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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.

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 "l;" 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," 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 Water."

"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'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. The must then jump up and down until one falls down, when she is almost sure to pull the others over.

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.

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?

Answers

Yes, with mustard.

I am very much afraid of them.

Yes, without thorns.

To Switzerland.

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.

Wonderment

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.

"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 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 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 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?"

"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 whoever she catches becomes witch, while the witch becomes the eldest daughter.

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, while 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.

"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 becomes 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.

"Neighbors," says the grasshopper, "I have eaten abundantly and would have a dance. Which would you recommend?"

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," the 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

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