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PROVERBS.

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ROVERBS are played by one of the party leaving the room, whilst the rest fix on a proverb, and each takes a word of the proverb. The guesser returns to the room,

and progresses round the circle, asking some questions of each, who, in his or her, answer must introduce the word he or she represents. He whose answer enables the questioner to guess the proverb, takes his place outside the door. The proverbs should be well known, long ones in a large company, and short where only a few play. For instance, if a party of six determine on a game of Proverbs; one leaves the room, five remaining;

EDWARD.-Lucy, what proverb shall we have?

LUCY.-" A bird in the hand is worth two in the bush." EDWARD. Oh, no; that is too long; eleven words, and only five players.

LUCY.-But the words could go round twice.

GEORGE. It will be much better to have something short. ETHEL.-What do you say to " Extremes meet ?" REGINALD. Oh, that is as much too short as the other was too long. We should not have a word each.

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GEORGE How do you like "Slow and sure wins the day?"

ALL. That will just do.

EDWARD.-Sit down then in a circle.

George, your

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PROVERBS.

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word is "slow,"-Lucy, yours must be "and," Ethel, please personate sure,"-Reginald must do the best he can with "wins," I must be content with the poor little adjective

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the," and the final point will come round again to you, George; take care you don't betray yourself with two such leading features to handle.

GEORGE.-Oh! be sure, I'm discretion itself..

EDWARD.-Are we all ready?

Amy, please enter and

commence your attack. We have fortified the outworks. AMY (addressing George).—What! is there no weak point about your entrenchments my good soldier?

GEORGE.-You may be sure we think not, or we should not be "slow" to strengthen it.

AMY.-I can make nothing out of you unless the word is "strengthen." Well, Lucy, are you of the same opinion as George.

LUCY.-" And " to be sure I am, Amy.

AMY.-Oh, this will never do. I must have a parley with your general, if I have no chance of success by force of arms. ETHEL. I am "sure" he will receive you under a flag of

truce.

AMY.-Oh! I fancy you laid a stress on "sure;" is sure one of the words.

REGINALD. You won't "win" any admission from me. AMY.-And so you, Edward, are the general, I suppose? What are your terms for peace?

EDWARD." The" surrender of your whole army, my Fair Queen.

AMY.-I expected no quarter from you. Is it all up?

PROVERBS.

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GEORGE.-No; I have another word yet.

AMY.—The “day" is not yours, King George (gleefully).

may conquer you yet;

know.

"Slow and sure wins the day," you

ALL.-Oh, Amy, how did you guess it? Who was the traitor in the camp?

AMY.-Lieutenant Ethel. When she emphasized the little word, she made too "sure" of concealing.

ALL. Then Ethel must go out now.

Of course it is not necessary to keep up the metaphors of conversation as our friend Amy does, in order to play the game of proverbs; but when one of the company is sprightly enough to do so, it renders it all the more amusing. The most commonplace sentences should always be chosen, as it is unfair to expect any one to guess a sentence he or she never heard before.

Here are a score of proverbs of various lengths:

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PROVERBS.

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A stitch in time saves nine.
Two heads are better than one.
Too many cooks spoil the broth.
A soft word turns away wrath.

You may go further and fare worse.
Don't make two bites of a cherry.
A still tongue makes a wise pate.
Discretion is the better part of valour.

Listeners never hear any good of themselves.

Tell the truth and shame the devil.

Spare the rod and spoil the child.

Rome was not built in a day.

A miss is as good as a mile.

Out of the frying-pan into the fire.
A fool and his money are soon parted.
A penny a day is a groat a year.

Be sure your sin will find

you out.

If you are cold you will live to grow old.
Charity is a cloak that covers a multitude of sins.

You cannot make a silk purse out of a sow's

ear.

Set a beggar on horse back, and he will ride to the devil.

When poverty comes in at the door, love flies out at the window.

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PLAYING AT HISTORY.

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EW games are more amusing to well-
instructed and clever children
than "Playing at History."

It
may be made an amusement
in one or two ways. A favourite
episode may be chosen and
carried out either in dumb show
or with words, and some attempt
at getting up an impromptu

costume. Or a character may be assumed by one of the
party, contemporary characters by the companions in the game,
and either real historical facts followed, or adventures in
consistence with the characters assumed and carried out.
Thus, for instance, Richard Cœur de Lion may be represented
by a member of the company, Saladin by another; the chiefs,
France and Austria, and the Duke of Bargundy by a third,
fourth, and fifth player, the remainder acting as followers.
Romantic engagements and encounters may be improvised, and
continued even for days and weeks in the hours of relaxation.

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