" suddenly stops and screams.) 

Mother.— Oh! how it frightened me. A 
mouse ran right across my foot. 
Ah! there it is again. (Jumps 
upon a chair.) We shall be overrun 
with rats and mice now that Muft' 
has run away. Ah! (screams again, 
upsets chair, and begins running round 
room and making dabs at an imagi¬ 
nary mouse with her broom. In the 
midst of the uproar ]ack enters, crying.) 

Jack.— Boo-hoo ! boo-hoo ! Oh, dear! 
what shall I do? 

(Mother, still holding her petticoats care- 
fully together, stands still to look at Jack.) 

Mother.— Why, Jack, what is the matter, 
and what are you here for at this 
time of day, when you ought to 
be at work? 

Jack.— Oh, dear! oh, dear! it’s all be¬ 
cause I’ve lost Towser. The sheep 
scattered and I couldn’t collect 
them without him, and master 
came up and was very angry, and 
said I wasn’t a bit of use and 
could go home. It was no good 
asking him to wait until I’d found 
Towser, for he saw Tom Kind- 
heart and engaged him on the 
spot, and his dog soon fetched the 
sheep in. 

(Mother sits down and begins to cry.) 

Mother.— {Sobbing.) Whatever shall we 
do now you’ve lost 3mur place? 
We were pretty comfortable be¬ 
fore, but now there’ll be no wages 
coming in, and Daisy lost—how 


i6 


THE GAMES BOOK. 


we shall get through the winter 
I can’t think! Oh, dear! oh, dear! 

I wish you had been kinder to 
the animals when we had them. 

Jack.— So do I, Mother. I know what 
it is to do without them now. 
What with losing my place on 
account of Towser, and no milk 
for breakfast, and the cottage seem¬ 
ing so dull now Dick isn’t here 
to sing us his cheery song, and-- 

IMother.— [Interrupting.) Rats and mice 
running all over the place because 
there’s no cat to keep them away. 

Jack.— Well! I only wish they’d all 

come back. I’d never treat them 
badly again. 

(Bird is heard singing outside. This can 
easily he done with a penny warhler.) 

Mother.— Why, there’s Dick, I do de¬ 
clare. Run, Jack, and see! 

(Jack goes off, and returns with a stuffed 
canary or toy bird on his finger, which 
he puts in cage.) 

Jack.— Pretty Dick, pretty Dick. Oh ! 
how glad I am to see you. (Noise 
of harking heard, cat mews; Jack 
gees to door and returns with puss in 
his arms', dog runs in.) Good dog! 
poor puss! Here, Mother, take 
pussy. [Places cat on his Mother's 
lap and pats dog.) 

Mother.— Listen, Jack; I believe I can 
hear Daisy. 

[Both listen, sound off stage of cow mooing. 
Jack looks out of window.) 

Jack.— Yes, Mother, there she is; I’ll 
run and get her a feed and some 
water. Oh! how good I’ll be to 
them all in future! I’ve learned 
my lesson, and I’ll never tease a 
dumb creature again. 

[Curtain falls.) 


SCENE III. 

Forest Glade (as before). 

[Fairies dancing. Fairy Queen advances 
at the end of dance, Puck, Sprite, and 
Tricksy close behind her, rest of fairies 
grouped behind. Fairy Queen addresses 
audience.) 

F. Queen. 

Our play is ended, now that Jack’s 
been taught 

To treat dumb creatures as all chil¬ 
dren ought. 

True friends they are, if we but treat 
them well; 

Grateful for kindness, as their eyes 
will tell; 

Willing to render service free to all 

Who, in their own dumb way, they 
“Master” call. 

The Fairies’ Lesson over, now we’ll 
say— 

Good-bye, dear friends, until another 
day. 

[Curtain falls.) 

L. L. Weedon. 









LL little people are fond of games, 
and children’s parties would not be 
half so enjoyable were it not for the fun 
and laughter which are caused both by 
the games and the forfeits which so 
many of them demand. 

Of course, there are many children 
who are so fond of dancing that they 
would willingly dance the whole evening 
long; but this would be a little unkind 
towards the younger ones, who perhaps 
do not know the various figures and 
steps of the different dances. 


I certainly think there is nothing 
half so amusing as a good old-fashioned 
children’s party, where Blind Man’s Buff 
and such games are played, in which 
everyone can join. 

Even big boys, who think it is 
beneath their dignity to join the merry 
circle, soon forget their importance and 
laugh and shout with the rest. 

Who does not enjoy a game of 
“Oranges and Lemons,” and feel a 
delightful shiver of terror as the chopper 
descends upon someone’s head ? Then 



2 














i8 


THE GAMES BOOK. 


the tug-of-war afterwards. Elere the 
boys are well at home, neither side will 
give way, and at length, totter, totter, 
totter, and a laughing, screaming mass 
of children lose their balance and go 
toppling over. 

In our chapter on Indoor Games, 
all the good old games will be found, 
with many a first-rate new one added 
to them, so that there will be little 
chance of your ever spending a dull 
evening again,—at least, if only you 
carry out the instructions given you. 
The games include fun for the tiniest 


among you, as well as for the elder ones, 
and you must try and include all who 
wish to play in them. 

You will find that this is very easy 
to do if only you are kind and thought¬ 
ful one towards another. 

If any of the games are described 
as being for two or four only, it is 
generally very easy to alter the rules 
slightly, so that a greater number can 
take part in them, and so, by a little 
thoughtful kindness, enable others to 
spend a happy evening, and be all the 
happier yourself for doing so. 























INDOOR GAMES. 


19 


Twirl the Trencher. 

This is a game which almost any 
number of children can play. 

The players seat themselves in a 
circle, and each takes the name of some 
town, or flower, or whatever has been 
previously agreed upon. One of the 
party stands in the middle of the circle, 
with a small wooden trencher, or waiter, 
places it upon its edge, and spins it, 
calling out as he does so the name 
which one of the players has taken. 
person named must jump up and seize 
the trencher before it ceases spinning, 
but if he is not very quick the trencher 
will fall to the ground, and he must 
then pay a forfeit. It is then his turn 
to twirl the trencher. 

A very similar game to this is 
“ My Lady’s Toilet.” The only dift'erence 
is that each player must take the name 
of some article of a lady’s dress, such 
as shawl, earring, brooch, bonnet, &c. 

Cross Questions and Crooked 
Answers. 

To play this game it is best to sit 
in a circle, and until the end of the 
game no one must speak above a 
whisper. 

The first player whispers a question 
to his neighbour, such as: “Do you like 
roses?” This question now belongs to 
the second player, and he must remem¬ 
ber it. 

The second player answers: “Yes, 
they smell so sweetly,” and this answer 
belongs to the first player. The second 
player now asks his neighbour a question, 
taking care to remember the answer, as 


it will belong to him. Perhaps he has 
asked his neighbour, “Are you fond of 
potatoes? And the answer may have 
been, “Yes, when they are fried!” 

So that the second player has now 
a question and an answer belonging to 
him, which he must remember. 

The game goes on until everyone 
has been asked a question and given an 
answer, and each player must be sure 
and bear in mind that it is the question 
he is ashed, and the answer his neiglihouv 
gives, which belongs to him. 

At the end of the game each player 
gives his question and answer aloud, in 
the following manner. 

“ I was asked: ‘Do you like roses?’ 
and the answer was: ‘Yes, when they 
are fried!”’ The next player says: “I 
was asked: ‘ Are you fond of potatoes ? ’ 
and the answer was: ‘Yes, they are very 
pretty, but they don’t wear well.’” 

Musical Chairs. 

This game must be played in a 
room where there is a piano. 

Arrange some chairs, back to back, 
in the centre of the room, allowing one 
chair less than the number of players. 
Someone begins to play a tune, and at 
once the players start to walk or run 
round the chairs, to the sound of the 
music. 

When the music stops, each player 
must try to find a seat, and as there 
is one chair short, someone will fail 
to do so, and is called “out.” He 
must carry a chair away with him, and 
the game goes on again until there is 
only one person left in, with no chair to 
sit upon. This person has won the game. 


2* 


20 


THE GAMES BOOK. 



Two of the players join hands, 
facing each other, having agreed privately 
which is to be “Oranges” and which 
“Lemons.” The rest of the party form 
a long line, standing one behind the 
other, and holding each other’s dresses 
or coats. The first two raise their hands 
so as to form an arch, and the rest run 
through it, singing as they run:— 

“ Oranges and Lemons, 

Say the bells of St. Clement’s; 

You owe me live farthings, 

Say the bells of St. Martin’s; 

When will you pay me? 

Say the bells of Old Bailey. 

I do not know, 

Says tlie big bell of Bow. 

Here comes a chopper to light you to bed! 
Here comes a chopper to chop off your 
head!” 

At the word “head” the hand archway 


descends, and clasps the player passing 
through at that moment; he is then 
asked in a whisper, “Oranges or Lemons?” 
and if he chooses “oranges,” he is told 
to go behind the player who has agreed 
to be “oranges” and clasp him round 
the waist. 

The players must be careful to speak 
in a whisper, so that the others may not 
knov/ what has been said. 

The game then goes on again, in 
the same way, until all the children have 
been caught and have chosen which 
they will be, “oranges” or “lemons.” 
AVhen this happens, the two sides prepare 
for a tug-of-war. Each child clasps 
the one in front of him tightly and the 
two leaders pull with all their might, 
until one side has drawn the other across 
a line which has been drawn between 
them. 





























INDOOR GAMES. 


21 


The Traveller’s Alphabet. 

The players sit in a row and the 
first begins by saying, “I am going on 
a journey to Athens,” or any place 
beginning with A. The one sitting next 
asks, “What will you do there?” The 
verbs, adjectives, and nouns used in the 
reply must all begin with A; as “Amuse 
Ailing Authors with Anecdotes.” If the 
player answers correctly, it is the next 
player’s turn; he says perhaps: “I am 
going to Bradford.” “What to do 
there?” “To Bring Back Bread and 
Butter.” A third says: “I am going to 
Constantinople.” “What to do there?” 
“To Carry Contented Cats.” Anyone 
who makes a mistake must pay a forfeit. 

The Family Coach. 

Tliis is a very good old game, and 
is most amusing if you can find someone 
who is a good story-teller. 

The players sit in a circle and 
everyone, except the story-teller, takes 
the name of some part of a coach or 
its equipments; for instance: door, step, 
wheels, reins, box-seat, and so on. 

When all are ready the story-teller 
begins a tale about an old coach and 
what happened to it, how it went on 
a journey, came to grief, was mended, 
and started off again. 

The stor}^ should be told fluently, 
but not too quickly. Every time any 
part of the coach is mentioned, the 
player who has taken that name must 
rise from his seat, and then sit down 
again. 

Whenever “the coach” is mentioned, 
all the players, with the exception of the 


story-teller, must rise. Anyone who fails 
to keep these rules must pay a forfeit. 

Magic Music. 

One of the players is sent out of 
the room, and the rest then agree upon 
some simple task for her to perform, 
such as moving a chair, touching an 
ornament, or finding some hidden object. 
She is then called in and someone begins 
to play the piano. If the performer 
plays very loudly the “seeker” knows 
that she is nowhere near the object she 
is to search for. When the music is 
soft, then she knows she is very near, 
and when the music ceases altogether, 
she knows that she has found the object 
she was intended to look for. 


Buzz. 

This is a very old game, but is 
always a very great favourite. The more 
the players, the greater the fun. The 
way to play it is as follows. The players 
sit in a circle and begin to count in 
turn, but when the number 7 or any 
number in which the figure 7 or any 
multiple of 7 is reached, they say “ Buzz,” 
instead of whatever the number may be. 
As, for instance, supposing the players 
have counted up to 12, the next player 
will say “13,” the next “Buzz” because, 
14 is a multiple of 7 (twice 7)—the next 
player would then say “15,” the next 
“16” and the next would of course say 
“Buzz” because the figure 7 occurs in 
the number 17. If one of the players 
forgets to say “Buzz” at the proper 
time, he is out. The game then starts 


22 


THE GAMES BOOK. 


over again with the remaining players, 
and so it continues until there is but 
one person remaining. If great care is 
taken the numbers can be counted up 
to 70, which, according to the rules be¬ 
fore mentioned, wmuld of course be called 
Buzz. The numbers would then be 
carried on as Buzz i. Buzz 2, &c., up 
to 79, but it is very seldom that tins 
stage is reached. 

“I Apprenticed my Son.” 

The best way of describing this 
game is to give an illustration of how 
it is played. The first player thinks of 
“Artichoke,” and commences. “I ap¬ 
prenticed my son to a greengrocer, and 
the first thing he sold w^as an A.” 

2nd player: “Apple?”—“No.” 

3rd player: “Almonds?”—“No.” 

4th player: “Asparagus?”—“No.” 

5th player: “Artichoke?”—“Yes.” 

The last pla3^er, having guessed 
correctly, may now^ apprentice his son. 
No pla}^er is allowed more than one guess. 

Drop the Handkerchief. 

A ring is formed by the players 
joining hands, whilst one child, wdio is 
to “drop the handkerchief,” is left outside. 
He walks round the ring, touching each 
one with the handkerchief, saying the 
following words:— 

“I wrote a letter to my love, 

But on my way, I dropped it; 

A little child picked it up 
And put it in his pocket. 

It wasn’t you, it wasn’t you, 
it wasn’t you—but it zvas you." 


When he says, “It was you,'' he 
must drop the handkerchief behind one 
of the players, who picks it up and 
chases him round the ring, outside and 
under the joined hands, until he can 
touch him with the handkerchief. As 
soon as this happens, the first player 
joins the ring, whilst it is now the turn 
of the second to “drop the handkerchief.” 

Cat and Mouse. 

The children sit in two rows oppo¬ 
site each other wdth a space between. 
One child takes the place of “cat,” 
being blindfolded, and one takes the 
place of “mouse,” and is also blindfolded, 
the cat standing at one end of the row 
and the mouse at the opposite end. They 
start in opposite directions, guiding them¬ 
selves by the chairs, the cat trying to 
catch the mouse. When the mouse is 
caught it is made the cat, and one of the 
company takes the place of the mouse. 

The Sea King. 

This game can be played by an}^ 
number of children. They proceed by 
first choosing one of the party to act 
as the Sea King, whose duty it is to 
stand in the centre of a ring, formed 
b}^ the pla^’-ers seating themselves round 
him. The circle should be as large as 
possible. Each of the players having 
chosen the name of a fish, the King 
runs round the ring, calling them by 
the names w'hich they have selected. 

Each one, on hearing his name 
called, rises at once, and follows the 
King, who, \vhen all his subjects have 


INDOOR GAMES. 


23 


left their seats, calls out, ‘‘The sea is 
troubled,” and seats himself suddenly. 
His example is immediately followed 
by his subjects. The one who fails to 
obtain a seat has then to take the place 
of King, and the game is continued. 


Blind Man’s Buff. 

In the olden times this game was 
known by the name of “ Hoodman Blind,” 
as in those days the child that was 
chosen to be “blind man” had a hood 


answer is “Three,” and to the question: 
“What colour are they?” he replies: 
“Black, white, and grey.” All the 
players then cry: “Turn round three 
times and catch whom you ma}^” Buff 
accordingly spins round and then the 
fun commences. He tries to catch the 
players, whilst they in their turn do 
their utmost to escape “Buff,” all the 
time making little sounds to attract him. 
This goes on until one of the players 
is caught, when Buff, without having the 
bandage removed from his eyes, has to 
guess tlie name of the person he has 



placed over his head, wlhcli was fastened 
at the back of the neck. 

In the present day the game is 
called “Blind IMan’s Buff,” and very 
popular it is amongst young folk. 

Before beginning to play, the middle 
of the room should be cleared, the chairs 
placed against the wall, and all toys 
and footstools put out of the way. The 
child having been selected who is to be 
“Blind Man” or “Buff,” is blindfolded. 
He is then asked the question, “How 
many horses has your father got ? ” The 


secured. If the guess is a correct one 
the player who has been caught takes 
the part of “Buff,” and the former 
“Buff” joins the ranks of the players. 


Buff says “ Baff.” 

This is a game in which no one is 
allowed to smile or laugh. All the 
players, except one, sit in a row or 
half-circle; one goes out of the room 
and returns with a stick or poker in his 


24 


THE GAMES BOOK. 


hand, and a very grave and solemn face. 
He is supposed to have just returned 
from a visit to Buff. The first player 
asks him: Where do you come from ?” 
‘‘From Buff.” The next asks: “Did he 
say anything to you?” To jwhich the 
reply is :— 

“Buff said ‘Baff,’ 

And gave me this staff, 

Telling me neither to smile nor to laugh. 
Buff says ‘Baff’ to all his men, 

And I say ‘Baff’ to you again. 

And he neither laughs nor smiles, 

In spite of all your cunning wiles. 

But carries his face with a very good grace, 
And passes his staff to the very next place.’’ 

If he can repeat all this without 
laughing, he delivers up his staff to 
someone else, and takes his seat: but if 
he laughs, or even smiles, he pays a 
forfeit before giving it up. 

The Dwarf. 

This is a most amusing game if well 
carried out. The two performers must 
be hidden behind two curtains in front 
of which a table has been placed. 

One of the performers slips his hands 
into a child’s socks and little shoes. He 
must then disguise his face, by putting 
on a false moustache, painting his 
eyebrows, sticking pieces of black court 
plaster over one or two of his teeth, 
which will make it appear as though he 
has lost several teeth. This, with a 
turban on his head, will prove a very 
fair disguise. The second performer 
must now stand behind the first and 
pass his arms round him, so that the 
second performer’s hands may appear 
like the hands of the dwarf, whilst the 



first performer’s hands make his feet. 
The figure must, of course, be carefully 
dressed, and the body of the second 
performer hidden behind the curtains. 

The front player now puts his 
slippered hands upon the table and 
begins to keep time, whilst the other 
performer follows suit with his hands. 

The Dwarf can be used either to 
tell fortunes, make jokes, or ask riddles, 
and if the performers act their parts 
well, the guests will laugh very heartily. 

Puss in the Corner. 

This game is really for five players 
only, but, by a little arrangement, six 
or seven children can take part in the fun. 

Four pla37ers take their places in 
the different corners of the room, whilst 
the fifth stands in the middle. If a 
greater number of children wish to play, 
other parts of the room must be named 
“corners,” so that there is a corner for 
everyone. 

The fun consists in the players 
trying to change places without being 
caught; but they are bound to call “Puss, 
puss,” first, and to beckon to the one 




INDOOR GAMES. 


25 


they wish to change with. Directly 
they leave their corners, the player in 
the centre tries to get into one of them. 

When the centre player succeeds in 
getting into a corner, the one who has 
been displaced has to take his place in 
the middle of the room. 


Bob Major. 

Two of the players sit down, and 
a cloth, large enough to prevent their 
seeing anything, is put over their heads. 
Then two other persons tap them on 
the head with long rolls of paper, which 
they have in their hands, and ask, in 
feigned voices, ‘‘Who bobs 3^ou?” If 
either of those who have been tapped 
answers correctly, he changes places 
with the one who has tapped him. 

The Postman. 

For this game all the players, except 
two, seat themselves in a circle. One 
of the two left out is blindfolded and is 
called the “Postman,” the other is called 
the “Postmaster-General.” Each of 
the players seated in the circle chooses 
the name of a town, which the “Post¬ 
master-General” writes down on a slip 
of paper, so that he may not forget it. 
He then calls out the names of two 
towns, thus:—“The post from Aberdeen 
to Calcutta.” At once, the players who 
have taken those names must change 
places, and whilst doing so the “ Postman ” 
must try to catch one of them. If he 
succeeds in doing so he takes his place 
in the circle, having chosen a town for 
his name, and the one caught becomes 


“Postman” in place of him. Sometimes 
“general post” is called, when all have 
to change places, and the “Postman” 
is then almost sure to gain a seat. 

How, When, and Where. 

One of the company goes out of the 
room, whilst the others choose a word 
to be guessed, one with two or three 
different meanings being the best. 

We will suppose that the word 
“Spring” has been thought of. When 
the person who is outside the room is 
recalled, he (or she) asks each one in 
succession: “How do you like it?” The 
answers may be “Dry” (meaning the 
season), “cold and clear” (a spring of 



water), “strong” (a watch-spring), and 
“high” (a jump). The next question is : 
“When do you like it?” The answers 
may be: “When I am in the country,” 
“When I am thirsty,” “When my watch 
is broken.” 








26 


THE GAMES BOOK. 


The next question is: “Where do 
you like it?” and the answers may be: 
“Anywhere and everywhere,” “In hot 
weather,” “In the clock.” The game 
is to try and guess the word after any 
of the answers, and if right, the player 
last questioned takes the place of the 
one who is guessing; if wrong, the 
questioner must try again. 

Old Soldier. 

Old Soldier is a game for young 
children, and though it seems very 
simple, yet tliere is a good deal of fun 
in it. One of the children pretends to be 
an old soldier, and goes round begging 
of each of the other players in turn, say¬ 
ing that he is “poor, and old, and 
hungry,” and asking what they will do for 
him or give him. In answering the 
Old Soldier no one must say the words : 
“Yes,” “No,” “Black,” or “White,” 
and he must be answered at once with¬ 
out hesitation. Anyone who does not 
reply at once, or who uses any of the 
forbidden words, must pay a forfeit. 

Dumb Crambo. 

Divide the company into two equal 
parts, one half leaving the room; the 
remaining players should then select a 
word, which will have to be guessed by 
those outside the door. When the word 
has been chosen,—say, for instance, the 
word “will”—the party outside the room 
are told that the word they are to guess 
rhymes with “till.” A consultation 
then takes place, and they may think 
that the word is “ill.” The company 


then enter and begin to act the word 
“ill,” but without speaking a word. 
The audience, when they recognise the 
word that is being performed, will imme¬ 
diately hiss, and the actors then retire 
and think of another word. 

Thus the game goes on until the 
right word is hit upon, when the com¬ 
pany who have remained in the room, 
clap their hands. The audience then 
change places with the actors. 

Trades. 

Each player must choose a trade 
and pretend to be working at it. For 
instance, if he is a tailor he must pretend 
to sew or iron ; if a blacksmith, to 
hammer, and so on. One is the king, 
and he too chooses a trade. Everyone 
works away as hard as he can until 
the king suddenly gives up his trade, 
and takes up that of someone else. 
Then all must stop, except the one whose 
business the king has taken, and he must 
start with the king’s work. The two go 
on until the king chooses to go back to 
his own trade, when all begin working 
again. Anyone who fails either to cease 
working or to begin again at the right 
time, must pay a forfeit. 

A somewhat more elaborate and live¬ 
lier game of Trades is played by each 
boy in the party choosing a trade which 
he is supposed to be carrying on. The 
leader must invent a story, and, standing 
in the middle, must tell it to the com¬ 
pany. He must manage to bring in a 
number of names of trades or businesses; 
and whenever a trade is mentioned, the 
person who represents it must instantly 
name some article sold in the shop. 


INDOOR GAMES. 


27 



The Schoolmaster. 

This is always a favourite game. 
One of the players is chosen school¬ 
master, and the others, ranged in order 
in front of him, form the class. The 
master may then examine the class in 
any branch of learning. Suppose him 
to choose Geography, he must begin 
with the pupil at the head of the class, 
and ask for the name of a country or 
town beginning with A. If the pupil 
does not reply correctly before the master 
has counted ten, he asks the next pupil, 
wdio, if he answ^ers rightly—say, for 
instance, “America,” or “Amsterdam,” 


in time, goes to the top of the class. 
The schoolmaster may go on in this 
way through the alphabet either regu¬ 
larly or at random, as he likes. Any 
subject—names of kings, queens, poets, 
soldiers, &c.—may be chosen. The 
questions and answers must follow as 
quickly as possible. Whoever fails to 
answer in time, pays a forfeit. 

French Roll. 

A good many children may play at 
this game. One player is called the 
buyer, the rest form a line in front of 
him and take hold of each other. The 









28 


THE GAMES BOOK. 


first in this line is called the baker, the 
last the French roll. Those between are 
supposed to be the oven. When they 
are all in place the bu3^er says to the 
baker, “Give me m3'French roll.” The 
baker replies, “It is at the back of the 
oven.” The buyer goes to fetch it, 
when the French roll begins running 
from the back of the oven, and comes 
up to the baker, calling all the while, 
“Who runs? Who runs?” The buyer 
may run after him, but if the French 
roll gets first to the top of the line, he 
becomes baker, and the last in the line 
is French roll. If, however, the bu3'er 
catches the French roll, the French roll 
becomes buyer, and the buyer takes the 
place of the baker. 

The Bird-catcher. 

To play this game you must first 
decide which one of you is to be the 
Bird-catcher; the other players then 
each choose the name of a bird, but no 
one must choose the owl, as it is forbidden. 
All the pla3'ers then sit in a circle with 
their hands on their knees, except the 
Bird-catcher, who stands in the centre, 
and tells a tale about birds, taking care 
to specially mention the ones he knows 
to have been chosen by the compan3'. 
As each bird’s name is called, the owner 
must imitate its note as well as he can, 
but when the owl is named, all hands 
must be put behind the chairs, and 
remain there until the next bird’s name 
is mentioned. When the Bird-catcher 
cries “all the birds” the players must 
together give their various imitations of 
birds. Should any player fail to give 
the cry when his bird is named, or forget 


to put his hands behind his chair, he 
has to change places with Bird-catcher. 

Simon Says. 

Seat yourselves in a circle and 
choose one of the company to be the 
leader, or Simon. His duty is to order 
all sorts of different things to be done, 
the funnier the better, which must be 
obeyed only when the order begins with 
“Simon says.” As, for instance, “Simon 
says: ‘Thumbs up!’” which, of course, 
all obey; then perhaps comes: “Thumbs 
down!” which should not be obeyed, 
because the order did not commence 
with “Simon says.” 

Each time this rule is forgotten a 
forfeit must be paid. “Hands over e3^es,” 
“ Stamp the right foot,” “ Pull the left ear,” 
&c., are the kind of orders to be given. 


The Garden Gate. 

The Garden Gate is a very pretty 
game. A ring is formed of all the 
pla3'ers, except one, who stands in the 
middle. The others dance round her three 
times, and when they stop she begins 
to sing:— 

“Open wide the garden gate, the garden 
gate, the garden gate, 

Open wide the garden gate and let me 
through.” 

The circle then dances round her again, 
singing :— 

“Get the key of the garden gate, the garden 
gate, the garden gate. 

Get the key of the garden gate and open 
and let yourself through.” 


INDOOR GAMES. 


29 


The girl inside the circle, pretending to 
sob, replies:— 

“I’ve lost the key of the garden gate, the 
garden gate, the garden gate, 

I’ve lost the key of the garden gate, and 
cannot let myself through.” 

But the dancers dance round and round 
her, singing:— 

“Then you may stop all night within the gate, 
within the gate, within the gate. 

You may stop all night within the gate, un¬ 
less you have strength to break through.” 

The captive then rushes to the 
weakest part of the ring, and tries to break 
through by throwing her whole weight 
upon the clasped hands of the children, 
and generally contrives to break through, 
the one whose hand gives way being 
made captive in her stead. 

The Game of Cat. 

The person who is to play the part 
of Cat should stand outside the door 
of the room where the company is 
assembled. The boys and girls, in turn, 
come to the other side of the door and 
call out “miaou.” If the Cat outside 
recognises a friend by the cry, and calls 
out her name correctly in return, he 
is allowed to enter the room and em¬ 
brace her, and the latter then takes the 
place of Cat. If, on the contrc;.ry, the Cat 
cannot recognise the voice, he is hissed, 
and remains outside until he does. 

Rule of Contrary. 

This is a simple game for little 
children. It is played either with a 
pocket-handkerchief, or, if more than 


four want to play, with a table¬ 
cloth or small sheet. Each person 
takes hold of the cloth; the leader of 
the game holds it with the left hand, 
while with the right he makes pretence 
of writing on the cloth, while he says: 
“ Here we go round by the rule of con¬ 
trary. When I say ‘Hold fast,’ let go; 
and when I say ‘Let go,’ hold fast.” 
The leader then calls out one or other 
of the commands, and the rest must do 
the opposite of what he says. Anyone 
who fails must pay a forfeit. 



3^ 


THE GAMES BOOK. 



CHARADES. 


A back drawing-room with folding- 
doors makes a very nice theatre for 
acting charades. Almost anything may 
be used for dressing-up—shawls, anti¬ 
macassars, table-cloths, handkerchiefs, 
cast-off dresses, or a dressing-gown. 
The latter is a very useful garment in 
representing an old gentleman, whilst 
tow or white fire shavings make ex¬ 
cellent wigs. 

The great thing in a charade is to 
try and puzzle your audience as much as 
you can. You must choose a word of two 
or more syllables, such as ‘‘Bagpipe.” 
First you must act the word “ Bag,” and 
be sure that the word is mentioned, 
though you must be careful to bring it 
in in such a way that the audience shall 
not guess it is the word you are acting. 

Next comes the word “ Pipe,” and this 
must be brought in in the same manner. 
When you have acted the two syllables, 
you must act the whole: “ Bagpipe.” 

Before beginning the charade you 
should arrange who is to bring in the 
charade ‘word or syllable. You must 


also settle what you are going to say, 
or at least, what the act is to be about. 
Let every scene be well thought out 
and be as short as possible. You must 
be as quick as ever you can between 
the acts, for all the fun will be spoiled 
if you keep your audience waiting. If 
you have no curtain or screen the actors 
must simply walk off the stage at the 
ends of the scenes. 

To act charades well one requires 
a little practice, and plenty of good 
temper, for, of course, only one or two 
can take principal parts and therefore 
some of the children must be content 
to take the smaller ones. It is a good 
plan to take it in turns to play the best 
parts, and if the elder children are kind 
and thoughtful, they will try to make 
some easy little parts, so that their 
younger brothers and sisters may also 
join in the fun. Here we give you a very 
simple charade, the words of which you 
may learn, and then act, after which 
you will very likely be able to make up 
charades for yourselves. 



INDOOR GAMES. 


The “Band-Box” Charade. 

Scene i : A Street. 

This can be made by placing a row 
of chairs with open backs near the wall 
facing the audience; a child is stationed 
behind each chair, and, looking through 
the open back, pretends to be looking 
out of a window. 

BAND. ■ 

ist Child behind chair.—Oh! dear, how 
dull our street always is. I declare 
nothing nice ever comes this way. 
2nd Child.—No, I quite agree with you. 
Why, I haven’t seen a “Punch 
and Judy” for months. I wish my 
mother would go and live in 
another street. 

3rd Child.—Never mind, let us go out 
and have a game. 

(Enter five or six children—or a 
lesser number, if more convenient— 
carrying toy musical instruments.) 
ist Child.—Hurrah! Here comes a Ger¬ 
man Band. Come along, chil¬ 
dren; let’s go and listen to it. 

(The band groups itself at the end 
of the street, and the children stand 
round. After tuning up, the band begins 
to play.) 

2nd Child.—Now, Mary Jane, we can 
dance. I’ll dance with you. 

3rd Child.—No, I want to dance with 
Mary Jane. 

ist Child.—I don’t want to dance at all. 
2nd Child.—You must. 

3rd Child.—Yes, you must. 

(Band ceases playing and one of 
the bandsmen comes round for money.) 
ist Child.—I haven’t any money. 

2nd Child.—But we haven’t begun to 
dance yet. 

Bandsman.—You shouldn’t have been so 


31 

long arguing then. Surely you’ll 
give the band a penny, after all 
the pretty music it has played? 
ist Child.—I won’t. 

2nd Child .—I won’t. 

3rd Child.—And I won’t. 

Bandsman.—Well, you are mean. Come 
along. (Beckoning to the rest of 
the band.) We’ll go, and it will 
be a long time before we come 
down this street again. 

Curtain falls. 

BOX. 

Scene 2: A Room. 

Tommy (hopping about the room, 
waving a letter in his hand).— 
Hurrah! hurrah! Uncle Dick is 
coming. Hurrah! hurrah! 

(Enter Tommy’s brother and sister 
and Papa and Mamma.) 

Papa.—What’s the matter. Tommy ? 
Tommy.—Uncle Dick has written to 
say he is coming to spend Christ¬ 
mas with us, and he is bringing 
me a Christmas box. 

Mamma.—blow kind of him! But be 
sure you are careful not to 
offend him. Tommy. He is rather 
a touchy old gentleman. 

Sister.—I wonder what it will be. Tommy. 
Brother.—I hope it will be a set of 
cricket things, and then we can 
play cricket in the summer. 
Tommy.—Oh! yes, I hope it will be, 
but whatever it is, it is sure to 
be something nice. 

(Begins hopping about again. Enter 
Uncle Dick, a very old gentleman with 
a gouty foot. Tommy does not see him 
and goes banging into him, treading on 
his gouty foot.) 



32 


THE GAMES BOOK. 


Uncle Dick.—Oh! oh! oh! oh, my toe! 

Tommy.—Oh! Never mind your toe! 
Where’s my Christmas box? 

Uncle Dick.—Your Christmas box, you 
young scamp! Think of my toe. 

Tommy.—Please, Uncle, I’m very sorry, 
but I do so want to know what 
you have brought me for a Christ¬ 
mas box. 

Uncle Dick (roaring).—Here’s your 

Christmas box, and may it teach 
you to be more careful in future. 
(Boxes Tommy’s ears.) 

Curtain falls. 

BAND-BOX. 

Scene 3; Milliner's Shop. 

Mistress (to new apprentice).—Now, 
Mary, 3^ou must take Lady 
Fusion’s new bonnet home, and 
be sure you wait to hear if her 
ladyship approves of it. 

Mary.—Yes, madam, and what shall I 
say if she doesn’t? 

Mistress.—Oh! 3^ou must listen to what 
she has to say and then answer: 
“ Very good, your ladyship; the 
alterations shall be made.” Now, 


take the bonnet and go. (Mary 
takes the bonnet and prepares to 
start.) You don’t mean to say 
you are going to take it like that ? 
Mary.—Why not, madam? 

Mistress.—You must wrap it up, of 
course. 

(Mistress busies herself with other 
bonnets whilst Mary wraps up the 
bonnet in a newspaper.) 

Mary.—Is that right, madam? 

Mistress.—Good gracious! no; the idea 
of taking home her ladyship’s 
bonnet in a newspaper. You 
must put it in a bandbox with 
some nice soft paper. Here, give 
the bonnet to me and I will pack 
it up. 

(Mistress packs up the bonnet and 
gives the box to Mary, who goes off stage.) 
Mistress.—Well, I’m sure. I hope that 
girl will make no more mistakes, 
but really she is too trying for 
anything, and I’m afraid she will 
never make a good milliner. Fancy 
a milliner who doesn’t know the 
use of a band-box! Ha! ha! ha! 
Oh! it is too funny for anything. 

Exit laughing, and curtain falls. 





INDOOR GAMES. 


33 



Here is a list of words which will 
divide easily into charade words :— 
Brides-maids Key-hole Sweet-heart 
Hand-some Pat-riot Fox-glove 

Mad-cap Rail-way Nose-gay 

Sea-side Cur-tail Turn-key 

Port-man-teau (toe) 

In-no-cent 

Hand-i(I)-craft 

A-bun-dance 

Car-pen-try 

In-do-lent. 

To make your charades a real 
success, you will of course require a cur¬ 
tain. A very effective one can be made 
with a little trouble and at a small cost; 
indeed, the materials may be already in 
the house. 

First you must fix a couple of sup¬ 
ports on each side of the room, taking 
care that they are screwed firmly into 
the wall, and also taking care not to 
damage the paper. 


If you are a neat workman, you 
will find on taking out the screws that 
the two small screw-holes on each side 
will scarcely be noticed, as of course the 
supports must be fixed very near the 
ceiling. 

You must then put up your curtain- 
pole, which should be as thin as pos¬ 
sible, so that the rings may run easily. 
A cheap bamboo pole is the best. 

Two wide, deep curtains are re¬ 
quired ; very likely the nursery curtains 
may be suitable. 

On to these curtains you sew a 
number of small brass rings, which you 
can buy for about fourpence a dozen, 
or even less. The rings should be sewn 
on the curtains, as you see in the illu¬ 
stration, right across the top, and from 
the extreme top corner of the curtain, 
slantingwise across to the middle. 

The top rings are passed along the 
curtain-pole, a string (marked in the 



































































































34 


THE GAMES BOOK. 


illustration Ai) is sewn on to the cur¬ 
tain, and threaded through the rings 
until it reaches A2. It is then threaded 
through the rings on the pole until it 
reaches A3, when it is allowed to fall 
loose. 

The same arrangement is gone 
through with string B. The bottom of 
the curtain must be weighted with shot, 
or any other weights that may be con¬ 
venient. 

When the curtain is to be raised, 
the stage manager and his assistant 
stand on each side of the stage with 
the strings ready in their hands, and 
at a given signal—the ringing of a bell 
is the usual sign that all is ready—they 
each pull a string, and the curtains glide 
to each side, and may be fixed to hooks, 
put up on purpose. 

When the curtain is to fall, the two 
in charge of it must simply loosen the 
strings and let them go, and the weights 
cause the curtains to fall to the centre. 

All sorts of useful and ornamental 
“ properties ” may be made at home for 


a very small cost. Cardboard, and gold 
and silver paper, and glue go a long 
way towards making a good show. 

Swords, crowns, belts, gold-spanglcd 
and gold-bordered robes > can be made 
from these useful materials, and look 
first-rate at a distance. 

An old black dress with- little gold 
stars glued or gummed to the material 
would make an excellent dress for a 
queen. The swords or belts must first 
be cut out in cardboard, then covered 
with gold or silver paper. 

To make a good wig, you should 
shape a piece of calico to fit the head; 
then sew fire shavings or tow all over 
it. If you wish for a curly wig, it is a 
good plan to wind the shavings or tow 
tightly round a ruler, and tack it along 
with a back stitch, which will hold the 
curl in position after you have slipped 
it off the ruler. 

These few hints will give you some 
idea of the very many different costumes 
which can be made by children out of 
the simplest materials. 










































INDOOR GAMES. 


35 


Tableaux Vivants. 

Tableaux vivants (or living pictures) 
are very amusing if well carried out, and 
even with little preparation may be made 
either very pretty or very comical, which¬ 
ever may be desired. It is perhaps better 
to attempt comical ones if you have not 
much time in which to arrange them, as 
the costumes are generally easier to 
manage, and if you are obliged to use 
garments not quite in keeping with the 
characters, it does not matter much; 
indeed, it will probably only make the 
audience laugh a little more. 

The great thing in tableaux is to 
remain perfectly still during the perform¬ 
ance. You should select several well- 
known scenes either from history or 
fiction, and then arrange the actors to 
represent the scenes as nearly as possible. 

Simple home tableaux are a great 
source of fun, and many a wet after¬ 
noon will pass like magic whilst arrang¬ 
ing scenes and making dresses to wear. 
Newspaper masks, newspaper cocked 
hats, old shawls, dressing-gowns, and 
sticks are quite sufficient for home 
charades. 

Suppose, for instance, you think of 
“Cinderella” for one tableau. One girl 
could be standing decked out with coloured 
tissue-paper over her frock, and with 
paper flowers in her hair, to represent 
one of the proud sisters, whilst Cinderella 
in a torn frock is arranging the other 
proud sister’s train, which may consist 
of an old shawl. Bouquets of paper 
flowers should be in the sisters’ hands. 

“ Little Red Riding Hood” is another 
favourite subject for a tableau vivant. 
The wolf may be represented by a boy 
on his hands and knees, with a fur rug 


thrown over him. Red Riding Hood only 
requires a scarlet shawl, arranged as a 
hood and cloak, over her ordinary frock 
and pinafore, and she should carry a 
bunch of flowers and a basket. 

All tableaux look better if you can 
have a frame for them. It is not very 
difficult to make one, especially if you 
have four large cardboard dress-boxes. 

Having carefully cut out the bottoms 
of the boxes, place the frames as here 
shown:— 



cut out the centre framework, leaving a 
large S(]iiare, so:— 



You must then fasten the four pieces 
together by glueing cardboard on each 
side of the joins, and you will have a 
very good frame, which you can cover 
with coloured paper or ornament with 
musliiv. 

This frame will last a very long 
time if carefully treated. It should stand 
upright by itself; but if it is a little un¬ 
steady, it is better to hold it upright from 


3* 




























36 


THE GAMES BOOK. 


the sides. Of course, this will only make 
a very small frame, but you can increase 
the size by using more boxes. 

If you have no time to make a frame, 
arrange your figures close to a door, 
outside the room in which the audience is 
seated. 

When quite ready someone must 
open the door, when the doorway will 
make a kind of frame to the living 
picture. 

It is always well to have a curtain 
if you can; a sheet makes an excellent 
one. Two children standing upon chairs 
hold it up on each side, and at a given 
signal drop it upon the floor, so that, 
instead of the curtain rising, it drops. 
When it has been dropped the two little 
people should take the sheet corners 
in their hands again, so that they have 
only to jump upon the chairs when it is 
time to hide the picture. 

Of course, these instructions are only 
for tableaux vivants on a very small 
scale; much grander arrangements will be 
needed if the performance is to take 
place before any but a “home audience.” 



As I told you before, comic tableaux 
are the easiest to perform on account 
of the dresses being easier to make, but 
there are other tableaux which are easier 
still, and which will cause a great 
deal of fun and merriment. They are 
really catches, and are so simple that 
even very little children can manage 
them. 


You can arrange a programme, and 
make half a dozen copies to hand round 
to the audience. 

The first tableau on the list is “The 
Fall of Greece” and sounds very grand 



indeed, but when the curtain rises (or 
rather, if it is the sheet curtain, drops) 
the audience see a lighted candle set 
rather crookedly in a candlestick and 
fanned from the background so as to 
cause the grease to fall. 

Here are some other similar comic 
tableaux which you can easily place 
before an audience:— 

“ Meet of the Hounds.”—A pile of dog 
biscuits. 

“A Portrait of Her Majesty.”—A penny 
with the side on which the Queen’s 
head is to be seen turned towards 
the audience. 

“A View in Ireland.”—A cork. 

“View of the Black Sea.”—A large 
capital C blackened with ink. 

“The Charge of the Light Brigade.”— 
Half a dozen boxes of matches 
labelled: “id. the lot.” 

“The Tattered Standard.”—A torn copy 
of the “Standard” newspaper. 
These are only a few of the many 
comic tableaux you can perform; but, no 
doubt, you will be able to think of others 
for yourselves. 



INDOOR GAMES. 


37 


Acting Rhymes. 

For this game, half the players go 
outside the door, whilst those who stay 
in the room choose a word of one 
syllable, which should not be too difficult. 
For instance, suppose the word chosen 
be “Flat,” those who are out of the 
room are informed that a word has been 
thought of that rhymes with “Cat,” and 
they then have to act, without speaking, 
all the words they can think of that 
rhyme with “Cat.” Supposing their first 
idea be “Bat,” they come into the room 
and play an imaginary game of cricket. 
This not being correct, they would get 
hissed for their pains, and they must 
then hurry outside again. They might 
next try “Rat,” most of them going into 
the room on their hands and feet, whilst 
the others might pretend to be frightened. 
Again they would be hissed. At last 
the boys go in and fall flat on their 
faces, while the girls pretend to use flat¬ 
irons upon their backs. The loud 
clapping that follows tells them that 
they are right at last. They then change 
places with the audience, who, in their 
turn, become the actors. 

Acting Proverbs. 

The best way to play this game is 
for the players to divide themselves into 
two groups, namely, actors and audience. 
Each one of the actors should then fix 
upon a proverb, which he will act, in 
turn, before the audience. As, for 
instance, supposing one of the players 
to have chosen the proverb, “A bad 
workman quarrels with his tools,” he 
should go into the room where the 



audience is seated, carrying with him 
a bag in which there is a saw,, a hammer, 
or any other implement or tool used by 
a workman; he should then look round 
and find a chair, or some other article, 
which he should pretend requires repair¬ 
ing ; he should then act the workman, 
by taking off his coat, rolling up his 
sleeves, and commencing work, often 
dropping his tools, and grumbling about 
them the whole of the time. 

If this game be acted well, it may 
be made very entertaining. Sometimes 
the audience are made to pa}^ a forfeit 
each time they fail to guess the proverb. 

Shouting Proverbs. 

This is rather a noisy game. One 
of the company goes outside the door, 
and during his absence a proverb is 
chosen and a word of it is given to each 
member of the company. When the 
player who is outside re-enters the room, 
one of the company counts “One, two, 





38 


THE GAMES BOOK. 


three,” then all the company simultane¬ 
ously shout out the word that has been 
given to him or her of the proverb that 
has been chosen. 

If there are more players present 
than there are words in the proverb, two 
or three of them must have the same 
word. The effect of all the company 
shouting out together is ver}^ funny. All 
that is necessary is for the guesser to 
have a sharp ear; then he is pretty sure 
to catch a word here and there that will 
give him the key to the proverb. 


Proverbs. 


This is a very interesting game, and 
can be played by a large number at the 
same time. Supposing there are twelve 
persons present, one is sent out of the 
room, whilst the others choose a proverb. 
When this is done the “guesser” is 
allowed to come in, and he asks each 
person a question separately. In the 
answer, no matter what question is asked, 
one word of the proverb must be given. 
For illustration we will take “A bird in 
the hand is worth two in the bush.” 

I. John must use the word “A” in his 

answer. 


2. Gladys ,, 

3. Nellie ,, 

4. Tommy ,, 

5. Estelle ,, 

6. Ivy 

7. Wilfrid „ 

8. Lionel ,, 

9. Vera 

10. Bertie ,, 

11. Harold ,, 

The fun 


becomes 


“bird” in hers, 
“in” in hers, 
“the” in his. 
“ hand”inhers. 
“is” in hers, 
“worth” in his. 
“two” in his. 
“in” in hers, 
“the” in his. 
“bush” in his. 
greater if the 


answers are given quickly and without 



allowing the special word to be noticed. 
It often happens that the “guesser” has 
to try his powers over several times 
before succeeding. The one who by 
giving a bad answer gives the clue, in 
turn becomes guesser, and is then obliged 
to go out of the room whilst another 
proverb is chosen. 

Here is a list of proverbs:— 

A bad workman quarrels with his tools. 
A bird in the hand is worth two in the 
bush. 

A cat may look at a king. 

Aching teeth are ill tenants. 

A creaking door hangs long on the hinges. 
A drowning man will catch at a straw. 
After dinner sit a while, after supper 
walk a mile. 

A friend in need is a friend indeed. 

A good servant makes a good master. 

A good word is as soon said as an evil 
one. 

A little leak will sink a great ship. 

All are not friends that speak us fair. 
All are not hunters that blow the horn. 
All is fish that comes to the net. 

All is not gold that glitters. 

All work and no play makes Jack a dull 
boy. 














INDOOR GAMES. 


39 


A penny saved is a penny earned. 

A pitcher goes often to the well, but is 
broken at last. 

A rolling stone gathers no moss. 

A small spark makes a great fire. 

A stitch in time saves nine. 

As you make your bed, so you must lie 
on it. 

As you sow, so you shall reap. 

A tree is known by its fruit. 

A wilful man will have his way. 

A willing mind makes a light foot. 

A word before is worth two behind. 

A burden which one chooses is not felt. 
Beggars have no right to be choosers. 
Be slow to promise and quick to perform. 
Better late than never. 

Better to bend than to break. 

Birds of a feather flock together. 

Care killed a cat. 

Catch the bear before you sell his skin. 
Charity begins at home, but does not 
end there. 

Cut your coat according to your cloth. 
Do as you would be done by. 

Do not halloo till you are out of the wood. 
Do not spur a willing horse. 

Early to bed and early to rise makes 
a man healthy, wealthy, and wise. 
Empty vessels make the greatest sound. 
Enough is as good as a feast. 

Faint heart never won fair lady. 

Fine feathers make fine birds. 

Fine words butter no parsnips. 

Fire and water are good servants, but 
bad masters. 

Grasp all, lose all. 

Half a loaf is better than no bread. 
Elandsome is as handsome does. 

Happy is the wooing that is not long in 
doing. 

He that goes a-borrowing goes a-sor- 
rowing. 


Hiders are good finders. 

Home is home though it be ever so homely. 
Honesty is the best policy. 

If wishes were horses, beggars would ride. 
It is an ill wind that blows nobody good. 
It is never too late to learn. 

It is not the cowl that makes the friar. 
It is a long lane that has no turning. 
It’s a good horse that never stumbles. 
It’s a sad heart that never rejoices. 

Ill weeds grow apace. 

Keep a thing for seven years, and you 
will find a use for it. 

Kill two birds with one stone. 

Lazy folk take the most pains. 

Let sleeping dogs lie. 

Let them laugh that win. 

Make hay while the sun shines. 

Many a true word is spoken in jest. 
Many hands make light work. 

Marry in haste, repent at leisure. 

Never look a gift horse in the mouth. 
Necessity is the mother of invention. 
Old birds are not to be caught with chaff. 
Old friends and old wine are best. 

One swallow makes not a spring, nor 
one woodcock a winter. 

People who live in glass houses should 
never throw stones. 

Possession is nine points of the law. 
Procrastination is the thief of time. 
Short reckonings make long friends. 

Safe bind, safe find. 

Strike while the iron is hot. 

Take care of the pence and the pounds 
will take care of themselves. 

The cobbler’s wife is the worst shod. 
The more the merrier, the fewer the 
better cheer. 

The darkest hour is just before the day¬ 
light. 

There’s many a slip ’twixt the cup and 
the lip. 


40 


THE GAMES BOOK. 


There’s a silver lining to every cloud. 
Those who play with edge tools must 
expect to be cut. 

Time and tide wait for no man. 

Too many cooks spoil the broth. 

Union is strength. 

Waste not, want not. 

What the eye sees not the heart rues not. 
When rogues fall out honest men get 
their own. 

When the cat’s away, the mice play. 
Wilful waste makes woful want. 

You cannot eat your cake and have it also. 

Hiss and Clap. 

This is an excellent party game. 
One of the company goes outside the 
room, whilst the remainder of the players 
decide amongst themselves which of them 
he shall kneel to. When this is settled 
upon, the person who is outside is allowed 
to enter, and he kneels in front of whom 
he thinks is the right one. If he should 
make a correct guess, the company clap 



their hands, and the person to whom he 
knelt goes outside. If, however, the 
guess is an incorrect one, the company 
hiss loudly, and the guesser has to go 
outside, come back, and try again. Of 
course, it will make more amusement if 


when a boy is sent outside the room a 
girl be chosen as the person to whom 
he has to kneel; and the opposite if a 
girl be outside the room. 

The Adventurers. 

This is a very good game and will 
combine both instruction and amusement. 
The idea is that the company imagines 
itself to be a party of travellers who 
are about to set out on a journey to 
foreign countries. A good knowledge of 
geography is required, also an idea of 
the manufactures and customs of the 
foreign parts about to be visited. It would 
be as well, if not quite certain about the 
location of the part, to refer to a map. 

A place for starting having been 
decided upon, the first player sets out 
upon his journey. He tells the company 
what spot he intends to visit (in imagi¬ 
nation) and what kind of conveyance he 
means to travel in. On arriving at his 
destination, the player states what he 
wishes to buy, and to whom he intends 
to make a present of his purchase on 
returning home. 

This may seem very simple, but it 
is not nearly so easy as it appears. The 
player must have some knowledge of the 
country to which he is going, the way 
he will travel, and the time it will take 
to complete the journey. To give an 
instance, it will not do for the player 
to state that he is going to Greenland to 
purchase pineapples, or to Florida to get 
furs, nor will it do for him to make a 
present of a meerschaum pipe to a lady, 
or a Cashmere shawl to a gentleman. 

More fun is added to this game if 
forfeits are exacted for all mistakes. 



INDOOR GAMES. 


41 


The game continues, and the second 
player must make his starting point from 
where the first leaves off. Of course, all 
depends upon the imagination or the 
experience of the player: if he has been 
a traveller or has read a good deal, his 
descriptions should be very interesting. 

“Our Old Grannie doesn’t like Tea.” 

All the players sit in a row, except 
one, who sits in front of them and says to 
each one in turn: “ Our old Grannie doesn’t 
like T; what can you give her instead ? ” 

Perhaps the first player will answer, 
“Cocoa,” and that will be correct; but 
if the second player should say, “Choco¬ 
late,” he will have to pay a forfeit, be¬ 
cause there is a “T” in chocolate. This 
is really a catch, as at first everyone 
thinks that “tea” is meant instead of 
the letter “T.” Even after the trick has 
been found out it is very easy to make 
a slip, as the players must answer before 
“five” is counted; if they cannot, or if 
they mention an article of food with the 
letter “T” in it, they must pay a forfeit. 

Postman’s Knock. 

One player begins the game by 
going out of the room, and then giving 
a double (or postman’s) knock at the 
door; it is the duty of one of the 
other players to stand at the door inside 
the room to answer the knocks that are 
made, and to ask the postman for whom 
he has a letter. The postman names 
some member of the company, generally 
of the opposite sex; he is then asked, 
“How many pennies are to be paid?” 



Perhaps he will say “six”; the person 
for whom the letter is supposed to be 
must then pay for it with kisses, instead 
of pennies; after which he or she must 
take a turn as postman. 

“I Love My Love with an A.” 

To play this game it is best for the 
players to arrange themselves in a half¬ 
circle round the room. Then one begins: 
“I love my love with an ‘A,’ because 
she is affectionate ; I hate her with an 
‘ A,’ because she is artful. Her name 
is Alice, she comes from Aberdeen, and 
I gave her an apricot.” The next player 
says: “I love my love with a ‘B,’ 
because she is bonnie; I hate her with 


























42 


THE GAMES BOOK. 


a ‘B,’ because she is boastful. Her 
name is Bertha, she comes from Bath, 
and I gave her a book.” The next player 
takes “C,” and the next “D,” and so on 
through all the letters of the alphabet. 

The Waxwork Show. 

One of the players in this game must 
act as showman; his duty is to arrange 
and describe the figures, and he should 
be as amusing as he possibly can in his 
descriptions. The character to be played 
should be chosen by the showman, and 
each player should “dress up” to re¬ 
present the part he or she has to act. 

This game may be made very 
amusing. If one of the company can 
play the piano, it will add greatly to the 
enjoyment of the audience. 

The persons who are to be the wax 
figures retire, and when all is ready, 
return, dressed in the costumes of their 
characters. If a curtain can be con¬ 
trived to roll up and down, or to be drawn 
aside, it will add to the success of the 
entertainment, but if this is impossible 
the “figures” should be arranged outside 
the door, and “carried” in. When every¬ 
thing is ready, and the music started, 
the showman pretends to wind each 
figure up, and if he possesses such a 
thing as a large “spring rattle,” and 
springs it every time he winds a figure, 
it will cause a great deal of amusement. 
After the figures have been wound up, 
the pianist should play some popular 
airs. Immediately the music starts, the 
figures should make slow and jerky move¬ 
ments and continue to do so until the 
music stops. For instance, supposing 
one of the figures to represent Robinson 


Crusoe, he would keep raising his hand 
and shading his eyes, or if Cinderella, 
she would keep moving her foot towards 
a slipper lying on the ground, or if Dick 
Whittington, he would be listening to the 
bells of London town, or if Red Riding- 
Hood, she would be opening and shutting 
her basket, and so on. 

There is no end to the characters 
that can be represented, for there are all 



the fairy stories and nursery rhymes 
or historical subjects to select from. 

Always remember that immediately 
the music stops the figures should become 
motionless. If the showman be a good 
speaker, a great deal of fun will be caused 
by a lecture upon each of the figures. 

Consequences. 

One of the most popular games at 
a party is certainly “Consequences”; it 
is a very old favourite, but has lost none 



INDOOR GAMES. 


43 


of its charms with age. The players sit 
in a circle; each person is provided with 
a half sheet of notepaper and a pencil, and 
is asked to write on the top—(i) one or 
more adjectives, then to fold the paper 
over, so that what has been written can¬ 
not be seen. Every player has to pass 
his or her paper on to the right hand 
neighbour, and all have then to write on 
the top of the paper which has been passed 
by the left-hand neighbour (2) “ the name 
of the gentleman” ; after having done this 
the paper must again be folded and passed 
on as before; this time must be written 
{3) one or more adjectives; then (4) a 
lady’s name; next (5), where they met; 
next (6), what he gave her; next (7), 
what he said to her; next (8), what slie 
said to him ; next (9), the consequence; and 
lastly (10), what the world said about it. 

Be careful that every time anything 
has been written the paper is folded 
down and passed on to the player on your 
right. When everyone has written what 
the world says, the papers are collected 
and one of the company proceeds to read 
out the various papers, and the result 
may be something like this :— 

(i) The horrifying and delightful (2) 
Mr. Brown (3) met the charming (4) Miss 
Philips (5) in Westminster Abbey; (6) he 
gave her a flower (y) and said to her: 
“How’s your mother?” (8) She said to 
him: “Notfor Joseph;” (9) the consequence 
was they danced the hornpipe, and the 
world said: (10) “Just what we expected.” 

Lost and Found. 

A very similar game to “Conse¬ 
quences” is that of “Lost and Found,” 
which is played in an exactly similar 


manner, but the questions are quite diffe¬ 
rent:—(i) Lost, (2) by whom, (3) at what 
time, (4) where, (5) found by, (6) in what 
condition, (7) what time, (8) the reward. 

The answers may be something 
like the following;—(i) Lost a postage- 
stamp, (2) by sister Jane, (3) at three 
in the morning, (4) at Liverpool, (5) it 
was found by a policeman, (6) rather 
the worse for wear, (7) at dinner-time; 
(8) the reward was a kiss. 

Earth, Air, Fire, and Water. 

To play this game seat yourselves 
in a circle, take a clean duster or hand¬ 
kerchief, and tie it in a big knot, so 
that it may easily be thrown from one 
player to another. One of the players 
throws it to another, at the same time 
calling out either of these names: 
Earth, Air, Fire, or Water. If “Earth” 
is called, the player to whom the ball is 
thrown has to mention something that 
lives on the earth, as lion, cat; if “Air” 
is called, something that lives in the air; 
if “Water,” something that lives in the 
water; but if “Eire” is called, the player 
must keep silence. Always remember 
not to put birds in the water or animals 
or fishes in the air; be silent when 
“Fire” is called, and answer before ten 
can be counted. For breaking any of 
these rules a forfeit must be paid. 

Crambo. 

One of the party leaves the room, 
and on his return he is asked to find a 
word which has been chosen by the other 
players in his absence, and in order to 


44 


THE GAMES ROOK. 


help him another word is mentioned 
rhyming with the word to be guessed. 
Questions may then be asked by the 
guesser, and the players must all intro¬ 
duce, as the final word of their answer, 
another word rhyming with the word 
chosen. For instance, suppose the word 
“way” is selected. The guesser would 
then be told that the word chosen rhymes 
with “say.” He might then ask the first 
one of the party: “What do you think 
of the weather ? ” and the answer might 
be: “We have had a lovely day.'' The 
second question might be: “Have you 
enjoyed yourself?” and the answer might 
be: “Yes; I have had lots of play." The 
game would proceed in this way until the 
guesser gave the correct answer or one of 
the party failed to give the proper rhyme, 
in which case the latter would then be 
called upon to take the place of guesser. 

“Animal, Vegetable, or Mineral?” 

This is a capital game for a large 
party, for it is both instructive and 
amusing. One player is selected who has 
to guess what word or sentence the 
remainder of the company has chosen. 
He goes out of the room, and when the 
subject has been decided upon, returns 
and asks a question of each of the 
company in turn. The answer must 
be either “Yes” or “No,” and in no 
case should more words be used, under 
penalty of paying a forfeit. The first 
important point to be found out is 
whether the subject is “Animal,” “Vege¬ 
table,” or “Mineral.” Supposing, for in¬ 
stance, the subject chosen is a cat’ which 
is sleeping in the room by the fire, the 
questions and answers might be like 


the following:—“Is the subject chosen 
an animal?” “Yes.” “Wild animal?” 
“No.” “Domestic animal?” “Yes.” 
“Common?” “Yes.” “Are there many 
to be seen in this town ? ” “Yes.” “ Have 
you seen many this day?” “Yes.” “In 
this house?” “No.” “Have you seen 
many in the road?” “Yes.” “Do they 
draw carts?” “No.” “Are they used 
for working purposes?” “No.” “Is the 

subject a pet ? ” “Yes.” “Have they one 
in the house?” “Yes.” “In this room?” 
“Yes.” “ Is it lying in front of the fire at 
the present time?” “Yes.” “Isthesub- 
ject you all thought of the cat lying in 
front of the fire in this room?” “Yes.” 
The subject having been guessed, another 
one is chosen and the game proceeds. 

Judge and Jury. 

The company should be seated in 
two lines facing each other, and one of 
the party should then be elected to act 
as judge. Each person has to remember 
who is sitting exactly opposite, because 
when the judge asks a question of any¬ 
one, it is not the person directly asked 
who has to reply, but the person oppo¬ 
site to the judge. For instance, if the 
judge, addressing one of the company, 
asks: “Do you like apples?” the person 
spoken to must remain silent, whilst the 
person who is opposite to him must 
reply, before the judge can count ten; 
the penalty on failing to do this is a 
forfeit. A rule with regard to the answers 
is that the reply must not be less than 
two words in length, and must not con¬ 
tain the words: “Yes,” “no,” “black,” 
“white,” or “grey.” For the breaking 
of this rule a forfeit may also be claimed. 


INDOOR GAMES. 


45 


Hunt the Slipper. 

The players seat themselves in a 
circle on the floor, having chosen one 
of their number to remain outside the 
circle. The children seated on the floor 
are supposed to be cobblers, and the one 
outside is the customer who has brought 
his shoe to be mended. He hands it to 
one of them, saying:— 

“Cobbler, cobbler, mend my shoe; 

Get it done by half-past two.” 

The cobblers pass the shoe round to 
each other as quickly as they can, taking 
care that the customer does not see 
which of them has it. When the customer 
comes to fetch it he is told that it is 
not ready. He pretends to get angry 
and sa3^s he will take it as it is. Ele 
must then try to find it, and the cobbler 
who has it must try to pass it to his 
neighbour without its being seen by 



the customer. The person upon whom 
the shoe is found must become the 
customer, whilst the customer takes his 
place in the circle on the floor. 

The Blind Man’s Wand. 

This is another way of playing Blind 
Man’s Bufl', and is thought by many to 
be an improvement on that game. 

The player who is blindfolded stands 
in the centre of the room, with a long 
paper wand, which can be made of a 
newspaper folded up lengthways, and 
tied at eacli end with string. The other 
players then join hands and stand round 
him in a circle. Someone then plays a 
merry tune on the piano and the players 
dance round and round the blind man, 
until suddenly the music stops; the 
blind man then takes the opportunity 
of lowering his wand upon one of the 
circle, and the player upon whom it has 
fallen has to take hold of it. The blind 
man then makes a noise, such as, for in¬ 
stance, the barking of a dog, a street cry, 
or. anything he thinks will cause the player 
he has caught to betray himself, as the 
captive must imitate whatever noise the 
blind man likes to make. Should the 
blind man detect who holds the stick the 
one who is caught has to be blind man ; if 
not, the game goes on until he succeeds. 

Lodgings to Let. 

The company sit in a circle and a 
player stands in the centre. There is 
one spare chair, and the game is for this 
player to get possession of a vacant seat. 
When the game begins, everyone moves 


46 


TIIK GAMES BOOK. 


as quickly as possible to the chair next 
beside him or her, and as this is done 
all the time, it is difficult for the person 
who is looking for “lodgings” to find a 
place b}^ slipping in among them, and 
his attempts will cause much amusement. 

Hunt the Ring. 

For this game a long piece of string 
is required. On this a ring is threaded, 
and the ends of the string are knotted 
together. The players then take the string 
in their hands and form a circle, whilst 
one of the company, who is called the 
hunter, stands in the centre. The string 
must be passed rapidly round and round, 
and the players must try to prevent the 
hunter finding out who holds the ring. 
As soon as he has done this, he takes his 
place in the circle, whilst the person who 
held the ring becomes the “hunter.” 

Flying. 

This game requires for the leader 
a person who can tell a story or make 
a little amusing speech. Each one who 
plays must place the right hand upon 
the left arm. The leader then tells a 
story, during the telling of which when¬ 
ever he mentions any creature that can 
fiy, every right hand is to be raised and 
fluttered in the air to imitate the action 
of flying. At the name of a creature 
that does not fly the hands must be kept 
quiet, under pain of a forfeit. Thus:— 

The little wren is very small, 

The humming-bee is less, 

The ladybird is least of all. 

And beautiful in dress. 


The pelican she loves her young. 

The stork its parent loves; 

The woodcock’s bill is very long. 

And innocent are doves. 

In Germany they hunt the boar, 

The bee brings honey home, 

The ant lays up a winter store. 

The bear loves honeycomb. 

“ Hands Up ! ” 

The company in this game must 
divide, one half taking seats on one side 
of the table, and the other half on the 
other side; the players on one side being 
called “the guessers” and the players on 
the other side being called the “hiders.” 
A sixpence or any small object is pro¬ 
duced and the hiders have to pass it 
from hand to hand, under the table, so 
that those sitting opposite may not know 
who holds it. When it is hidden one 
of the guessers cries out, “Hands up!” 
immediately the hiders must place their 
closed hands on the table; the guessers 
have then to find out which hand holds the 
coin. If successful the hiders take their 
turn at guessing. The person in whose 
hand the coin is found must pay a forfeit. 

The Feather. 

Having procured a small flossy 
feather, the players sit in a circle as 
closely together as possible. One of the 
party then throws the feather as high 
as possible into the air, and it is the 
duty of all the players to prevent it 
from alighting on them, by blowing at 
it whenever it comes in their direction. 
Any player whom it falls upon must pay 
a forfeit. 


INDOOR GAMES. 


47 


It is almost impossible to imagine 
the excitement that is produced by this 
game when it is played with spirit, and 
the fun is not altogether confined to the 
players, as it gives almost as much en¬ 
joyment to those who are looking on. 

The Game of Conversation. 

To play this game successfully two 
of the company privately agree upon a 
word that has several meanings. The 
two then enter into a conversation, which 
is obliged to be about the word they 
have chosen, whilst the remainder of the 
company listen. When a member of the 
party imagines that he has guessed the 
word, he may join in the conversation, 
but if he finds he is mistaken, must 
immediately retire. 

To give an illustration: Supposing 
the two players who start the conver¬ 
sation decide upon the word box. They 
might talk about the people they had 
seen at the theatre and the particular 
part of the house in which they were 
sitting. Then they might say how nice 
it looked in a garden, and one might 
mention that it grew into big trees. Per¬ 
haps one of the company might imagine 
that he had guessed the word correctly and 
join in, when the conversation would be 
immediately changed, and the two would 
begin to converse about a huge case in 
which a very great number of things were 
packed away. By this time, possibly the 
person who joined in the conversation 
will leave off, completely mystified. 

If, however, the word should be 
correctly guessed, the person guessing it 
chooses a partner, and they together select 
a word, and the game begins again. 


The Stool of Repentance. 

The players sit in a circle, in the 
centre of which a stool is placed. One 
of the company goes out of the room 
and the rest say all sorts of things about 
him. For instance, one will say he is 
handsome, another that he is clever, or 
stupid, or vain. The “culprit” is then 
called back into the room and seats 
himself on the stool, which is called 
“the stool of repentance,” and one of the 
players begins to tell him the different 
charges which have been made against 
him. “Someone said you were vain; 
can 3'on guess who it was ? ” If the culprit 
guesses correctly he takes his seat in 
the circle and the person who made the 
accusation becomes the “culprit” in his 












48 


THE GAMES BOOK. 


stead. If, however, the “culprit” is un¬ 
able to guess correctly, he must go out 
of the room again whilst fresh charges 
are made against him. 

Hot Boiled Beans and Bacon. 


if she is extremely near, she would be 
told that she was “burning.” In this 
way the hidden object can be found, 
and all the children can be interested 
in the game by being allowed to call 
out whether the little one is “hot” or 
“cold.” 


This is a game for young children. 
Some small article is hidden in the room, 
while the little one who has to find it is 
sent outside. This finished, the players 
call out together : “ Hot Boiled Beans and 
Bacon ; it’s hidden and can be taken ! ” 
The little one enters and begins to hunt 
about for the hidden article. When she 
comes near to its hiding-place, the 
company tell her that she is getting 
“hot”; or if she is not near it she is 
told that she is “cold.” That she is 
“very hot” or “very cold,” will denote 
that she is very near or very far away 
from the object that is hidden, whilst 


Hot Cockles. 

In this game the player kneels 
before a lady, hiding her face in the 
lady’s lap. She then places her hand 
on her back with the palm uppermost. 
The other players then come forward and 
each in turn slaps the upturned hand. The 
player who is kneeling has to guess who 
gave the slap. If she guesses correctly 
the one who slapped her must take her 
place; if not, she must go on guessing 
until the other players give her permission 
to rise, when she must pay a forfeit. 












INDOOR GAMES. 


49 


The Huntsman. 

One person represents the huntsman, 
the other players call themselves after 
some part of a huntsman’s belongings; for 
instance, one is the cap, another the horn, 
others the powder-flask, gun, whip, etc. 

A number of chairs are arranged in 
the middle of the room, and there must 
be one chair less than the number of 
players, not counting the huntsman. 

The players then seat themselves 
round the room, whilst the huntsman 
stands in the centre and calls for them 
one at a time, in this way: “Powder- 
flask!” At once “Powder-flask” rises 
and takes hold of the huntsman's coat. 

“Cap,” “Gun,” “Shot,” “ Belt,” the 
huntsman cries; each person who re¬ 
presents these articles must rise and take 
hold of the player summoned before him, 
until at length the huntsman has a long 
line behind him. He then begins to run 
round the chairs, until he suddenly cries: 
“Bang,” when the players must sit down. 
Of course, as there are not sufficient 
chairs, one player will be left standing 
and he must pay a forfeit. The hunts¬ 
man is not changed throughout the game, 
unless he grows tired, when he may 
change places with one of the others. 

“My Master Bids You Do as I Do.” 

For all those children who are fond 
of a little exercise no better game than 
this can be chosen. When the chairs 
are placed in order round the room the 
first player commences by saying : “ My 
master bids you do as I do,” at the 
same time working away with the right 
hand as if hammering at his knees. The 


second player then asks: “What does he 
bid me do?” in answer to which the first 
player says: “To work with one as I 
do.” The second player, working in the 
same manner, must turn to his left-hand 
neighbour and carry on the same con¬ 
versation, and so on until everyone is 
working away with the right hand. 

The second time of going round 
the order is to work with two; then 
both hands must work; then with three; 
then both hands and one leg must work; 
then with four, when both hands and 
both legs must work; lastly with five, 
when both legs, both arms, and the head 
must be kept going. Should any of the 
players fail in keeping in constant motion 
a forfeit may be claimed. 

It. 

> 

One of the players is asked ti go 
outside whilst the company think of 
some person in the room, and on his 
return he has to guess of whom the 
company has thought. 

The players then arrange themselves 
in a circle, and agree each to think of 
his or her right-hand neighbour; it is 
best to have a girl and boy alternately, 
as this adds much to the amusement. 

The one outside is then called in, 
and commences to ask questions. Before 
replying, the player asked must be care¬ 
ful to notice his or her right-hand neigh¬ 
bour, and then give a correct reply. For 
instance, supposing the first question 
to be: “Is the person thought of a boy 
or a girl?” the answer would possibly 
be “A boy”; the next person would then 
be asked the colour of the complexion, 
the next one the colour of the hair, if 


4 


50 


THE GAMES BOOK. 


long or short, etc., to which questions 
the answers would, of course, be given 
according to the right-hand neighbour. 

Nearly all the answers will con¬ 
tradict the previous ones, and something 
like this may be the result: “A boy,” 
“very dark complexion,” “long yellow 
hair,” “wearing a black Eton jacket,” 
“with a dark green dress,” “five feet 
high,” “about six 3^ears old,” etc. When 
the player guessing gives the game up, 
the joke is explained to him. 

The Gallery of Statues. 

For this game all the company leave 
the room with the exception of two. 
One of these then stands like a statue, 
with perhaps the assistance of a table¬ 
cloth or something similar as drapery, 
while the other acts as showman. 

When the position is decided upon, 
one of the company is called in and 
taken on one side by the showman, and 
is asked his or her opinion as to the 
merits of the statue. It is almost certain 
that some suggestion will be made; in 
that case he or she is made to assume 
the attitude suggested, and another player 
is called in, to whom the same question 
is put, and another suggestion made and 
adopted. As each statue is added to the 
gallery a great deal of merriment is 
caused, and in a short time a large col¬ 
lection will be obtained. 


Red Cap and Blue Cap. 

The players seat themselves in a 
circle to represent tailors at work on a 
piece of cloth—a handkerchief or a 


duster will answer the purpose. A 
leader or foreman is chosen, and every one 
of the company is named in turn Red 
Cap, Blue Cap, Black Cap, Yellow Cap, 
Brown Cap, etc. The leader then takes 
the piece of cloth and pretends to examine 
the work which is supposed to have 
been done by the workmen. He is 
supposed to discover a bad stitch and 
asks: “Who did it. Blue Cap?” The 
latter immediately answers: “Not I, sir.” 
“Who then, sir?” “Yellow Cap, sir.” 
Yellow Cap must then answer at once 
in the same manner and name another 
workman. Anyone who fails to answer 
to his name pays a forfeit. If carried 
on in a brisk manner, this game will 
cause endless amusement. 


Man and Object. 

Two persons go out of the room, 
and after agreeing together as to what 
they shall represent, they come back 
again, and sit side by side in front of 
the company. One of the two takes the 
part of some well-known person and the 
other represents an object which is closely 
connected with that person; for instance, 
say one represents the Prince of Wales, 
and the other his coronet. When the 
two return to the room the other pla3^ers 
take it in turns to ask each of them a 
question, to which both the man and 
the object must reply either “Yes” or 
“No,” until the right person and the 
right object have been guessed. 

The first pla3'er will perhaps ask 
the “man”: “Are 3^ou alive?” The man 
will repl3", “Yes”; then the object is 
asked: “ Are you of wood ? ”—“No.” The 
second player next questions him, and 


INDOOR GAMES. 


51 


then the third, and so on until everyone 
has had a turn at questioning, or the 
person and the object have been guessed. 



Ruth and Jacob. 

One player is blindfolded, the rest 
dance in a circle round him till he points 
at one of them. This person then enters 
the ring, and when the blindman calls 
out, “ Ruth,” answers, “Jacob,” and moves 
about within the circle so as to avoid being 
caught by the blindman, and continues to 
answer, “Jacob,” as often as the blindman 
calls out, “ Ruth.” This continues until 
“Ruth” is caught. “Jacob” must then 
guess who it is he has caught; if he 
guesses correctly, “ Ruth” takes his place, 
and the game goes on; if he guesses 
wrongly, he continues to be “Jacob.” 

The Jolly Miller. 

The players decide amongst them¬ 
selves which one of their number shall 


act the part of the Jolly Miller. This 
being done, each little boy chooses a 
little girl as partner; the Jolly Miller 
having taken his stand in the middle of 
the room, they all commence to walk 
arm-in-arm round him, singing the fol¬ 
lowing lines:—• 

There was a jolly miller who lived by 
himself; 

As the wheel went round he made his wealth; 
One hand in the copper, and the other on 
the bag ; 

As the wheel went round he made his grab. 

At the word “Grab” all must change 
partners, and while the change is going 
on the miller has the opportunity given 
him of securing a partner for him¬ 
self. Should he succeed in doing so, 
the one left without a partner must take 
the place of the Jolly Miller, and must 
occupy the centre of the room until for¬ 
tunate enough to get another partner. 

Green Gravel. 

In this game the children join hands 
and walk round in a circle, singing the 
following words:—- 

Green gravel, green gravel, your grass is so 
green, 

The fairest young damsel that ever was seen. 
I’ll wash you in new milk and dress you in silk. 
And write down your name with a gold pen 
and ink. 

Oh ! (Mary) Oh! (Mary) your true love is dead ; 
He’s sent you a letter to turn round your head. 

When the players arrive at that part 
of the song, “Oh, Mary!” they name 
some member of the company; when 
the song is finished the one named must 
turn right round and face the outside of 
the ring, having her back to all the other 

4 * 


52 


THE GAMES BOOK. 


players. She then joins hands in this 
position and the game continues as before 
until all the players face outwards. They 
then recommence, until they all face 
the inside of the ring as at first. 

Draughts. 

This is a capital game and one very 
easily learned. It is played upon a special 
board with thirty-two white and thirty- 
two black squares. 

Two persons play at the game, who 
sit opposite to each other. The players 
have each a set of twelve pieces, or “men,” 
the colour of the sets being different, 
so that the players can distinguish their 
own men easily. The men are round 
and flat and are usually made of box¬ 
wood or ebony and ivory, one set being 
white and the other black. 

Before placing the men upon the 
board, it must be decided whether the 
white or the black squares are to be 
played on, as the whole must be put on 
one colour only. If the white squares 
are selected, there must be a black 
square in the right-hand corner; if the 
black squares are to be played upon, 
then the right-hand corner square must 
be a white one. 

The movements in draughts are 
very simple; a man can be moved only 
one square at a time, except as explained 
hereafter, and that diagonally, never 
straight forward or sideways. If an 
opponent’s man stand in the way, no 
move can take place unless there be 
a vacant square beyond it, into which 
the man can be lifted. In this case 
the man leaped over is “taken” and 
removed from the board. 


The great object of the game, then, 
is to clear the board of the opponent’s 
men, or to hem them in in such a way 
that they cannot be moved; whichever 
player hems in the opponent or clears the 
board first gains the victory. As no 
man can be moved more than one 
step diagonally at a time (except when 
taking opponent’s pieces) there can be 
no taking until the two parties come to 
close quarters; therefore the pushing of 
the men continuously into each other’s 
ground is the principle of the game. 

In beginning the game, a great ad¬ 
vantage can be obtained by having the 
first move; the rule therefore is, if several 
games are played, that the first move 
be taken alternately by the players. 

When either of the players has, with 
his men, reached the extreme row of 
squares on the opposite side (the first 
row of his opponent) those men are 
entitled to be crowned, which is done 
by placing on the top of each another 
man, which may be selected from the 
men already removed from the board. 
The men so crowned are called “Kings” 
and have a new power of movement, as 
the player may now move them either 
backwards or forwards, as he wills, but 
always diagonally as before. 

The Kings having this double 
power of movement, it is an important 
point for a player to get as many men 
crowned as 'possible. If each player 
should be fortunate enough to get two or 
three Kings the game becomes very 
exciting. Immediately after crowning, it 
is well for a player to start blocking up 
his ‘opponent’s men, so as to allow more 
freedom for his own pieces, and thus 
prepare for winning the game. 

It is the rule that if a player touch 


INDOOR GAMES. 


53 


one of his men he must play it. If a 
player A omit to take a man when it is 
in his power to do so, his opponent B 
can huff him; that is, take the man of 
the player A off the board. If it is to 
B’s advantage, he may insist on his own 
man being taken, which is called a 
“blow.” The usual way is to take the 
man of the player A who made the omis¬ 
sion, and who was huffed, off the board. 

It is not considered right or fair 
for anyone watching the game to advise 
what move be made, or for a player to 
wait longer than five minutes between 
each move. 

Great care should be taken in moving 
the men, as one false move may at any 
time endanger the whole of the game. 

With constant practice anyone can 
soon become a very fair player, but even 
after the game has been played only a 
few times it will be found very interesting. 

Dominoes. 

There are several ways of playing 
dominoes, but the following game is the 
most simple. 

The dominoes are placed on the 
table, face downwards, and each player 
takes up one, to decide who is to play 
first. The one who draws the stone 
with the highest number of pips on it 
takes the lead. The two stones are then 
put back among the rest; the dominoes 
are then shuffled face downwards, and 
the players choose seven stones each, 
placing them upright on the table, so 
that each can see his own stones, without 
being able to overlook those of his 
opponent. 

As there are twenty-eight stones in 


an ordinary set, there will still be four¬ 
teen left from which to draw. 

The player who has won the lead 
now places a stone face upwards on the 
table. Suypose it be double-six, the 
other player is bound to put down a 
stone on which six appears, placing the 
six next to the double-six. Perhaps he 
may put six-four: the first pla3^er then 
puts six-five, placing his six against the 
opposite six of the double-six; the second 
follows with five-four, placing his five 
against the five already on the table; 
thus, you see, the players are bound to 
put down a stone which corresponds at 
one end with one of the end numbers 
of those already played. Whenever 
a player has no corresponding number 
he must draw from the fourteen that 
were left out for that purpose. If, when 
twelve of these fourteen stones are used 
up, he cannot play, he loses his turn 
and his opponent plays instead of him. 
The two remaining dominoes must not 
be drawn. 

When one of the players has used 
up all his dominoes, his opponent turns 
up those he has left, the pips are then 
counted, and the number of pips is 
scored to the account of the player who 
was out first. 

If neither player can play, the 
stones are turned face upwards on the 
table, and the one who has the smallest 
number of pips scores as follows:—If 
the pips of one player count ten and 
those of the other player five, the five 
is deducted from the ten, leaving five 
to be scored by the player whose pips 
only counted five. 

The dominoes are shuffled again, 
the second player this time taking the 
lead, and the game proceeds in this way 


54 


THE GAMES BOOK. 


until one or other has scored a hundred, 
the first to do so winning the game. 

This game is generally played by 
two only, though it is possible for four, 
five, or even six to join in it; but, in that 
case they cannot, of course, take seven 
stones each, so they must divide the stones 
equally between them, leaving a few to 
draw from, if they prefer it; if not, they 
can divide them all. 


Fives and Threes. 

This is another game that is played 
with dominoes, and is one of the most 
popular. It is excellent practice for 
counting, and to be successful at it 
depends in a very great measure upon 
skill in doing this. Two, three, or four 
players may take part in this game. After 
the dominoes have been shuffled, face 
downwards, each player takes an equal 
number of stones, leaving always three, 
at least, upon the table; no player, 
however, may take more than seven, 
and it is perhaps better to limit the 
number to five. 

In playing dominoes, it should 
alwa3’S be borne in mind that one end 
of the domino to be played must always 
agree in number with the end of the 
domino it is to be placed against. 

The object of the game is to make 
as man}' “hves” and “threes” as are 


possible—for instance, a player should 
always make the domino show fifteen if 
he can, as three divides into fifteen five 
times, and five divides into fifteen three 
times, and he would thus score 8 (three 
and five). The way to count is to add the 
two extreme ends together, always, of 
course, trying to make the number as 
high as possible, and to make it one 
into which either three or five will 
divide, as if a number be formed into 
which these numbers will not divide, no 
score will result. 

Below is given a diagram explaining 
the openyig of a game. 

Suppose there are two players, A 
and B. A starts the game by playing 
the double-six, for which he scores 4 
(three dividing into twelve four times). 
B then plays the six-three, making fifteen, 
and thus scores 8 (the highest score 
possible, as explained above). A next 
plays the double-three, which makes 
eighteen, and scores 6 (three dividing 
into eighteen six times). B then plays 
six-blank on to the double-six on the 
left-hand side and scores 2 (three divid¬ 
ing into six twice). A holding the 
blank three, places it on to the blank end, 
making the number nine, and scores 3. 
B next plays the three-four, which makes 
ten, and 2 is added to his score {five 
dividing into ten twice). Thus the game 
proceeds, each player trying to make 
as many fives and threes as possible. 



INDOOR GAMES. 


55 



SLATE GAMES. 

Birds, Beasts, and Fishes. 

Take your pencil and write upon 
the top of your slate the words, “Birds, 
Beasts, and Fishes.” Then tell your 
companion that you are going to think 
of, for instance, an animal. Put down 
the first and last letters of the name, 
filling in with crosses the letters that 
have been omitted. 

For example, write down on tlie 
slate Cxxxxxxxe. Your companion would 
have to think of all the animals’ names 
that he could remember which con¬ 
tained nine letters, and commenced 
with the letter C and ended with “e.” 
If the second player after guessing several 
times “give it up,” the first player would 
tell him that the animal thought of was 
“Crocodile,” and would then think of 
another Bird, Beast, or Fish, and write 
it down in a similar manner. If, however, 


the name of the animal be guessed, then 
it would be the second player’s turn 
to take the slate and pencil. 

“Tit, Tat, Toe.” 

There can be two, three, or four 
players for this game. First take a slate 
and pencil and write the players’ names 
across the top of the slate in the order 
in which they are to play. Next draw 
a large circle, in the centre of which 
draw a smaller one, placing the number 
loo within it. The space between the 
inner and outer circles must be divided 
into parts, each having a number, as 
shown in the following diagram:— 



This having been done, the first 
player closes his eyes, takes the pencil 
and places his hand over the slate, the 
point of the pencil just touching it. He 
then repeats the following rhyme, mov¬ 
ing the pencil round and round while 
doing so:— 

Tit, tat, toe, 

My first go. 

Four jolly butcher boys 
All in a row. 

Stick one up. 

Stick one down, 

Stick one in 

The old man’s crown. 






56 


THE GAMES BOOK. 


At the word “crown” the player 
must keep the point of the pencil firmly 
on the slate, and open his eyes. If the 
pencil is not within the circle, or if within 
but with the point of the pencil resting 
upon a line, then the player gives the 
pencil to the next player, having scored 
nothing. 

If, on the contrary, at the end of 
the rhyme, the pencil is found to be 
resting in a division of the circle, for 
instance, marked “70,” that number is 
placed beneath the player’s name and 
the section is struck through b}' draw¬ 
ing a line across it. If afterwards 
the pencil rest in a division of the 
circle that has been struck out, the player 
loses his turn in the same way as if the 
pencil were not in the circle at all, or 
had rested upon a line of the diagram. 

The game continues until all the 
divisions of the circle have been scored 
out, when the numbers gained by each 
of the players are added up, and the 
one who has scored the highest number 
of points wins the game. 


Rival Armies. 


i 

i 

1 

' ^ 0 0 

,1 0 0 

1 ! 0 0 ", 

1 

i\ . . 

eP ii 

j 

\ 

1 

ii 

1 

f 

,,1 0 0 0 

1 

0 0 

ill ,00 0 

1 



in the direction of No. 2’s army. The 
pencil naturally leaves a line to mark 
the track, and if this mark passes 
through any of the “men” of No. 2’s 
army, they are to be considered shot, 
and are out of action. 

Then it is No. 2’s turn to fire with 
the pencil, and so the game goes on until 
all the men on one side are dead. The 
track of the pencil must be straight or 
curved; any shot in which there is an 
angle does not count. Here is another 
diagram, showing the slate after the 
battle is over. No. i having won the 
game. 


Take a slate and divide it, first of 
all, into three equal parts by drawing 
lines across it with a pencil. Then sub¬ 
divide the two end sections as per dia¬ 
gram, the larger division being occupied 
by the army which is composed of “o’s” 
and the smaller division by a cannon, 
as shown in the first diagram. 

Each player is then provided with 
a pencil that is sharply pointed and the 
game begins. No. i, placing the point 
of his pencil on the spot denoted by the 
cannon, draws it quickly across the slate 

































INDOOR GAMES. 


57 


Noughts and Crosses. 

This is a game every boy or girl 
thoroughly enjoys. Take a slate and 
with a pencil draw four cross lines as 
shown below :— 



Two persons only can play at this 
game, one player taking “noughts,” the 
other “crosses.” The idea is for the one 
player to try and draw three “noughts” 
in a line before the other player can 
do the same with three “crosses.” Sup¬ 
posing the player who has chosen the 
“noughts” commences, and places his 
“O” in the right-hand top corner, the 
player who has taken the “crosses” 
would perhaps place an “X” in the left- 
hand top corner. The next “O” would 
be placed in the bottom left-hand corner; 
then to prevent the line of three “ noughts” 
being completed, the second player would 
place his “X” in the centre square. A 
“ O ” would then be immediately placed 
in the right-hand bottom corner, so that 
wherever the “X” was placed by the 
next player, the “noughts” would be 
bound to win. Say, for instance, the 
“X” was placed in the centre square 
on the right-hand side, the place for 
the “O” to be put would be the centre 


square at the bottom, thus securing the 
game. The diagram would then appear 
as follows:— 



CARD GAMES. 
Speculation. 

Speculation is a game at wdiich any 
number of persons may play. The stakes 
are made with counters or nuts, and the 
value of the stakes is settled by the 
company. The highest trump in each 
deal wins the pool. 

When the dealer has been chosen, 
he puts, say, six counters in the pool 
and every other player puts four; three 
cards are given to each person, though 
they must be dealt one at a time; another 
card is then turned up, and called the 
trump card. The cards must be left 
upon the table, but the player on the 
left-hand side of the dealer turns up his 
top card so that all may see it. If it 
is a trump card, that is to say, if it is 
of the same suit as the card the dealer 
turned up, the owner may either keep 
his card or sell it, and the other players 
bid for it in turn. Of course, the owmer 
sells it for the highest price he can get. 



































58 


THE GAMES BOOK. 


The next player then turns up his 
card, keeps it or sells it, and so the 
game goes on until all the cards have 
been shown and disposed of, and then 
the player who holds the highest trump 
either in his own hand or amongst the 
cards he has bought takes the pool, and 
there is another deal. 

Should none of the other players 
have a trump card in his hand, and 
the turn-up card not having been pur¬ 
chased by another player, the dealer 
takes the pool. 

If anyone look at his cards out of turn 
he can be made to turn all three up, so 
that the whole company can see them. 

All Fours. 

This game takes its name from the 
four chances or points of which it con¬ 
sists, namely, “High,” “Low,” “Jack,” 
and “Game.” It may be played by 
two or four players, but the same rules 
apply to each. 

The four points, which have been 
already mentioned, count as follows: 
“High,” the highest trump out; the 
holder scores one point. “Low,” the 
lowest trump out; the original holder of 
it scores one point, even if it is taken 
by his adversary. “Jack,” the knave 
of trumps ; the holder scores one point, 
unless it be won by his adversary, 
in which case the winner scores one. 
“Game,” the greatest number of tricks 
gained by either party; reckoning for 
each Ace four towards game, each King 
three towards game, each Queen two to¬ 
wards game, each Knave one towards 
game, each Ten ten towards game. 

The other cards do not count 


towards game; thus it may happen that 
a deal may be played without either 
party having any to score for “ Game.” 

When the players hold equal num¬ 
bers, the dealer does not score. 

Begging is when the player next 
the dealer does not like his cards and 
says, “I beg,” in which case the dealer 
must either let him score one, saying, 
“Take one,” or give three more cards 
from the pack to all the players and 
then turn up the next card for trumps; 
if the trump turned up is the same suit 
as the last, the dealer must give another 
three cards until a different suit turns 
up trumps. In playing this game the 
ace is the highest card and the deuce 
(the two) is the lowest. 

Having cut and shuffled a pack of 
cards, the dealer gives six to each player. 
If there be two playing, he turns up 
the thirteenth card for trumps; if four 
are playing, he turns up the twenty-fifth. 
Should the turn-up be a knave, the 
dealer scores one point. The player next 
the dealer looks at his hand and either 
holds it or “begs,” as explained above. 

The game then begins by the player 
next the dealer leading a card, the 
others following suit, the highest card 
taking the trick, and so on until the six 
tricks have been won. When the six 
tricks are played, the points are taken 
for High, Low, Jack, and Game. 

Should no player have either a court 
card or a ten, the player next the dealer 
scores the point for the game. If only 
one trump should be out, it counts both 
High and Low to the player who first lias 
it. The first great thing in this game 
is to try and win the knave; next you 
must try and make the tens; and you 
must also try and win the tricks. 


INDOOR GAMES. 


59 



The Lady of Coventry. 

The cards are dealt out to the 
players, and the one next to the dealer 
begins the game, which consists in 
playing four corresponding cards in suc¬ 
cession. 

For instance, if the first player put 
down a six, he says: “Here’s a good 
six, what say ye to me?” 

If the player next him has another 
six, he puts it down and replies: “ Here’s 
another good as he!” 

If he has no six he loses his turn, 
which passes on to the next one who 
has. When the second six has been 
put down, the third must be pla^^ed, 
the player saying: “Here’s the best of all 
the three!” When the fourth has been 
put down the player says: “Here’s the 
Lady of Coventry!” 

The fourth player then begins again 
with another number. The person who 
is first out wins from the others a counter 
for every card they hold. A player usu¬ 
ally leads a number of which he has more 
than one. If he has two three’s he would 
play one, but he must wait till his turn 
comes round to play the other. 


Snap. 

The pack of cards is dealt round, 
face downwards, and each player packs 
his cards together, without looking at 
them, and then places them in front 
of him. 

The first player then turns up the 
top card of his pack, the next does the 
same, and so on in turn, but, as soon as a 
player turns up a card corresponding in 
number to the one already lying, un¬ 
covered, on the table, one of the two to 
whom the cards belong cries, “Snap.” 

Whichever succeeds in saying it first 
takes, not only the snap card of the 
other player, but all the cards he has 
already turned up, and also those he 
has himself turned up. The cards he 
wins must be placed at the bottom of 
his own pack. 

The one who succeeds in winning 
all the cards wins the game. It is neces¬ 
sary to be very attentive and very quick 
if you want to be successful at this 
game. 

There is a game very similar to the 
above called “Animal Snap.” Each 
player takes the name of an animal, and 




6o 


THE GAMES BOOK. 


instead of crying “Snap,” he must cry 
the name of the animal chosen by the 
player who turned -up the last card. 
For instance, suppose a five be turned 
up and a player who has chosen the 
name of “Tiger” turn up another five, 
instead of crying “ Snap,” “Tiger” would 
be called if “Tiger” did not succeed in 
crying the other player’s name first. 

Snip, Snap, Snorum. 

This is a first-rate game and very 
exciting. Any number of players may 
take part in it, and the whole of the 
fifty-two cards are dealt out. 

Each player has five counters, and 
there is a pool in the middle, which is 
empty at the commencement of the 
game. 

The first player plays a card—say it 
is a six—then the one next him looks 
through his cards, and if he has another 
s‘x he puts it down, and says, “Snip”; 
the first player must then pay a counter 
into the pool. 

If the next player should chance 
to have another six he plays it and 
says, “Snap,” and the one who is 
snapped must pay in his turn, but the 
fine is increased to two counters. Should 
the fourth player have the fourth six, 
he plays it, and says, “Snorum,” and the 
third player must now pay; his fine is 
three counters to the pool. No person 
may play out of his turn, and everyone 
must “snip” when it is in his power. 
When anyone has paid the whole of his 
five counters to the pool he retires from 
the game; the pool becomes the pro¬ 
perty of the one whose counters last the 
longest. 


Old Maid. 

From a pack of cards take out one 
queen, shuffle the cards and deal them, 
face downwards, equally amongst all the 
players. The cards should then be taken, 
the pairs sorted out and thrown upon 
the table. By “pairs” is meant two 
kings, or two fives, and so on. When 
all the pairs have been sorted out, the 
dealer offers the remainder of his cards 
to his left-hand neighbour, who draws 
any card he chooses to select, though he 
is only allowed to see the backs of them. 
The player who has drawn then looks 
at the card to see if he can pair it with 
one he holds in his hand; if he can, he 
throws out the pair; if not, he must place 
it with his other cards. It is now his 
turn to offer his cards to his neighbour, 
and so the game goes on until all the 
cards are paired, except, of course, the 
odd card which is the companion to 
the banished queen. The holder of this 
card is “the old maid.” 


Pope Joan. 

This amusing game is for any num¬ 
ber of players, and is played with a 
wooden board which is divided into 
compartments or pools, and can be 
bought cheaply at any toy-shop for a 
small sum. Failing a board, use a sheet 
of paper, marked out in squares. 

Before dealing, the eight of diamonds 
is taken out of the pack, and the deal 
is settled by cutting the cards, and who¬ 
ever turns up the first knave is dealer. 

The dealer then shuffles the cards 
and his left-hand neighbour cuts them. 
The dealer must next “dress the board,” 


INDOOR GAMES. 


6i 


that is, he must put counters into the 
pools, which are all marked differently. 
This is the way to dress the board:— 
One counter to each ace, king, queen, 
knave, and game, two to matrimony, 
(king and queen), two to intrigue (queen 
and knave), and six to the nine of dia¬ 
monds, which is the Pope. On a proper 
board, you will see these marked on it. 

The cards are now dealt round to 
the players, with the exception of one 
card, which is turned up for trumps, and 
six or eight, which are put aside to form 
the stops ; the four kings and the seven 
of diamonds are also always stops. 

If either ace, king, queen, or knave 
happen to be turned up for trumps, 
the dealer may take whatever is in the 
compartment with that mark; but when 
Pope is turned up for trumps the dealer 
takes all the counters in Pope’s com¬ 
partment as well as those in the “ game” 
compartment, besides a counter for every 
card dealt to each player, which must 
of course be paid by the players. There 
is then a fresh deal. 

It is very seldom, however, that 
Pope does turn up for trumps; when 
it does not happen, the player next to 
the dealer begins to play, trying to get 
rid of as many cards as possible. First 
he leads cards which he knows will be 
stops, then Pope, if he has it, and 
afterwards the lowest card in his suit, 
particularly an ace, for that can never 
be led up to. The other players 
follow when they can; for instance, if 
the leader plays the two of diamonds, 
whoever holds the three plays it, some¬ 
one follows with the four, and so on 
until a stop occurs; whoever plays the 
card which makes a stop becomes leader 
and can play what he chooses. 


This goes on until some person 
has parted with all his cards, by which 
he wins the counters in the “game” 
compartment and receives from the 
players a counter for every card they 
hold. Should anyone hold the Pope he is 
excused from paying, unless he happens 
to have played it. 

Whoever plays any of the cards 
which have pools or compartments takes 
the counters in that pool. If any of 
these cards are not played the counters 
remain over for the next game. 

Beggar My Neighbour. 

The cards are dealt equally to the 
players. The first player puts down a 
card, face upwards, upon the table. If 
it be a common card, that is, a one, two, 
or three, or anything but a picture card 
or an ace—his neighbours put down in 
turn their cards until a court card (that 
is a picture card or an ace) turns up. 

If at last an ace be played, the neigh¬ 
bour of the one who plays it must pay 
him four cards, if a king, three cards, 
if a queen two, and if a knave one. The 
one who played the court card also takes 
all the cards that have been played, and 
puts them under his own pack. If, how¬ 
ever, in paying for a court card, one of 
the players puts down another court card, 
then his neighbour must pay him, and 
he takes the whole pack instead of the 
previous player. Sometimes, it happens 
that a second player, in paying, puts 
down a court card, and the third player 
in paying him puts down another, and 
so on, until perhaps the fourth or 
fifth player actually gets the cards in 
the end. 


62 


THE GAMES BOOK. 


“I Suspect You.” 

Tills game may be played by any 
number of persons. As soon as the cards 
have been dealt and the players have 
examined their hands, the one on the 
left of the dealer plays the lowest card 
he has (the ace counting lowest). He 
must place the card face downwards on 
the table, at the same time calling out 
what it is. The next player also puts 
down a card, face downwards, and calls 
the next number; for instance, if No. i 
puts down a card and says, “One,” No. 2 
says, “Two,” No. 3, “Three,” and so on. 

It is not necessary for the card 
laid down to be actually the one called 
out. The fun of the game is to put down 
the wrong card without anyone suspect¬ 
ing you. Naturally, it is not often that 
the cards run straight on, as no one 
may play out of turn, and if one player 
thinks another has put down the wrong 
card, he says: “I suspect you.” The 
player must then show his card, and if 
it should not be the one he said, he 
must take all the cards laid down and 
add them to his pack ; if, however, the 
card happens to be the right one, then 
the accuser must take the cards. The 
player who first succeeds in getting rid 
of his cards wins the game. 


Riddles. 

Few children think they will ever 
tire of playing games; but all the same, 
towards the end of a long evening, spent 
merrily in dancing and playing, the 
little ones begin to get too weary to 
play an}^ longer, and it is very difficult 
to keep them amused. 


Then comes the time for riddles! 
The children can sit quietly round the 
room, resting after their romps and 
laughter, and yet . be kept thoroughly 
interested, trying to guess riddles. 

It is, however, very difficult to re¬ 
member a number of good and laughable 
ones, so we will give a list of some, 
which will be quite sufficient to puzzle 
a roomful of little folk for several hours. 

Why are weary people like carriage- 
wheels ?—Answer: Because they are tired. 

An old woman in a red cloak was 
passing a field in which a goat was 
feeding.' What strange transformation 
suddenly took place?—Answer: The goat 
turned to butter (butt her), and the 
woman into a scarlet runner. 

Why does a duck go into the 
water?—Answer: For divers reasons. 

Spell “blind pig” in two letters?— 
P G ; a pig without an I. 

Which bird can lift the heaviest 
weights ?—The crane. 

Why is a wise man like a pin ?— 
He has a head and comes to a point. 

Why is a Jew in a fever like a 
diamond?—Because he is a Jew-ill. 

Why may carpenters reasonably 
believe there is no such thing as stone? 
—Because they never saw it. 

What is that which is put on the 
table and cut, but never eaten ?—A pack 
of cards. 

Why is a joke like a chicken ?— 
Because it contains a merry-thought. 

When does a farmer double up a 
sheep without hurting it?—When he 
folds it. 

What lives upon its own substance 
and dies when it has devoured itself?— 
A candle. 

Why is a dog biting his tail like a 



INDOOR GAMES. 


63 



good manager?—Because he makes both 
ends meet. 

What thing is it that is lower with 
a head than without one?—A pillow. 

Which' is the left side of a plum¬ 
pudding?—That which is not eaten. 

What letter of the alphabet is 
necessary to make a shoe?—The last. 

If all the seas were dried up, what 
would everybody say?—We haven’t a 
notion (an ocean). 

Why is it certain that ‘’Uncle Tom’s 
Cabin” was not written by the hand of 
its reputed author?—Because it was 
written by Mrs. Beecher’s toe (Stowe). 

Why is a fishmonger never generous ? 
—Because his business makes him sell 
fish (selfish). 

What is that which works when it 
plays and plays when it works?—A 
fountain. 

What is that from which you may 


take away the whole and yet there will 
be some remaining?—The word whole¬ 
some. 

Why are fowls the most economical 
things a farmer can keep?—Because for 
every grain they give a peck. 

What coin doubles its value by 
taking away a half of it?—Halfpenny. 

Why is it dangerous to walk in the 
meadows in spring-time?—Because the 
trees are shooting and the bulrush is 
out (bull rushes out). 

Why is a vine like a soldier?—Be¬ 
cause it is listed and has ten drills (ten¬ 
drils) and shoots. 

Why is an opera-singer like a con¬ 
fectioner ?—Because she deals in ice¬ 
creams (high screams). 

If a man who is carrying a dozen 
glass lamps drops one, what does he be¬ 
come?—A lamp lighter. 

What belongs to yourself, but is 




64 


THE GABIES BOOK. 


used more by your friends than by your¬ 
self?—Your name. 

Why is a spider a good correspon¬ 
dent ?—Because he drops a line at every 
post. 

When is the clock on the stairs 
dangerous ?—\\dien it runs down. 

Why is the letter “k” like a pig’s 
tail?—Because it comes at the end of 
pork. 

What is the keynote to good 
manners?—B natural. 

Why is a five-pound bank-note much 



more profitable than five sovereigns?— 
Because when you put it in your pocket 
you double it, and when you take it out 
you will find it in-creases. 

Why is a watch like a river ?—Be¬ 
cause it doesn’t run long without winding. 

What is that which flies high, flies 
low, has no feet, and yet wears shoes ? 
—Dust. 

When has a man four hands ?—When 
he doubles his fists. 

What trees has fire no effect upon? 
—Ash-trees; because when they are 
burned, they are ashes still. 


What is the difference between a 
schoolmaster and an engine-driver?—- 
One minds the train and the other 
trains the mind. 

A man had twenty sick (six) sheep, 
and one died : how many were left ?—19. 

What is that which everybody has 
seen but will never see again ?—Yesterday. 

Which is the best day for making 
a pancake?—Friday. 

Which is the smallest bridge in the 
world?—The bridge of your nose. 

What four letters would frighten a 
thief?—O I CU. 

What is that which goes from Lon¬ 
don to York without moving?—The roac. 

Which is easier to spell—fiddle-de- 
dee or fiddle-de-dum ?—Fiddle-de-dee, 
because it is spelt wfith more “e’s.” 

When may a chair be said to dis¬ 
like you ?—When it can’t bear you. 

What animal took most luggage into 
the Ark, and which two took the least? 
—The elephant, who took his trunk, 
while the fox and the cock had only a 
brush and a comb between them. 

Which of the English kings has 
most reason to complain of his washer¬ 
woman?—King John, when he lost his 
baggage in the Wash. 

If a bear were to go into a linen- 
draper’s shop, what would he want ?— 
He would want muzzlin’. 

Why is B like a hot fire ?—Because 
it makes oil Boil. 

Why was the first day of Adam’s 
life the longest ?—Because it had no Eve. 

If an egg were found on a music- 
stool, what poem w^ould it remind you 
of?—“The Lay of the Last Minstrel.” 

Why is a schoolmaster like a shoe¬ 
black?—Because he polishes the under¬ 
standings of the people. 





INDOOR GAMES. 


65 


Why is a washerwoman like a navi¬ 
gator?—Because she spreads her sheets, 
crosses the line, and goes from pole to pole. 

Why is an author the queerest animal 
in the world?—Because his tale comes 
out of his head. 

Why is it that a tailor won’t attend 
to business?—Because he is always 
cutting out. 

When can a horse be sea-green in 
colour?—When it’s a bay. 

Why were gloves never meant to 
sell?—Because they were made to be 
kept on hand. 

When are we all artists ?—When we 
draw a long face. 

Why are watch-dogs bigger by night 
than by day?—Because they are let out 
at night and taken in in the morning. 

When is a tradesman always above 
his business?—When he lives over his 
shop. 

Which is the liveliest city in the 
world?—Berlin; because it’s always on 
the Spree. 

Why is a water-lily like a whale ?— 
Because they both come to the surface 
to blow. 

Why is a shoemaker the most in¬ 
dustrious of men ?—Because he works to 
the last. 

What is book-keeping?—Forgetting 
to return borrowed volumes. 

Why is scooping out a turnip a noisy 
process?—Because it makes it hollow. 

Why are teeth like verbs ?—Because 
they are regular, irregular, and defective. 

What ships hardly ever sail out of 
sight ?—Hardships. 

When is an artist a dangerous person ? 
—When his designs are bad. 

Why are tortoiseshell-combs like 
citadels ?—They are for-tresses. 


Why is the Isthmus of Suez like 
the first “u” in cucumber ?—Because it is 
between two “c’s” (seas). 

What motive led to the invention of 
railroads?—The loco-motive. 

Why are deaf people like Dutch 
cheeses?—Because you can’t make them 
here. 

When is the best time to get a 
fresh egg at sea ?—When the ship lays to. 

Who was the first whistler ?—The 
wind. 

What tune did he whistle?—Over 
the hills and far away. 

Why need a traveller never starve 
in the desert ?—Because of the sand 
which is (sandwiches) there. 

Why is sympathy like blindman’s- 
buff?—Because it is a fellow feeling for 
a fellow creature. 

If a Frenchman were to fall into a 
tub of tallow, in what word would he 
express his situation?—In-de-fat-i-gabble. 
(Indefatigable.) 

Why is a dinner on board a steam¬ 
boat like Easter Day ?—Because it is a 
movable feast. 

Why is a little man like a good 
book?—Because he is often looked over. 

Why is a pig in a parlour like a 
house on fire ?—Because the sooner it 
is put out the better. 

What is the difference between a 
soldier and a bombshell?—One goes to 
war, the other goes to pieces. 

Why is it dangerous to sleep in a 
train ?—Because every train runs over 
all the sleepers on the line. 

Spell “enemy” in three letters?— 
FOE. 

Which is the only way that a leo¬ 
pard can change his spots?—By going 
from one spot to another. 


5 


66 


THE GAMES BOOK. 


Why did Eve never fear the measles ? 
—Because she’d Adam. 

When is a tall man a little short ? 
—When he hasn’t got quite enough cash. 

What houses are the easiest to 
break into ?—The houses of bald people; 
because their locks are few. 

Why is a watch the most difficult 
thing to steal ?—Because it must be 
taken off its guard. 

Why is there never anybody at home 
in a convent ?—Because it is an (n)un- 
inhabited place. 

Why does a person who is not good- 
looking make a better carpenter than 
one who is?—Because he is a deal 
plainer. 

What is the best tree for preserving 
order?—The birch. 

Why is shoemaking the easiest of 
trades?—Because the boots are alwa3^s 
soled before they are made. 

WTiat plant stands for No. 4?—IV. 

How can a gardener become thrifty? 
—By making the most of his thyme, and 
by always putting some celery in the 
bank. 

Why is it probable that beer was 
made in the Ark?—Because the kangaroo 
went in with hops, and the bear was 
always bruin. 

“ What was the biggest thing 3^ou 
saw at the World’s Fair?” asked a wife 
of her husband.—“ My hotel bill!” said he. 

Why is C like a schoolmistress ?— 
Because it forms lasses into classes. 

What is that which never asks 
any questions and yet requires many 
answers?—The street-door. 

If a man bumped his head against 
the top of a room, what article of sta¬ 
tionery would he be supplied with?— 
Ceiling whacks. (Sealing-wax.) 


Which is the longest word in the 
English language? — Smiles; because 
there is a mile between the first and last 
letters. 

Which is the oldest tree in England ? 
—The Elder Tree. 

How many sides are there to a tree? 
—Two, inside and out. 

What is that which happens twice 
in a moment and not once in a thousand 
years?—The letter Tvl. 

What sea would a man most like 
to be in on a wet day ?—A dry attic. 
(Adriatic.) 

Why is coffee like an axe with a 
dull edge?—Because it must be ground 
before it is used. 

What is the difference between a 
bottle of medicine and a troublesome 
boy?—One is to be well shaken before 
taken, and the other is to be taken and 
then shaken. 

What makes more noise than’a pig 
under a gate?—Two pigs. 

When is a door not a door?—When 
it is a-jar. 

What is the difference between a 
naught^" boy and a postage-stamp?— 
Because one you stick with a lick, and 
the other you lick with a stick. 

Why did William Tell shudder when 
he shot the apple from his son’s head? 
—Because it was an arrow escape for 
his child. 

What is that which the more you 
take from it the larger it grows ?—A hole. 

What is the best land for little 
kittens ?—Lapland. 

Why should a man always wear a 
watch when he travels in a waterless 
desert?—Because every watch has a 
spring in it. 

Of what trade is the sun?—A tanner. 


INDOOR GAMES. 


67 


What relation is a doormat to a 
door ?—Step-fa(r)ther. 

What is that which you cannot hold 
ten minutes, although it is as light as a 
feather?—Your breath. 

What is the worst weather for rats 
and mice?—When it rains cats and 
dogs. 

What is that which never uses its 
teeth for eating purposes ?—A comb. 

When are two apples alike ?—\\ hen 
pared. 

What is the difference between a 
blind man and a sailor in prison?—One 
cannot see to go and the other cannot 
go to sea. 

Why is a plum-cake like the ocean ? 
—Because it contains so many currants. 

What pudding makes the best 
cricketer?—A good batter. 

When is a sailor not a sailor?—When 
he’s a-board. 

Why is the snow different from 
Sunday ?—Because it can fall on any day 
in the week. 

What trade would you mention to 
a short boy?—Grow sir (grocer). 

What tree is nearest the sea?—The 
beech. 

Why is a game of cards like a 
timber-yard?—Because there are always 
a great many deals in it. 

Why is a tight boot like an oak 
tree ?—Because it produces a corn (acorn). 

Why is a city in Ireland likely to 
be the largest city in the world?— 
Because each year it is Dublin (doub- 
ling). 

What is the easiest way to swallow 
a door?—Bolt it. 

Why could a negro slave not be 
caught if he ran away ?—Because he 
would be sure to keep dark at all times. 


Why is a dancing-master like a tree? 
—Because of his bows (boughs). 

Name a word of five letters from 
which if you take two but “one” remains. 
—Stone. 

Why is A like twelve o’clock?—It 
is the middle of “day.” 

When is a man thinner than a lath? 
—When he is a-shaving. 

The Cushion Dance. 

The children first of all divide them¬ 
selves into two parties. They then form 
a ring, and commence dancing round a 
hassock wTich is placed, end upwards, 
in the middle of the room. Suddenly 
one party endeavours to pull the other 
party forward, so as to force one of 
their number to kick the hassock and 
upset it. 

The player who has been unfortu¬ 
nate enough to touch the hassock has 
then to leave the circle. The game 
proceeds until only two remain; if these 
two happen to be boys the struggle is 
generally prolonged, as they can so 
easily jump over the hassock, and avoid 



5* 


68 


THE GAMES BOOK. 


Thought Reading. 

This is a very good game, which al¬ 
ways causes considerable amusement, 
and if skilfully carried out will very suc¬ 
cessfully mystify the whole company. 

It is necessary that the player who 
is to take the part of thought-reader 
should have a confederate, and the game 
is then played as follows. 

The thought-reader, having arranged 
that the confederate should write a 
certain word, commences by asking four 
members of the company to write each 
a word upon a piece of paper, fold it up 
in such a manner that it cannot be seen, 
and then to pass it on to him. The 
confederate, of course, volunteers to 
make one of the four and writes the 
word previously agreed upon, which is, 
we will suppose, “Hastings.” 

The thought-reader places the slips 
of paper between his fingers, taking 
care to put the paper of his con¬ 
federate between the third and little 
finger; he then takes the folded paper 
from between his thumb and first finger 
and rubs it, folded as it is, over his 
forehead, at each rub mentioning a 
letter, as H. rub, A. rub, S.T.I.N.G.S., 
after which he calls out that some 
lady or gentleman has written “Has¬ 
tings.” “I did,” replies the confede¬ 
rate. 

The thought-reader then opens the 
paper, looks at it, and slips it into 
his pocket; he has, however, looked at 
one of the other papers. 

Consequently he is now in a position 
to spell another word, which he proceeds 
to do in the same manner, and thus 
the game goes on until all the papers 
have been read. 


“I Point.” 

It is necessary in this game for the 
player acting the part of guesser to have 
a confederate; he is then able to leave 
the room, and on his return to mention 
what person was pointed at during his 
absence. It is done in this way:—It is 
agreed between the guesser and his 
confederate that whoever speaks last 
before the door is closed upon the 
guesser shall be the person who is 
to be pointed at. It is very seldom 
that anyone discovers this trick. 

The Farmyard. 

This game, if carried out properly, 
will cause great amusement. One of 
the party announces that he will whisper 
to each person the name of some animal, 
which, at a given signal, must be imitated 
as loudly as possible. Instead, however, 
of giving the name of an animal to each, 
he whispers to ail the company, with 
the exception of one, to keep perfectly 
silent. To this one he whispers that 
the animal he is to imitate is the donkey. 
After a short time, so that all may be in 
readiness, the signal is given. Instead 
of all the party making the sounds of 
various animals, nothing is heard but a 
loud bray from the one unfortunate 
member of the company. 

“Change Seats: the King’s Come.” 

In this game as many seats are 
placed round the room as will seat all 
the players but one. This one stands 
in the middle of the room, repeating 


INDOOR GAMES. 


69 



the words: “Change seats, change 
seats” ; but no one moves unless he says : 
“Change seats: the king's come." 

Then all must change seats. In the 
bustle the one standing can generally 
manage to secure a seat, when the person 
left out must take his place. 

The person in the centre may tell 
a story if he chooses, bringing in the 
words: “Change seats,” occasionally, and 
sometimes he may say slily: “The king’s 


not come,” when everyone should, of 
course, remain seated; but some are sure 
to mistake the words for “The king’s 
come,” and jump up, when the centre 
player can slip into a seat. 

Diamond Ring. 

The players sit in a circle with their 
hands placed palm to palm, the little 



THE GAMES BOOK. 


70 

fingers downwards, between the knees. 
One of the company is chosen to act 
the part of maid. She takes a ring 
between her palms, whicli she keeps flat 
together in the same way as the rest. 
She then visits each person in turn and 
places her hands between the palms of 
each, so that she is able to slip the ring 
into someone’s hands without the others 
knowing. When she has visited each 
she touches one child, and says:— 

“My lady’s lost her diamond ring; 

I fix upon you to find it.” 

The child touched must then guess 
who has the ring. If she guess correctly 
she becomes the maid; if not, she must 
pay a forfeit. The maid then touches 
someone else and repeats the two lines 
given above. Each guesser ma}^ be 
allowed three trials. 



Grand Mufti. 

One of the company is chosen as 
Grand IMufti. The others then form a 
circle with the Grand Mufti in the centre 
and every action which he performs, if 


preceded by the words: “Thus says the 
Grand Mufti,” must be imitated by every 
member of the circle. 

The Grand Mufti, in order to lead 
one of the company astray, will some¬ 
times omit to say the words: “Thus 
says the Grand Mufti”; in this case if 
any member of the company imitate his 
action, he is compelled to pay a forfeit. 

The Forbidden Letter. 

The idea of this game is to try how 
many sentences can be spoken without 
containing a certain letter which has 
been agreed upon. Supposing, for in¬ 
stance, the letter “f” is not to be intro¬ 
duced, the first player might ask: “Is 
this a new game to you?” The second 
player could answer: “Oh, no! I played 
it years ago when quite a youngster.” 

He would perhaps turn to the third 
player, and ask: “You remember it, do 
you not?” The third player might 
answer: “Yes, but we used to play it 
differently.” This player, having used a 
word with an “f” in it, must pay a 
forfeit and remain out. 

The answers must be given at once, 
without hesitation, and the player who 
avoids for the greatest length of time 
using a word containing the forbidden 
letter wins the game. 

Bogey at the Well. 

One of the party is chosen for 
Bogey and hides in a corner of the room, 
where the well is supposed to be. The 
other children are the mother and her 
children. 




>tWv. 

^ 't X ' 

INDOOR GAMES. 


The eldest daughter says: “Mother, 
mother, please give me a piece of bread- 
and-butter.” 

Mother: “ Let me look at your hands 
first.” (Daughter shows her hands.) 
“Wh}^, they are very dirty.” 

Daughter: “I will go to the well 
and wash them.” 

She goes to the corner, when the 
Bogey peeps out and makes a noise 
at her. She rushes back, crying out: 
“Mother, mother, I have seen a Bogey.” 

Mother: “Nonsense, child! It was 
only a sheet hung out to dry. Go 
again.” 

The child goes again, when the 
same thing happens, and she returns, 
saying: “Mother, mother, I have seen 
a Bogey.” 

Mother: “Nonsense, child! We will 
take a candle and all go together.” 

The mother takes a stick or something 
to represent a candle, and they all go to¬ 
wards the corner, when the Bogey rushes 
out and tries to catch one of them. 
The one caught then becomes Bogey. 

“How Many Nuts Do I Hold Here?” 

One child takes a few small nuts 
between his hands, so that they rattle 
loosely when he shakes them. He must 
then strike his closed hands upon his 
knee and the other players guess, in 
turn, how many nuts he holds. The 
various guesses must be put down on 
paper, and when all have had a turn 
the first player opens his hands and 
shows how many nuts he holds. He must 
then pay to each who guessed correctly 
the number guessed; but those who 
guessed incorrectly must pay him. 


71 

Flowers. 

The company divides itself into 
equal sides, and each side must have a 
“home” in opposite corners of the room. 



The sides retire to their own “homes,” 
and one side privately chooses a flower, 
then crosses over to the other corner 
and gives the initial letter of that flower. 
The children on the second side must 
try and guess the name of the flower, 
and when they have done so they catch 
as many as they can of the opposite 
side before they reach their “home.” 

Those caught must go over to the 
other side, and the game goes on until 
one side has won all the children. The 
sides take it in turns to give the name 
of the flower. This game may also be 
played in the garden. 

Magic Writing. 

In this game a confederate is neces¬ 
sary. The player states to the company. 



THE GAMES BOOK. 


after a few remarks on ancient sign-lan¬ 
guage, that he is able to read signs made 
with a stick on the floor, and agrees to 
leave the room whilst the company 
decide upon some word or sentence. 

The game is played as follows:—It is 
agreed by the player and his confederate 
that one tap on the floor shall represent 
A, two taps E, three taps I, four taps 
O, and five taps U, and that the first 
letter of each remark the confederate 
makes shall be one of the consonants of 
the word or sentence decided upon by 
the company. The consonants must be 
taken in order. On the player’s return, 
supposing the word chosen to be 
“iMarch,” his confederate would com¬ 
mence:—‘‘Many people think this game 
a deception” (initial letter M). One 
tap on the floor (A). “Really it is very 
simple” (initial letter R). “ Coming to 

the end soon” (initial letter C). “Hope 
it has been quite clear” (initial letter H). 

A few more signs are made so as 
not to finish too abruptly, and the player 
then states the word to be “March.” If 
carefully conducted, this game will inte¬ 
rest an audience for a considerable time. 


Fox and Geese. 

One of the party, called the Fox, 
goes to one end of the room, and the rest 
of the children arrange themselves in a 
ring, one behind the other, the tallest 
first and the smallest last. The first 
one is called Mother Goose. The game 
begins by a conversation between the 
Fox and Mother Goose. “What are 
you after this fine morning?” says she. 
“Taking a walk,” the Fox answers. 
“What for?” “To get an appetite 


for breakfast.” “What will you have 
for breakfast?” “A nice fat goose.” 
“Where will you get it?” “Well, as 
your geese are so handy I will take one 
of them.” “Catch one if you can.” 

Mother Goose then stretches out her 
arms to protect her geese and not let the 
Fox catch one. The Fox tries to dodge 
under, right and left, until he is able to 
catch the last of the string. Of course, the 
brood must try and keep out of reach of 
the Fox. As the geese are caught they 
must go over to the den of the Fox, and 
the game continues until all are caught. 

“I Sell My Bat, I Sell My Ball.” 

A ring is formed with one child in 
the middle, who is called the “drummer- 
man.” Whatever this child does the 
others mimic, moving round as they do 
so, and singing the following w^ords:— 

“I sell my bat, I sell my ball, 

I sell my spinning-wheel and all; 

And I’ll do all that e’er I can 

To follow the eyes of the drummer-man.” 

Anyone who does not at once imitate 
the “drummer-man” must pay a forfeit 
and take his place as “drummer-man.” 

Cat’s Cradle. 


Take a piece of string and knot the 
ends together and slip it over your 
hands, as in Fig. i. 






^ ^Qame of Heat's ^'Cradle, 








74 


THE GAMES BOOK. 


Next wind the string round your 
hands, not including the thumb, as in 
Fig. 2. 


A 

Slip the second fingers through the 
string on your hands and you have your 
cats’ cradle, as in Fig. 3. 


under the cradle, and you will have 
Fig. 6. 



Now curl the little fingers round 
the string, slipping one under the other 
as shown, and draw out the side pieces. 





You must now ask a second person under the side string, bring them up the 
to put his thumbs and first fingers middle, and you have your original cat’s 
through the cradle, as in Fig. 4. cradle again. 



Draw out the string and take it 
under the cradle, and you will have 

Fig. 5 * 



Slip the thumbs and first fingers 
again into the side pieces of the cradle, 
draw the string sideways and take it 



To play this game the company seat 
themselves in a circle, whilst one of the 
players commences to describe some 
person with whom most of the other 
players are familiar, and continues until 
one or other of the company is able to 
guess from the description who the 
person may be. 

The one guessing correctly then 


























INDOOR GAMES. 


75 


commences to describe someone. If, 
however, the company are unable to 
make a correct guess the player goes on 
until someone is successful. 


Giant. 

This game must be arranged in the 
nature of a surprise for the company 
assembled. The giant is formed by two 
young gentlemen, one of whom seats 
himself on the shoulders of his friend. 
A large cloak should then be thrown over 
them, to make it appear as if it were 
only one person, and the top gentleman 
might wear a mask to prevent recogni¬ 
tion. The giant then enters the room and 
commences dancing. Great amusement 
is afforded the little folk by this game. 

Honey Pots. 

For little ones there is scarcely a 
more popular game than “Honey Pots.” 
Small children of three and four can be 
included in this game, but there should 
be two bigger children for the “Buyer” 
and the “Merchant.” The children, with 
the exception of the Bu3^er and Merchant, 
seat themselves upon the floor of the 
room, with their knees raised and their 
hands clasped together round them. 
These children are called “ Honey Pots.” 
The Merchant and the Buyer then talk 
about the qualit}^ and quantity of the 
Honey, and the price of each Pot. It 
is agreed that the price to be paid shall 
be according to the weight of the 
“Honey” and the “Pot.” The children 
are carefully “weighed” by raising them 
two or three times from the floor and 


swinging them by their arms, one arm 
being held by the Merchant and the 
other by the Buyer. 

When the “Honey Pots” are all 
weighed the Buyer says he will purchase 
the whole of the stock, and asks the 
Merchant to help him carry the Pots 
home. Then the Merchant and the 
Buyer carry the children one by one to 
the other end of the room. 

When all are safely at the Buyer’s 
house, the Merchant goes out of the 
room, but suddenly returns and says to 
the Buyer: “I believe you have carried 
oft' my little daughter in one of the Honey 
Pots.” The Buyer replies: “I think 
not. You sold me all the Pots full of 
Honey, but if you doubt me you can 
taste them.” 

The Merchant then pretends to taste 
the Honey, and after having tried two 
or three Pots exclaims: “Ah! this tastes 
very much like my little daughter.” The 
little girl who represents the Honey Pot 
chosen by the Merchant then cries out: 
“Yes, I am your little girl,” and imme¬ 
diately jumps up and runs away, the 
Buyer at the same time endeavouring 
to catch her. 

When the one Honey Pot runs awa}^ 
all the others do the same, the Buyer 
catches whom he can, and the game 
recommences. 




76 


THE GAMES BOOK. 


Cock Fighting. 

This is a most amusing game, and 
although only two boys can play at it 
at one time they will keep the rest of 
the company in roars of laughter. The 
two who are to represent the “cocks” 
having been chosen, they are both seated 
upon the floor. 

Each boy has his wrists tied 
together with a handkerchief, and his 
legs secured just above the ankles 
with another handkerchief; his arms 
are then passed over his knees, and 
a broomstick is pushed over one arm, 
under both knees, and out again on 
the other side over the other arm. 
The “cocks” are now considered ready 
for fighting, and are carried into the 
centre of the room, and placed opposite 
each other with their toes just touching. 
The fun now commences. 

Each “cock” tries with the aid of 
his toes to turn his opponent over on 
his back or side. 

The one who can succeed in doing 
this first wins the game. 

It often happens that both “cocks” 
turn over at the same time, when the 
fight commences again. 

Frog in the Middle. 

One child is seated on the ground 
with his legs under him whilst the other 
players form a ring round him. They 
then pull him about and give him little 
pushes, and he must try and catch one 
without rising from the floor. 

The child who is caught takes 
the middle, whilst the frog joins the 
circle. 


“What’s my Thought like?” 

The pla3'ers sit in a circle and one 
of them asks the others: “What’s my 
thought like ?” One player may say: “A 
monkey”; the second: “A candle”; the 
third: “A pin”; and so on. When all 
the company have compared the thought 
to some object, the first player tells 
them the thought—perhaps it is “the 
Cat”—and then asks each, in turn, why 
it is like the object he compared it to. 

“Why is my cat like a monke}^?” 
is asked. The other pla^^er might answer: 
“Because it is full of tricks.” “Why is 
m}^ cat like a candle?” “Because its 
eyes glow like a candle in the dark.” 
“Why is my cat like a pin?” “Because 
its claws scratch like a pin.” 

Anyone who is unable to explain 
why the thought resembles the object he 
mentioned must pay a forfeit. 

Games with the Alphabet. 

It is necessary for these games that 
a large boxful of letters should be 
provided, which can be purchased at 
any toy-store or made by the young 
people themselves by being cut out of 
newspapers. The children should seat 
themselves round the table; the letters 
should then be well shuffled and dealt 
round to the players. Each child has 
to form a word or sentence out of the 
letters which he has received. Another 
variation is to select a long word, and 
then in a given time to try to form several 
words from it. Names of well-known men, 
places, etc., can also be given. These 
games are not only amusing, but serve at 
the same time to instruct the young folk. 


INDOOR GAMES. 


77 




The Spelling Game. 

Each player in this game has what 
are called three “lives,” or chances. 
When the company is seated in a circle, 
the first player mentions a letter as the 
beginning of a word. The game is for 
each of the company, in turn, to add a 
letter to it, keeping the word unfinished 
as long as possible. 

When a letter is added to the former 
letters and it makes a complete word, 
the person who completed it loses a 
“life.” The next player then begins 
again. 

Every letter added must be part of 
a word, and not an odd letter thought 
of on the spur of the moment. When 
there is any doubt as to the letter used 
by the last player being correct, he 


may be challenged, and he will then 
have to give the word he was thinking 
of when adding the letter. If he cannot 
name the word, he loses a “life”; but 
if he can, it is the challenger who loses. 

This is an example of how the 
game should be played. Supposing the 
first player commences with the letter 
“p ”; the next, thinking of “play,” would 
add an “1”; the next an “o,” thinking 
of “plough”; the next person, not having 
either of these words in his mind, would 
add “v”; the next player, perhaps, not 
knowing the word of which the previous 
player was thinking, might challenge him, 
and would lose a “life” on being told 
the word was “plover.” The player 
next in turn would then start a new 
word, and perhaps put down “b,” think¬ 
ing of “bat,” the next, thinking, say. 




















































78 


THE GAMES BOOK. 


that the word was “bone,” would add 
an “o,” the next player would add “n”; 
the player whose turn it would now be, 
not wanting to lose a “life” by finishing 
the word, would add another “n”; the 
next player for the same reason would 
add “e,” and then there would be nothing 
else for the next in turn to do but to 
complete the word by adding “t” and 
thus losing a “life.” 

It will be seen that there are three 
ways of losing a “life.” First, the 
player may lay down a letter, and on 
being challenged be unable to give the 
word. Secondly, he may himself chal¬ 
lenge another player who is not at fault. 
Thirdly, he may be obliged to add the 
final letter to a word, and so com¬ 
plete it. 

This is a most amusing game for a 
large party, for as the different persons 
lose their three “lives” the players 
gradually dwindle down to two or three, 
when it gets very exciting to see who 
will be the last person left in, for he 
or she will be declared the winner. 

V/onderment. 

It is necessary that two only of the 
party should have a knowledge of this 
game, and then “wonderment” is sure 
to be the result. 

The two players agree that a cer¬ 
tain word shall be regarded as a signal 
word. As an illustration, imagine this 
word to be “and.” 

One of the players asserts his 
belief that he is gifted with second 
sight, and states that he is able, through 
a closed door, to name any article 
touched by any person in sympathy 


with him, notwithstanding the said per¬ 
son may attempt to mystify him by 
mentioning a lot of other articles. He 
then chooses his confederate, as being 
one with whom he may be in sympathy, 
and goes outside. 

The player in the room then proceeds 
to call out, perhaps, as follows:—Table, 
Hearthrug, Piano, Footstool and Chair, 
Lamp, Inkstand. He then places his 
hand on the back of a chair and asks: 
“What am I touching now?” the answer 
will, of course, be “Chair,” because the 
signal word “and” came immediately 
before that article. 

If the players are skilful there is 
no need for the trick to be discovered. 


Questions and Answers. 

Each player is furnished with a 
pencil and two slips of paper. On the 
first slip a question must be written. 
The papers are then collected and put 
into a bag or basket. 

Then the players write an answer 
on their second slip. These are put 
into a different bag, and the two bags 
are then well shaken and handed round 
to the company. 

Everyone draws a question and an 
answer, and must then read the two 
out to the company. 

The result is sometimes very comi¬ 
cal ; for instance :— 

Questions. Answers. 

Do you like roses? Yes, with mustard. 
Where are you going I am very much 
to this summer ? afraid of them. 
Do you like beef? Yes, without thorns. 
Do you like spiders? To Switzerland. 


INDOOP. GAMES. 


79 



When they come to the line: “Pray 
thee, fine lady, come under my bush,” 
another child pops under and comes up 
between one child’s arms. They sing 
the verse again and another child creeps 
under another pair of arms, and so on 
until there are eight children standing 
facing each other. They must then jump 
up and down until one falls down, when 
she is almost sure to pull the others over. 


Bob Cherry. 

A string is fastened to a cherry- 
stalk and is then tied to a hook, so that 
the cherry is just out of the reach of the 
children. The game consists in the 
children jumping up and trying to catch 
the cherry in their mouths. The prize 
is, of course, the cherry. When that is 
eaten another must be fixed to the string. 

“Draw a Pail of Water.” 

“Draw a pail of water 
For my lady’s daughter; 

IMy father’s a king and my mother’s a queen, 
My two little sisters are dressed in green; 
Stamping grass and parsley, 
i'vlarigold leaves and daisies, 

One rush, two rush, 

Pray thee, fine lady, come under my bush,” 

Two children stand face to face 
holding each other’s hands. Two others 
also face each other holding hands across 
the other twm. They see-saw backwards 
and forwards, singing the above lines. 


Duck Under the Water. 

Each child chooses a partner and 
stands opposite to her, so that two long 
lines are formed. Each couple hold a 
handkerchief between them, as high as 
they can lift their arms, so as to form an 
arch. The couple standing at the top of 
the lines run through the arch without 
letting go their handkerchief, and station 
themselves at the bottom of the lines, 
raising their handkerchief again so as to 
continue the arch. This is done by each 
couple in succession until all have had 
a turn. Whoever breaks the arch or 
drops the handkerchief must pay a forfeit. 

“ Mother, Mother, the Pot 
Boils Over.” 

A number of children choose one 
of their number to be “mother” and 
another to be the witch. One child 
represents the pot, and the others are 
named after the days in the week, 
Sunday, Monday, Tuesday, etc. If there 
are too many children they might be 
called after the months. 

The mother first names the children, 
next she takes the pot and pretends to 



8 o 


THE GAMES BOOK. 


put it on the fire. She tells the eldest 
daughter that she is going to wash, and 
that she must take great care of her 
brothers and sisters whilst she is away, 
and on no account to let the old witch 
into the house. She is also to look after 
the dinner and see that the pot does not 
boil over. The mother then goes away, 
and the eldest daughter pretends to be 
very busy. 

The child who is supposed to be 
the witch knocks at the door, and asks 
if she may come in and get a light 
for her pipe. She must pretend to be 
very old and walk with a stick. 

“Come in,” says the eldest daughter; 
“what do you want?” 

“To light my pipe at your fire.” 

“ Very well, but you must not dirty 
the hearth.” 

“Certainly not; I’ll be very careful.” 

Whilst the eldest daughter pretends 
to look on the shelf for something, the 
witch puts her dirty boot on the hearth, 
catches hold of Monday (the youngest 
child) and runs off with him. The child 
who is the pot now makes a hissing 
noise and pretends to boil over. The 
daughter calls out: 

Mother, mother, the pot boils over.” 

“Take a spoon and skim it.” 

“Can’t find one.” 

“ Look on the shelf.” 

“Can’t reach.” 

“Take the stool.” 

“The leg’s broken.” 

“Take the chair.” 

“The chair’s gone to be mended.” 

“I suppose I must come myself.” 

The mother comes in from the 
washtub, drying her hands. 

“Where’s Monday?” she asks. 

“ Please, mother, someone came to 


beg for a light for her pipe, and when 
my back was turned she took Monday.” 

“ Why, that was the witch.” 

The mother pretends to beat the 
eldest daughter, tells her to be more 
careful another tirne, and goes back to 
the washtub. The game then goes on 
as before, and each time the witch comes 
she takes away a child, until at last even 
the eldest daughter is taken. The pot 
boils over for the last time and then 
the mother, finding all her children gone, 
goes to the witch’s house to find them, 
when this conversation ensues:— 

“Is this the way to the witch’s 
house? ” 

“There’s a red bull that way.” 

“Then I’ll go this way.” 

“There’s a mad cow that way.” 

But the mother insists upon going 
into the witch’s house to look for her 
children. The witch generally hides 
the children behind chairs. The mother 
stoops over one child: “This tastes like 
Monday,” she says, but the witch replies: 
“That! it is a barrel of pork.” 

“No, no,” says the mother, “it is my 
Monday, and there are the rest of the 
children.” The children now jump out 
and they and their mother begin to run 
home; the witch runs after them, and who¬ 
ever she catches becomes witch, whilst 
the witch becomes the eldest daughter. 



INDOOR GAMES. 


8 i 



Famous Numbers. 

Each member of the company must 
have a piece of paper and write a number 
upon it. The papers are then put into 
a bag and shuffled up, and each of the 
players draws one. They must now take 
it in turn to open the papers, give their 
numbers, and at the same time name 
sometliing, or someone, connected with 
such a number. For instance, say there 
were five players, this is how they would 
play the game when they had drawn 
their numbers. 

Ada.—My number is four—the seasons 
are a famous four. 

Mary.—My number is three—the three 
Princesses of Wales. 

Florence.—My number is one—Shake¬ 
speare. 

George.—My number is eleven—the 
famous “All England Eleven.” 


Frank.—My number is twelve—the 
twelve months of the year. 
Anyone unable to think of a subject 
in connection with the number drawn 
must pay a forfeit. 

The Ants and the Grasshopper. 

Lots are drawn in order to decide 
who shall be the grasshopper; the ants 
then seat themselves in a circle whilst 
the grasshopper writes on a piece of 
paper the name of a grain or food which 
a grasshopper might be supposed to 
like. He puts this in his pocket and 
then addresses the ants— 

“Dear friends, I am very hungry: 
would any of you kindly give me some 
food? ” 

“ I have nothing but a grain of 
barley,” says the ant spoken to. 


82 


THE GAMES BOOK. 


“Thank you; that is of no use to 
me,” replies the grasshopper, and goes 
on to the next player. As soon as any¬ 
one offers the grain of food which the 
grasshopper has written down the paper 
must be produced, and the one who 
guessed the word pays a forfeit and be¬ 
comes grasshopper. If no one guesses 
the word the grasshopper pays a forfeit. 

The game then goes on in the same 
way, except that a different question is 
asked on the second round. 

“Neighbours,” says the grasshopper, 
“I have eaten abundantly and would 
have a dance. Which would you recom¬ 
mend ? ” 

A waltz, a polka, a quadrille, etc., 
are suggested, and when this question 
has gone the round the grasshopper asks 
what music-he can dance to, and the 
ants suggest the music of the violin, the 
piano, cornet, etc. Then the grasshopper 
says he is tired of dancing and wishes 
for a bed, and the ants offer him moss, 
straw, grass, and so on, to lie upon. 

“ I should sleep very comfortably,” 
tlie grasshopper says, “but I am in fear 
of being pounced upon by a hungry 
bird. What bird have I most reason 
to fear?” The ants answer: the rook, 
the lark, the cuckoo, etc. 

When the game is ended the forfeits 
that have been lost must be called. 


The Magic Whistle. 

All the players but three stand in two 
rows facing each other. One player sits 
at the end of the two rows, another leads 
a third player into the room and makes 
him kneel down before the player who is 
seated, and who is called the President. 


The President then proceeds to 
make all sorts of “magic” passes over 
the kneeler’s face, back, and hands. 
While he is doing this, the boy who 
led the victim in fastens a whistle to 
his coat. It must be slung on to a 
piece of string or tape, and fastened 
very loosely, so that it can be easily 
grasped and yet will not knock against 
the wearer’s back. 

The whistle is then blown by the 
boy who attached it, and the kneeling 
boy is told to rise and search for the 
magic whistle. The players who stand 
on each side must hold their hands before 
their mouths and pretend to blow when¬ 
ever the whistle is blown, which must 
be as often as anyone can get a chance 
without being found out. 

The victim will search all along the 
rows trying to find the magic whistle, 
and it will be some time before he dis¬ 
covers that it IS pinned to his own coat. 

A Running Maze. 

Form a long line of children—one 
behind the other. The leader starts 
running, and is followed by all the rest. 
They must be sharp enough to do exactly 
as the leader does. 

After running for a moment or two 
in the ordinary running step, the leader 
changes to a hopping step, then to a 
marching step, quick time, then to a 
marching step, slow time, claps and 
runs with hands on sides, hands on 
shoulders, hands behind, etc. 

Finally the leader runs slowly round 
and round into the centre, and can either 
wind the children up tightly or can turn 
them on nearing the centre and run out 


INDOOR GAMES. 


again. P'or another change the long 
line can start running and so unwind 
the spiral. 

The Coach and Four. 

Two children stand hand-in-hand, 
side by side. These are the front horses. 
Two others, close behind, stand also 
hand-in-hand and side by side. These 
are the back horses. 

Slip reins over the left arm of one 
of the front horses, and over the right 
arm of the other. The two back horses 
hold on the reins—standing inside them. 
A driver must then be chosen, who 
gatliers up the reins in his left hand and 
in his right hand holds a whip. 

Running beside him, equipped with a 


horn and parcels and letters, is another 
child, who acts as guard or conductor. 
The rest of the children form village 
streets, by standing in rows facing one 
another. 

The coach and four, with the driver 
and guard, gallop about the room and 
through the villages, the guard blowing 
his horn and tossing out a paper or 
letter here and there. 

Change horses every now and tlien, 
so that all may have a turn at being 
horses. A change of driver and guard, 
too, is also much appreciated. 

When the children have had about 
enough of this game, start a cheer as 
the coach dashes through the villages 
for the last time. Two coaches greatly 
add to the fun and enjoyment, as they 
have to pass and repass each other. 







































84 


THE GAMES BOOK. 


Malaga Raisins. 

Tlie players sit in a circle and one 
who is acquainted with the trick takes 
a small stick in his right hand, makes 
some funny movements with it, and then, 
having taken it in his left hand, passes 
it to his neighbour, saying: “Malaga 
raisins are very good raisins, but I 
like Valencias better.” He then tells 
his neighbour to do the same. Should 
an}^ of the players pass on the stick 
with the right hand, they must pay a 
forfeit, but of course they must not be 
told what mistake they have made until 
the stick has been passed right round 
the circle. 


Sally Water. 

This game can be played by any 
number of children. A ring is formed 
in which all join with the exception of 
one little girl, who kneels in the centre 
of the ring. The children then dance 
round her, singing the following verses:— 

“Sally, Sally Water, sprinkle in the pan, 
Rise, Sally, rise, Sally, for a young man; 
Choose for the best and choose for the worst. 
And choose the very one you love best. 

“Now you’re married I wish you joy, 

F'irst a girl and then a boy ; 

Seven years after, son and daughter. 

Pray, young couple, come kiss together.” 

When they come to the words, “ Rise, 
Sally!” the child in the centre rises and 
chooses another from the ring. The next 
two lines are then sung, and the two 
children in the ring dance round and 
kiss. Sally then joins the ring, the second 
child remaining in the circle, and the 


game is continued as before until all the 
players have acted the part of Sally. 

Oats and Beans and Barley. 

All the children form a ring with 
the exception of one player, who stands 
in the centre. The children then dance 
round this one, singing the first three lines 
of the verses given below. At the fourth 
line they stop dancing and act the words 
that are sung. They pretend to scatter 
seed; then stand at ease, stamp their 
feet, clap their hands, and at the words: 
“Turn him round,” each child turns 
round. 

They then again clap hands and 
dance round, and when the words: 
“Open the ring and take one in,” are 
sung the centre child chooses a partner, 
who steps into the ring, and the two 
stand together while the other children 
sing the remaining verse, after which the 
child who was first in the centre joins the 
ring and the game is continued as before. 

“ Oats and beans and barley O ! 

Do you or I or anyone know 

How oats and beans and barley grow ? 

“First the farmer sows his seed. 

Then he stands and takes his ease. 

Stamps his foot and claps his hands. 

And turns him round to view the land. 

“Oats and beans and barley O ! 

Waiting for a partner, waiting for a partner. 
Open a ring and send one in. 

Oats and beans and barley O ! 

“ So now you’re married you must obey. 
You must be true to all you say, 

You must be kind, you must be good. 

And help your wife to chop the wood. 

Oats and beans and barley O I” 


INDOOR GAMES. 


85 




iH'tM 

WT\ 




Pigeon-House Game. 

Make a ring of children. In the 
centre place five or six of the smaller 
children of the part}^ This forms the 
pigeon-house and pigeons. 

Now choose one child (boy or girl) 
to open or shut this old-fashioned 
dovecote. 

He runs round the ring outside and 
gently pushes the children in towards 


the centre, and close to the pigeons, who 
are sitting on the ground softly cooing 
(or not, just as they please). 

This done he moves back. Let him 
be called the farmer or the farmer’s 
boy, if a name is wanted. 

A pretty and lively tune is now 
started on the piano. Directly it begins 
the boy runs forward and pulls open 
the ring of children, which widens out 
with raised arms, to form pigeon-holes. 

















86 


THE GAMES BOOK. 


The pigeons rise to their feet and 
fly out of these holes, round and round 
the room. 

As the music begins to stop and 
die away, the pigeons should return to 
their dovecote, and when the last note 
sounds they should all be settled again. 
The farmer’s boy now runs round the 
ring, closing it in and makdng all safe 
for the night. 

This game can be played without 
music, and the elder children can take 
their turn at being pigeons. 

Bingo. 

“ The miller’s dog lay at the mill, 

And his name was little Bingo, 

B with an I, I with an N, N with a G, G 
with an O, 

His name was little Bingo. 



“The miller he bought a cask of ale, 

And he called it right good Stingo, 

S with a T, T with an I, I with an N, N 
with a G, G with an O, 

He called it right good Stingo.” 

One child represents the miller, the 
rest stand round him in a circle, and all 
dance round and sing the verses. When 
it comes to the spelling part of the 
rhyme, the miller points to a child who 
must call out the right letter. 

Anyone who makes a mistake must 
pay a forfeit. 

The “Mimic” Club. 

This is a game which causes much 
amusement to a company of children, 
and even grown-ups may join in. 

All the players, with the exception 
of two, leave the room. One of the 
outside party is then called in, and told 
that a new club has been formed and 
his name enrolled, but that he cannot 
be formally admitted unless he can guess 
the name of the club from the move¬ 
ments of the two members who have 
remained in the room. 

The candidate for admission is then 
offered a chair, and everything said and 
ever}' movement made is mimicked by 
the other two. 

Sometimes the new member guesses 
at once, but when unable to do this it 
is very funny to watch the effect that 
the copying of his every movement has 
upon him, especially when six or seven 
have been admitted. 

When the name of the club has 
been guessed another candidate is in¬ 
vited in and the same performance takes 
place. 



J^he “Mimic” ^lul. 





















88 


THE GAMES BOOK. 



Lubin Loo. 

This game can be played by any 
number of children. The players form 
a ring by clasping hands; they then 
dance round singing the first verse, which 
after the second verse serves as a chorus. 

“Here we dance lubin, loo, 

Here we dance lubin, light. 

Here we dance lubin, loo, 

On a Saturday night.” 

While singing the second verse, the 
children stop, unclasp their hands and 
sr.it their actions to the words contained 
ill the verse. 

“ Put all your right hands in, 
d'ake all your right hands out. 

Shake all your right hands together. 
And turn yourselves about.” 

Each child while singing this first 
stretches her right arm towards the 
centre of the ring, then draws the same 


arm back as far as possible, next shakes 
or swings her right hand, and when the 
last line is sung she turns right round. 
The children then once more join hands, 
and commence dancing, at the same time 
singing the chorus. The game proceeds 
as before until all the verses have been 
sung. Here are the remaining verses;— 

“Here we dance lubin, loo. 

Here we dance lubin, light, 

Here we dance lubin, loo, 

On a Saturday night. 

“ Put all your left hands in. 

Take all your left hands out. 

Shake all your left hands together, 

And turn yourselves about. 

Chortts. 

“Here we dance lubin, loo,” etc. 

“ Put all your right feet in. 

Take all your right feet out. 

Shake all your right feet together. 

And turn yourselves about. 

Cho7‘us. 

“Here we dance lubin, loo,” etc. 








INDOOR GAMES. 


89 


‘ Put all your left feet in, 

Take all your left feet out, 

Shake all your left feet together. 
And turn yourselves about. 
ChoriLs. 

“Here we dance lubin, loo, etc.” 

‘ Put all your heads in. 

Take all your heads out. 

Shake all your heads together. 
And turn yourselves about. 
Chortts. 

“ Here we dance lubin, loo,” etc. 

‘ Put all the little girls in, 

I'ake all the little girls out. 

Shake all the little girls together. 
And turn yourselves about. 
Chorus. 

“Here we dance lubin, loo,” etc. 

* Put all the little boys in. 

Take all the little boys out, 

Shake all the little boys together, 
And turn yourselves about. 
Chorus. 

“Here we dance lubin, loo, etc. 

‘ Put all yourselves in. 

Take all yourselves out. 

Shake all yourselves together, 

And turn yourselves about.” 
Chorus. 

“Here we dance lubin, loo,” etc. 


The Little Lady. 

For this game a number of spills or 
pieces of rolled-up paper to represent 
horns are required. Whoever makes 
a mistake in the game has a horn stuck 
in her hair, or, if little boys are playing, 
the horns might be stuck behind the ears. 

The leader of the game begins b}^ 
saying to her right-hand neighbour: 
“Good morning, pretty lady, always 
pretty; I, a pretty lady, always pretty, 
come from that pretty lady, always 
pretty” (here she points to the girl on 
her left), “to tell you that she owns an 
eagle with a golden beak.” 

The next player turns to her right- 
hand neighbour, saying: “Good morning, 
pretty lady, always pretty; I, a pretty 
lady, always pretty, come from that 
pretty lad}^ always pretty” (here she 
points to the last speaker), “to tell you 
that she owns an eagle with a golden 
beak and silver claws.” 

The next girl continues the story 
word for word, adding “a rare skin.” 
The next adds “ diamond eyes,” and the 
next “purple feathers.” If there are a 





00 


THE GAMES BOOK. 


great number of children other charms 
must be added to the eagle, but each 
child must say the Avhole of the story, and 
for each mistake made she receives a 
paper horn, which must be stuck some¬ 
where about the head. At the end of 
the game a forfeit must be paid for each 
of these horns. 


Solitaire. 

Solitaire is a very old game, which is 
played on a circular wooden board, 
having holes arranged in it somewhat in 
the form shown in the illustration here 



given. The board can be obtained at 
any toyshop. 

At the commencement of the game all 
the holes are filled with glass or other 
marbles, then one marble is taken off 
the board and placed on one side. 

The game is to make one marble 
hop over another Avhenever there is a 
space immediately vacant beyond, the 
one Avhich is hopped over being at once 
taken from the board. 

The moves can be made either 
from top to bottom, bottom to top, 
right to left, or left to right; but never 
diagonally. 

For instance, the marble occupying 


No. I space in the engraving can be 
moved from i to 9 or i to 3, but cannot 
be moved from i to ii. The game is 
that all the balls with the exception of 
one, should be hopped over and taken 
off, and the one left should be in the 
centre of the board. 

This may seem a very easy task, 
but it is not as simple as it at first 
appears. 

If the illustration is referred to care¬ 
fully, the following moves will solve the 
difficulty:— 

First of all remove the centre marble, 
which is No. 17. Then, with ig hop 
over 18 into 17; next 16 to 18, 29 to 
17, and then on to 19; 30 to 18, 27 
to 25, 22 to 24, then on to 26; 31 to 
23, 4 to 16, next hopping on to 28 ; 7 
to 9, 10 to 8, 12 to 10, 3 to II, 18 

to 6 , I to 3, and then on to ii; 13 

to 27, and on to 25; 21 to 7, and on to 
91 33 fo 31, and on to 23; 10 to 8, and 

on to 22; then to 24, to 26, to 12, finally 

stopping at 10; the last move being 
5 to 17. 

“ Birds Fly.” 

This is a very simple game. Each 
player places a finger on the table, 
whicli he must raise whenever the con¬ 
ductor of the game says: “Birds fl}’,” 
“ Pigeons 1134” or any other winged 
creatures “fly.” 

If he names any creature without 
wings, such as “ Pigs fly,” and any 
player thoughtlessly raises his finger, 
that player must pay a forfeit, as 
he must also do if he omits to raise 
his finger when a winged creature is 
named. 




INDOOR GAMES. 


91 



FORFEITS. 


As most of the indoor games require 
forfeits to be paid by those who do not 
fulfil the rules, it will perhaps be as 
well to give a list of easy forfeits and 
the way in which they should be carried 
out. When forfeit time arrives the one 
who is to cry the forfeits must be blind¬ 
folded, so that he may not know on 
whom he is pronouncing judgment. A 
second person holds up the forfeits one 
at a time, and says of each: “ Here’s a 
pretty thing, and a very pretty thing: 
what shall be done to the owner of this 


very pretty thing ? ” Then the crier replies 
with one of the forfeits given below. 

1. Bow to the wittiest, kneel to the 
prettiest, and kiss the one you love best. 

2. Bite an inch off the poker.—This 
is done by holding the poker an inch 
from your mouth and then pretending 
to bite. 

3. Lie down your full length upon 
the floor, fold 3^our arms and rise without 
unfolding them. 

4. Push your friend’s head through 
a ring.—This is done by putting your 



92 


THE GAMES BOOK. 


finger through a ring, and then pushing 
your friend’s head with the tip of your 
finger. 

5. Put yourself through the keyhole. 
—Write the word “yourself” on a piece 
of paper and pass it through the key¬ 
hole. 

6. Sit upon the fire.—Write “the 
fire” upon a piece of paper and then 
sit upon the paper. 

7. Place a straw on the floor so 
that you cannot jump over it.—To do 


this you must place the straw close to 
the wall. 

8. Laugh in one corner, cry in 
another, sing in a third, and dance in a 
fourth. 

9. Put one hand where the other 
cannot touch it.—To do this you must 
clasp the left elbow with the right hand. 

10. Say: “Quizzical quiz, kiss me 
quick,” six times without taking breath. 

11. Kiss a book inside and out 
without opening it.—This is done by 






















INDOOR GAMES. 


93 


kissing the book inside the room and 
outside the room. 

12. Put two chairs back to back, 
then take off your shoes and jump over 
them.—This is a catch: it is the shoes 
you jump over, not the chairs. 

13. Put a candle where everyone 
in the room, except yourself, can see it. 
—To do this you place it on your own 
head. 

14. Repeat the letters of the al¬ 
phabet three times, leaving out the 
letter “o” each time. 

15. Take one of your friends up¬ 
stairs and bring him down upon a 
feather.—Take someone upstairs, gi\e 
him a feather and he will find down 
upon it, so you will have obeyed the 
command, “ to bring down upon a 
feather.” 

16. Shake a sixpence off the fore¬ 
head.—The person who is to pay this 
forfeit must close his eyes, when some¬ 
one else having wetted a sixpence pro¬ 
ceeds to press it firmly upon his fore¬ 
head. The sixpence is taken away, but 
the forfeit payer still believes it to be 
there, and if told to shake the coin off 
will continue to try to do so for a 
minute or so before he finds out the 
deception. 

17. Kiss the candlestick.—Ask a 
young lady to hold a candle and then 
kiss her, as she will represent the 
candlestick. 

18. Leave the room with two legs 
and return with six.—To do this you 
must bring a chair in with you. 

ig. Stand on a chair and make 
whatever grimaces you are bidden with¬ 
out smiling. 

20. Stand on a chair and spell 
“opportunity.”—This is an opportuntiy 


for the other children to kiss you or 
tease you in any way. 

21. Repeat six times without a 
mistake: “A lump of rough light red 
leather, a red light rough leather lump.” 

22. Repeat six times: “There was 
an old woman who was a thistle sifter, 
she had a sieve full of sifted thistles. 



and a sieve full of unsifted thistles, and 
she was a thistle sifter.” 

23. Ask a question to which it is 
impossible to answer “no.”—The question 
is—“What does ‘yes’ spell?” 

24. To dot and carry one.—Hold 
one ankle in one hand and hop round 
the room. 

25. Repeat six times: “Around the 
rugged rocks tliree ragged rascals ran a 
rural race.” 

26. Repeat a piece of poetry, count¬ 
ing the words aloud. Thus: “Twinkle 
(one), twinkle (two), little (three) star (four). 
How (five) 1 (six) wonder (seven; what 
(eight) you (nine) are (ten),” and so on. 

27. Become a statue.—You must 
stand on a chair and allow one of the 
company to place you in any ridiculous 
attitude he can think of. 

28. Answer “ It was I ” to every¬ 
thing said to you.—Each person in the 


94 


THE GAMES BOOK. 


room may speak to 3^11 if he chooses. 
Suppose the first person says: “I saw 
a monkey to-day,” the forfeit payer 
must reply: “It was I,” and so on. 

29. Pla3' the part of exile.—Take a 
place in the corner of the room farthest 
removed from the company and remain 
there until the next forfeit is called, 
when the exile ma}' inflict the punish¬ 
ment to be performed by the owner of 
the forfeit, and when he has seen it 
carried out may leave his corner. 

30. Blow out a lighted candle blind¬ 
folded.—This is a much more difficult 
feat to perform than you would imagine; 
you are almost sure not to blow in the 
right direction. 

31. The German Band.—Three or 
four of the players can pay for their 



forfeits at the same time. A toy musical 
instrument is given to each, and they 
must perform upon them as best they 
can. 

32. Comparisons.—The forfeit pa3^er 
must compare someone in the room to 
some object, and then explain in which 


way he or she resembles or differs from 
it. For instance, a gentleman may com¬ 
pare a lady to a rose, because they are 
both sweet, though, unlike the rose, she 
is without a thorn. 

33. Compliments.—Pay five compli¬ 
ments to five ladies in turn. The first 
compliment must not have the letter 
“a” in it, the second must be without 
an “e, ” in the third there must be no 
“ i,” in the fourth no “o,” and in the 
fifth no “u.” 

34. Kiss your own shadow.—Hold 
a lighted candle so that 3mur shadow 
falls upon the face of one of your com¬ 
panions and then kiss it. 

35. Form a blind judgment.—The 
person upon whom this sentence has 
been passed must be blindfolded. The 
company are then made to pass before 
him, whilst he gives his opinion of each 
one, without knowing who it is. 

36. Send your sweetheart’s name by 
telegram.—To do this 3^011 must whisper 
the name of someone you admire to the 
person sitting next 3^11. This person 
whispers it to his neighbour, and so on 
until everyone has heard it. 

37. Act the Prussian soldier.—This 
penance is for boys only. The coat 
must be turned inside out, a paper 
cocked hat must be worn on the head, 
and a moustache drawn on the face 
with a burnt cork. The Prussian soldier 
must then march round the room, stop 
in front of a lady and present arms. 
The lady rises, marches beside the 
soldier to the other end of the room; 
she then whispers the name of the person 
she admires most in the room. The 
soldier must return and fetch this person 
in the same manner as before. He then 
asks the second person who she will 



INDOOR GAMES. 


95 


choose, and this goes on until someone 
chooses the soldier himself, and then his 
penance is over. 

38. The three words.—The names 
of three articles are given to you and 


“elephant,” “hedgehog,” and “carpet.” 
It may be a little difficult to think of 
the use of a hedgehog at a moment’s 
notice, still 3mu must not wait, so you 
reply; “I would ride the elephant. 


'H 



3^ou must say what you would do with eat the hedgehog, and dance on the 
them were they yours. You are only carpet.” 

allowed a minute in which to decide, 39. The deaf man.—The forfeit payer 

and you will not receive your forfeit stands in the middle of the room and 

back unless you are able to answer within the company invite him to do certain 

that time. Suppose the three words are things. To the first three invitations 






















96 


THE GAMES BOOK. 


n 


he must reply: “I am deaf, and cannot 
hear”; but to the fourth invitation he 
must reply: “I am no longer deaf,” and 
he is then bound to perform whatever 
the company suggest, no matter how 
disagreeable the task may be. 

40. Spell Constantinople.—The speller 
begins: C-o-n,con, s-t-a-n, stan, t-i, ti, n-o. 
Here all the company call out: ‘‘No,” 
and if the speller does not know the trick 
he will think he has made a mistake 
and begin to spell the word all over 
again. 

41. Animal forfeit.—The forfeit payer 


must go to each of the company in turn 
and ask for the name of his favourite 
animal, and must then imitate the cry 
of that animal. 

42. Yards of Kisses.—The forfeit 
payer is ordered to give so many yards 
of kisses to one of the children present. 
This is done by taking the child men¬ 
tioned into the centre of the room. 
Then the two stand facing each other, 
take hold of hands and stretching them 
to the full length, as if measuring rib¬ 
bon, kissing each other as they measure 
each yard. 



J KICK5 ^t> "puzzLc^ 


^NYONE who washes to play a trick 
or show off a puzzle should test 
it privately, before attempting to show 
it before company, for often, owing to 
some slight error, the trick may at first 
prove a failure, whereas a little practice 
will soon make one perfect. 


also, and as the pace is quickened, the 
egg will move more and more quickly, 
until it stands up on one end and spins 
round like a top. In order to be quite 
sure that the experiment will succeed, 
you should keep the egg upright while 
it is being boiled, so that the inside 
may be hardened in the proper position. 


The Dancing Egg. 

Get a hard-boiled egg, and place it 
on the reverse side of a smooth polished 
plate or bread-platter. If you now 
turn the plate round wdiilst holding it 
in a horizontal position, the egg, which 
is in the middle of it, will turn round 


The Magic Thread. 

Soak a piece of thread in a solution 
of salt or alum (of course, your audience 
must not know you have done this). 
When dry, borrow a very light ring, and 
fix it to the thread. Apply the thread 
to the flame of a candle: it will burn to 
ashes, but will still support the ring. 


The Swimming Needles. 

There are several ways of making 
a needle float on the surface of the water. 

The simplest way is to place a piece 
of tissue-paper on the water and lay the 
needle on it: the paper soon becomes 
soaked with water, and sinks to the 
bottom, while the needle is left floating 
on the top. 

Another method is to hang the 
needle in tw’O slings made of threads, 
w'hich must be carefully drawn away as 
soon as the needle floats. 

You can also make the needle float 
by simply holding it in your fingers and 
laying it on the water. This, however, 
requires a very steady hand. 



7 




93 


I'HE GAIVIKS ROOK. 


If you magnetise a sewing-needle 
by rubbing it on a fairly strong magnet, 
and lloat it on the water, it will make 
an extremely sensitive compass, and if 
you place two needles on the water at the 
same time, you will see them slowly ap¬ 
proach each other until they float side by 
side; that is, if they do not strike together 
so heavily as to cause them to sink. 

The Bridge of Knives. 

Three knives may be supported by 
their handles in the following manner:— 
Place three glasses in a triangle, each 
side of which must be about the length 
of one of the knives. The blade of the 
first knife should rest on the blade of 
the second, by passing over it near to 
the point where the handle and blade 
are joined; the blade of the second 
passing in the same manner over the 
blade of the third, which is to be made 
to rest on the blade of the first. The 
handles being then carefully placed upon 
the glasses, a bridge is formed strong 
enough to bear a considerable weight. 

To Balance a Coffee-Cup on the 
Point of a Knife. 

The articles necessar\’ for the per¬ 
formance of this trick are very simple, 
a dinner-fork and an ordinary-sized cork 
being all that is needed. Fix the cork 
firmly in the handle of the cup, as 
shown in the illustration, then stick the 
fork into it so that two prongs shall be 
on each side of the cup handle, and slope 
the fork m such a way that its handle 
will come under the of the cup. 


The heaviest weight being thus brought 
underneath, you can hold the cup on the 
point of a knife, if you very carefully 



find the exact place on which it will 
balance. 

As the surface of the cup is usually 
glazed, the hand which holds the knife 
must not tremble, or the cup will slip off. 

You may also obtain the same result 
by using tw'o knives, instead of a fork. 

The Obstinate Cork. 

Take a small cork, and ask someone 
to blow it into a fairly large sized 
ordinary bottle that has a neck. 

This seems to be quite an easy 
matter. The one who tries it will pro¬ 
bably blow as hard as possible upon the 
little cork; but, instead of going into the 
bottle, as expected, it will simply fall 
down. The harder the puffs or blows, 
the more obstinate the cork will appear 
to be; and even if the effect of blowing 
gently be tried, it will be of no use; the 
cork will not go into the bottle, much 



TRICKS AM) PUZZLES. 


99 


to the amusement of those who are watch¬ 
ing. The reason why the cork will not 
go in is this:—The bottle being already 
full of air, when the cork is blown, more 
air will be forced into the bottle, and 
consequently the air inside will be greatly 
compressed, and will simply force the 
cork back. The following is a simple way 
of overcoming the difficulty:—Instead of 
trying to force the cork through the 
compressed air in the bottle, just the 
contrary should be tried, that is—some 
of the air should be sucked out of the 
bottle; this being done, the bottle will 
become partly emptied, and when the 
outside air rushes in to fill up the empty 
space, it will carry the cork with it to 
the bottom of the bottle. 


How to Light a Candle without 
Touching It. 

Plaving allowed a candle to burn till 
it has a long snuff, blow it out suddenly. 
A wreath of smoke will ascend into the 
air. Now if a lighted match is put to 
the smoke at a distance of three or four 
inches from the wick, the fire will run 
down the cloud, and relight the candle. 

The Vanishing Sixpence. 

Stick a small piece of white wax 
on the nail of the middle finger of your 
right hand, taking care that no one sees 
you do it. Then place a sixpence in 
the palm of your hand, and tell your 
audience that you can make it vanish 
at the word of command. 

You then close your hand so that 
the sixpence sticks to the waxed nail. 


Blow on your hand and make magic 
passes, and cry “Sixpence, begone!” 
Open your hand so quickly that no one 
will see the sixpence stuck to the back 
of your nail, and show your empty 
hand. To make the sixpence reappear, 
you merely close your hand again, and 
rub the sixpence into your palm. 

The Balancing Spoon. 

Place a half-opened pen-knife on the 
edge of the table, as shown in the illu¬ 
stration, and hang a large cooking-spoon 
by its hook on to the knife, just where 
the blade and handle join. Place the 
spoon so that its inner (concave) side is 
facing tlie table, and after swinging for 
a little time the knife and spoon will 
keep still in perfect balanfce. Even if 
you fill the spoon with sand it will not 
fall, so long as the heaviest point is 
under the edge of the table. 

The cooking spoon is hung on to 
the half-opened pen-knife where the 



blade and the handle join, and you can 
now place the end of the knife-handle 
on the tip of your finger, on the edge 






100 


THE GAMES BOOK. 


of the table, or on the rim of a glass 
which is standing near the edge of the 
table, and your knife and spoon will 
balance perfectly, without falling over. 

The Dancing Pea. 

For this trick, take a piece, two 
or three inches long, of the stem of a 
clay tobacco pipe, taking care that one 
end is quite even; with a knife or file, 
work the hole at the even end larger, 
so as to form a little cup. Choose the 
roundest pea you can find, place it in 
the cup, and blow softly through the 
other end of the pipe, throwing back 
your head while you blow, so that you 
can hold the pipe in an upright position 
over your mouth. 

The pea will rise, fall, and dance in 
its cup, according to the degree of force 
you use in blowing, but you must take 
care not to blow too hard, or you may 
blow it away altogether. 

Six and Five Make Nine. 

This is a simple little puzzle. Take 
eleven strips of cardboard, lay six of 
them at exactly equal distances on the 
table, and ask one of the company to 


add the five other strips and yet only 
make nine. It is done by placing them 
as in the dotted lines, thus :— 

\ I M E 


To Light a Snowball with 
a Match. 

Roll a snowball and put it on a 
plate. While rolling, contrive to slip a 
piece of camphor into the top of it. 
The camphor must be about the size 
and shape of a chestnut, and it must 
be pushed into the soft snow so as to 
be invisible—the smaller end uppermost, 
to which the match should be applied. 


The Force of a Water-Drop. 

Get a match, and make a notch in 
the middle of it, bend it so as to form 
an acute angle, and place it over the 
mouth of a bottle. 

Now place a threepenny-piece or 
other small coin on the match, and ask 
anyone to get the coin into the bottle 
without touching either the bottle or the 
match. 

This is very easy to do. Dip your 
finger in a glass of water, hold it over 
the place where the match is notched, 
and let one or two drops fall on this 
point. The force of the water will cause 
the sides of the angle to move apart, 
and the opening thus becomes large 
enough to let the coin fall into the bottle. 


The Sentinel Egg. 

This trick requires care and patience. 
You must lay a piece of looking-glass 
on a perfectly even table; then take a 
new-laid egg and shake it about for some 
time until the white is well mixed with 
the yolk. In this condition it is possible 
to balance the egg on its end, and make 














TRICKS AND PUZZLES. 


101 


it stand upright on the glass. This 
trick is more certain to be successful if 
you are clever enough to flatten the end 
ever so slightly and evenly, by giving 
it a gentle and unsuspected tap. 

The Coin Trick. 

Take a coin in each hand, and stretch 
out your arms as far apart as you can. 
Then tell your audience that you will 
make both coins pass into one hand 
without bringing your hands together. 
This is easily done by placing one coin 
upon the table and then turning your 
body round until the hand with the other 
coin comes to where it lies. You can 
then easily pick the coin up, and both 
will be in one hand, whilst your arms 
are still widely extended. 

The Wonderful Pendulam. 

If you fill a wine-glass with water 
and place a thick piece of paper over it 
so that no air can get in, you will find 
that you can turn the glass upside down 
without spilling a drop of water, because 
the pressure of the air on the outside will 
keep the paper from falling off. It is on 
this principle that the present pendulum 
is to be made. Take a piece of cardboard 
larger than the mouth of the glass; pass a 
cord through a small hole in the centre of 
the card, and fasten it by means of a knot 
on the under side, then carefully cover the 
hole with wax, so that no air may get in. 

Place your cardboard over the glass 
full of water, and by making a loop in 
the end of the cord, you can hang the 
glass from a hook in the ceiling without 



any fear off its falling off. In order to 
make sure that no air can get into the 
glass, it is wise to smear the rim with 
tallow before laying the cardboard on. 

The Mysterious Ball. 

This seems to be a plain wooden 
ball with a hole bored in its centre, 
through which a string is passed. The 
ball will move lightly up and down this 
cord, but let someone who knows the 
trick take the string in his hand, and 
it becomes quite a different matter; the 
ball will move quickly, or slowly, at 
command, and, if told to do so, will 
stand still until ordered to move on again. 

The reason for this peculiar be¬ 
haviour is that inside the ball there are 
two holes, one of which is quite straight, 
while the other is curved, and turns out 
of the straight hole. 

It is through this curved passage 


102 


THE GAMES BOOK. 


that the cord is passed, and you can 
easily see that to' regulate the move¬ 
ments of the ball, it is only necessary 
to hold the string more or less tightly. 
If you hold the cord perfectly tight, the 
ball will not be able to move at all. The 
ball can be purchased at any toy-shop. 

The Revolving Pins. 

Take a piece of elastic which is not 
covered with silk or wool, and through 
the middle of this stick a pin, which you 
have bent as shown in the illustration. 



Now hold the elastic between the 
thumb and first finger of each hand 
and twirl it round, stretching it a little 
at the same time. The rapid movement 
thus caused will make the revolving pin 
look like a glass object, and if you have 
a strong light falling on the pin, and a 
dark background behind it, the resem¬ 
blance becomes very much stronger. 


xAfter a little practice you will be 
able to represent man}^ things in this 
way—cheese-dishes, vases, champagne- 
glasses, &c.—and if the bent pin should 
fall into a horizontal position while re¬ 
volving, on account of its shape, you 
can tie one end on to the elastic with a 
piece of white thread, which will not in 
any way interfere with the working. 

This trick looks well in a dark¬ 
ened room, when the pin is illuminated 
by a ray of sunlight coming through a 
hole in the window shutter. 

The Man with his Head 
the Wrong Way. 

Put on a coat and vest so that they 
fasten behind. Then fix a mask over the 
back of the head and a wig over the 
face. The effect is very curious. 

To Find an Object While 
Blindfolded. 

To play this trick, you must take 
one of your friends into your confidence. 
Borrow a watch and put it in your 
pocket, and then ask your audience to 
sit at the end of the room, blindfold 
your friend, and lead him outside. Now 
say: ‘‘Ladies and gentlemen, if 3^ou 
will give me some small object to hide, 

I promise you that the blind man will find 
it, although I shall not even tell him 
what he is to look for, and I shall lower 
the gas, so that if the bandage should slip, 
he will still be unable to see.” x\ key, 
pencil, or any small thing having been 
handed to you, lower the gas and proceed 
to hide the object, at the other end of the 



TRICKS AND PUZZLES. 


103 


room, mentioning where you have put 
it, but not mentioning that you have 
placed the watch close beside it. You 
then request “Silence” and lead in the 
blind man, and ask him to begin his 
search. He is guided, of course, by the 
ticking of the watch, and knows that 
whatever he finds close to it is the ob¬ 
ject hidden. When he calls “Found,” 
he must slip the watch into his pocket. 
You then turn up the gas, and quietly 
ask your audience if they do not tliink 
your friend is a very clever fellow ? 


The Magician of Morocco. 

The Magician is formed by holding 
up one hand, bending down the fourth 
and middle fingers, placing the thumb 
in front, holding the first finger straight 
up, and the middle finger slanting half¬ 
way between the first and fourth fingers, 
as shown in this illustration. The top 



joint of the first finger should be painted 
to represent a face; a handkerchief which 
has been knotted at one corner, should 
then be placed on the tip of the finger: 
this makes the Magician’s cap. The 
remainder of the handkerchief will form 
the robe, as above shown. This robe will 



look much more effective if it is made 
of a bright-coloured silk handkerchief. 
You will see that the first finger makes 
the head and shoulders of the figure, 
the middle finger shows the arms, while 
tlie bodv and legs are made by the 
thumb, third, and fourth fingers. When 
showing before company you must ask 
all sorts of riddles and catches, taking 
care to make the mannikin nod his head 
and wave his arms all the time, so that it 
may appear that it is he who is speaking. 


Chinese Shadows. 

Here is a simple way of making 
shadow pictures. Place a candle on 
the table, and fix a piece of white paper 
on the wall at the same height from the 
ground as the light is. Now place some 
non-transparent object, as for instance, a 
large book, between the candle and the 
paper, and on one side of the table place 
a mirror so that it will reflect the light 
of the candle on to the paper on the wall. 
If you now put little cardboard figures 
between the candle and the mirror, a 
shadow will be thrown on the white 
paper, and you can move your figures 
about just as you please. 


104 


THE GAMES BOOK. 


Hand Shadows. 


It is very difficult to explain how 
these shadows should be made, but you 
must bear in mind the fact that it is neces¬ 
sary to stand hehveen the lamp and the 
wall, and extend your arms so that the 



shadow of your body does not interfere 
with the picture shadows you intend to 
make with your hands. The illustrations 
given will show you how to make two 



very good shadow pictures, but the fun 
of the game is for several people to make 
up pictures of their own, and see who 
can succeed in making the best. 


The Game of Shadows. 

For this game you require a white 
sheet to be hung up at the end of the 
room. Then the “ shadow-makers ” take 
up their places on low stools behind the 
sheet; there must be only one lamp in 


the room, which should be placed about 
six or seven feet behind the “ shadow- 
makers.” Then the “shadow-makers” 
drape themselves with shawls, or any¬ 
thing handy, and take their places so 
that their shadows are thrown upon the 
sheet. They must of course try to dis¬ 
guise themselves, so that the “shadow- 
seekers” may not be able to guess their 
identity. By loosening the hair and 
letting it fall over the face, a girl may 
appear like a man with a beard; bending 
the finger over the nose gives one a 
very queer-looking hooked nose in the 
shadow, and entirely alters the appear¬ 
ance of the face. Covering oneself up 
in a sheet and then extending the arms, 
gives one the appearance of a large bat. 
As soon as a “shadow-maker’s” iden¬ 
tity has been guessed, he must take his 
place as a “shadow-seeker,” and the one 
who guessed him becomes a “ shadow- 
maker.” The penalty of a glance behind 
on the part of the “shadow-seeker” is to 
pay a forfeit. 


Living Shadows. 

In order to make these, you must 
stand in the corner of the room, near a 
mirror. Let someone hold a light behind 
you, so that the shadow of your head 
and shoulders will be thrown upon the 
wall, and also so that the reflected light 
from the mirror will fall at exactly the 
same spot as the shadow of your head. 

If the mirror is now covered with a 
piece of thick paper, from which two eyes, 
a nose, and a mouth are cut out, the effect 
shown in the drawing will be produced. 
In order to make the shadow still more 
lifelike, cut out two pieces of paper, fasten 


TRICKS AND PUZZLES. 


105 



one over the mirror, and move the other 
over it. In this way the eyes and mouth 
of the shadow may be made to move. 

To Guess the Two Ends of a 
Line of Dominoes. 

For this trick a whole set of domi¬ 
noes is required, the performer taking 
care to hide one of the set not a double 
in his pocket. The remaining dominoes 
should be well shuffled, and placed ac¬ 
cording to the ordinary rules of domino 
games, and the performer undertakes to 
tell, without seeing them, the two num¬ 
bers forming the extremes of the line, set 
during his absence from the room. The 
numbers on the extreme ends of the 
domino line will be exactly the same as 
the numbers on the domino which the 
performer has in his pocket. If he is 
asked to repeat the trick he should be 


sure to change the hidden domino, or 
he may chance to be found out. 

To Tell the Age of Any Person. 

Prepare a set of cards by making 
a copy of the tables given here. Hand 
them to the person whose age you wish 
to ascertain, and ask him to name the 
cards on which his age appears. 

If you then add together the first 
number on each of the cards he names, 
the total will be the age required. 


No. I. 

Card. 

No. 2. 

Card. 

No. 3. 

Card 

1 

29 

2 

30 

4 

30 

3 

31 

3 

31 

5 

31 

5 

33 

6 

34 

6 

36 

7 

35 

7 

35 

7 

37 

9 

37 

10 

38 

12 

38 

11 

39 

11 

39 

13 

39 

^3 

41 

14 

42 

14 

44 

15 

43 

15 

43 

15 

45 

17 

45 

18 

46 

20 

46 

19 

47 

19 

47 

21 

47 

21 

49 

22 

50 

22 

52 

23 

51 

23 

51 

23 

53 

25 

53 

26 

54 

28 

54 

27 

55 

27 

55 

29 

55 

No. 4. 

Card. 

No. 5. 

Card. 

No. 6. 

Card. 

8 

28 

16 

28 

32 

44 

9 

29 

17 

29 

33 

45 

10 

30 

18 

30 

34 

46 

II 

3 ^ 

19 

31 

35 

47 

12 

40 

20 

48 

36 

48 

13 

41 

21 

49 

37 

49 

H 

42 

22 

50 

38 

50 

15 

43 

23 

51 

39 

51 

24 

44 

24 

52 

40 

52 

25 

45 

25 

53 

41 

53 

26 

46 

26 

54 

42 

54 

27 

47 

27 

55 

43 

55 



io6 


THE GAMES BOOK. 


Think of a Number. 

Tell someone to think of any number 
he likes, but not to tell you what it is. 
Tell him then to double it. When he 
has done that, let him add an even num¬ 
ber to it, which you must give him. After 
doing this he must halve the whole, then 
from what is left, take away the number 
he first thought of. When this is com¬ 
pleted, if he has counted correctly you will 
be able to give him the exact remainder, 
which will simply be the half of the even 
number you told him to add to his own. 

To Balance a Pencil on its Point. . 

The illustration shows how this is' 
done. You stick the blade of a penknife 
into the pencil, near the point, and open 



the knife more or less until the desired 
l.ialance is obtained. 

When thus placed, the pencil and 
pen-knife in conjunction are in constant 
balance, because tlie heaviest weight is 
below the level on which the point of 
the pencil rests. 


By altering the opening of the knife, 
the pencil may be made to stand in a 
more or less slanting position. 

The Feather Catch. 

Ask one of your audience to stand 
upon a chair, and then tell him you will 
bring him “down upon a feather.” 

When someone has taken up their 
position on a chair, pretend to examine 
carefully the best methods of lifting him, 
then when everyone’s curiosity is aroused, 
produce a feather, point to the down, 
and say, “See, I have brought you 
upon a feather.” 

The Nut Catch. 

Tell your audience you wall show 
them that rvhich neither they nor any¬ 
one else ever saw before, and which no 
one will ever see again. After everyone 
has tried to guess what this can be, 
produce a nut from your pocket, crack 
it, show the kernel, and ask if anyone has 
ever seen it before; then eat the kernel, 
and ask if anyone wall ever see it again. 

The Height of a Hat. 

Very few people have any idea of 
the real height of a gentleman’s high 
hat, as you will easily discover if you 
show one to the company. After they 
have viewed the hat, put it out of the 
room, and ask those present to mark 
what they suppose to be the height of 
it on the w^all. 

When this has been done, bring 







TRICKS AND PUZZLES. 


TOT 


in the hat again, and you will find 
that nearly everyone is absurdly out 
in their attempt. 


A Clever Puzzle. 

Take an ordinary visiting-card, or 
a piece of paper the size of one, and 
with a sharp knife cut it in three lines 
as represented in the following diagram, 


I 

i 


taking care not to cut too close to the 
edge of the card. Then fold the card 
lengthwise, and with strong sharp scissors 
cut it thus:— 



Now carefully stretch apart the 
slender circlet thus prepared, and if 
the slits have been made close enough 
together, a gvown-up person s head may 
easily be passed through the hole in 
the card. 


A Word Puzzle. 

Here is a word puzzle: my whole 
is an article of furniture and consists of 
nine letters. 

My 3, 8, 7, 5 is a colour. 

My 5, 2, 9, 4 is to wait for or stay 

where you are. 

My 5, 7, 8. 4 is empty. 

My I, 6 , 9 is earth. 

j\Iy 2, 3, 4, 7 is a thought. 

My whole = SIDEBOARD. 

( 3 , 8, 7, 5) = Drab. 

(5, 2, 9, 4) = Bide. 

( 5 . 7 » 8, 4) = Bare. 

(i, 6, 9) = Sod. 

(2, 4> 7) = I<Jea. 


The Camel Puzzle. 

There was once an Arab who had 
three sons. He died, leaving behind him 
a will in which he stated that his pro¬ 
perty, consisting of seventeen camels, was 
to be divided between his three sons. 
The first was to have one half of the 
camels, the second one-third, and the 
third one-ninth. 

As they could not halve seventeen 
camels, they went to a neighbour and 
told him of their difficulty. He lent 
them a camel, so that now they had 


eighteen to divide: so— 

the first son took one half = 9 

the second one-third — 6 

the third one-ninth = 2 

Total: = 17 


They had divided equally and yet 
were able to give back the camel which 
had been lent to them. 

























































io8 


THE GAMES BOOK. 


A Curious Candle. 

To perform this trick, get a piece 
of candle, and weight it by sticking a 
nail into the lower end. 

The nail must be just heavy enough 
to bring the top end of the candle, when 
placed in a glass of water, level with 
the surface, without allowing the water 
to touch the wick, as shown in the 
second illustration. 

If you now light the candle, it will 



burn right down to the end, in spite 
of the fact that it is surrounded by 
water. 

This appears at first sight to be 
very improbable, but you will see, on 
thinking it over, that it is quite possible; 
for although the burning of the candle 
seems to bring the wick nearer to the 
water, yet, on the other hand, as the 
candle burns it becomes lighter and rises 
gradually. 





Funny Figures from Fruit. 

The Nigger. 

First of all, you require a sharp pen¬ 
knife, an orange, two bunches of sul¬ 
tanas, a few currants, and half a dozen 
nuts or blanched almonds. With these 
you can make a nigger head. 

From the part of the orange that 
is to be the back of the head, cut enough 
peel to make your nigger a collar—the 
white side of course. Turn up a little 
on each side of the head for the ears. 
Cut two round pieces of peel for the 
whites, and put in two currants for the 
blacks of the eyes. Make a big mouth 
with the corners turned towards the 
eyes; use pieces of nuts for the teeth. 
Cut out a piece in the right place for 
the nose; perhaps a piece can be spared 
from the back of his collar for the im¬ 
provement of his nose. There is only 
one thing wanted to make Mr. Sambo 
complete, so now take the two bunches 
of sultanas, and lay one on one side, and 
one on the other of the top of the orange, 
and then you will have the curly hair. 

Another funny head can be made 
with the following:—An orange, an 
apple, the stalks of sultanas, and a few 
currants and blanched almonds. 

Take your apple and place it in a 
plate (stalk part downwards). From the 
middle of the part you intend for the 
face, cut out a piece in the shape of a 
slit. Cut deeply so that you can insert a 
good substantial nose made of a piece 
of another apple, or a piece of orange- 
peel. Cut out pieces from each side of 
the nose in the shape of diamonds ; leave, 
if you can, a round piece of rind in the 
middle of each—if you cannot, you must 
insert currants. Cut a good wide mouth. 



TRICKS AND PUZZLES. 


109 


and use pieces of blanched almonds or 
nuts for the teeth. 

Make the hair of sultana stalks, or 
thin pieces of nut stuck into the top of 
the apple. Make the collar of orange- 
peel, turning the white side outwards. 

The Chinaman. 

Two oranges, one large and one 
small, are wanted to make this gentle¬ 
man. 

The small orange will be the head. 
With your knife carefully remove part 
of the peel, so as to form the eyes and 
mouth. 

The eyes should be small, the nose 
flat and broad, the mouth very large. 
The ears should also be large. 

Now take the other orange and clean 
all the fruit out of one half, and then 
turn the peel up neatly all round to make 
the hat with a brim. Turn the other 



half on its flat part, which will make 
the chest and shoulders of “ Ching- 
Ching.” 

Take a piece of the brim of the 
hat, and it will form a nice scarf for 
the gentleman. Two sharp cuts over 
the eyes will be sutncient for the eye¬ 
brows. 


The Swimming Fish. 

Take a piece of writing-paper, and 
out of it cut the shape of a fairly large¬ 
sized fish, as shown in the illustration. 



Make a round hole (A) in the middle, 
and continue it towards the tail, so as 
to make the narrow slit (A—B). 

Then get a long-shaped vessel filled 
with water, and place the fish on the 
surface. 

Now, in order to make your fish 
move without touching or blowing it, 
you must pour a large drop of oil into 
the hole (A). 

The oil will try to spread itself on 
the surface of the water, and as the 
canal (A—B) is free, it will move along 
this and so cause a backward pressure 
which will force the fish forwards. This 
movement will last a fairly long time. 

To Suspend a Needle in the Air. 

Place a magnet on a stand in order 
to raise it a little above the level of the 
table. 

Then bring a small sewing-needle 
containing some thread close to the 
magnet, and, to prevent the needle 
attaching itself thereto, keep hold of the 
end of the thread. 

The needle in endeavouring to fly 
to the magnet and being prevented by 
the thread, will remain suspended in 
mid-air. 










110 


THE GAMES ROOK. 


The Obedient Fish. 

IMake a hole in each end of a raw 
egg, and blow out the contents. Close 
up one opening with a little wax, and 
on the egg-shell draw with a pencil two 
great eyes, as shown in the illustration. 
Then make a little bag out of red 
flannel, sewn together in the place shown 
by the dotted lines in the drawing. 
After the bag has been weighted with 
small shot, stick half of the egg into it, 
so that the opening of the shell is inside 
the bag, then fasten with red sealing- 
wax the ends of the bag to the egg¬ 
shell, and your fish is ready. 




You must place it in a glass vessel 
filled with water, and covered over with 
a piece of bladder. The weight in the 
bag must be so arranged that the fish 
will swim on the surface or sink to the 
bottom at the slightest touch. 

Now, if you press lightly on the 
bladder, a little water will be forced 
into the fish through the hole which you 
made in it; the fish will thus become 
heavier, and sink to the bottom. If you 
slacken the pressure, the compressed 
air in the shell will drive the water out, 
so that the fish will become lighter and 
rise again to the surface. 


The onlookers should not be able 
to notice the little movements which you 
make with your hand, and it will there¬ 
fore seem to them as if the fish willingly 
obeyed your commands. 

Magic Apples. 

Take as many soft apples as you 
want, and secretly prepare them as 
follows:— 

Pass a needle and thread in at the 
top of the apple, and take a stitch as 
close to the rind as possible, working 
downwards. 

When you have drawn the needle 
out, put it in again at the same place 
it came out of, and take another stitch 
downwards, and so on, until you have 
been right round the apple. You must 
then grasp the two ends of the thread, 
and pull them gently and carefully, 
until you have cut the fruit in halves 
without breaking the rind. You can 
cut your apples into as many parts as 
you please in this manner. 

You must take care to point out to 
your friends that the apples must be 
peeled before being eaten, and much 
astonishment will be caused by the fruit 
falling to pieces in the process of peeling. 

To Raise Three Matches with One. 

Split a match slightly at one end, 
and into the notch press the wedge- 
shaped end of another match. 

Now place this on the table, with 
its point resting against a third match, 
so as to form a tripod. 

In order to lift these three matches 







TRICKS AND PUZZLES. 


111 


together with a- fourth, you must take 
the fourth match in your hand, and with 



it, move the first two, so that the third 
falls on to the fourth and into the angle 



be able to lift the three at once. 

Walking Matches. 

Split a match at one end, and in 
the notch put the pointed end of another 
match. Now set these in a riding posi¬ 
tion on the blade of a knife, which 
you must ask someone to hold so that 
the heads of the matches will just touch 
the 'table, and tell him to keep it quite 
still. In a few moments, however, much 
to his surprise, the matches will begin 
moving along the knife-blade, and will, 
if allowed, continue to do so until they 
reach the end. This is caused by the 
unconscious movement made by the hand 
of the person who is holding the knife. 


Paper Tricks. 

Here, is the simplest of little paper ■ 
tricks. Tear up a bit of soft paper into 
tiny scraps, and lay them on the table, 
then blow on them through an empty 
cotton reel. Instead of blowing away, 
some of the scraps will jump up and 
cling to the reel. 

If you take a stick of sealing-wax 
and rub it smartly against your sleeve 
till it is warm, and then hold it close 
to these scraps of paper, they will jump 
up and cling to the wax. 


The Greek Cross Puzzle. 

Draw on a piece of paper or card¬ 
board the form of a Greek cross, viz., 
an equal-armed cross. Then with two 
clean cuts divide it into pieces, which, 
rejoined, form a square. 



How to Tell the Colour of a Card 
without Looking at It. 

Take, say, twenty cards from a pack, 
ten black, ten red. When no one is 
looking, take the black cards all together, 
and bend them so that when laid face 
downwards on the table the ends turn 
upwards. Then take the red cards and 
bend them the opposite way, so that 
















112 


THE GAMES BOOK. 


when on the table the cards are slightly 
raised in the centre. Give the cards to 
someone to shuffle, and tell them to put 
them on the table. You can easily tell, 
by the way the cards are bent, which 
colour they are. You must be careful 
to bend them so slightly that no one but 
yourself can notice what you have done. 

To Change a Card by Word of 
Command. 

To do this trick you require two 
duplicate cards in the same pack—say, 
for example, two kings of spades. Place 
one of these cards next to the bottom 
card, which w’e will suppose to be the 
seven of hearts, and the other at the 
top, shuffle the cards, taking care not 
to move either the top card or the two 
bottom ones. Then show the company 
that the bottom card is the seven of 
hearts, and after having done so, slip it 
cleverly behind the king, so that the 
king of spades will now be at the bottom. 

Take the king and lay it face down¬ 
wards on the table, telling someone to 
cover it with his hand. Of course, the 
person who does it believes it to be 
the seven of hearts. Shuffle the cards 
again without displacing either the first 
or the last card, and then slip the king 
of spades which is on the top of the 
pack to the bottom. Then show the 
king to someone else. You must then 
contrive to slip the king of spades behind 
the seven of hearts so that the seven is 
at the bottom. You lay that also on the 
table and tell the second person to cover 
it, which he does, believing it to be the 
king of spades. You then command the 
cards to change places, and when the 


two persons remove their hands, the first 
finds that instead of the king of spades, 
he has the seven of hearts, and the 
second has the king of spades, instead 
of the seven of hearts, as he believed. 

To Tell a Court Card by the Weight. 

This is very similar to the last trick. 
You kneel down and someone places a 
card face upwards upon your head, and 
you say you can tell by the weight 
whether it is a court card or a common 
card. Then the person who is in the 
secret with you takes his place in front 
of you, and if a court card is placed on 
your head, slightly moves his finger, 
and you pretend to feel by the weight 
that it is a court card. If a common 
card turns up, he makes no sign, and 
you say it is a common card. 

How to Tell a Card by Feeling It. 

To do this trick you must have a 
confederate. The person who is to help 
you must sit next to you at the table. 
You tell the company that you can dis¬ 
tinguish court cards from common cards 
by feeling them. You are then blind¬ 
folded, someone shuffles the cards and 
puts the pack into your hand, with the 
faces of the cards towards the company. 
You feel the face of each card carefully, 
and your confederate—who can, of course, 
see the card—presses your foot gently 
whenever a court card turns up. If a 
common card comes in view your friend 
takes no notice, so you can easily tell 
the company whether the card turned 
towards them is a court or common card. 




PEN-AIR pastimes have always 
been most popular with young folk, 
and should always be encouraged, as 
they provide healtliy recreation both for 
the body and the mind. 

King Caesar. 

Two bases, or homes, are marked 
out, one at each end of the field or 
playground. Half the players go to 
each base, all but one, called “King 
Caesar,” who stands between the bases. 
The others run to and fro, and it is the 
king’s business to catch them as they 
pass. When he catches one he taps him 
upon the head, saying: “I crown thee 


Ciame^ 

king.” The player thus caught joins 
in the capture of the others, helping 
to make more kings until all have been 
caught. The last player caught is the 
winner of the game, and becomes first 
king if the game begins again. 

Fox and Geese. 

This game is very like the previous 
one, but one base only is required. 
This is the fox’s den, from which he 
must not stir more than a certain dis¬ 
tance. The other players run before his 
den, and he has to catch them as they 
pass. Each one caught becomes a fox’s 
cub, and helps to catch the remainder. 

8 

























THK GAMES BOOK. 


114 


Bull in the Ring. 

A boy is chosen to be “bull.” The 
remainder of the players join hands and 
dance round him. The bull folds his 
arms, rushes at the circle, and tries to 
break through. If successful, the other 
players attempt to catch him; if he is 
caught, the player who caught him is 
“bull” next time. 


King of the Castle. 

Whenever a number of children 
come upon a mound they can play this 
game. One of them runs to the top 
and shouts:— 

“I’m the King of the Castle. 

Get down, you dirty rascal.’’ 

The other players try to push or 
pull him down. As soon as they are suc¬ 
cessful some other player proclaims him¬ 
self king, shouting the same rhyme; he 
is attacked and pulled down in the same 
way. Each pl'ayer tries to become king, 
and all the others fight against the king. 

The Cat Tiggy. 

As soon as the pla3^ers have agreed 
to play this game they cry: “The last 
perched is cat,” at which every player 
tries to get a perch, that is, to get his 
feet off the ground. The players may 
stand on a piece of wood, sit on a gate, 
or, in fact, do anything so long as their 
feet are off the ground. The last perched 
is the cat. The other players beckon 
to one another, changing places by signal, 
or going to new perches, and the cat 


has to touch them before they have 
perched themselves. If. the cat should 
succeed in touching anyone while off his 
perch, the player touched becomes cat. 
He cannot touch the old cat until the 
latter has been perched once. 

The Wheelbarrow Race. 

The wheelbarrows are boys on their 
hands and knees. They arrange them¬ 
selves in a row on the lawn, with another 
boy standing behind each one. When 
the signal to go is given, the boy who 
is standing takes hold of the ankles of the 
one in front of him and lifts his knees 
from the ground, causing him to walk 
on his hands, at the same time pushing 
him forward. The pair who get past the 
winning-post first win the race. 

The Sack Race. 

For this race each boy is put into 
a sack, not fastened, however, higher 
than the neck. The boy who is to start 
the race lays them in a row, flat upon 
the ground, and at the signal each does 
his best to roll, hop, or in some way 
get past the winning-post. If sacks 
are not obtainable, the arms should be 
tied to the sides at the elbows and 
wrists, and the legs tied together at the 
knees and ankles. 


The Three-legged Race. 

This race is run in couples, the 
right leg of one boy being tied tightly 
to the left leg of another at the thigh. 


OUTDOOR GAMES. 


knee, and ankle. The couple passing 
the winning-post first win. It often 
happens that those who dash off to be 
first topple over, which enables a slower 
and surer pair to win the race. 

“ Here Goes up for Monday.” 

This game is played by seven chil¬ 
dren, each taking the name of one of 
the days of the week. The players stand 
facing a high wall. Sunday takes the 
ball, and, throwing it high against the 
wall, calls out the name of one of the 
players, who must try and catch it be¬ 
fore it reaches the ground, the others 
meanwhile running away. If the ball is 
caught, it is thrown against the wall by 
the catcher, and he in his turn calls a 
name; when a player misses the ball 
he loses a point, or an “egg,” as it is 
called. He must then pick up the ball 
and throw it at the other player, and if 
one is hit, that player also loses an egg, 
and has in his turn to throw the ball 
against the wall. The player who, when 
throwing the ball at the other players, 
fails to hit one, must himself throw the 
ball against the wall. The loss of three 
“eggs” puts a player “out”; the last 
one having an egg left wins the game. 

Egg-Cap. 

The players, who may number from 
three or four to twelve, arrange the 
caps in a row against a wall, and put 
three small stones, called “eggs,” into 
each cap. A player is chosen to begin 
the game. He stands at a distance of 
about ten feet from the wall, and tries 


115 

to bowl a ball into one of the caps. If 
he is successful, the boy into whose cap 
the ball has fallen must pick it out and 
throw it at the other players, who in 
the meantime have run away. If he hits 
a player, that one loses an egg, and must 
then bowl at the caps. 

If a player, when bowling, fails to 
get the ball into a cap, he loses an egg, 
and another player takes the ball. The 
last player having an egg left in his 
cap wins the game. When a player’s 
eggs are all gone, he is out of the game, 
and must leave, taking his cap with 
him. Instead of using caps, holes may 
be dug in the ground, but it is, of course, 
more difficult to get the ball into a cap. 



Trap-Ball. 

A trap, which may be obtained at 
a store or toy-shop, a small hard ball, 
and a small bat or stick, are necessary 
for this game, which is played as follows: 
The first player takes his stand by the 
trap, and touching the lever with his 
bat, causes the ball to jump into the 
air; he then strikes it as hard as possible. 
The other players stand in different parts 
of the field waiting to stop or catch it. 

If the batsman misses his stroke, 
or if the ball is caught, he is out, and 
another player takes his place. In the 
case of the ball being caught the catcher 
becomes batsman. When neither of 


8* 


THE GAMES BOOK. 


116 

these events happens, the fielder who 
stops the ball bowls it at the trap, which 
must be put sideways towards him, in 
order that he may have a better mark to 
aim at. If he hits the trap, or the ball 
stops within a bat’s length of it, the fielder 
who threw the ball becomes batsman. 
When the ball runs past the trap at a 
greater distance than a bat’s length from 
the mark, the batsman has another hit, 
and so on, each player trying to remain 
batsman as long as possible. 

A game similar to this is played 
without the trap. The player selected 
to begin the game has a stick and ball. 
He throws the ball into the air and 
hits it as far as possible. The other 
players try to catch or stop the ball. 
If caught the catcher becomes striker. 
If stopped the striker lays down his 
stick while the one who stopped the 
ball bowls at it; if he hits the stick he 
becomes the striker. 


“Dicky, Show a Light!” 

This game is a splendid one for a 
dark night; it is a kind of Hare and 
Hounds, in which the hare, called Dicky, 
shows a light to guide his hunters. 

The player who takes the part of 
Dicky is provided with a dark lantern, 
and is allowed a few minutes’ start. 
The hunters then go after him, and they 
also carry a lantern, the light of which 
they must show the whole time, while 
“Dicky” need only show his light about 
once every two minutes. If the hunters 
get quite astray, and “Dicky” is too 
long showing his whereabouts, they cry: 
“Dicky, show a light!” He must then 
flash the light in their direction. 


A good Dicky never keeps the 
hunters too long without a light, but 
dodges round the party like a will-o’- 
the-wisp, first here, then there, making 
the most of his two minutes to get to 
the other ‘side of a hedge or fence, or 
right round the party in an opposite 
direction. It is a good idea to fix upon 
some boundary beyond which Dicky 
may not go; he has such advantages 
over the other players that if he can 
wander wherever he likes there is little ' 
chance of his being caught. 

The Menagerie Man. 

Each of the players, except two, 
takes the name of an animal, such as 
lion, leopard, panther, etc.; one of the 
two remaining is called the buyer, and 
the other the seller. The seller is sup¬ 
posed to own a menagerie, so he traces 
an imaginary cage upon the ground, 
and puts his beasts into it. The buyer 
then comes to the menagerie and pre¬ 
tends to knock at the door. 

The seller asks: “Who knocks?” 
The buyer replies: “A merchant.” The 
seller asks: “ What do you want?” The 
buyer says: “To buy an animal.” The 
seller then asks: “How much will you 
pay for it?” The buyer then mentions 
some price—say, ten shillings. 

The seller then invites the buyer to 
enter, asking him at the same time 
what kind of animal he wishes to buy. 

If an animal is mentioned that the 
showman has, he tells it to get out, at 
which it runs away from the cage. Be¬ 
fore the buyer may run after it, he has 
to pay the price agreed upon, giving as 
many little taps on the hand of the 


OUTDOOR GAMES. 


117 


seller as he has mentioned shillings. 
He then pursues the animal he has 
bought; if it can get back to the cage 
without being caught, it takes a new 
name; if, however, the animal is caught, 
the buyer pretends to cut off its ears, 
after which it is considered to be a dog. 
The dog or dogs have then to help to 
catch the other animals. The game 
ends wlien all the players have been 
caught and become dogs. 


The Hoop Race. 

The hoop race is very good fun, for, 
besides needing to be a good runner, 
the winner must be very skilful in the 
use of his hoop. The players should be 
allow'ed starts according to the size of 
their hoops, as, of course, a large hoop 
can be bowled faster than a small one. 
The one who first reaches the place 
agreed upon wins the race. 



Turnpikes. 

This is the best of hoop games. 
The turnpike gates are two small pegs 
driven into the ground quite close 
together, or two bricks placed side by side 
a short distance apart. 

Half the players have hoops and 
half have charge of gates. The players 
with hoops start off, trundling the hoop 
slowly or quickly as they please, and 
they must pass the hoop through every 
gate. If the hoop touches either of the 
gate-posts or goes outside them the 
keeper takes the hoop, while the trundler 
takes his place as gate-keeper. 


Posting. 

In this game a large circular track 
should be marked out, with stations at 
equal distances, one for each player. 

The player at the first station 
trundles his hoop to the second station, 
the player at that station takes his on to 
the third, and so on; the player at the 
last station takes the hoop on to the 
first again. Anyone steadying the hoop 
with his hand is ‘"out,” and his station 
must be abolished. 

The player keeping in, and trundling 
the hoop round to all the stations, wins 
the game. 




THE GAMES BOOK. 


118 


If the number of players is large, 
two or three hoops may be kept going 
at one time. 


A Hoop Tournament. 

The players divide themselves into 
equal sides, each side arranging itself 
in a line facing the other. At the signal 
“Go !” the two rows dash forward, each 
player trying to drive his hoop against 
that of one of the opposite side, and, 
without touching either his own or an 
opponent’s hoop with his hand, get his 
own into the home previously occupied 
by the other side. The side which gets 
most hoops across wins the game. 




Knights. 

t 

This is simply a rough-and-ready 
game; sides are chosen, the big boys 
take the smaller ones upon their backs, 
and the fun commences. The one who 
carries a boy is called the horse, and 
the boy who is carried is called the 
rider; the horses on one side charge 
and jostle the horses of the other side, 
while the riders try to pull each other 
down. The game continues until only a 
single horse and rider remain. The 
side to which they belong wins the game. 


The Peg-Gathering Race. 

A number of rows of pegs are driven 
lightly into the ground, one row for each 
player, sufficient room being left between 
the rows for a person to run up and 
down. A basket is placed at the end 


Basket. 

O 


Basket. 

O 


of each row, as in the 
diagram, the players stand¬ 
ing at the opposite end. 

At the word: “Go,” the 
players rush to peg i, pull 
it from the ground, carry 
it to the basket and drop 
it in, then run back to 
peg 2, and so on, carrying 
each peg separately to the 
basket. The player who gets 
pegs into the basket first 
the place he started from, wins the race. 

Stones or potatoes may be placed 
on the ground and used instead of pegs 
if these are difficult to obtain. 


Player. Player. 

his 

and back to 


Ball on Horseback. 

For this game half the players must 
be mounted on the backs of the other 
half. Catch-ball is then played in the 
ordinary way, the riders doing the 
throwing and catching, whilst the steeds 
do their best to help them by running 
to where the ball seems likely to fall. 
The stronger boys should be the horses 
and take the smaller ones for riders. 


Hop Scotch. 

The first thing needed for playing 
this game is a court marked out some¬ 
what like the diagram on the next page. 
There should not be more than three 
players at one court, as they can only 
play one at a time. 

The players “pink” for first turn, 
that is, they pitch the shell or piece of 
tile they are going to play with at the 
front line of the court. The one who 




OUTDOOR GAMES. 


iig 



gets nearest leads off. Standing outside 
the court, at the square end, he throws 
his tile into compartment No. i, hops 
in and kicks the tile out with the foot 
he is hopping on ; he then hops to the 
starting-point, when he may put his 
other foot down. He next throws the 
tile into No. 2, hops through No. i 
into No. 2, and kicks out the tile as 
before. He next throws the tile into 
No. 3, hopping through Nos. i and 2, 
and so on, always kicking the tile out, 
until reaching No. 8, which is called 
“ rest-home.” Having reached this, he 
may place his feet in Nos. 6 and 7 for 
a rest, resuming the hopping position 
before going on with the game. 

Up to the time a player reaches 


the cat’s-face division he may have as 
many kicks as he likes in getting the 
tile out, but when he reaches this divi¬ 
sion he must drive the tile through all 
the compartments one after another— 
12, II, 10, 9, etc.—only kicking it once 
in each. If either in pitching or kicking 
the tile rests on a line, goes over a side 
line, or falls into a wrong division, the 
player is out; as he also is if he lets 
both feet touch the ground while in the 
court. The player who is successful in 
going through the whole court wdthout 
a slip wins the game ; if two or more 
tie they must play it off. 


Snail, or French Hop. 

For playing this game a court is 
needed as shown in the illustration of 
Hop Scotch The rules are much the 
same as for that game. The first player 
throws the tile into division No. i, 
he then hops in and kicks the tile through 
each division till he reaches the centre. 
He is then allowed to rest with both 
feet upon the ground; afterwards he 
must hop back in the same way as he 
came. Any player who in going through 
drops his foot, gets the tile upon a line, 
kicks it into a wrong division, or treads 
upon a line himself, must give up his 
turn to the next player. The winner is 
the same as in Hop Scotch. 


Hopping Bases. 

Two bases are marked off at oppo¬ 
site ends of the playground, in which 
all the players stand except one, who is 
chosen to be king, and who has a small 












120 


THE GAMES BOOK. 


space marked off half way between the 
bases, which is called his castle. The 
players have to cross the space between 
the bases by hopping without being 
touched by the king, who also hops. If 
a player is touched he becomes a king’s 
soldier, and must help the king to capture 
others. If any player, when crossing, 
lets both feet touch the ground he be¬ 
comes a soldier; if the king lets both 
feet touch he must return to his castle 
and start afresh before he can touch 
any player. The game ends when all 
the players have become soldiers. 

Touch. 

Touch is the simplest of all running 
games; one player is chosen to be “he,” 
and he must chase the other players 
until he touches one, who then becomes 
the “he” in his turn, and so on. 

Cross Touch. 

Cross Touch is played in almost the 
same way as Touch, the only difference 
being that directly a player passes be¬ 
tween the “he” and the player being 
chased, the “he” must stop his original 
pursuit and go after the one who crossed 
his path. This is a great improvement 
on Touch, as, a fresh chase being contin¬ 
ually started, the “he” has to try his 
utmost or he would never catch anyone. 

Tag. 

Eighteen persons are necessary to 
play this game properly. The players. 


except two, arrange themselves in a ring, 
two deep, leaving enough space between 
each pair to allow a person to dodge 
between easily. The two players who are 
out of the ring are called the “he” and 
the “outplayer.” The game is for the 
“he” to try and touch the “outplayer,” 
who can dodge in and out or round 
the ring, and when he is tired or wishes 
to, he can stand in front of one of the 
pairs inside the ring, the outside member 
of which then becomes the “outplayer.” 
If the “outplayer” is touched he becomes 
the “he,” and the previous “he” must 
take refuge in front of a pair and so on. 

“I Spy.” 

This game is a mixture of Touch 
and Hide-and-Seek. The players divide 
themselves into equal sides, each side 
choosing a captain. The two captains 
decide which side shall hide first, helping 
their sides in hiding and seeking, telling 
them good places, and so on. 

The seekers mark out a base, and 
stay there with closed eyes or otherwise 
so that they cannot see where the hiders 
go to conceal themselves. The hiders 
give a whistle or shout to show that 
they are ready. The seekers then begin 
to look. As soon as a hider is seen, 
the player who sees him shouts: “I 
spy,” and all the seekers rush home, for 
on being called the hider must come 
out, and he must try to touch a seeker 
before the home is reached. A hider 
need not wait to be called, but can try to 
touch a seeker whenever he sees a chance. 
The seekers should never pass a place 
where there is the least chance of anyone 
being hidden, fer if they are cut off from 


OUTDOOR GAMES. 


I2I 



home they are sure to be caught. If the 
seekers are successful in spying out the 
hiders without being caught they go out 
to hide, but if most of the seekers are 
touched the hiders go out again. 


one this refuge should not be taken 
advantage of too often. 

Widdy-Widdy Way. 


Touch Wood. 

Touch Wood is played in the same 
way as Touch, except that the players 
are safe from the “he” whilst touching 
wood. If the game is to be a lively 


This game is sometimes known as 
“Warning.” A “home” is marked out 
against a wall. One of the players is 
chosen to be the “he,” and begins 
the game by taking his place in the 
home. As soon as the “he” is ready 
he clasps his hands together, kicks the 



122 


THE GAMES BOOK. 


wall, shouts; “Warning!” and starts in 
pursuit of the other players as in 
Touch, except that his hands must 
not be unclasped. If “he” unclasps 
his hands he cannot touch any player 
till he has gone home and started afresh. 
If the “he” can be .caught as he 
returns, he must give the one who caught 
him a pick-a-back home. 

As soon as “he” touches a player, 
the two rush home to avoid giving pick- 
a-backs. After joining hands, kicking 
the wall, and shouting: “Warning!” as 
before, the two start together in pursuit 
of the others; in this way the game goes 
on, player after player getting caught, 
and having to join the chain. The 
players who are still free try to break the 
chain without being touched in order to 
get a ride home and to put off the time 
when they must themselves be caught, 
for as soon as the chain is broken the 
players composing it must run home. 

If the playground is a small one it 
is best to arrange for a “ widdy of six”; 
that is to say, when six are caught they 
must go out in pursuit together, but the 
next one when caught must start a fresh 
“widdy.” This prevents the chain get¬ 
ting so long as to stretch right across the 
ground and so make dodging impossible. 

Hare and Hounds. 

Hare and Hounds is a good country 
game. Two boys, who should be not 
necessarily the best runners, but the 
’cutest dodgers of the party, represent 
the “Hares,” and the remainder are the 
“ Hounds.” The hares carry with them 
bags full of paper torn up into very 
small pieces, which they scatter behind 


them as they run, to act as scent. By 
this the hounds track and endeavour to 
capture them. The hares, of course, 
try to mislead them by all sorts of 
doublings and twistings, 'or by going over 
difficult country. The hares are not 
allowed, by the rules, to make false 
starts at any part of the run, or to 
separate and lay two scents. They are 
considered caught if the scent gives out. 

The hounds will find a little dis¬ 
cipline a wonderful help to them in 
baffling the tricks of the hares. A 
captain and whipper-in should be chosen, 
the former to lead, the latter to look 
after the stragglers if there happen 
to be any. So long as the scent is 
strong the whole pack simply follow the 
captain, keeping well together, but when 
he is not sure of his way, he blows 
the whistle which he carries, and the 
pack halt. The whipper-in stands at 
the last point at which the scent can 
be seen, holding a handkerchief in his 
hand. The pack run round and examine 
the ground to find the lost scent. The 
moment they find it the captain blows 
his whistle and they go off again. 

A substitute for this sport is “Chalk 
Chase,” or “City Hare and Hounds.” 
Two hares are chosen, as in the former 
game, but instead of having paper scent 
they must make chalk marks on the 

ground or walls, thus:-> the arrow 

pointing in the direction they are going. 
If they want to hide they may chalk an 
H in the centre of a circle, and hide 
within twenty paces of it. The hounds 
must cross out every mark as they pass 
or the hares are not fairly caught. 

In both games, the start allowed the 
hares should vary from five to ten min¬ 
utes, according to the length of the run. 


OUTDOOR GAMES. 


123 


To begin with, a run of four miles will 
be good fun, but after two or three holi¬ 
days spent in playing the game a much 
longer run will be found to be enjoyable. 

Just a word about the foot covering 
to be worn in the long country runs. 
Do not go out in your gymnasium shoes, 
as many boys do, but in a pair of strong 
boots, for the continual beating on the 
hard ground will make your feet very 
sore and quite spoil your enjoyment of 
the run if the shoes are too light. 

Prisoner’s Base, or Chevy Chase. 

This is one of the best running 
games for a party of boys or girls. If 
played in a playground, the whole space 



may be used, but if in a field it is well 
to mark off a part of it for the game. 
If possible the ground should be oblong, 
about three times as long as it is wide; 
other boundaries should be marked as in 
the diagram. The spaces at the bottom 
of the diagram are called bases ; those at 
the top are the prisons. The distance 
from base to prison should not be less 
than twenty-five paces; the bases should 
be wide enough for the players of each 
side to stand in a row in their own base. 

The players select two captains, who 
toss up or draw lots for first pick of the 
players. The winner has first pick, then 
the other captain picks, and so on till every 
one is chosen. The last player chosen 
is sent out into the middle of the ground 
to the place shown in the diagram, where 
he shouts: “Chevy!” One of the opposite 
side at once tries to catch him before 
he can get back home. As soon as the 
pursuer leaves his base a pla3^er from 
the “Chevy’s” side goes after him, and so 
on, every player being both pursuer and 
pursued. If a player is caught before he 
reaches home he has to go to prison ; a 
player from Base i goes to Prison i, or 
from Base 2 to Prison 2. No player can be 
touched by an opponent who left home 
before him. After this first rush round, 
there are usually a number of prisoners, 
and the whole spirit of the game lies in 
the attempts to rescue them. A prisoner 
is rescued when touched by one of his 
own side who is able to run from base to 
prisoner without being touched by an 
opponent. This, of course, is why the 
prisoners from Base i are opposite Base 
2, for the rescuer has thus a longer run 
than the opponent who tries to prevent 
him. A rescuer and the pla3^er rescued 
may return to their base without being 




124 


THE GAMES BOOK. 


touched, but if a rescuer is touched 
before accomplishing his purpose he 
himself is a prisoner. 

It is considered sufficient if the pri¬ 
soner’s foot is in prison; he can thus 
stretch out towards his rescuer, who need 
only touch his hand to free him. If 
there are several prisoners they may 
form a chain, only the last member of 
which need stand in the prison. 

The game is won by a side making 
all the others prisoners. If at starting 
“Chevy” returns home untouched, or 
if all the prisoners on both sides are 
released, the game begins afresh. 

Hockey. 

This is a capital game for a num¬ 
ber of players and where there is plenty 
of ground. Eleven a side is supposed 
to be the correct number for a match, 
but in an ordinary game any number of 
players can take part, provided they are 
equally divided into sides, each side 
being under a captain. 

The ground should be fairly level, 
about one hundred yards long, and not 
more than sixty yards wide. Should 
the ground be larger than this, the part 
selected to play on should be indicated. 
If the boundaries can be marked with a 
chalk line, it will save a good many 
disputes. The two lines running the 
length of the field are called “side lines,” 
whilst the two shorter ones at the ends 
are termed “goal lines.” In the centre 
of each of the latter a goal should be 
erected, which should consist of two up¬ 
right posts twelve feet apart, with a 
bar across them at a distance of seven 
feet from the ground. In front of each 


goal there should be drawn a line twelve 
feet long, running parallel to the goal 
line, and fifteen yards from it. The ends 
of these lines should be curved round to 
the “goal lines” by quarter circles, of 
which the goal posts should form the 
centres; this is called the striking circle. 
The ball to be played with should be 
white. For a match a cricket ball painted 
white is the correct thing. 

Each player must be provided with 
a stick having a curved end. There are 
a good many opinions as to the best 
kind of stick to use, but a stick should 
be chosen that is neither too heavy nor 
too light, and that can be wielded easily. 
This is most important, as the whole 
game of Hockey depends more upon 
wrist work than strength of stroke. 

The sides having been chosen, the 
players move to the centre of the field, 
taking up their positions under their 
respective captains. The game is started 
by a player of each party striking the 
ground on his side of the ball, and his 
opponent’s stick over the ball, three times 
in succession, after which either player 
can hit the ball, and the game is com¬ 
menced ; this is called “ bullying the ball.” 

The object of the game is to see 
which side can secure the greater num¬ 
ber of goals. A goal is scored when the 
ball has been driven between the goal 
posts under the bar. No goal can be 
scored unless the ball be hit from a 
point within the striking circle; a ball 
struck from without the striking circle 
or touching or glancing off the person 
or stick of a player of the defending 
side, cannot score a goal. 

The ball may be caught, but must 
be immediately placed upon the ground 
and struck by the player. The goal- 


OUTDOOR GAMES. 


125 


keeper may kick the ball in defence of 
his own goal, but not if he is farther out 
in the ground than the striking circle. 

When the ball goes over the side 
line a player on the opposite side to 
the one who last touched it should 
immediately bowl it into play in a 
straight line, never in a forward direction. 
If the ball, by chance, be hit behind 
the goal line by the attacking party, 
it should be brought out to within 
twenty-five yards at right angles with 
the goal-post and then “bullied.” If, 
on the other hand, the ball be hit behind 
by any of the defending side, any player 
of the attacking side may claim a free 
hit from any point in a line with the 
goal-posts within a yard of the corner. 

The captains generally agree before¬ 
hand what time the game shall last— 
for a match usually seventy minutes— 
and at half time the parties change sides. 

Marble Games. 

One Hole. 

Either a cap is placed upon the 
ground or a round hole is dug, it does 
not matter which. Each player takes 
ten marbles in his hand and tries to 
throw the whole of them into the cap 
or hole. He reclaims all that go in, 
but leaves those that fall outside where 
they drop. The players throw in turn; 
any player who gets the whole ten 
marbles into the cap takes the marbles 
that are l3dng round it. 

Spanners. 

This is a good game for two players 
only. The first player shoots a marble, 
and the second tries to shoot his marble 


against or within a span of it. The 
players shoot alternately, but when one 
is successful he has another shot, and 
the other player pays him a marble. 

Picking the Plums. 

Two straight lines are drawn parallel 
to one another, from four to eight feet 
apart. Each pla^^er places two or three 
marbles, which are called “plums,” upon 
one of the lines, leaving about an inch 
between them. The players in turn 
“knuckle down” at the other line and 
shoot at the “plums,” those hit being kept 
by the successful shooter, but a second 
shot is not allowed till the next round. 
If a player fails to hit a “plum,” he 
must add one to the row to be shot at. 

King Taw. 

This game is very similar to the 
previous one. A circle about a foot in 
diameter is drawn on a piece of smooth 
ground or asphalt; each player puts 
an agreed-on number of marbles in the 
circle, as nearly as possible at equal dis¬ 
tances from one another. Around this 
ring another must be drawn at a distance 






126 


THE GAMES BOOK. 


of from six to seven feet; this circle is 
called the “taw-line.” The first player 
starts from any point on this line, and 
shoots at the marbles in the inner circle; 
if he knocks one out and it goes outside 
the larger ring he takes it, and may shoot 
again from the place where the marble he 
originally shot with stops, and may con¬ 
tinue to shoot until he fails to knock a 
marble out. Whenever a player fails to 
knock a marble from the circle his own 
marble must remain where it stops, un¬ 
less it rolls out of the outer circle, in 
which case he may pick it up. The 
players follow one after the other, keep¬ 
ing the same order throughout the game, 
one succeeding another as soon as he 
fails to knock a marble from the ring. 
The marbles that have been shot and 
which remain in either of the rings are 
treated in the same way as the marbles 
originally put in the small ring. The 
game goes on until both rings are clear. 

Pyramids. 

The marbles for making a pyramid 
are supplied by one boy, who charges 
one marble a shot to every boy who 
wishes to play. A ring a foot in diameter 
is drawn upon the ground, and in the 
centre three marbles are placed, arranged 
in a triangle, with a fourth on the top 
of them, forming a pyramid. Any 
marbles knocked out of the ring become 
the property of the shooter, who also 
retains the marble he shot with, even if 
it remains in the ring, should he knock 
one out; but if his marble stops in the 
ring without knocking another out, it is 
claimed by the owner of the pyramid. 
The players shoot in rotation whether 
they win or lose. The pyramid must be 
re-made each time it is knocked down. 


Leap-Frog. 

This is the simplest and at the 
same time one of the best of overback 
games. The players stand behind each 
other, forming a long line; the first 
player in the line makes a back, the 
second leaps over, and makes a back a 
few feet farther on, the first one still 
remaining down. The third player goes 
over first one and then the other, 
forming another back in the same 
manner as the second, and so on until 
all the line are down. Then the boy 
who made the first back starts again, 
and leaps each of the backs and makes 
another back at the end, the next player 
does the same, and thus a continually 
advancing line of backs is formed. If 
the players are anxious to get over the 
ground quickly they can run a dozen 
yards or so before “going down.” The 
whole fun of the game lies in its being 
played smartly and with spirit. 

Fly. 

In this game a leader and a boy 
to make first back are chosen. The 
leader does some trick as he leaps the 
back, which the other players must 
exactly follow; any player making a 
mistake takes the place of the one who 
is giving the back. 

The variations are almost number¬ 
less, but one or two may be mentioned. 
For instance, to fly the back with the 
left hand only, or to place a cap on the 
back as you leap and pick it off before 
touching the ground. The back as soon 
as released takes the place of the leader, 
who becomes second player. 


OUTDOOR GAMES. 


127 



Leap On. 

In some places this game is known 
as “Fly the Garter.” A line is drawn, 
called the garter, from which all the 
boys take a standing jump, and the boy 
whose jump is the shortest must give 
the first back. He is allowed to pick 
any one of the players to be the flyer. 

The boy who can travel the farthest 
before touching the ground after clearing 
the back is usually chosen. The player 
giving the first back stands on the 
garter. The flyer leaps, clearing as 
great a distance on the other side of 
the back as possible. A line is drawn 
where the flyer jumped to, and the 

back moves on to it. The greater 
the distance he flies the better chance 
the back has of getting someone to 
take his place, as the players have to 
spring from the garter and clear the 

back. A run is allowed, but the 

players must not overstep the garter 
when leaping. If a player is unable to 
clear the back he must take his 

place. When all the players have been 
over, the back takes a standing leap 


farther on, clearing as much ground as 
possible, and makes a back at the 
point he jumps to. The other players 
are now allowed to take a stride before 
clearing the back, but the feet must 
only touch the ground once over the 
garter before the leap. When all have 
been over, the back springs on in the 
same way as before, the players being 
now allowed two strides; then the back 
may spring a third time, the players 
being allowed three strides. At this 
stage it will be fairly difficult to clear 
the back well, but if the players can do 
so easily, the back may leap again, and 
they must clear him without increasing 
the number of strides. It is not often 
that this stage, called the “second three,” 
is needed. In no stage is it allowed to 
overstep the garter at the first stride. 

“Jump, Little Nagtail!” 

The players divide themselves into 
equal sides and agree which side shall 
be “nags” and which “riders.” One 
of the nags places himself firmly against 


128 


THE GAMES BOOK. 


a wall; another, bending down, holds him 
tightly round the waist; the next player 
holds the one who is bending down 
round the waist, and so on. The nags 
being all ready, the riders start mounting. 
The first rider with a run, clears the backs 
of the rearmost nags and takes a seat as 
near the first nag as he can, each rider 
following in the same manner. No rider 
may move after he has once taken his 
place, and each one, before leaping, must 
call: “Cock warning!” After all the 
riders are seated, they must shout aloud 
three times: “Jump, little Nagtail, one, 
two, three,” calling at the third time: 
“Off, off!” If the nags have supported 
the riders the whole time the sides 
change places. The nags are released 
if any of the riders are unable to get 
seats owing to the first ones not spring¬ 
ing far enough forward. 

Hop, Step, and Jump. 

In this game the winner is the one 
who can, starting from a given line, 
cover the greatest possible distance with 
a hop, step, and jump. A run may be 
taken, but the hop must start on the line, 
the step and jump immediately afterwards. 

Fives. 

Although this game is one of the 
oldest and most popular of school games, 
there are no proper laws for playing it. 
Each public school has its own rules. 
Any two players who wish to enjoy the 
game can do so if they can find a 
blank wall with a fiat piece of ground 
in front of it that they can make use of. 



The wall and ground should be 
marked out as shown in the diagram. 
No definite dimensions can be given. 
If a large wall be available, it is 
well to take advantage of it, but if only 
a small one can be had, the game can 
be played equally well. 

One of the players bats the ball 
with the palm of his hand against the 
wall, above the line, causing it to re¬ 
bound within the court. The other 
player must strike the ball as it first 
bounces, again causing it to strike the 
wall above the line, and to rebound in 
the same way as before, and so on 
until one or other of the players misses 
the ball, when his opponent scores 
fifteen, and has the privilege of commen¬ 
cing, or, as it is termed, serving. 

If, when serving, the ball does not 
strike within bounds, it counts as a 
fault, but another trial is allowed. 

If, however, the server should fail 
again, the other player scores, and takes 
the ball. 









OUTDOOR GAMES. 


i 2 g 


The scoring is as follows:—15, 30, 
40, advantage, game. If the players 
equalise at 40, they call “deuce,” and 
two points must be gained in succession 
to win the game; if both players gain 
“advantage” they go back to “deuce.” 

The player who gets the best of 
three games is the winner of a set. The 
game is played with bats instead of 
the hand if the court is a large one. 

Balloon Tennis. 

Either two or four players are needed 
for this game. A string is stretched 
across the garden, which acts in the 
same way as the net in tennis. The 
players bat an air-ball with the hand 
from one side of the string to the other, 
tr3dng to keep the air-ball from touching 
the ground on their own side of the 
string, and to bat it in such a way that 
it touches the ground on their oppo¬ 
nents’ side. 

Every time the ball touches the 
ground the opposite side counts one. The 
side that gets five first wins the game. 

Tug of War. 

The players divide themselves into 
equal sides. A rope is laid straight 
along the ground; a line is then drawn 
at right angles to the rope and exactly' 
in the middle of it.. The sides each 
take one end of the rope; when all is 
read}^ the signal to “go” is given, upon 
which each side does its best to pull 
the other over the line. The side that 
wins two out of three pulls wins the 
game. 


Stilts. 

Children can easily make themselves 
a pair of stilts. Two poles of equal 
length are needed, and to them, at the 
height desired from the ground, pieces 
of wood must be nailed, of just sufficient 
width to rest the foot upon, and strong 
enough to bear the whole weight of 
the body. 

The poles should be long enough 
to come just above the boy’s shoulders 
when he is standing upon the foot-rests. 

The accompanying illustration shows 
how the stilts should be used. Care 
must be taken to raise each stilt with 



9 





130 


THE GAIMES BOOK. 


the foot during the first part of the step. 
It is not at all difficult to learn to walk 
on stilts, and very tall ones can be used 
after a little practice. 

Tom Tiddler’s Ground. 

A line is drawn to separate Tom 
Tiddler’s Ground from the rest of the 
playground or field. Tom Tiddler takes 
up his position in this space and tries 
to touch anyone who intrudes upon it. 
Any player he touches becomes a 
prisoner and must stand behind Tom 
Tiddler until a comrade comes to rescue 
him. To release the prisoner, the rescuer 
must touch him without being previously 
touched by Tom; if, however, Tom 
touches the rescuer first, he also becomes 
a prisoner. The whole spirit of the game 
lies in there being plenty of invaders, and 
in the prisoners being rescued quickly. 

Nuts in May. 

“Here we come gathering nuts in May, 
Nuts in May, nuts in May, 

Here we come gathering nuts in May 
On a cold and frosty morning. 

“Whom will you have for nuts in May, 
Nuts in May, nuts in May? 

Whom will you have for nuts in May 
On a cold and frosty morning ? 

“We’ll have.for nuts in May, 

Nuts in May, nuts in May, 

We’ll have.for nuts in May 

On a cold and frosty morning. 

“Who will you send to fetch her away. 
To fetch her away, to fetch her away? 
Who will you send to fetch her away 
On a cold and frosty morning? 


“We’ll send.to fetch her away, 

Fetch her away, fetch her away. 

We’ll send.to fetch her away 

On a cold and frosty morning.’’ 

The children hold hands and form 
two lines of equal length, facing each 
other, with sufficient space between to 
allow of their walking backward and 
forward as they sing the verses. 

The first line advances, singing the 
first verse, the second line replies with 
the second verse, the first line takes up 
the third verse, naming a child in the 
opposite line as the one to have for 
“nuts in May.” When the second line 
has sung: “Who will you send to fetch 
her away?” the first line must name a 
child in its own line, as: “We’ll send 
Mary Brown to fetch her away.” 

At the end of the last verse a hand¬ 
kerchief is laid on the ground, midway 
between the two lines, and the two 
children whose names have been men¬ 
tioned take each other’s right hand, 
across the handkerchief, and try to pull 
each other over it. The child who is 
pulled over becomes the captured “nut,” 
and must join the side of the one who 
pulled her over. The game then begins 
again, but the second line must now com¬ 
mence, so that each side ma}^ have a 
chance of naming the children who have 
to pull together. The side gaining the 
greatest number of “nuts” wins. 

Ball and Bonnets. 

A number of boys place their caps, 
or bonnets (“ bonnet” is the Scottish term 
for a boy’s cap), in a row, at a few yards’ 
distance in front of them. The first 
boy takes a ball and, from a fixed point. 






OUTDOOR GAMES. 



tries to throw it into a cap. If he suc¬ 
ceeds, all the boys, except the one into 
whose cap the ball has fallen, must run 
away, whilst the boy to whom the cap 
belongs picks up the ball, and as soon 
as he has it in his hand, cries: “ Stop.” 
The other boys stop, and he then tries 
to hit one of them with the ball. 

If he is successful a small stone is 
placed in the cap of the boy struck. If 
not, a stone is put into his own cap, 
the boys return, and he pitches the ball 
into some other boy’s cap, who must 
pick it up, and endeavour in his turn 
to strike a boy with it. The game goes 
on until there are six stones in one boy’s 
cap, when he must either pay a forfeit 
to clear his cap, or, according to some 
rules, he is bound to place his hand flat 
against the wall, whilst he receives six 
blows upon it with a knotted handkerchief, 
but the forfeit plan is the best one, as the 
other is apt to become a little vicious. 

All in the Well. 

A circle, or well, about eight inches 
in diameter, is made, in the centre of 
which a wooden peg about four inches 
long is placed, with a button balanced 
on the top. The players begin the game 
by each putting three buttons on a 


131 

certain spot, near the well; this is called 
the “paying pool.” Then each player 
has a turn at throwing a short stick at 
the button on the peg. Should he knock 
the button off into the well, he takes 
one button out of the paying pool; if he 
happens to knock it outside the circle 
he takes two buttons; but if he fails to 
knock the button off, he must pay a 
button into the pool. 

This game can be played with either 
nuts or marbles, instead of buttons. 

Mulberry Bush. 

“Elere we go round the mulberry bush, 
The mulberry bush, the mulberry bush, 
Here we go round the mulberry bush 
On a cold and frosty morning. 

“This is the way we wash our hands, 
Wash our hands, wash our hands. 

This is the way we wash our hands 
On a cold and frosty morning. 

“Here we go round the mulberry bush. 
The mulbeiT}'- bush, the mulberry bush. 
Here we go round the mulberry bush 
On a cold and frosty morning. 

“This is the way we wash our clothes. 
Wash our clothes, wash our clothes, 
This is the way we wash our clothes 
On a cold and frosty morning. 

“Here we go round the mulberry bush. 
The mulberry bush, the mulberry bush. 
Here we go round the mulberry bush 
On a cold and frosty morning. 

“This is the way we go to school. 

We go to school, we go to school. 

This is the way we go to school 
On a cold and frosty morning. 

“Here we go round the mulberry bush. 
The mulberry bush, the mulberry bush. 
Here we go round the mulberry bush 
On a cold and frosty morning.” 

y* 


'32 


THE GAMES BOOK. 


Tlie children form a ring, all joining 
hands and dancing round while singing 
the first verse. When they come to the 
last line of the verse they unclasp hands 
and twirl rapidly round and then stand 
still and commence singing the second 
verse, suiting the action to the word, 
that is to say, pretending to wash their 
hands. 

\\'hen that is finished the first 
verse is sung again as a chorus, the 
dancing commences afresh, and the first 
verse is repeated as a chorus after each 
different verse. 

The verses may be varied and car¬ 
ried on for any length of time: “This 
is the way we comb our hair,” or: “This 
is the way we sweep the floor,” and so 
on, just as long as the leader of the 
game fancies. 

When the children “ go to school,” 
they should walk two and two, very 
quietly, but if the leader chooses to 
suggest: “This is the way we come out of 
school,” they should jump and skip about. 

Badger the Bear. 

This is a boys’ game. One boy 
represents the bear. He goes down on 
all fours and holds the end of a string 
in one hand. Another boy is his keeper 
and holds the other end of the string. 
It is the keeper’s duty to defend the 
bear, and for this purpose he is armed 
with a long scarf knotted at the end, 
and he must strike at the boys who 
come to badger the bear. The boys 
must not strike at the bear until the 
keeper says: “IMy bear is free,” but at 
that signal they all rush at him and try 
to strike him with their knotted hand¬ 


kerchiefs, taking care to keep out of reach 
of the keeper’s scarf, for the boy who 
is struck by it must take the place of the 
bear, whilst the bear becomes keeper, 
and the keeper joins the attacking party. 

Ring o’ Roses. 

This is a game for very little children. 
They form a circle holding hands, and 
walk round singing the following verse: — 

“Ring-a-ring o’ roses, 

A pocket full of posies, 

Hush-a, liush-a, we’ll all tumble down.’’ 

When they sing, “We’ll all tumble 
down,” over they go, roly-poly on the 
grass. Then they get up again, and 
the game begins afresh. 

Top Games. 

Peg in the Ring. 

The best game with peg-tops is 
“Peg in the Ring.” A large ring, a yard 
in diameter, is marked, with a smaller 
one, a foot in diameter, within it. 

A player begins the game by spinning 
his top in the smaller ring; the next 
“pegs” at it, trying to split it. If a top 
when it stops spinning remains in either 
of the circles it must be placed “dead” 
in the inner one for the other players 
to peg at; if, however, it rolls clear, as 
it should do if well spun, the player 
spins it again. Every player spins again 
as soon as he can get his top, and is 
allowed to peg at every top, dead or 
spinning, within the inner ring. 

When a player successfully splits a 
top he keeps the peg as a trophy. 


OUTDOOR GAMES. 


Chip Stone. 

This is another very good game 
with peg-tops. A small ring, a foot in 
diameter, is drawn upon the ground, into 
which each player puts a marble. The 
players spin their tops outside the circle, 
pick them up in their hands still spinning, 
and try, by slipping the tops out of their 
hands, or “chipping,” to knock the 
marbles out of the ring. Any marbles 
chipped out become the property of the 
player knocking them from the ring. 

Whip-Tops. 

The top is started by a twdst of the 
hands, and kept going by whipping. A 
good deal of fun may be derived from 
this if several players start in a row, 
and race wdth their tops to a certain 
point, some distance off. Another game 
is for two players to start their tops from 
opposite points and try to whip them 
against each other; the player who is 
able to knock his opponent’s top over 
with his own, and at the same time to 
keep the latter spinning, is the winner. 

Croquet. 

This old and favourite game can be 
played on any nice lawn, which should 
measure forty yards long by thirty yards 
wide, but a very good game can be 
played on a lawn of much smaller dimen¬ 
sions. A croquet set can be obtained 
from any good toy-store. 

Supposing an eight-hoop game is to 
be played, the ground should be ar¬ 
ranged as shown in the diagram; if the 
lawn is full-sized the two sticks should 


133 

be driven into the ground one at each 
end at a distance of three yards from the 
top and bottom boundaries, the first and 
fifth hoops should be five yards from the 
sticks, the centre hoops (numbers 2 and 
6) should be midway between the first 
and fifth and five yards from each other, 
and the corner hoops (numbers 3, 4, 7, 8) 
six yards from the top or bottom boun¬ 
daries and five yards from the sides. 

When eight hoops are used the game 
is to drive the ball with the mallet through 
the hoops in the direction shown by the 
arrow in the diagram, and the player who 
first gets his ball back to the starting peg 
wins. The ball must be placed two feet 
from the first hoop and go through every 
hoop in regular succession; if a player 
fails to send his ball through, he must 
try until successful, but he is only allowed 
one stroke at a time, unless his ball goes 
through a hoop, when he is allowed a 
second stroke. A player is also allowed 
a second stroke if his own ball strikes 
another, which is termed “roquet,” when 
he may pick up his own and place it 
close to his opponent’s, and knock his 
opponent’s ball in what direction he 
pleases; this is termed “croquet”; he 
may then make another stroke. 

If an opponent’s ball is in a good 
position for a run through a hoop, it is 
sometimes policy to roquet it, in prefer¬ 
ence to running one’s own ball through 
first, as the chances are that a player will 
not only be able to croquet his opponent, 
but will with the second shot be able to 
get his own ball through the hoop. 

If more than two are playing, a 
player can roquet each ball once, and 
can thus not only croquet his opponent’s 
away, but can croquet his partner’s into 
favourable positions; it often happens 



that when sides are chosen one of the 
players is much more skilful than the 
others of his side, and as every one of 
the side must go right round and touch 
the starting stick before the game is 
won, the skilful player will become what 
is termed a “rover,” that is to say, 
after having been right round he will not 
allow his ball to touch the starting stick, 
because to do so will put him out of 
play, but will go out and by means of 
roquet and croquet help the weak ones 
of his side to push forward. The op¬ 


ponent, however, will try by roquet and 
croquet to make the rover’s ball touch 
the stick, in which case the rover is out 
and can no longer play. If a ball, after 
having made a roquet, strike another ball 
the latter must remain where driven, and 
any point which may be made afterwards 
in consequence thereof, counts the same 
as if the ball had been originally in that 
position ; the player who caused the two 
balls to roquet simultaneously may choose 
which one he prefers to croquet. 

If a player attempts to roquet his 











OUTDOOR GAMES. 


135 


opponent and misses, it counts the same 
as if a hoop had been missed, and no 
second attempt is allowed. If a ball is 
only partly driven through a hoop it 
cannot be run through at the next stroke, 
but must be knocked back into position, 
but if an opponent roquet the ball 
through, then it counts as if it had been 
driven right through in the first instance. 

If at the commencement of a turn 
a player’s ball is found touching another, 
it is regarded as roquet; if in attempting 
to get through a hoop a player’s ball 
roquet one that lies beyond the hoop, 
and passes through the hoop, which 
sometimes happens when the player’s 
ball is at the side of the hoop he is 
playing for, then both the hoop and the 
roquet count, but if it roquets a ball on 
the playing side, and then goes through, 
only the roquet counts. 

Any ball that goes off the ground 
must be replaced at right angles to the 
boundary and three feet within it, or, if 
a ball be sent within three feet of the 
boundary, a player may either bring the 
ball in as if it had been sent over the 
boundary, or play it where it lies, which¬ 
ever he prefers. If a player when taking 
croquet sends his own or the ball cro¬ 
queted off the ground, he loses the re¬ 
mainder of his turn, unless his ball on its 
passage should roquet, when his ball may 
pass the boundary without penalty. 

Any player making a foul stroke 
loses the remainder of his turn, and any 
point made does not count. The follow¬ 
ing are considered as fouls: To strike 
another ball instead of or beside one’s 
own when striking; to strike a ball 
twice; to spoon, that is to say, push 
a ball without making an audible knock; 
to touch a ball in course of play; to 


allow a ball to touch the mallet when 
rebounding from a hoop or stick; to 
move a ball which lies close to a stick 
or hoop by striking the stick or hoop; 
to play a stroke after roquet without 
taking croquet; to fail to move both 
balls when taking croquet; or to croquet 
a ball which is not entitled to croquet. 
If a player play out of turn or with the 
wrong ball, the remainder of the turn is 
lost and any point made is not'counted. 

Lawn Tennis. 

This is one of the best of all outdoor 
games for the amusement of both boys 
and girls. A level lawn or field should 
be chosen, although sometimes asphalt 
and even cinder courts are used, but 
these are not so good as turf. 

The requisites for the game consist 
of:— two posts three and a half feet in 
height; a net, which is fastened to the 
two posts and which should be tarred 
to keep it from rotting; a stay to put in 
the middle to keep the net at the right 
height (three feet); a dozen indiarubber 
balls not less than two and a half inches 
in diameter and not more than two 
ounces in weight, covered with thin felt; 
and a racket, which should not weigh 
more than fourteen and a quarter ounces. 

There are two kinds of Lawn Tennis 
—the single-handed game, played by 
two players, and the double-handed 
game, played by three or four players. 

For the single-handed game the 
court should be twenty-seven feet in 
width and seventy-eight feet in length, 
divided across the middle by the net, 
the posts of which should stand three 
feet outside the court on each side. At 


136 


THE GAMES BOOK. 


' A 



each end of the court, parallel with the 
net, and at a distance of thirty-nine 
feet from it, there should be drawn 
the base lines C D and E F, the 
extremities of which should be connected 
by the side lines C E and D F. Half 
way between the side lines, and parallel 
with them, should be drawn the half¬ 
court line G H, dividing the space on 
each side of the net into two equal 
parts, called the right and left courts, 
and on each side of the net, at a 
distance of twenty-one feet from it, and 
parallel with it, should be drawn the ser¬ 
vice lines X X and Y Y. The court will 
then appear as shown in the diagram. 

It is a great advantage if a piece 
of white cloth about two inches wide is 
stretched and fastened to the top of the 
net, as otherwise it is difficult to distin¬ 
guish. The players stand on opposite 
sides of the net; the one who is to de¬ 
liver the ball is called the server, and the 
other the striker-out. The server stands 
with one foot outside the base line, and 


the other foot upon it, and delivers the 
ball from the right and left courts alter¬ 
nately, beginning from the right. The 
ball served must drop over the net and 
within the square nearest the net which 
is diagonally opposite to that from which 
the ball is served, as shown on the 
diagram in dotted lines, that is to say, 
if the server were delivering the ball 
from the right-hand court, it would have 
to fall in the left-hand court of his 
opponent. If the ball be delivered into 
the wrong court, or if the ball drop in 
the net, or beyond the service line, it 
is counted a fault. The server is allowed 
another try; if this is also a fault 15 is 
scored to his opponent. If, however, 
the ball pitches in the proper court it 
should be immediately returned by being 
struck with the racket on the first bounce 
by the striker out, and again returned in 
the same manner by his opponent; but 
after the service the ball may be struck 
either before it touches the ground or 
on the first bounce, and this continues 












OUTDOOR GAMES. 


13; 


until one of the players fails to return 
it, or it is knocked outside the lines 
of the court, when 15 is scored by the 
opposite side to the one which missed 
the ball or knocked it out. If the ball 
served just touches the net it is called 
a “let” ball; provided the service be 
otherwise good the service counts for 
nothing, and the server may serve again. 

Either player loses a stroke if the ball 
in play touch him, or anything that he 
wears or carries, except his racket; or 
if he touch or strike the ball in play with 
his racket more than once consecutively; 
or if he touch the net, or any of its sup¬ 
ports, while the ball is in play; or if he 
touch the ball before it has passed the net. 

On a player winning his first stroke 
the score is called 15, on winning the 
second stroke 30, on winning the third 
stroke 40, and the fourth stroke “game.*’ 
If both players have won three strokes 
the score is called “deuce”; the player 


that next scores gets what is termed 
“advantage,” and if he scores again he 
wins the game; if, however, his oppo¬ 
nent scores, then they go back to deuce 
again, and so on until either player wins 
the two strokes immediate^ following 
the score of deuce, when the game is 
scored for that player. The player who 
first wins six games wins a set. At the 
end of every set sides are changed. 

The above rules apply also to the 
three-handed and four-handed games. 
The court, however, for these games is 
arranged differently, as shown in the dia¬ 
gram below. It should be thirty-six feet 
wide. Within the side lines, four and 
a half feet from them, and parallel with 
them, are drawn the service side lines 
I K and L M. The service lines are 
not drawn beyond the points I, L, K, 
and M towards the side lines. In other 
respects the court is similar to that de¬ 
scribed for the single-handed game. 


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OUTDOOR GAMES. 


139 


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CRICKET. 


This is one of the oldest and most 
popular of outdoor games for boys. It 
is necessary that the field chosen for 
the game should be as level as possible 
and particularly the ground between the 
wickets. 

It will be as well first of all to 
describe the general principles of the 
game. One side is considered “in” and 
the other side “out”; that is to say, the 
side that is “in” has to defend the 
wickets, while the players who are “out” 
have to do their best to get them out, 
either by bowling, catching, stumping, or 
running out. This continues until all 
the players of the “in” side with the 
exception of one are put out; the other 
side then defend the wickets. The 
players of the side that is out are placed 
m such positions as to prevent as far 
as possible the players that are in from 
obtaining runs. A run is made by either 
of the batsmen striking the ball sufficiently 
far away to enable him and his partner 


to change wickets; sometimes as many 
as six runs can be made from one stroke. 
The side which obtains the most runs 
wins the game. 

The side which has the first innings 
sends two men in to bat. These batsmen 
take up their positions in front of the 
wickets, while the players on the opposing 
side are placed in various positions on 
the field, according to the wish of the 
bowler. There is, however, a fixed plan 
for arranging the field, which is always 
adhered to except under special circum¬ 
stances. For instance, a left-handed 
batsman would necessitate an alteration. 
The diagram given above will best ex¬ 
plain the arrangement of the “field.” 

The wickets should be set up at a 
distance of twenty-two yards from each 
other. Each wicket should be eight 
inches in width and consist of three 
stumps placed in such a way as to 
prevent the ball from passing through, 
with two bails upon the top. 





T40 


THE GAMES ROOK. 


Tlie bowling crease (see diagram 
below) should be six feet eight inches in 
length, in a line with the stumps, with a 
return crease at each end at right angles 
behind the wicket, the stumps being in 
the centre of the crease. The popping 
or batting crease should be four feet from 
the wicket, parallel to it, and about the 
same width as the bowling crease. The 
way to mark these creases is to paint them 
on the turf with whitening mixed with 
water; they should be about an inch wide. 
The diagram shows how the wicket 
should look when properly marked out. 

On commencing the game the ball 
must be bowled: 
if thrown or 
jerked, it will 
be considered a 
“no ball” and 
a run will be 
given to the 
side batting. 

The bowler 
must deliver the 
ball with one 
foot on the 
ground behind 
the bowling crease, and within the 
return crease, otherwise it is a “no 
ball.” If the bowler bowls the ball so 
high over, or so wide of the wicket, 
that the batsman cannot reach it, it is 
considered a “wide ball” and this also 
counts as a run to the opposite side. 
The ball should be bowled in overs of 
five balls from each wicket alternately. 
Neither a “no ball” nor a “wide ball” 
is reckoned as one of the over. 

The batsman may hit a “no ball,” 
and any runs that may result are added 
to his score, but he is not out if bowled 
or caught from such a ball. If the ball 


pass the striker without touching his bat 
or any part of himself and any run is 
obtained it is called a “bye,” but if the 
ball touch any part of the striker’s body 
(the hands excepted) and any run is 
obtained, it is called a “leg bye.” 

If a batsman is out of his ground 
that is, if his bat, or his hand, or some 
part of his person is not touching the 
ground within the line of the popping 
crease when the wicket is knocked down 
by the ball thrown by one of the 
fieldsmen, the batsman is out. The 
wicket is considered down when either 
of the bails is struck off. The bats¬ 
man is “out” 
if the wicket is 
bowled down, 
even if the ball 
first touch the 
batsman’s bat 
or any part of 
him. He is also 
out if the ball, 
from a stroke of 
the bat or his 
hand, be caught 
and held by one 
of the players, but he is not “out” if 
the ball strikes his wrist and is caught. 

If a batsman with any part of his 
body stop a ball which has been bowled 
to him and which would otherwise 
have hit the wicket, he is “out” “leg 
before wicket.” He is also “out” if at 
any time he is out of his ground and 
the wicket is put down by the wicket¬ 
keeper with the ball in his hand. Either 
batsman is “out” if, while running, or at 
any other time while the ball is in play, 
his wicket be struck down by an opponent 
while he is out of his ground, that is, in 
front of the popping crease, as explained 


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s 



A .B Create. 






OUTDOOR GAMES. 


141 


before. If the batsmen when taking a run 
have crossed each other and the wicket 
is put down, the one that is running for 
the wicket which is put down is “out.” 
If, however, they have not crossed, the 
player that left the wicket wdiich is put 
down is “out.” If a ball in play cannot 
be found any fieldsman may call: “Lost 
ball.” Six runs may then be added to 
the score, but if more than six runs have 
been run before “Lost ball” is called, as 
many runs as have been run may be 
scored. If either batsman run a short 
run, the run cannot be counted. 

Single Wicket. 

This game is played when there are 
not sufficient players for the double¬ 
wicket game. One wicket is placed in 
the same position as described for double 
wicket, but opposite to it, instead of 
another wicket, there is placed what is 
termed the bowling stump. 

When there are less than five players 
on a side, boundaries are marked 
twenty-tw'o yards each side, and in a 
line with the off and leg stump, behind 
which no ball may be hit. This is done 
with a view to lessen the work of the 
fielders. If a ball should be hit outside 
the boundaries no run can be counted. 

A batsman when taking a run must 
touch the bowling stump and return to 
his wicket before it is put down. 

A batsman is allowed three runs 
for a lost ball, and the same number is 
allow^ed if the ball is stopped in an 
irregular manner; that is, if a fielder 
stops it with his hat or coat or in any way 
other than by his hands or feet. Double 
wicket rules apply also to this game. 


FOOTBALL. 

The Association Game. 

Football, as played at the present 
day, is entirely different from the game 
of years ago, more science being brought 
into play, in place of strength, wdth the 
result that the game is no longer con¬ 
sidered dangerous. 

The ground is the first consideration; 
the size is generally one hundred and 
twenty yards long, by eighty yards 
broad. In the centre of each of the 
extreme ends two upright posts, eight 
feet high and eight yards apart, are 
erected, with a bar across the top of 
them; these are called goals, and the 
game is to kick the ball through these 
goals. The ball should not be more 
than twenty-eight inches in circumfer¬ 
ence, and should be composed of an in¬ 
flated rubber bladder, encased in leather. 

Eleven on a side is the correct 
number of pla^mrs for a match; they 
are generally placed as follows, viz.: five 
forwards, two on the right wing, two 
on the left wing, and one centre; three 
half-backs; two backs; and the goal¬ 
keeper. 

The forwards, as their name denotes, 
are always in the front of the remainder 
of the team, and the success or failure 
of the game to a great extent depends 
on them. 

Forwards must be very quick 
upon their feet and very active; their 
duty is to play well together, to be 
unselfish, and to “pass” the ball from 
one to another when threatened by an 
opponent. To “pass” is to kick the 
ball into such a position that the player 
to whom it is sent shall be able to reach 


THE GAMES BOOK. 


it without difficulty. The centre for¬ 
ward should certainly be one of the best 
players in the team, as much depends 
upon him; he should also be a sure kick, 
for, when tlie ball is approaching the op¬ 
ponents’ goal, it is usually passed to him; 
and he makes the shot. A good forward 
should be able to pass the ball with 
both the inside and outside of his feet. 

The half-backs require to be some¬ 
thing more than sure kicks. To fill the 
position well these players should be 
quick enough to take advantage of any 
opportunity to assist their side; they 
should retreat or advance as they see 
the forwards doing, and they should 
always judge well before kicking the ball, 
and if possible “pass” it on to the 
forward or half-back who is least pressed 
by the opponents. As a rule, the half¬ 
backs should not kick very hard, nor 
very high, as if they do so there is more 
chance of the opposite side getting the 
ball. The full backs should not only be 
clever kicks, capable of taking the 
l)all in any position with either foot, but 
should also be the two strongest players 
in the team; they should never keep 
the ball, by any chance, a moment longer 
than is absolutely necessary, and when 
pressed should kick the ball well away 
to the forwards. In the ordinary course 
of play the backs must watch the half¬ 
backs. If a half-back runs at an 
opponent and compels him to lose the 
ball, it is the backs’ duty to run up 
and take it before any of the opponents’ 
forwards can get at it. The backs 
should never get near enough to the goal¬ 
posts to in any way interfere with the 
goal-keeper’s sight of the ball. 

The goal-keeper is, as may be 
supposed, the player who has to defend 


the goal, and is the only one who is 
allowed to touch the ball with his hands. 
This player should be always on the 
alert and a strong and sure kick. 
Practice alone will make a thoroughly 
reliable goal-keeper. 

To start the game, the ball is placed 
in the centre of the ground, and kicked 
off; each side have then to do their best 
to secure the ball and run it down to 
their opponents’ goal and try and get it 
between the posts. If in the course of 
play the ball goes over the side lines 
a player on the opposite side to the one 
that last kicked it should take the ball 
in his hands, and, placing his arms 
above his head, should throw it again 
into play. 

Should the ball be played behind 
the goal line by one of the opposing 
side, it must be kicked off by one of 
the players behind whose goal line it 
went, within six yards of the goal-post 
which is nearest to the point where the 
ball left the field of play; but, if played 
behind by any one of the side whose 
goal line it is, a player of the opposite 
side must kick it from any point within 
one yard of the nearest corner. This is 
called a corner kick. 

When a “goal” is scored, a kick¬ 
off takes place again from the centre of 
the field; the centre forward on the 
losing side should kick the ball off. 

Care must be taken not to get “oft 
side,” for the penalty is a free kick to 
the opponents. A player cannot be “off 
side” unless he is in front of the ball 
and there are less than three of the 
other side between him and the oppo¬ 
nents’ goal. 

No player (with the exception of 
the goal-keeper in defence of his goal) 


OUTDOOR GAMES. 


143 


is allowed to touch the ball with his 
hands. If it is done, “Hands” maybe 
called, and the result is that a free kick 
is allowed to the side opposing the player 
who touched the ball with his hands. 
Any part of the arm below the elbow is 
considered as “hands.” A free kick 
is a kick at the ball in any direction 
the player pleases, when it is lying on 
the ground, none of the kicker’s oppo¬ 
nents being allowed within six yards 
of the ball, unless they are standing on 
their own goal line. 

“Hacking” (which is kicking a 
player intentionally) and “tripping up” 
are also punishable by a free kick at 
the ball. 

“Heading” the ball is allowed; that 
is, if the ball is in the air it may be 
caught upon the head, and sent in the 
direction the player heading it requires. 

The time the game is to last should 
be decided upon before commencing to 
play. At “half time” the opponents 
change sides. 

The Rugby Game. 

This game differs in many ways 
from Association football. In the first 
place, in Rugby the players may touch 
the ball with their hands, and may 
even pick it up and run with it; again, 
when trying for goal, the ball must 
be kicked over the cross bar, instead 
of under; then again, there should be 
fifteen players a side, instead of eleven 
as in Association. The ball also is diffe¬ 
rent, being oval instead of round. The 
players are generally arranged as follows: 
nine forwards, three three-quarter backs, 
two half-backs, and one full back. 


The following is a general outline 
of how to play Rugby:— 

The ground should be marked in 
the same manner as for the Associa¬ 
tion game, but should be only one hun¬ 
dred and ten yards long by seventy-five 
yards wide; the goal-posts should exceed 
eleven feet in height and should be 
eighteen and a half feet apart, with the 
cross bar ten feet from the ground. 

Play is generally commenced by 
the ball being placed in the centre of 
the field and kicked by one of the 
players as far as possible into the oppo¬ 
nents’ ground. 

A rush is then made by the for¬ 
wards of the side who kicked off, to 
try if possible to get the ball and either 
pick it up and run with it or kick it, so 
as to get a touch-down; their oppo¬ 
nents trying to prevent them and endea¬ 
vouring to force the game to the other 
end of the ground so as to try them¬ 
selves to get a touch-down. A touch¬ 
down is when the ball is touched by 
the hand, whilst it is on the ground, at 
any spot not more than twenty-five yards 
behind the opponents’ goal line and 
parallel thereto. 

If a player succeeds in doing this 
it is called a try; one of the players of 
the side which touched it down may 
then take it out to any distance in the 
field he thinks proper, but it must be 
in a line parallel to the touch lines, from 
the spot where the try was gained; a 
free kick at the opponents’ goal is then 
allowed. When a side is trying to con¬ 
vert a try into a goal, the whole of the 
opponents form themselves into a line 
in front of their goal, and the instant 
the ball touches the ground in readiness 
for the kick, they rush forward and 


THE GAMES BOOK. 


M 4 

attempt to stop the ball, whilst the one 
who has to kick will do his best to 
place it well over the cross bar. If he 
is successful in kicking the goal, the 
game is started afresh by the ball being 
kicked off as before. If he is unsuccess¬ 
ful, it is taken out twenty-five yards from 
the goal-post nearest where the ball was 
touched down, and there kicked off by one 
of the side whose goal was threatened. 

If the ball at any time during play 
be kicked or thrown over either of the 
side lines, it is called being in “ touch.” 
One of the players of the side opposite 
to that which sent it into touch may 
then pick the ball up, and throw it 
amongst the players, who have formed 
themselves into lines facing each other, 
at right angles to the touch line. If 
the player to whom the ball is thrown 
fails to get away and is surrounded or 
what is termed collared, he may call: 
“Held”; a scrummage then takes place, 
that is to say, the ball is put upon the 
ground between the legs of the players 
and they with their heads and shoulders 
down do their best to push the ball out 
at the side in order that one of the 
players who is not taking part in the 
scrummage may pick it up and run 
with it. Passing should be carried on 
in the same manner as in the Asso¬ 
ciation game, but of course in Rugby 
the ball is thrown from one to the other 
more often than it is kicked. Very great 
quickness is necessary to pass the ball in 
K ugby, because every player, more espe¬ 
cially if he be a good forward, is spotted, 
that is to say, a man is set to watch 
him, and as soon as he gets the ball 
his opponent throws himself upon him. 

A goal may be obtained in other 
ways than by means of a try. For 


instance, if a player dribbling a ball 
can drop-kick it over the goal, or 
if a player running with a ball can 
drop-kick it over the goal, these both 
score. A drop-kick is when a player 
drops it from his hand on to the ground 
and kicks it the very instant it rises. 
If he kicks it before it touches the 
ground it is called a punt, and no goal 
can be obtained from it. When a player 
is running with a ball any one of the 
opposing side may stop him in any way 
he pleases, except by tripping or hacking. 

If a player kick the ball into the air 
and one of the players on the opposite 
side make a fair catch, he is allowed a 
free kick. Directly he has caught the 
ball he makes what is termed his mark 
by sticking his heel into the ground, in 
front of which mark none of the oppo¬ 
nents may come until the ball touches 
the ground, when they may rush the 
same as when a goal is being tried for. 
A free kick may either be dropped or 
placed; if it is taken by a place kick, 
the catcher must place the ball. 

If any of the players enter a scrum¬ 
mage from his opponents’ side he is off 
side, as is he also if the ball has been 
kicked, touched, or is being run with 
by any one of his side that is behind him. 

Scrummages usually take place when 
a player is off side; when a ball over 
the goal lines is fairly held, before it is 
grounded, by one of the players whose 
goal is threatened, in which case it is 
scrummaged at a spot five yards from 
the goal line; or when a player kicks, 
knocks, carries, or passes the ball across 
his own goal line and it be there made 
dead: the opposite side may then claim 
a scrummage at the spot whence it was 
kicked, passed, knocked, or carried back. 



OCCUPATIONS. 


sorts of pretty and useful articles 
can be made from odds and ends 
which would otherwise be cast aside. 
Children with a limited supply of pocket- 
money often hnd it would cost more than 
they can afford to buy Christmas presents 


for all the friends and relations they like 
to remember at that time; but if only they 
are careful to save the odds and ends, 
and are willing to devote their wet half¬ 
holidays to “making things,” they will 
find that it is not necessary to spend a 


10 



















TIIR GAMKS rA)OK. 


great deal of money on presents and toys. 
It is a good plan to keep two boxes: one 
for the odds and ends and another in 
which to store the finished work. 

If you are so fortunate as to possess 
an attic, or play-room, in which you may 
do as you please, it is much better to 
work there than in the nursery, for then 
there will be no fear of baby interfering 
with your materials; neither will you 
have to clear up the table when it is 
tea-time, but you can just leave the 
things where they are until after tea, 
and then go upstairs again and continue 
your work. Wdien you have finished 
for the day, you should put everything 
carefully away, not only because it is 
right to be careful and tidy, but also 
because materials spoil so easily if left 
about to get dusty and faded. 

Pincushions. 

All sorts, shapes, and sizes of pin- 
cushions can be made at no cost except 
that of a little patience. A pretty and 
convenient pocket pincushion can be 
made by cutting out two rounds of card¬ 
board and covering them with different 
coloured silks. A wineglass or a tumbler, 
according to the size required, can be 
used to cut the rounds out with. Wlien 
they are covered, the sides where the 
stitches show should be placed face to 
face, and they must be then sewn tightl}^ 
together, and pins stuck all round. To 
make them particularly pretty, the silk 
might be embroidered with a rose or 
a few forget-me-nots. 

Another very convenient pincushion, 
for use in the bedroom, is made out of 
a box. Cover the box with material of 


some kind, then break off the edges ol 
the lid ; pad ft well at the top to make 
the cushion, and cover it all over with 
the same kind of material as you used 
for the box. Make a little frill (of lace 
if possible) round three sides, and then 
sew three pieces of tape on the under 
side of the lid where there is no frill 
and fasten these to the box to act as 
hinges. vSew a little tab of ribbon in 
front of the lid to lift it by, and you 
have a trinket-box and pincushion com¬ 
plete. This box looks very pretty if 
made of bright-coloured sateen or silk 
and covered with lace or muslin. 


A Bookshelf. 

Remove the sides from a wooden 
box; bore four small holes, one at each 
corner, in the bottom of it, and the same 
number in the flat lid. Then through 
the holes in the bottom put some strong 
pieces of wire and thread on tke wires 
some old cotton reels, so as to divide the 
shelves. When you have done this, and 
have passed the wires through the holes 
in the lid and fastened them, glue reels 
at the four bottom corners for feet, and 
also at the top for ornaments. Paint the 
whole with enamel in a nice colour, and 
3^ou have a charming little bookshelf. 

Writing Board. 

This is a useful present, and quite 
easy to make. Take a piece of common 
board about three feet long and four feet 
broad. Cover it with art serge tacked on 
neatly at the back with brass-headed 
nails. Cut out’ three pieces of serge for 


OCCUPATIONS. 


147 


T« o -t C ( t 



pockets, one to contain envelopes, one 
paper, and the other old letters. With 
deep buttonhole stitches oversew one 
side of each pocket with crewel silk. 
Tack the pieces on to the board with 
brass-headed nails, as in the picture, but 
be sure to leave the side you have sewn 
uppermost and open. Cut three narrow 
strips of serge half an inch wide and 
five inches long. Lay them in the 
middle of the board at the top, and put 
three nails in each piece, at the top, in 
the middle, and at the bottom, with a 
loop of serge between each for pen and 
pencil. On the right, above the largest 
pocket, glue a travelling ink-bottle, a 
serge rosette pen-wiper, and a stamp-box. 

Cork Work. 

Very pretty frames can be made by 
cutting up old corks and gumming the 
pieces on strips of card or thin wood. 

P'irst make the foundation of the 
frame. If of cardboard, it is as well 


to cut it out in one piece, so as to save 
the difficulty of fastening the corners. 
If the strips be of cardboard, glue them 
firmly or sew them together with stout 
thread. If of wood, either glue them or 
secure them with two or three little tin 
tacks. The edges of the frame need not 
be straight. The corks should be cut 
into irregular pieces and glued on. 

Wool Work with Pins. 

For this work you need some 
coloured wool, an empty cotton-reel, and 
four short brass rivets, such as shoe¬ 
makers use. If you cannot get these, pins 
will do. Drive the four nails into the top 
of the reel, close to the hole, at equal 
distances apart. Thread your woo- 
through the reel from top to bottom, loop 
it once round each nail, then wind it once 
round the nails. Then with another 
pin lift each loop over the head of the 
nail—from outside to inside—leaving the 
wool you have last wound on the nail to 


10 " 



























148 


THE GAIMES BOOK. 


make the next loop. Continue in this way, 
lifting each loop over as you wind the 
fresh wool round the nails. The plait, as 
you make it, can be drawn through the 
reel. This makes capital reins for horses; 
also mats, small table-covers, etc. To 
make a mat, hold the end firmly on the 
table, and coil the plait round, keeping 
it perfectly flat. Sew each coil together 
as you proceed, and put a knitted or 
crochet edge round the outside when you 
have it as large as you desire. 

Kite-making. 

For the backbone of a kite you need 
a thin lath, say three feet long. For 
the bow, take a cane two feet eight 
inches long, and tie it to the lath, as in 
Fig. I. Now with some strong twine tie 
the ends of your cane together—the 



distance between points A and B should 
be two feet three inches. Continue the 
twine from B to C, and back again to 


A, and you have the skeleton of your 
kite. Place it upon a double sheet of 
paper, which is to be cut to the shape 
of the kite, leaving a two-inch margin. 
Paste this and turn it over the edges 
all round. To make wings, take a long 
strip of paper six inches wide, and cut 
one side in a fringe. Roll it up the 
plain side and form into a tassel. Fasten 
one of these on each side. 

The tail should be twelve feet long. 
Make it of pieces of paper four inches 
long, folded as if for a spill. Tie these 



in the middle, five inches apart, on a 
long piece of string until you have the 
right length, and finish the tail with a 
tassel like the wings, only larger. Or 
you may use coloured calico instead of 
paper, sewing it instead of pasting, and 
using the same for wings and tail. 

Next make two holes in the lath. 







OCCUPATIONS. 


149 


one six inches from the top, the other 
fifteen inches lower. In these insert a 



piece of string for the yoke, knotting it 
at the back to keep it in its place. To 



this 3’oke the end of a ball of twine is 
fastened when 3mu wish to fly your kite. 

Here are pictures of three differently 
shaped kites, which you may like to try 
for a change. The first one has three 
laths of equal length for its framework, 
the edges being of string. The short 
lath of the second is just two-thirds the 
length of the long one, and fastened to 
it at a distance of one-third from the 



top, its edges also being of string. The 
third is made in the same way as the 
kite described above, the head being cut 
out separately in cardboard, and firmly 
fixed at the top of the lath, and the whole 
painted in the brightest colours, so that 
it may be seen when high up in the air. 

Shell Work. 

If, when you are at the seaside, 
you should collect a number of shells, 















THE GAMES ROOK. 


ESO 

you can thus make use of them. Take 
a small box and line the inside with 
coloured paper. Cover the box with 
strong gum and try how prettily you 
can arrange your shells on it, doing 
a part at a time. When the box is 
quite finished and dr}^ paint the shells 
with clear crystal varnish. Very lovely 
photograph-frames and brackets can be 
made out of wood covered with shells. 


A Paper Mat. 

Take four sheets of tissue-paper, 
two light green and two dark green. Cut 
each sheet into four pieces lengthways, 
and then fold each piece in three. Take 
one of the dark-green folded papers, 
and lay it straight on the table before 

I_ 

briTTZITIT, 

tcMTirw 

you; then take the light pieces, and put 
them over and under the dark piece 
close together, leaving about four inches 
of the light pieces overlapping the dark 
piece, and also about four inches of the 



dark piece at each end, as in Fig. i. 
Then with a needle and thread put a 


little stitch to keep each piece in its 
place. You must then plait the dark 
pieces over and under the light pieces, 
till your mat looks as in Fig. 2. The 
other three sides must also be stitched 
just as you did the first. Cut the edges 
into narrow stripes, and ruffle them up 
with your hand, so as to make a fringe. 

Pretty book-markers can be made 
by using gold and silver paper instead 
of tissue. First, double the paper and 
cut a great many narrow strips of each 
with little swallow-tail ends. Place four 
gold strips straight in front of you, and 
plait the silver in and out, as already 
shown. As your strips are double, like 
sugar-tongs, clip them over the first strip, 
and through the second, and so on. 

Bead Flowers.—Laburnum Leaf. 

For this you require three-quarters 
of a yard of thin wire. Thread twelve 
beads, slip them into the middle of the 
wire. Give the wire a twist close up to 
the beads at each side to set them into a 
loop. This will stand for the upright leaf 
at the top. Then pass the two wire ends 
through two beads to form the stalk, and 
then, on one wire only, twelve beads for 
the side leaf, and the same on the other 
wire for the leaf on the other side. 

Now turn the work and twist the 
wire of both petals at the back close up 
to the stalk, and twist both wires firmly 
together in the centre. Then thread four 
beads on both wires for stem. Thread 
thirteen beads on each wire for petals, 
forming the petals exactly as when you 
had twelve beads. Repeat this twice 
more, so that you have one set of petals 
with twelve beads and three sets made 










OCCUPATIONS. 


with thirteen beads. Finish off by twist¬ 
ing the wires. Cut off the wire that re¬ 
mains and pass the ends through the last 
bead in the stem. Any shaped flower or 
leaf can be made. 


A Pretty Work-Basket. 

Buy the framework for a camp 
stool—plain deal ones are very cheap. 
Then, if you can obtain an old string 
bag, which is of no more use for 
marketing purposes, nail it on to tlie 
framework of the stool, as shown in 
the illustration. Paint the whole thing 



with enamel in any colour you fancy. 
Use pieces of either cretonne, silk, or any 
material you may have, to make a lining, 
which must also be nailed here and tliere 
to the sides of the stool. A strip of 
material must previously have been sewn 
all round the edge of the lining; this 
should have two rows of stitching, about 
an inch apart and an inch from the edge. 
Between these stitchings a ribbon or cord 
should be threaded, so that when it is 
drawn up it will form a cover to the basket. 

How to Make a Whistle. 

Take about six or eight inches of 
the stem of a willow or elder tree. With 


I 

a sharp penknife cut out a piece at one 
end for the mouthpiece; half an inch 
lower down make a small cut in the 
shape of a V (Fig. i). When this is 
done, it will be as well to moisten the 
bark and then gently hammer it with 
the handle of the knife, and after a few 
minutes it will be seen that the bark 
will slip entirely off the stem. Now take 



K 


the wood and cut out a part for top 
and bottom, as shown in Fig. 2, and 
fit them into the bark, as shown in Fig. 3. 
This will make a very good whistle in¬ 
deed. Another kind of whistle can be 
made by cutting only the top and a little 



FiJ 4- 


beyond the V-shaped hole away (Fig. 4). 
If the bottom piece is pushed up and 
dowm different notes can be whistled. 

CARDBOARD TOYS. 

There are many things, such as 
boxes for Christmas-trees, dolls’ houses, 
and dolls’ furniture, which children can 
learn to make very prettily if they are 
willing to take pains. 

First, all sorts of boxes can be 



















152 


THE GAMES BOOK. 


made of cardboard, and if covered with 
bright-coloured paper are capital, when 
filled with sweets, to hang upon a Christ¬ 
mas-tree. 


To Make a Square Box. 

Take a piece of cardboard four 
inches square and rule lines upon it one 
inch from each of the edges; cut away 
the corners where the lines cross with 
a sharp knife and gently score the other 
lines, so that you can bend them easily 
to form the sides of the box; fasten 
the corners together with gummed paper, 
which should be the exact width of the 
edges of the box. 

The lid of the box is made in the same 
way, but great care is required to make 
it fit properly. The square of cardboard 
which forms it should be smaller than 
the one used for the box, as the sides 
will, of course, be narrower, though the 
top must be very slightly larger. Round 
boxes and drum-shaped boxes can also 
be made, but great patience and perseve¬ 
rance are required to make them neatly. 

A Cardboard Doll’s House. 

A square cardboard box will make 
the foundation of the house, and for the 
rooms you must choose four smaller 
boxes which together will fit the larger 
one exactly. Glue the smaller boxes 
together and fit them into the larger one, 
and you have your doll’s house. You 
must then paper the walls with ordinary 
wall-paper, and wall-papers of different 
patterns will make very good carpets. 

Having made your doll’s house, the 


next thing is to provide furniture for it, 
and this you can also make yourself. 

To Make a Kitchen Table. . 


Take a piece of cardboard, oblong 
in shape, and rule lines upon it, as in 
Fig. I. Cut out the pieces you have 



ruled on each side, bend the cardboard 
across where you see the dotted lines, 
and you will have your table. 

To make a chair take an other oblong 
piece of cardboard, but narrower than 
the piece used for the table. Cut it 
where the dotted line is shown in 
P'ig. 2. You will notice that the legs 



1 





^ 


of the chair are longer at the back than 
in the front; that is the reason for cut¬ 
ting off the little piece like this. 

On no account should you cut out 
the large piece on the right-hand side— 
you must bend it upwards so as to form 
the back of the chair. The legs are bent 
downwards, in the same way as those of 
the table. When one chair has been made, 
five others can be made after the same 
pattern to complete the set, and then 
two armchairs might be made. These 



















OCCUPATIONS. 


153 


are just a little more troublesome, and 
a needle and cotton will be needed to 
keep the arms in place. Fasten here 
and at the other side with cotton. 

A Couch. 

Cut out a piece of cardboard the 
same shape as Fig. i, which will form 
the seat and legs when bent into shape 



where the dots are placed. Next cut 
out a piece the same shape as Fig. 2 



for the back, and lastly a piece like 
Fig. 3 to form the end. 

When you have cut out all three 
pieces and bent the seat into shape, sew 





the back on neatly, beginning at the 
top left-hand side, and then sew the end 
piece to the left end of the seat; join 
the two together and the couch is made. 


Picture Frames. 

Of course you will like to have 
pictures upon the walls of your doll’s 
house, and for this purpose you can use 
old Christmas cards. If you wish to 
frame them, take four narrow pieces of 
cardboard, cover them with silk, and 
fasten them together at the corners, 
covering the stitches with little flat 
buttons. 

Pretty frames can also be made 
with straw. For a small sum you can 
buy a bundle of prepared straws sufficient 
to make two dozen frames. You must 
cut the straws the length you require, 
and fasten them together at the corners 
with coloured ribbons or even wool. 
As the straws are very narrow, you 
will require three or four to make each 
side. 

Beech-nut frames are also pretty, 
and are very easily made. Prepare a 
frame of cardboard, but instead of 
covering it with silk, thread some beech¬ 
nuts on cotton and tack them over the 
cardboard. 


A Chest of Drawers. 

You require six empty match-boxes. 
Glue them together in two rows of three. 
Paint them brown or else cover them 
with brown material or brown paper, 
and sew little buttons on for handles. 

This would make a very nice button- 
box for nurse or mother if neatly carried 
out and covered with a pretty material. 
The handles must then consist of the 
kind of button the drawer is to contain: 
shirt buttons, boot buttons, linen buttons, 
hooks and e^^es. 






















154 


THE GAMES BOOK. 


A Pair of Scales. 

Take a stick of firewood and split 
a nice straight smooth piece off the 
whole length; then exactly in the middle 
fit a peg to hold it by, as in Fig. i. Cut 



two rounds of cardboard about one and 
a half inch across, and with stout thread 
and a big needle, put three strings to 
each round of cardboard, and fasten them 
to each end of the stick. Be sure the 
threads are all exactly the same length. 



Little pebbles out of the garden 
path make good weights. You can call 
one a pound w^eight, and a smaller one 
half a pound, and so on. 


A Paper Parachute. 

Take a square piece of tissue-paper, 
and fold it from corner to corner into 
a three-cornered shape. You must do 
this three times, until it looks like Fig. i. 

IMake a mark like the dotted line, 
and then cut straight through all the 
folds wdth a pair of scissors, and make 



a neat hole at the place marked A. 
Fasten threads, all the same length, 



through each hole, and join the loose 
ends together, wdth a piece of paper 
fastened on to them as ballast. 




















OCCUPATIONS. 


US 5 


If you go out of doors when a good 
breeze is blowing, the air will force the 
paper upwards and carry it away into 
the sky. 

A Blotting-Book. 

Cut out two pieces of cardboard 
the size you wish the blotter to be. 
Cover them with some pretty material 
outside and with coloured sateen inside. 
Turn in the edges of both to meet very 
evenly, tack firmly, and then sew them 
together all round. Sew blotting-paper 
inside and put a ribbon through the 
middle and tie it in a bow at the back 
of the blotting-book. 



Most children find cookery the most 
delightful of all occupations, but it is 
not all who are allowed to indulge in it, 
because, as a rule, little cooks are given 
to making both themselves and every¬ 
thing they use in such a mess that 


their elders do not. care to encourage 
them to try again. 

All who would like to indulge in a 
little schoolroom cookery should follow 
this advice:—Don’t spill the contents of 
your saucepan either down your clothes 
or on the carpet; don’t spatter the fender 
and fireirons; and don’t burn the bottom 
of the saucepan, or cook will never lend 
you another. Also, be careful not to 
burn your fingers, and let the very little 
ones help by mixing the ingredients; 
but do not let them stir the pot when 
it is on the fire, lest they burn them¬ 
selves. 

Sclioolroom cookery should consist 
in making sweetmeats only; if you wish 
to make cakes or pastry you must per¬ 
suade cook to let you go into the kitchen, 
when she will tell you how to set to 
work. Here are a few recipes for making 
sweetmeats. 

Almond or Cocoanut Toffee. 

Ingredients:—^/4lb. moist sugar, V^lb. 
butter, about half a teacupful of water, 
half a lemon, V4lh- almonds, or V2lb. 
sliced cocoanut. 

Put the butter into a saucepan, and 
as soon as it has melted stir in the 
sugar, then put in the water, stir well, 
and add the juice of half a lemon. When 
it is nearly done, add the almonds or 
sliced cocoanut; the former must be 
blanched and cut into small pieces. 

To blanch almonds put them into 
a small basin and pour a little boiling 
water over them. When the water is 
cool, you will be able to skin, or blanch, 
the almonds quite easily. 

To try if the toffee is ready, pour 








56 


THE GAMES BOOK. 


a few drops into a cup of cold water. 
If it does not harden, the toffee is not 
done; but if it becomes hard and crisp 
it is ready to pour into a well-buttered 
tin, after which it must be put by to 
cool, when it will easily break into pieces 
of a convenient size. 

A good plan is to score the toffee 
with a knife, in neat little squares, 
when it is beginning to set, as you 
can then break it up into better-shaped 
pieces. 



Everton Toffee. 

Ingredients:—treacle, 
moist sugar, ^I^h. butter. 

Put the butter into a saucepan, and 
when it is partially melted add the 
treacle and sugar, stirring them together 
with a knife. 

Let all boil for about ten minutes, 
and then drop a little of the mixture 
from the point of the knife into a cup 
of cold water. 

If the drops become crisp at once, 
pour the toffee into a buttered tin, and 
leave it to cool. 


Barley Sugar. 

Ingredients:—ilb. sugar, half-pint 
water, the white of an egg, half a lemon. 

Put the sugar into a saucepan with 
the water, and when the former is dis¬ 
solved, set it over a moderate fire, 
adding the white of an egg, well beaten, 
before the mixture becomes hot. 

When it boils, remove the scum as 
it rises, and keep it boiling until no more 
appears and the syrup looks clear; then 
strain it through a piece of muslin, and 
put it back into the saucepan. Boil it 
again until it is ready, which you can 
find out by trying it as you try toffee, 
and then add the juice of a lemon. 
Pour it upon a china dish, and before 
it sets, cut it into strips with an old 
pair of scissors, and then twist. If you 
wish to keep it any length of time, you 
must put it in a tin, and place it in a 
cold dry place. 

Cocoanut Candy. 

Ingredients:—ilb. sugar, half pint 
water, 6oz. grated cocoanut. 

Put the sugar and water into a 
saucepan, and after it has dissolved boil 
it for ten minutes, then strain it through 
muslin and stir till the candy rises, when 
the grated cocoanut is to be added. It 
must then be spread on buttered tins, 
and when it is cold cut it into squares. 
Let it be quite dry before putting away. 






OCCUPATIONS. 


157 



Outdoor Gardening. 


As most children have only a very 
small portion of the garden allotted to 
them, it is impossible for them to under¬ 
take the growing of fruit and vegetables, 
except, of course, such things as radishes 
or mustard and cress; and it will there¬ 
fore be better for them to attempt to 
grow flowers only, and those of a very 
hardy and simple kind. Hardy annuals 
(such as sweet peas, mignonette, corn¬ 
flowers, red flax, Virginia stock, etc.) are 
always safe flowers to trust to, and can 
be sown in the open ground in the 
spring, and they will be almost certain 
to come up and flower well. 

In planting seeds in pots or pans, 
be careful that they are well drained; 
a layer of rough soil or moss should 
separate the drainage from the finer 
soil, in which the seeds are sown. 

Great attention should be given to 
the mixing of the soil in which seeds 


are sown; one fourth at least should be 
of fine sand, which should be mixed 
with vegetable soil. This is not only 
that the seeds may root readily, but also 
that when they are ready for planting 
out, they may be more easily divided 
without tearing the roots. The seeds 
should be sown rather thinly; they will 
then thrive much better. 

In planting-out pot plants, be careful 
after turning the plant out of its pot to 
break the mould around it, so that the 
roots, which are often pot-bound, may 
strike out into the surrounding soil at 
once, and become stronger and better 
nourished. Plants which run to leaf 
should be put into a light sandy soil, 
but those which flower freely require a 
rich soil. Many plants droop and die soon 
after planting out. The cause of this is 
that they are attacked by grubs; there¬ 
fore, before putting in your plants, stir 


THE GAMES 1500K. 


1 5^ 


the ground \vell for two or three morn¬ 
ings, and the birds will then clear the 
earth for you, and your plants will 
nourish. All newly-planted plants require 
occasional watering in dry weather; it is 
best to use rain or river water, if pos¬ 
sible, and also to put the rose on the 
watering-can, in order that not only the 
root of the plant may receive moisture, but 
the leaves be washed at the same time. 

Pinks and carnations are easy plants 
to grow, and always make a good show. 
If the winter is very severe the plants 
should be covered up with leaves or 
litter of some sort—in the spring they 
are all the better for a little top-dress¬ 
ing of manure. As soon as the flower 
spikes appear they should be tied to 
stakes; and if they flower very thickly, 
some of the buds should be nipped off, 
so that the others may grow larger. 

Roses require a stiff clay soil; the 
black, light soil in some gardens does 
not suit them, neither does a sandy 
soil. When buying rose-trees be sure 
that you plant them at once; never let 
the roots become dry, and see that the 
earth is moist, but not wet. A deep 
hole should be dug, so that the roots 
can be well stretched out; and when 
filling in the earth, hold the plant with 
one hand, so that it may not sink too 
deeply into the ground. 

Lilies, as a rule, thrive best when 
undisturbed, but should they fail to 
thrive, you may suppose the soil does 
not suit them; then dig them up and 
plant them elsewhere. Lilies-of-the- 
valley increase greatly if undisturbed; 
it is as well to cover the beds with 
rotten leaves and suchlike during the 
winter; and in the spring the green 
shoots will peep up between them. 


Lobelias are great garden favourites. 
They flower richly and make a good 
border; they also look pretty in clumps. 
They require a rich light soil, but if 
sown from seed, the seed must be covered 
very slightly with soil, as it is so small. 

Nasturtiums are easily grown, and 
make a good show, either in the giant 
or the dwarf species. They may be 
sown in any waste spot, as they flower 
best in poor soil. Stocks thrive in a 
chalky soil; they should be planted quite 
a foot apart, and watered every evening. 
Nemophila is also a pretty plant for 
borders, and it grows very readily. 

Balsams are beautiful plants, but 
they are delicate, and require a great 
deal of care; the seedlings should be 
planted out in small pots and must on 
no account be allowed to become 
potbound. As they grow they must be 
re-potted into larger pots, richer earth 
being used each time, and the buds 
must be nipped off until the plant is a 
good size, when they may be allowed 
to grow. Campanulas are fine hardy 
plants which flower well, as do also 
the old-fashioned favourites, columbines. 
Snapdragons are also easy to cultivate, 
and make a first-rate show of fine velvety 
blooms. Last, but not least, among the 
favourite but common garden plants 
comes the friendly little wall-flower, fill¬ 
ing the garden with sweet perfume and 
bright glowing flowers. 

While I have purposely mentioned 
some of the cheapest and hardiest of 
plants, there are, of course, an infinite 
variety of choicer flowers, more costly 
and more troublesome to grow. All young 
gardeners who work patiently and well 
in their little plots will find themselves 
well repaid for the trouble they take. 


OCCUPATIONS. 


Indoor Gardening. 

Indoor gardens may be contrived 
out of almost anything—that is, if little 
gardeners have plenty of patience and 
perseverance. An old cigar-box will make 
a lovely hanging garden, if covered on the 
outside with fir-cones, and nicely var¬ 
nished afterwards. Before nailing on the 
fir-cones, bore four good-sized holes, two 
at each end of the box, fov hanging up, 
and several small holes at the bottom 
for ventilation. If a small square box is 
used, bore a hole in each of the sides 
instead of two at each end. Half a 
cocoanut will make a charming little 
hanging garden. These will require three 
holes for hanging up. Fine brass chain, 
galvanised iron wire, green blind-cord, 
or strong string will do ccpially well for 
suspending these pretty gardens. 

Clever little fingers can make baskets 
by twisting or plaiting willow or hazel 
boughs into basket-shape. These look 
very pretty and dainty when lined with 
moss. A coarse common sponge will 
make a lovely window ornament. For 
this you will want some rice, barley, oat, 
millet, grass, and red clover seed. Dip 
the sponge in warm water, partly squeeze 
it, then pop some of the seed into the 
big coarse holes, and hang the sponge 
in a sunn}^ window. In a few days it 
will be covered with tiny shoots which 
will grow and grow until they hang 
down in long graceful leaves and grasses. 
If you are careful to water the sponge 
every day the red clover will bloom. 
Should you prefer a read3^-made basket, 
very nice ones made of copper or gal¬ 
vanised iron may be purchased at florists 
or stores for a trifle. Remember that 
wooden baskets require holes at the 


hS9 

bottom for ventilation, and that wire or 
open-work baskets must be lined with 
moss. Ivy, hardy ferns, Aaron’s beard, 
ivy geranium, musk, creeping Jenny, and 
“Mother of Thousands” wall grow in 
any of these hanging baskets. Do not 
put more than two or three kinds 
together. 

Now let me tell you how to make 
a pretty table ornament. Get a thick 
piece of white wadding, wet it, an i 
place in the bottom of a round glass 
dish or a strawberry-basket. Scatter 
some canary-seed thickly over the 
wadding, and put the dish or basket in 
a dark cupboard for about a week. 
When you take it out again you will 
see that the seed has come up in dear 
little shoots. Very soon these shoots 
will grow into beautiful pale-green leaves, 
and quite cover the wadding. ’ 

The tops of carrot, turnip, and beet 
will make pretty table ornaments too, 
and will soon grow if you cut them off 
about an inch down the root and place 
them in a saucer of water as near the 
light as you can. Common Scotch kale 
grows in so many beautiful shades, from 
dark purple to white, that it would look 
lovely in the nursery window-box. If 
you put some tops of this plant in your 
gardens about August, by November they 
would be ready for the wjndow-box, and 
would make a charming winter garden. 

To make “Jack-in-the-green,” cover 
a bottle with a piece of wet flannel, 
roll the bottle in mustard and cress 
seed, then fill with water. Keep the 
flannel wet by filling up the bottle 
every day so that the water overflows, 
and runs over the sides. When the seed 
sprouts, which will be in a very few 
days, the bottle will be ver^^ pretty. 


i6o 


THE GAMES BOOK. 


Scrap-Books. 

Nice scrap-books can be made for 
the tiny ones out of sheets of brown 
paper. The pages must be stitched 
together and well covered up with 
pictures, cards, and scraps, and you will 
find that the babies will appreciate 
these scrap-books quite as much as 
though you had bought them some 
expensive picture-books. 

Crochet. 

Crochet is one of the easiest of 
fancy works, and any number of useful 
and pretty garments or ornaments can 
be made in this way. It is best for 
beginners .to take a bone crochet hook, 
and soft Berlin wool to work with, as the 
steel hook is apt to become a dangerous 
instrument in a little one’s hand. 

For chain crochet, which is the first 
stitch to be learned, wind a loop of 
wool over the hook and pull the wool 
through the loop, continue to pull the 
wool through, slipping the first stitch 
off, until you have a long chain. 

Then comes double crochet. Put 
the hook through one of the chain 
stitches you have made, draw the wool 
through, then ' pull the wool through 
the two stitches on your hook. 

For treble crochet you put a loop 
of wool over the hook on which you 
have a stitch already; then you put the 
hook through one of the chain stitches 
and pull the wool through so that you 
have three stitches on the hook, pull 
the wool through two and slip two off, 
then pull the wool through the remaining 
two. You can carry this out to any 


extent, putting three or even four twists 
of wool round the hook. 

Tricot is a nice pattern for woollen 
cuffs. Crochet a chain of stitches 
rather longer than you want your cuffs, 
as the stitches will be sure to work 
up a little; then turn, put your hook 
through one of the chain stitches, pull 
the wool through and keep the stitch 
on your hook, so that you will now have 
two; take up the next stitch in the same 
manner, and so on, until you have the 
whole row of stitches on your hook; 
then turn again and begin drawing the 
wool through two stitches at a time, 
until you come to the end of the row, 
when you turn and commence putting 
the stitches on 3^our hook again. This 
is continued until you have sufficient 
crochet to make your cuff. 

For a Tam o’ Shanter, heather mix¬ 
ture yarn is the best wool, and a bone 
hook about No. lo should be used. 
Crochet six chain stitches, join, then 
work round the chain line by putting 
two double crochet stitches into each 
stitch. Second round: first one double 
crochet into a stitch, and then two double 
crochet into the second stitch, and so 
on. Third to seventh rounds: put two 
double crochet into every fourth stitch. 
Eighth to twelfth rounds: two double 
crochet into every twelfth stitch. Go on 
increasing in this way, taking care to 
keep the round nice and flat, increasing 
more rapidly if the sides begin to curl 
up. When the round is large enough 
for the top of your cap, decrease slowly 
by missing a stitch now and again at 
regular intervals, and when you come to 
the band of the cap work loosely and 
put simply one double crochet into each 
stitch for about six rounds. 


OCCUPATIONS. 



Dolls’ Dressmaking. 




IMothers are always condoling with 
each other over the trouble and expense 
of keeping their children well dressed; 
and every little girl with a family of 
dolls knows that these trials are not 
exaggerated. Too often the smartest and 
prettiest frocks, bought ready made, drop 
to pieces in the family wash-tub; and, 
if they survive that ordeal, they often 
fall victims to the careless scorch of an 
over-heated flat-iron. 

Therefore it is well that every 


mother of dollies should try to learn 
how to keep her family both well and 
fashionably dressed. 

As to fashion, it may be well to say 
once for all that the mode of fastening 
the clothes to the body by needle and 
thread is fast going out, and in the best 
society all clothes are now made “to 
take off and put on.” It is a mistake 
to use coarse calico for petticoats and 
underclothing. The needle gets hot, the 
cotton gets black, the fingers of the 


11 




i 62 


THE GAMES BOOK. 


dressmaker get pricked, and little red 
dots adorn the seam. 

Muslin—such as babies’ gowns are 
made of—must be used for this purpose. 
The needle passes easily through the 
soft stuff, and the little fingers do not 
get tired. For flannel petticoats use 
cashmere or nun’s veiling, and feather¬ 
stitch the hem. For dresses the gored 




'/i 


skirt is now fashionable. This is cut in 
four pieces—front, two sides, and back. 
The front should be cut on a length¬ 
ways fold of the stuff, and the others 
as directed in the above pattern. Any 


stuff almost is suitable for these dresses, 
but a rather thick cloth is best. The 
bodice must be made in six pieces—two 
back, two side, and two front—and cut 
according to the lady’s figure. The sleeve 



is cut on a lengthways fold of the stuff— 
gathered from A to B (as shown above), 
and drawn up to the size of the armhole. 

Bonnets are worn very small—a little 
bit of lace and a scrap of ribbon from 
Mother’s corner drawer will make a 
bonnet which a duchess-doll might be 
proud to wear. As a method of secur¬ 
ing the bonnet to the head, a black pin or 
two driven through the bonnet into the 
wax scalp of the lady is recommended. 

Excellent shoes may be made of old 
gloves, the soles stiffened with paper; 
but these must be very neatly sewn. 


















OCCUPATIONS. 


The best silk stockings are now made 
of the fingers of disused silk gloves. 
Manufacturers of such articles say that 
there is a growing demand for these. 

The crochet costume is much worn, 
and any dressmaker who has learned to 



use her hook will easily design a mag¬ 
nificent costume in coloured wool. 

The Irish peasant cloak is very 
popular, because it is so easy to make. 

A piece of stuff three times as wide 
as it is deep, gathered six times at the 
top, makes a beautiful and fashionable 
outdoor garment. Join i and i (shown 
in the upper figure in the next column), 
and run a string right round the part 
where the perforated marks appear. 
Then draw up round dolly’s neck, and 
you have a nice dress at once. 

Yoked dresses are very becoming for 
younger dollies. The skirt should be cut 
quite straight, allowing for a hem and 
three tucks at the bottom. It should be 
gathered on to the yoke, as shown by 
the perforated lines in the illustration. 

For an indoor dress the sleeve should 


163 

be short, especially if the doll has a 
well-shaped arm. The sleeve should 
be neatly hemmed at the bottom and 



gathered into the armhole at the per¬ 
forated line. 

The pattern given below represents 
a comfortable hood for a delicate dolly, or 
one whose hair is not suitable for a hat 
or bonnet. It is cut in two pieces, and 
when joined up the front turns back, as 
in the illustration. 

In conclusion, dressmakers are warned 
to measure their costumes very care¬ 
fully, to use fine needles, never to put 
pins into their mouths, always to use 
a thimble, to keep their tempers even 
if things won’t fit and the cotton does 
break ; and if they have the choice of 
a dolly to dress, never to choose a small 
one—the bigger the dolly the easier it 
is to fit her. 

Sew strongly, sew neatly, and never 
be too busy to leave your dressmaking 
for a while if baby drops his rattle, or 



Tommy can’t tell the difference between 
indigo and Prussian blue—for kindness, 
unselfishness, and a helping hand should 
always be in fashion. 


11* 






















164 


THE GAMES BOOK. 


Knitting. 

To cast on stitches you make a 
loop in your thread and pass it over 
the needle which you hold in your left 
hand, then with your rightdiand needle 
you knit it, and instead of taking off 
the first stitch in the ordinary way it is 
left side by side with the new one, and 
so you work on until you have the 
number of stitches you require. 

To knit in ribs—that is, purl and 
plain knitting alternately, you first knit 
two or three ordinary stitches and then 
knit the same number of stitches back¬ 
wards ; that is to say, slip the needle 
under the stitch instead of over. 

To knit a stocking six ounces of 
fine Scotch fingering are required, and 
the needles should be No. 16. 

Cast one hundred and twelve stitches 
on to three needles and knit one round 
plain and fourteen rounds ribbed, then 
one hundred and fifty rounds plain, 
except the first stitch in every round, 
which must be purl, to make the seam 
down the back of the leg. 

Then begin to narrow off as follows : 
—Three stitches from the seam stitch 
knit two together, knit one, purl the seam 
stitch, knit one, knit two together, then 
knit plain to the end of the round. Knit 
six rounds plain, and then narrow again 
in the same way as before; repeat this 
until you have fourteen narrowings with 
six rounds between each, then continue 
the plain knitting until the stocking 
is about twenty inches long. 

You ought to have eighty-four 
stitches in all on your needles; put forty- 
three of these, with the seam stitch in 
the middle, on one needle for the heel 
(you must first have worked twenty-one 


stitches past the seam stitch in order to 
bring the wool to the end of the needle). 
The other forty-one stitches must be 
left on the other two needles to make 
the instep of the stocking, and must not 
be used until the heel is finished. 

Go on knitting the forty-three heel 
stitches for about twenty-two rows, not 
forgetting that the return rows must be 
purled, or the heel will be in ribs. Then 
begin to round the heel; divide the 
stitches into three, fifteen on the middle 
needle and fourteen on the side ones. 
Work backwards and forwards on the 
fifteen middle stitches, knitting the last 
stitch together with the end one on 
the needle nearest to it, until all the 
side stitches have been knitted up and 
you have fifteen only left of the heel 
stitches. 

For the instep, pick up twenty-three 
stitches from each side of the heel and 
work round again, forty-one stitches over 
the instep, twenty-three at each side, 
and fifteen under the heel. The forty-one 
stitches must be on one needle, the fifteen 
heel stitches are divided between the 
other two needles, and one plain round 
is knitted. 

In the next, decrease, by taking 
two together at the end of each back 
needle nearest the instep; this will be 
at the beginning of one back needle 
and at the end of the second. Go on 
decreasing thus in every third round, 
till you have the same number of stitches 
on the lower part of the foot as across 
the instep; this will be after ten narrow¬ 
ings, and you will have eighty-two 
stitches left. Knit round until the foot, 
including the heel, is about seven inches 
long, then narrow for the toe, knitting 
two together at the ends of the heel 


OCCUPATIONS. 


needles and two at each end of the 
instep needle, thus decreasing four 
stitches in the round. Decrease twice 


165 

it is between nine and nine and a half 
inches long. 

Double the front part of the sole 



with three rounds between each narrow¬ 
ing, twice with two rounds between and 
then in every second round until the 
foot is long enough, which will be when 


of the stocking together and cast off by 
knitting one stitch from each part 
together, or cast off all round and sew 
up neatly. 





' 7 "'HERE is an old saying, “What is 
^ worth doing at all is worth doing 
well,” and this is particularly true with 
regard to anything in the shape of a 
collection. 

Young folk will often spend con¬ 
siderable time and much labour in ob¬ 
taining specimens of whatever they may 
be collecting, yet will not spare the little 
necessary time and trouble to arranging 
and keeping them in proper order, but 
after a few days will toss them on one 
side, all together, higgledy-piggledy. 

Different collections require to be 
kept in different ways; under each 
heading will be found the best way to 
keep each particular thing, but a few 
general remarks may be made. 

In exchanging specimens don’t take 
an advantage of one who has not quite 
so much knowledge as yourself; be fair, 
remember that you have to look at your 
collection perhaps many times a week, 
and it is nice to be able to think that 
each specimen has been fairly obtained. 


Be neat and tidy; have one place for 
your things and keep them there. There 
is nothing causes parents to take less 
interest in their children’s pleasures than 
to find the things which belong to the 
young ones all over the place. 

Always label your specimens and 
add as much information as you can; 
it will not only be instructive, but when 
you are showing your treasures it will 
render them much more interesting. 

Birds’ Eggs. 

These are interesting, not only be¬ 
cause of their pretty colours and markings, 
but because they will remind you of 
many a country ramble, and of all the 
hunts you have had after them in hedges—■ 
of how Jack had to climb such a high 
tree for that rook’s egg, or how Harry 
had to get up a ladder, as soon as he 
saw the parent bird fly away, to reach 
the swallows’ nest. It is sometimes said 


COLLECTIONS. 


167 


that bird-nesting is a cruel amusement, 
and indeed it is sad to see a torn nest 
and broken eggs tossed carelessly away 
by the side of a country lane; but this 
is never done by children who really 
love birds, their nests, and their eggs. 



and wish to learn more about them. 
If you will make two resolves before 
beginning your egg-collecting, you will 
never be guilty of cruelty. They are— 
First, never to drive away or frighten 
the poor little mother bird when'she is 
sitting on her nest—it is quite easy to 
wait until she has flown away, or to 
pay her another visit; and second, never 
to take more than one egg from each 
nest. 

You must try to learn the different 
places which birds choose for building 
in; it will be a great help to you in 
searching for eggs. 

The skylark builds always on the 
ground, and her eggs are entirely covered 
with dark-brown spots; the crow’s nest 
is perched on the tallest bough of a tall 
tree, the eggs being very pale green, with 
dark blotches. The wood-pigeon merely 
arranges a layer of sticks in a fairly high 
tree on which to put her two white eggs. 
The woodpecker is lazier still; she makes 
no nest, but lays her eggs in a hole in a 
tree; her eggs also are white, but smaller 
than the pigeon’s. The hedge-sparrow 
builds low down in the hedges, the eggs 
being of a beautiful blue coloiir. Starlings’ 
eggs are blue too, of a different shade, 
but the nests are made in the oddest 


places, in holes in walls and old buildings, 
in chimneys and water-pipes. 

If you find, as you often will, a nest 
and an egg which are quite strange to 
you, it is a good plan, when you return 
home, to wuite down what sort of nest 
it was, and in what sort of place you 
found it. Then some kind friend may be 
able to tell you its name, or a description 
in a book will help you. 

It is much better to have a few 
eggs, and to take a little trouble to know 
something of them, than to have a great 
many about which you know nothing. 

But you will think it is time you 
were told the best way of blowing your 
egg and getting it ready for your col¬ 
lection. The easiest method is to make 
a tiny hole very neatly at the small end, 
and a larger one, half-way between the 
middle of the egg and the large end. 
Use a fairly strong pin for your small 
eggs, and a sharp-pointed penknife for 
the larger and harder shells. Now, 
if you blow through the little hole, 
holding the larger one downwards, the 
egg will soon be emptied. Then draw 
up some fresh water into the shell, shake 
it well, and gently blow it out again. 
Repeat this until you think it is per¬ 



fectly clean, and then put your shell, 
hole downwards, on some blotting-paper, 
that it may thoroughly dry; if the hole 
is rather too large, you may gum a 
piece of tissue-paper over it, to prevent 
any dust getting in. 


i68 


THE GAMES BOOK. 


When the shell is quite dry, mount 
it on a square piece of cardboard, using 
very strong gum or glue, and keep it in 
position with two wedges until it is 
firmly stuck. Then write on the card¬ 
board the name of the egg, the place 
where you found it, and the date; it is 
then ready to be put in the drawer or 
cabinet in which you are keeping your 
collection. 

You may like to hear how a little 
bo}^ once arranged his birds’ eggs. 
He was given a long shallow box, 
wdiich had held tins of mustard once 
upon a time, and in this he fitted up 
cardboard divisions so as to make a 
number of square holes, which he called 
his “nests.” Then he covered the inside 
of the box and the pieces of cardboard 
(which could be taken out and put in 
again) with green holland, gummed neatly 
down. In these “nests” he placed dry 
moss, on which he put his different eggs, 
not mounted on cardboard, their names 
being written on slips of paper and 
gummed into each division. It all looked 
so pretty and comfortable that he w^as 
w^ell repaid for his trouble. 

Coin Collecting. 

Many young collectors seem to think 
that any medallion, medal, or counter 
may form part of a coin collection, but 
such is not the case; the specimens should 
only comprise coins which have been 
issued at some period for use as money. 

It is true that medals, etc., have 
at times been current as money, and in 
such cases they would rightly take their 
place in a collection; as, for instance, 
in England during the seventeenth. 


eighteenth, and early nineteenth cen¬ 
turies there were issued “traders’ tokens,” 
which passed as currency and, conse¬ 
quently, would be regarded as coins. 

If you take a pride in your collection 
you will add to it at every possible 
opportunity. You will find it very 
interesting and also very instructive. 
What is more likely to impress the mind 
with some historical fact than the 
possession of a coin of the period ? 
Many a collection of coins started in 
childhood and carried on in after-life 
has been a source of great pleasure and 
profit to the collector. 

Do not when you have obtained a 
few specimens put them all away anyhow, 
but keep them separate in small enve¬ 
lopes, which should be placed in a 
large one, or, what is much better, in 
trays or cases, which can be purchased, 
or made as follows:— 

Get a box one foot long by eight 
inches wide, cut it down so that it is 
only two inches deep; then divide it into 
partitions each two inches long by two 
inches wide. This will make room for 
twenty-four specimens; at the bottom 
of each partition put a little cotton w^ool, 
on which place your coin; just above it 
stick a label on which you have written 
the name, country, value, date, and any 
other information you may wish. 

If possible make a glass lid to keep 
out the dust; this is not so difficult as 
it may appear. Get a piece of glass cut 
to the same size as the outside of your 
case, round this glue some cloth about 
an inch wide, by doubling it round the 
edge so that half is at the top of the 
glass and half underneath; leave about 
an inch and a half overhanging for the 
hinge, which glue to the side of your case. 


COLLECTIONS. 


169 


Another very good way is to cut 
two slits in a piece of cardboard, into 



which the coin can be slipped, as shown 
in the above illustration. 

Postmarks. 

Collections of postmarks are often 
made nowadays, and seem likely to 
become as popular as postage-stamp 
collections. 

Ask your friends to save the post¬ 
marks on their letters for you, and you 
will soon get a large number, which 
should be arranged in the following 
manner;— 

Take a large envelope for each 
country or state, and a number of smaller 
envelopes labelled with the names of 
the counties, districts, or departments 
in that country or state. Put the post¬ 
marks into the small envelopes and then 
place these in the larger ones to which 
they belong; in this way you will be 
able to keep your specimens tidily, and 
to refer to them easily. 

So far, no album has been pub¬ 
lished specially for postmark collections, 
but you can easily make one for yourself 
if you prefer it to the envelope method. 

Take a good-sized scrap-book and 
rule its pages into small squares, just 
large enough to hold the postmarks. 


Write the name of the country or state 
at the top of the page, and then divide 
the space you allow for that country or 
state into the various counties, etc., in 
alphabetical order. Of course, you must 
allow more space to the larger districts 
than to the smaller ones. 

Sometimes you will be a little 
puzzled to know in which division you 
should place your postmarks, but this 
difficulty can easily be overcome by ask¬ 
ing the person who gives them to 3^011 
to tell you where the towns are situ¬ 
ated, and you can make a note on the 
back of each postmark, so that you may 
not forget. 

Duplicates must not be put into 
a collection, but should be saved to 
exchange with other collectors. 

Stamp Collecting. 

The collecting of stamps is an 
interesting and at the same time an 
instructive pastime, bringing as it does 
continually before the eyes of the col¬ 
lector the names of the various countries 
of the world. If you intend taking up 
stamp collecting it would be as well, 
first of all, to provide yourself with an 
album sold specially for this purpose, 
as it will help you to recognise the 
various specimens, and at the same time 
keep the collection tidy; stamp albums 
also contain a quantity of useful infor¬ 
mation. 

You should start by collecting the 
stamps of your own countr}^ and when 
you have several of the same kind 
3^ou can exchange them for stamps of 
other countries. In this way you will 
soon obtain a varied collection. Great 





170 


THE GAMES BOOK. 



care should be taken in arranging the 
stamps. They should first of all be 
placed under the headings of the various 
countries; then according to the period 
in which they were issued, which can be 
easily ascertained, as on nearly every 
stamp there is a portrait of the monarch 
in whose reign the stamp was issued; 
finally they should be arranged according 
to their value. This can be learnt from 
your school-books, which usually con¬ 
tain a table of the relative values of the 
coins of various countries. 

A very important point is how to 
affix or mount the stamps in the album. 
Some collectors cover the back of the 
stamps with thick gum or paste, and 
then stick them on to the allotted spaces. 
This is not the best method, as in most 
cases the gum is squeezed out from 
under the stamp by the act of pressing, 
and gives a very untidy appearance to 
the page; moreover, both gum and paste 
have the effect, in the course of time, 
of discolouring the stamps. 


Starch and dextrine are the best 
compositions to use; but the back of 
the stamp should on no account be 
completely covered; only the edge should 
be stuck. This will enable you to easily 
detach the stamp, in order to examine 
the watermark or for any other purpose, 
without spoiling the appearance of the 
page. Another way is to attach 
the stamp by means of a hinge of 
gummed paper. This is perhaps the 
best and cleanest method. If the young 
collector should at any time feel disposed 
to spend his pocket-money on the 
purchase of stamps which he has seen 
advertised, he should first of all consult 
a friend who has had some experience 
in stamp collecting. Very rare stamps 
are often offered for sale in cheap packets; 
these are for the most part forgeries, 
which can only be detected on very 
close examination. These imitations are 
in most cases rather indistinct and 
smudgy, and not so well executed as 
the original. 










COLLECTIONS. 


171 


Crests. 

The collecting of crests is fast 
coming into as great favour as is that of 
stamps. When a fairly large number of 
crests has been collected, an album 
should be procured, which can be pur¬ 
chased at any bookseller’s, and the crests 
should then be arranged according to 
the rank of the persons to whom they 
belong. 

A very interesting form of crest 
collecting is that which embraces the 
various regiments of the army, each of 
which has a crest of its own. 

Sheets of crests can be purchased 
at most stationery stores. By this means 
you will be able to obtain the crests of 
the nobility, and if you have a friend 
who is a soldier he will have no difficulty 
in obtaining for you the crest of his own 
regiment, and most probably those of 
other regiments. 

Ferns and Flowers. 

Ferns and flowers make most 
charming collections, and during the 
long winter evenings they will serve to 
remind you of summer rambles in search 
of them. 

If you want your specimens to 
look really nice, it will be necessary to 
take a little trouble in collecting as 
well as in arranging them. 

Before setting out for the woods and 
lanes procure some sheets of spongy, 
whity-brown paper (such as grocers use) 
about fourteen inches long and nine 
inches broad; also two deal boards, not 
very thick, and just a little larger than 
the paper, for which they will serve as 



covers; and lastly, a strap to keep paper 
and covers firmly together. 

Suppose you begin by collecting 
ferns, as they are the easiest to dry. 
Select the most perfect fronds, not the 
largest, and take care to break them off 
near their root-stocks. Put them into 
your collecting-case carefully. If a stem 
is too long, bend it back near the lowest 
leaflets of the frond. It is best to take 
two or three fronds of the same kind of 
fern, so that when they are dry the best 
can be chosen. 

Of course, you will always be on 
the look-out for new specimens, and if 
you are going away from home on a 
visit, or for your holidays, it is well 
to take your collecting-case with you. 
Ferns that are rare in one part of the 
country are quite common in another, so 
that there is no saying what treasures 











172 


THE GAMES BOOK. 


you may find in a new neighbourhood. 
For instance, hart’s-tongue ferns fringe 
the side of every brook and line every 
hedge in some parts, yet in the Northern 
districts they are rarely seen, and one 
has to walk miles to get a few poor 
little fronds of them. 

When you have gathered and 
brought home your specimens, the first 
thing is to dry them. Take them out 
of the case and put them between sheets 
of fresh blotting-paper, either ordinary 
white or what is called botanical paper, 
in this way —Place some fronds care¬ 
fully on a sheet, put three or four more 
sheets over them, then more ferns and 
more paper. On the top of the pile put 
some heavy article, to weigh it down, 
and leave them like this for twenty- 
four hours; then transfer them to fresh 
paper, putting the weights on again. 
The damp sheets can be dried and put 
aside for further use. After a day or 
two of this treatment you will find your 
ferns quite dry, and you can then pro¬ 
ceed to arrange them. 

A small scrapbook with plenty of 
“guards” does very well for keeping 
ferns in. Place two fronds of the same 
sort of fern close together, one showing 
the under and one the upper surface. 
The under-part contains the little seed- 
cases, and you will be surprised to find 
how these differ in the different kinds 
of ferns, especially if you look at them 
through a magnifying-glass. Keep each 
frond in position with very narrow strips 
of gummed paper, using no more of 
these than are absolutely needed. In 
the right-hand lower corner of the 
page write the name of the fern, the 
place where you found it, and tlie 
month and year. If you are not sure 


of the name write it in pencil until 
you have either compared it with the 
pictures in a book on ferns, or a friend 
has told it you. 

Wild flowers should be treated in 
just the same way, only they will take 
a longer time to dry. If you should 
find an unusual flower, pick one of its 
green leaves as well, dry it, and put it 
beside the flower in your book of 
specimens—it will probably help you in 
finding out the name. 

Another very pretty collection may 
be made of dried leaves —their shapes, 
as well as their shades of colour, are so 
varied. Leaves are either simple or 
compound; that is to say, they are either 
all in one or are divided into two or 
more parts, like the horse-chestnut and 
ash. In arranging these leaves in your 
book, put the simple ones at the beginning 
and the compound ones at the end— 
you will find it both interesting and 
useful to know the difference between 
the two. 


Seaside Objects. 

Most of you know the pleasure of 
getting ready to go to the seaside in 
the summer. How delightful you find 
it to say “good-bye” for a time to your 
toys, and to pack up the spades and 
buckets. Next time you go, try to make 
room in the luggage for an empty box 
or two, so that you may be able to 
bring back any treasures you find on 
the seashore. 

There are sure to be shells, and 
these are the most important for your 
collection. Take care to choose perfect 
ones, and give them a good washing to 


COLLECTIONS. 


173 



get rid of any sand or dust in tliem. 
Cowries, long razor shells, scallop shells 
(the baby ones), different coloured 
“tops,” whelks—all are worth having. 

Then there are seaweeds. It is 
best to get these from the pools which 
are to be found amongst the rocks at 
low tide. There is a lovely scarlet sea¬ 
weed, which is in perfection in June and 
July; its shape is something like that of 
a hart’s-tongue fern, and it keeps its 
colour well when dried. Then there is 
a pinky-red sort, which looks like 
branches of tiny trees, and there is also 
the sea-lettuce, which is a most delicate 
green colour. The common coralline is 
purple when growing, but quite white 
when dried. These, and any others you 



may find, must be well washed in fresh 
water to get rid of all the salt, or else 
in wet weather you will find your 
specimens damp and spoiled. Having 
done this, give them a final bath in a 
basin of fresh water, one piece at a 
time, and gently pull out every tiny 
branch. When it is looking its very 
prettiest slip a piece of cardboard under¬ 
neath it, and put it in the sun to dry. 
Most likely it will stick to the card by 
itself, but if not, fasten it down with a 
strip of gummed paper. 

There are many other objects that 
you may find if you look carefully. 
There are the shells that have been 
inhabited by baby crabs, especially the 
spider crabs, with their long thin claws; 
and sea-urchins, and five-fingers, a kind 
of star-fish with five points. You may 
find little tubes that have been the 
houses of sea-worms—they are made of 
little bits of shell, pebble, and sand, 
fastened together with a cement the 
worms make themselves. Or you may 
find an odd sort of dark square thing, 
with what looks like an arm at each 
corner. It is called a mermaid’s purse, 
but is really the egg of the skate. 
These, and everything else that you 
find, must be washed very thoroughly in 
fresh water. 















174 


THE GAMES BOOK. 


Now, supposing you have brought 
your treasures safely home, you will 
need to arrange them. With strong 
gum fasten the different sorts of shells 
on square pieces of cardboard, writing 
their names below them, and the place 
where you found them, and date of 
finding. 

Do the same with your star-fish, 
sea-urchins, etc. The^ seaweeds you will 
already have stuck on cardboard, and 
they will only require to have their 
descriptions written. 

If you have more specimens of shells 
than you need for your collection, group 
them together on a larger square of 
cardboard; fasten some seaweed inside 
four of the large shells, so that it looks 
as if it were growing out of them, and 
use them for the centre of your group, 
arranging the others round them as 
prettily as you can. If you make a 
hole in one corner of the cardboard, and 
put a ribbon through it, you can hang 
it up, diamond-shape, against the wall 
of your room, where it will remind you 
of the happy time you had in searching 
for your seaside objects. 

Butterflies. 

Is there a prettier sight than these 
lovely little creatures flitting about ? 
sometimes a cap is thrown at one, it is 
roughly knocked down, then picked up 
with its wings torn and the scales rubbed 
off, and the owner of the cap looks 
disgusted, as if it were the butterfly’s 
fault, instead of his own, that its beauty 
is quite .spoiled. Now, that is the way 
not to do it. 

First get a flexible cane and a yard 


of green gauze. The gauze should be 
cut to the shape shown in the illustration 
on the next page, then damped to take 
out the stiffness, and sewn together with 
the seam outside, and a hem round the 
mouth of it into which the cane can be 
slipped. For the handle choose a light 
stick, and get a tinman to make you 
a Y-shaped tube (as shown in the same 
illustration) to fit the end of the stick, 
and into which the ends of the cane 
are to be inserted. Should they slip, 
wedge them in with tiny bits of wood. 

With this net, a tin box lined with 
cork, and some long pins, you are ready 
to set off. Choose a sunny day, and 
some quiet place. 

With a little care you will soon 
learn that the various kinds of butter¬ 
flies are fond of different sorts of places. 
For instance, Fritillaries love the shelter 
of a copse, just where the sunlight makes 















COLLECTIONS. 


175 


its way in; the Blues you will find on 
chalk hills or open downs; and the 
Marbled Whites on sheltered sides of 
hills. Ringlets are fond of marsh-land, 
and Heaths of open common. Red 
Admirals, Peacocks, and Tortoiseshells 
will often be found in gardens on some 
favourite flower. 

Don’t be in too great a hurry to 
throw your net when you see a butterfly 
that you want. Wait until it settles 


end of the net, and then nip it sharply 
between the body and the tail, so that 
it dies at once. 

There are poisons that can be used 
for killing butterflies, but they are 
dangerous, and the manner mentioned 
is really the safer and better way. 

Never put a pin through the insect, 
expecting to kill it in that manner—it 
is torture, and your butterfly must be 
treated with mercy. Take great care in 



and gives you a good chance. It is 
easy to look at the little creature when 
it is in the net, and if it is one you 
already have, or a poor specimen, let it 
fly away again at once. 

Mistakes are easily made. What 
looked like a Bath White on the wing 
may turn out only a Cabbage when 
looked at more closely. Should your 
captive, however, prove a new sort, let 
it settle down into the pocket at the 


handling your captive ; it is so easy to 
spoil the beauty of its wings, and so 
impossible to restore one tiny “ plume.” 

When dead, pin it down with a 
long pin through the middle of its 
bod}^ to the cork lining of your box, and 
be careful that your specimens do not 
touch each other. 

When you return home, your butter¬ 
flies will need “setting.” The board 
for this can either be bought, or made 














75 


THE GAMES BOOK. 


by gumming a strip of cork half an inch 
thick on a piece of wood, cutting a 
groove in the centre wide enough to 
take a butterfly’s body, and rasping off 
the outer side to form a curve. 

Remove your specimens from the 
tin box to this board, keeping the same 
long pins in them. Keep down the 
wings with “braces”—wedge-shaped 
pieces of cardboard. Do not take them 
from the board until they are quite stiff 
and dry, which will be in about a fort¬ 
night. If a hole is made in the setting- 
board, and it is hung up against the 
wall of your bed-room, it will not onl}'- 
be easy to see when the butterflies are 
dry, but 3^ou will know that they are 
safe. 

As you get older and learn more 
about your specimens, it will be worth 
while to buy either a cabinet or a set 
of store-boxes for them; but as the 
collection here described is for little folks 
only, it would be useful to relate how a 
little boy and girl once kept their butter¬ 
flies. They got some wooden chocolate 
boxes, which they neatly covered inside 
with white paper, and made two ledges 
half way up the sides, on which a tray 
rested. This tray had a loop of tape 
at each end, so that it could easily be 
lifted up. The butterflies were carefully 
pinned down, both on the bottom of the 
box and on the tray; they were arranged 
in pairs, one showing the upper and 
one the under side of the wings, and 
each box had a small piece of camphor 
in it. 

The names of the specimens were 
written underneath them, and the date 
on which they had been caught. These 
box-es were kept in a dry place, and the 
owners were very proud of them. 


Numbers and Names of Railway 
Engines. 

Many boys and girls, too, like to 
keep lists of the numbers and names 
of engines they have seen on railways. 
If you have not already done so, you 
may like to begin. All that is necessary 
is an exercise-book with good stout 
covers that do not curl up, and a little 
noted)ook with a pencil tied to it, which 
must always be in your pocket when 
you are travelling by rail. Into this 
book copy the names and numbers of 
any engines you see, with the railways 
to which they belong, and the dates on 
which you see them. This may be done 
quite roughly; then when you return 
home 3^ou can enter them in 3’our large 
book. 

Suppose you have been on the Great 
Northern and Great Western Railway's. 
Write “Great Northern Railway” 
plainly at the top of a page, rule 
a straight line down the middle of the 
page, and write on one side the number 
and name (if it has one) of your engine, 
and on the other side the date. Then 
turn over a leaf or two and enter “Great 
Western Railway” and its engine in the 
same way. The next time you write 
down the names of engines belonging to 
either of these railways you will only 
have to write them underneath those 
you have already entered. Never forget 
to add the date. In the course of 
years, your book will remind you of all 
the journeys you have taken, and will be 
very interesting. 

Sometimes you will see again an 
engine of which you already have the 
number, and you will feel it is quite 
an old friend. 



HERE are happily very few young 
people who are not fond of animals, 
and I feel sure that you, little reader, are 
not among them. ]\Iost probably you have 
already a pet of your own; but if you 
have not, and are thinking of choosing 
one, there is just a little piece of advice 
that I should like to give you before you 
make up your mind. Do not think of 
keeping a pet unless you are prepared 
to take a little trouble; no one has a 
right to have charge of any animal, large 
or small, who is not prepared to be 
unselfish. 

On most days, no doubt, it will be 
a pleasure to you to feed and attend to 


your little dependants, but there will 
come a time, now and again, when you 
will be tempted to neglect them, when 
they will interfere, perhaps, with some 
of your pleasures, and you will feel that 
you have no time to give them the usual 
attention. This is an opportunity of 
proving whether you are unselfish enough 
to be allowed to have pets of your own. 
There must be no excuses for not feeding 
them and attending to them at the proper 
time. Just imagine what you would 
think, if when you came down in the 
morning, your mother said, “No, my 
dear, I am so very busy that there has 
not been time for me to get breakfast 



12 

























178 


THE GAMES BOOK. 


to-day, so I am afraid you must do 
without.” And yet, I am afraid, many 
little boys and girls who would feel 
sadly aggrieved if this were said to them, 
treat their pets in exactly the same way. 
Remember that you stand in the place 
of a father and mother to your little 
charges; that it is your duty to provide 
them not only with suitable- food but 
with a clean comfortable home. You may 
be sure that any care and attention you 
bestow upon them, their love and affection 
will amply repa}’’ you. 

Cats. 

“Who wants to be told how to take 
care of a cat ? Why, a cat can take 
care of itself!” is what many people 
think, and say. There could not be a 
greater mistake. 

Have you never noticed the difference 
between a cat that gets its own living, 
picking up a scrap here and there, 
sometimes, perhaps, stealing from the 
larder or kitchen table, and the well-fed, 
petted pussy which is taken care of and 
attended to, almost as if it were a child 
of tlie family? How dignified and sleek 
is the well-kept pet, how friendly in its 
manners, how comfortable it looks in 
front of the fire or in the cosiest arm¬ 
chair! While the poor cat which has 
never been cared for, is frightened and 
shy, looks thin and miserable, and will, 
perhaps, try to scratch those who wish 
to be friendly with it, merely because it 
does not understand their kindness. 

If you wish your pussy-cat to look 
handsome, and to be loving and affec¬ 
tionate, you must take a little trouble 
to make it so. Give it a good brush at 
least once a week with a soft brush 



kept for the purpose. This will keep 
its fur bright and glossy, as well as clean, 
and it likes being brushed. Then be 
careful to feed your cat regularly; and 
do not allow it to eat scraps at any time 
in the day. Pussy should have its 
breakfast of bread-and-milk or porridge, 
just as you do. Then, when you have 
finished your dinner, cut up for it some 
scraps of meat or fish and green vege¬ 
tables, and a little gravy, and at supper¬ 
time give it some milk. Let it have a 
saucer of water that it may drink at 
any time; for cats sometimes like to 
drink water just as dogs do. 

One of the prettiest of the many 
kinds of cats is what is generally known 
as the Persian. It has long, silky hair 
and a very bushy tail, and requires more 
attention than the ordinary house cat. 
In the first place, its coat requires to be 
brushed more frequently; but besides 
this, the Persian is often very delicate. 









HOME PETS. 


179 


and liable to catch cold. Care should be 
taken to see that it has a warm, comfort¬ 
able bed, sheltered from any draughts; 
and if its coat should get wet it should 
be well rubbed with a dry cloth. 

Dogs. 

A great naturalist named Cuvier 
once said: “The dog, far more than any 
other animal, becomes a humble friend 
and companion of man, often seeming 
actually to know and sympathise with 
the joys and sorrows of its master.” 
Everyone who has kept a dog will 
recognise how true this is. Of all the 
animals the dog has always been the 
firmest, most faithful friend of man. 

Dogs, like children, should be well 
trained from their babyhood—and the 
first lesson they should learn is obedience. 
This must be taught by firmness and 
patience. If a dog has done wrong, 
explain the error, by talking slowly and 
sternly to it. Do this at the time it 
has committed its fault. It will then 
understand what you mean; but it is 
useless to correct the fault long after it 
has been committed. Whatever mistake 
it has made, do not lose your temper 
and beat the dog; if you do, it will 
always remember the beating, and will 
become timid and poor-spirited. 

Feed your dog regularly. A light 
breakfast is best, such as a dog biscuit, 
soaked overnight in a little broth or 
water, with porridge for a change. For 
dinner, about five o’clock in the afternoon, 
let it have a good plate of meat and 
vegetables, with a little gravy, if possible. 
Always give it a good-sized pan of fresh 
water every morning, so that it can take 
a drink when thirsty. 


Bones should be given about three 
times a week; they need not necessarily 
have meat upon them, for a bone at 
any time will amuse a dog, besides 
keeping its teeth in good order. Small 
bones, such as those of chicken or game, 
and particularly fish, should not be given 
to your dog, as they are liable to stick 
in its throat. 

If the dog has a kennel out of doors, 
let it be large and roomy, with a good 
supply of clean straw, and place it in a 
sheltered corner. If you live near a 
stream or river, let it have a good swim 
as often as possible. Dogs, like boys 
and girls, need plenty of exercise and 
fresh air, and plenty of romps, to keep 
them happy, healthy, and—last, but not 
least—in good temper. At least once a 
week give your pet’s coat a good brush¬ 
ing with a fairly stiff brush kept for 
the purpose; this will make it look 
glossy and briglit. 



12* 



i8o 


THE GAMES BOOK. 


Dogs are very intelligent, and with 
a little patience may soon be taught to 
fetch and carry sticks, baskets, papers, 
&c,, and do many funny tricks. 

If you intend to keep your dog in 
the house, you should let it sleep in tlie 
hall, or the kitchen, on a mat (not a 
soft cushion), but out of the draught. 

Silkworms. 

To begin at the beginning—the 
eggs. These should be procured in 
April; and can be bought almost any¬ 
where. They should be a pale slate 
colour; the pale yellow kind are worth¬ 
less. Place them on the slips of card 
on which you will probably receive 
them, on some trays. For this purpose 
the lids of cardboard boxes answer very 
well. Over the top lay thin gauze, and 
put the eggs in a window facing the 
south, so that they get plenty of sun. 
Then leave them until they hatch. As 
the little black worms appear, they 
should be carefully moved to other trays, 
not by the fingers, but by a soft 
cameTs-hair brush. For the first fort¬ 
night they should be fed upon lettuce- 
leaves; and afterwards upon mulberry- 
leaves, if these can be obtained. 

The silkworms should be kept very 
warm and very clean; fresh leaves should 
be given every day, and all refuse 
cleared away. The silkworm moults, or 
changes its skin, four times; and in 
about thirty-two days after hatching it 
will reach its full size. ATry soon the 
worms begin to change to a clear Hesli 
colour—they refuse to eat, and prepare 
to spin, or make their cocoon. 

Now, you should make some little 


paper bags. Take a quarter of a sheet 
of notepaper, and twist it up into a 
cone shape like a sugar-bag. Pin a 
number of these bags to a tape nailed 
to the wall, with the pointed ends down¬ 
wards ; into each put one of the worms, 
which will then commence to spin bright 
yellow silk. Do not leave it for too long 
a time, for the worm will change first into 
a chr3’salis and then into a moth, which 
will eat its way through the silk. When 
the cocoon looks like a glossy golden egg, 
and you can hear the chrysalis rattle in¬ 
side, gently unscrew the paper, place the 
cocoon in a cup of warm water, remove 
the loose outer silk, and then, taking 
one end, wind the rest on to a piece of 
card or a wooden wander. The latter is 
better for the purpose, and one can 
be made of pasteboard ver\' cheapUn 
When the silk is all wound off, 
put the cocoon into a box wTth a little 
bran, and in a few days the moth wall 
appear. It will not fly away. As the 
moths break through the chrysalis, take 
them carefully, put them into a large 
cardboard box, and place them on the 
top of a cupboard out of danger. They 
do not need any food. After a few days 
they will die; not before, however, they 
have laid many hundreds of eggs, which 
can be saved for the next season. 


Goats. 

A nanny-goat is rather a useful 
animal to keep as a pet, for it will give 
most sweet and wholesome milk. It is 
very good-tempered and gentle, and if 
you treat it kindly will soon follow you 
about like a dog. I should not advise 
you to keep a “Billy,” for their temper 


HOME PETS. 


i8i 


is uncertain; and they are never so 
affectionate as a “Nanny.” 

Your goat will want a nice, warm, 
dry house to live in. A lean-to shed or 
an old bicycle-house will do, but it must 
be clean and dry. You must have a 
little opening for ventilation. Give your 
Nanny some nice clean straw for a bed. 
If your father keeps a horse or pony, 
the goat will live quite happily in the 
stable, and will be very friendly with 
the inmates. Goats will eat almost any 
kind of green food, but like constant 
change. If you are fortunate enough to 
have a meadow adjoining your house, 
it is a good plan to turn the goat out 
there every day, and it will find almost 
enough to eat. In the evening, however, 
l)efore it goes to bed, give the goat a 
good meal of chaff, mixed with a little 
bran and corn, for its supper. Bear in 
mind to keep “Nanny” as dry as pos¬ 
sible, both in the stable and out of doors. 
Goats dislike rain, and their feet are not 
adapted to wet ground. If particular at¬ 
tention is not paid to this fact, they are 
liable to get a disease called “foot-rot.” 



Goats are not great drinkers, so do 
not give yours too much water; some 
people say that twice a week is sufficient. 

They are very fond of rock-salt, 
which keeps them in a healthy condition. 
It is as well therefore to put a large 
lump in some dry place where ^mur pet 
can easil}^ reach it. Your goat will 
require a good grooming out of doors 
every day. And above all, remember 
that cleanliness in its house and food is 
of the utmost importance. 

White Mice. 

There are few boys w'ho, at some 
time or other, have not kept mice as 
pets—sometimes in most unsuitable 
places—in their desks at school, in 
their boxes, or even in their pockets. 
This is good neither for mice nor boys. 
White mice should have a nice little 
house to live in, for unless they are 

kept scrupulously clean they smell veiy 
disagreeably. For children who have 
not a large garden, with sheds and 
outhouses for bigger animals, mice 
make lively, interesting pets. They soon 
become tame, and show great affection 

for those who feed them. 

There are several varieties of mice, 
from the little common grey mouse, 
which does so much mischief in the 
store-room, to the white or piebald 
mouse, which is valued more highly 
than the commoner kinds. The}^ can 
all be tamed so that they will run 

about on your hand without the slight¬ 
est fear. 

You can make a comfortable house 
for them out of a light wooden box 
about ten inches long, seven inches high. 






i 82 


THE GAMES BOOK. 


five or six inches wide. Put a piece of fine 
wire netting over the front; make a 
little door at the back, to remove dirty 
bedding and stale food; place a partition 
down one side, from floor to ceiling, to 
make a sleeping-place, with a little 
round hole near the bottom, through 
wdiich the mice can get into their day- 
room. A wooden ladder, or one or two 
rings placed in the day-room, will give 
the mice plenty of exercise, and afford 
you great amusement. 

Clean hay with a little soft wool or 
wadding should be put in the bedroom, 
and should be changed very often. Make 
a few holes wdth a gimlet in the floor of 
the house to allow any moisture to run 
through. Bread-and-milk is the best 
food, but sometimes a little grain, wheat, 
or cheese should be given as a treat. 

When you feed the mice, whistle 
or chirrup to them, and they wdll come 
to you as soon as they hear the sound. 
A little pan of clean water should al¬ 
ways be put in their house. 


Dormice. 

The Dormouse is a funny little pet, 
and is very little trouble to keep. You 
require only a nice cage, with wire 
bars, and a little partition in it to 
separate a portion in which the dormouse 
can sleep. The cage should have sticks 
placed across it like perches in a bird¬ 
cage ; on these the little things will 
gambol and jump about. With a little 
attention they become very tame. 

Dormice are fed upon acorns, nuts, 
canary-seed, peas, beans, and various 
grains, and they like milk, occasionally, 
for a treat. As they sleep all day and 


awaken just at dusk, their food should 
be placed in the cage late in the after¬ 
noon. During the winter months they 
sleep continually, only awakening on 
bright sunny days, to get some food; 
then, curling themselves up once more 
into a ball, they go to sleep again. 

Great care should be taken in 
cleaning out and feeding the mice, for 
they are very nimble, and dart out 
directly the door of the cage is opened. 
As they are so very small, there is a 
great difficulty in finding them again, 
for the little truants often hide themselves 
away in the folds of curtains, armchairs, 
and indeed, in any nooks in the furniture. 


Pigeons. 

There are so many varieties of 
pigeons that I could not describe them 
all to you. It is best to begin pigeon¬ 
keeping by choosing a variety that does 
not need a great deal of care, and that 
can feed and bring up its own young 
ones. Afterwards, when you know more 
about their habits, you can, if you 
choose, keep “fancy” pigeons. 

Dove-house pigeons are, as a rule, 
the hardiest; next to them come the 
Homing Pigeons and Antwerps. A very 
good variety to keep are the Fantails, for 
they are pretty birds, are fond of home, 
and easily domesticated. But the choice 
of the pigeons you are going to keep is 
a matter in which you must please your¬ 
self. Be careful not to overcrowd your 
birds. If you have only a small cote, 
choose one strong healthy pair to start 
wdth. Of course, if you are able to 
keep pigeons in a loft or an attic, you 
will have room for many more. Take 


HOME PETS. 


183 


care, however, to give each pair an 
ample nesting-place, as they like their 
own quarters, and will fight and break 
their eggs if they are not provided with 
plenty of room. Keep the floor of the 
loft well covered with pine sawdust an 
inch deep, and if this is not easy to 
get, you can use sand, but sprinkle it 
occasionally with turpentine. 

It will be as well to confine your 
pigeons to their house for the first few 
weeks, so that they may learn to know 
their new home. When you let them 



out, see that they can fly in and out 
comfortably. Do not forget how fond 
they are of a bath ; a shallow pan filled 
with fresh water every morning will be 
greatly appreciated. 

Their every-day food should be 
good grey peas. In the winter it will 
be better to add some tares. Some¬ 
times they may have boiled potatoes, 
or a little lettuce or cabbage. A hand¬ 
ful of hempseed now and then will help 
you to tame your pets, for it is a food 


of which they are very fond. Hemp- 
seed should, however, be given sparingly, 
as it is very heating. 

Pigeons are very fond of salt and 
of pecking the mortar from old walls. 
It is well, therefore, to prepare a special 
cake for them from time to time. For 
this cake, get some crumbling mortar and 
pound it well; then mix with equal parts 
of sandy gravel and coarse bay salt; 
make it into a stiff cake with a strong 
solution of salt-and-water, and give your 
pets a little of it every day to peck at. 

It is very pretty to watch the birds 
strutting about in their important way, 
or sitting on the roof, cooing to each 
other. If you whistle or call them each 
time you feed them, they will soon learn 
to know you, and after circling round 
and round, will come swooping down, 
settle on your head and shoulders, 
and take their food from your hand. 

Squirrels. 

Tliose of you who live in the country 
must often have watched the pretty 
little squirrels in the woods. How nimbly 
they spring from bough to bough, with 
their bright little eyes, and their pretty 
bushy tails almost as large as their bodies. 

They are clever little animals, for 
in the autumn they collect a large store 
of nuts and acorns, which they carefully 
hide away in a hollow tree for use when 
the snow is on the ground. 

If you wish to keep a squirrel, I 
should advise you to buy one that has 
been either bred in confinement or taken 
from the nest whilst very young, for it 
can then be easily tamed. In purchasing 
a squirrel, always look at its teeth. If 



THE GAMES BOOK. 


184 

they are yellow you will know that it 
is old and probably untameable, for a 
young squirrel’s teeth are perfectly 
white. The best time to buy is about 
September. 

The cage in which you are going 
to keep your pet should be as large and 
roomy as possible, and a small branch 
of a tree should be laid across from the 
bottom corner to the top, on which the 
squirrel can hop about. Attached to the 
cage should be a little box, a hole allow¬ 
ing communication between the two. 
In this little box the squirrel will sleep. 
Do not put your pet into a revolving 
cage, for although it may look very funny 
to you to see it running around in the 
wheel, it is distinctly cruel to the little 
“brownie.” The whole of the inside of 
the cage should be lined with tin, or 
the sharp teeth of the inmate will 
very quickly gnaw a hole through the 
wood. 

Feed your pet on acorns, wheat, nuts, 
stale bread, and now and then a little 
piece of cooked meat and boiled potato. 
He very gentle with it, and the squirrel 
will soon learn to know and love you. 

Canaries. 

Children frequently receive a canary 
as a present. Though they are de¬ 
lighted with the little bird, they do not 
always know the best way of taking 
care of it, and often hnd their pet 
looking ver}^ sad and unhappy. 

The best home for a canary is a 
galvanised cage, and the first thing to 
remember is to keep the cage perfectly 
clean. Be sure and take out the slid¬ 
ing tray every morning, scrape it quite 


clean, and sprinkle it with fresh sand. 
Next take out the seed and water-glass, 
fill up the former with mixed canary- 
seed, and wash and refill the water- 
bottle. 

There is nothing canaries like better 
than to fly about the room, and if 
the doors and windows are shut, and 
pussy is not near, it will be quite safe 
to let your pet take daily exercise in 
this way. If 3^011 place the cage on the 
ground with the door open, the canary 
will hop in and out of its own accord. 

Let Dicky have a bath every morn¬ 
ing. Buy a proper bath which can 
easily be attached to and detached from 
the cage. Remember, too, that Dicky 
should have his bath before the cage is 
cleaned, or 3^11 will have to clean it 
again. 

In the summer 3^11 may give your 
pet a little groundsel or lettuce-leaf, 
and in the winter a small piece of apple. 
Sugar should not be given to canaries; 
it is very bad for them. 



If you are kind and gentle, talking 
to it quietly and taking care never to 
startle your little pet, it will become 
very tame. After a time it will even 
take a seed from your lips, and will 









HOME PETS. 


185 


perch on your head or shoulder when 
you open the cage-door. 

Never expose the cage to the full 
rays of the sun. Part of it should al¬ 
ways be shaded, for very often the sun¬ 
light is too strong for the little crea¬ 
ture’s eyes. 

You cannot go very far wrong in 
feeding most kinds of English song¬ 
birds in the same way as the canary. 
The remarks about cleaning the cage 
and bathing also apply to other birds. 

Guinea-pigs. 

Among the numerous pets for boys 
and girls, the guinea-pig has always been 
a great favourite. It is such a cheerful, 
amiable, little animal, and if looked after 
carefulty, it well repays the attention 
given to it. I once knew a guinea-pig 
that liked to nestle against its little mas¬ 
ter’s cheek, and would make a singing 
noise whenever the little boy came near, 
but this it would do for no one else. 

The guinea-pig’s hutch should be 
divided into a day-room and a sleeping- 
box, each compartment having a hole 
made for an entrance into a wire-run. 
The floor of the day-room should be made 
so as to slide in and out for cleaning 
purposes. This is the best and easiest 
way of keeping the hutch thoroughly 
clean and comfortable. Guinea-pigs suffer 
greatly if their house is not kept very 
clean; so be careful to scrape the floor 
of the hutch well every day, and put 
fresh hay into the sleeping-box. 

If you have a lawn, let your piggies 
have a good scamper there on warm 
days; they will enjoy this immensely, 
and it is interesting to watch their 



gambols. Guinea-pigs do not like too much 
light, so choose a rather dark corner in 
which to place their hutch, and see that 
it is neither draughty nor damp. If 
their house stands in the open, it should 
have a lean-to roof, and be placed 
against a wall, or when it rains the poor 
little inmates will get drenched. A dry 
shed or outhouse is better, but wherever 
the hutch may be placed, it should be 
raised above the ground at least six 
inches to allow a current of air to pass 
underneath it. Some children think that 
any hutch, however rough, and any 
place, however cold, is good enough for 
guinea-pigs; but nearly all the diseases 
that attack them are due to bad housing. 

In feeding the piggies, give them 
for breakfast some oats, Indian corn, or 
bran, mixed with warm milk-and-water. 
In the evening, let them have a good 
meal of green food, with a few carrots, 
turnips, or apples. Once a week give 
them some tea-leaves as a treat. You 
will And that they grow very friendly 
and affectionate, and when they see their 
food coming, it is amusing to hear their 
squeaks of delight! 





i86 


THE GAMES BOOK. 


Bantams. 

These are very pretty, as well as 
profitable, pets. The advantages of 
keeping them are that they do not re¬ 
quire a large amount of room, they do 
not want a great deal to eat, and their 
eggs are very acceptable for breakfast 
in the morning. 

It is true that the eggs are not very 
large, but neither are the birds, and 
the trouble of looking after them is 
not great. 

There are several kinds of these 
little birds, but the best variety to keep 
is what is known as the ‘‘Game Ban¬ 
tams,” for they are more hardy than the 
other breeds. 

Although the place in which you 
are going to keep these pets may be 
small, it must be not less comfortable 
than if it were intended for birds of a 
larger breed. 

You should have a nice, dry fowl- 
house, with an easily-cleaned floor, some 
nest-boxes and perches. There should 
be a little “run,” surrounded by zinc 
wire netting; if on grass, so much 
the better. Perches put up here and 
there in the “run” will be very much 
appreciated by the small inhabitants. 

There is one thing I would specially 
impress upon you: do not overcrowd your 
pets. It is better to be satisfied with 
four or five Bantams, and two or three 
eggs every morning, than to have four¬ 
teen or fifteen birds unhealthily cooped 
up in a small place, and perhaps no 
eggs at all. 

Feed the fowls upon the house 
scraps (which should be slightly damped) 
and corn. Fresh water every day is 
most essential; and if you are careful 


to keep the house and “run” clean, you 
ought to be successful with your Bantams. 

The Hedgehog. 

Children who live in towns do not 
often keep hedgehogs as pets; but with 
country children they are great favourites. 
Of course, with its sharp prickly coat, 
it is not an animal that one would think 
of nursing, as one would nurse a cat; 
but it sometimes becomes quite tame, 
and will even allow the children to play 
with it. 

The hedgehog is generally found in 
bushes growing on the banks of streams. 
It is very fond of blackbeetles and 
cockroaches, and will soon clear a house 
of these unwelcome visitors. No pet is 
less expensive to keep, for it will usually 
content itself with any scraps it can find. 
Its best food would be little pieces of 
liver or fat, bread-and-butter, and milk, 
and it must always have plenty of water. 
It also occasionally eats vegetable food. 

The hedgehog generally feeds at 
night. In its natural state it retires 
during the winter to a hole which it 
makes in the ground, and fills with 
grass, moss, or leaves, and there it 
sleeps till the warm weather comes. If 
therefore, you should have a hedgehog 
as a pet, you should allow it to go into 
the garden when it likes, and it will 
make its winter bed there. 




There are few more interesting pets 
than rabbits. Perhaps they are more 
suitable for boys than for girls, but girls 
also can take an interest in these pretty 
pets, in reminding their brothers to clean 
and feed them regularly. If rabbits are 
attended to properly, they become quite 
tame, and permit the children to play 
with them, though they are naturally 
very shy and timid. 

There are several kinds of rabbits 
that can be kept as pets; perhaps the 
most popular are the Angora, with per¬ 
fectly white fur and pink eyes, the Black 
Brunswicker, the Lop-eared variety, and 
the common grey rabbit. 

It is a mistake to think that any 
sort of house is good enough for rabbits, 
for they should always be kept as dry 
and cosy as you can make them. Their 


liouses should be placed so as to shelter 
them from cold draughts in the winter 
and the hot sun in the summer; for 
when living in their wild state in the 
woods they hide away in their burrows 
under ground when it is very hot or 
very cold. 

The hutch should be built very 
solidly, and plenty of room should be 
given for the rabbits to run about. Any 
boy who has a taste for carpentering 
could make one with a little patience, 
and it would be good practice for him 
in using his tools. The hutch should 
be divided into two compartments, 
separated by a wooden partition; and 
the latter should have a hole in one 
corner for the rabbits to pass in and 
out from one compartment to the other. 
The front of each compartment should 



i88 


THE GAMES ROOK. 


be hung on hinges like a door, so that 
the hutch can be opened completely for 
cleaning. In the case of the compartment 
which is to be used as the sleeping- 
place, the front should be made of solid 
wood; in the other it should consist of 
a framework of wood covered with wire 
netting. The roof should be built with 
a slight slant, and should overlap the 
front and back of the hutch an inch or 
two, so that the rain may run off free]}". 
Small holes for ventilation should be 
bored with a gimlet, in the sides near 
the top. A few holes should also be 
bored in the bottom of the hutch, in 
order that any moisture may drain away. 
A piece of canvas sacking should be 
nailed on to the front of the roof, to be 
let down in cold weather. The hutch 
should not be placed on the ground, 
but should be raised about a foot above, 
as the earth after rain remains wet for 
a long time, and damp is very injurious. 
Rabbits should occasionally be allowed 
to have a run in the garden. 

The hutch should be cleaned regu¬ 
larly; in fact, it is a good thing to make 
a practice of raking out the refuse every 
morning and giving the rabbits a bed 
of fresh straw or hay. All feeding-pans 
should be cleaned when the hutch is 
raked out. 

Rabbits should be fed regularly; 
twice a day is sufficient. They are fond 
of oats, bran, and pollard, and should 
be given cabbage-leaves, carrots, and 
parsnips in small quantities. They 
sometimes like a little water, but very 
rarely, for they generally obtain enough 
moisture from the green stuff given to 
them. 

When one of the rabbits has young 
ones, the mother and her children should 


be separated from the other big rabbits, 
or the little ones will not thrive, and 
may possibly get trampled on and hurt. 

The Tortoise. 

The tortoise is a funny, quaint- 
looking little animal, and makes an 
interesting pet. Its shell is very thick, 
and though a heavy cart has been 
known to go over one without hurting 
the inmate, yet it is so sensitive that 
the pattering of a shower of rain upon 
it will so annoy the tortoise as to drive 
it for shelter beneath a tree or bush. 

The place in which your tortoise 
Avill be happy is the garden, where it 
can eat lettuce and dandelion leaves. 
It does not require a great amount of 
food, but if you will provide it with a 
deep pan of water placed in the sun, 
and also a little bread-and-milk, it will 
be grateful, and all the summer it will 
crawl about the garden in a happy lazy 
fashion. When the cold weather ap¬ 
proaches, the tortoise will dig a hole for 
itself in a flower-bed, and there will 
comfortably sleep until the sun is warm 
enough to wake it, when it will then 
get up and enjoy another summer. 

If you have a strawberry-bed, it 
will be wise to keep your pet away 
from it, for even boys and girls are not 
more fond of strawberries than is the 
tortoise. 




HOME PETS. 


189 



Fresh-water Aquarium. 


In starting a fresh-water aquarium 
the first thing will be to get the fishes’ 
home. For this a flat shallow tank is 
best, with one side of slate, and the 
other three sides of glass. Choose a 
small size, as it is better to have two 
small tanks for different kinds of fish 
than to put them all into one large one, 
for they are rather apt to quarrel and 
figlit. 

A very good size is twelve inches 
long, eight inches broad, and six or 
eight inches high, and in this four 
or five inches of water will be 
enough. You can, of course, have a 
larger one in proportion, but I want you 
to remember that depth of water is not 
necessary, for the principal thing is to 
have a good deal of surface exposed to 
the air. 

If you wish to keep a small turtle 
or a frog, the rockery should be made 
so that part of it should be above the 
surface of the water. You can place 
fresh-water shells on the floor, if you 


like, taking care to wash them first, but 
never use coral or sea-shells in a fresh¬ 
water aquarium. Now add the water 
very gently. It should be obtained from 
a stream if possible; if not, try to get 
rain-water that has settled. 

The next thing wanted is plants, 
and if you go to the nearest stream 
or clear pond, you will find growing 
there just the right sort for your tank. 
They not only make it pretty, but are 
needful to keep your fish in health, for 
plants take in just the air that is BAD 
for fish, and give off another sort of 
air, called oxygen, which is GOOD for 
them. Duckweed, chickweed, and the 
water-crowfoot are all good varieties 
for the aquarium. 

Be careful to get the roots of your 
plants, wash them, with a little cotton 
tie each of them to a pebble, and settle 
them in the gravel and rockery, letting 
the duckweed float freely. Place the 
tank in a place where it may get light, 
but not sun, and leave it for a week or 












THE GAMES BOOK. 


190 

so that the plants may grow. If you 
find that any of them do not thrive, 
throw them away, and try some more. 
In time a portion of these plants will 
decay and cause a green scum to come 
on the water, which can easily be 
cleaned off by means of a sponge. 

The water does not need to be 
changed very often; in fact, it is better 
to not change it all, but simply to add 
some rain-water or water from a neigh¬ 
bouring spring when you find it abso¬ 
lutely necessary. 

Now for the inhabitants of your 
aquarium. Almost any of the smaller 
fish will do that you may find in 
streams or ponds, or you may like to buy 
gold and silver fish. Take care to have 
only one sort of fish, however, in your 
tank, and not too many of those. 
Minnows soon make themselves at home, 
and become quite friendly with you. 
Sticklebacks are interesting because they 
make nests for themselves. Be sure to 
have a newt or two; they are perfectly 
harmless, and will climb about the 
rockery and be very amusing. Have 
some caddis-worms, and water-spiders, 
and small beetles; but when you put 
in any creature of whose habits you are 
not sure, just watch it for a few days, 
lest it should be fond of fighting, or 
worse still, eating the rest of the popu¬ 
lation. 

Feed your fish with bread-crumbs, 
and prepared food sold for the purpose, 
and once a week let them have a few 
insects for a treat. Fish, like other 
creatures, do not all like the same kind 
of food. Some of them prefer animal 
food, such as insects and little pieces 
of meat, while others live entirely on 
plants and vegetables. 


You will find that your pets are very 
timid at first; but if you feed them 
regularly they will soon become quite 
tame and friendly, and will come to the 
surface of the water to take bread¬ 
crumbs and other food out of your hand. 

Parrots. 

There are so many varieties of these 
birds, that to explain about them fully 
would require more space than the limits 
of this article will afford; but the few 
general directions I propose to give will 
be quite sufficient for the guidance of 
anyone who desires to keep “Polly” 
as a pet. 

Most parrots are natives of tropi¬ 
cal climates, and consequently require 
warmth; an abundance of seed of a 
warmth-giving character, such as hemp 
and rape, should therefore be given 
them. 

These seeds may form the staple food, 
varied occasionally with bread-and-milk, 
prepared in the following manner:—Cut 
the bread into small squares, then thor¬ 
oughly soak it in boiling water, and after¬ 
wards squeeze as dry as possible; then 
allow it to soak in fresh boiled milk until 
it has absorbed as much as it can 
hold; drain it, and it is then ready 
for Polly. 

Indian corn, nuts, fruit, plum kernels, 
biscuits, and mashed potatoes can be 
added to the diet, as convenient, also 
lettuce and watercress. Do not give 
your parrot salt or sugar of any kind, 
as these are injurious to it. 

Water for drinking and bathing pur¬ 
poses should always be within reach; 
but I am sorry to say some parrots are 


HOME PETS. 


not nearly so clean in their habits as 
they should be, and to such a one as 
this the bathing water will only be re¬ 
garded as something to be upset at the 
very first opportunity, which will most 



likely be as soon as the person who has 
placed it in the cage, has turned his or 
her back. 

If your Polly is one of those that 
does not like bathing, you should sprinkle 
it occasionally with lukewarm water 
and then put it into the sunshine, or 
near enough to the fire for it to feel 
the direct heat; you will find it then 
commence to plume itself and clean its 
feathers, and will soon be quite spruce 
and smart. A word or two of caution 
will not now be out of place. Parrots 
are very subject to disease in their feet, 
consequently great care must be taken 
that they are kept thoroughly clean. For 
this reason the cage should have a wire 
grating at the bottom, with a drawer 
below kept well covered with sand, which 


191 

should be cleaned at least once a day; 
if Polly shows the slightest sign of 
having bad feet, cover the perches with 
flannel. Many of these pets suffer from 
asthma; it is very easy to find out 
whether they are so afflicted, as they 
make a noise when breathing, and gene¬ 
rally cough repeatedly, and mope. If you 
find your Polly in this state, mix a few 
grains of cayenne with its food, or cut 
up a Chili pod very small, and add it to 
its seed or bread-and-milk; and be very 
careful to keep your pet as warm as 
possible. A Chili pod should also be 
added to the food once or twice a week 
during the moulting season. Some writers 
state that parrots should have their cages 
covered over at night. I am not of this 
opinion, but believe it to be very in¬ 
jurious, and consequently should not re¬ 
commend it being done. 

Some parrots soon become mimics, 
and cause great amusement by picking 
up and repeating small sentences, or 
screeching scraps of songs which they 
have heard. If you want your pet to 
become a mimic you must often mention 
in its hearing the words you want it to 
learn, taking care to speak very slowly 
and distinctly, and you will probably 
soon find that Polly, in a very knowing 
manner, will put its head on one side, 
and repeat cleverly what it has been 
taught. 

Parrots are very sensible to kind¬ 
ness, and if properly attended to, will 
amply repay the love and care shown to 
them; the}^ will allow those to whom 
they are attached to stroke and fondle 
them, and they will rub the side of their 
heads against the hand much in the 
same manner as a playful kitten; they 
are also very jealous, and if they think 










THE GAMES BOOK. 


ig2 

sufficient attention is not being paid to 
them, they will make a great noise, by 
rattling the wires of the cage. 

Parrakeets. 

These delightful pets should be 
treated much in the same manner as 
Parrots, as explained in the preceding 
article; their food should consist of hemp, 
canary, and millet seeds. The most 
charming species is, perhaps, the Warb¬ 
ling Grass Parrakeet of Australia, whose 
plumage is singularly beautiful; the wings, 
back and upper tail feathers are a lovely 
green much spotted with black, whilst 
some of the feathers are wholly a rich 
blue-black; the breast and under tail 
feathers are yellow, but the prevailing 
colour is undoubtedly green. There is 
very little noticeable difference between 
a cock and a hen bird, although it is 


very easy to know which is which, the 
cock having bluish nostrils, whilst those 
of the hen are brown. 

’Parrakeets are very loving birds; 
two in captivity together will be con¬ 
tinually caressing each other, keeping up 
at the same time a continual warbling 
and chirping; they should never be kept 
alone, for, like love-birds, they are ex¬ 
tremely unhappy without a mate. 

If kept in a cage which is not too 
small for them these birds are very 
quiet, unlike most parrakeets, which 
frequently indulge in a harsh cry, which 
is by some people considered very dis¬ 
agreeable. 

The cage should have a wire bottom, 
the same as described for the parrots; 
and a ring swinging from the top is an 
advantage. If some coarse gravel is 
put in with your pets’ sand, they will 
enjoy picking up the small stones and 
carrying them about.