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[Illustration]
THE SCHOOLMASTER
This is always a favorite game. One of the players is chosen schoolmaster, and the others, ranged in order in front of him, form the class. The master may then examine the class in any branch of learning. Suppose him to choose Geography, he must begin with the pupil at the head of the class, and ask for the name of a country or town beginning with A. If the pupil does not reply correctly before the master has counted ten, he asks the next pupil, who, if he answers rightly—say, for instance, “America,” or “Amsterdam,” in time, goes to the top of the class. The schoolmaster may go on in this way through the alphabet either regularly or at random, as he likes. Any subject—names of kings, queens, poets, soldiers, etc.—may be chosen. The questions and answers must follow as quickly as possible. Whoever fails to answer in time, pays a forfeit.
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RULE OF CONTRARY
This is a simple game for little children. It is played either with a pocket-handkerchief, or, if more than four want to play, with a table-cloth or small sheet. Each person takes hold of the cloth; the leader of the game holds it with the left hand, while with the right he makes pretense of writing on the cloth while he says: “Here we go round by the rule of contrary. When I say ‘Hold fast,’ let go; and when I say ‘Let go,’ hold fast.” The leader then calls out one or other of the commands, and the rest must do the opposite, of what he says. Any one who fails must pay a forfeit.
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SIMON SAYS
Seat yourselves in a circle and choose one of the company to be the leader, or Simon. His duty is to order all sorts of different things to be done, the funnier the better, which must be obeyed only when the order begins with “Simon says.” As, for instance, “Simon says: ’Thumbs up!’” which, of course, all obey; then perhaps comes: “Thumbs down!” which should not be obeyed, because the order did not commence with “Simon says.”
Each time this rule is forgotten a forfeit must be paid. “Hands over eyes,” “Stamp the right foot,” “Pull the left ear,” etc., are the kind of orders to be given.
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THE BIRD-CATCHER
To play this game you must first decide which one of you is to be the Bird-catcher; the other players then each choose the name of a bird, but no one must choose the owl, as it is forbidden. All the players then sit in a circle with their hands on their knees, except the Bird-catcher, who stands in the center, and tells a tale about birds, taking care to specially mention the ones he knows to have been chosen by the