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BOOK-BINDER

The leader stands in the centre of a circle. Each one holds out his hands, palms upward, and upon them a book is placed. The leader then goes around the circle, catching up the books in turn, and trying therewith to strike it upon the hands that hold it. Each one tries to withdraw his hands before they are struck. The same leader continues until he is able to strike some one's hands, whereupon the victim must take his place. If one's hands are withdrawn and the book falls to the ground, because of a feint on the part of the leader, it is as if his hands received the blow.

FIRE! FIRE!

After two captains have been chosen, they proceed to select their particular following so that the company may be divided into two equal sides. They seat themselves in two rows, facing each other.

One of the captains begins the game by throwing a ball or knotted handkerchief to one of the players on the opposite side, crying aloud at the same time: "Earth!" "Air," "Fire." or "Water."

He generally tries to throw it to one who is apparently least expecting it. If "Air" is the word called, the person in whose lap or near whom the missile falls must promptly name some bird; if "Water," a fish or some denizen of the water; if "Earth," an animalbefore the other can count ten-but at the word "Fire!" no reply whatever must be made.

If the player answers correctly, he then throws the ball or handkerchief in his turn to one of his opponents; but if he fails to answer in time or replies incorrectly, or speaks when it is the prerogative of another, he drops

out of the game. This rule is inexorable, for so is the winning side determined, the game progressing until all of one side have had to retire from the conflict.

POST-OFFICE

This is a variation of the old game of stage-coach, and few merrier games can be found for a large party of children.

Around the room, from which all extra chairs have been removed, all the players seat themselves in a wide circle-with the exception of the "Postman" and the "Postmaster."

The former is blindfolded and stands in the middle of the room, while the Postmaster gives the name of some city or town to each player, with careful instructions to answer to it when called.

He then takes his place by the side of the Postman and calls out, for example, "A man sent a letter to his sweetheart from New York to Chicago." The players to whom the names of these cities have been assigned hasten to change places. As he hears them pass him, the Postman tries to catch one of them, or seat himself in one of the vacated chairs, guided by the sound of the footsteps coming from the direction of their places.

If he is successful, the victim of the capture, or the one whose seat he has taken, must submit to be blindfolded and take his turn as Postman.

The Postmaster will find it a help to have a written list of cities for reference, and especially is it useful when he has to call out the names of various places in quick succession.

He must call them so as to make a merry scrimmage and exciting bustle, but not so rapidly as to create so much confusion that the attention of the players is

bewildered. The position of Postmaster is therefore one of some responsibility and should be regarded as complimentary to the one selected for the office.

Some little trifle of costume seems to confer honour and reconcile its wearer to the tasks imposed; so a newspaper chapeau, with panache of cut paper, or a mural crown covered with old postage-stamps, may be worn to distinguish him from the other players. When tired of the office, he may appoint a successor.

THE FOUR QUARTERS OF THE GLOBE

This is a masquerade geography lesson, but the chil dren will not at once discover it, and we but imitate nature when we tempt them for their good.

One player takes a handkerchief, and, throwing it at another, cries "Europe!" A timekeeper then begins counting ten rather rapidly, and the person to whom the handkerchief was thrown must name some place, river, mountain, person or thing, connected with the countries of Europe, before number ten is reached. It may be arranged that the person answering correctly puts the next test-question; if incorrectly, or unable to answer, a forfeit must be paid.

The players must be alert and alive, for often the one throwing the handkerchief looks at one while throwing it in quite another direction.

The game may be made more difficult if special countries are named, and for adult players a century may be given, and the famous characters belonging to it must be quickly recalled.

FOX AND HEN

This is a good game for out of doors, though it may also be played in the house.

One of the players is selected to be the Fox and another chosen for the Hen. The rest of the players are her chickens, who stand in a row behind her, holding each other by the waist.

The Fox then hides in his den-the most sequestered spot he can find-and a tract is set apart to represent the farm-yard, on reaching which the chickens are safe from the Fox, who must return to his den.

The venturesome Hen, followed by her brood, goes nearer and nearer the Fox's den, asking politely, "Please, Mr. Fox, can you tell me what time it is?"

If he, to disarm her fears, answers mildly, one, two or three, etc., they may go away without danger of pursuit, but if he replies "Twelve o'clock at night!" the Hen and her chicks must turn and fly, for he dashes out of the den and tries to seize one of them. If the Fox succeeds in catching the Hen, she must then become the Fox, and the game begins again. If one of the chicks is caught, it is carried to the den, but endeavours to escape the next time that the Fox is called out-which complicates the difficulties.

A sly Fox will delay the fateful and fearsome answer until the Hen has grown less cautious, or he may answer her question by "Twelve o'clock-noon!" during which the uncertainty is most exciting until it is known which division of the day is coming.

MY LADY'S TOILET

The players are all seated except one, who personates the "Lady's Maid "-and for whom no seat is provided. She goes about assigning to each child the name of some article of apparel, which must be carefully remembered. The Maid then stands before them and says, "My lady is going to a ball and wants her fan." Whereupon the

player personating the fan must instantly rise, and, swaying back and forth, imitate the movements of a fan. The one called "My lady's necklace" rises and clasps her hands about her throat. Nearly every article may be expressed in pantomime, but, if difficult, the child may rise, spin around and seat herself instead.

Occasionally-and as unexpectedly as possible-the Lady's Maid says, "My Lady is going on a journey-or a visit—and wants all her wardrobe." Whereupon all the players must arise and change seats, and in the scuffle and confusion the Lady's Maid tries to secure a place. If successful, some one else will be left out, who must take the office of Lady's Maid in her turn.

“NOUNS AND VERBS"

The children will find amusement and also instruction in the simple little game here given. To begin with the definition-"A noun is the name of anything." The players either spell with letter-blocks or write on a blackboard a list of nouns until a mistake is made in the part of speech. Another player takes the place, and so on, the greatest number of nouns given without mistake winning a prize. In the same way verbs are given, and a lesson in grammar is impressed by fun rather than by du!! study.

FLY FEATHER!

This is another old English amusement which affords lots of fun. The players put their chairs together to form a close circle. A small downy feather with very short stem is procured and thrown as high as possible in the air. It is then blown, the object of each player being not to be touched by it. The person it falls upon

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