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one who dropped it there, before he can make his way to the ring and take his pursuer's place.

Each player must be on the alert for himself, for no one is allowed to draw another's attention to the fact that the handkerchief has been dropped.

HERE I BAKE, HERE I BREW

The players join hands in a circle, with one of their number in the middle, who is supposed to be a captive, longing for freedom and reduced to diplomatic means to secure it.

The prisoner then touches one pair of joined hands in the circle, saying, “Here I bake"; then, passing to the other side, says, "Here I brew," as she touches another pair of hands. Suddenly, then, in a place least suspected, perhaps whirling around and springing at two of the clasped hands behind her, or at the pair which she had touched before, if their owners appear to be off guard, she exclaims, "Here I mean to break through!" and forces her way out of the circle if she can.

The players must be on the alert and strongly resist the captive's effort to escape.

Those who permitted her to regain her freedomthrough inadvertence, or weakness-must then make use of the "counts" familiar to all generations of children, to decide which of them shall take the place of the prisoner.

CAT AND MOUSE

This is always a favourite. All the players form a ring, joining hands, except one called the Mouse, whom they enclose within the circle, and one who is on the outside who represents the Cat. They then dance round and round rapidly, raising their arms at intervals. The

Cat watches the chance to spring into the circle at one side, and the Mouse dashes out at the other-public sympathy being with the Mouse. His or her movements are aided when possible. When the Cat is in the circle, the players lower their arms so as to keep the enemy prisoner. The Cat goes around meekly, crying "Mew, mew," while the rest dance around her. With a sudden "Miaow!" she tries to break through any weak place in the chain of hands.

As soon as she escapes she tries to catch the Mouse, who runs for safety into the ring again, hotly pursued. If the Cat is so near as to follow the Mouse into the ring, before her entrance can be prevented, or if she catches the Mouse outside the circle, the Mouse must pay a forfeit. If the Cat is unsuccessful, then she must pay the forfeit. Two more players are then named by the Cat and Mouse to succeed them.

GOING TO JERUSALEM

If asked suddenly to name the most popular game of childhood, nine out of ten persons would name "Tag," but the second choice, I think, would be "Going to Jerusalem."

A row of chairs, facing alternately different ways, is placed through the centre of the room- -a chair for every

player except one.

Some one at the piano plays a lively air, first fast, then slow, very loud, then low-while the children march around the chairs without touching them, keeping time with the music. When the music suddenly stops, all rush for a seat. A chair must be taken away each time the marching recommences-until but two chairs remain, when the excitement becomes intense. The one who at the moment that the music ceases has the good fortune

to seat himself or herself in the one chair remaining, wins the game and possibly a prize.

COPENHAGEN

A rope is held by the players in a ring, while one person, who is called the "Dane," remains within the circle of the rope. He tries to slap the hands of those who have hold of the rope, which they must elude by letting go in time. If he succeeds, the person whose hands are slapped must take his place.

THE WOLF AND THE LAMBS

The players form a line, one behind the other, holding on to each other's clothes, and at their head is the leader, called the Shepherdess-while they are supposed to be her flock of lambs.

Another player personates a Wolf, who stands in a threatening attitude at a little distance. The Shepherdess tremblingly says, "Kind Wolf, I beg that you will not hurt my lambs." To which the Wolf replies, "I wish only for this one"; whereupon he pounces upon the last "lamb" in the line. The Shepherdess tries to defend it, and if, after all, the Wolf carries off the lamb, he takes it to his den and returns for another of the flock. If on the way to the den the lamb can slip away from the Wolf and join the Shepherdess, the Wolf must yield his office to that lamb and take his place at the end of the line.

The Shepherdess loses her leadership for having lost a lamb, and the one next behind her takes her place.

TOM TIDDLER'S GROUND

This is an old English game, which American children have altered to "Dixie's Land." It is played in the same way.

One player personates Tom Tiddler, who is supposed to be the owner of vast stores of buried treasure on his ground-a tract set definitely apart and allotted to him. The other players invade his territory, and, as trespassers, he tries to catch them. They shout in tones. meant to be tantalising,

[blocks in formation]

"Here I stand on Tom Tiddler's land,
Picking up gold and silver,"

"I'm on Dixie's land,

Dixie can't catch me!"

If Tom or Dixie can touch any trespasser, while on his land, that player becomes the defender. Some special line should define the boundary to forestall any possible dispute about the landmark.

PARTNERS

All the company, with one exception, choose partners and sit in a double line, face to face, the partners opposite one another. The odd player is called the Lawyer, and asks questions of any one of the players, but the person addressed must not answer, but leave the reply to be made by his or her partner opposite. If the Lawyer be alert and put his questions rapidly, first on one side and then on another, the players will become confused, and it will be easy to catch them. If the person spoken to makes answer, or the partner fails to do so, the one in fault must take the Lawyer's place.

HUL GUL

The players stand in a circle, each with a bagful of beans, from which he takes some in hand. One then addresses his left-hand neighbour, saying

"Hul Gul

Hands full

Parcel how many?"

The second player then guesses the number. If, for example, the guess is five, and the hand holds seven, the first says, "Give me two to make it seven."

If a player guesses more than are in the hands, he must give the difference to the questioner. If less, the questioner must give him the difference.

This game is honourable, if age can confer that distinction. It is alluded to by Xenophon as in use in his day in the game of "How Many?"

FOX AND GEESE

This game is also called "Tierce" and "Touch the Third.""

The players stand in a circle two deep, excepting in one place, where there are three.

One representing the Fox stands outside the circle and must not go inside it. His object is to touch the third player wherever he can reach him, but when he makes the attempt the one so pursued darts into the circle and stands before some other pair, which at once endangers the outer one of the pair, who thus becomes the third, and therefore the object of pursuit.

The aim of the Fox being thus transferred from one to another since his prey is always the one who forms the outside of a row of three-the fact makes the pursuit very lively. Any Goose that is caught must then become the Fox.

TAG

It would almost imply an accusation of lack of intelligence in one's readers to offer to them a description of

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