The cards are dealt equally to the players. The first player puts down a card, face upward, upon the table. If it be a common card, that is, a two, or three, or anything but a picture card or an ace, his neighbors 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 neighbor of the one who plays it must pay him four cards; if a king three cards, if a queen two, and if a jack 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, however, in playing for a court card, one of the players puts down another court card, then his neighbor 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.
Few children think they will ever tire of playing games; but all the same, toward the end of a long evening, spent merrily in dancing and playing, the little ones begin to get too weary to play any 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 remember 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.
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 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 wholesome.
Why are fowls the most economical things a farmer can keep? Because for every grain they give a peck.
Why is it dangerous to walk in the meadows in springtime? Because the trees are shooting and the bulrush is out (bull rushes out).
Why is a vine like a soldier? Because it is listed and has ten drills (tendrils) and shoots.
If a man who is carrying a dozen glass lamps drops one, what does he become? A lamp lighter.
What belongs to yourself, but is used more by your friends than by yourself? Your name.
A man had twenty sick (six) sheep and one died; how many were left? Nineteen.
Which is the best day for making a pancake? Friday.
What is that which everybody has seen but will never see again? Yesterday.
What four letters would frighten a thief? O I C U.
Why is a spider a good correspondent? Because he drops a line at every post.
When is the clock on the stairs dangerous? When 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 dollar bill much more profitable than five silver dollars? 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? Because it doesn't run long without winding.
What is that which flies high, flies low, has no feet, and yet wears shoes? Dust.
Which is the smallest bridge in the world? The bridge of your nose.
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.
What is that which goes from Chicago to Philadelphia without moving? The road.
Which is easier to spell—fiddle-de-dee or fiddle-de-dum? Fiddle-de-dee, because it is spelled with more "e's."
When may a chair be said to dislike 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.
If a bear were to go into a dry goods store, what would he want? He would want muzzlin'.
Why was the first day of Adam's life the longest? Because it had no Eve.
Why is a washerwoman like a navigator? Because she spreads her sheets, crosses the line and goes from pole to pole.
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 color? 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.
Why is B like a hot fire? Because it makes oil Boil.
Why is a schoolmaster like a bootblack? Because he polishes the understandings of the people.
When is a store-keeper always above his business? When he lives over his store.
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 industrious 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.
Why need a traveler 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 steamboat like Easter Day? Because it is a movable feast.
Spell "enemy" in three letters. F O E.
Why is a little man like a good book? Because he is often looked over.
Why is a pig in a parlor 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 wars, the other goes to pieces.
Which is the only way that a leopard can change his spots? By going from one spot to another.
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) uninhabited 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 shoes are always soled before they are made.
What 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 you saw at the Panama Exposition?" 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 stationery would he be supplies with? Ceiling whacks (sealing-wax).
Which is the oldest tree in the country? The elder tree.
Which is the longest word in the English language? Smiles; because there is a mile between the first and last letters.
What is that which happens twice in a moment and not once in a thousand years? The letter M.
How many sides are there to a tree? Two, inside and out.
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 naughty 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.
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? When 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 (doubling).
What is the easiest way to swallow a door? Bolt it.
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.
This is a very good game, which always causes considerable amusement, and if skillfully carried out will very successfully 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, "Ohio."
The thought-reader places the slips of paper between his fingers, taking care to put the paper of his confederate between the third and little finger; he then takes the folded paper from between his thumband first finger and rubs it, folded as it is, over his forehead, at each rub mentioning a letter, as O, rub, H, rub, I O, after which he calls out that some lady or gentleman has written "Ohio." "I did," replies the confederate.
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.
The children first of all divide themselves into two parties. They then form a ring, and commence dancing round a hassock which is placed, end upward, in the middle of the room. Suddenly one party endeavors 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 unfortunate 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 kicking it.
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 all 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.
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 any one discovers this trick.
The players sit in a circle with their hands placed palm to palm, the little fingers downward, between the knees. One of the company is chosen to act the part of maid. She takes a ring between her palms, which 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 some one'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."
"My lady's lost her diamond ring;I fix upon you to find it."
"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 some one else and repeats the two lines given above. Each guesser may be allowed three trials.
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 instance, the letter "f" is not to be introduced; 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.
One of the company is chosen as Grand Mufti. The others then form a circle with the Grand Mufti in the center, 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 sometimes 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.
In this game a confederate is necessary. The player states to the company, after a few remarks on ancient sign-language, that he is able to read signs made with a stick on the floor, and agrees to leave the room while 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 "March," his confederate would commence: "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 interest an audience for a considerable time.
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.
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.
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 words:
"I sell my bat, I sell my ball,I sell my spinning-wheel and all;And I'll do all that e'er I canTo follow the eyes of the drummer-man."
"I sell my bat, I sell my ball,I sell my spinning-wheel and all;And I'll do all that e'er I canTo follow the eyes of the drummer-man."
"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."
Any one who does not at once imitate the "drummer-man" must pay a forfeit and take his place as "drummer-man."
The players 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 monkey?" is asked. The other player might answer: "Because it is full of tricks." "Why is my 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."
Any one who is unable to explain why the thought resembles the object he mentioned must pay a forfeit.
Take a piece of string and knot the ends together and slip it over your hands, as in Fig. 1.
Next wind the string round your hands, not including the thumb, as in Fig. 2.
Slip the second fingers through the string on your hands and you have your cat's cradle, as in Fig. 3.
You must now ask a second person to put his thumbs and first fingers through the cradle, as in Fig. 4.
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 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.
Slip the thumb and first fingers under the side string, bring them up the middle, and you have your original cat's cradle again.
To play this game the company seat themselves in a circle, while 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 commences to describe some one. If, however, the company are unable to make a correct guess, the player goes on until some one is successful.
One child is seated on the ground with his legs under him, while the other players form a ring round him. They then pull him about and give him little pushes, and he must try to catch one without rising from the floor.
The child who is caught takes the middle, while the frog joins the circle.
This game must be arranged in the nature of a surprise for the company assembled. The giant is formed by two youngsters, 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 boy might wear a mask to prevent recognition. The giant then enters the room and commences dancing. Great amusement is afforded the little folk by this game.
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 center 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.
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. Thechildren 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.
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 Buyer 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 quality 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 the arms, one arm 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 off 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 immediately jumps up and runs away, the Buyer at the same time endeavoring to catch her.
When the one Honey Pot runs away, all the others do the same, the Buyer catches whom he can, and the game recommences.
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 "l;" the next an "o," thinking of "plough;" thenext 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," thinking of "bat;" the next thinking, say, 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 challenge another player who is not at fault. Thirdly, he may be obliged to add the final letter to a word, and so complete 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.
"Draw a pail of waterFor my lady's daughter;My father's a king and my mother's a queen,My two little sisters are dressed in green;Stamping grass and parsley,Marigold leaves and daisies,One rush, two rush,Pray thee, fine lady, come under my bush."
"Draw a pail of waterFor my lady's daughter;My father's a king and my mother's a queen,My two little sisters are dressed in green;Stamping grass and parsley,Marigold leaves and daisies,One rush, two rush,Pray thee, fine lady, come under my bush."
"Draw a pail of water
For my lady's daughter;
My father's a king and my mother's a queen,
My two little sisters are dressed in green;
Stamping grass and parsley,
Marigold 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 two. They seesaw backward and forward, singing the above lines.
When they come to the line, "Pray thee, fine lady, come under my bush," another child pops under and comes up between one child'sarms. 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. The must then jump up and down until one falls down, when she is almost sure to pull the others over.
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.
Every one draws a question and an answer, and must then read the two out to the company.
The result is sometimes very comical; for instance:
Questions
Do you like roses?Where are you going to this summer?Do you like beef?Do you like spiders?
Do you like roses?Where are you going to this summer?Do you like beef?Do you like spiders?
Do you like roses?
Where are you going to this summer?
Do you like beef?
Do you like spiders?
Answers
Yes, with mustard.I am very much afraid of them.Yes, without thorns.To Switzerland.
Yes, with mustard.I am very much afraid of them.Yes, without thorns.To Switzerland.
Yes, with mustard.
I am very much afraid of them.
Yes, without thorns.
To Switzerland.
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 ofthe 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.
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 certain 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 to name, through a closed door, any article touched by any person in sympathy with him, notwithstanding the said person 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, Rug, 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 skillful there is no need for the trick to be discovered.
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 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 while 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 potdoes 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 range."
"Certainly not; I'll be very careful."
While the eldest daughter pretends to look on the shelf for something, the witch puts her dirty shoe on the range, 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, some one 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 time, 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?"