Many hands make light work.
Marry in haste, repent at leisure.
Never look a gift horse in the mouth.
Necessity is the mother of invention.
Old birds are not to be caught with chaff.
Old friends and old wine are best.
One swallow makes not a spring, nor one woodcock a winter.
People who live in glass houses should never throw stones.
Possession is nine points of the law.
Procrastination is the thief of time.
Short reckonings make long friends.
Safe bind, safe find.
Strike while the iron is hot.
Take care of the pennies and the dollars will take care of themselves.
The more the merrier, the fewer the better cheer.
The darkest hour is just before the daylight.
The cobbler’s wife is the worst shod.
There’s many a slip ’twixt the cup and the lip.
There’s a silver lining to every cloud.
Those who play with edge tools must expect to be cut.
Time and tide wait for no man.
Too many cooks spoil the broth.
Union is strength.
Waste not, want not.
What the eye sees not, the heart rues not.
When rogues fall out honest men get their own.
When the cat’s away, the mice play.
Willful waste makes woful want.
You cannot eat your cake and have it also.
[Illustration]
* * * * *
THE ADVENTURERS
This is a very good game and will combine both instruction and amusement. The idea is that the company imagines itself to be a party of travelers who are about to set out on a journey to foreign countries. A good knowledge of geography is required, also an idea of the manufactures and customs of the foreign parts about to be visited. It would be as well, if not quite certain about the location of the part, to refer to a map.
A place for starting having been decided upon, the first player sets out upon his journey. He tells the company what spot he intends to visit (in imagination) and what kind of conveyance he means to travel in. On arriving at his destination, the player states what he wishes to buy, and to whom he intends to make a present of his purchase on returning home.
This may seem very simple, but it is not nearly so easy as it appears. The player must have some knowledge of the country to which he is going, the way he will travel, and the time it will take to complete the journey. To give an instance, it will not do for the player to state that he is going to Greenland to purchase pineapples, or to Florida to get furs; nor will it do for him to make a present of a meerschaum pipe to a lady, or a cashmere shawl to a gentleman.
More fun is added to this game if forfeits are exacted for all mistakes.
The game continues, and the second player must make his starting point from where the first leaves off. Of course, all depends upon the imagination or the experience of the player; if he has been a traveler or has read a good deal, his descriptions should be very interesting.