DICK & FIT^* *LD, PUBLISHERS CLARENCE C HILLS Sent Free of Postage on Receipt of Price. Dick's One Hundred Amusements for Evening Parties, Picnics and Social Gatherings. This book is fall of Original Novelties. It contains : yew and Attractive Games, clearly illus* tratcd by means of Witty Examples, showing how each may be most success- fully played. Surprising Tricks, easy of performance. Musical and other innocenttells. A variety of new ami ingenious putztet. Comical Illusions x fully described. These surprising and grotesque- illusions are very startling in their ejects, and present little or no dijievlty in ihew preparation. Also an Entirely New Version of the Celebrated "Mrs, Jarley's Wax Works," THE FLEX1BLB GIANT. A GOMIO ILLUSION. Illustrated and explained by sixty fine wood engravings. Illuminated paper covers 30 ots. Bound in boards, with cloth back 50 ots. Sent Free of Postage on Receipt of Price. The Art and Etiquette of Making Love. A Manual of Love, Courtship and Matrimony. It tells How to Cure Bashfulness; How to Commence a Courtship,- How to Please a Sweetheart or Lover; How to Write a Love-Letter; How to " Pop the Question'"; How to Act Before and After a Pro- posal; How to Accept or Reject a Proposal; Hoiu to Break off an Engagement; How to Act After an Engagement; How to Act as Bridesmaid or Grooms- man; How the Etiquette of a Wedding and the After- Reception Should be Observed; And, in fact, how to fulfill every duty and meet every contin- gency connected with courtship and matrimony. It includes also a choice collection of sensible Letters suitable for all the contingencies of Love and Courtship. 176 pages, paper covers 30 cts. Bound in boards, cloth back 50 cts. Dick's Quadrille Call-Book and Ball-Room Prompter. Containing clear directions how to call out the figures of every dance, with the quantity of music necessary for each figure, and simple explanations of all the figures and steps which occur in Plain and Fancy Quadrilles. Also, a plain analy- sis and description of all the steps employed in the favorite round dances, fully describing : March and Cheat Quadrilles, Favorite Jigs and Contra-Dances, Polka and Polka Redoiva, Redowa and Redowa Waltz, Polka Mazourka and Old Style Waltz, Modern Plain Waltz and Glide, Boston Dip and Hop Waltz, Five-Step Waltz and Schottische, Yarsovienne. andZulmo, L' Oriental*, Galop and Deux Temps, Esmeralda, Sicilienne, Danish Dano^ The Opening March or Polonaise, , Various Plain and Fancy Quadrilles, Waltz and Glide Quadrilles, Plain Lancers and Caledonians, Glide Lancers and Caledonians. Saratoga Lancers, The Parisian Varieties, The Prince Imperial Set. Social and Basket QuadriUes, Nine-Pin and Star Quadrilles, Gavotte and Minuet Quadrilles, AND OVER ONE HUNDRED FIGURES FOR THE "GERMAN f To which is added a Sensible Guide to Etiquette and Proper De- portment in the Ball and Assembly Eoom, besides seventy pages of dance music for the piano. Paper covers 50 cts. Bound in boards 75 cts. Sent Free of Postage on Receipt of Price. Uncle Josh's Trunkful of Fun. A portfolio oi first-class Wit and Humor, and never-ending source of Jollity. CO-TALSTXG A RICH COLLECTION OF Comical Stones. Cruel Sells, Side- Splitting Jokes, Humorous Poetry, Qvaint Parodies, Kurt-esque, Sermons, Keiv Conundrums, Mirth- Provoking Speeches, Curious J 'uzzles, Amusing Card Tricks, and Astonishing Feats of Parlor- Magh.. This book is illustrated with nearly 200 Funny Engravings, an£ contains 64 large octavo double-column pages 15 cts, Barber's American Book of Beady-Made Speeches. Containing 159 original examples of Humorous and Serious Speeches, suitable for every possible occasion where a speech may be called for, with appropriate replies to each. IXCI/TDIXG of Presentation Speeches. Convivial Speeches. Festival Speeches. Addresses of Congratulation. Addresses of Welcome. Addresses of Compliment. Political Speeches. Dinner and Supper Speeches Clubs, etc. for Off-Hand Speeches on a Variety Subject*. Miscella a eous S perches. Toasts and Sentiments for Public anu Private Entertaijimentf, Preambles and Resolutions of Con qratulaHon, Compliment a/ul Con dole nee. With this book any person may prepare himself to make a neat little speechj or reply; to one when called upon to do so. They are all short, appropriate and witty, and even ready speakeri may profit by them. Paper ' 50 cts. Bound in boards, cloth back 75 ctk Sent Free of Postage on Receipt of Price* The Amateur Trapper and Trap-Maker 7 s Guide. A complete and carefully prepared treatise on the art of Trapping, Snaring and jSTetting ; containing plain directions for constructing the most approved Traps, Snares, Kets and Dead-Falls ; the best methods of applying them to their rations purposes ; and the most successful Baits for attracting all kinds of Animals, Birds, etc., with their special uses in each case; in- troducing receipts for preparing Skins and Furs for Market. Tb-3 entire work is based on the experience of the most sncoewfta Trappers, and on information derived from other authentic pro- fessional sources. By Stanley Harding, 'ibis comprehensive work is embellished with fifty veil drawn and engraved Ulustaca- tions ; and these, together with the clear explanations which ac- company them, will enable anybody of moderate comprehension to make and set any of the traps described. IT 1ELLS Hoio to make all kinds of Trap*; How to Trap or Snare all kinds qf Sow to make all kinds of Snares; Animals; How to Set and Secure Traps; How to Trap or Snare Birds of every How to Attract Animals from a Dis- description; tanee,- How to Oure&ndTan Skins; How to Prepare Baits; How to Skin and Stuj/' Birds ov JIoiv to Bait a Trap; Animals. It also gives the baits usually employed by the most successful Hunters and Trappers, and exposes their secret methods of at- ^ tracting and catching Animals, Birds, etc., with scarcely a pos- sibility of failure. Large 16mo, paper covers 50 lets. Bound in boards, cloth back. 75 cts. Howto Write a Composition. Theuseof thishand- book -will save the student the many hours of labor too often wasted m trying to -write a plain composition. It affords a perfect skele*oa of one hundred and seventeen different subjects, with their headings or revi- sions clearly defined, and each heading filled in with the i lean which Hie subject suggests: so that all the writer has to do, in order lo produce a good composition, is to enlarge on them to suit his taste and inclination. 178 pages, paper covers, ■ r ' CtS. Bound in boards, cloth back 50 CtS. Sent Free ol Postage on Receipt of Price. The Magician's Own Book. One of the most ex* traordinary and interesting volumes ever printed — containing the Whole Art of Conjuring, and all the Discoveries in Magic- d\ ui made, either by ancient or modem philosophers* IT FXPL A f N8 All Sleight of Hand Trickit; Tricks and Deception* vnth Cards,- The Macjic of Chemistry ; Mysterious Experiments in Electricity and (lalvanism; The Magic of Pneumatics, Aerostatics, Optics, etc.; Tk* Magic of Numbers i Curious Tricks in Geometry. Mysterious und A m luting P itftpu n >-ii answers thereto,- The Magic of Art i _ Miscellaneous Trick* m-ti kxperi- ments; Curious Fancier, etv.. eta The tricks are all illustrated by Engravings and Tables, so as to make them easily understood and practiced. As a volumti for the amusement of an evening party, this book cannot be sur- Gilt binding, 362 pages &1.50 East Lynne ; or, The Earl's Daughter. Li- brary edition, complete and unabridged. This novel is Mrs. Henry Wood's masterpiece, and stands in the very front rauk ol all the works of fiction ever written; it has scarcely a rival as a brilliant creation of literary genius, and is prominent among the very few works of its class that have stood the test of time, and achieved a lasting reputation. In originality of design, and masterly and dramatic development of the subject, East Lynne stands unrivaled ; it will be read and re-read long after the ma- jority of the ephemeral romances of to-day have passed out of existence and been forgotten. A handsome 12mo volume of 598 pages, from new electrotype plates, printed on fine toned paper, and elegantly bound in eloth, in black and gold. . -$1.50 FIRESIDE GAMES; FOR WINTER EVENING AMUSEMENT. A REPERTORY OF SOCIAL RECREATIONS, CONTAINING AN EXPLANATION OF THE MOST ENTERTAINING GAMES, SUITED TO THE FAMILY CIRCLE, AND ALSO ADAPTED FOR SOCIAL GATHER INGS, PIO-NICS AND PARTIES. ILLUSTRATED WITH NUMEROUS ENGRAVINGS. BT THE AUTHOR OF " THE SOCIABLE," " THE SECRET OUT," •« THE MAGI* CLAN'S OWN BOOK," AND "PARLOR THEATRICALS," ETC. NEW YORK: DICK & FITZGEKALD, PUBLISHEKS, No. 18 Ann Street. UNIVERSITY OF N.C. AT CHAPEL HILL mm iiiiii 10003058263 Entered, according to Act of Congi .,», in the year 1850. By DICK & FITZG^xtALD, S ttw Clerk's Office of the District Court of the United States, for the Southern District of N-w York. % %t$n\m\ nf $ ratal MmMmmf0, CONTAINING AN EXPLANATION OF THE MOST ENTERTAINING GAMES, SUITED TO THE FAMILY CIRCLE FOR A RECREATION, SUCH AS GAMES OP ACTION.— GAMES WHICH REQTTIEE ATTENTION MERELY.-* GAMES WHICH BEQUIEE MEMOET.— CATCH GAMES, WHICH HAVE FOE THEIE OBJECT TRICK OE MYSTIFICATION— GAMES IN WHICH AN OPPORTUNITY IS AFFORDED TO DIS- PLAY GALLANTRY, WIT, OE SOME SLIGHT KNOWLEDGE OF CERTAIN SCIENCES.— FOEFEITS, ETC. At merry Christmas-time, or on a wet day in the country or in the city too, for that matter, or on a winter's evening, when the fire is burning cheerily, pussy purring on the hearth, and the lamps lighted, young folks are often at a loss, and their elders too, sometimes, to know how to amuse themselves. Some people will say, " There are books, let them read." We would whisper in their ears an adage as old as the hills, but none the less true or pithy ; it is this : "All work and no play makes Jack a dull boy." And again, let us remember that we also were once young, and laughed as heartily over "Blind Man's Buff" as the youngest of our acquaintance. All the apparatus required in " Parlor Games" is good temper, good spirits, and gentleness, so that at any moment amusement for an even- ing can be obtained by anybody who wills it. 4 FIRESIDE GAMES. We do not wish to read our young friends a homily upon politeness, as this is not a book of etiquette but we would impress upon them that good temper is indispensable in games of any kind. We have known the pleasure of a whole party marred simply by the unreasonableness and ill-humor of one of the players, who, because he could not guesa the answer of some game, declared that we had cheated him, and refused to play any longer, thus casting a gloom upon all who were playing. Roughness, too, we would particularly caution our boy friends to avoid. Very often, when carried away by the buoyancy of their Fpirits, they are apt to forget that young ladies are present, and participating in the pleasures of the game. There is no occasion for an exhibition of strength ; if you are caught, submit to it ; if you are forfeited, pay the fine without a murmur, or with a pleasant remark. Very often your little brothers or sisters will spoil a game by reveal- ing who it is that is caught, or telling the answer to " Twenty Ques- tions," before the person whose turn it is to guess it, has given it up. Do not be angry with them, but take another question, and begin again, for in all probability letting the secret out was merely childish importance, in knowing the answer as well as his elder brothers and sisters. Explain to him that he must not do so for the future, as he spoils the game ; and, take our word for it, he will try to avoid doing so again. We have heard many people say, " Oh, he's too young, he can't play." We say not so ; no child is too young to join in healthy and innocent pastime. There is no occasion to give a child a prominent jart to perform, or to let him perform any part at all ; but you can lead him to believe that his presence is in every way as desirable as that of the oldest person present. Not that we advocate deception as a general thing, but we do countenance it where it is U3ed for the purpose of making children happy. We ourselves have, in the game of " Fox and Goose," carried a child on our arm throughout the w r hole ; he had nothing at all to do with it, but he laughed as loudly and as heartily as any of the party. Many of these games are quite new, and have never appeared in print before. They have been selected and invented by a gentleman who is thoroughly conversant with the " Parlor Games" of Europe. In some cases the forfeit has to be paid by a kiss ; of course that is only intended for a family party ; in a mixed assembly some other mode of payment can be substituted. With these remarks, we leave our readers to enjoy themselves ortt " Parlor Games." GAMES OF ACTION. §mm of lotion THE LEG OF MUTTON. Almost every one is acquainted with this game. The players plaof their fists alternately one upon the other, then the fist which is lower- most is withdrawn and placed on the top of the pile, each as he with- draws his fist counting one, two, and so on, to nine. As soon as the ninth fist is placed on the top, the whole pile is overturned, each hand being withdrawn as quickly as possible. The one who has pronounced the word nine, must endeavor to catch one of his companions by the hand, saying " This is my leg of mutton." If he fails to do this, he has to pay a forfeit. If he succeeds in catching a hand, he says to the player who has allowed himself to be caught, " Will you do one of three things V If the player is polite, he simply answers, "I will, if I can." Others might reply, "I will, if I like." Then the winner gives him three things to do, and he performs either at his choice. THE FAGOTS. This game consists in forming a double circle, the players placing themselves two by two, so that each gentleman, by holding a lady in front of him, makes what is called a fagot. It is necessary that the player3 should be of an even number. The circles being formed, two persons ar? chosen, the one to catch the other. When the person who is pursued does not wish to be overtaken (which would oblige him to take the place of the pursuer), and at the same time desires to rest, he places himself in front of any one of the fagots he chooses, but within the circle, so that this fagot is then composed of three persons, which is contrary to rule. Then the third one, who is on the outside of the circle, must at once run to avoid being caught. If he is caught, he takes the place of the pursuer, who, in his turu. starts off, or, if he jwe» $ GAMES OF ACTION. fers it, enters into the circle, and places himself before one of the fagots* thus obliging a n'ew player to run like the former one; this one him- self can at once oblige another player to run, by placing himself, in his turn, before a fagot, and it is this which gives life to the game, provided tne players have a fair share of spirit and agility. THE WOLF AND THE HIND. In this game all the ladies present can find employment, but only one gentleman is required, and the one who is considered the most agile should be chosen, for, in truth, he will find exercise enough for his dexterity and his patience. This personage is called in this game the Wolf; the eldest lady pre- sent is the Hind ; all the others place themselves in a line behind he*-, according to their ages, and are called the Hind's fawns. It is the Wolf's part to catch the lady who is at the extremity of the fine, and he manifests his hostile intentions by the following con- versation : — " / am a Wolf, and I will eat you." The Hind answers — " I am a Hind, and I will defend myself." The Wolf replies — " / must have the youngest and tender est of your fawns." After this dialogue, the Wolf endeavors to seize the desired prey, but the Hind, extending her arms, keeps him off; but if he succeeds in passing her, the young lady at the end of the line may abandon her place before he can catch her, and place herself in front of the Hind, where she no longer runs any risk, and so with the rest in succession, until the Hind becomes the last of the line. Then the game ends ; the unskilful Wolf must pay as many forfeits as he has allowed young ladies to escape, and the players select a suc- cessor if they wish to renew the game. If, on the contrary, before the end of the game, he-iSucceeds in seiz- ing one of the young fawns, he does not eat her, but he has a right to claim a kiss from her, and to make her pay a forfeit, which promises new pleasure at the end of the game. This game, requiring, as it does, much quickness of movement and agility, is not as well fitted for the house as for a lawn or a field, where it presents a picturesque view to the lookers-on, and at the same tims enables the players to display to advantage the grace and rapidity of their movements. GAMES OF ACTION. 7 BLIND-MAN'S BUFF SEATED. In order to play Blind-Man's Buff seated, the company arrange themselves in a circle upon chairs which are placed very near together. The person chosen by lot, or who voluntarily offers to play the part of the blind man, allows a handkerchief to be bound over his eyes by a lady, if the player is a gentleman, and by a gentleman, if it is a lady who undertakes this part. When all are satisfied that the blind man cannot discern the objects which surround him, the players hastily change their places in order to baffle his sagacity. Then he approaches the circle without groping, for this is expressly forbidden, and seats himself in the lap of the first person he comes across, and without employing the sense of touch, but simply by listening to the stifled laughter around him, to the rustling of the robes, the sound of which often discovers the wearer, or perhaps by a fortunate guess, he is enabled to tell the name of the player upon whose lap he is seated, and in case he is unacquainted with the name of the personage, describe her in such a manner that she can be recognised. If the blind man guesses correctly, the person discovered takes his place, puts on the bandage, and performs the same part. If, on the contrary, he is mistaken, the company clap their hands to inform him of his error, and he renews the experiment in the same manner, and without employing any other means than those authorized by the game. It is customary for the company, in order to prevent the blind man from recognising persons too readily, to resort to various little strata- gems, as for instance, some spread over their laps the skirts of their neighbors' dresses, others cover theirs with the cushions of the chairs. The ladies who are dressed in silk, place their shawls over their laps ■ in fine, all try to disguise themselves in the best manner possible. BLIND-MAN'S BUFF BY THE PROFILE. When this game is played in a proper manner it is very entertaiP- ing. The following is the method of playing it. In this game the blind man's eyes are not bandaged, but he is not- withstanding obliged to exercise all his penetration. A piece of white 8 GAMES OP ACTION. and rather fine linen is stretched upon a frame like a screen, in the sama way as when exhibiting a magic lantern. The blind man is seated upon a stool, so low that his shadow is not represented upon the linen, which is spread over the screen. Some distance behind him a single lighted taper is placed upon a stand, and all the other lights in the room are extinguished. When these arrangements are made, the rest of the company torm a kind of procession, and pass in single file, between the blind man (who is expressly forbidden to turn his head) and the table upon which the light is placed. This produces the expected effect ; the light of the candle, intercepted by each of the company in turn, as he passes before it, casts upon the piece of white linen a succession of shadows quite accurately defined. As these shadows move before him, the blind man is obliged to name aloud the person who he supposes is passing at the moment, and the errors into which he falls cause shouts of laughter, more or less prolonged. It is hardly necessary to say that each one, as he passes before the light, tries to disguise his air, his height, his gait, to prevent his being recognised. It is not usual to give forfeits in this game, still it would seem proper to demand them of those who are discovered. In this way it would probably afford entertainment to a greater number of players. BLIND-MAN'S BUFF WITH THE WAND. Blind-Man's Buff with the Wand is a game well adapted for (ha parlor. The blind man with his eyes covered with a randage, is placed in the middle of the room, and a long wand is put into his hands. The rest of the company join theirs, and, forming a circle, wheel around him, at the same time singing some lively air, in which they all join. When the song is finished, they stop, and the blind man, extending his wand, directs it, by chance, towards one of the company, who is obliged to take hold of it by the end presented to him. Then the blind man utters three cries, which the other must repeat in the same tone. If the latter does not know how to disguise his voice, he is easily guessed, and takes the blind man's place; otheiwise the circla wheels around him, stops again, and so on as before. GAMES OF ACTION. * PORCO OR ITALIAN BLIND-MAN'S BUFF. This game is similar to " Buff with the Wand." Several persons, male and female, join hands so as to form a circle, and one person, who is blindfolded, is placed in the centre, with a small stick in his or her hand. The players dance round the hoodwinked person, who tries to touch one of them with the wand, and if he succeeds, the ring of people stops. The player then grunts like a pig —hence the name of the game — crows, or imitates some animal, and the person touched must endeavor to imitate the noise as closely as possible, without discovering his or herself. If the party touched is discovered, then the hoodwinked player transfers the bandage and the stick to that player, and takes the vacant place in the ring of persons, who once more resume their dance, until another player is touched. FRENCH BLIND MAN. In this game, instead of blindfolding one of the players, his hands are tied behind him, and in that difficult way he must endeavor to catch one of his companions, who must, when caught, submit to the same restraint. THE RIBBONS. Each person in the company takes a ribbon, and holds it by one end. The other ends are all united in the hand of the one who leads the game, and who consequently is placed in the middle of the circle. When he says — " Pull " they must let go, when he says " Let go ' they must pull the ribbon which they hold. It is astonishing how many forfeits are won at this simple game. THE COTTON FLIES. One of the players takes a flake of cotton or a bit of down, whicb ie casts into the air in the midst of a circle formed by those present 1* 10 GAMES OF ACTION who are seated close together. He at once puffs with his breath to keep it floating in the air, and the oni towards whom the flake takes its course must puff" in the same way to keep it from falling upon his lap, which would cost him a forfeit. Nothing is more amusing than to see ten or twelve people, with up- 4urned faces, blowing and puffing, each in his own way, to send from one to the other, this flake of cotton. Sometimes it happens that as t)ne cannot laugh and puff at the same moment, the tuft of cotton falls rnto the mouth of one of the company, who in vain tries to find breath gnough to blow it away. This excites the laughter of the other players, iriio demand from him a forfeit for his gluttony. THE HUNTSMAN. This game is one of the liveliest winter evening s pastimes that oan te imagined. It may be played by any number of persons above four. One of the players is styled the " Huntsman," and the others must be called after the different parts of the dress or accoutrements of a sports- man : thus, one is the coat, another the hat, whilst the shot, shot-belt powder, powder-flask, dog, and gun, and every other appurtenance be- longing to a huntsman, has its representative. As many chairs as there are players, excluding the Huntsman, should next be ranged in two rows, back to back, and all the players must then seat themselves ; and being thus prepared, the Huntsman walks round the sitters, and calls out the assumed name of one of them: for instance, " Gun I" when that player immediately gets up, and takes hold of the coat-skirts of the Huntsman who continues his walk, and calls out all the others, one by one ; each must take hold of the skirts of the player before him, and when they are all summoned, the Huntsman sets off running round the chairs as fast as he can, the other players holding on and running after him. When he has run round two or three times, he bhouts out "Bang!" and immediately sits down on one of the chairs, leading his followers to scramble to the other seats as they best can. Of course, one must be left standing, there being one chair less than the number of players, and the player so left must pay a forfeit. The game is con- tinued until all have paid three forfeits, when they are cried, and the punishments or penances declared. The Huntsman is not changed throughout the game, unless he gets tired of his posL GAMES OF ACTION H COPENHAGEN. First proc\ ire a long piece of tape or twine, sufficient to go round the whole company, who must stand in a circle, holding in each of their hands a part of the string 1 — the last takes hold of the two ends of the tape. One remains standing in the centre of the circle who is called " the Dane," and who must endeavor to slap the hands of one of those who are holding the string, before they can be withdrawn. Whoever is not sufficiently alert, and allows the hands to be slapped, must take the place of the Dane, and in his turn, try to slap the hands of aome one else. THE CAT AND THE MOUSE. Let all the company join hand in hand in a circle, except one who is placed inside, called the Mouse, and another outside, called the Cat. They begin by running round, raising the arms; the Cat springs in at one side and the Mouse jumps out at the other ; they then suddenly lower the arms so that the Cat cannot escape. The Cat goes round mewing, trying to get out ; and as the circle must keep dancing round all the time, she must try and find a weak place to break through. As soon as she gets out she chases the Mouse, who tries to save herself by get- ting within the circle again. For this purpose they raise their arms. If she gets in without being followed by the Cat, the Cat must pay a forfeit, and try again ; but if the Mouse is caught she must pay a for- feit. Then they name who shall succeed them ; they fall into the cir- cle, and the game goes on as before. HUNT THE HARE. The company all form a circle, holding each other's hands. One, called the Hare, is left out, who runs several times round the ring, and at last stops, tapping one of the players on the shoulder. The one tapped quits the ring and runs after the Hare, the circle again join- ing hands. The Hare runs in and out in every direction, passing under the arms of those in the circle until caught by the pursuer, when he becomes Hare himself. Those in the circle must always be friends to the Hare, and assist its escape in every way possible. 12 GAMES OF ACTION. THE KEY GAME, This game may be played by any number of persons, wh«> should all. except one, seat themselves on chairs placed in a circle, and he should stand in the centre of the ring. Each sitter must next take hold, with his left hand, of the right wrist of the person sitting on his left, being careful not to obstruct the grasp by holding the hands. When all have, in this manner, joined hands, they should begin moving them from left. to right, making a circular motion, and touching each other's hands, ag if for the purpose of taking something from them. The player in the centre then presents a key to one of the sitters, and turns his back, so as to allow it to be privately passed to another, who hands it to a third ; and thus the key is quickly handed round the ring from one player to the other ; which task is easily accomplished, on account of the con- tinued motion of the hands of all the players. Meanwhile, the pUyer in the centre, after the key has reached the third or fourth player, stiould watch its progress narrowly, and endeavor to seize it in it3 passage. If he succeed, the person in whose hand it is tound, after paying a for- feit, must take his place in the centre, and give and hunt the key in his turn ; should the seeker fail in discovering the key in Ins first attempt, he must continue his search until he succeeds. When a playei Las paid three forfeits, he is out. HUNT THE SLIPPER. This is usually an in-door game, although there is no other objection to its being played on a dry piece of turf than that the slipper cannot be heard, when struck by its momentary possessor, when passing round the joyous ring. Several young persons sit on the floor in a circle, a slipper is given to them, and one, who generally volunteers to accept the office in order to begin the game, stands in the centre, whose busi- ness it is to " chase the slipper by its sound." The parties Avho are seated, pass it round so as to prevent, if possible, its being found in the possession of any individual. In order that the player in the centre may know where the slipper is, it is occasionally tapped on the ground, and then suddenly handed on to the right or left. When the slipper is found in the possession of any one in the circle, by the player who is hunting it, the party on whom it ia so found takes tbe latter player's place. GAMES OF ACTION. J 3 CATCH THE RING. In order to p. ay this capital game, the chairs are placed ji a circle, just so far apart, that each person sitting can easily reach the hand of another person on either side of him. One person stands in the middle of the circle. A piece of string with a wedding, or a larger ring of brass, upon it, is then tied, of a sufficient length to reach all round the circle, so that each person may catch hold of it. The players are then to slide the ring along the string, passing it from one to the other, and the game is, for the person who stands in the centre to try to catch the ring. When he catches it, the person with whom he finds it is to go out into the centre. [Forfeits may be added to this game, if preferred, each person caught with the ring paykig forfeit.] \ JACK'S ALIVE. A small piece of stick is lighted at one end, and the blaze blown out, leaving the sparks. It is then passed from one of the company to the next on his right hand, and so on round the circle, each one saying, as he hands it to his neighbor, " Jack's alive." The player who holds the stick when the last spark dies out must consent to have a delicate moustache painted on his face with the charred end of the stick, which is then relighted, and the game goes on. Should the wearer of the moustache have Jack die a second time on his hands, an imperial, whiskers, or exaggerated eyebrows may be added to his charms. While Jack is in a lively condition, with his sparks in fine brilliant order, he is passed carelessly from one player to another ; but when he shows symptoms of dying, it is amusing to see how rapidly he changes hands. for each player is bound to receive him as soon as his neighbor pro- nounces " Jack's alive." In case the moustache decorations are objected to, a forfeit may be paid, instead, by those who hold Jack dead. TWIRL THE TRENCHER. A wooden platter or a plate, is brought in, and given to a person wh# 14 GAMES OF ACTION". is to be the leader. The leader then takes a name himself, and gives a name to each of the company. Numbers will do, or the Christian or familiar names by which they are usually known, or the names of ani- mals or flowers may be adopted. Each person must be sharp enough to remember his or her name directly it is mentioned. Each person has a chair, and a large circle (the larger the better) is formed arouna the plate. The leader then gives the plate a spin, and calls out the name of the person who is to catch it. Leader then runs to his seat, leaving the plate spinning, and when the person named fails to catch the plate before it has done spinning, he or she must pay a forfeit, which must be held until all the players have forfeited. [This game excites a great deal of merriment, and should be played in a spirited manner. The plate should be fairly spun, and the names distinctly but quickly called out. A little stratagem should be em- ployed by looking towards one person, and then calling out the name of another quite unexpectedly. Nobody should demur to pay a forfeit if fairly fined, and each person should remember his own forfeits.] §mm repairing JHnnori] atift rnttstattt nttenttntt. THE FIELD OF THE CLOTH OF DAMASK When you have cleared the table of everything it has upon it, ask Mary to bring you a small plate (a round piece of wood is better), and, after ranging yourselves round the table, choose partners previously to beginning. CHOOSING PARTNERS. At every party there are some good genial souls who lead all the fun aud know most of the games. Fix upon two of these for Field-Mai » shais, and call them respectively Sir Loin and General Kettle. These officers will, upon being raised to such dignity, commence choosing (alternately) their soldiers from among the company; and, as they select these valiant recruits, will perform the short ceremony of con- ferring titles, commencing, if a gentleman, with a sharp blow of a walk- ing stick across the shoulders, and, if a lady, with a kiss ; concluding with the gift of a name, of which a suitable list is annexed •-— GAMES REQUIRING MEMORY AND ATTENTION. 15 JPramatis ^crsoitae. Sir Loin. General Kettle. General Goose. General Tongs. Lieutenant-General Duck. Lieutenant-General Carver. Major-General Muffin. Major-General Fork. Colonel Crumpet. Colonel Coffeepot. Colonel Carrot. Colonel Corkscrew. Major O'Mutton. Major Cracker. Private Partridge. Major Spit. " Pine. Corporal Steel. " Potato. " Toastrack, " Plum. Private Plate. " Peach. " Pail. " Pigeon. " Potlid. " Pear. " Poker. With power to add to their number. the game. 3-eneral Kettle takes the Plate {which is called " the Plum-pudding") between his fingers and thumb, ready for spinning on the table, and begins : — " As I was sitting on the fire this morning, spluttering with rage at having no enemy to boil, who should come along in his bag and string but old Plum-pudding ! The moment he caught a sight of me off he ran, I after him; when, turning round a corner, I ran up against Major O'Mutton." At this word General Kettle spins round the "Plum- pudding," which Major O'Mutton has to keep up, continuing the story in his assumed character until he has mentioned " Plum-pudding," and introduced the name of an antagonist, who, in his turn, must continue the game. It will be seen that the two greatest difficulties of the game consist in keeping up the " Pudding," and continuing the story. The first is, however, very easy after a little practice, there being numerous devices to keep it from falling, such as patting it on one side until it recovers its perpendicular, or dexterously giving it a twist with finger and thumb as it slackens in its speed. The second is more difficult ; but there is one safe rule which will help you on amazingly. Never think of yourself as yourself — always remember that you are Muffin, Par- tridge, Goose, Tongs, Toastrack, or Steel, as the case may be ; for if you are not vigilant you will have to give 16 . GAMES KEQTJIRING MEMORY AND ATTENTION. FORFEITS. Firstly— For letting the " Plum-pudding" falL Secondly — For speaking of yourself as a human being. Thirdly — For failing to continue the story. Fourthly — For omitting to mention "Plum-pudding;" and Fifthly — For calling an " enemy " by a wrong title. TERMINATION OF THE GAME. One hundred forfeits is a good limit to the game when the arnres are numerous and light-hearted ; but the number may be less, and the fun as furious, when the party is a small one. At the finish of the game the army that has given the least number of forfeits is declared the victor, its forfeits are returned to it, and its commander-in-chief calls a court-martial, at which the penalties to be inflicted upon the defeated army are adjudged. PENALTIES. Sir Loin's Army. Basted. — You aifc pursued and beaten with handkerchiefs round tht room. Seasoned. — You are to kiss every lady in the room, and have your face slapped in return. Trussed. — You are to be skewered with two walking-sticks into a corner, until some lady is kind enough to release you with a kiss. Roasted.— You must walk up to every lady in the room : if she does not wish to kiss you she catches hold of your arms and gives you a turn : when a lady is net kind enough to give you a chaste salute you are said to be " done," etc., etc. General Kettle's Army. Scrubbed. — You must ask every lady to kiss you ; if any one refuse she must scrub your face with her handkerchief; as soou as you are kissed you are at liberty. Scoured. — The same. Sharpened. — Two gentlemen (the Grindstones) try their utmost to prevent you from catching and kissing the lady you have selected. Blackleaded. — You must go round to each of the company and ask them what they think of you. They, in reply, are to say something disparaging. Washed. — The exact reverse of Blaokleading, for all the company must reply with fulsome praise etc., etc. GAMES REQUIRING MEMORY AND ATTENTION. 17 It will be noticed that, although these penalties are described above Its ftr gentlemen, a moment's thought will suggest the means of adapt- ing fhem for ladies. HOW WE PLAYED THE GAME AT OUR HOUSE. "P sample is far better than precept ; therefore imagine us all aroun tb n table, a merry group. Our Generals have chosen each an army the "Pudding" (we always use a rjund piece of wood in preference to a plate) has been found, and off goes the stately General Kettle. — As I was sitting on the fire this morning, splutter- ing fiercely at having nobody to boil, who should come along but "Plum-pudding" in his bag and sling! " Hollo 1" said I, "are you looking for me?" "No," he replies, "it's Major-General Muffin / want." (General Kettle spins the "Pudding." Up springs Major-General Muffin, cautiously trying to keep up the " Pudding.") Major*General Muffin. — May I be toasted this minute if I ever could find out what the old " Pudding" wanted with me ! I hadn't long been baked ; I was quite unknown to the officers, and had only one enemy, and that was Corporal Toastrack. (Up comes Corporal Toastrack as quickly as he can ; but, as he was talking in an undertone to the pretty Miss (" stay, that's a forfeit !") to General Tongs, down went the " Pudding," which was a forfeit for him, off leads Muffin again as at first, not spinning the Pudding till the last word.) Major-General Muffin. — Still a muffin is a muffin, say what you will I am independent; I don't care for "Plum-pudding;" and if I had him here, although he looked as fierce as he did in the butcher's shop, I would fight even Corporal Steel. (And off goes the "Pudding," but Steel had noticed the allusion to the butcher's shop, and was on the alert.) Corporal Steel. — The ridiculous idea ! Corporal Steel can fight any- body, even Mr. Hodgson. (" Stop, stop I" we all cried ; " that's a forfeit ;" so Muffin had another turn.) Major-General Muffin. — Fight or no fight, this has nothing to do with the "Plum-pudding;" the poor fellow wasted away with griefj and during dinner-time, did nothing but bewail his unhappy fate. ." Ahl" said he, "I wish T had never known that Lieutenant-Genera] Carver. ' 18 GAMES REQUIRING MEMORY AND ATTENTION Lieutenant-General Carver. — He never did know me properly, for I had a very great respect for him, and wouldn't have touched a single currant if I had not been forced to it. You see I was invited to his birth-day party on Christmas-day. I went the more readily as I went to pay some delicate attentions to General Goose. ("Forfeit! forfeit! " they all cried; "you never mentioned 'Plum- pudding! " So General Goose went on after the payment :>f the forfeit.) Genera] Goose. — Hm ! hm ! Ah ! So says I — as I was walking to office — and — and — so — I can't get along. ( " Two more forfeits if you please," said that sharp, hard Major Steel ; " one for failing to continue the story, and the second for speaking of yourself as a human being." ) Major-General Muffin. — "I can't get along," says Plum-pudding. 11 Well," I replied, " I don't wonder at it. Look at your clumsy bag and long string. But if you will wait a little while I'll send an old friend of yours to you, one General Kettle." (Off goes the "Pudding" — up comes General Kettle. General Kettle. — A very old friend indeed, but not so welcome as ho expected; for although I took hold of him by the neck, and jumped on to the fire with him ("Forfeit!" they all cry; for General Kettle was so anxious ta construct a good story that he let the " Pudding " fall.) In this way we continued, causing great fun, until we had surren- dered our hundred forfeits ; when General Kettle's army having given but forty, while Sir Loin's had been stripped of sixty, General Kettle claimed the victory, and immunity from punishment, for his side. The court-martial was then called, whereat the appropriate punishments were adjudged and inflicted; everybody admitting (as well as they could for laughing) that it was the best game they had ever played at And what everybody says, you know, must be true. THE FLOUR-MERCHANT. The one who personates the Flour-Merchant will try every way t< dispose of his stock of flour, by asking question after question of tho others, who must, in their answers, be careful not to use these words . flour, 7, yes, or no, as the}' - are forbidden, and the one who is caught using them is considered out of the game. GAMES REQUIRING MEMORY AND ATTENTION. 10 The Flour-Merchant must persevere in his endeavors to ga&kfi the players use one of the interdicted words. For instance : " Do you wish any flour to-day ?" " There is none required." " But you will soon want it ; let me persuade you to take some * li That is impossible." " Why so ? It is the very best of flour ; just look at it ; it is m very fine and white." " The quality is a matter of indifference to me." " But it will make such good sweet bread. Do take some." " You have had my answer." " Have I ? I must have forgotten it. What was it ?" " My answei was, decidedly not any." " But, madam, consider ; it is a very reasonable price." '"' I will not take any." The Flour-Merchant having succeeded in making her say " I" pro- ceeds to the next one. THE ELEMENTS. In this game the party sit in a circle. One throws a handkerchiel at another, and calls out air ! The person whom the handkerchief hits must call Eagle, Vulture, Lark, Pigeon, Hawk, Goose, Partridge, Wood- cock, Snipe, or some creatures that belong to the air, before the callei can count ten ; which he does in a loud voice, and as fast as possible. If a creature that does not live in the air is named, or if a person fails to speak quick enough, a forfeit must be paid. The person who catches the handkerchief throws it to another, in turn, and cries out earth ! The person who is hit must call out Ele- phant, Horse, Dog, Cat, Mouse, Guinea Pig, Ox, or any creature which' lives upon the earth, in the same space of time allowed the other. Then throw the handkerchief to another, and call out water ! The one who catches the handkerchief observes the same rules as the pre- ceding, and is liable to the same forfeits, unless he calls out imme- diately, Trout, Mackerel, Herring, Sole, or the name of some creature that lives in the water. Any one who mentions a bird, beast, or fish twice is likewise liable to a forfeit. Jf any player calls fire ! every one must keep silence, because no •reature lives in that element 20 GAMES REQUIRING MEMORY AND ATTENTION, HOW DO YOU LIKE IT ? This is an excellent and very amusing game for winter-eveniDg parties. It may be played by any number of persons. The company being- seated, one of the party, called the Stock, is sent out of the room, and the company then agree upon some word which will beai more than one meaning. When the Stock comes back, he or she asks each of the company in succession, " How do you like it?" One answers, " I like it hot ;" another, " I like it cold ;" another, " I like it old ;" another, " I like it new." He then asks the company in succes- sion, again, "When do you like it?" One says, "At ail times;" another, " Very seldom ;" a third, " At dinner ;" a fourth, " On the water ;" a fifth, " On the land," etc. Lastly, the Stock goes round aDd asks, "Where would you put it?" One says, " I would put it up the chimney ?" another, " I would throw it down a well ;" a third, " I would hang it on a tree ;" a fourth, " I would put it in a pudding." From these answers, a witty girl may guess the word chosen ; but, should she be unable to do so, she has to pay a forfeit. Many word? might be chosen for the game, such as — Aunt and ant. Rain and rein. Plane and plain. Vice, a tool ; and vice, a crime. Key, of a door ; and quay, a place for ships. THE BUTTERFLY. By the exercise of a true and delicate politeness, this game may be rendered extremely agreeable to the young ladies who have been in- vited to join in it; and the mischief of their answers adds in no slight degree to its charm. Each of the gentlemen plays the part of an insect, such as the Butterfly, from which the game takes its name, and with which it com- mences ; the Humble Bee, the Ant, the Fly, the Caterpillar, etc. The young ladies take each the name of a flower, as the Rose, the Pink, the Tuberose, the Violet, the Hawthorn, etc. When all these names are disuwated and agreed upon, each player should be careful to remember them, so as not to pronounce any name that has not been chosen. Each player also must be prepared to answer as soon as the one who is speaking pronounce? hi? assumed GAMES REQUIRING MEMORY AND ATTENTION. 21 name. The speaker, however, when pronouncing the name, must have the address to look at some other person of the company. A wrong name pronounced, a wrong or tardy reply, are all faults which require a. forfeit. EXAMPLE. THE BUTTERFLY. " Here am I, suddenly transported into a garden of flowers ; and such flowers ! — all alike beautiful ! Here I find the sweet perfume of the Tuberose " THE TUBEROSE. ,( Away, ugly insect ! Do not approach me ! I have not forgotten (iiat yesterday you embraced one of the most beautiful of my sisters, and now she is dead. Give me the Ant for my choice." THE ANT. " Since you permit me, sweet flower, I will climb to the top of your perfumed cup, before the Sun* (1) has finished half his course. I will seek a shelter there until the Gardener (2) comes, with his Watering Pot (3), to give a new charm to your beauty. Until this moment, I have paid my homage to the Violet" THE VIOLET. "At last I shall find a moment for repose ! Vainly I kept myself concealed beneath the grass I this cruel insect has persecuted me worse than any Humble Bee" The Humble Bee then takes up the word, and the game continues , but it must be observed, that the Insects are not allowed to address themselves to anything but a, Flower, and a Flower cannot address itself to anything but an Insect Any mistake of this kind costs a forfeit, as well as the mention of any Flower or Insect which any of the players has named before. * 1, 2. 8. The speaker must endeavor to introduce in a natural manner into his dis course the words Sun, Gardener, Watering Pot. These three words, fur which the players are less prepared than they are for the names of the Flowers aud Insects, com* monly cause numerous forfeits, because many of the players forget, when the Sun is r.anied, that they must rise from their seats; when the word Gardener is mentioned, the Flowers must extend their hands, as if to supplicate his care, while the Insects, alarmed, make a gesture as if about to rly, from dread of his presence; and finally, whoa ""ne word Watering Pot is pronounced, all the Flowers must stand erect, as if reani- mated by the freshness of the water ; while the Insects, with one knee bent to the earth, seem overwhelmed from the same cause. These different postures, which form a pretty tableau, only cease when the speaker, whether gentleman or lady, names some Flowte « /mi< which, iu its turn, takos np the discourse. 22 GAMES REQUIRING MEMORY AND ATTENTION. CROSS PURPOSES. This Ji? Another very entertaining game. One player goes around among the circle and whispers in each one a ear an answer he is to make to the next player, who comes after him asking questions. For instance, Charles goes round to Nos. 1, 2, 3, and 4. To No. 1, he whispers : " Hot, sweet, and strontr." To No. 2, " With pepper and vinegar." To No, 3, " With my best love." To No. 4, "No, indeed." And to the whole circle an answer of some kind. Jane comes after Charles to ask any questions her own wit may suggest. She asks No 1, " What kind of a week have you passed ?" No. 1, " Hot, sweet, and strong." To No. 2, " Shall you ever marry ?" No. 2, " With pepper and vinegar." To No. 3, "How will you keep house on these?" No. 3, " With my best love." To No. 4, "No, indeed!" Much amusement is sometimes made by the total variance of the questions and answers, and sometimes a very hard blow is administered w some of the company ; but, of course, no offence can be taken. THE HORNED AMBASSADOR. This is a game which, if played with spirit, creates much merri- ment. It is played in this way : — A number of papers, twisted like a lamplighter or a curl paper, are all the materials necessary. The first player turns to the person on his left hand, and, with a bow, says : " Good morning, Royal Ambas- sador, always royal ; I, the Royal Ambassador, always royal, come from his Royal Majesty (pointing to his neighbor on his right, who must bow), always royal, to tell you he has an eagle with a golden beak." The second player must repeat this to his left-hand neighbor exactly word for word as he hears it, adding brazen claws. If he leaves out a OAMIS REQUIRING MEMORY AND ATTENTION. 25 word, or makes any mistake, he must have one of the pape, .twisted into his hair. Then he beeomes a one-horned ambassador, and must call himself so, instead of royal IZ^TZ'I:^ Ambassador, always ro,al; I the Roya. AmbaldoTalwa;', ro/al, come from his Royal Majesty, always royal, to tell vou that he has an eagle with a golden beak. No. 2 ^ "Good morning, Royal Ambassador, always royal; I, th, Roval Ambassador, come from" horned. Havine left out «!«#« r«/ proclamation, that the Princess having exhausted all her stories, is about to be punished, unless a sufficient ransom be offered. The rest of the company then advance in turn, and propose enigmas ("which must be solved by the Sultan or Vizier), sing the first verse of a song (to which the Vizier must answer with the second verse), or recite any well known piece of poetry in alternate lines with the Vizier. Forfeits must be paid either by the company when successfully encountered by the Sultan and Vizier, or by the Vizier when unable to respond to his op- ponent, and the game goes on till the forfeits amount to any specified number on either side. Should the company be victorious, and obtain the greatest number of forfeits, the Princess is released, and the Vizier nas to execute all the penalties that may be imposed upon him ; if otherwise, the Princess is led to execution. For this purpose she is blindfolded and seated on a low stool ; the penalties for the forfeits, which should be previously prepared, are written on slips of paper and put into a basket, which she holds in her hands, which are still tied behind her. The owners of the forfeits advance in turn, and each draws one of the slips of paper. As each person comes forward, the Princess guesses who it is, and if right, the person must pay an addi- tional forfeit, the penalty for which is to be exacted by the Princess her- self. When all the penalties have been distributed, the hands and eyes of the Princess are released, and she then superintends the execution of the various punishments that have been allotted to the company. THE LAWYER. tTie company must form in two rows, opposite to and facing each •x.«er, leaving room for the Lawyer to pass up and down between t»iem. When all are seated, the one who personates the Lawyer will ask a question or address a remark to one of the persons present, either stand- ing before the person addressed, or calling his name. The one spoken to is not to answer, but the one sitting opposite to him must reply to GAMES REQUIRING MEMORY AND ATTENTION. 33 the question. The object of the Lawyer is to make either the one he tpeaks to answer him, or the one that should answer to keep silent ; therefore he should be quick in hurrying from one to another with his questions, taking them by surprise, and noticing those who are the most inattentive. No one must be allowed to remind another of his ium to sneak. "VVhen the Lawyer has succeeded in either making one | peak that should not, or finding any that did not answer when they Bhould, they must exchange places with each other, and the one caught becomes Lawyer. This game will be found quite amusing if conducted with spirit. THE PAINTER AND THE COLORS. One of the party assumes the character of a Painter, the other players adopt the names of the various colors. The Painter pretends that he is employed to paint a picture, and when he mentions the word palette, all the rest of the players cry " colors. 11 If he mentions the word colors, they all cry " Here we are." If he says pencil, they answer " brush.'* If he asks for his brush, they cry " easel." If the painter mentions any color by name, the person who represents that color cries out the name of another color, and then the player representing the last named color says, " There you are, Mr. Painter." Any deviation from these rules incurs a forfeit, and the principal fun of the game is in the color cited by the Painter, naming a color ridicu- lously unfit for the purpose required. For example : Painter. At last my talents have been recognised, and I may now consider my fortune made, when a nobleman of great taste has commis- sioned me to paint him a picture representing Anthony and the beaute- ous Cleopatra. I now proceed to charge my palette. All the Colors. Colors ! colors ! Painter. The most beautiful color* All. Here we are ! Painter. I can't use you all at once; my pencil. All. Brush! brush! Painter. True, I will give you the brush. All. Easel ! Painter. Silence, or I will not employ any of you. Now I jaence the hair of my Cleopatra, which must be black. Black, Red! red! 8* >4 GAMES REQUIRING MEMORY AKD ATTEJSTlO-W, Kbd. There you are, Mr. Painter: Painter. The eyes must be blue. Blue. Yellow! yellow! Yellow. There you are, Mr. Painter ! Painter. For the cheeks I will have a superb vermilion. Vermilion. Green ! green ! Green. There you are, Mr. Painter 1 Painter. All the colors All. Here we are ! here we are I Painter. Will find their place, thanks to the delicacy of my pencil All. Brush ! brush ! ( Great confusion.) POKER AND TONGS: OR, HOT BOILED BEAKS. This is decidedly about as noisy a game as can well be imagined, but it also has the merit of being equally simple. Some small article is to be hidden, the party, whose business it is to discover it, being sent out of the room while that is being done. Another of the players now takes a pair of tongs in one hand, and a poker in the other. The seeker of the hidden treasure is then called in, and begins to hunt for the con- cealed article. While he is at a distance from the spot where it has been placed, the poker, which is held between the legs of the tongs, is made to strike them alternately with a slow motion, so as to produce a kind of melancholy music. But as he approaches the concealed trea- sure, the music becomes more lively, and as he recedes from it more Blow and solemn ; but when his hand is placed on the spot where the article is to be found, the musician plays a loud and noisy tune on hi> uncouth instrument. In cases where the rough music produced by the poker and tongs is offensive to the ears of invalids or others, the pro- gress of the player in his search may be announced by assuring him that he is "very cold," " rather warmer," "very hot," or "burning his fingers," as he approaches or recedes from the hidden object This game is sometimes called Magic Music. THUS SAYS THE GRAND MUFTI. In this game one of the company sits ; n a chair, and is called the ltaftl or the Grand Mufti. He makes whatever grimace or no- GAMES REQUIRING MEM0R AND ATTENTION. 8^ tion he pleases, such as putting his hand on his heart, winking, sneez- ing, coughing, stretching out his arm, smiting his forehead, etc. A\ each movement he says, " Thus says the Grand Mufti," or " So says the Grand Mufti." When he says, " Thus says the Grand Mufti," ever> one must make just such a motion as he does ; but when he says, " S^ «ays the Grand Mufti," every one must keep stilL A forfeit for a mis Sake is exacted. CHARACTERS: OR, WHO AM I? One of the party is sent out of the room ; some well known hero, or equally well known character from a book, like Dickens's novels, or Shakspeare's plays, is selected, and when the absentee returns to the assembly, he or she is greeted as the person fixed upon, and he must reply in such a manner as to elicit more information as to the charac- ter he has unconsciously assumed Suppose the game has commenced, and when the player enters the room, he is thus accosted : "Your military ardor must have been very great, and you had a very adventurous spirit, when you left your home in England, and set out with a determination to fight the Turks." " Yes, I was always very fond of adventure." " Well, you had plenty of them ; and when you were taken prisoner and sold to the Bashaw, your mistress to whom he presented you, felt so much sympathy and affection for you, that you were sent to hei brother, but he not being so well pleased with you, treated you cruelly." " He did, and although I suffered much from his treatment I suffered more in the idea of being a slave." " The thought must have been terrible to you," remarks another of the players, " or you would not have killed your master, hi J his body, clothed yourself in his attire, mounted his horse, and galloped to the desert, where you wandered about for many days, until at last you reached the Russian garrison, where you were safe." " And well pleased was I to reach there in safety, but was I then content with my travels ?" " For awhile, but the spirit of enterprise, so great within you, caused you to set sail for the English colony of Virginia ; when you were taken a prisoner again by the Indians, and your head placed upon a surge stone, in order to have your brains beaten out with clnW S6 GxMES REQUIRING MEMORY AND ATTENTION. u What a dreadful situation I was ir, with only enemies around m*.' 1 "But there was one who proved a friend; the young and beautiful princess, finding that her entreaties for your, life were useless, rushed forward, laid her head upon yours, and thus resolved to share your fate, or save your life." " I am deeply grateful to Pocahontas for her noble act, and I am also glad to find myself so renowned a person as Captain John Smith." Or suppose a lady has left the room, and on re-entering she is thus addressed : — " Your Majesty's many remarkable adventures savor more of romance than reality. Accomplished, beautiful, spirited, and very courageous, you command our respect, especially for the vigorous and energetic action you displayed in trying to aid your royal husband, who was preparing to maintain his just rights to the crown of England. After purchasing aid and military stores in Holland you set sail for England, when there arose a great storm which increased in violence, until at length the danger became so imminent, that all the self-possession of the passengers was entirely gone, and you alone were quiet and composed, rebuking their panic, and telling them not to fear, for ' Queens of England were never drowned.' " u That was a terrible storm, and we were all thankful when we reached land in safety." "But you had to put back to the port from which you sailed, which caused some delay, but the second voyage was more prosperous, although you were closely pursued by an English squadron, which came into port the night after you landed, and the next morning the village was bombarded by your enemies' ships. You and your attend- ants escaped into the open fields, stopped at a trench, and were obliged to remain there for two hours, the balls passing over your heads and covering you with dirt ; but there soon came an army to your relief, at the head of which you marched triumphantly on, stopping on your *ray to take a town held by your husband's enemies. Thus was added the glory of a conquest to your other triumphs." " Well, was I enabled to reach my husband after so many adven- tures ?" " Yes, but in a short time you were obliged to separate again, as you were accused of treason, for introducing munitions of war from foreign countries, for tne purpose of disturbing the public peace. After pass- ing through many privations and dangers in order to escape, you embarked and set sail for France; but while yet at sea some ships were f«en pursuing and firing upon you; then your courage and GAMES REQUIRING MEMORY AND ATTENTION. 37 resolution was displayed, while all the others were in despair and ter« ror ; you took the command of the ship — gave instructions to the pilot how to steer — ordered every sail to be set that the ship might be driven through the waters as rapidly as possible — forbade the captain to fire back upon the pursuers, fearing that it would occasion delay — and gave him positive orders, that so soon as all hope of escape was gone, he must set fire to the magazine of gunpowder, that by the explosion yot might all be destroyed. In the meantime the ships were all rapidly nearing the French coast, when some French vessels hove in sight* who hastened to your aid and put the pursuers to flight." " What pleasure we all felt when we were safely landed in France, feeling at last secure." * " You were secure then, but well-nigh exhausted, and were glad to find some straw in the corner of a wretched cabin, where the Queen of England lay down to rest and sleep. You were soon, however, escorted in state to Paris, and there lived in great splendor." " And what became of my royal husband ?" " His fate was a sad one. After remaining a prisoner for some time, the members of Parliament brought him to a mock trial, treating him with every indignity, and condemned him to death on the ground of treason. He fell beneath the executioner's hand, and this blow com- pletely prostrated your heroic nature." " And well it might, for was not he, for whom I exerted my strength and energies, dead; there was no more for Henrietta, Queen to Charles I. of England, to do." THE AVIAKY. A keeper is first chosen, and then all the company assume th« names of different birds, which they communicate to the keeper, but do not make known to each other. The keeper then sets down the names of the players, with that of the birds they severally represent, lest he should make any mistake, and opens the game in a bombastic strain, somewhat similar to the following : — " Beautiful ladies and brave gentlemen. Regardless of toil, trouble, or expense, I have collected together the most magnificent aviary ever seen in this or any other part of the habitable globe. My birds are distinguished by the beauty of their plumage, form, and color; the melody of theii voices, and their general intelligence." He then S8 GAMES EEQUIBING MEMOEY AND ATTENTION. repeats the names of the birds thought upon, and expresses his desire to know which of his birds are objects of affection or antipathy to tha company. Turning to the nearest lady, he says — " To which of my birds will you give your heart ?" " To which will you reveal your secret ?" U From which would you pluck a feather T* The lady may probably reply — " I will give my heart to the eagle." 11 I will tell my secret to the nightingale." " I will pluck a feather from the owl." The keeper makes a note of these dispositions, and then addressei the same questions to a gentleman, who may reply — " I will give my heart to the dove." " I will tell my secret to the lark." 'I will pluck a feather from the bird of paradise." When any player says he will give his heart to a bird named by another for the same gift, or which is not in the keeper's list, he must pay a forfeit, and make a new choice ; and, if he makes a similar mis- take a second time, he must pay another forfeit. The game being one solely depending on memory, the players must pay great attention to the list of birds, when read by the keeper, and to the choice of those who speak first. When all have answered, the keeper announces the names of the persons represented by the birds, and commands each to salute the bird to which his or her heart was given, — to whisper a secret to the one thought worthy of such confidence, and receive a forfeit from the one whose feather was to be plucked. The players are forbidden to give their hearts or secrets to them- selves under penalty of a forfeit, or desire to pluck their own feathers under a penalty of two. THE SPORTSMAN. One person of the company assumes the character of the Sportsman, and each of the rest takes the name of some animal of the chase. The play consists in all or each of the persons who represent the animals, replying to the Sportsman in certain conventional words, relative to the particular description of field-sports he may mention. Thus when tht Sportsman speaks of a "gun" All the animals exclaim — " Take care, take core." GAMES REQUIRING MEMORY AND ATTENTION. 89 A. setter, The Rabbit cries — "To your burrow, to your burrow" A greyhound, The Hare says — " Run, friends, run" A staghound, The Stag says — " / have good legs. 1 * A trap, The Fox says — " Not such a flat? ' A hunting-horn, The Stag and Fox exclaim — " Hark away" The powder flask, All the birds cry — " Fly away, fly away" and move their arms, as U in the act of flying. The game-bag, ' All the animals drop their heads upon their breasts as if dead, except th. i Fox, who says — " I don't care." 1'hose who fail in giving the proper reply, at the proper time, must deposit a forfeit. EXAMPLE. Sportsman. What a beautiful September morning! I think 1 shall go out and try my new gun. All the Animals. Take care, take care. Sportsman. My setters, too, require exercise. Rabbit. To the burrow, to the burrow. Sportsman. I will not require the greyhounds to-day. Hare. Run, friends, run. Sportsman. Where is my powder-flask ? Birds (moving their arms). Fly away, fly away. Sportsman. Put away that hunting-horn, I do not want it Stag and Fox. Hark away. Sportsman. Unkennel the stag-hound Stag. I have good legs, Sportsman. Well, gamekeeper, anything in the trap this morning F Fox. Not such aflat. Sportsman. Take the game-bag and follow me. (All but the fox drop their heads.) Fox. I don't care. It will be obvious that this simple, though amusmg game, may be prolonged for a considerable time, the Sportsman being careful to mark down auy of the game, who may not, either by word or gesture, mako the proper reply. 40 GAMES REQUIRING MEMORY AND ATTENTION. THE ACROSTIC SALE. This is an excellent game for young persons, stimulating their in- ventive talents, and is a good exercise in spelling. The person who opens the game announces that he has just returned from the city, where he purchased an article, which he names, the name containing just as many letters as the number of the company assembled to play the game. He further states, that he is willing to barter the article for as many other articles as the company, excluding himself, number ; but the initial letter of each article offered must be in regular succes- sion the letters composing the article bartered. Furnished with a pencil and paper, the seller notes down the offers of the buyers, and, when correctly completed, he reads them aloud ; and, in an affected, pompous manner, though quite impromptu, declares what he intends to do with the articles thus acquired. For example, in a oompany composed of eleven persons, the seller says : — "I have just returned from the city, where I purchased a pianoforte, but I wish to barter it — speaking to the first person — what will you give me for the first letter, P ?" The first person and the other nine, make consecutively their offers, and the seller carefully records them, after which he says : — " You propose to barter for my P a Pen. F a Fan. I an Inkbottle. an Oar. A an Anchor. R a Ruby. N a Newspaper. T a Teacup. an Orchard. E an Evergreen. " I accept the offer, and this is the way I intend to use the article* •o acquired. " The Ruby I will have mounted in a ring, and will ever treasure if in remembrance of the donor. The Fan I will present to a certain lady, who, at present, shall be nameless. Then I will ride into the country, where, sitting in my Orchard, I will read my Newspaper, and with my Pen and Inkbottte, write letters to you, my dear friends, from whose agreeable society I shall then be absent. When tired of writing, I will proceed to the river, where, with my Oar, I will row on the water till evening, then Anchor the boat; and, after taking tea from my Teacup, will go into the garden, and superintend the planting of my Evergreen." This relation: being terminated, the ten other players become the PARLOB GAMES. 43 sellers of various articles in the same manner. Forfeits are levied when articles are offered for sale containing more or less letters than the Lumber of purchasers, or for any error in the spelling of the article* offered in exchange. THE TRADES. A GAME OF PANTOMIME. Each one of the company chooses a trade, which he exercises in the following manner : The shoemaker mends shoes. The washerwoman washes clothes. The painter paints a portrait. The cook kneads the bread. The locksmith hammers upon an anviL The spinner turns her wheel, etc., etc., etc. One of the players acts as king or queen, and commence the game Dy working at his own trade. In the meanwhile all the others must make the movements appropriate to theirs. If the king suddenly changes his trade, and takes up that of one of the company all the rest must remain inactive except the player whom the king is imitat- ing, and he must at once take up the king's trade, until the laUer is pleased to adopt another ; then that player in his turn takes the king's trade, and all the rest remain idle until the king returns to his origiual trade, which is the signal for all present to recommence their own. If any one of the company makes a mistake he pays a forfeit. THE FICKLE MUSICIAK This game is but a variation of the preceding one, and is thought tt« be more entertaining. All the company form a circle in the apartment. The person who leads the game takes his place in that part of the circle where he is most easily visible to all. When the other players have each chosen their trades, they must perform the gestures suited to them to the best of their ability — for example, the writer by writing and folding s letter, the painter by sketching upon the wall, and so oa. 42 GAMES REQUIRING MEMORY AND ATTENTION. TLen he who leads the game moves his fingers as if playing upon the flageolet, and may if he chooses at the same time sing some well known song As soon as he ceases and takes up the trade of one of the players, the latter must play the flageolet in his turn, moving his fingers as if he had the instrument in his hand, without however being obliged to sing, but when the leader of the game resumes the flageolet, or takes up tho 'rade of another of the players, he who is playing the flageolet must at once return to his own trade ; if he fails to do so he pays a forfeit to the leader of the game. It is evident that this game requires much attention, for when the leader of the game possesses address and quickness, it is in his power to obtain a great many forfeits. THE ECHO. This game is played by reciting some little story, which Echo is sup- posed to interrupt, whenever the narrator pronounces certain words which recur frequently in his narrative. These words relate to the profession or trade of him who is the subject of the story. If, for example, the story is about a soldier, the words which would recur the oftenest would be those which relate to military apparel — such as the uniform, the gaiters, the musket, the sabre, the scabbard, the bayonet, the knapsack, the cap, the plume, the pouch, the powder flask, and accoutre- ments. Each one of the company, with the exception of the person who tells the story, takes the name of soldier, uniform, gaiters, etc., etc., except accoutrements, which word comprises all these objects in general. When the speaker pronounces one of these words, he who has taken it for his name, ought, if the word has been said only once, to pronounce it twice ; if it has been said twice to pronounce it once ; when the word accoutrements is uttered, all the players, except the soldier, ought to repeat together the word accoutrements, either once or twice, as directed above. A brave soldier, soldier (soldier) received one morning orders to march. Too regardful of his duty to subject himself to blame, he at once opened bis knapsack (knapsack, knapsack) t from which .ha drew. out a GAMES REQUIRING MEMORY AND ATTENTION. 43 pair of bran new gaiters {gaiters, gaiters), he put on his uniform, uniform {uniform), took his sabre {sabre, sabre), his pouch, pouch {pouch), his musket {musket, musket), armed himself with his bayonet, bayonet (bayonet), and placing his cap {cap, cap) upon his head, after having well dusted the plume, plume {plume), he gaily descended the stairs to bid adieu to his hostess, and set out for the army without forgetting any of his accoutrements (all, except the soldier, accoutrements, accoutre' ments). When he had gone about three miles, he was so tired that he was obliged to stop for a moment, in a wood through which he had to pass ; at the foot of an oak he found a seat of moss, very convenient for him to repose upon, and leaning his musket {musket, musket) against the trunk of a tree, he sat down and soon fell asleep. He had not slumbered long when piercing cries awaked him. He at once seized his musket, musket {musket), and ran with all speed towards the place whence the cries seemed to come. What a spectacle I Four ruffians were dragging off a young woman, to whom they ad- dressed insulting epithets, as she struggled in their grasp. At first the coldhr, soldier {soldier), takes aim with his musket {musket, musket), but the young woman struggled so violently that he was fearful of wound- ing her in his attempt to render her assistance. Nothing remained for him to do but to resort to another weapon, his sabre, sabre {sabre), and his bayonet (bayonet, bayonet). " Stop, ruffians I" he cried. The ban- dits seeing that they had to deal with only one man, divide into two parties ; two of them secure the woman, while the other two advance to attack the soldier, soldier {soldier). The latter takes advantage of this moment, when, without danger to the lady, he can use his other weapon, and brings to the ground one of his assailants, by a shot from his musket {musket, musket). The other, to avenge his comrade, dis- charges a pistol, which pierces the cap {cap, cap) of the soldier, soldier, {soldier), without wounding him. The latter attacks him with the bayo- net (bayonet, bayonet), and stretches him upon the ground beside his comrade. At sight of this, the two others set the woman at liberty and take to flight. The brave soldier (soldier, soldier) casts upon the ground his knapsack, uniform, gun, pouch and cap (repeat each of these words twice) in less than a second. " Take care of my accoutrements" (all : accoutrements, accoutrements), he says to the woman, and with his drawn sabre (sabre, sabre) in his hand, he flies in pursuit of the bandits. One of them stumbles over the root of a tree and falls; the soldier, Boldier (soldier), without stopping for a moment, strikes him with his sabre (sabre, sabre), upon the head, and then hastens after t jthe .torjth 44 GAMES EEQUIRING MEMORY AND ATTENTION. brigand, whom he overtakes and fells to the ground. He then return! to the spot where he had thrown down his' accoutrements {accoutre- ments, accoutrements) that he might run the faster ; woman, knapsack, musket, pouch, cap, (repeat twice each word) all had disappeared, aa well as the two ruffians whom he had first wounded ; nothing was left to him but his gaiters {gaiters, gaiters), and sabre, sabre {sabre), with- out the scabbard {scabbard, scabbard), and he was obliged to repair to the nearest magistrate to make a deposition of the facts, and complete his accoutrements (all : accoutrements, accoutrements). This story may serve as a model for an infinite number of others. The narrator must be careful to require forfeits from those who, ■ arried away by the interest of the tale, forget to perform the part ol Ocho, or who fail to do so the reAuisite number of times. THE BOARDING SCHOOL MISTRESS; OR, THE TELL-TALE LITTIK ITSTSER. This game is particularly intended for young ladies ; if, however, a few young gentlemen are of the company, th*%ir presence may contri- bute to render it the more amusing. All the company place themselves in a semicircle, within which is a seat more elevated than the rest, for the schoolmistress, whom they at once proceed to choose. The latter selects another of the company, who takes her place upon a stool in front of her corcnpnions, and must be prepared to answer all the accusations which the nr streps may bring against her. Mistress. You ventured to go out yesterday without my permis- sion- -where did you go ? Accused. To my Aunt's (here she points to one of her com- panions, who must at once answer, " Yes, mistress," or pay a forfeit. Mistress. That is not all ; you have been somewhere ehe, my thumb tells me so. At the word thumb the Accused answers — " It knows nothing about it," which she repeats until tli3 Mistress nari'ef another finger GAMES REQUIRING MEMORY AND ATTENTION. 45 Mistress. And what is worse you did not go alcne. Accused. It knows nothing about it. Mistress. Still it says that you were in a grove. Accused. It knows nothing about it. Mistress. And that a handsome young man was there at the same time. Accused. It knows nothing about it. Mistress. You have even dined in company with him. It is my middle finger tells me this. Accused. Do not believe it. (This is the phrase where the middle finger is spoken of.) Mistress. And in a private room. Accused. Do not believe it. My neighbor knows to the contrary. (She points to another young lady, who must answer — Yes, mistress.') Mistress. After the dinner, which lasted for a long time. Accused. Do not believe it. Mistress. The young man brought you back in a carriage. Accused. Do not believe it. Mistress. And the carriage was overturned in crossing a brook. Accused. Do not believe it. Mistress. And when you returned, your dress was wet and torn. Accused. Do not believe it. I can bring the testimony of one, two, or three of my companions. (She points towards those who are inattentive to the game in preference to the others. They must an- swer — Yes, mistress, or pay a forfeit.) Mistress. It is my little finger that has told me so. Accused. Pardon me, mistress, it has told a falsehood. (All the f oung ladies say at the same time — "Ah ! the wicked little finger !") Mistress. It insists upon it, however. Accused. It has told a falsehood. Ask all my companions. All, without uttering a word, lift up the right hand as if to attest the false • hood of the accusation. The slightest hesitation is punished by a forfeit. Mistress. It says that all these young ladies tell a falsehood. All rise. Those who keep their seats pay a forfeit. The Accused returns among her companions ; a new Mistress is chosen, who desig- nates a new culprit, and the game continues. If, on the contrary, the first Mistress, content with the testimony which the young ladies have given without rising, announces that the little finger declares that it was mistaken, she can bring forward new charges, tc which the culprit must answer in the same manner as before described. 46 GAMES REQUIRING MEMORY AND ATTENTION. MY AUNT'S GARDEN. The company form a circle, and the one who understands the game best, turns to his next neighbor and speaks as follows : u I come from my aunt's garden I In my aunt's garden are foui corners/' Each of the players repeats in succession the same phrases without adding or leaving out a syllable, under penalty of a forfeit, and at the same time losing his turn to complete the sentence, when the one who is next to him takes it up without giving him time to correct himself. When the turn comes again to the first speaker, he repeats what he nas just said, and adds, " In the first corner there is a geranium." The others then in their turn repeat, not only this phrase, but that which they have already repeated, paying a forfeit for the least mis- take. This round finished, the leader of the game repeats the whole, and adds — " In the second corner there is a rose, I would like to kiss you, but I dare not." After the third round he adds — " In the third corner there is a lily of the valley, tell me your secret." Then each player after having repeated the whole of these pLrasea in his turn, whispers a secret into the ear of his next neighbor. At the end of the fourth repetition, the chief player adds — " In the fourth corner there is a poppy — that which you told me iu a whisper repeat aloud." In proportion as the discourse, which has now arrived at its climax, passes round the circle, each player finds himself obliged to divulge the secret which he has confided to his companion, causing often cons : der- able embarrassment to those who had not expected the game to take this turn, and to find themselves laid under this obligation. THE KEY OP THE KING'S GARDEN. This game, like "My Aunt's Garden," consists of short sentences which each player is obliged to repeat without mistake, but to which new sentences are affixed, which must be repeated by each one in his turn, and without error, under penalty of a forfeiture. The following are some of the phrases, which may be multiplied to bfinity: " I sell you the Key of the King's Garden." GAMES REQUIRING MEMORY AND ATTENTION 4? " I sell you the Cord that held the Key of the King's Garden.* " I sell you the Eat that gnawed the Cord," etc. " I sell you the Cat that ate the Rat," etc. " I sell you the Dog that killed the Cat," etc. " I .sell you the Stick that beat the Dog," etc. " I sell you the Fire that burnt the Stick," etc. " I sell you the Water that quenched the Fire," etc. " I sell you the Pail that carried the Water," etc., etc. THE LITTLE MAN'S HOUSE. All the company place themselves in a circle, and the one who understands the game conducts it. The leader of the game begins thus, — presenting a key or some other article to his neighbor, he says to him — " I sell you my Little Man." All having repeated this, the leader says — " I sell you the House of my Little Man." The third time the leader says — " I sell you the Door of the House of my Little Man." The fourth time — " I sell you the Lock of the Door," etc. The fifth time — " I sell you the Key of the Lock," etc. It is evident that this game may be prolonged to any extent. It resembles the game of " The Key of the King's Garden." : For every mistake the player pays a forfeit. RUN FOR YOUR LIVES. This game is a very pretty variation of that of " The House of the Little Man," " The Key of the King's Garden," and others of the same kind. It differs from them, however, in this, that some sort of a story must be invented, and this story must have a particular ending, which will lead to the penalty of forfeits ; the mistakes also committed in the repetition of the phrases, of which the story is composed, lead likewise to the paying of forfeits. EXAMPLE. The leader of the game says to his right hand neighbor — " Here is m engraving ' 48 GAMES REQUIRING MEMORY AND ATTENTION The right hand neighbor repeats these words to his right hand neigh- bor, and so on to the last player. When the last player has repeated these words to the leader of the game, the latter continues — " Here is an en-graving which represents a young lady " (repeated throughout the circle as before). ''Here is an engraving," etc., "stopped by three robbers " (as before). "Here is," etc., "the first leizes Ler " (as before). "Here is," etc., " the second puts a po- niard to her heart" (as before). " Here is," etc., " the third now perceiving the police officers coming up, cries out — ' Hun for your lives ! ' " At this cry all the company start up and run away, except those who, unacquainted with the game, remain in their seats, during this alarm, and are therefore obliged to pay a forfeit for their ill-timed sense of security. o CONFESSION BY A DIE. The company, which may consist of both sexes, and of any number first agree upon the choice of a Confessor and when he is chosen the game commences. He takes some blank cards, equal in number to that of the persona who compose the company, keeps another for himself, upon which he secretly writes that which (for this occasion) he intends to call a sin or forbidden act. Then addressing himself to the one who is nearest to him on the right, he commands him to rise, places in his hand a die, which the other rolls upon the table, and the number of spots upon its upper surface indicates the number of faults of which he must accuse himself. The penitent takes his seat, writes out his confession, hands it re- spectfully to the confessor, who compares it with the sin which he has written down in advance. If this sin is found in his confession the penitent pays a forfeit ; if not, he is pronounced absolved ; but in either case his confession is read aloud, because the other players, when summoned in their turn, are not allowed to accuse themselves oi a sin which any of those who precede them may have acknowledged themselves guilty of. The result of this is, tiat some one of the num- ber at last names the fault inscribed upon the card of the Confessor. The following is an example of this game, in which the sin written down as a heinous offence, is Idleness. The confessor, addressing one of the ladies of the company, savs — " My daughter, is there not something that weighs upon your conscience?" GAMKS RKQIMRIW MFMOKY ANT) ATTKNTTOV. 19 "Alas! yes, my father." "Rise, take this die, and cast it upon this table. You have tnrewn ft four : confess your four sins." The penitent writes out her confession, and hands it to him. The Confessor, after having read the confession to himself, says, " Go, ivy daughter; you are innocent, for these are the faults of which you have confessed yourself guilty : — " ' I have frequented balls. " ' I have slandered my neighbor. " ' I have gone every evening to the theatre. " ■' I have eaten meat in Lent.' " These sins are forgiven. Go in peace, and be more careful for the future,"' "And you, my son, is there nothing with which you have to reproach yourself?" "Alas! too* much, my father!" " Rise," etc., as above. " You are guilty, pay a forfeit, for you accuse yourself — " ' Of having spent yesterday at the gaming-table. " ' Of being addicted to all kinds of intoxicating drinks. " 'Of carefully avoiding all kinds of labor,' " etc., etc., etc. The Confessor does not declare the name of the sin inscribed upon his card until all the company have confessed. The round finished, another Confessor is named, who also chooses a sin which he considers heinous, and the game recommences ; and in this second round, or in as many as may follow, it is forbidden to select a fault already written down by any of the Confessors who have pre- viously officiated, or any acknowledged by the penitents; any error of this kind is easily ascertained, as all the confessions are preserved untU the game terminates. This rule greatly multiplies the forfeits. THE CURATE. In this game one of the company must act the part of the Curate, and the remainder must, each one, select a trade or profession. Then the Curate must address one of the company with the words, " I have just come from your house, Mr. Optician, or Madam Dressmaker," (or he may name any one of the trades chosen,) "but T did not find you in • where were you ?" 50 GAMES REQUIRING MEMORY AND ATTENTION, I. Then the person questioned replies : " I was at the tailor's, the hairdresser's, the jeweller's," etc., naming any one of the trades selected. II. The person who has chosen the trade named, instead of replying. "It is not true," inquires, "For what purpose?" and the other must frame an answer suitable to the trade which he has named. For example : if he says he has been to the bookseller's, he must answer, "It was to obtain books; but where were you?" The book- seller will then excuse his absence by saying, " I was at the bookbind- er's," who in his turn must ask him, " For what purpose ?" when he will reply, " To have some books bound ; but where were you ?" Then the bookbinder must excuse himself by referring to some other of the trades selected. A forfeit is due from every player who fails to make an answer suitable to the trades named, or who gives, as a motive for a visit, any reason previously given. The players also may say that they have been to the Cftrate's, and ai his question, " For what purpose ?" they must answer, " To be mar- ried," or make some reply suitable to a Curate's profession; "but where were you ?" and the curate is also obliged to make an answer that suits the trade of that one of the company whom he says he was visiting. This game is very useful in giving young persons correct general ideas concerning the various trades and professions. THE PAGE OF LOVE. He who proposes this game (and no one ought to propose a game that does not know how to lead it, unless for the purpose of desig- nating another player to conduct it who understands it well), he, I say, who proposes this game, distributes a pack of cards, by twos or threes, equally among the company, according to their number, until he has dealt out all but a few, which he reserves as his own stock — this he alone is at liberty to inspect, which he does when he pleases, since he takes no other part in the game than the supervision necessary to con- duct it. Those who have received their cards must keep them care- fully concealed, so as not to give any advantage to their companions. After the cards arc all distributed, the leader of the game says tu the person nearest to him. "Have you read the Page of Love?" He answers, "I have read the Page of Love." "What have vou soon upon the Pagre of Love?" GAMES REQUIRING MEMORY AND ATTF.NTTON. 5l u I have seen" (liere the person who replies names any caru which he fancies, provided it is not among those wlndi he holds in his own hand). The leader of the game inspects his stock, and if the card named is among them, the person who has named the card pays a forfeit ; if it is not in the stock, then each player examines his cards, and the one who has it places it in the hands of the leader. If the person -who names the card and the one who finds it are of different sexes, the result is a kiss between them; if of the same sex, both pay a forfeit. In either case the game continues ; that is to say, the one who has responded questions in his turn his right-hand neigh- bor, employing the phrase already given — " Have you read ?" and so on, until all the cards are returned to the dealer. In naming card after card, it is natural that some of them should be named a second time. The player who is guilty of this mistake is obliged to pay a forfeit. To discover this, and avoid useless trouble, the leader should keep the named cards carefully together, let none of the company see them, and inspect them whenever a player names a card. It is an absolute rule that every named card which is found among those collected in his hand, should cost a forfeit to the one who through carelessness or forge tfulness has committed this fault. In proportion as the cards are gradually withdrawn from the hands of the players, those who are left without any retire from the game. They are not allowed to give advice to the others, who are still playing, under tha penalty of paying a forfeit. CUPID'S BOX. This game, invented to compel forfeits, is played in the following manner: The one who commences offers a box to his right-hand neighbor, and says : " I sell you my Cupid's Box, which contains three phrases — To Love, to Kiss, and to Dismiss" The neighbor answers: " Whom do you love ? whom do you kiss ? whom do you dismiss ?" At each of these questions, which are put separately, the person who has given the box names some individual present whom he Loves Kisses, or Dismisses. The person whom he kisses must in reality kiss him, and the one that he dismisses pays a forfeit. A player may Love, «^2 RUSES AND CATCH GAMES. Kiss, or Dismiss several, or even all of those present', but this is per- mitted only once during the game — a regulation which brings it to a termination. THE INTERRUPTED REPLY. The company place themselves in a circle. The one who com- mences says in a whisper to his right-hand neighbor, " Of what use is a book ?" (or any other article he may select.) His neighbor must answer, correctly, " It is of use to read," and then ask another question of his fight-hand neighbor — for instance, " Of what use is a goblet ?" The art in this game consists in so framing one's questions, that they will produce answers altogether unsuited to the preceding question. If the answer is, " It is of use to drink from," a laughable consequence ensues ; for, when the round is finished, or in other words, when the person who has commenced the game has been questioned in his turn, the questions and answers are repeated aloud, by taking the answer of the person on the players right as a reply to the question of the person on his left, it follows, that to the question, " Of what use is a book ?" one of the company has answered, " It is of use to drink from ;" and so on with the rest of the questions and answers. %ms antr cfeitjj tors, HAVING FOR THEIR OBJECT TRICK AND MYSTIFICATION. SCISSORS CROSSED OR NOT CROSSED. jSach player in his turn passes to his neighbor a pair of scissors, or any other object, saying — "I give you my scissors crossed (or not orossed'\ RUSES AND CATCH GAMES. 53 If the former, the player, as he utters the words, must cross his arma or his feet in a natural manner. If the latter, he must be careful tc Keep them separate. The person who receives the scissors must be careful to imitate this action. Many persons, from mere want ol attention, render themselves liable to forfeits in this game, and withoit knowing why — their surprise produces the chief part of the arr use- is ent. THE MOLE. This simple game consists merely in saying to one of the players— " Have you seen my mole ?" The latter answers, " Yes, I have seen your mole." u Do you know what my mole is doing ?" " Yes, I do know what your mole is doing." " Can you do as it does?" The person who replies must shut his eyes at each answer; if he fails to do so he pays a forfeit. I HAVE JUST COME FROM SHOPPING. The company form a circle, and one of the party who composes it says to her right hand neighbor — "I have just come from shopping." "What have you bought?" rejoins the latter. "A robe, a vest, stockings, flowers ;" in fine, anything that comes into the purchaser's head, provided that in uttering the words she can touch an object similar to the one she names. Those who neglect to do this must nay a forfeit; a forfeit can be required also from any one who name* an object which has been named by any player previously. THE COOK WHO LIKES NO PEAS. The leader of the game must put the following question tc his right Jiand neighbor, and also to all the players in succession. "My cook likes no peas — what shall I give her to eat?" if any player replies — " Potatoes, parsnips," the other answers, " Sho does not like them ; pay a forfeit." 54 BUSES AND CATCH GAMES. Blit if another says, " Onions, carrots, veal, chickens.' She likes them, and consequently no forfeit is required of the player. The trick of this game is evident. It is the letter P that must be avoided. Thus, tc escape the penalty of a forfeit, it is necessary thart the players should propose some kind of vegetable or food in which the letter P does not occur, such as beans, radishes, venison, etc., etc. THE DIVINER. The point of this game consists in divining a word which is named, together with several others. Two of the players commonly agree between themselves to place it after an object that has four legs, for instance, a quadruped, a table, etc., etc. If Emily wishes to have Henry guess the word which Susan has secretly told her, she says to him, " Susan has been shopping ; she has bought a rose, a dress, some jewelry, a table, a bonnet, a shawl" Heniy of course will easily guess that the object in question is a bonnet, for the word " table" which precedes it, has four legs. THE CHERRIES. Each of the company takes the name of a fruit, as a Pear, Apricot, Teach, Plum, etc. A basket of cherries, with their long stems, is placed on the table. Then the person who conducts the game says, "Who will have gome cherries ?" Each one replies, " I will," and takes one from the basket. The company then take their seats, except the questioner, who stands in the micVUe of the circle, and says, "I should like to exchange my cherry for a pear," or any oilier fruit he chooses to name, which may have been selected by the players. The one who has taken the name of "Pear," must answer immediately, "I have got a pear." " Well, then," says the questioner, " give me your pear and I will give you my cherry." " How will you have it ?" replies the person thus addressed, ' : by the fruit or by the stem?" Let u^ suppose the ques- tioner says, " By the fruit." Tn tha* "ass.' the other ha*s several way* RUSES AND CATCH GAMES. 5^ of obeying. He may place the stem in his mouth, and let the cherry be taken from it, or put it in his hair, or in his slipper, 01 under a candlestick. There is still another way of replying to the words — " By the fruit," that is, to throw the cherry in his face. Then confused and mortified, he replies — " This pear is not ripe." He then pays a forfe.' t, and renews his questions, naming another fruit which he chooses, and with the same results. Sometimes, instead of wishing to have it by the fruit, the questioner asks to have it by the stem. Then the other, holding the cherry be- tween his fingers, offers the stem of the fruit, and lets him take it. Instead of holding it between his fingers, he puts the cherry in his mouth, the questioner seizes it by the stem, but to no purpose, the cherry becomes detached, the other swallows it, leaving him the stem, disappointing him, and claiming a forfeit into the bargain. His only resource then is, to offer to exchange his cherry for some other fnrt, when the person who has taken this fruit for his name, tries to entrap him in the same way. THE SLAVE DESPOILED. This game was formerly a favorite game with our grandmothers and grandfathers, and for this reason we cannot omit describing it to our readers. The game is played by choosing a King or a Qaeen, who takes his or her seat upon a high chair or throne at one end of the parlor ; then a Slave is chosen, who seats himself upon a stool at the foot of the throne. The King calls upon one of the company by name, arid says to him — "Come up near my slave." If the person thus summoned is unacquainted with the game, he is apt to come suddenly forward, when, after paying a forfeit for his trou- ble, he is obliged to take the place of the Slave, wilnout having the reason explained to him, in order not to put the others on their g^ard. If the person is familiar with the game, he says — "Sire, may I dare?" The King replies — "Dare!" Then he comes forward, and says — "Sire, I have obeyed. What shall I do now?" The King then commands him to despoil the Slave of some article 56 RUSES AND CATCH GAMES. of liis clothing, naming any that he pleases, for instance, a comb, a breast-pin, a bracelet, handkerchief, etc. But the other, under the same penalty (that is of a forfeit) must be careful not to obey, without pronouncing beforehand the formula — ' Sire, may I dare ?" To which the King replies as before — " Dare !" After obeying the order, the player says again — "I have obeyed. Sire, what shall I do next ?" The King then either commands him to do something else, or says — "Return to your place." This aommand, however, the player must be careful not to obey at oxue, if he wishes to avoid paying a forfeit, and taking the place of the Slave. He must answer — " Sire, may I dare ?" and he must not return until he has received the answer — "Dare!" It very rarely happens that the Slave finds himself despoiled of many articles of his apparel, since the person commanded to perform this office is pretty sure, sooner or later, to neglect the formula, thereby becoming a Slave in his turn, and in his turn liable to be despoiled. THE PIGEON FLIES. This is a very simple game. Each one of the company places a finger upon a table, or upon the lap of the leader of the game, and each must raise his linger as soon as the leader says — " Pigeon (or he may name any other bird) flies." If, out of mischief, he names any object that is not a bird, and any one of the players raises his finger by mistake, the latter pays a forfeit, for he ought not to raise it except a^ter the name of some bird or winged insect. o THE SORCERER BEHIND THE SCREEN. The players conceal behind a screen, or behind the door of au adjacent chamber, the one of their number from whom they t a ish t.ich qonrDr* hends everything that has life and movement, and everything that ha* fwrmeJ part m an animated being, such as horn, ivory, skin, hair, wool, silk, etc., etc. The Vegetable Kingdom, which includes trees, plants, flowers, leaves, fruits, Dark, t» a word, all that the earth produces w hicb has life without movement. TJie Mineral Kingdom, which includes everything that has neither life nor mov* ment, as stones, diamonds, etc. t An object may belong to two or even the three kingdoms at once. A shoe, for in- stance, belongs to the animal kingdom by the leather and the skin of which it is com- "v>sed, to the vegetable kingdom by the thread with which it is sewed, and to the mineral kingdom, if it is furnished with nails. It is necessary, therefore, before selecting a word, to enumerate its different parts^ which may connect it with one or more of the three kingdoms. GAMES REQUIRING WIT AND INTELLIGENCE. 73 "In New England, New York, and New Jersey." 6. " Ah, I know that it is not linen, for neither of these states is Celebrated for that article." 11 No, but linen has something to do with it." 7. "What metamorphosis has it undergone?" ' ' A. very great one. It has been cast into the water, beaten, crushed, reduced tc pulp, then reunited into a solid body, such as we see it every day." 8. "It is Paper then?" " You have guessed it." The player whose answer leads the questioner to guess the riddle, then pays a forfeit, and becomes the questioner in his turn. Let us suppose that he is endeavoring to divine the object next thought of, he begins with the same question as his predecessor. 1. " To what kingdom does it belong ?" " To the three kingdoms." 2. " Is it put to use then ?" "Yes." 3. " Is it an article of furniture ?" " Portable furniture." 4. " What is its ordinary use ?" " To guard against dampness." One of the players here makes the observation that this reply is not exact, and that the respondent owes a forfeit. The latter replies — " Why, if I said that it shielded from the rain, he would guess it without difficulty." The questioner replies hastily, " It is an umbrella." " There ! I could not save my forfeit ; it is very annoying." " G-o, go into the next room ; it is your turn to guess." The umbrella, in truth, belongs to the animal kingdom by its silk co- hering and its whalebone frame, to the mineral kingdom by its fastenings of copper and of steel wire, and to the vegetable kingdom by its handle, of what wood soever it may be made. Paper made of old rags is of the vegetable kingdom pur ?ly, since the linen is made of hemp or flax, and muslin and calico are .nade of cot- ton, which belong to the vegetable kingdora 74 GAMES REQUIRING WIT AND INTELLIGENCE, THE TRAVELLER'S TOUR This game may be played by any number of persons. One of the party announces himself the Traveller, and about to take a little tour. He calls upon any of the party for information respecting the objects of the greatest interest to be noticed in the different towns and villages through which he intends passing. He is given an empty bag, and to each of the persons joining in th game are distributed sets of counters with numbers on. Thus, if twelve persons were playing, the counters required would be up to number twelve, and a set of ones would be given to the first person, twos to the second, threes to the third, and so on. When the traveller announces the name of the place he intends stop- ping at, the first person is at liberty to give any information, or make any remark respecting it ; if he cannot do so, the second person has the chance, or the third, or it passes on until some one is able to speak concerning it. If the traveller considers it correct information, or worthy of notice, he takes from the person one of his counters, as a pledge of the obligation he is under to him. The next person in order to the one who spoke last is to proceed, so as not each time to begin with num- ber one. If no one of the party speaks, the traveller may consider there is nothing worthy of notice at the place he has announced, and he then passes on to another. After he has reached his destination, he turns out his bag to see which of the party has given him the greatest amount of information, and that person is considered to have won the game, and is entitled to be the Traveller in the next game. If it should happen that two or more persons should have given the same number of counters, those persons are to be allowed in succession to continue to assist the Traveller and deposit their pledges, until one alone remains. EXAMPLE OF THE GAME. Traveller. I intend to take a little excursion this summer, and shall Boon start from New York for Niagara; bat as I wish to stop at seve- ral places, I shall travel slowly. My route will be by steamboat up the Hudson to Albany, thence through the centre of the state to the Falls. Number One. Soon after leaving New York city you come to the Palisades, which form one of the first objects of interest in your route. &AMES REQUIRING WIT AND INTELLIGENCE. Tfi The noble river is then walled in for thirty miles by high precipitous rocks, upon whose summits imagination has but to place some ruined castles to suggest olden memories, and the inferiority of the scenery of the vaunted Rhine to that of the Hudson must be confessed. Traveller. Thank you for this information ; pray deposit a counter in my bag, that I may remember to whom I owe it. I propose to stop at Tarrytown. Number Two and Three not answering, Number Four. Pray visit the spot of Andre's arrest. After the final arrangements with Arnold in regard to the betrayal of West Point were made, Andre proceeded on horseback to New York, and when he reached this spot supposed himself to be within the British lines, and thus secure from danger. Here he was stopped by three soldiers, whose names will ever be held in remembrance — Paulding, Williams, and Van Wart. Instead of showing his passport, he inquired whence they came, and receiving for answer "from below," he responded "So do I," show- ing at the same time his uniform as a British officer. " We arrest you as an enemy to our country," replied these soldiers; and resisting all his attempts at bribery, they led him captive to the head-quarters of the American general. His sad fate is well known. Hung as a spy near this place, his remains were left here a few years, but are depo- sited among England's illustrious dead in Westminster Abbey. Num- ber Four deposits a counter. Number Seven. The Hudson is rich in revolutionary reminiscences. A short distance from Tarrytown, on the opposite shore, you will reach Stony Point, the scene of Mad Anthony Wayne's daring exploit in 1779, when, without firing a single gun, the fort here situated was sur- prised and taken by assault, forming one of the most brilliant exploits achieved during the war. A counter of Number Seven is put into the bag. Traveller. I cannot stop long here, but must proceed with my journey. Where shall I stop next ? Number Nine. You pass then at once into the Highlands. Here the Hudson has burst its way at some distant period through the moun- tains, leaving on each side a rampart of almost perpendicular hills of from six hundred to seventeen hundred feet above the level of the river. Most prominent among them are the Dunderberg^ Anthony's Nose, and Butter Hill. Number Nine deposits a counter. Number Twelve. In the bosom of the Highlands you will find West Point, which is unquestionably the most romantic spot on the river. The village is placed upon the top of a promontory one hun- dred and eighty-eight feet above the river, where there is spread out a 76 GAMES REQliEING WIT *ND INTELLIGENCE level plateau or terrace more than one mile in circumference. Numbef Twelve puts a counter into the bag. Traveller. Can you give me any other information? Number Two. West Point is the seat of the United States Military Academy, established in 1812 ; the land was ceded to the United States by New York in 1826. Number Two deposits a counter. Number Six. It is famous as the scene of Arnold's treason. During the Revolution this post was considered the key of the Hudson, and a heavy chain was here stretched from shore to shore. The British were very anxious to obtain possession of this place, which they w r ould have done had Arnold's treason succeeded. Number Six hands the traveller & counter. Traveller. Are there more objects of interest on the river ? Number Eight. Notice the Catskill Mountains, which present a very abrupt front to the river and run nearly parallel to it for twenty miles. The views from the Mountain House are grand and majestic — up and down the Hudson one can see for seventy miles either way — and the Fall of the Katers Kill, three miles from the House, is exceed- ingly beautiful. Number Eight deposits a counter. Traveller. My time will not permit me to visit all objects and places of interest; the principal ones must content me; my next resting- place will be Albany. Number Three. You will find Albany pleasantly situated. From the top of the capitol, winch is built on a hill, the view is very fine. You will find all the public State buildings worthy a visit, as well aa those for educational and literary purposes, Albany being distinguished for these last. Number Three deposits a counter. Traveller. I shall no doubt find pleasure in visiting them, but after leaving Albany I shall be obliged to hasten, taking the cars from there as the most expeditious way. Shall I stop at Schenectady ? No one replies, so the Traveller considers there is nothing peculiarly interesting there, and proceeds to another place, asking — "Where would you advise me to stop ?" Number Five. The beauty of Trenton Falls is well and widely celebrated. Stopping at Utica, you will have a slight detour of sixteen miles to make in order to reach them, but you will be fully compen- sated for the trouble. Number Five deposits a counter. Number Nine. When again on your route, do not fail to stop at Syracuse, at which place, in connexion with the village of Salina, a few miles distant, you will find the most extensive salt manufactories in the United States. Salt is obtained from the various salt-springs 0AME9 REQUIRING WIT AND INTELLIGENCE. 77 here abundant, in several ways, by boiling, evaporation, etc., — and the processes are exceedingly interesting. Number Nine hands a counter. Traveller. Shall I find more objects of interest here ? Number Eleven. Syracuse is situated on Onondaga Lake. In the southern part of this State he a cluster of lakes of which this is one, all remarkable for beautiful scenery. The tourist for pleasure will not . regret the time spent among them. Number Eleven deposits a counter. Traveller. I am much indebted to my friends for the information I have received; which one will give me an account of my place of des- tination ? Number Nine. On the western border of the State, in a river or strait of thirty-four miles in length, running from Lake Erie to Lake Ontario, and pouring the waters of the Great Lakes over a precipice of one hundred and sixty-five feet in perpendicular height, thunders the far-famed and unrivalled cataract of Niagara, in whose presence all stand dumb with no power to describe, but only to wonder and adore. About three miles below its commencement the river divides into two arms, which embrace an island called Grand Island, twelve miles long and from two to seven wide. Nearly three miles below Grand Island the Rapids commence, and after a course of rathor more than half a mile, terminate in the Great Cataract. Goat Island, a quarter of a mile wide and half a mile long, extends to the very brow of the pre- cipice, and divides the Falls into two portions, the higher of which is on the American side, but the greatest body of water is on the Canadian. The American Fall is again subdivided very unequally by Iris Island, with the greater of these subdivisions nearest the New York shore. Of the grandeur and sublimity of this scene, and of the emotions with which it fills the soul, I am utterly unable to speak. The Traveller having reached his place of destination, examines his bag, and finding that Number Nine has deposited the most counters, he is considered to have won the game and is entitled to be the Travel- ler in the next game. THE RHYMING GAME. One person thinks of a word, and gives a word that will rhyme with it; the players, while endeavoring to guess the word, think of those that will rhyme with the one given, and instead of speaking, define them ; then the first person must be quick in guessing what is meant by the description and answers, if it is right or no, giving the definition to the question. Here are two examples : 78 GAMES REQUIRING WIT AND INTELLIGENCE. " I have a word that rhymes with bun." " Is it what many people call great sport or merriment?" "No, it is not fun." " Is it a troublesome creditor ?" "No, it is not a dun." " Is it a kind of fire-arm ?" "No, it is not a gun." " Is it a religious woman who lives in retirement ?" " No, it is not a nun." " Is it the act of moving very swiftly, or what one does when in great haste ?" " No, it's not to run." "Is it a quibble, or play upon words?" " No, it is not a pun." " Is it a word that we often use to denote that a tiling is finished V "No, it is not done." "Is it a weight?" "No, it is not a ton." " Well, is it that luminary that shines by day, and brightens every- thing it shines upon?" " Yes, it is the sun." The one who guessed the word will then, perhaps, say: " I've thought of a word that rhymes with sane." " Is it a native of Denmark ?" " No, it is not a Dane." "Is it used by old gentlemen?" " No, it is not cane." " Is it what is meant when we say we would be glad to do so and so T " No, it is not fain." " Is it what we all suffer when in great distress ?" " No, it is not pain." " Is it a Christian name ?" " No, it is not Jane." " Is it to obtain by success, to win ?" " No, it is not to gain." " Is it the hair that grows on the neck of animals ?" " No, it is not the mane." " Is it a very narrow way or passage ?" " No, it is not a lane." " I» it that which causes so many disappointments to th« jroung T ' GAMES REQUIRING WIT AND INTELLIGENCE. 79 u No, it is not rain." u Is it a square of glass ?" " No, it is not a pane." " Is it to be proud of one's own accompnsnments ?" " No, it is not vain." " Is it the first in importance ; or the ocean ?" rt No, it is not the main." " Is it another name for poison ?" " No, it is not bane." " Is it that object which is placed on the top of spires ani is moved by the wind?" " Yes, it is a vane." CKAMBO. This game is played as follows : — Each player has to write a noun on a small piece of paper, and a question on a larger one. All are then thrown together and shuffled, and a question and noun being drawn out, a reply must be given in poetry, in which the noun is introduced. The following may suffice for examples : Q. Are you fond of poetry ? Noun. Fire. " Had I the soul of him who once, In olden time, ' Father of History' was named, I'd prove my love, not by mere affirmation, But by glowing thoughts and words of fire "Writ down on the spotless page, And thus convey my feelings to posterity." Q. Define the term Imagination. Noun. Bridge. " 'Tis like a castle built on high, A thing without foundation ; A bridge by which we reach the sky ; Is this Imagination ?" The shorter the reply is, the better ; it may be an original impromptu, or a quotation. Those who are clever and quick-witted can make tins game a very amusing and lively one, by introducing into the answers . - • 80 GAMES REQUIRING WIT AND INTELLIGENCE. sly allusions to various parties in the room, as the papers we collected and read aloud by one person, so that no one is presumed to know by whom they v> are severally written. BOUT RHYMES. These are attributed to the French ; being invented, it is said, by Dulvt, a poor poet, who employed himself in finding rhymes for othera to fill up with words, in the days when sonnets were fashionable. Make, for instance, a sonnet of the following rhymes : love, prove, home, roam, fears, tears, rose, those, green, seen, cause, laws, hours, flowers. It is not necessary that good poetry should be made. The following, for example, will show what fun may sometimes arise from the use of these rhyming words : Mary, you say I do not love, And that from thee I wish to roam ; Dearest, my words and actions prove That thy neat dwelling is my home. Then dim not those sweet eyes with tears — For which I fain would find a cause ; Pale not thy cheeks with needless fears, Breathe not a word against love's laws ! class me not, my love, with those Who waste away their precious hours, For though I rather like the rose, I'm not so very fond of flowers ; By thy dear side I'm seldom seen Where flowers are sold, Fm not so green/ THE LITTLE FORTUNE TELLER. This game is played by any number of persons, and is productive of much amusement. Make a board after the following pattern, — a square of eleven with the figure one for the centre. The person who wishes to try his fortune must place the finger on the board without QIJIEB REQUIRING WIT AND INTELLIGENCE, 61 looking at it; then refer to the list for the number marked on the square touched, and you will obtain an answer, which, like those given by professed fortune-tellers, will often prove false or ridiculous; as, for instance, when a married lady is told that she longs to be marked (84), or a child of seven is informed that he will be married this yea ^89) ; but it is a very amus ng game notwithstanding. 117 | 1J8 119 120 121 82 83 84 85 86 87 116 78 79 80 81 50 61 52 53 54 88 115 77 47 48 49 26 27 28 29 55 89 90 114 76 46 24 25 10 11 12 30 56 113 75 45 23 9 2 3 13 •31 57 91 112 74 44 22 8 1 4 14 32 58 92 111 73 43 21 7 19 39 6 18 5 15 33 59 93 110 72 42 20 17 16 34 60 94 109 71 41 40 38 37 36 35 61 95 108 70 69 68 67 66 65 64 63 62 96 107 106 105 104 103 102 101 100 99 98 97 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13 7 u ANSWERS TO FORTUNE-TELLER. A life full of changes die rich. Early marriage and prosperous. Many lovers, bui die single. A speedy journey of great importance. Become rich through a legacy. Hours of pleasure, years of care. Your present lover is false. You will marry your present choice. Wed thrice, and die in widowhood. You will travel over land and sea. f S not already wed, you never will be. xaming will be your ruin. Z ou will be very happy in marriage. fou will change your love soon RJ? GAMES REQUIRING WIT AND INTELLIGENCE 15. A long life and prosperous. 16. A rival will cause you tears. 17. Beware of a false friend. 18. Fate decrees you two partners. 7 19. A large family of prosperous children. 20. You will not wed your present lover. J 1 21. You will soon fall desperately in love, m ** 22. You will soon be in mourning. 23. You will gain an estate by industry. / 24. You will better yourself by marriage. 25. You will soon lose by fraud. 26. You will marry an ill-tempered person. 27. A sudden rise attends you. 28. You will see an absent lover. - 29. Many enemies, but finally triumph. . 30. A bad partner, but happy reformation. a 31. A speedy proposal of marriage. '32. A present, and a new lover. • 33. Invitation to a gay party. 34. A serious quarrel. 35. A disgraceful intrigue. 36. A run of ill luck. 37. Gifts of money. 38. A good partner in marriage. 39. You will become rich. 40. Money through love. ■ 41. Cash by trade. 42. A long journey. 43. Important news soon. 44. Mind what you say to a lover 45. A present from a distance. 46. A dispute with one you love. J> 47. Visit from a distant friend. 48. A lawsuit. 49. Advancement in life. 50. Love at first sight. 51. A prize worth having. 52. Wealth, dignity, honor 53. Visit to a foreign laud. 54. Profit by industry. 55. A multitude of card* GAMES REQUIRING WIT AND INTELLIGKL4B 81 56. Preferment through a friend. ' 57. Second partner better than first. % 58. Surmount many difficulties. 2 / 59. A false friend. ' 60. A pleasing surprise. 61. A change in your affairs. 62. A ramble by moonlight 63. Injured by scandal. 64. Unpleasant tidings. 65. Great loss and disappointment. 66. About to attend a christening. 67. Change of situation. 68. A handsome present soon. 69. An invitation to a marriage. 70. News from sea. 71. Happiness or marriage. 72. Pleasant intelligence from abroad. 73. An agreeable partner. 74. You are in love, though you won't an >w it 75. A quarrel with your intended. 76. Disappointment in love. 77. You will fall in love with one who is already engaged 78. You will inherit an estate shortly. 79. An unexpected death. 80. You meditate an elopement. 81. A dangerous illness. 82. Crosses and disappointments await you. 83. You have three strings to your bow. 84. You long to be married. 85. Your intended is in the sere and yellow lea£ 86. A lapful of money and a lapful oi children. 87. You will marry a widow or widower. 88. You will have few friends. 89. You will be married this year. 90. You will be apt to break your promise. 91. Marry in haste and repent at leisure. 92. You are in danger of losing your sweethearti 93. Beware of changing for the worse. 94. You shall have many offers. 95. You will be happy if contented. -}J96. You will shortly obtain your wishes. G AMES RjtfQUIRIN'G VTET AND INTELLIGENCE. 97. An advantageous bargain. 98. You will see your intended next Sunday for the first 99. Others will covet your good luck. 100. Travel in a foreign land. 101. Venture freely and you will certainly gain. 102. Your present speculations will succeed. 103 You love one who does not love you. 104 Wealth from a quarter you little suspect. 105 You will obtain your wishes through a friend. 106. A fortune is in store for you — persevere. 107. Alter }'our intention ; you cannot suoceed. 108. Remain at home for the present. 109. Ill luck awaits you. 110. Prepare for a journey. 111. You will succeed according to your wishes. 112. Beware of enemies who seek to do you harm. 113. Misfortune at first, but comfort and happiness after. 114. Prosperity in all your undertakings. 115. Rely not on one who pretends to be your friend. 116. Change your situation and you will do better. 117. It will be difficult for you to get a partner. 118. Your love is whimsical and changeable. 119. You will meet with sorrow and trouble. 120. Your love wishes to be yours this moment 121. You will gain nothing by marriage. THE TORN LETTER. A lady presents to a gentleman a paper containing certain injurious phrases which he is accused of having written about her, and asks if he can justify his infamous conduct. In order to do so, he proves that the letter has been torn in half, by adding to the end of each fine certain other expressions, which he declares were to be found in the original manuscript, and which quite alter the meaning of the letter to one highly favorable to the lady. " I confess to a great contempt for Miss . whom I consider GAMES REQUTRIVCr WIT A\'D INTELLIGENCE. $5 the most ridiculous person in the world. She is entirely without sense, heart, or beauty The man whom she may love is much to be pitied : the man who could love her if any such exist, is entitled to our execration." To make this somewhat scurrilous production palatable, the psnitejit has only to add to each line (in their place) the following words >- — the idiots who cannot admire —charming. Otherwise I should be —breathing. She is without equal — -faultless. Only those who, being — -feel envious, could detract from her. — -prefer, and who cannot appreciate her — crime of separating her from the — sincerely, few would be responsible for ; — not so much selfish thoughtlessness By placing which in proper connexion with the lines given, the let- ter will be found to read as follows : — " I confess to a great contempt for Hie idiots who cannot admire Miss -, whom I consider charming. Otherwise I should be the most ridiculous person breathing. She is without equal in the world. She is entirely faultless. Only those who, being without sense, heart, or beauty, feel envious, could detract from her. The man whom she may prefer, and who cannot appreciate her love, is much to be pitied : the crime of sepa- rating her from the man who could love her sincerely, few would be responsible for ; if any such exist, is not so much selfish thoughikssnest entitled to our execration?" ENTREE: OR, "HOW DO YOU LIKE IT?" "WHERE DU YOU LIKE IT?" "WHEN DO YOU LIKE IT?" This is a pleasing amusement for the Christmas fireside, and may be played by any n imber. One of the players (who volunteers or is §e~ 8^ GAMES REQUIRING WKT AND INTELLIGENCE. lected by chance) leaves the room, or goes out of hearing of the others who join in the game. When he has left them, the players fix upon a subject, — for instance, an eatable, a piece of furniture, an article of clothing, or anything to which the above questions will apply, and by the answers to which questions, the player who has left the room must endeavor to guess the subject fixed upon, the other players striving to mislead him by their answers, which, however, must be applicable. For example, after the subject is decided upon, the player outside is called in. After making his entree, he proceeds to the nearest player, and asks him the first question, " How do you like it?" who, supposing the subject to be a bed, might answer, "I like it warm;" he then passes to the next player, who might like it cold ; the third might like it high ; the fourth low, and so on. After he has been once round, he begins again, asking the second question, "Where do you like it?" to which the replies might be "in a house," "in a stable," "in a kit- chen," "in a parlor." He then asks the third question, "When do you like it?" to which one might reply, "in the morning;" another, "at night;" a third, "when he is ill;" a fourth, "when he is well," etc. During the time of his asking these questions he is at liberty to guess the subject, and should he do so, the player last questioned must go out; but should he perform his three rounds without discovering it, he must take another turn outside ; and in either case a new subject is chosen. Another mode is, for one player to leave the room, while those who remain fix upon a subject ; the outside player is then called in, and ask^d the questions in succession, when much amusement is created by the apparent absurdity of his answers. The players take it by turns tw go outside. PROVERBS. This game, like that of "Entree" is a trial of skill between onepiayer and all the rest; on his side to discover a secret — on theirs, to prevent or render difficult its discovery. One of the company having left the room, the rest select some proverb in his absence. On his re-admittance, he must ask random questions of all the party in turn, who, in their replies, must bring in the words of the proverb in succession. The first person who is addressed will introduce the first word of the proverb in the answer, the second person, the second word ; and so on until the proverb is exhausted. GAMES REQUIRING WIT AND INTELLIGENCE. 81 For instance, " Honesty is the best policy," is the one selected, and sup- pose the first question to be, " Have you been out to-day ?" the party questioned might say, " Yes, I have, and very nearly lost my purse ; but it was picked up by a boy who ran after me with it, and whose 'honesty' I was very glad tc reward." He then passes on to the next and says, " Were you in the country last summer ?" " Yes, in a most lovely place, -w>ere it 'is' very mountainous." . To the next one he asks, " Are you fond of reading ?" " Oh, yes, it is one of ' the' sweetest pleasures." To another, " Which do you prefer, summer or winter ?" " Both are so delightful, that I do not know which I like ' best.' " To the last, " Can you tell me if there are any more words in this proverb ?" " I will give you the last word, but I would show greater ' policy' if I refused to answer you." The person must then guess it or forfeit, and the one whose answer first gave him the idea must take his turn of being guesser. If any are unable to bring in their word, they must likewise pay a forfeit. It is an extremely amusing game, from the laughable way in which some of the words are necessarily introduced. The proverb should be a familiar one, and care should be taken to speak the word of the proverb as distinctly as the others, but not to emphasize it. WHAT IS MY THOUGHT LIKE? The leader of the game, having thought of some object, asks his com- panions, " What is my thought like ?" As all are ignorant of what he is thinking about, their answers can of course be but random ones. When he has questioned them all, they must- give a reason why the answers given resemble the thought. Suppose he had thought of a rose, and one of the party had said, " His thought was like a little child," the reason given might be because both are tender and fragile, and must not be treated roughly. Another might have said "Like a piano;" here the reason might be given Because sweetness comes from both. If any one is unable to find any similarity in his answer to the thought, he must pay a forfeit 88 GAMES REQtJlRrNG WIT AND I^TELl^GEJSTCE. "What's my thought like?" is not suited to vf*y young children-, those of a much larger growth need not scorn this trial of their wit and intellect, while there is fun enough about it to prevent its being dull to any. As an example of the manner in which it is played, we will de- scribe a round of it which took place by our own fireside this season. One of the party thought of a newspaper, and the successive answers to the question," What's my thought like?" were, a chair, a pincushion, a spoon, a watch, a comb. When the thought was declared, the chair was in great dismay, protesting thp'„ she could not possibly find a re- semblance, till it was suggested that each might conduce to repose. This, for want of a better reason, was admitted; a>xd the next person was asked, "Why is a newspaper like a pincushi-ii?" The answer given was, "Because if it do not contain something, pointed and hard-headed it is of no value." Then the resemblance between a newspaper and a spoon was said to consist in each of them giving the result of a divi- sion ; and a newspaper and a watch were each said to give note of the time. Why a newspaper was like a comb, was not quite so evident ; and many answers were suggested, till at last it was agreed that the best reason was, " Because it is the province of each to smooth rough- ness, to disentangle difficulties, and to connect parties together, without showing its teeth." Children like conundrums, and this game bears so great a resemblance to them, that it engages the attention even of thoso who are too young to join in it. EEADY RHYME. This game should not be attempted by very young players, as h would most like V prove tedious to many of them ; but to those who are fond of exercising their ingenuity, it will prove very amusing Two, four, or more words, are written on paper, and given to er.cb player : the words must be such as would rhyme together ; thus, sup' pose the party have chosen " near, clear, dell, bell," all endeavor to make a complete verse, of which the words given shall compose the rhyme. When all are ready, the papers must be thrown in a heap, and read aloud, and those who have not succeeded must be fined, the fine being the recital of a piece of poetry, or any of the numerous forfeits we give in another place. One of the papers might read thus: GAMES REQUIRING WIT AND INTELLIGENCE. 89 A gentle brook was murmuring near, Afar was heard the tinkling beU y And peaceful zephyrs, pure and clear, Refreshed us in that shady deU. Another would be quits different: Fairies in the distant del\ As they drink the waters clear, From the yellow cowslip bell, "What have they to heed or fear ? THE GAME OF CONSEQUENCES. This game requires paper and pencils, and each one is to write accord- ing to the directions which are given by the leader. The first one is told to write one or more terms descriptive of a gentleman, who does so, and then folds down the paper so as to conceal what is written, and hands it to the next one, who, after receiving the order, writes, folds the paper down as before, and passes it on to the next one, and so on, until the directions are exhausted. The leader then reads the contents of the sheet aloud, which from its inconsistencies and absurdities will cause much amusement. Let us suppose these to be the directions of the one acting as leader : " Begin by writing a term descriptive of a gentleman.'' " A gentleman's name ; some one you know or some distinguished person." " An adjective descriptive of a lady." " A lady's name." " Mention a place and describe it." "Write down some date or period of time when a thing might happen." " Put a speech into the gentleman's mouth." " Make the lady reply." li Tell what the consequences were ?" " And what the world said of it ?" The paper being opened, wc will suppose it to read as follows : "The modest and benevolent Nena Sahib, met the beautiful and 90 GAMES REQUIRING WIT AND INTELLIGENCE. fascinating Lola Montez, at Baruum's Museum, on the 4th of July, 1776. He said, ' Dearest, I adore you,' and she replied, ' I'm very fond of it" The consequences were, that they were married, and the world said, ' All's well that ends well' " CAPPING VERSES. There are many games in which the reader of poetry finds his me- mory agreeably taxed. We will give you two or three. One is called LAST LETTERS. One person gives a line or a verse of poetry ; the next one must give another, beginning with the last letter of the first line ; and the third takes the last letter of the second line to commence his. For instance Number One gives — " Dear to this heart are the scenes of my childnood." Number Two takes D, the last letter of the first line, to begin his verse — ■ u Dear creature ! you'd swear, When her delicate feet in the dance twinkle round, That her steps are of light, that her home is the air, And she only, par complaisance, touches the ground." Another D for Number Three, who gives — " Devoted, anxious, generous, void of guile, And with her whole heart's welcome in her smile."* Number Four, with E for his letter, hesitates ; this costs him a forfeit, for the least hesitation in this game must pay that penalty. So, as Num- ber Four is outlawed by hesitating over a difficult letter, Number Five gives — 11 Edward will always bear himself a king." Stilt another game of this kind is for the last word instead of letter of the first line taken to begin the second, as Number One (poor fellow ho has the heartache) gives — u Ah, shouldst thou live but once love's sweets to prove. Thou wilt not love to live, unless thou live to love." GAMES REQUIRING WIT AND INTELLIGENCE. 91 .N umber Two — at whom Number One has been oasting unutterably tender glances — says, rather sharply, 1 Love is a sickness full of woes, All remedies refusing; A plant that with most cutting grows." And the others carry on the game. THREAD PAPER POETRY. This is another interesting game, and one which requires more play oi intellect. A piece of paper and a lead pencil are all the preparations necessary. The first player takes the paper and writes upon it a line of poetry, a quotation; the name of the author may be added, though it is not necessary. When the line is written, he folds the paper so as to hide what is written, and passes it to the second player, telling him the last word of the line. The second must then write a line to rhyme with the first, and also add a line of his own, and pass the paper on. For instance No. 1 writes — " This Nymph to the destruction of mankind." — Pope. doubles the paper, and passes it to No. 2, who adds — " Had three small mice, and all were blind ; The least ran after the butcher's wife. 1 ' — Nursery Khymm. No. 3, a sentimental maiden, writes — " And then she cried, ' I'm weary of my life, My dream of love is over — he is gone.' " — Original. No. 4, also a maiden, who has lately studied Byron — " The spell is broke, the charm is flown ! Thus is it with life's fitful fever." — Byron. No. 5, a grave, sedate man, writes — " I look upon thee, now, as lost for ever; To me, at least, it is as if thou wert dead." — Authority forgotten, Wo. 6, thinking dead a solemn word, gives — " I care not, so my spirit last long after life has fled." — L. K L. 92 CxAMES. And so on. This specimen is enough to show how the game goes. Sometimes the cross readings are very amusing. The paper is to be read aloud after it is filled up, and some very curious combinations are often found. GEOGRAPHICAL PLAY. Let each person of a party write on a piece of paper the name of some town, country, or province ; shuffle liiese tickets together in a little basket, and whoever draws out one is obliged to give an account of some production, either natural or manufactured, for which that place is remarkable. This game brings out a number of curious bits of information which the party may have gleaned in reading or in travel- ling, and which they might never have mentioned to each other, but from some such motive. Let us suppose there to be drawn Nuremberg, Turkey, and Iceland, of which the drawers narrate thus : — Nuremberg has given to the world many useful inventions. Here were first made the pocket-watch, the air-gun, gun-lock, and various mathematical and musical instruments ; and at present half the children of Europe are indebted to Nuremberg for toys ; and the industry of the inhabitants is extended to teaching birds to pipe. Turkey is celebrated for its costly carpets, which all the efforts of European art and capital have failed in closely imitating ; yet these carpets are woven by the women among the wandering tribes of Asiatic Turkey. The " Turkey Bird" is, however, very absurdly named, since it conveys the false idea that the turkey originated in Asia, whereas it is a native of America. Neither is " Turkey Coffee" grown in Turkey, but is so named from the great consumption of coffee in that country. Iceland produces in abundance a certain lichen called Iceland Moss, which is brought to America as a medicine, but is in its native country used in immense quantities as an article of common food. When the bitter quality has been extracted by steeping in water, the moss ia dried and reduced to powder, and then made into a cake with meal, or boiled and eaten with milk. forfeits. Yottkc people are often at a loss for good forfeits ia their games. In the schemes of advice upon the subject, the penalties they impose are sometimes vulgar, or highly absurd, creating confusion where innocent pleasure is designed. The following are suggested to help our young friends out of the difficulty. These forfeits, it will be seen, have each a separate name and num- ber. jCs ow, a good plan would be for a person who is to take an active part in the evening party to read them over during the day, and to become acquainted with them. Then, in allotting the forfeits, when they ate called, thus : " HEBE'S A PRETTY THING, AND A VERY PRETTY THING, AND WHAT 3HALL THE OWNER OF THIS THING DO ?" The person awarding the forfeits may call out " No. 1," " No. 10," "No. 15," or any other number; or may say (which would be moro amusing), "Hush a bye, baby/" " Hobsoris Choke!" "Dot and Carry One!* etc. This work may be laid on the table, to afford further explanation of the forfeits, or be held in the hand of the person who is holding up the forfeits while they are being cried ; and this person can at once explain what is to be done. In this way the redemption of the forfeits will go on freely, without stoppage or hesitation, and a capital evening's amusement be derived. 1. THE KNIGHT OF THE RUEFUL COUNTENANCE. The player whose forfeit is cried is so called. He must take a lighted candle in his hand, and select some other player to be his squire, who takes hold of his arm, and they then both go round to all the ladies in the company. It is the squire's office to kiss the hand of each lady, and after each kiss to wipe the knight's mouth with a handkerchief The knight must carry the candle through the penance, and preserve a grave countenance. 2. JOURNEY TO ROME. The person whose forfeit is called must go round to all in tbe company, 94 FORFEITS. to tell them that he is going on a journey to Rome, and that he will feel great pleasure in taking anything for his Holiness the Pope. Every one must give something to the traveller. (The more cumber- some or awkward to carry, the more fun it occasions.) When ne has gathered all, he is to carry the things tc one corner of the room,, and deposit them, and thus end his penance. 3. LAUGHING GAMUT. Sing the laughing gamut without pause or mistake, thua : ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha 4. THE MEDLEY. Sing one line of four different songs without pausing between them. It would be well to find four lines that afford humor, taken consecu- tively, such as — " All round my hat." " A rare old plant is the ivy green." " Sweet Kitty Clover, she bothers me so." "In the Bay of Biscay, 0." 5. hobson's choice. Burn a cork one end, and keep it clean the other. You are then to bo blindfolded, and the cork to be held horizontally to you. You are then to be asked three times which end you will have ? If you say " Right," then that end of the cork must be passed along your fore- head ; the cork must then be turned several times, and whichever end you say must next be passed down your nose ; and the third time, across your cheeks or chin. You are then to be allowed to see the success of your choice. [This will afford capital fun, and should be played fairly, to give the person who owns the forfeit a chance of escape. The end of the cork ■hould be thoroughly well burnt. As a joke for Christmas time, this is perfectly allowable; and the damp oorner of a to we) or handker- FORFEITS. 95 chief win yet all right It should be allotted to a gentleman, and one who has a good broad and bare face.] 6. POETIC NUMBERS. Eepeat a passage of poetry, counting the words aloud as you pro- ceed, thus : Full (one) many (two) a (three) flower (four) is (five) born (six) to (seven) blush (eight) unseen (nine) and (ten) waste (eleven) its (twelve) sweetness (thirteen) in (fourteen) the (fifteen) desert (six- teen) air (seventeen) ! This will prove a great puzzle to many, and afford considerable amusement. Yawn until you make several others in the room yawn. [This can be done well by one person who can imitate yawning well, and it will afford indescribable mirth. It should be allotted to one of the male sex, with a large mouth, and a sombre or heavy ap- pearance, if such a one can be found in the party.] 8. THE BEGGAR A penitence to be inflicted on gentlemen only. The penitent takes a staff, and approaches a lady. He falls on his knees before her, and, thumping his staff on the ground, implores "Charity." The lady, touched by the poor man's distress, asks him — " Do you want bread ?" " Do you want water ?" " Do you want a half-cent ?" etc., etc. To all questions such as these the Beggar replies by thumping his staff on the ground impatiently. At length the lady says, " Do you want a kiss ?" M these words the Beggar jumps up and kisses the lady. 9. THE PILGRIM. llie Pilgrim is very like the Beggar. A gentleman conducts a lady round the circle, saying to each member of it, if a gentleman, " A kiss for my sister, and a morsel of bread for me." If a lady, " A morsel of bread for my sister, and a kiss for me." The bread is of no particu- lar importance, but the kiss is indispensable. 10. THE EGOTIST. Propose your own health in a complimentary speech, and sing the musical honors. 11. DOT AND CARRY ONE. Hold one ancle in one hand, and wane round the room. [This is suited only to gentlemen.j 99 FOKFEITS. 12. THE IMITATION. If a gentleman, he must put on a lady's bonnet, and imitate tut roice of the lady to whom it belongs ; if a lady, then a gentleman*! hat, etc. Sometimes these imitations are very humorous. A sentence often used by the person imitated should be chosen. 13. GOING TO SERVICE. Go to service ; apply to the person who holds the forfeits for a place ■ — say, " as maid of all work." The questions then to be asked are : * How do you wash ?" " How do you iron ?" " How do you make a bed?" "How do you scrub the floor?" "How do you clean knives and forks?" etc., etc. The whole of these processes must be imitated by motions, and if the replies be satisfactory, the forfeit must be given up. 14. KISSING THE CANDLESTICK. When ordered to kiss the candlestick, you politely request a lady to hold the candle for you. As soon as she has it in her hand, she is supposed to be the candlestick, and you, of course, kiss her. 15. THE DISAPPOINTMENT A lady advances towards the penitent, as if to kiss him, and wheft close to him, turns quietly round and allows the expected kiss to bo taken by her nearest neighbor. 16. THE FLORIST'S CHOICE. Choose three flowers. Example : Pink, Fuchsia, and Lily. Ttro of the party must then privately agree to the three persons of the for- feiter's acquaintance to be severally represented by the flowers. Then proceed : What will you do with the Pink ? Dip it in the water I What with the Fuchsia ? Dry it, and keep it as a curiosity ! With the Lily ? Keep it until it is dead, then throw it away ! The three names identified with the flowers are now to be told, and their fates will excite much merriment. 17. THE FOOL'S LEAP. Put two chairs back to back, take off your shoes, and jump ovet ihem. (The fun consists in a mistaken idea that the cluurs are to be jumped over, whereas it is only the shoes I) 18. THE SIDDL*. Guess the answer to this Riddle. FORFEITS. 97 It is said there's a person you've loved since a boy, Whose hand you must kiss ere I give you this toy ; It is not your father, or mother, or sister, Nor cousin, or friend — take care not to miss, sir. [Hinisel£j 19. THE SECRET. This consists in whispering a secret to each member of ih company. 20. THE SCHOLAR'S " SPELL." J Spell Constantinople, a syllable at a time. After spelling Con-stan-1 i, ail the others are to cry out " no, no," meaning the next syllable. If the trick is not known, the speller will stop to show no mistake has been made, which is another forfeit; on the contrary, if no stop 13 made, the forfeit is restored. 21. THE BLIND MAN'S CHOICE. The one who is to pay a forfeit stands with the face to the wall j one behind makes signs suitable to a kiss, a pinch, and a box on the ear, and then demands whether the first, second, or third be preferred • whichever it chances to be, is given. 22. THE CLOCK. A player is condemned to transformation to a clock. lie stands before the mantelpiece, and calls a player (of the opposite sex) to him. The person thus called upon, asks the " clock" what time it is. The clock replies, whatever hour he likes, — claiming the same number of kisses as he names hours of the day. If approved of, the player who has asked the time takes the place of the clock, and calls upon another; the original ceremony being repeated in turn by all the players of the company. 23. ariadne's leopard : or, the hobby horse. The penitent, on his hands and knees, is obliged to carry round the room a lady who is seated on his back, and whom all the gentlemen {"himself excepted) are privileged to kiss in turns. 24. hit or miss. You are to be blindfolded, and turned around two or three times. Then you are to walk towards one of the company, and the handker- chief is to be taken off, that you may see the person you have touched. Then you are to kiss her hand. 98 FORFEITS. 25. THE QUIET LODGER. The person who owns the forfeit may be called upon to choose one or two musical instruments. Having done so, he may be requested v mitate them. 26. STOOPS TO CONQUER. Crawl around the room on all fours forwards. Your forfeit shal hen be laid upon the floor, and you must crawl backwards to it, without seeing where it is placed. 27. the SOFA. The penitent places himself in the same position as for "Ariadne's Leopard," that is to say, on ail fours. He, however, remains station- ary, receiving on his back a lady and a gentleman, who sit comfortably down and exchange a kiss. 28. the gallant gardener. Compare your lady-love to a flower, and explain the resemblance. Thus— My love is like the blooming rose, Because her cheek its beauty shows. Or (facetiously) — My love is like a creeping tree — She's alway3 creeping after me. 29. the statesman. Ask the penitent what district he would like to represent in Con- gress ; when the selection is made, he is to spell its name backwards, without a mistake ; if he fail, he knows not the requirements of his constituents, and must lose his election. 30. TO BE AT THE MERCY OF THE COMPANY. This consists in executing whatever task each member of the com- pany may like to impose upon you. 31. KISSING UNDER THE CANDLESTICK. This consists in kissing a person over whose head you hold a candle- stick. 32. TO KISS YOUR OWN SHADOW. Place yourself between the light and the person you intend kissing, an whose face your shadow will be thrown. FORFEITS. 99 33. TO KISS THE ONE YOU LOVE BEST WITHOUT ITS BEING NOTICED. Kissing all the ladies in the company one after another without any iistinction. 34. THE TWO GUESSES. Place your hands behind you, and guess who touches them. You are not to be released until you guess right. The person who owns the forfeit is to be blindfolded ; a glass of water and a teaspoon are men to be got, and a spoonful given alter- nately by the members of the company, until the person blindfolded guesses aright. 35. THE EXILE. The penitent sent into exile takes up his position in the part of tne room the most distant from the rest of the company — with whom he is forbidden to communicate. From there he is compelled to fix the penance to be performed by the owner of the next forfeit, till the accomplishment of which he may on no account leave his place. This may be prolonged for several turns. The last penitent, as soon as he has acquitted himself satisfactorily, takes the place of the exile, and passes sentence on the next. 36. THE " B " HIVE. Repeat, without stopping, " Bandy-Legg'd Borachio Mustachio "Whiskenfusticus the bold and brave Bombardino of Bagdad helped Abomilique Blue Beard Bashaw of Babelmandeb to beat down a Bumble Bee at Balsora." 37. the TRIO. Kneel to the wittiest, bow to the prettiest, and kiss the one you dove the best. 38. ROB ROWLEY. Repeat the following — " Robert Rowley rolled a round roll round, A round roll Robert Rowley rolled round, Where is the round roll Robert Rowley rolled round?" 39. the statue of love. The player who owns the forfeit cried, takes a candle in his hand, Mid is led by another to one end of tho room, where he must stand ICO FOKITEITS. and represent the Statue of Love ; one of the players now walks np\ and requests him to fetch some lady, whose name he whispers in Love's ear; the Statue, still holding the candle, proceeds to execute his commission, and brings the lady with him ; she in turn desires him tc fetch some gentleman, and so it continues till all have been summoned. The players brought up by Love must not return to their seats, but stand in a group round Love's standing-place, until he has brought the last person in the company, when they hiss him most vigorously, and the forfeit terminates. 40. THE CIIANCE KISS. The penitent takes from a pack of cards the four kings and the four queens, shuffles them, and, without looking at them, distributes them to a proportionate number of ladies and gentlemen. The gentleman finding himself possessed of the king of hearts kisses the lady holding the queen, and so on with the rest. 41. THE BLIND QUADRILLE. This is performed when a great number of forfeits are to be disposed of. A quadrille is danced by eight of the company with their eyes blindfolded, and as they are certain to become completely bewildered during the figures, it always affords infinite amusement to the spectators. 42. TIIE TURNED HEAD. This penalty should be imposed upon a lady. The fair one, whose nead is to be turned, is invested with as many wrappings as possible, but every cloak, shawl, viotorine, etc., is to be put on hind side before, so as to present the appearance of " a turned head." She should be furnished with a muff, which she must hold behind her as much as pos- sible in the usual manner, but her bonnet must be put on in the proper way. Thus equipped, she must enter the room walking backwards, and until her punishment is at an end, must continue to move in the game way. 43. THE KING OF MOROCCO IS DEAD. The culprit takes a candle in his hand, and stepping forward, places another in the hands of a person of a different sex; then both march to opposite sides of the apartment. They then assume a mournful air, and advance towards each other with a slow and measured step. When they meet they raise their eyes to the ceiling, utter some words in a sepulchral tone, then, with downcast eyes, they march on, each to take the place occupied by the othec FORFEITS. 101 This procedure iff lepeated as often as there are phrases in the fol- lowing dialogue : — The Gentleman. Have you heard the frightful news ? The Lady. Alas ! The Gentleman. The King of Morocco is dead. The Lady. Alas ! alas ! The G entleman. The King of Morocco is buried. The Lady. Alas ! alas ! alas ! The Gentleman. Alas! alas! alas! and four times alas ! He has cut off his head with his steel cutlass ! Both then march to their places with an air of melancholy. Having reached their places, they run gaily to resume their seats among the company. 44. the yard of love ribbon. One or more ya -ds of Love Ribbon may be inflicted as a penalty. He (or she) who suffers this infliction, must choose out a lady (or a gentleman), lead her (or him) into the middle of the circle, take her hands in his, extend them as far as the length of his arms will permit, and give (or receive) a kiss to (or from) the other. This is repeated with the same person as often as the number of yards of Love Ilibbon are inflicted. 45. thf journey to cythere. The person upon whom this penalty is inflicted leads another, of the opposite sex, behind a screen or a door. Here the gentleman kisses the lady, and touches any part of her dress which he may choose. On their return from the journey, they present themselves before all the company in turn, and the gentleman asks each of them what part of the lady's attire he has touched. At each mistake on their part, he kisses that portion of the lady's dress which has been named by them. If, at last, some one of the company guesses correctly, he kisses the lady, or if it is a lady, she receives a kiss from the gentleman. If, on the contrary, no one guesses rightly, the gentleman names aloud the part cf the lady's dress which he has touched, and kisses the lady unce more before conducting her to her seat. 46 love's arch. The gentleman 'or the lady) upon whom ihis penalty is inflicted, proceeds to take a lady (or a gentleman) whom he leads into the middle ] 02 FORFEITS. i*f the apartn.ent, where both hold their hands entwined, and their anas raised in the form of an arch. Then the lady names a gentleman, and the gentleman a lady ; the couple named are to pass together beneath Love's Arch, but when they have half passed it, the arms fall, encircling them, and hold them prisoners until the gentleman has snatched a kiss. This done, the arms are raised, the imprisoned pah- proceed onward, then pause to form a second arch ; the latter summon a third couple, who are forced to pay the same tribute in passing beneath the arch ; and who then advance to form a third, and so on as long as there are a gentleman and lady remaining. After each pair of the company has formed an arch, all return to their places. 47. THE CONVENT PORTER. The person paying forfeit places himself at the door of a chamber, which he must open and shut at the proper moment. A gentlem A n withdraws into this chamber, supposed to be the parlor of a convent. When he has entered and the door is closed, he knocks softly. The poi ter opens the door, and the gentleman whispers in his ear the name of the lady with whom he desires an interview. The porter then says aloud, " The brother N desires to see sister N in the convent parlor.' - ' The lady enters, and the door is closed behind her. Some one knocks again, the porter opens the door, the gentleman comes out, and the lady names another gentleman, whom the porter introduces in the same manner. This proceeding 19 repeated so long as there remains to be called upon a person of a different sex from the one last admitted, unless to abridge the ceremony some one takes it into his head to summon the whole convent at once. Then the porter, who under no pretext has the right to enter, nor even to open the door until some one knocks, can take his revenge by turning the key, and keeping the whole company for a short time urisoners. 48. THE FACE 01 WOOD. The personage condemned to this penalty places himself erect, witl h'.s back against a door. In this position he calls up a person of a different sex, who takes her place, face to face in front of him. The latter calls up a third, who takes his position with his back towards her, and so on with all the compan} r , care being taken that the last couple in the file shall be placed back to back. FORFEITS. 103 Then the leader of the game gives a signal, at which all the company must turn and kiss the person in front of whom this movement places him. The result is, that the person paying forfeit finds himself in front 01 the Face of Wood, upon which he is bound to bestow a kiss as tender as those, the echoes of which he hears repeated behind him. 49. THE DECLARATION OF LOVE. The gentleman condemned to this penalty must place himself upon h ; s knees before the lady, who is pointed out to him, or whom he loves the best, and declare his passion for her in impromptu verses. Example. In spite of your coldness. I love you, my dear ; If love is a crime, See the guilty one here. 50. THE COMPARISON. As f penalty a person is directed to compare any of the company to some object or other, and then to explain in what he resembles this object, and in what he differs from it. A lady compares a gentleman to a sheet of white paper. He resembles it in the facility with which he receives first impress sions; he differs from it in the readiness with which he receives a crowd of impressions, in succession, which efface each other in their turn. A gentleman compares a lady to a clock ; like this piece of furniture, Bhe adorns the place which she occupies ; she differs from it in render- ing us forgetful of the hours which it recalls. 51. THE EMBLEM. It differs from the comparison in this, that it offers an intellectual resemblance only between the person and the object. A young gentleman names the Salamander as the emblem for a lady. " Why ?" asks the latter. " Because you live tranquilly amid the flames which devour ail who approach you." A lady gives a Well as the emblem of a learned man who is some- what uncommunicative. " It is deep," she says, " but it is necessary to draw from it that which it contains." 104 FORFEITS. 52. THE SPIR-T OF CONTRADICTION. To perform tins penalty it is necessary to execute the reverse of the orders received from the company. Happy the man to whom lIjm ladies say, that they do not wish a kiss from him. 53. THE TRIP TO COEINTH. A gentleman holding a white handkerchief in his hand is led around the circle by the person paying the forfeit, who holds in his hand a lighted candle. The gentleman holding the handkerchief kisses all the ladies in turn, and with an air of great politeness, wipes the lips of his guide, who remains an idle spectator of a scene not a little vexatious to him. 54. KISSES AT SECOND HAND. This penalty should be inflicted upon a lady. She who is directed t<\ perform it chooses a female friend ; she then presents herself to a gen- tleman who kisses her, and she then carries the kiss to her companion. This may be repeated as many times as there are gentlemen in the company. 55. SROOT THE ROBIN. This is done by blindfolding the owner of the forfeit, and leading him to a part of the room where a sheet of paper or a handkerchief has been pinned to the wall. He is directed then to shout the robin, which he must do by starting forwards, extending his right arm, and pointing his linger so as to touch the sheet of paper. Whenever he succeeds in doing so, his forfeit is restored. His finger had better be blackened with a coal, or burnt cork, or something that will leave a nark on the paper. 56. THE STUriD KISS Kiss both the inside and the outside of a reticule, without open 'Tig ?t. This can only be done when the drawing-string of the reticule is Rome distance from the top, and when the lining appears above it When you kiss the lining of the flups or scollops at the top of the reti- cule, then you maybe said to kiss the inside: or hang the reticule against the wall, and kiss the side that is out \nd the side that is in, or next the wall SRinfrr (fciing Amusement "White to black and black to white, Now give the challenge — wage the fight." AGON: OR, THE QUEEN'S GUARDS. The estimation in which the games of Chess and Draughts have beex held for years by thousands renders it unnecessary to offer any remarks upon the advantages arising from games of skill, as affording a health- ful and amusing intellectual relaxation. Every one experienced in the game of Draughts is aware that after a few moves it is almost always possible to say which player will even- tually win the game; hence, first-rate phvyers, to have the necessary excitement to play, give the first move, which to two good players is, in this game, of importance, besides one or two pieces to less experi- enced players ; in truth, a readiness in determining which player has the move, as it is called, over any particular piece, furnishes a Key to almost every variety which can be made in the game. With respect to Chess — "pensive Chess" as a puet has designated it — the heavy, forward step of its Rook, the sprig) tly skipping ste»; of 106 WINTER EVENING AMUSEMENT. its Knight, the solemn diagonal rtep of its Bishop, the unlimited step of its Queen, the slow stately step of its King, and the short restrained step of its Pawns, with the amazing variety of combinations thence arising, must forever render the game the favorite study and delight oi the thoughtful philosophic mind that can calmly contemplate the mys- terious field, and see order reign amidst seeming confusion ; but to the ordinary mind the game must be as a sealed book. A game that may occupy a medium state between these two celebrated games, may therefore be considered a desideratum ; such a one, it is presumed, will be found in the game of Agon. In this game no advantage will be obtained or lost by having the first move, and it will be impossible for any player to determine which has the advantage until the game may be fairly considered to be won. In variety of situations, the game will be found almost equal to Chess, and from the mathematical figure of the board (oeing a combination of hexagons), many symmetrical figures and situations may be devised, and the game played from these particular positions, thus affording an end- less variety of amusement. DIRECTIONS FOR PLATING. Each player has seven pieces, viz. one Queen and six Guards, commence the game the pieces ar e to be arranged as follows : — Put the two Queens on two opposite corners, and the Guards on each side of the Queens, each color alternate, with one hexagon left vacant between each piece (two hexagons will be vacant on each side farthest from the Queens). (See Fig 1 ) If the players so agree, the (tame may be commenced by each alternately placing a piece anywhere on the board, and then, when all the pieces are laid down, each alternately moving forward to obtain the middle. Having decided which shall move first, f: ^ 1 - the players alternately move a READT T0 ™-™™<™ TC * flAWB - piece towards the centre, one hexagon at a time, or ( To next nexagoa WINTER EVENING AMUSEMENTS. 107 of the same color, so that the piece shall remain at the same disiaace from the centre, it not being allowed to move a piece backward. Any piece, except the Queen, being in a position between two of the adversary's, so that the three pieces form a straight line, must be taken off the board for the next move, and put down anywhere in the outer row. (See Fig. 2.) If the Queen should be placed in the position between the ad- versary's, so that the three pieces form a straight line, the Queen must be removed for the next move, but may be put in any place, being vacant, the playei pleases. (See Fig. 3.) *%'*• That player who can first put piece between thr two ltght all the pieces in the middle, that is, the Queen in the centre and the six guards around her, wins the game. (See Fig. 4.) The players, being supposed to be sitting opposite each other, have the board placed with two corners right and left of each, and if the pieces have been placed as in Fig. 1, the color of those pieces the Queen of which taken by each player. Two experienced players may put the pieces in a particular position, symmetrically or other- wise, and, each taking the colors alternately, endeavor to win the game. LAWS OF THE GAME. I. None but the Queens are to occupy the centre. rHK DARK ONES STAMPING IN A RIGHT LINE MUST BE PUT BACK. *HF DARK QUEEN, BETNG IN A RIGHT LINE BETWEEN TWO LIGHT PIECES MUST RETIRE. 108 'JJCTi-R EVENING AMITSEME? II. No piece must be put between two of the adversary's, ing in a right line. III. No piece must be moved backwards. IV. Of two or more pieces liable to be put back at one time, the Queen must be first moved off; any others at the player's option. V. Any piece touched must be moved, or the move lost. VI. Should the player put the six Guards in the middle, leaving out the Queen, such player loses the game by forfeit, as both are prevented from accomplishing the ultimatum of the game. ri^.4. >tand* HINTS TO PLAYERS. No advantage will be gained, but, on the contrary, frequently a loss, by throwing back one only of the adversary's pieces, as the piece thrown back may be placed so as more readily to obtain a much better position than that thrown back from. As no piece is allowed to move backward, the Queens must not bo moved into the centre too hastily, as when there (having no move unless thrown out) their usefulness is impaired. The player should endeavor to obtain such a position as to be able to throw back several pieces by following moves, and then move on to the middle before the adversary can overtake or get between the pieces.. The surest mode to win the game, is to crowd the adversary's pieces as quickly as possible towards the middle, at the same time taking up a nosicion to be able to throw back all his pieces in succession, as soon as au opportunity offers. When a player has the Queen in the middle, if not able to win the game, he may often re-open it by bringing a piece against the aiver- sary's, so that if his Queen should be thrown back, he may throw back another piece in return ; hence, in throwing back the Queens, the greatest caution is always necessary. The player will generally fiiid it advantageous to have one piece at a WINTER EVENING AMUSEMENTS. 10? greater distance from the centre than any of the adversary's ; it must however, be in a position to get to the middle when the game is draw- ing to a conclusion. The position shown in Fig. 2 is certain loss of the game to the dark pieces ; the light pieces having forced the dark Queen to move into the centre, will be able to throw back a dark piece every move, and thusf win the game ; but should the light pieces be moved too early into the middle, it will be impossible to throw back the dark Queen without hazarding the re-opening of the game. AMERICAN BAGATELLE. Although this game bears the name of Bagatelle, it has scarcely any resemblance to that game, either in the form of the board, or the skill requisite for playing. A strong and a quick hand are the most necessary qualifications of the player. The board, which is of the following form, has raised sides like the bagatelle board, and contains within its circumference nine flat pieces of ivory let into the wood, on which the numbers one to nine are marked, in the same order as in the holes of the bagatelle board ; on each of these 6pots a small wooden pin, resembling a skittle pin. is placed, that on the central spot being white. The object a of the player is to knock down as many of these pins as possible, that he may count the numbers on which they stood: this he effects by means of the spinner, a. Fig. 2, which con- sists of a piece of wood with a round flat top, from which a peg or foot projects : a piece of string is wound tightly round T, Z' 2 ' this peg, and passed through the slit in the raised side * at one end of the board, a, Fig. 1. The spinner is b fjL^SjRfS then pressed closely against the side with the left ^ Vs ^T ^^* hand, while the player, grasping the handle b, attached to the string in his right, pulls the string forcibly, and with a sudden jerk ; the consequence is, the string is unwound from the spinner, and the latter, falling on the board, has acquired the spinning motion a humming-top would have acauired under nearly similar cir a 110 WINTER EVENING AMUSEMENT. cumstances. Away goes the spinner into the midst of the pins, knock- ing down some and passing safely between others : in the course of its evolutions it soon reaches the side of the board, and, if it is spinning with tolerable force, the instant it touches the wood it flies off suddenly at a tangent, and again dashes among the pins. The principal amuse- ment consists in watching the progress of the spinner, as it bounces from one side of the board to the other, and when it appears about to expire, it suddenly perhaps starts forward, and wins the player the game. The game, as in bagatelle, is counted by adding together the numbers marked on the spots on which the fallen pins stood, and may be decided by one, two or three spins from each player, to be pre- viously agreed upon. MERELLES : OR, NINE MEN'S MORRIS. This is an ancient English game, and ought not to be laid aside ; so we resuscitate it for the benefit of Young America. It used to be played in England on the ground with stones, but may be played best on a table in-doors. The form of the Merelle table, and the lines upon it, as it appeared in the fourteenth century, are here represented. These lines are still the same. The black spots at every angle and inter- section of the lines are the places for the men to belaid upon. The men are different in form and color, for distinction' sake. The manner of playing is briefly thus : There are two players; each has nine men (either draughts or counters), one set black and the other white. The pieces are to be laid down by the players alternately, the first object of each being to place his pieces, so that there may be three in one line (as on G, 14, 21 — 4, 5, G — 10, 11, 12, etc.), and also to prevent his adversarv doing so. (The angles, as 18, 21, 24, are not counted as one line.) When one player succeeds in this, he takes that one of his adversary's pieces from the board which he considers i.iost advantageous to himself. All the pieces being WINTEK EVENING. AMUSEMENTS. in laid down the game proceeds, by moving the pieces along the lines to otner spots, each player's object still being to place his men, and to take the forfeit as before described ; he must not, however, take either of his adversary's which are already in their desired position, unless the line become broken. The game is decided by the men blockaded, or being removed from the board, as in draughts. becoming The following game will elucidate the above rules. The figures are placed on the diagram only for convenience of notation. PLACING THE PIECES. T hite. Black. 7 16 18 9 11 10 4 19 5 6 2 8 14 23 20 22 1 24x1 THE MOVES. White. Black. 1. 14 to 15 10 to i 2. 11 10 19 n 3. 2 3 9 13 4. 3 2 13 9 5. 18 13 16 17 6. 7 12 6 14 7. 5 6 8 5 8. 12 7 9 8 9. 7 12 8 7 10. 12 16 11 12 11. 10 11 7 8 12. 20 19 x 14 8 9 13. 19 20 12 7 14. 6 14 x 5 1 10 15. 2 5 7 8 16. 14 6x 9 Black resign*. The diagram for the game may be drawn upon a slate, or upon a piece of stiff paper ; and wafers or colored papers may be used wherfi &i better materials can be found. 112 wnmsa even A^:^EMJiXT FOX AND GEESE. This is a game somewhat resembling that of " Merelies," in the manner in which the pieces are moved, but in other respects, as well as in ths more numerous, and the dots of course increased, which adds to the number of the moves. To play this game, there are seventeen pieces called Geese, which are placed as we see them in the engraving, and the Fox stands in the middle, distinguished either by his size or difference of color. The business of the game is to shut the Fox up so that he cannot move. All the pieces have the power to move from one spot to another, in the direction of the right lines, but cannot pass over two spots at one step. The Fox tries to take the Geese, which he does by hopping over them, just as if he were a kins; at draughts. There is another method of playing Fox and Geese on a chessboard, namely, with four white men, representing the Geese,, and or.e black one, representing the Fox. The Geese are ranged on the four white squares nearest one player and Hie Fox may be placed where his owner pleases. ■ ^ p#>n> * $ i : The best place for him is that marked in the dia- vV^Hi^i^f gram, as he can manoeuvre in a very puzzling way. j ; y~y Tl'T i The Geese can only move forward, and the Fox LlO^ I r i moves either wa}'. The object of the Geese is to Uq 'Y * pen up the Fox so that he cannot move, and the Fox \^3^1jT^Xj7S^ has to break- through. feOQU Kjj If the game is properly played, the Geese must win. the secret being to keep them all in a line as much as possible. The Fox tries to prevent this plan from being followed up ; and if he can succeed in doubling tho Geese, or getting one to stand before another, he is nearly siiif to pass through them. WTNTEB EVENING AMUSEMENTS. 113 THE G-AME OF SOLITAIKE. Thia game is named " Solitaire" because it is played by cne person onty. It is supposed to have been invented in America, by a French- man, to beguile the wearisomeness attendant upon forest life, and for the amusement of the Indians, who pass much of their time alonte at the chase, often lying in wait for their prey for houis together. From the children of the forest this game has become popular among the fashionable circles in our own country, and has also passed into Europe where, at the present day, it is sufficiently in vogue to be known and played by all classes of society. -10- -13- -l» 15- -18- 80- -26- -31- 82- -34 -37 Thi3 game is played with a board pierced with thirty-seven holes, in each of which is placed a small peg, with the exception of one, which is left empty ; thus there are thirty-seven holes and thirty-six pegs. The above diagram points out the place which each hole occupies on the board. One peg takes another when it can leap over it into an empty hole beyond, as the men are taken in the game of draughts. It is necessary, therefore, for the player so to calculate his progress that, at the close of the game, but a single peg should be left upon the board. To accomplish this requires much more attention and calcula- tion than one would at first sight believe. We proceed to give some examples of the method by which this may be effected, which will facilitate the discovery of others that may be equally successful. 114 WINTER EVENING AMUSEMENT. IHX METHOD OF PLATING THE GAME BY REMOVING PEG NO. 1, AND TKX MINATINQ BY PEG NO. 37. Remove Peg No. 1 Fran 3 to 1 12 to 2 13 to 3 1 15 to 13 4 to 6 18 to 5 1 to 11 31 to 18 18 to 5 20 to 7 3 to 13 From 33 to 20 20 to 7 9 to 11 16 to 18 23 to 25 22 to 20 29 to 27 18 to 31 31 to 33 34 to 32 20 to 33 37 to 27 From 5 to 18 18 to 20 29 to 33 33 to 31 2 to Yi 8 to 6 6 to 19 19 to 32 36 to 26 30 to 32 26 to 36 35 to 37 THE METHOD OF PLAYING THE GAME BY REMOVING PEG NO. 37 AND FINISHING BY PEG NO. 1. Remove Peg No. 37 From 35 to 37 26 to 36 25 to 35 23 to 25 34 to 32 20 to 33 37 to 27 7 to 20 20 to 33 18 to 31 35 to 25 From 5 to 18 18 to 31 29 to 27 22 to 20 15 to 13 16 to 18 9 to 11 20 to 7 7 to 5 4 to 6 18 to 5 1 to 11 From 33 to 20 20 to 18 18 to 5 5 to 7 36 to 26 30 to 32 32 to 19 19 to 6 2 to 12 8 to 6 12 to 2 3 to 1 TIIE METHOD OF PLAYING THE GAME CALLED THE CURATE IN THE MTDSf OF HIS FLOCK. Remove Peg No. 19 from 6 to 19 4 to 6 18 to 5 6 to 4 9 to 11 24 to 10 From 11 to 9 26 to 24 35 to 25 24 to 26 27 to 25 33 to 31 25 to 35 From 29 to 27 14 to 28 27 to 29 19 to 21 7 to 20 21 to 19 WINTER EVENING AMUSEMENTS. 11.1 THE METHOD OF PLAYING THE GAME CALLED THE CORSAIR- Remove Peg No. 3 From 3 to 13 From 4 to 17 Form lb to 3 10 to 12 16 to 18 15 to 13 24 to 10 25 to 11 28 to 14 26 to 24 23 to 25 8 to 21 36 to 26 26 to 24 29 to 15 1 to 11 30 to 17 12 to 14 11 to 25 35 to 25 15 to 13 9 to 11 34 to 32 20 to 7 12 to 10 Take nine Pegs of the eleven which remain with the " Corsair 1 ' (which is Peg No. 2, and which is taken afterwards by Peg No. 37), these are Pegs Nos. 6, 11, 17, 25, 19, 13, 21, 27, 32, Peg 37 to 35. THE METHOD OF PLAYING THE GAME CALLED THE TRIPLET. Remove Peg No. 19 From 31 to 18 From 22 to 20 from 6 to 19 19 to 17 8 to 21 10 to 12 16 to 18 32 to 19 19 to 6 30 to 17 28 to 26 2 to 12 21 to 19 19 to 32 4 to 6 7 to 20 36 to 26 17 to 19 19 to 21 34 to 32 When two persons play together with two separate boards, or alter- nately with one, the player who leaves upon the board the fewest isolated pags is the winner. THB~ END. I DICK & FITZGERALD, PUBLISHERS, NEW YORK. *** The Publishers, upon receipt of the price, will send any of the following books by mail, i-ostage fkee, to any part of the United States. In ordering books, the full name, post-office, county and State should be plainly written. Inquire "Within for Anything You "Want to Know; or, Over 3,500 Facts for the People. "Inquire Within " is one of the most Taluable and extraordinary volumes ever presented to the American public, and embodies nearly 4,0: facts, in most of which any person living Avill find instruction, aid and entertainment. As a book to be kept in the family for reference it is unequaled, comprising, as it does, ad kinds of books of in- formation in a single volume. It is a Doctor, a Gardener, a School- master, i Dancing-Master, an Artist, a Nat- uralist, JL Modeler, a Cook, a Lawyer, A Surgeon, a Chemist, a Perfumer, A Dyer, a Brewer, an Architect, A Bookkeeper, a Confectioner, a Laundress, A "Uoyle," a " Letter -Writer ," A " Ready Reckoner,'- and a House- keeper. It Also Contains Tables of Weights and Measures, Intercut Tables from $1 up to $1 0,000, Innumerable Tables on Curious and Interesting Subjects, All Kinds of Family Amusements and Recreations. It might strike the casual observer as something incredible, if not impos- sible, that such an immense and varied amount of matter could be crowded into a book of the merely nominal price of a dollar ana a half; but the wor^ contains 43G large pages of 6mall type, closely printed in double column, and a Serusal of it will convince the most skeptical that the only thing to be Avon- ered at in it, is the extremely low price at which it is offered. Eouud in extra cloth, with gilt side aud back 81.50 The Psvfent Gentleman. A book of Etiquette and Eloquence. Containing information and instruction for those who desire to become Dril- ling or conspicuous in General Society, or at Parties. Dinners or Popular Gatherings, etc. It gives directions how to use wine at table, with Pules forjudging the quality thereof, Eules for Carving, and a complete Etiquette of the Dinner Table," including Dinner Speeches, Toasts and Sentiments, "Wit anil Conversition at Table, etc. It has also an American Code of Eti- quette and Politeness for all occasions. It also contains all the necessary information relating to the Pules of Etiquette to be observed in fashionable and official society nt Washington, and this alone makes it valuable to any one who visits that city, either for pleasure or business. It also contains, Model Speeches, with directions how to deliver them, Duties of the Chair- man at Public Meetings, Forms of Preambles and Resolutions, etc. It is a handsomely bound volume of 335 pages $1.50 Popular Book3 sent Free of Postage at the Prices annexed. DICK'S ENCYCLOPEDIA OF Practical Eeceipts and Processes, PRINTED ON FINE TONEP PAPER. CONTAINING 6,422 PRACTICAL RECEIPTS, Written in a plain and popular manner, and illustrated with explanatory ■wood-cuts. Being a comprehensive Book of Befereuce for the Merchant, Manufacturer, Artisan, Amateur and Housekeeper, eu> bracing valuable in- formation iu the Arts, Professions, Trades, Manufactures, including Medi- cine, Pharmacy and Domestic Economy. It is certainly the most useful book of reference for practical information pertaining to the wants of every- day life-cver printed. The Scientific Americas says: ' It is wcarfliy of a place iu the library of any home, work-shop, factory or laboratory " Promi- nent among the immense mass of subjects treated of in the booi*. '^-o the following : T!>e Art of Dyeing; Kurd. Soft and Toilet Soaps; Tanning; Distillation; Imitation Liquors,- Wines, Cordials and Hitters; Cider; Brewing; Perfumery ; Cologne Water and Perfumed Spirits ; flavoring Essences, etc.j Cosmetics; Hair Dyes and Washes; Pomades and Perfumed Oils; Tooth Powders, etc.; Syrups; Alcohol and Alcoholmetry ; Petroleum and Kerosene; Bleaching and Cleaning; Souring and Cleansing; Vinegar; Sauces. Catsups and Pickles; Receipts for the Car den; T> Remove Stains, Spots, etc.; The Extermination of Vermin; Pyrot"chny and Explosives; Cements, etc.; Soluble Glass; Waterproofing; Artificial Gems; Inks and Writing Fluids; Aniline Colors; Liquid Colors; Paints and Pigments; Drying Oils and Dryers; Painting and Paper-hanging; Kalsomine and Whitewash; Oil and Spirit Varnishes; Varnishing and Polishing,- Lubricators; Japanning and Lacquering; Boot and Harness Blacking; P'hotography; Metals and Alloys; Soldering and Welding; A malgams; Gilding, Silvering, etc.; Electrotyping. Electroplating, etc. Medicinal Preparations; Patent Medicines; Medical Receipts; Weights and Measures. Sheep pages, royal octavo, cloth $5.00 6.00 DICK & FITZGERALD, Publishers, Box 3975. NEW YORK. Agents Wanted to Canvas* for tills Work. Popular Books seat Free of Postage at the Prices annexed. TI13 American Boy's Book of Sports and Games. A Be- pository of In and Out-Door Amusements for Boys and Youths. Containing 600 large 12mo pages. Illustrated with nearly 7 engravings, designed by "Wi.ite, Herrick, Weir and Harvey, and engraved by 1ST. Orr. This is un- questionably the most attractive and valuable bouk oi its kind ever issued in this or any other country. It was three years in preparation, and em- braces all the sports and games that tend to develop the physical constitu- tion, improve the mind and heart, and relieve the tedium of leisure hours, both in the parlor and the field. The engravings are in the firrt style of the art, and embrace eight fall-page ornamental titles, and four large colored chromos, illustrating the several departments of the work, beautifully printed on tinted paper. The bookis issued in the best style, being printed on fine sized paper, and handsomely bound. Extra cloth, gilt side and back, extra gold, beveled boards $2.00 Mrs. Crowen's American Lady's Cookery Book. Giving every variety of information for ordinary and hofiday occasions, and con- taining over 1,200 Original Receipts for Preparing and Cooking Soups and Broths, Fish and Oysters, Clams, Mussels, Crabs and Terrapins, Meats of all kinds, Poultry and Game, Eggs and Cheese, Vegetables and Salads, Sauces of all kinds, fancy Desserts, Puddings and Custards, Pies and Tarts, Bread and Biscuit, Rolls and Cakes, Preserves and Jellies, Pickles and Catsups, Potted Meats, etc., etc. ; with valuable hints on choosing and pur- chasing all kinds of provisions, on preparing ripe fruits for the table, Bills of Pare for the guidance of young housekeepers, the arrangement of the table for Dinner Parties, the Etiquette of the Dinner-table, Cookery for invalids, Carving made easy, etc., the whole being a complete system of American Cookery. By Mrs. T. J. Crowcn. 48 i pages, 12uio, cloth $1,50 The Eeason Wliy of General Science. A careful collection of some thousands of Reasons for things which, though generally known, are imperfectly understood. It is a complete Encyclopedia of Science ; and persons who have never had the advantage of a liberal education may, by the aid of this volume, acquire knowledge which the study of years only would impart in the ordinary course. It explains everything m Science that can be thought of, and the whole is arranged with a full index. 34« pages, bound in cloth, gilt, and illustrated with numerous wood-cuts,. $>1. 50 Biblical Bea30n Why. A Handsome Book for Biblical Stu- dents, and a Guide to Family Scripture Readings. This work gives 1,494 Reasons, founded upon the Bible, and assigned by the most eminent Divines 1 and Christian Philosophers, for the great and all-absorbing events recorded in the History of the Bible, the Life of our Saviour and the Acts of his Apostles. It will enable Sunday-school teachers to explain most r-t the ol> scure and difficult passages that occur in the Scriptures. Cloth, gilt..Sjj>1.50 The Eeason Why of Natural History. An illustrated book of popular information on all matters relating to Birds, Beasts, Eishes, Rep. tiles, etc. It gives the Reasons for hundreds of interesting facts in connec- tion with Zoology, and affords an immense amount of instruction in the peculiar habits and instincts of the various orders of the Animal Kingdom. Bound in cloth, gilt $1,50 The Tliree Volumes of the REASON WHY SERIES are uniform in size and style, and form a valuable addition to every Library. Eouillard's Book of Practical Receipts. For the use of Families, Druggists, Perfumers, Confectioners, and Dealers in Soaps and Eancy Articles for the Toilet. By E. A. Souiliard. Paper covers . . .25 cts. Popular Books sent Free of Postage at the Prices annexed. Blartine's Manual of Etiquette and Perfect Letter-Writer. For the use of both Ladies and Gentlemen. A great many books have been printed on the subject of Etiquette and correct behavior in society; but none of them are sufficiently comprehensive and matter-of-fact to suit tho 0*388 of people who may be called new-beginners in fashionable life. This book explains in a plain, common-sense" way, precisely how to conduct yourself in every position in society. This book also contains over 300 sen- sible letters and" notes suitable to every occasion. It has some excellent model letters of friendship and business, and its model Love-Letters are ua- equaled. If any lady or gentleman desires to know how to begin a love correspondence, this is just the book they want. This volume contains tko same matter as "JIartincs Hand-Book of Etiquette" and " Martinis Sen- sible Letter- Writer," and, in fact, combines those two books bound together in one substantial volume of 373 page3. Cloth, gilt $1.50 Frost's Original Letter-Writer, and Laws and By-Laws of American Society, combined. Being a complete collection of Original Letters and Notes upon every imaginable subject of evcry-day life, and a condensed but thorough treatise on Etiquette and its Usages in America. By S. A. Frost. This book consists of Miss Frost's two celebrated works on Etiquette and Letter Writing, bound together in one substantial volume. Anybody who wants a book that will tell them how to appear to advantage in society, or how to write a letter on almost any subject, should send for a copy of this valuable work- 16mo, 378 pages, extra cloth $1.50 One Hundred and Thirty Comic Dialogues and Hesitation?. Being Barton's Comic Excitations and Humorous Dialogues, and Spencer's Comic Speeches and Dialogues, combined in one volume. This capital book contains an endless variety of Comic Speeches, Humorous Scenes. Amusing Burlesques and Diverting Dialogues. It embraces French, Dutch, Irish, Ethiopian and Yankee Stories, and from its fruitful pages may be selected enough fun to make any entertainment a success. Bound in cloth. ..$1.50 Fro.it' s School and Exhibition Dialogues. Comprising Frost's Humorous Exhibition Dialogues, and Frist's Dialogues for Yonnsr Folks. combined in jua volune. By getting ti.is excellent book, the difficulty in proauring a g ;od dialogue f«*r a school exhibition will be entirely overcome. It contains sixty-one good dialogues- of every shade an I variety, and from its well-3ti?red "pages may be sel -e'ed enough or: ginal matter to insure th& success of a score of entertainments. Bound in cloth C-.50 Twenty-six Snort and Amuclng Pl2,ys for Private Theat- ricals. Being Howard's Drawing-room Theatricals and Hudson's Private Theatricals combined in one volume. This book, as the title implies, con- tains twenty-six of the best plays that can bo selected for a private theat- rical entertainment. It contains several amnsinx plays for one sex only, and is thus adapted for the array, navy, and male or iemai • boarding* c-choals. It contains plain directions for getting up a good amateur perform- ance. Bound in cloth 01.5 3 Br. Valentine's Comic Leotiirei; or, Morsels of Mirth for th.3 Melancholy. Comprising Comic Lectures on Heads, Faces, looses, Mouths, Animal Magnetism, etc., with Specimens of Eloquence, Trans- actions of Learned Societies, Delineations of Eccentric Characters, Coraio Songs, etc.. cc. By Dr. TV. Valentine. Illustrated with 12 portraits of Dr. Valentine in his most celebrated characters. Paper covers 75 CT3 Broad Grins of the Laughing Philosopher. This book h f&l of the drollest and queerest incidents imnsrinnble, interspersed with jokes, (Piaint sayings and funny pictures. It also contains twentr-nine 1 nvrhr'blo engravings ij c t3 Popular Books sent Free of Postage at the Prices annexed. AJiyn's Bitual of Freemasonry. Containing a complete Key to the following Degrees : Degree of Entered Apprentice ; Degree of Fel- low Craft; Degree of Master Mason; Degree of Mark Master; Degree of Past Master; Degree of Excellent Master; Degree of Royal Arch ; Royal Arch Chapter ; Degree of Royal Master ; Degree of Select Master ; Degree of Super-Excellent Master ; Degree of Ark and Dove ; Degree of Knights of Constantinople ; Degree of Secret Monitor: Degree or Heroine of Jen eiio ; Degree of Kuignts of Three Kings ; Mediterranean Pass ; Order of Knights of the Red Cress; Order of Knights Templar and Knights of Malta; Knights of the Christian Mark, and Guards of the Conclave; Knights of the Holy Sepulchre; The Holy and Thrice Illustrious Order of ! the Cross; Secret Master; Perfect Master; Intimate Secretary ; Provost and Judge; Intendant of the Buildings, or Master in Israel; Elected Knights of ^,'ine; Elected Grand Master; Sublime Knights Elected; Grand Master Architect; Knights of the Ninth Arch; Grand Elect. Per- fect and Sublime Mason. Illustrated with 38 copper-plate engravings; to which is added, a Key to the Phi Beta Kappa. Orange and Odd Fellows So- cieties. By Avery Ailyn. K. R. C. K. T. K. M., etc. lUino, cloth . . S5.0 Lester's "Look to the East." (Webb Work.) a Ritual of the First Three Degrees of Masonry. Containing the complete work of the Entered A p prentice, Fellow Craft and Master Mason's Degrees, and their Ceremonies. Lectures, etc. Edited by Ralph P. Lester. This complete and beautiful Pocket Manual of the First Three Degrees of Masonry, is printed in clear, legible type, and Dot obscured by any attempts at cypher or other perplexing contractions. It differs entirely from all other Manuals, from the fact that it contains neither the passwords grips, nor any other purely esoteric matter, with which Masons, and Masons onht are necessarily entirely familiar. It affords, therefore, a thorough and valuable guide to the regular "work" in the above degrees, divested of everything that any member of the Fraterniiy would object to sec in print, or hesitate to carry in his pocket. It gives the correct routine of Opening and Closing the Lodge each Dcaree. Calling Off and calling On. Calling the Lodge Up and Down. The Entire Ccremmdrs of Initiating, (Passing and liaising Candidates. The Lectures all liitually artd Mon- iiorially Complete. Bound in cloth 52.00 Leather tucks (pocket-book style), gilt edges 2.50 Duncan's Masonic Bitual and Monitor; or, Guide to the Three /Symbolic Degrees of the Ancient York Bite, Entered Apr •entice, Fcl- lov) Craft and Master Mason. And to the Degrees of Mark Master, Past Master, Most Excellent Master, and the Royal Arch. By Malcom C. Dun- can. Ex"l dn fid and Interpreted by copious Notes and numerous Engrav- ings. It is not so much the design of the author to gratify the curiosity of the uninitiated, as to furnish a Guide to the Younger Members of the Order by means of which their proa-ress from grade to grade may be facilitated. With the aid of this invaluable Masonic Companion, any mason can. in e. short time, become qualified to take the Chair as Master or a Lodge, Nothing is. omitted in it that, may tend to impart a full midcrst' iu".i get The principles of Masonry. This is a valuable book for the Fraterniiy. eoii- tainir.sr, as it does, the Modern ""Work" of the order. No Mason should be without it. Bonnd in cloth t» .50 Leather tucks (pocket-book style), with gilt edges 8.00 Lander's Expose of Od^-FePowsMt?. Containing all the Lec- tures complete, with regulations for Opening, Connnctirg rrd Closing a Lodge; together with Forms o> Initiation. Charu'cs offhev ri'ms OtTcors.etc, giving all the worse in the followim? Doitri'i'K : 1st. or Whit o Df Day's Conversation Cards. A New and Original Set, com- prising Eighteen Questions and Twenty-four Answers, so arranged that the whole of the answers are apt replies to each one of the eighteen ques- tions. The plan of these Cards is very simple, and easily understood. Used by a party of young people, they will make a good deal of fun. The set comprises forty-two Cards in the aggregate, which are put up in a handsome case, with printed directions for use .&Q Cts. Day's Fortune-Telling: Cards. We have just printed an original set of Cards for telling fortunes, "which are an improvement on any hitherto made. They are so arranged that each answer will respond to every one of the questions which may be put. These cards will also afford a fund of amusement in a party of young people. Each pack is enclosed in a card case, on which are printed directions 30 ct3. Day's Cards for Popping; the Question. An Original Game for Lovers and Sweethearts, or for Merry-Making in a Party of Young People. As soon as these cards become known, we feel sure that they will have an endless sale. Put up in cases, with directions for playing. . .30 cts. Day's Leap- Year Cards. To enable any lady to pop tho ques- tion to the chosen one of her heart. This set of Cards is intended more to> make fun among young people than for any practical utility. Put up in handsome cases, with printed directions .". SO C'u. Chesterfield's Letter-Writer and Complete Eook of Eii- qtiette. Containing the Art of Letter-Writing simplified, a cuide to friendly, affectionate, polite and business correspondence, and rules for punc- tuation find spelling, with complete rules of Etiquette and the usages of So- ciety. An excellent hand-book for reference. 16mo, bound in boards. &U ct3, flow to Behave ; or, The Spirit of Etiquette. A Guide to Po- lite Societv, for Ladies and Gentlemen ; containing rules for good behavior at the dinner table, in the parlor, and in the street ; with important hints on introduction, conversation, etc 12 cts. Eow to Win and How to Woo. Containing "Rules for the Eti- Jueite of Courtship, with directions showing how to win the faver of the jadies, how to be^in and end a Courtship, and how Love-Letters should b» written 15 cts. Popular Song Books sent Free of Postage. Price Ten Cents each. NEW SONG BOOKS. Ti;is list of So7ig Books contains fill kinds of Songs, embracing Love. Senti- mental. Ethiopian. Scotch, Irish. Convivial, Comic, Patriotic. Pathetic and Datcli Songs, besides a great variety of Stump Speeches, Burlesque Orations, Plantation Scenes, Irish, Dutch and Yankee Stories, Comic Bee ita lions, Con- undrums and Toasts. Harry Richmond's My Young Wife and I Songster 10 ct-:. K*. ry Robinson's Don't You Wish You Was ile Songster 10 " Johnny Wild'sWhat Am I Doing Songster ]0 '• Buell's Ku-Klux-Klan Songster 10 " Frank Kern's Pretty Little Dear Songster 10 " Hairy Richmond's Xot For Joseph Songster 10 " Drive Reed's Sally Come Up Songster 10 " The Rootle-'Pam Tootle-Tum Tay Songster 10 " Sam Slick's Yankee Songster 10 " Champagne Charley Songster 10 " Jenny Engel's Dear Little Shamrock Songster 10 " Billy Emerson's Xew Comic Songster 10 " Berry's Laugh and Grow Fat Songster 10 '" Tonv Pastor's Bowery Songster ..." 10 " Tony Pastor's Water-Fall Songster 10 " Tony Pastor's 414 Combination Songster 10 " Tony Pastor's Opera-House Songster 10 " Tony Pastor's Carte De Visito Songster 10 " Tony Pastor's Great Sensation Songster 10 " Tony Pastor's Own Comic Vocalist 10 " Tony Pastor's Comic Irish Songster 10 " Tony Pastor's Comic Songster 10 " Tony Pastor's Union Songster 10 " Paddy's the Boy Songster 10 " Bonny Dundee Songster , 10 " Will Carleton's Dauuj Pat Songster 10 " Billy Emerson's ~N"ancy Fat Songster 10 " Hooter's Opera- House Songster 10 " Sam Sharpley's Iron-Clad Songster 10 " Joe English's Comic Irish Songster 10 " Rodey Maguire's Comic Variety Songster 10 '* Harry Pell's Ebony Songster 10 " Frank Brewer's Black Diamond Songster 10 " Frank Converse's Old Cremona Songster 10 " Is' else Seymour's Big Shoe Songster.. 10 " The Lannigan's Ball Songster 10 " Tom Moore's Irish Melodies 10 " Billy Holmes' Comic Local Lyrics 10 " Fiittie Stewart's Comic Son sjster 10 " Christy's Bones and Banjo Songster 10 " George Christy's Essence of Old Kentucky 10 " Christy's New Son if ster and Black Joker 10 " The Convivial Songster 10 " Heart and Home Songster 10 " Jlob Hart's Plantation Songster 10 " Billy Birch's Ethiopian Songster 10 " The Sh amrock; or. Songs of Ireland 10 " Harrison's Comic Songster 10 " The Camp-Fire Song Book 10 " The Charley O'Malley Irish Songster 10 " Fred May's Comic Irish Songster 10 " The Love and Sentimental Songster 10 " The Irish Boy and Yankee Girl Songster 10 " The Frisky Irish Songster 10 ,: Gus Shaw's Comic Songster 10 " Wood's Minstrel Song Book 10 " Wood's Now Plantation Melodies 10 M Popular Books sent Free of Postage at the Prices annexed. Walker's Rhyming', Spelling 1 and Pronouncing Dictionary of the English Language. Contaii 5 T. The whole Language arranged ac- cording to ite terminations. II. Every Word explained and di- vided -into Syllables, exactly as pro- nounced. ILL Multitudes of Words, liable to a double pronunciation, fixed in their true sound by a Rhyme. IV. Many of the most difficult Words rendered easy to be pronounced, by being classed according to their end- ings. V. Numerous classes of Words ascer- tained in their pronunciation, by distinguishing them into perfect, neatly perfect and allowable Rhymes To which is added critical and practical Observations on Orthography Syllabication. Pronunciation, an Index of' Allowable Rhymes, with Author • ifcies for their usage, etc. Royal 12mo, 700 pages a>3.0 J Book of Household Pets. Containing valuable instructions about the Diseases. Breeding, Training and Management of the Canary, Mocking Bird, Brown Thrash or Thrasher, Blue Bird, Yellow Bird. Scarlet Tanager, Bobolink, Baltimore Oriole, European Black Bird, Blue Jay. Bine and Yellow Macaw, Carolina Parrakeet, Cockatoo, G-reen and Gray Parrot, ami the rearing and management of all kinds of Pigeons and Fancy Poultry, Rabbits, Squirrels. Guinea Pigs, White Mice ai.d Dogs; together with a Comprehensive Treatise on the Principle and Management of tin Salt and Fresh Water Aquarium, with instructions how to make, lay the foundation, and stock the Tank. Illustrated with 123 fine wood-cuts. Bound in boards, cloth back 50 ct3. Chesterfield's Art of Letter- Writing Simplified. A Guide to Friendly, Affectionate, Polite and Business Correspondence. Containing a collection of valuable information relative to the Art of Letter- Writing, ■with clear instructions how to begin and end Correspondence, Rules for Punctuation and Spelling, etc.. with numerous examples of Letters and Notes, with several important hints on Love-letters 15 cts. The Life, Crime and Capture of John Wilkes Booth. With a full Sketch of the Conspiracy of wluJi he was the Leader, and the Pur- suit, Trial and Execution of his Accomplices, together with an original Poem on Abraham Lincoln. By George Alfred Townsend, a Special Cor- respondent. Illustrated on the cover with a fino portrait of the Assassin and also containing Plans, Maps, etc. Octavo 25 CtS The Hindoo Fortune-Teller and Oracle of Destiny. Con. taining Ten Methods of Telling Fortunes with Cards, a complete system of Fortune Telling with Dice, together -with Sixty-seven Good and Bad Omens, with their interpretation 15 ct3. The Combination Fortune-Teller and Dictionary oi Dreams. A Comprehensive Encyclopedia explaining all the different methods extant by which good and evil events, are foretold, containing 4'KV pages, and illustrated with numerous engravings and two large colored lithographs. 16mo, cloth $1.25. the Play-Ground ; or, Out-Door Games for Boys. A Boofe of Healthy Recreations for Youth, containing over a hundred Amusements, including Games of Activity and Speed, Games with Toys, Marbles, Tops, Hoops, Rites, Archery, Balls; with Cricket, Croquet and Ease- Ball. Splendidly illustrated with 124 fine wood-cuts. Bound in boards 50 Ct3. 10,000 Wonderful Things. Comprising the Marvelous and Rare, Eccentric and Extraordinary, in all Ages and Nations. Enriched with hundreds of illustrations. 12mo, cloth, gilt side $1.59 Popular Books Beat Free of Postage at the Pricrs Anneal The French Wine and Liquor Manufacturer. A Practical Guide and Receipt Book for the Liquor Merchant. Being a clear and com- prehensive Treatise on the Manufacture aud Imitation of Brandy, Hum, Gin and AVhisky, with Practical Observations and Rules for the Manu- facture and Management of all kinds of Wine, by Mixing-, Boiling and Fer- mentation, as practiced in Europe; including complete instructions fur Manufacturing Champagne Wine, and the most approved methods for making a variety of Cordials, Liquors, Punch, Essences, Bitters and Syrups, together with a number of Recipes for Lining, Flavoring, Filtering and Coloring Wines and Liquors, and instructions for Restoring and Keep- ing Ale and Cider. Also containing the latest improvements for Manu- facturing Vinegar by the Quick Method. To which is added a collection of Descriptive Articles on Alcohol, Distillation, Maceration and the use of the Hydrometer; with Tables, Comparative Scale, and 14 important Rules for Purchasing, Reducing and Raising the Strength of Alcohol. e:c. Illus- trated with descriptive diagrams and engravings. Adapted forthe Use and Information of the Taade in the United States and Canada. By John Rack, Practical \Yine and Liquor Manufacturer. Bound in cloth. . . .£3.00 Bartender's Glide. Containing Recipes for Mixing American, English, French, German, Italian, Spanish aud Russian Drinks — such as Juleps, Punches, Cobblers, Slings, Cocktails, etc. By Jerry Thomas, lata Bartender at the Metropolitan Hotel, New York, and Planter's House, St. Louis. To which is appended a Manual for the Manufacture of Cordials, Liquors, Fancy Syrups, etc., containing Recipes alter the most approved methods now used in the Distillation rt Liquors and Beverages, designed for the special use of Manufacturers pad Dealers in Wines and Spirits, Grocers, Tavern-keepers and Private Families— the same being adapted to the trade of the United States and Canada. The whole work containing over ~iM valuable recipes. A large book, bound in cloth.-. S2.50 The Independent Liquorist; or, The Art of Manufacturing 1 all kinds cf Syrups, Biters, Cordials, Champagne, Wines, Lager B3er, Ala, Porter, Beer, Punches, Tinctures, Extracts, Brandy, Gin, Essences, Flavorings, Colorings, Saucos, Catsups, Pickles, Preserve?, etc. By L. Monzert, Practical Liquorist and Chemist. Every Druggist, Grocer, "Restaurant, Hotel-keeper, Farmer, Fruit Dealer, Wine Merchant, should have a copy of tills work. It gives the most approved methods, and a true description of the manner in which our most popular beverages aro prepared, in such plain terms that the most inexperienced person can manu- facture as well as the practical man, without the aid of auy expensive ap- paratus. 12mo, cloth §3.00 The Bordeaux Wine and Liquor Dealer's Guide. A Treatise , on the Manufacture of French Wines and Liquors, with full directions to the Liquor Dealer how to manage his Liquors, Wines, etc., etc. A book or great value to every person who deals in Foreign and American Spirituous Liquors, or Foreign Wines, Cordials, etc. It tells exactly how all kinds of th< j m are made. The directions arc simple and easily understood. It also iclls how to make nil kinds of Ales, Porter and other fermented liquor, how to manage Cider, etc. 12mo, cloth $2.50 Lacour on the Manufacture of Liquors, Wines and Cordials, Without the a'd of Distillation. Also, the Manufacture of Etfervescing Beverages and Syrups, Vinegar and Bitters. Prepared and arranged ex- pressly for the Trade. By Pierre Lacour. Bv the use of this book every man can make all kinds of liquors, wines, cordials and vinegar and syrups at home, without the use of any apparatus of any kind. The work is Uy the French chemist, Lacour, of Bordeaux. We would advise all who aro con- aerned in the liquor business to get tlic work. Bound i i eloth f\?.!'3 Popular Books sent Free of Postage attiiePrice3 annexed. TALES OF NEW YORK LIFE. The Widow's Walk; or, The Mystery of Crime. By Eugene Sue. With numerous illustrations. This is one of M. Sue's ingenious talcs of the mysteries of every-day life iu a great city. In the course of this great romance! Sue (while he adds much to the interest of the plot) exposes the causes which drive so many thousands of the men of Paris to gambling, robbery and the galleys, and women to the Morgue 25 Cts. The Midnight Queen ; or, Leaves from New York Life. This is a no .v Novel, by the gifted author of "The Quaker City," whick created a great "furore " some years ago. The Theatres, the Ball-rooms, the Gaming Tables, and every other place of amusement in the Great Metropolis, receive due attention 25 Cts. Julia Mansfield; or, The Fate of an Amhiticn.3 Mother. We scarcely know of a novel more interesting than this. The persecutions of poor Julia by the wicked Colonel Campbell, and the old hag, Molly Mor- gan, together with her triumphant rescue by Frank Seymour, heryoung lover, are all detailed, in this truly absorbing story, in a very masterly manner 25 cts, Caroline Tracy, the Milliner's Apprentice ; or, Life in New York among the Lofty and Lowly. Being the Romantic Adventures of a Youna; Girl in New York during 3847 and 1848. Young Girl in New York during 3847 and 1848. This is a spirited ro- mance of New York Life, and exposes some of the mysteries of this great city ko cts. The Matricide's Daughter. A tale of the events which oc- curred in the city of New York twenty years ago. This is a story of thrilling interest, containing a narrative of a mysterious crime and its con- sequences. It introduces the reader into all sorts of queer company— from that of a forger, to the smart, but unscrupulous lawyer 25 cts. Ellen Grant', or, A Woman's Revenue. This is a singular and deeply interesting story of life in New York. The plots and wicked schemes of Doctor Boyden, alias Frank Dumont, and Old Mother Trott, together with the wrongs of Ellen Grant, and her terrible revenge, have sufficient dramatic interest to make up a dozeu novels 25 Cts. Whom to Marry, and How to get Married; or, The Ad- ventures of a Lady in Search of a Hushand. By one who hw refused Twenty Offers, some from Ministers. This livelv and entertaining story was printed by us fifteen or sixteen years ago, and we then sold about fifty thousand copies 25 cts. The Orphan Seamstress. By the author of a Caroline Tracy." This narrative of events in New York alludes to incidents vrhich every newspaper reader must remember 25 cts. Clarence Bolton. A New York story, with city life in all its phases. This is one of those fascinating tales of city life that gives an in- sight into every class of society 25 Cts. Grace Weldont or, The Pretty Milliner. This is a story about the Sewing Girls of Boston. Full of fun and adventure. Any person irho desires to read a lively story should not fail to get this work. . ■[ 5 cti. Popular Books sent Free of Postage at the Prices annexed. — fortunes by the Lady s Love Oracle. How to foretell the Sex of Children. How to tell any Person's Age. To know who your future Husband will be and how soon you will be Married. How to tell Future events with Cards Dice Tea and Coffee Grounds, Eggs, Apple Parings and the Lines of the Hand' Hlustrated with wood engravings. 144 pages. Pound in boards. . . .40 Cts. Fontaine's Golden Wheel Dream-Book and Fortune-Teller Being the most complete book on Fortune Tellinc and Interpreting Dreams ever printed. This book informs you how to Tell Fortunes witu the Golden Wheel, Cards, Bice and Ifomiuoes; how to find where to die for water, with the celebrated Divining PvOD ; together with Twenty Wars of Telling Fortunes on New Year's Eve. It is illustrated with engravings' and contains a large Colored Lithographic Engraving of the Golden Wheel which tolds up. 144 pages, bound in boards 40 cts', Pettengill's Perfect Fortune-Teller and Dream-Book; or, The Art of Discerning- Future Events. Tins is a most complete Fortune-Teller and Dream-Book. It is compiled with great care from au- thorities on Astrology, Geology, Chiromancy, Necromancy, Spiritual Phi- losophy, etc., etc. Among the subjects treated of, are— Casting Nativities by the Stars, Telling Fortunes by Lines on the Hand, bv Moles on the Body, by Turning Cards, by Questions of Destiny, by Phvsical Appearances, by the Day of Eiuth, etc. A book of 144 pages. Bound in boards. ..40 cts. Mother Shipton's Fortune-Teller; or, Future Fate Fore- told by the Planets. Being the 900 Answers of Pythagoras to the Ques- tions of Life's Destiny. Derived from the Mystic Numbers and Letters of the Planets. Containing the Emblematical and Mystical Wheel of Fortune andFate, colored. 115 pages, paper covers 30 cts. Mother Shipton's Oriental Dream-Book. Being a reliable interpretation of Dreams, Visions, Apparitions, etc. Together with a His tory of Remarkable Dreams, proven true as interpreted. Collected and ar- ranged from the most celebrated masters. 1 6mo, paper covers 30 Cts. The Everlasting Fortune-Teller and Magnetic Dream- Bonk. Containing the Science of Foretelling Events by the Signs of the Zodiac ; Lists of Lucky and Unlucky Days ; List of Fortunate Hours ; the Science of Foretellin«- Events bv Cards, Dice, Dominoes, etc.; the Scienca of Foretelling anvthing in the Future by Dreams; and also containing Na- poleon's Okacuia t m ; or, The Book of Fate 30 cts. Mother Csrev's Dream-Book and Fortune-Teller. Contain- ing the method of Fortune-Telling with Cards ; a complete Dreamer's Dic- tionarv; the Science of Palmistrv. or telling Fortunes by the Lines of the Hand- how to tell a Person's " Character by a list of Lucky and Unlucky days and hours; how to tell with Cards which of Three Ladies has the best Husband. Mathematical Tables for telling any Person's Age. .15 Cts. Aristotle's Book of Fate and Dictionary of Dreams. Con- taining Dreams and their Interpretations ; the Signification of Moles on Men and Women ; one hundred and eighty-seven Weather Omens ; Hy- men's Lottery and Aristotle's Oraculum, or Book of Fate 15 Cts. Frtp jfcnrri+im. D~eam-"Book and Fortune-Teller. Contain- ing an Alphabetical list of Dreams, with their signification and their lucky numbers. Illustrated frith explanatory din grams. "Boards, cloth back. 40 cts. Popular Books sent Free of Postage at the Prices annexed. Tambo's End-Men's Minstrel Gags. Containing some of the best jokes and repartees of the most celebrated "burnt cork "performers of our day. Tambo and Bones in all sorts and manner of scrapes. Also containing a rich collection of Ballads, humorous and pathetic, Darkey Dialogues, Sketches, Plantation Scenes, Eccentric Doings, Humorous Lectures, Laughable Interludes, Huge Africanisms, Burlesque Stump Speeches, Mirth-provoking Witticisms, Conundrums, Yarns, Plantatioa Songs and Dances, etc., etc. In short, a complete Hand-Book of Burnt Cork Drollery, which will be found alike useful to the professional and amateur. Everything new and rich. Paper covers ... ..30cts Bound in boards, with cloth back 50 cts Tony Denier's Parlor Tableaux, or Living Pictures. C©n- taihing about eighty popular subjects, with plain and explicit directions for arranging the stage, dressing-rooms, lights, full description of cos- tumes, duties of stage manager, properties and scenery required, and all the necessary directions for getting them up. Among the contents there are nine tableaux for male and an equal number for female characters only. A great number of them introduce groups of boys, and many more groups of girls only; others again introducing both; and still more in which entire classes can take part. Everything is stated in a plain, simple manner, so that it will be easily understood; everything like style or un- necessary show has been avoided. For public or private entertainment, there is nothing which is so interesting as the tableau. Price. . . .25 Cts Tony Denier's Secret of Performing Shadow Pantomimes. Showing how to get them up and how to act in them; with full and con- cise instructions and numerous illustrations. Also full and complete descriptions of properties and costumes. CONTENTS. Introduction; Shadow Bluff, or, Who's Who ? Tooth Drawing Extra- ordinary j Amputation like Winking ; The Haunted House; We Won't Go Home till Morning; Jocko, or the Mischievous Monkey; The Madcap Barber; Cribbage, or, The Devil among the Cards; The Lover's Strat- agem; The Game of Base Ball; Regu- lar Hash, or, The Boarding-House Conspiracy; The Mechanical Statue; The African Serenaders; The Model Prize Fight; The Magic Cask, or, The Industrious and Idle Apprentice; The Tragical Duel, or, The Comical Rivals; Old Dame Trot and her Comical Cat. Price 25 Cts Barmby's Plays for Young People. With Songs and Cho- ruses, suitable for Private Theatricals. By J. Barmby, B. D., late fellow of Magdalen College, Oxford. The music adapted, arranged and partly composed by T. Rogers, M. A., of New College, Oxford. This is a capital collection of original Musical Plays, or Operettas, mainly in burlesque style and entirely in rhyme; irresistibly comical m expression, elegant in construction, and perfectly free from even an approach to anything objectionable, or calculated to offend the most fastidious. It includes the vocal score and piano accompaniment to all the songs, duets and choruses introduced, making it complete in itself, both in text and music. 201 pages, illuminated paper cover 30 Ct3 Board cover ,. 50 Cts Burton's Amateur Actor. A complete guide to Private Theat- ricals ; giving plain directions for arranging, decorating and lighting the Btage; with rules and suggestions for mounting, rehearsing and per- forming all kinds of Fays, Parlor Pantomimes and Shadow Pantomimes. Illustrated with numerous engravings, and including a selection of original Plays, with Prologues, Epilogues, etc. 16mo, illuminated paper cover 30 cts Bound in boards, -^th, cloth, bjvefc. , ,,,,-. -' -0U CW Popular Books sent F ree of Postage at the Prices annexed. READINGS AND ^RECITATIONS. " Kavanaugh's Juvenile Speaker. For very Little Bovs and Girls. Containing short and easily -learned Speeches and DiaWueV expressly adapted, for School Celebrations, Mav-Day Festivals aid S£ Chddren s Entertainments. Embracing one hundred and twenty-three effec- tive pieces, uy Mrs. Knssell iiavanaugb. Illuminated paper cover 3 ft C S Bound m boards, cloth back A v ka . oO cts. * Dick's Series of Recitations and Readings, Nos. ltolO Com- prising a carefully compiled selection of Humorous, Pathetic Eloauent patriotic and Bcnttmeutal Pieces in Poetry and Prose, exclSy des^ned for Recitation or Heading. Edited by Win. B Dick. Each number of th« 50 cts. Beecher's Recitations and Readings. Humorons, Serious, Dramatic .including Prose and Poetical Selections in Dutch, Yankee, Irish Negro and other Dialects. J bo pages, paper covers .' . . . 30 cts' Bound in boards, cloth back....:.......... 50 ts" Howard's Recitations. Comic, Serions and Pathetic. Being a collection of fresh Eecitations in Prose and Poetry, suitable for Exhibf. turns and Evening Parties. 18u pages, paper covers.. . 30 cts Bound in boards, cloth back..... 7. ;_50 cts! Spencer's Book of Comic Speeches and Humorous Recita- tions. _A collection of Comic Speeches, Humorous Prose and Poetical Eecitations, Laughable Dramatic Scenes and Eccentric Dialect Stories. 19-J pages, paper covers 3q „+- Bound in boards, cloth back .......50 cts. Wilson's Book of Recitations and Dialogues. Containing a choice selection of Poetical and Prose Eecitations. Designed as an Assist- ant to Teachers and Students in preparing Exhibitions. 188 pages, paper covers 30 cts* Bound in boards, with cloth back 50 cts. Barton's Comic Recitations and Humorous Dialogues. A variety of Comic Eecitations in Prose and Poetry, Eccentric Orations and Laughable Interludes. J 80 pages, paper covers 30 Cts. Bound in boards, with cloth back 50 cts. Brudder Bones' Book of Stump Speeches and Burlesque Orations. Also containing Humorous Lectures, Ethiopian Dialogues, Plan- s'' tation Scenes, Negro Farces and Burlesques, Laughable Interludes and Comic Eecitations. 3 88 pages, paper covers 30 cts. Bound in boards, illuminated 50 Cts. fertine's Droll Dialogues and Laughable Recitations. A collection of Humorous Dialogues, Comic Eecitations. Brilliant Burlesques and Spirited Stump Speeches. 188 pages, paper covers 30 cts. Bound in boards, with cloth back 50 Cts. WE WILL SEND A CATALOGUE containing a complete list of all the pieces in each of the above books, to any person who will send us their address. Send for one. DICK & FITZGERALD, Publishers, Popular Books sent Free of Postage at the Prces annexed. DIALOGUE BOOKS. Graham's School Dialogues for Young People. Being a new and original collection of Dialogues intended for Anniversaries and Exhibitions, carefully prepared and well calculated to develop dramatic talent. 176 pages, illuminated paper cover 30 cts Bound in boards, cloth back 50 Ct3 McBride's Temperance Dialogues. Designed for the use of Schools, Temperance Societies, Bands of Hope, Divisions, Lodges and Literary Circles. Introducing Yankee, Dutch, Irish, Negro and other dialect characters. By H. Elliott McBride. 183 pages, paper cover. .30 Ct3 Bound in boards, cloth back 50 Cts McBride 's Humorous Dialogues. -A. collection of New Dia- logues, full of humor and witly repartee; some of them introducing Irish, Dutch, Yankee and other dialect characters. 192 pages, paper cover 30 CtS Bound in boards, cloth back 50 CtS McBride's Comic Dialogues. A collection of twenty-three Original Humorous Dialogues, especially designed for the display of Amateur dramatic talent, and introducing a variety of sentimental, sprightly, comic and genuine Yankee characters, and other ingeniously developed eccentricities. By H. Elliott McBride. 180 pages, illuminated paper covers 30 CtS Bound in boards, cloth back 50 CtS McBride 's All Kinds of Dialogues. A collection of twenty- five Original, Humorous and Domestic Dialogues, introducing Yankee, Irish, Dutch and other charactei's. Excellently adapted for Amateur Performances. 180 pages, illuminated paper covers 30 Cts Bound in boards, cloth back 50 CtS Holmes' Very Little Dialogues for Very Little Folks. Con- taining forty-seven New and Original Dialogues, with short and easy parts, almost entirely in words of one syllable, suited to the capacity and comprehension of very young children. Paper covers 30 Cts Bound in boards, cloth back 50 Cts Frost's Dialogues for Young Folks. A collection of thirty- six Original, Moral and Humorous~Dialogues. Adapted for boys and girls between the ages of ten and fourteen years. Paper covers 30 CtS Bound in boards, cloth back 50 CtS 'Frost's New Book of Dialogues. Containing twenty-nine en- tirely New and Original Humorous Dialogues for boys and girls between the ages of twelve and fifteen years. 180 pages, paper covers 30 cts Bound, in boards, cloth back 50 Cts Frost's Humorous and Exhibition Dialogues. This is a col- lection of twenty-five Sprightly Original Dialogues, in Prose and Verse, in- tended to be spoken at School Exhibitions. 178 pages, paper covers. 30 Cts Bound in boards 50 cts WE WILL SEND A CATALOGUE free to any address, containing a list oj all the Dialogues in each of the above books, together with the number of boys and girls required to 'perform them. DICK & FITZG-ERALD, Publishers, Box 2975, NEW YORK. Popular Books sent Free of Postage at the Prices annexed. AMATEUR THEATRICALS. All the plays in the following excellent books are especially designed for Amateur performance. The majority of them are in one act and one scene, and may be represented in any moderate-sized par- lor, without much preparation of costume or scenery. Kavanagh's Humorous Dramas for School Exhibitions and Private Theatricals. This collection of Dramas are all original, and were written expressly for School and Parlor performance. Paper covers 30 Ct3 Bound in boards • 50 CtS Barmby's Musical Plays for Young People. Suitable for Private Theatricals. These Plays are in Burlesque style and entirely in Rhyme ; they are irresistably Comical in expression, and elegant in con- struction. Each Pla y includes the Vocal Score and Piano Accompaniment to all Songs, Duets and Choruses introduced, making it complete in it- self, both in text and music. 201 pages, paper covers 30 cts Bound in boards 50 CtS Parlor Theatricals; or, Winter Evenings' Entertainment. Containing Acting Proverbs, Dramatic Charades, Drawing- Room Panto- mimes, a Musical Burlesque and an amusing Farce, with instructions for Amateurs. Illustrated with engravings. Paper covers 30 Cts Bound in boards, with cloth back 50 CtS Howard's Book of Drawing-Room Theatricals. A collec- tion of twelve short and amusing plays. Some of the plays are adapted for performers of one sex only. 186 pages, paper covers 30 CtS Bound in boards, with cloth back 50 CtS Hudson's Private Theatricals. A collection of fourteen hu- morous plays. Four of these plays are adapted for performance by males only, and three are for females. 180 pages, paper covers .30 cts Bound in boards, with cloth back 50 cts Nugent's Burlesque and Musical Acting Charades. Con- taining ten Charades, all in different styles, two of which are easy and effective Comic Parlor Operas, with Music and Piano-forte Accompani- ments. 176 Pages, paper covers 30 cts Bound in boards, with cloth back 50 Cts Frost's Dramatic Proverbs and Charades. Containing eleven Proverbs and fifteen Charades, some of which are for Dramatic Per- formance, and others arranged for Tableaux Vivants. 176 pages, paper covers 30 Cts Bound in boards, with cloth backs 50 cts Frost's Parlor Acting Charades. These twelve excellent and original Charades are arranged as short parlor Comedies and Farces, full of brilliant repartee and amusing situations. 182 pages, paper covers . .30 CtS Illuminated boards 50 cts Frost's Book of Tableaux and Shadow Pantomimes. A col- lection of Tableaux Vivants and Shadow Pantomimes, with stage instruc- tions for Costuming, Grouping, etc. 180 pages, paper covers 30 Cts Bound in boards, with cloth back 50 ct» Frost's Amateur Theatricals. A collection of eight original plays ; all short, amusing and new. 180 pages, paper covers 30 cts Bound in boards, with cloth back r , £q c ft Popular Books sent Free of Postage at the Prices annexed. Dick's Original Album Verses and Acrostics. Containing Original Yerses For Autograph Albums; To Accompany Bouquets; For Birthday Anniversaries; For Wooden, Tin, Crystal, Silver and Golden Weddings; For Album Dedications; To Accompany Philopena Forfeits; For Congratulation; For Valentines in General, and aU Trades and Professions. It contains also Two Hundred and Eighteen Original Acrostic Verses, the initial letters of each verse forming a different Lady's Christian name, the meaning and derivation of the name being appended to each. The primary object of this book is to furnish entirely fresh and unhackneyed matter for all who may be called upon to fill and adorn a page in a Lady's Album ; but it contains also new and appropriate verses to suit Birthday, Wedding, and all other Anniversaries and Occasions to which verses of Com- pliment or Congratulation are applicable. Paper covers. Price. .50 cts. Bound in full cloth " . .75 cts. The Debater, Chairman's Assistant, and Rules of Order. A manual for Instruction and Reference in all matters pertaining to the Management of Public Meetings according to Parliamentary usages. It comprises : How to Form and Conduct all ki'nds of Associations and Clubs; How to Organize and Arrange Public Meetings, Celebrations, Dinners, Pic- nics and Conventions; Forms for Constitutions of Lyceums or Institutes, Literary and other Societies; The Powers and Duties of Officers, with Forms for Treasurers', Secretaries' , and other Official Reports; The Formation and Duties of Commit- tees; The Work is divided into different Sections, for the purpose of Consecutive Instruction as well as Ready Beference, and includes all Decisions and Rulings up to the present day. Paper covers 30 cts. Bound in boards, cloth back 50 Cts. Dick's Ethiopian Scenes, Variety Sketches and Stump Speeches. Containing End-Men's Jokes, Rules of Order, and Order of Business, with Mode of Procedure in all Cases. How to draft Resolutions and other Written Business; A Model Debate, introducing the greatest . possible variety of points of order, with correct Decisions by the Chairman; The Rules of Order, in Tabular Form, for instant reference in all Cases of Doubt that may arise, enabling a Chair- man to decide on all points at a Negro Interludes and Farces; Fresh Dialogues for Interlocutor and Banjo; New Stump Speeches; Humorous Lectures; Dialect Sketches and Eccentricities; Dialogues and Repartee for Interlocutor and Bones; Quaint Burlesque Sermons; Jokes, Quips and Gags. It includes a number of Amusing Scenes and Negro Acts, and is full of the side-splitting vagaries of the best Minstrel Troupes in existence, besides a number of Original Eecitations and Sketches in the Negro Dialect. 178 pages, paper covers. . 30 cts. B«und in boards, cloth back 50 cts. Popular Books sent Free of Postage at the Prices annexed. Dick's Dutch, French and Yankee Dialect Recitations. An unsurpassed Collection of Droll Dutch Blunders, Frenchmen's Funny Mistakes, and Ludicrous and Extravagant Yankee Tarns, each Kecitation being in its own peculiar dialect. To those who make Dialect Eecitations a speciality, this Collection will be of particular service, as it con- tains all the best pieces that are incidentally scattered through a large number of volumes of " Eecitations and Readings," be- sides several new and excellent sketches never before published. 170 pages, paper cover 30 cts. Bound in boards, cloth back 50 cts. Dick's Irish Dialect Recitations. A carefully compiled Collection of Eare Li a Stories, Comic, Poetical and Prose Eecitations, Humorous Letters and Funny Eecitals, all told with the irresistible Humor of the Irish Dialect. This Collec- tion contains, in addition to new and original pieces, all the very best Eecitations in the Irish Dialect that can be gathered from a whole library of " Eecitation" books. It is full of the sparkling witticisms and queer conceits of the wittiest nation on earth ; and, apart from its special object, it furnishes a fund of the most entertaining matter for perusal in leisure moments. 170 pages, paper cover 30 cts. Bound in boards, cloth back 50 cts. Worcester's Letter-Writer and Book of Busi- ness Forms for Ladies and Gentlemen. Containing Accu- rate Directions for Conducting Epistolary Correspondence, with 270 Specimen Letters, adapted to every Age and Situation in Life, and to Business Pursuits in General ; with an Appendix comprising Forms for "Wills, Petitions, Bills, Eeceipts, Drafts, Bills of Exchange, Promissory Notes, Executors' and Adminis- trators' Accounts, etc., etc. This work is divided into two parts, the portion applicable to Ladies being kept distinct from the rest of the book, in order to provide better facilities for ready reference. The Orthography of the entire work is based on "Worcester's method, which is coming more and more into general use, from the fact that it presents less ambiguity in spelling. 216 pages. Bound in boards, cloth back. ... 50 cts. Popular Books sent Free of Postage at the Prices annexed. JSIrs. Partington's Carpet-Bag of Fun, A collection of over 1,000 of the most Comical Stories, Amusing Adventures, Side-Splitting Jokes, Cheek-extending Poetry, Funny Conundrums, Queer Sayings of Mrs. Partington, Heart-Rending Puns, Witty Repartees, etc. The whola illustrated by about 150 comic wood-cuts. 12mo, 300 pages, ornamented paper covers ...* 75 cts. Harp of a Thousand Strings; or, Lauvhter for a Life- time, A book of nearly 400 pages ; bound in a handsome gilt cover ; crowded full of funny stories, besides being illustrated with over 200 comic engravings, by Darley, MeLennan, Bellew, etc ••Sl.SO Chips from Uncle Sam's Jack-Knife. Illustrated with over 100 Comical Engravings, and comprising a collection of over 500 Laughable Stories, Funny Adventures. Comic Poetry, Queer Conundrums, Terrific Puns and Sentimental Sentences. Large octavo 25 Cts. Fox's Ethiopian Comicalities. Containing Strange Savings, Eccentric Doings, Burlesque Speeches, Laughable Drolleries and Eunny Stories, as recited by the celebrated Ethiopian Comedian 10 cts. Ned Turner's Circus Joke Book. A collection of the best Jokes, Bon Mots, Repartees, Gems of Wit and Eunny Sayings and Doings of the celebrated Equestrian Clown and Ethiopian Comedian, ZSTed Tur- ner 10 cts. Ned Turner's Black Jokes. A collection of Funny Stories, Jokes and Conundrums, interspersed with "Witty Sayings and Humorous Dialogues, as given by Ned Turner, the celebrated Ethiopian Delinea- tor. 10 cis. Ned Turner's. Clown Joke 3ook. Containing the best Jokes and Gems of "Wit, composed and delivered by the favorite Equestrian Clown, Ned Turner. Selected and arranged by G. E. C 10 cts. Charley White's Joke Book. Containing a full expose of all the most laughable Jokes. "Witticisms, etc., as told by the celebrated Ethiopian Comedian, Charles "White 10 cts. Black Wit and Darky Conversations. By Charles White. Containiag a large collection of laughable Anecdotes, Jokes, Stories, Witti- and Darky Conversations .10 cts. Yale College Scrapes ; or, How the Boys Go It at New Haven. Tms is a book of 114 pages, containing accounts of all the famous "Scrapes" and "Sprees" of which students of Old Yale have been guilty for the last quarter of a century 25 Cts. Laughinff Gas. An Encyclopedia of Wit, Wisdom and Wind. By Sam Slick, Jr. Comically illustrated with 100 original and laughable Engravings, and nearly 500 side-extending Jokes 30 Cts. The Knapsack Full of Fun; or, l,000Eations of Laughter. Illustrated with over 100 comical engravings, and containing Jokes and Eunny Stories. By Doesticks and other witty writers. Large quarto . .30 Cts. The Comical Adventures of David Dumcks. Illustrated with over one hundred Eunny Engravings. This is a book lull of fun 25 cts. The Plate of Chowder. A Dish for Funny Fellows. Appro* priately illustrated with 100 comic engravings. 12mo t pajser covers. . 25 ct& Popular Books seat Free of Postage at thi Prices anncsed. How to Conduct a Debate. -A. Series of Complete Debates, Outlines of Debates and Questions for Discussion. In the complete de- bates, the questions for discussion are defined, the debate formally opened, an array of brilliant arguments adduced on either side, and the debate closed according to parliamentary usages. The second part consists of questions for debate, with heads of arguments, for and against, given in a condensed form, for the speakers to enlarge upon to suit their own fancy. In addition to these are a large collection of debatable questions. The authorities to be referred to for information being given at the close of every debate throughout the work. By F. Rowton. 232 pages. Paper covers 50 Cts Bound in boards, cloth back 75 Ct3 The Amateur Trapper and Trap-Maker's Guide. A com- plete and carefully prepared treatise on the art of Trapping, Snaring and Netting. This comprehensive work is embellished with fifty engraved il- lustrations ; and these, together with the clear explanations which accom- pany them, will enable anybody of moderate comprehension to make and set any of the traps described. It also gives the baits usiially employed by the most successful Hunters and Trappers, and exposes their secret methods of attracting and catching animals, birds, etc., with scarcely a possibility of failure. Large 16mo, paper covers 50 Cts Bound in boards, cloth back 75 Cts How to Write a Composition. The use of this excellent hand- book will save the student the many hours of labor too often wasted in trying to write a plain composition. It affords a perfect skeleton of one hundred and seventeen different subjects, with their headings or divi- sions clearly defined, and each heading filled in with the ideas which the subject suggests ; so that all the writer has to do, in order to produce a good composition, is to enlai'ge on them to suit his taste and inclination. 178 pages, paper covers 30 Ct3 Bouna in boards, cloth back 50 Cts Duncan's Masonic Ritual and Monitor ; or, Guide to the Three Symbolic Degrees of the Ancient York Rite, Entered Apprentice, Fellow Craft and Master Mason. And to the Degrees of Mark Master. Past Master, Most Excellent Master, and the Royal Arch. By Malcom C. Duncan. Ex- plained and Interpreted by copious Notes and numerous Engravings. This is a valuable book for the Fraternity, containing, as it does, the Modern " Work" of the order. No Mason should be without it. Bound in cloth $2 50 Leather tucks (pocket-book style), with gilt edges 3 00 Lander's Expose of Odd-Fellowship. Containing all the Lec- tures complete, with regulations for Opening, Conducting and Closing ?! a Lodge; together with Forms of Initiation, Charges of the various Officers, etc., giving all the work in the following Degrees: 1st, or White Degree; 2d, or Covenant Degree; 3d, or Royal Blue Degree; 4th, or Re- membrance Degree; 5th, or Scarlet Degree 25 Cts The Bartender's Guide ; or, How to Mix all Kinds of Fancy Drinks. Containing clear and reliable directions for mixing all the beverages used in the United States. Embracing Punches, Juleps, Cob- blers, Cocktails, etc., etc., in endless variety. By Jerry Thomas. Illuminated paper covers 50 Cts Bound in full cloth 75 CtS Spayth's Draughts or Checkers for Beginners. This treat- ise was written by Henry Spayth, the celebrated player, and is by far the most complete and instructive elementary work on Draughts ever pub- lished. Cloth, gilt side 75 cts Popular Books sent Free of Postage at the trices annexed. Barber's American Book of Ready-Made Speeches. Con- taining 159 original examples of Humorous and Serious Speeches, suitable for every possible occasion where a speech may be called for, together with appropriate replies to each. Including: Off-Hand Speeches on a Variety of Subjects. Miscella?ieous Speeches. Toasts and Sentiments for Public and Private Entertainments. Preambles and Resolutions of Con- gratulation, Compliment and Con- dolence. Presentation Speeches. Convivial Speeches. Festival Speeches. Addresses of Congratulation. Addresses of Welcome. Addresses of Compliment. Political Speeches. | Dinner and Supper Speeches for Clube, etc. "With this book any person may prepare himself to make a neat little speech, or reply to one when called upon to do so. They are all short, appropriate and witty, and even ready speakers may profit by them. Paper. . . .50 cts, Bound in boards, cloth back 75 cts. Day's American Ready-Reckoner. By B. H. Day. This Ready-Reckoner is composed of Original Tables, Avhich are positively cor- rect, having been revised in the must careful manner. It is a book of 192 pages, and embraces more matter than. 500 pa^es of any other Reckoner. It contains: Tables for Rapid Calculations of Aggregate Values, Wages, Sal- aries, Board, Interest Money, etc.; Tables of Timber and Plank Measure- ment ; Tables of Board and Log Measurement, and a great variety of Tables and useful calculations which it would be impossible to enumerate in an adver- tisement of this limited space. All the information in this valuable book is given in a simple manner, and is made so plain, that any person can use it at once without any previous study or loss of time. Bound in boards, with cloth back 50 Cts. Bound in cloth, gilt back 75 cts. The Art and Etiquette of Making Love. A Manual of Love, Courtship and Matrimony. It tells How to cure bashfulness, How to commence a coxirtship, How to please a sweetheart or lover, How to write a love-letter, How to u pop the question," How to act before and after aproposal, How to accept or reject a proposal, How to break off an engagement, How to act after an engagement, How to act as bridesmaid orgroom$ man. How the etiquette of a wedding and i7w after reception should be observed, And, in fact, how to fulfill every duty and meet every contingency con nected with courtship and matrimony. 176 pages. Paper covers 30 cts. Bouudin boards, cloth back 50 cts- Frank Converse's Complete Banjo Instructor Without a Master. Containing a choice collection of Banjo Solos and Hornpipes, Tv"alk Arounds, Reels and Jigs, Songs and Banjo Stories, progressively arranged and plainly explained, enabUng- the learner to become a proficient banj'oist without the aid of a teacher. The necessary explanations accompany each tune, and are placed under the notes on each page, plainly showing the string required, the finger to be used for stopping it, the manner of striking, and the number of times it mast be sounded. The Instructor is illustrated with diagrams and explanatory symbols. 100 pages. Bound in boards, cloth back 50 c ts. Hard Words Made Easy. Rul es for ProDuu ciation and Accent ; with instructions how to pronounce French, Italian, G-erman, Spanish, and other foreign names , 12 eta 1 optilar Books sent Free of Postage at the Prices annexed. ' Earey & Knowlson's Complete Horse Tamer and Farrier. A New and Improved Edition, eontaiuing : Mr. Rarey's Whole Secret of Subduing and Breaking Vicious Horses; His Improved Plan of Manao-inff Young Colts, and Breaking them to the Saddle, to Harness and the Sulky? Rules for Selecting a Good Horse, and for Feeding Horses. Also the Com- plete Farrier or Horse Doctor; being the result of liftv years' extensive practice of the author, John C. Knowlson, during his life an En