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OLD SOLDIER
Old Soldier is a game for young children, and though it seems very simple, yet there is a good deal of fun in it. One of the children pretends to be an old soldier, and goes round begging of each of the other players in turn, saying that he is “poor, and old, and hungry,” and asking what they will do for him or give him. In answering the Old Soldier, no one must say the words: “Yes,” “No,” “Black,” or “White,” and he must be answered at once without hesitation. Any one who does not reply at once, or who uses any of the forbidden words, must pay a forfeit.
[Illustration]
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BOB MAJOR
Two of the players sit down, and a cloth, large enough to prevent their seeing anything, is put over their heads. Then two other persons tap them on the head with long rolls of paper, which they have in their hands, and ask, in feigned voices, “Who bobs you?” If either of those who have been tapped answers correctly, he changes places with the one who has tapped him.
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DUMB CRAMBO
Divide the company into two equal parts, one-half leaving the room; the remaining players should then select a word, which will have to be guessed by those outside the door. When the word has been chosen—say, for instance, the word “will”—the party outside the room are told that the word they are to guess rhymes with “till.” A consultation then takes place, and they may think that the word is “ill.” The company then enter and begin to act the word “ill,” but without speaking a word. The audience, when they recognize the word that is being performed, will immediately hiss, and the actors then retire and think of another word.
Thus the game goes on until the right word is hit upon, when the company who have remained in the room, clap their hands. The audience then change places with the actors.
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TRADES
Each player must choose a trade and pretend to be working at it. For instance, if he is a tailor, he must pretend to sew or iron; if a blacksmith, to hammer, and so on. One is the king, and he, too, chooses a trade. Every one works away as hard as he can until the king suddenly gives up his trade, and takes up that of some one else. Then all must stop, except the one whose business the king has taken, and he must start with the king’s work. The two go on until the king chooses to go back to his own trade, when all begin working again. Any one who fails either to cease working or to begin again at the right time, must pay a forfeit.
A somewhat more elaborate and livelier game of Trades is played by each boy in the party choosing a trade which he is supposed to be carrying on. The leader must invent a story, and, standing in the middle, must tell it to the company. He must manage to bring in a number of names of trades or businesses; and whenever a trade is mentioned, the person who represents it must instantly name some article sold in the shop.