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all the faults, failures, crimes, and abuses of the century which he is supposed to represent, or commended for its services to the world-its heroism, its great men, or any redeeming feature. He must make his own defence as cleverly as he can, or accept the compliments with becoming modesty, while he tries to guess what century it is for which he is held responsible.

When he thinks he has collected sufficient evidence to justify a conclusion, he addresses the company in legal phrase: "May it please the court that, whereas the century has been lauded and condemned with such impartial fairness, my sins have been brought home as to occasion most poignant remorse, I move -, whose ably pressed charge gave me the best clue to my identity, be the next person to be

to me that Miss

indicted."

White's "Eighteen Christian Centuries" would be a helpful guide in preparation for the game-the salient points of each century being accessible within few pages.

PUZZLE PANTOMIMES

The fun of this game depends much upon the spirit with which the pantomimes are given. The hostess in advance prepares as many slips of paper as there are to be guests; one of which is drawn, folded, or enclosed in an envelope by each person. Each in turn is expected to give in pantomime the revelation to the audience of what the slip of paper contained-which they are to guess-at the conclusion of each performance, secretly and silently writing their conjectures in booklets furnished them for the purpose. A prize may be given to the one whose guesses prove most correct. For instance, one young woman reads on her paper: "The staff of life." She rolls up her sleeves, or

makes the motions to suggest it, ties on an imaginary apron, perhaps finds a convenient sofa-pillow to thump and knead, and ends by consigning it to a supposititious oven under a chair-patted into the nearest possible similitude to a round loaf. A man may be condemned to represent "a pic-nic" all by himself. He walks as if over rough ground, cultivates an animated expres sion, frequently interrupted by a cross frown, as he slaps his own face in pursuit of the elusive mosquito, goes through the motions of "doing the polite" to imaginary fair ones, and, sitting uncomfortably on the ground, eats with his fingers, as if under protest, constantly getting up and sitting down, as if obligingly waiting upon the wishes of others. He wipes his face with his handkerchief and fans himself with whatever he can lay his hands upon, as if suffering from intense heat.

YES AND NO

This good old game will bear frequent repetition. One of the party leaves the room. In his absence the rest choose a subject, which may be a person, place, object, idea, or event belonging to any period of the world's history or the domain of the imagination. Nothing is barred from choice.

The banished player is summoned, and must try by adroit questioning of each person in succession to discover what the object decided upon must be, putting his inquiries so that they may be answered by "Yes," "No," or "I do not know."

These three forms alone are allowed, which prevent such leading questions as shall reveal the mystery prematurely. The answers must be honest, on the surface at least, though misleading ones are not forbidden.

The question may go the rounds again if the questioner be unsuccessful, but the one by whom he obtains the best clue to the solution desired must take his place, and leave the room in his turn to allow a new choice to be made. The game is the more enjoyable if the rules are strictly followed. If there be a difference. of opinion or if any answer be challenged, the protest should be expressed by raising the hand-the explanation of the objection to be reserved until later, since discussion is liable to betray too much to the questioner.

TWENTY QUESTIONS

Another form of the game may be played by dividing the company into two sides. One party selects the subject, and each of the other side in turn asks a question of an opponent.

There may be consultations among the allies, who may divide the questions-which are limited to twentyamong themselves, so that no opportunity may be wasted of "cornering" an adversary. an adversary. Some of the subjects that have occasioned mirth and interest have been the following:

"The hospitable spider who invited the fly." "The pie that Jack Horner ate."

"Time's scythe and hour-glass."

"The beanstalk that Jack climbed."

The game may be played so that the thing chosen is taken from some familiar proverb, as for instance, "The thief Procrastination.' "The lean will, occasioned by the fat kitchen," etc.

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Still another way of playing it is to choose two captains, who, after dividing the company into two parties, retire together from the room to confer and decide upon something to be guessed. Each captain then returns

to the side of his opponent and is questioned by each one of them in turn.

THROWING LIGHT

A word that has a variety of meanings is chosen by two players to be the subject of conversation between themselves alone. The rest of the company listen attentively and try to discover what it is. Any one who guesses the word or thinks he knows it makes no announcement of his supposition, but joins in the conversation with the original pair, discussing the subject as if in the secret. If correct, he is accepted and contributes to the "light," to help the others to a solution. The quality of the light, it must be confessed, is open to criticism, as generally the knowledge is used to mislead, rather than to illumine.

One perhaps says:

"There is nothing in which society appears so attractive." And the others continue, "Yes, but there are so many accidents and college boys are so venturesome."

"The worst of all is when one hears it in the night, just as one is enjoying that semi-consciousness between sleeping and waking."

And so the chat goes on-one by one joining in as they discover that the word ball (bawl) is the chosen word.

The penalty for making a mistake and assuming to know the word is to have a handkerchief thrown over the face of the culprit, which may not be removed until the right word has been guessed.

MISTAKES

The cleverness of this game consists in making conscious misstatements, to discover whether or not the

rest of the players will detect the error. The one who does so must, however, correct the mistake or pay a forfeit. If he can do this he recovers a counter or bean, of which each player receives the same number at the beginning of the game.

The first player may say:

"I have been enjoying Robert Browning's beautiful poem, 'In Memoriam,' said to be the most beautiful tribute to a lost friend in the language, written at the death of the Prince Consort." Some one may announce that the poem is by Tennyson, written in memory of his friend, Arthur Hallam, who was the chum of his youth and early manhood.

A second player: "Henry VIII. divorced Catherine of Arragon on the ground of consanguinity-feeling the need of a plea, before he got into the divorce habit."

"Pardon me," objects another. "Catherine was the widow of his elder brother, Arthur, and had been his wife for twenty years when his conscience (?) began to trouble him about the marriage."

CLUMPS

The company divides itself into two hostile camps, which take possession of different parts of the room. Two captains are chosen, a representative of each party or "clump." These two retire from the room and decide upon some person, object, event or idea which is to be guessed by the rest of the company.

Upon their return, each captain joins his adversary's party and is questioned by them in turn. Every one tries to frame the question in such a manner as to elicit a comprehensive answer.

The side which first guesses the thing chosen is, of course, victorious, and takes into its ranks the two

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