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his or her guess as to the subject of the picture, beginning at the bottom of the sheet, folding the paper so as to conceal what is written. The sketches are returned to the artists, who first read the guesses and finally explain what they have tried to delineate.

PREDICAMENTS AND REMEDIES

Ten minutes are given to the company for reflection, during which each person must think of some predicament-either dangerous, embarrassing, or ridiculous.

At the expiration of that interval, "Time!" is called, and each one writes down the result of his cogitationpads and pencils previously provided-and throws his or her contribution into a basket or other receptacle.

When all have been collected, the basket is passed around and each player draws a paper, relating some predicament for which he must find a remedy, writing the suggestion on another paper, which he retains. Having done this, he passes the story of the predicament to his left-hand neighbour, at the same time receiving from the person on his right the paper which he or she has withdrawn from the basket. This, too, must be considered, and some solution offered of the difficulty set forth in the second paper, and so on until all the predicaments have been read and passed upon by all the players. Each one should be numbered.

The hostess or leader then reads aloud "Predicament No. 1," and each player in turn reads the remedy which he has written, whereupon all note the answer which in his or her opinion is the best. All in succession are then read and silently voted upon. The one who has received the greatest number of votes gets the prize. For example, a woman offered this problem:

"I was going out of my house, and in shutting the

front door caught my dress in it. The storm-door was closed and beyond my reach, so I could not ask a passerby to ring the bell for me, nor could I come near it to ring it myself. What was I to do?"

After various suggestions of banging on the door with the fist, calling aloud, cutting off the piece of the gown, etc., it was suggested to undo the skirt of the dress, slip it off, watch the opportunity unobserved to ring the bell, and stand screened by the storm-door until admitted.

A man wrote:

"I was going out to dine, and had but just time in which to dress. I lost my only collar-button down my back and spent ten minutes in searching for it. I was most anxious to impress my host with my businesslike punctuality. Much depended upon it. What was I

to do?"

He was advised to dress in the cab and arrive promptly.

CONFIDENCES

Every one is supplied with pencil and paper, and writes at the order of the hostess or leader:

1. Each gentleman writes a lady's name; each lady that of a gentleman.

2. The name of a place.

3. A date in the past.

4. Yes or no.

5. Again each lady writes a gentleman's name, and the gentlemen each that of a lady.

6. Yes or no.

7. The name of a virtue.

8. Of a fault.

9. Yes or no.

10. Each gentleman writes a gentleman's name; each lady, a lady's name.

11. A number.

12. A life-motto.

At the conclusion of the leader's directions, each player reads aloud in turn what he or she has written, in reply to the questions which are asked in the following order:

1. From whom (or to whom) did you receive (or make) your first offer?

2. Where did it happen?

3. When did it take place?
4. Did you love him (or her)?
5. Whom will you marry?

6. Will you love each other?

7. What is your most conspicuous virtue?

8. What is his (or her) worst fault?

9. Will you be happy?

10. Will you have a rival; if so, who will he (or she) be?

11. How many children will you have?

12. By what principle will you guide your life? The questions may, of course, be varied, or added to, according to the leader's pleasure.

WRIGGLES

This artistic problem need frighten no one who may lack confidence in his power to give expression to his thought with his pencil-for this disqualification will but add to the fun of the contest.

The players being provided with pad and pencil, each draws a short irregular line upon the paper and then passes it to his neighbour. The person who receives it must address himself to the problem of drawing a

picture-figure, bird, beast, or what he pleases-incorporating the "wriggle." He may turn the paper in any direction he pleases in order to facilitate his success, and, before submitting it to the criticism of the company, should make the "wriggle" part of the drawing heavier in outline to distinguish it from the rest.

When all the drawings are completed, they are intrusted to the leader, who exhibits them in turn, inviting the freest criticism. The name of the artist (?) of the cleverest or most ridiculous of them is revealed, and he should with becoming modesty accept the plaudits of the crowd.

FIVE POINTS

It may be remembered that Tommy Traddles was the little boy who used to divert David Copperfield from his sad thoughts by drawing skeletons all over his slate.

It will be found that Tommy's talent is a widely diffused one and that an amusing game may be played as follows:

Let each contestant have a sheet of paper, and scatter upon it five grains of rice. They may be pushed together within the radius of a two- or three-inch circle, but not otherwise directed in position. A mark is made in pencil or a pin-hole pricked where each grain has fallen. The rice is then removed, and the game consists in each person's drawing a figure indicated among the players.

Each person then has the same problem.

The one who makes the most successful drawing, keeping strictly within the limits marked by the dots, receives a mark of honour, and the one who has the most marks at the close of the game is entitled to the honours of vic

tory. Two cardboard letters-"N A" (National Academy)-may be bestowed upon the successful artist.

By the marks or pin-holes, using one for the head, two for the hands and two for the feet, the position of the figures is determined by the way in which the grains of rice happen to fall.

It makes the problem easier if ten grains of rice are used, in which case a group of two figures must be made.

Another way of playing the game is to take as many sheets of paper as there are players and lay them all together evenly. On the top sheet scatter the kernels of rice and wherever they fall mark the spots and then with a stout needle prick holes through all the sheets of paper just where the dots are on the top sheet. At the holes in each sheet of paper make dots with a pencil, and distribute the sheets.

A DICTIONARY GAME

This game doubtless originated in the marked changes within a few years in the significance of many words heretofore regarded as familiar and without question. The requirements for the game are cards corresponding in number to the players, and down the left side of these, two dozen words or more are written, selected as doubtful or confusing in exact definition. Pencils are provided, and (without conference) the players write opposite each word what they decide to be its meaning. The cards are then collected and compared with correct definitions in accordance with the best and latest authorities. It is sufficient to say that the result is surprising. If the first contest has been enjoyed, a second one may be concerned with the pronunciation of words. In the same way, words of disputed or uncertain pronunciation are written upon cards, and each player reads his list

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