MAKING SQUARES.

Make a square or rectangle of dots, as shown on page 26.

Provide the children with pencils. Each one makes a line joining two dots but tries to prevent the others from making a square.

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For a while it is easy, but soon the number of dots is scarce, and it requires careful marking to prevent the squares from being formed. Finally all the chances are gone and the next player completes a square, as a reward he is given another chance, thus completing several, then he joins two dots and the next player continues.

Each one places his initial in his completed square, so the score is easily counted. The one who has succeeded in making the most squares is the winner.

All the players sit in a circle and one who is bright and witty is chosen as leader. He stands in the center of the circle and asks the most ridiculous questions he can think of.

The players when asked any question, must always answer "Simple Simon's silly smile." No other answer will do and whoever laughs or fails to say it correctly, must pay a forfeit.

One player leaves the room, and while he is gone the rest decide upon some word which has several meanings, which he must guess when he comes in.

The rest of the players converse about the word, but instead of mentioning it, say "Tea-pot" in its place. Suppose the word chosen is "vain." No. 1 may say: "She is altogether too tea-pot for me." (vain) No. 2 says: "The tea-pot pointed North yesterday." (vane) No. 3: "The tea-pot is blue." (vein), and so on, each in turn making some remark about the chosen word until the player has guessed it correctly. The person who gave the broadest hint about the hidden word must leave the room next.

It is hardly necessary to describe this game as almost everybody knows how to play it. There may be some who do not know, however, so it is included here.

Clear the room as much as possible, pushing all the chairs, tables, etc., against the walls. The child chosen as "Buff" is blindfolded, and is asked the following question by the other children. "How many horses has your father got?" He answers "Three." "What color are they?" "Black, white, and gray," is answered. Everyone calls out "Turn around three times and catch whom you may."

"Buff" turns around, and then tries to catch whoever he can. The children try to escape him by dodging him until finally one is caught, and before the handkerchief is raised, "Buff" must guess whom he has caught. If he guesses correctly, the one caught becomes "Buff."

The children sit in two rows facing each other, with a space between. Blindfold two children, one being the "cat" and the other the "mouse."

The "cat" stands at one end of the row and the "mouse" at the other. They start in opposite directions and the "cat" tries to catch the "mouse." The children may give hints as to the direction the players are to go in. When the "mouse" is caught, he becomes "cat," and another child is chosen as "mouse."

Musical Chairs, or Going to Jerusalem, is a favorite game of the children. Someone who plays the piano well starts up a lively tune and the children march around a row of chairs which have been arranged facing alternately in opposite directions. There should be one less chair than the number of players.

When the music stops, each child tries to find a seat. Someone will be left out, as there is one chair short. This one takes another chair from the row and the game continues until there is one child left with no chair. This one has won the game.

All the children sit in a circle with hands placed palm to palm in their laps. One child is given a button and she goes to each in turn, slipping her hands between the palms of the children. As she goes around the circle she drops the button into some child's hands, but continues going around as long after as she pleases, so the rest will not know who has it.

Then she stands in the middle of the circle and says: "Button, button, who has the button?" All the children guess who has it, the one calling out the correct name first is out and it is his turn to go around with the button.

Arrange all the children except one on chairs or a bench. This one is the leader and she stands on the floor in front of the children. Beginning at one end of the row, she pulls each child from the bench, letting her remain in whatever position she falls. Sometimes she can tell them how to pose, for instance, she will say "Like an angel," and that child will fold her hands and look upward. Another might be "cross school-teacher," and this child may pretend to be scolding someone. Each child remains perfectly still, posed in the attitude suggested, until all the children are on the floor. Then the leader selects the one she thinks has posed the best and that one takes the leader's place and the game goes on as before.

All the players except one sit in a row. This one sits in front of them and says to each one in turn: "Our cook doesn't like P's; what can you give her instead?"

The first one may answer "sugar" and that will suit her, but the next one might say "Potatoes," and that will not do, and he will have to pay a forfeit because the letter "P" comes in that word.

There is a catch to this as everyone thinks that the vegetable "Peas" is meant instead of the letter. Even after everybody has discovered the trick it will be difficult to think of words, and if a player fails to answer before 5 is counted, a forfeit must be paid. "My grandma doesn't like tea (T)" is played in the same way.

A simple game for small children is the following. Each child takes hold of a small sheet or tablecloth, the leader holding it with his left hand, while he pretends to write with his right hand.

The leader says: "When I say 'Hold fast,' let go; and when I say 'let go,' hold fast." He calls out the commands one at a time and the rest do just the opposite of what he says. Whoever fails must pay a forfeit.

One child is selected to be Simon. The rest of the children sit around in a circle. Simon stands in the middle and gives all sorts of orders for the children to follow. Every order which begins with "Simon says" must be obeyed, whether Simon performs it or not, but if Simon should give some order, such as "Thumbs down," whether he puts his thumbs down or not, it must not be obeyed by the others because it was not preceded by "Simon says."

All sorts of orders such as "Thumbs up," "Thumbs down," "Thumbs wiggle-waggle," "Thumbs pull left ear," etc., are given. The faster the orders are given, the more confusing it is. A forfeit must be paid by those who fail to obey the orders.

One child, who represents the old soldier, goes around to each child in turn and begs for something, saying that he is poor, hungry, blind, etc., and asks what they will do for him.

In answering the old soldier no one must use the words, "Yes," "No," "Black," or "White." As soon as a child is asked, he must answer immediately. If he does not, or says any of the forbidden words, he must pay a forfeit.

One child is chosen out. This one stands by a post or in a corner which is called "base," and hides his eyes. The children decide among themselves how much he shall count while they are hiding. Suppose they choose 100, then he counts 5, 10, 15, 20, etc., until he reaches 100, and then he calls out:

"Ready or not,You shall be caught."

Each child having hidden in some place while he was counting, remains perfectly still while he is hunting for them. If he passes by some child without finding him, that one can run to the "base" and say "One, two, three, I'm in free!" As many children as can try to get in "free," but if the one who is out tags any of them before they reach "base," the first one tagged is the next to hide his eyes.

Two children may derive a great deal of amusement from this simple pastime. At the top of a piece of paper write all the letters of the alphabet. Underneath, the child who has thought of a word or short sentence puts a dash down for every letter contained in the word thought of.

Suppose the words thought of were "Gamebook," it would be written thus: --------

The other player asks if the word contains "a," and the other puts it in its proper place, crossing the letter off of the alphabet above. The other guesses different letters at random, every right one being put in its place, while for every wrong one a line is drawn to help construct a gallows for the "hang-man." If there are many wrong guesses, the "hang-man" may be completed and then the word is told the other player. The players take turns in giving out and guessing the words.

The gallows is made thus for every wrong guess:

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A simple little game for amusing two children is the following. Write on the top of a slate or paper the words "Bird, beast, and fish."

One child thinks of the name of some animal and puts down the first and last letters of the word, marking dashes for the other letters. His companion thinks over all the names of animals he knows containing that number of letters, until finally he has guessed what it is or else has given up. If he guesses correctly it is his turn to give either a bird, beast, or fish.

This is an amusing game for children. A blackboard is needed upon which the verse, "Peter Piper," etc., is illustrated or written so that the words are mixed up and it will be difficult to point out. Some older person will be needed to superintend the game.

One child is given a pointer and as the others sing, to any familiar tune (Yankee Doodle, for instance):

"Peter Piper picked a peck of pickled peppers,Now if Peter Piper picked a peck of pickled peppers,Where is that peck of pickled peppers,Peter Piper picked?"

she must point out each word or drawing as quickly as it is sung.

If a mistake is made in pointing, the child takes her place with the rest and another child is out. Each one is given a turn.

It is an achievement, if done successfully, and some suitable gift should be given as a prize.

Any number of children can play this game. One is chosen to be the "bear," and he hides in some part of the room or garden, while the rest, with their backs turned, are standing at their goal.

As soon as the children have counted 50 or 100, they all scatter and hunt for the "bear." The child who finds him first calls out, "Look out for the bear," and all the children run to their goal.

If the bear catches any while running for the goal, they become "bears." These "bears" hide together and the game continues until all the children are "bears."

All children love to roll hoops. For a little folks party, plan to have as many hoops as children, so each can have one.

Bind these around with tape or ribbon. The children contest one at a time. The child who succeeds in rolling his hoop around the room three times without having it turn over or stop, wins the prize.

If the room is very large once or twice around will be enough, so the children aren't tired out.

An amusement for small children, is to gather together as many buttons of all shapes and sizes, plain and fancy, as can be obtained.

The largest button is the father, the next size is the mother, several children arranged according to size, and a tiny one for the baby.

Plain buttons are called servants, others animals and pets. The children arrange their families in pasteboard boxes, using pasteboard cards for chairs, carriages, etc. All children like to play "house," and a whole afternoon can be whiled away making stores out of cards, to do shopping in, and boats for the button-children to play in. "School" also can be played and the boys enjoy forming rows of soldiers and parading up and down.

One child is chosen out. This one stands by a post or door with his back to the other players. The rest of the children stand in a row at the other end of the room or porch, as the case may be.

The one by the door counts 5, slowly or quickly, and then turns around. While he is counting and his back is turned, the others take as many steps forward as they can without being caught. If anyone is moving when the player turns around, they exchange places, and the game continues, the children advancing step by step toward the goal. When one has reached the goal and touched it, he can go back again and begin all over. The one who touches the goal the greatest number of times just by stepping, and has not been caught, wins the game.

All the players sit in a circle. One, knowing the catch, begins by saying: "Ahem, he can do little who cannot do this." While saying this, he taps a stick on the floor several times.

This stick passes from one to the other in turn, each one thinking that the stick must be tapped a certain number of times, but the catch is that just before saying "He can do little who cannot do this," each one ought to clear his throat as the leader did at first. Allow the game to continue around the circle two or three times before explaining the catch. A forfeit is paid by each player who does not do it correctly.

All the girls sit in a circle, and the boys stand outside, one boy behind each girl's chair. One chair is left vacant, but a boy stands behind it, and by winking at the girls one at a time, tries to get one for his empty chair.

As soon as a girl is winked at, she tries to leave her seat, and take the vacant one, but if the boy behind her touches her before she leaves the seat, she cannot go. Each boy has to keep his eye on the one who is winking and on the girl in his chair, for if he is not watching, she may escape before he has time to touch her, and then it is his turn to do the winking and get a girl for his chair.

If the winking is done quickly it adds to the interest of the game. No boy can keep hold of a girl all the time; he must only touch her when she starts to leave her place, and then if she is beyond arm's length, he cannot call her back.

The children stand in pairs, one behind the other, in the form of a circle, all facing the center.

Two of them are out, one who runs away, and the other who tries to catch him. The one who is running away may place himself in front of any couple for safety and he cannot be tagged, but the child at the end of the trio must run, and if he is caught before he can stand in front of another couple, he is the catcher and pursues the other child.

All the children except one stand in corners, or in any fixed stations if there are not enough corners to go around. The one who is out stands in the middle to represent "Puss." The players then beckon to each other one at a time saying, "Here, puss, puss," and run and change places with the one who is called.

Puss tries to get one of the vacant places. If she succeeds, the child who is left out is "Puss," until she manages to obtain a place.

One child begins by saying: "I have a basket." The one to his left says: "What is in it?" The first one replies with the name of some article beginning with "a," as "apples."

No. 2 says: "I have a basket," and the next one to him says: "What is in it?" No. 2 replies: "Apples and bananas," (or some other word beginning with "b").

No. 3 says: "I have a basket." No. 4 asks the same question as before and No. 3 responds with "Apples, bananas, and cats," and so on, each in turn repeating what the others have said, and adding another article, which commences with the next letter of the alphabet. Whoever forgets what the other articles were must pay a forfeit. Thus it continues until the last one has named all the articles in order, and ended with "z".

All the children form a circle, joining hands. One is blindfolded, given a cane, and stands in the middle of the circle.

The children march around her, going fast or slowly until she taps on the floor three times with the cane and says: "Still pond, no more moving." The children drop hands, and remain perfectly still, right where they are.

The one in the middle feels her way toward the children, holding the cane in front of her. The first child who is touched with the cane must take hold of it. The blindfolded one says, "Grunt like a pig," and the one holding the cane must grunt, disguising her voice if possible. If the blindfolded one guesses who she is, they exchange places, and the game goes on as before, but if she fails, she has another turn and may tell the player to "Bark like a dog" or "Mew like a cat" until she guesses the right one.

Slip a ring on a long piece of string having the ends knotted together. The players stand in a circle and the string passes through their closed hands. Each makes the motions of passing something.

The ring circulates from one to another, while a player in the middle tries to find it. As soon as the ring is found, the person in whose hands it was takes his place, and the ring is passed as before.

All the children except one sit on the floor in a circle, with their knees raised. The one left out brings a slipper, and handing it to one child says:

"Cobbler, cobbler, mend my shoe,Get it done by quarter-past two."

He walks to the other side of the room and in a minute comes back and asks if the shoe is done. In the meantime the slipper is being passed from one to the other, under their knees.

The child who is asked if the slipper is done says she thinks her neighbor has it, the neighbor is asked and receiving the same answer the one hunting it goes from one to the other until the slipper is found. If it takes too long for him to find it, the slipper may be tossed across the circle, so it will be easy to follow it up.

All the children except one sit in a circle. This one thinks of something and, standing in the middle of the circle, asks each one in turn: "What is my thought like?"

Each one names some object, and when all have been asked, the leader announces what her thought was and each in turn must prove the resemblance between his answer and the thought. Whoever fails must pay a forfeit.

Suppose the thought is a stove, and No. 1 says: "Like the sun." No. 2, "Like silver," then the second time around No. 1 can say: "A stove is like the sun because they both give heat;" No. 2 can say: "A stove is like silver because they both shine when well polished," and so on.

The two tallest children, one named "Orange," the other "Lemon," join hands and form an arch for the other children to pass under. The children, holding on to each other's dresses, march in single file and sing:

"'Oranges and lemons,' say the bells of St. Clement's,'Brickbats and tiles,' say the bells of St. Giles,'You owe me five farthing,' say the bells of St. Martin's,'When will you pay me?' say the bells of old Bailey,'When I grow rich,' say the bells of Shoreditch,'When will that be?' say the bells of Stepney,'I do not know,' says the great bell of Bow.Here comes a candle to light you to bed,And here comes a chopper to chop off your head."

When the last line is sung the child who is under their arms is caught and asked in a whisper if he will be an orange or lemon. He answers, and joins whichever side he chose, holding the other around the waist. The game continues until all are caught, and then there is a tug-of-war between the oranges and lemons.

The "potato" in this game is a knotted handkerchief. One player is chosen for the center, and the others sit around in a circle. The one in the center throws the "potato" to anyone in the circle. This one must throw it to another player and so on, tossing it, from one to another, and never allowing it to rest.

The player in the center tries to catch it. If he succeeds, the one who last tossed it exchanges places with him, and the game goes on as before.

Arrange the children in two rows, facing each other. The judge sits at one end in the aisle. He asks one of the jury a question (anything he happens to think of). The one who is questioned must not answer, but the child sitting opposite him must reply for him, being careful not to use any of the following words in his answer. Yes, no, black, or white. Some answer must be given, whether it be sensible, or not.

Whoever fails to answer before the judge counts 10, or answers out of turn, or uses any of the forbidden words must either pay a forfeit or become the judge.

Blindfold one of the players. All the rest form a ring and dance around him until he points at some one. That one enters the ring and the blindman calls out: "Rachel;" she answers: "Here, Reuben," and moves about in the circle so as to escape being caught by "Reuben."

Every time the blindman calls out "Rachel," she must reply with "Reuben" and thus it goes until finally "Rachel" is caught. "Reuben" must guess who she is, and if he guesses correctly, "Rachel" is blindfolded and the game goes on as before. If not, the same child is "Reuben" again.

The children form a ring. One, the frog, is chosen out, and he stands in the middle of the circle.

The children, holding hands, dance around him, saying: "Frog in the middle, jump in, jump out, take a stick and poke him out." As the last line is sung, the frog takes one child by the hands and pulls him to the center, exchanging places with him. The children continue dancing around and singing while the frogs jump thick and fast. The game continues until all have been frogs or are tired out.

This is a rough-and-tumble game for the boys, and must be played either outside, or in a large bare room.

Sides are chosen, the big boys taking the small boys on their back, carrying them "pick-a-back." The one carrying the boy is called the horse, and the other the rider. The sides stand opposite each other and when a signal is given, they rush toward each other, the horses trying to knock down the opposing horses, and the riders trying to dismount each other.

The game continues until a single horse and rider remain, and the side to which they belong wins the game.

Attach a string to the end of a small stick. At the end of the string make a loop that will slip very easily. On a table make a circle with chalk.

The leader, or fisherman, arranges the loop around the circle and holds the stick in his hand. Whenever he says: "My house," each player must put his first finger inside the circle, and leave it there. When "Your house" is said, the fingers must be withdrawn.

The commands must be given very quickly, and the fisherman must be quick to jerk his rod, thus catching several fingers.

A forfeit should be paid by everyone who is caught, and the fisherman can exchange places if he wishes.

All the players sit in a circle and one who knows the trick takes a small cane in his right hand; then, taking it in his left hand, he passes it to his neighbor, saying: "Malaga grapes are very good grapes; the best to be had in the market." He tells his neighbor to do the same.

Thus the cane passes from one to the other, each one telling about the grapes; but if any should pass the stick with the right hand, a forfeit must be paid. The trick must not be told until it has gone around the circle once or twice.

It will be necessary for two of the players to know how to play the game. One is sent out of the room, and the other remains inside to take a picture of one of the guests. This is done by holding up a spoon or some polished surface to a player's face.

When the picture is taken, the one outside is called in, given the spoon, told to look at it, and guess whose picture it is. In a short time she has guessed correctly, to the amazement of the guests. She leaves the room again, while another picture is taken, is called in, and guesses that, and so on.

If any guest thinks he can do it, he may have a trial, but he may fail. Finally it is discovered that the one who remained inside and took the pictures sits in exactly the same position as the person whose picture was taken. If his feet were crossed and his hands folded, the leader will take that position. If another person is in that position, the one who guesses waits until one makes a change, and thus the name may be guessed.

All the players are sent out of the room. The leader remains inside and calls one player in. They both sit down together and the leader says: "Say just what I say. Say boots, without shoes." (With a short pause after boots.) The victim may repeat the whole sentence and the leader says, "No, I want you to say boots, without shoes," and thus it may go on until the leader has given the simple statement in all sorts of tones and expressions, and finally, the player realizes that when told to say "Boots, without shoes," she must simply say "Boots."

Each player in turn is called in and put through the ordeal, affording much amusement for those already in the room, until all have guessed it and laughed over it.

Any number of persons may play this game. One is sent out of the room while the rest choose some proverb. Then he is called in and asks each player in turn a question. In the answer, no matter what the question is, one word of the proverb must be given.

Suppose the proverb "Make hay while the sun shines" is taken, then player No. 1 would have "Make"; No. 2, "hay"; No. 3, "while"; No. 4, "the"; No. 5, "sun"; No. 6, "shines"; No. 7, "make"; etc., giving each player a word, often repeating the proverb several times.

The answers to the questions must be given quickly, and no special word emphasized. Often the one guessing will have to go around several times before he can discover any word which will reveal the proverb. The one whose answer gave the clue must leave the room next, and it becomes his turn to guess.

When the party is large, this game affords much amusement. One player is sent out of the room. While he is gone the players decide upon some object which he is to guess. He is then called in, and asks each one a question.

The answers to the questions must be either "Yes" or "No," and a forfeit must be paid if any other answer is given.

Suppose the object chosen is a piece of coal in the fireplace. The player will begin by finding out whether the object chosen is of the animal, vegetable, or mineral kingdom; thus the following questions may be asked: "Is it a mineral?" "Yes." "Is it hard?" "Yes." "Is it very valuable?" "No." "Is it bright and shiny?" "Yes." "Is it gold?" "No." "Silver?" "No." "Is it in this room?" "Yes." "Is it black?" "Yes." "Is it a piece of coal?" "Yes."

The correct object being guessed, another player is sent out and the game continues.

It requires two players who understand this game, a leader and his accomplice. The accomplice leaves the room, while the leader and the rest remain inside. The leader asks the players what hour they will choose for the accomplice to guess. One will say: "Four o'clock." The assistant is called in and he questions the leader, saying: "Well, what time is it?" The leader answers thus: "Don't you know?"; next, "Doubtless, dancing time." The assistant immediately answers "Four o'clock," to the amazement of the company.

The key is that each hour, from 1 to 12 o'clock has been named according to the letters of the alphabet in rotation, from A to K, The leader, in answering, must be very careful to begin each answer with the letter indicating the chosen hour; thus in the above the assistant noticed that each answer began with "d," and "d" being the fourth letter, four o'clock was the time chosen. Only the exact hours must be chosen. As the different players think they understand the game, they may take the assistant's place, and many ludicrous mistakes will be the result until the game has been explained to all.

One of the players who does not know the game is sent out of the room. While he is gone, the others are supposed to be thinking of some person whom he is to guess when he comes in, but it is arranged that each one describes his right hand neighbor when asked any questions. It is more amusing if the circle is composed of boys and girls alternating.

The player is called in, having been told beforehand that he is to guess what person the company thought of and that that person is "It."

He begins by asking "Is it in this room?" "Yes." "Is it a boy?" "Yes." "Is his hair long or short?" "Very long," and so on, until the information he has obtained may be the following: "A boy, very long hair, pink waist, blue eyes, has a beard, very stout, about 6 feet tall, about 8 years old." The player, astonished at such information, may keep up guessing, until, by closely questioning each one, he guesses correctly. If he cannot guess, it is explained to him who "It" is.

One of the players leaves the room while the others select some word with two or three meanings, which is to be guessed. Suppose the word "trunk" is thought of. When the player is summoned in he asks each one in turn "How do you like it?" The answers may be "full of clothes," "when the outside is brown," (meaning a tree trunk), "shut up in a cage," (referring to an elephant's trunk).

The next time around the question is "When do you like it?" and the answers may be, "When I'm going away," "When I'm in the country," "When I visit the Zoo."

The last question is "Where do you like it?" and the answers may be "In my room," "In the woods," "On the animal it belongs to." The questioner must try to guess the word from the various answers. If he succeeds, the person whose answer revealed the word must leave the room, but if he fails, he has to guess again.

All the players sit in a circle and begin to count in turn, but whenever seven, or any multiple of seven comes, "Buz" is said in its place. If anyone forgets he may be put out and the game commenced over again, but it is more fun if the players go right on with the counting, as many will fall off when the count is up in the hundreds. The game may be continued as long as is desired.

Suppose the players have counted up to twenty, the next one would say "Buz," as twenty-one is a multiple of seven; the next, "twenty-two," the next "twenty-three," and so on. The one having "twenty-seven" would say "Buz," as it contains seven. When seventy is reached, the numbers are said, "Buz one," "Buz two," etc.; "double Buz," for seventy-seven, and so on.

"Siz" may be substituted for six and its multiples, and "Fiz" for five, just for variety.

Divide the company into two sides. One division sits around the table on one side, the other on the opposite side. The members of division "A" put their hands under the table and a small coin, dime or quarter, is passed from one to the other.

When division "B" thinks they have had enough time, the players call out, "Jenkins up!" and the players of "A" hold up their closed hands, and when "Jenkins down!" is called, they must place their hands, palm down, on the table. The players of "B" must guess under which palm the coin is. Each player has one guess, those on the opposite side raising their hands when requested to do so.

If "B" guesses correctly, the coin is passed over to them and "A" must guess who has it, but if not, "A" keeps the coin, and "B" has another trial for guessing.

Tally may be kept, 1 being counted for every correct guess, and a certain number, as 50, may be the limit. The side gaining 50 points first is victorious.

This is a splendid game for the beginning of an evening as the guests mingle together and become acquainted while hunting for their partners.

The hostess prepares pieces of cardboard on which she has drawn the outline of a state without the name. The state capitals are written on separate pieces of paper. The cards and slips are handed out haphazard as the guests arrive.

The object of the game is to find the state to which the capital belongs or vice versa, as the case may be.

The one who succeeds in locating his capital first is the winner.

The hostess can arrange for the length of time.

One of the players is sent out of the room. The others then decide upon some word which he is to guess when he returns. He is told what the prefix of the word is, and must guess, by asking questions, what the rest of the word is. The players answer his questions by their manner or actions.

Suppose the word chosen is "encouraged," the answers may be given in a cheerful way.

The player who is guessing may think of any number of words with the prefix "en," but he must continue asking questions until the right word has been guessed.

The player who has revealed the word by his or her actions, takes the other's place and leaves the room while the rest are deciding upon some word for him to guess. The game continues as before.

All the players sit in a circle, the leader begins by saying, "My father had a rooster!" The player to his left says: "A what?" The leader answers: "A rooster!" Each player repeats this in turn to his left-hand neighbor who asks the question, until it is the leader's turn again.

He then repeats the first part and asks the player next to him, "Could he crow?" The player answers, "Crow he could." This is repeated by each player with the previous questions. The next time the leader says "How could he crow?" The player on the left answers "Cock-a-doodle-doo!" This goes around the circle again and when the last one has taken part, all together say "Cock-a-doodle-doo," as a finish.

No one is supposed to laugh during the whole game, whoever does, may either pay a forfeit or is out of the game. It is best to have a person who knows the game sit next to the leader, so they can start the game correctly. The complete statements are these,

"My father had a rooster!""A what?""A rooster!""Could he crow?""Crow he could!""How could he crow?""Cock-a-doodle-doo!"

All sit in a circle for this game. The first one begins by whispering some question to his left hand neighbor, such as "Do you like apples?" The second player must remember the question asked him, and he answers No. 1 by saying, "Yes, the nice, red, juicy kind." This answer belongs to No. 1 and he must remember it. No. 2 asks No. 3 a question, being careful to remember his answer, as it belongs to him. Suppose he asks, "Are you fond of books?" and the answer is "Yes, I read every one that comes out." Thus No. 2 has a question and answer that belong to him.

Every one in turn asks a question and gives an answer, remembering the question he was asked and the answer his neighbor gave him, which belong to him. When all have had a turn, No. 2 begins by saying aloud: "I was asked: 'Do you like cats?' and the answer was 'Yes, the nice, red juicy kind';" No. 2 says: "I was asked, 'Do you like apples?' and the answer was, 'Yes, I read every one that comes out,'" and so on.

An assistant is necessary for this game. One gives a little talk about sign-language and says that he can read any sign made with a stick on the floor, and will leave the room while the others decide upon some word for him to guess.

Beforehand, it has been agreed upon between the leader and his assistant that one tap of the stick on the floor will represent "a"; two taps, "e"; three taps, "i"; four taps, "o"; five taps, "u." Thus all the vowels are indicated by taps, and the consonants, by having the first word of the sentence which the leader gives begin with the chosen letter. The letters of the chosen word must be given in order.

The leader, who remains inside, knows the chosen word, and when the assistant is called in, he makes many signs with the stick, tapping in the proper places.

Suppose the word chosen is "Games." When the assistant is called in, the leader begins by making many scrolls, etc., on the floor, then says: "Great fun, isn't it?" (initial letter "g"), then one tap, "a"; "Many don't know what I'm writing." (initial letter "m"); 2 taps, "e"; "Sometimes it is hard to read." (initial letter "s"). Then a few more marks, so as not to end too abruptly, and the assistant says "Games," to the astonishment of the company.

This is continued until some have guessed, or until the trick has been explained.


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