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"WARNING."

"SIMON SAYS."

THE players stand or sit round a table, placing their hands on the edge of the table; the leader of the game calls out, "Simon says, thumbs up!" at the same time holding up his thumbs; the players immediately follow his example. "Simon says, thumbs down," and down go the thumbs by all the players. Thumbs up," up they come again, except Simon, who had only ordered "thumbs up," not "Simon says, thumbs up; all who have thus erred must pay a forfeit.

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The rule being that unless 66 Simon says," whether it is "thumbs up," "thumbs down," or "widdle waddle," which is moving the thumbs rapidly from side to side, or "niddle noddle," moving the head from side to side, no alteration must be made.

"WARNING!"

THIS may be played by any number, from ten to a hundred. (A) begins the game by standing within a line, running parallel for a considerable length with and about three feet from a wall, who says the following words: "Warning once, warning twice, warning three times over; a bushel of wheat, a bushel of rye, when the cock crows, out jump I!-Cocka-doodle-doo!-Warning!" the. remainder of the players standing outside the line. (A) then runs out and touches the first she can overtake, who must return to bounds with her. The two then (first crying "Warning!" only) join hands, and each of them endeavours to touch another; and every time one is touched they in like manner return to bounds, and sally forth again, hands joined, with the new prisoner.

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Every player who is afterwards touched by (A) and her prisoners does the like, until the whole are thus touched and taken. It is not lawful to touch an out-player after the line is broken, either accidentally, or by the out-players attacking it, which they are permitted to do. Immediately a player is touched, the line separates, and the out-players endeavour to catch those belonging to it, who are compelled to carry those who capture them, as honey-pots, to bounds; but this may be dispensed with according to previous arrangement. When three are touched, (A) who begins the game, is entitled to join the out-players.

ONE OLD OX.

THE easiest way to play this game is first to procure twelve cards, each being legibly written on, with the number, as follows,―

1.-Leader. One old ox opening oysters.

2. Two toads, terribly tired, trying to trot to Titbury.

3. Three tawny tigers tickling trout.

4. Four fat friars fanning a fainting fly.

5.-Five fair flirts flying to France for fashions.
6-Six Severn salmon setting sail for Southampton.
7.-Seven Scottish soldiers successfully shooting snipes.
8.-Eight elegant elephants embarking for Europe.
9-Nine nimble noblemen nibbling nonpareils.

10.-Ten tipsy tailors teasing a titmouse.

11.-Eleven early earwigs eagerly eating eggs.

12. Twelve tottering tomtits on the top of a tall tottering

tree.

ONE OLD OX.

If the party is a large one, some or all of Part II. may be used, stopping when the circle is complete.

PART II.

13.-Thirteen tall tilburys trotting to Turnham-green.

14.-Fourteen foolish fowls flattering a fat fox. 15. Fifteen fairies fancying fifty fine flowers. 16. Sixteen silly slugs sliding on the sly.

17. Seventeen strong safes stocked with salt soles. 18.-Eighteen elderly elks entertained on elder wine 19.-Nineteen ninny-hammers never too late to mend. 20-Twenty twaddling turkeys talking about turnips. 21. Twenty-one twanging trumpets tuning up at a time. 22. Twenty-two tumbling towers taking tea with Temple Bar.

23. Twenty-three trumpery telltits twirling a tarry tub. 24. Twenty-four tiny tin tea-kettles trolling a trumpery

tune.

Write the words on one side of the card, and the number very large and very plain on the back. Shuffle the pack. Deal them round, the leader keeping No. 1 for herself. Each one reads (after the leader), according to the number, and with the rule of the game, which is played as follows:—

The players arrange themselves in a row or circle, when one cominences by saying, "One old ox opening oysters!" each player in turn repeating the words, without laughing; the first who does so incurs a forfeit: when this sentence has gone round, the second player says, "Two toads, terribly tired, trying to trot to Titbury! this must then be said by all the players, with the exception of the first, who must throughout

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HARE AND HOUNDS.

the game keep to her story about the ox; this being done, the third player goes on by saying, "Three tawny tigers tickling trout!" this must be repeated by the rest of the players with the exception of the first and second, who must each keep to the legend they started with; and so on through the game, according to the number of players.

THE WHISTLE.

PROCURE a whistle, to which attach about half a yard of thread, and to the other end fasten a nursery pin; which should be attached to the skirts or hooked on to the collar of an unsuspecting individual. She should then be invited to stand in the centre of the players, when one of them should blow the whistle. She is now informed that all she has to do is to find the whistle. The victim turns round quickly at the noise, thinking she can pounce upon it; but as she seizes the one she supposes to have it, another blows it behind. She turns round again. Whenever she looks for the whistle it is sounded behind her, and so the game goes on round the circle.

HARE AND HOUNDS

Is generally an out-door game; but it may also be played in a tolerably good-sized house.

The first thing to be done is to choose a Hare, who should be the best runner, bold and daring, but at the same time

HARE AND HOUNDS.

prudent, or he may trespass into forbidden lands, and thereby cause much mischief. A huntsman and whipper-in are then The huntsman should be the next best player, and

chosen.

the whipper-in the third best. the whole party sally forth.

Things being so far advanced,

The Hare is furnished with

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a pocketful of little bits of paper, which she sparingly drops as she runs. It is agreed that she shall not cross " her path, and shall not return home until she has traversed a certain distance. The Hounds also are bound to follow the "tracks" implicitly, and not endeavour to take the Hare by a short cut, even though a tempting chance present itself. The Hare is allowed a start of a few minutes, after which the huntsman blows her horn (it should be a real horn), and sets off in pursuit, the Hounds keeping nearly in Indian file, and the whipper-in bringing up the rear. The huntsman is also furnished with a white flag, the whipper-in with a red one, each mounted on a flag-staff. They continue to run till the huntsman loses the scent. She immediately shouts "Lost!” on which the whipper-in sticks her flag in the ground where the scent was last had, and the entire line run round it in a circle, within which they are tolerably sure to discover the lost track. The track found, "Tally-ho!" is shouted, the hunt is renewed, and continued until the Hare is run down; or, being too swift and cunning for the pursuers, completes her course, and reaches home in safety.

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