girls present, and another boy is called in. But if
he makes a mistake, and sits down on the wrong chair, he is hissed so
vehemently that he is only too glad to escape from the room. Another
player is called in, and the process is repeated, until finally all the
boys have guessed correctly, and all the vacant chairs are occupied.
HOLD FAST! LET GO!
For this game the company must divide themselves into parties with four
in each group, and one odd player who must issue commands and lead the
game. Each party of four must hold a handkerchief cornerwise, one player
at each corner. The leader of the game then takes up his position in the
middle of the room from which he issues his commands in sharp, quick,
decisive tones, when he shouts "Let go!" the players must all hold
tightly on to the handkerchief. And when, almost with the same breath,
he calls "Hold fast!" they must drop it as if it burnt the tips of their
fingers. The fun of the game lies in the leader issuing his commands so
rapidly one on top of the other that the players become bewildered. The
players who make a mistake retire from the game, until finally only one
of the four is left and he becomes leader.
HUNT THE WHISTLE
The chief participator in this game must be ignorant of the trick about
to be played. He is told to kneel down whilst a lady knights him, naming
him "Knight of the Whistle." During the process someone fastens a small
whistle to his coat tails by means of a piece of ribbon. He is then
bidden to rise up and search for the whistle. The hunt begins; all the
players combine to deceive the searcher; they must blow the whistle
whenever they can do so without being detected. When the searcher
discovers the trick the game is, of course, at an end.
"I SELL MY BAT, I SELL MY BALL"
A ring is formed with one child in the middle, who is called the
"drummer-man." Whatever this child does the others mimic, moving round
as they do so, and singing the following words:--
"I sell my bat, I sell my ball,
I sell my spinning-wheel and all;
And I'll do all that e'er I can
To follow the eyes of the drummer-man."
Anyone who does not at once imitate the "drummer-man" must pay a forfeit
and take his place as "drummer-man."
JUDGE AND JURY
The company should be seated in two lines facing each other, and one of
the party should then be elected to act as judge. Each person has to
remember who is sitting exactly opposite, because when the j
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