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THE OLD WOMAN AND HER PIG.

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Third player-" But the dog wouldn't bite the pig." Leader-" And the old woman saw a stick lying in the hedge, and she said,"

Fourth player-"Stick! stick! beat the dog, that won't bite the pig, to make the pig get over the stile, or I shall never get home to-night in time for supper."

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Fifth player-" But the stick wouldn't beat the dog." Leader-" In the next field the old woman saw a fire in a brick kiln, and she said,"

Sixth player-" Fire! fire! burn the stick that won't beat the dog that won't bite the pig, that won't get over the stile, or I shall never get home to-night in time for supper."

Seventh player-" But the fire wouldn't burn the stick." Leader-"The old woman saw a pond in the next field, and she said,"

Eighth player-"Water! water! quench the fire, that won't burn the stick, that won't beat the dog, that won't bite the pig, that won't get over the stile, or I shall never get home to-night in time for supper."

Ninth player-" But the water would not quench the fire."

RULE OF CONTRARY.

Leader-"Just by the pond the old woman saw an ox,

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Tenth player-" Ox, ox, drink the water," &c.

Eleventh player-" But the ox would not drink the water."

Leader-"Not far off the old woman saw a butcher, and she said,"

Twelfth player-" Butcher! butcher! kill the ox," &c. Thirteenth player-"So the butcher began to kill the ox." Fourteenth player-"The ox began to drink the water." The rest of the story is to be said with great rapidity, each line by one player at a time.

Fifteenth player-"The water began to quench thefire,"— Sixteenth player" The fire began to burn the stick,"Seventeenth player-" The stick began to beat the dog,"Eighteenth player-"The dog began to bite the pig,"Leader (very quickly)-" And the pig jumped over the stile, and the little old woman got home in time for supper."

RULE OF CONTRARY.

THE players, standing up, take hold of the sides of a handkerchief. The leader of the game exclaims, "Here we go round by the rule of contrary; when I say, Let go, hold fast;

when I Hold fast, let go." She then says, say,

or

"Let go," as she may feel disposed.

"Hold fast,"

When she says

"Hold fast," those who do not let go pay forfeits; and when

she says

"Let go," those who do not hold fast pay forfeits in

like manner.

THE USE OF VULCAN'S FORGE.

THE USE OF VULCAN'S FORGE.

AFTER seating the players in a line or circle, the one who commences the game is called Vulcan. Turning to the person seated next to him, he says, "Cyclops, can you forge?" "As well as you," is the answer.

VULCAN. Then forge with one hand, thus; (beats his knee with one hand). The one addressed as Cyclops commences, and all the others follow the example. When all are in full progress, Vulcan says to the one on the other side of him, "Cyclops, can you forge?" "As well as you,” again comes the answer. Vulcan then beats his knee with both hands. Cyclops imitates him and all follow the example. Then Vulcan asks the next but one, "Cyclops, can you forge?" "As well as you," comes the response. Vulcan now works with one foot as well as both hands, and all the party imitate him. Then Vulcan addresses the person opposite, "Cyclops, can you forge?" "As well as you." Vulcan now works with both feet and hands; the Cyclops addressed imitates him, and all the players follow suite. Then the Cyclops last addressed becomes Vulcan, and the game proceeds as before.

HOP, STEP, AND JUMP.

THIS is a sport of emulation; the object is to ascertain which of the players concerned can, eventually, go over the greatest portion of ground in a hop, a step, and a jump, performed in succession, and which may be taken either standing or with a run, as may be agreed at the outset, between the players.

THE BELLMAN.-THE SPORTSMAN.

THE BELLMAN AND THE BLIND FOLKS.

ONE of the party of players is selected to be Bellman, and is furnished with a small handbell. All the rest are blindfolded. The bellman goes among them ringing his bell. The one who succeeds in catching him becomes bellman in his place and he is blindfolded. And so the game goes on, one bellman succeeding another, till the players are tired. This game is also played under the title of "The Rat and the Bell," in a similar manner.

THE SPORTSMAN.

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ONE of the players is chosen to act as "Sportsman," the others assume the name of something belonging to him, as game-bag, gun, powder-flask, and so on. Place as many chairs as there are players, except Sportsman, in two rows, back to back. All being seated, the Sportsman walks round, and calls for some article, as Gun." Saying "I want my gun." ." The player bearing that name jumps up, and laying hold of the Sportsman's dress, follows him. The Sportsman calls for another article, as "I want my game-bag." player jumps up, and laying hold of "Gun," follows on. The Sportsman then trotting round, calls out the other players, one at a time; each player holding on the one before him. When all the chairs are empty, the Sportsman suddenly calls out, Bang! and sits down. Then the other players rush to the seats also; but as there is a chair less than the number of players, one is left standing, who pays a forfeit. The game goes on until there are forfeits

TOM TITLER'S GROUND.

enough, when the crying of them affords new amusement. Sometimes the same player continues Sportsman; at others, the one who stands out takes that part

STRIKE OR SPAN.

THIS is a game at marbles. The first player shoots his
marble a little way.
The next shoots his towards it. If he
hits it, or his marble stops within a space his thumb and
finger can span, he wins a marble. If not, the first player
takes up his marble and shoots at the other. And so the
game is continued.

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TOM TITLER'S GROUND.

A CERTAIN portion of the room or garden is agreed upon to be
Tom Titler's Ground, and one of the players is selected to be
Tom. Tom sits down in a remote corner of his demesne, and

appears to fall asleep. The rest of the party come dancing
and jumping all together upon his domains, singing. "Here
we are upon Tom Titler's Ground, picking up gold and silver,"
stooping and pretending to pick something up all the while.
For a long time Tom pretends to be asleep and snores; so
that, emboldened by impunity, they come nearer and nearer,
and forget their caution, when Tom unexpectedly starts up
and pursues them. If unsuccessful in his chase, he again
has recourse to stratagem and feigns slumber. The first he
catches becomes Tom Titler in his stead.

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