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12. The man with hour-glass and sickle.

13. A warlike defense and the letter most in use. 14. To observe.

15. An army officer.

16. Necessary condition for surgical instruments. 17. A promise to pay three days after due.

18. Three times as much.

19. Strengthening medicine.

20. A quiver of the voice.

21. To filter.

22. The stone that binds an arch.

23. Beat (beat).

24. The table in a shop.

25. A topic.

26. The reverse of "so loud."

27. A faint.

28. What children do in winter.

29. Remedy for fatigue.

30. One under age.

ANSWERS

1. Brace.

2. Score.

3. Flat.

4. Natural.

5. Measure. 6. Air.

7. Accidental. 8. Pitch.

9. Chord.

10. Allegro.

II. Staff.

12. Time.

13. Forte (fort-e).

14. Note.

16. Sharp.

17. Grace note.

18. Treble.
19. Tonic.
20. Trill.
21. Strain.

22. Key.
23. Beat (beet).
24. Counter.

25. Theme.

26. Solo.

27. Syncope.

28. Slide. 29. Rest.

15. Major.

30. Minor.

The prizes awarded to the most successful ones were copies of a new work on music, and the booby prizes were a jewsharp and a toy trumpet.

ILLUSTRATED PROVERBS

This game must be prepared in advance by cutting from advertisements, papers, and magazines pictures or parts of woodcuts and pasting them upon cards to illustrate the old saws which have been defined as "the wisdom of the many in the wit of one." Seven dogs in a row, with the name of a day of the week under each, may stand for "Every dog has his day." A shapely new pair of shoes, "All's well that ends well." A man's and a woman's head approaching to kiss each other will surely suggest "Two heads are better than one." "Pears' soap" may suggest "Cleanliness is next

to Godliness."

WORD-MAKING, WORD-TAKING

With the addition of new rules, this game has acquired much interest.

The ordinary cardboard letters are used; they may be procured at the shops for twenty-five cents.

It may be played by almost any number, and made far more intricate and interesting than it is generally regarded by following the additional rules herein given.

First, each player is provided with as many letters as can be conveniently accommodated in the left hand; the rest of the letters, turned blank side up, are placed at hand for reinforcements when the supply is exhausted. The first player is determined by laying down letters upon the table. The one that has the prior place in the alphabet decides the precedence of the player who draws it. After which, each player in turn draws

letter, placing it right side up so that all may see it, and tries to form a word of not less than four letters with this letter added to those collected in the middle of the table-the pool-where all are placed that cannot be used. He may continue to draw new letters as long as he can continue to make use of them, according to the rules of the game. Each player tries to use his letter to take away his opponent's word; if by its addition he can form a new and different word, he then transfers it to his own side. No derivatives, no proper names or words not found in standard dictionaries are allowed; nor is the addition of s to form plurals to three-letter words admitted. A player may also use his letter to reinforce and protect his own words, which is only second in importance to the taking of his adversary's word and to making a new one to add to his store.

Ten words constitute a game, but any player who first makes nine words, though allowed to continue making four-letter words, cannot go out until he makes one of five letters. The signal that one cannot use the letter is given by laying it upon the table. When once left, it cannot be recalled-should an opportunity to use it be perceived. If a player overlooks a chance to change an opponent's word, the one who sees the omission takes advantage of it, and gives a forfeit to the one who failed to profit by the opportunity. The letters turned face-down will answer forfeits. When there are four letters of one kind in the pool, the one drawing a fifth may set it aside and draw another.

The winning of the game may sometimes depend on the luck of drawing the desired letters, but the forfeits implying mistakes are undoubted evidences of the player's lack of skill. The rule may be varied when but two are playing; the one incurring a forfeit may

take one of those that have counted against his opponent, so one has a chance of wiping out the disgrace.

If a player wishes to make a word of the existence of which he is doubtful, or one which an opponent challenges, an appeal to a standard dictionary must decide it. He must declare his word before looking for it, and, if it is not in the dictionary, he forfeits his turn in playing.

The winner of one game is entitled to the first play in the next. It is curious that with the addition of but one letter, "thing" may become "hating"; "gate," 'agate"; "bait," "habit"; "scum," "music"; and the addition of an r turns a "fiend" into a "friend."

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TARGET FLIP

Turn down on a sheet of paper, or, better still, on the top of a kitchen table, a large-sized dinner-plate. Mark around the edge with pencil or crayon. In the centre of the circle just formed place a smaller plate, then a saucer, teacup, and after-dinner coffee-cup, marking around each in turn until five distinct circles are made as nearly as possible equi-distant. Mark values upon each, the middle or smallest 100, the next fifty, twentyfive, ten, and for the largest or outside circle, five. Any number of persons may engage in the game, each player being given six common white beans. One player acts as scorekeeper, and is furnished with pencil and paper for the performance of his duties in that direction. All are seated around the table upon which the target is spread or marked, the idea of the game being to flip the beans one at a time by snap of the finger to land in the highest-counting circle possible. Each player flips his or her six beans in succession and then the count is taken, and the beans removed to leave the target free

for the next player. The following simple rules govern this merry little game:

1. Ten turns for each player constitutes a game.

2. Unless the bean is entirely within a circle it counts for the least value.

3. The largest count of any one player takes the prize.

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