ance. One side named Blues, other Reds. If
"Blues" have first chance, they try for the space of thirty seconds to
make the "Reds" laugh. All "Reds" found laughing are recruited to the
other side. Three turns constitute a game. The side having most
recruits at the finish wins.
TELEGRAMS
Give each player a pencil and paper. Ask each to write the name of the
city (town or state) in which he was born. Then ask each to separate
the letters in the name of his birthplace and, using each letter as the
initial of a word, to compose a telegram. Some interesting combinations
are the result.
WHIRLWIND
This is an old English game. Arrange as many chairs as there are
players in a circle. All the players but one are seated. This odd
player takes his position in the center of the circle. His object is to
take the vacant chair, but this the others prevent by hastily moving up
(to right or left, as the movements of the person standing indicate) so
as to fill the empty seat whenever the standing player approaches it.
In this manner, the vacancy is kept at the point farthest from him, and
unless he is agile, the player cannot capture it.
THE LAUGHING GAME
Players form a circle. The first player starts with the word "ha," the
second says "ha, ha," the third "ha, ha, ha," and so on, each one in
turn adding one more ha than has been made by his neighbor. In each
case, the ha ha's must be made without laughing, which is almost an
impossibility. Before the circuit has been completed the entire circle
is in peals of laughter. Each one guilty of laughing drops out of the
game. The one remaining longest without laughing wins.
GAME OF OPPOSITE
Players stand in a circle. An extra player stands in the center,
holding in his hands as many pieces of tape as there are players in the
circle. The tape (or ribbons) are of two colors, red and blue. The
opposite ends of each tape are held in the hands of a player. When the
leader says "Reds let go," "Blues, hold on," the blues will let go,
always doing just the opposite of the command given to be obeyed.
Commands should be given rapidly and in military tone. When word for
"all to hold on" is given the entire circle lets go, and so on.
MUSICAL CIRCLE
All players sit in a circle. One in the centre is the leader. To each
one is assigned some musical instrument, which he must play. The leader
waves his baton, but from time to time he will quickly begin to
pantomime the instrum
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