• TABLE OF CONTENTS
HIDE
 Front Matter
 Half Title
 Frontispiece
 Title Page
 Preface
 Table of Contents
 Games
 Instructive games
 Games of memory
 Forfeits
 Active exercises
 Baskets
 Ornaments
 Puzzles, riddles, charades
 Enigmas
 Charades
 Rebuses, puzzles, conundrums,...
 Key to puzzles, conundrums,...
 Automata
 Needlework
 Knitting, netting, and crochet
 Winding
 L'envol
 Bees
 Silkworms
 On keeping animals
 Gardening
 Miscellaneous














Title: girl's own book
CITATION THUMBNAILS PAGE TURNER PAGE IMAGE ZOOMABLE
Full Citation
STANDARD VIEW MARC VIEW
Permanent Link: http://ufdc.ufl.edu/UF00063674/00001
 Material Information
Title: girl's own book
Series Title: girl's own book
Physical Description: Book
Creator: Child, Lydia Maria Francis,
Publisher: William Tegg & Co.
 Record Information
Bibliographic ID: UF00063674
Volume ID: VID00001
Source Institution: University of Florida
Holding Location: University of Florida
Rights Management: All rights reserved by the source institution and holding location.
Resource Identifier: ltuf - ALG4185
alephbibnum - 002223929

Table of Contents
    Front Matter
        Front Matter
    Half Title
        Half Title
    Frontispiece
        Frontispiece
    Title Page
        Title Page 1
        Title Page 2
    Preface
        Page vii
        Page viii
        Page ix
        Page x
    Table of Contents
        Page xi
        Page xii
        Page xiii
        Page xiv
        Page xv
        Page xvi
    Games
        Page 1
        Page 2
        Page 3
        Page 4
        Page 5
        Page 6
        Page 7
        Page 8
        Page 9
        Page 10
        Page 11
        Page 12
        Page 13
        Page 14
        Page 15
        Page 16
        Page 17
        Page 18
        Page 19
        Page 20
        Page 21
        Page 22
        Page 23
        Page 24
        Page 25
        Page 26
        Page 27
        Page 28
        Page 29
        Page 30
        Page 31
        Page 32
        Page 33
        Page 34
        Page 35
        Page 36
        Page 37
        Page 38
        Page 39
        Page 40
        Page 41
        Page 42
        Page 43
        Page 44
        Page 45
        Page 46
        Page 47
        Page 48
        Page 49
        Page 50
        Page 51
        Page 52
        Page 53
        Page 54
        Page 55
        Page 56
        Page 57
        Page 58
        Page 59
        Page 60
        Page 61
        Page 62
        Page 63
        Page 64
        Page 65
        Page 66
        Page 67
        Page 68
        Page 69
        Page 70
        Page 71
        Page 72
        Page 73
        Page 74
        Page 75
        Page 76
        Page 77
        Page 78
        Page 79
        Page 80
        Page 81
        Page 82
        Page 83
        Page 84
        Page 85
        Page 86
        Page 87
        Page 88
        Page 89
        Page 90
        Page 91
        Page 92
        Page 93
        Page 94
        Page 95
        Page 96
        Page 97
        Page 98
        Page 99
        Page 100
        Page 101
        Page 102
        Page 103
        Page 104
        Page 105
        Page 106
        Page 107
        Page 108
        Page 109
        Page 110
        Page 111
        Page 112
        Page 113
        Page 114
        Page 115
        Page 116
        Page 117
        Page 118
        Page 119
        Page 120
        Page 121
        Page 122
        Page 123
        Page 124
        Page 125
        Page 126
        Page 127
        Page 128
        Page 129
        Page 130
        Page 131
        Page 132
        Page 133
        Page 134
        Page 135
        Page 136
        Page 137
        Page 138
        Page 139
        Page 140
        Page 141
        Page 142
        Page 143
        Page 144
        Page 145
        Page 146
        Page 147
        Page 148
        Page 149
    Instructive games
        Page 150
        Page 151
        Page 152
    Games of memory
        Page 153
        Page 154
        Page 155
        Page 156
        Page 157
        Page 158
        Page 159
        Page 160
        Page 161
        Page 162
        Page 163
        Page 164
        Page 165
        Page 166
        Page 167
    Forfeits
        Page 168
        Page 169
    Active exercises
        Page 170
        Page 171
        Page 172
        Page 173
        Page 174
        Page 175
        Page 176
        Page 177
        Page 178
        Page 179
        Page 180
        Page 181
        Page 182
        Page 183
        Page 184
    Baskets
        Page 185
        Page 186
        Page 187
        Page 188
        Page 189
        Page 190
        Page 191
        Page 192
        Page 193
        Page 194
    Ornaments
        Page 195
        Page 196
        Page 197
        Page 198
        Page 199
        Page 200
        Page 201
        Page 202
        Page 203
        Page 204
        Page 205
        Page 206
        Page 207
        Page 208
        Page 209
        Page 210
        Page 211
        Page 212
        Page 213
        Page 214
        Page 215
        Page 216
    Puzzles, riddles, charades
        Page 217
        Page 218
        Page 219
    Enigmas
        Page 220
        Page 221
        Page 222
        Page 223
        Page 224
        Page 225
        Page 226
        Page 227
        Page 228
        Page 229
        Page 230
        Page 231
        Page 232
        Page 233
        Page 234
        Page 235
        Page 236
        Page 237
        Page 238
        Page 239
        Page 240
    Charades
        Page 241
        Page 242
        Page 243
        Page 244
        Page 245
        Page 246
        Page 247
        Page 248
        Page 249
        Page 250
        Page 251
    Rebuses, puzzles, conundrums, etc.
        Page 252
        Page 253
        Page 254
        Page 255
        Page 256
        Page 257
        Page 258
        Page 259
        Page 260
        Page 261
        Page 262
        Page 263
        Page 264
        Page 265
        Page 266
        Page 267
        Page 268
        Page 269
        Page 270
        Page 271
        Page 272
        Page 273
        Page 274
        Page 275
        Page 276
        Page 277
        Page 278
        Page 279
        Page 280
        Page 281
        Page 282
    Key to puzzles, conundrums, etc.
        Page 283
        Page 284
        Page 285
        Page 286
        Page 287
        Page 288
        Page 289
    Automata
        Page 290
        Page 291
        Page 292
        Page 293
        Page 294
        Page 295
        Page 296
        Page 297
        Page 298
    Needlework
        Page 299
        Page 300
        Page 301
        Page 302
        Page 303
        Page 304
        Page 305
        Page 306
        Page 307
        Page 308
        Page 309
        Page 310
        Page 311
        Page 312
        Page 313
        Page 314
        Page 315
        Page 316
        Page 317
        Page 318
        Page 319
    Knitting, netting, and crochet
        Page 320
        Page 321
        Page 322
        Page 323
        Page 324
        Page 325
        Page 326
        Page 327
    Winding
        Page 328
        Page 329
    L'envol
        Page 330
        Page 331
        Page 332
        Page 333
        Page 334
        Page 335
    Bees
        Page 336
        Page 337
        Page 338
        Page 339
        Page 340
        Page 341
        Page 342
        Page 343
    Silkworms
        Page 344
        Page 345
        Page 346
    On keeping animals
        Page 347
        Page 348
        Page 349
        Page 350
    Gardening
        Page 351
        Page 352
        Page 353
        Page 354
        Page 355
        Page 356
    Miscellaneous
        Page 357
        Page 358
        Page 359
        Page 360
        Page 361
        Page 362
        Page 363
        Page 364
        Page 365
        Page 366
        Page 367
        Page 368
        Page 369
        Page 370
        Page 371
        Page 372
        Page 373
        Page 374
        Page 375
        Page 376
Full Text














TH RL

GIRL'S OWN

r^ ,^








GIRL'S OWN BOOK.

BT MRS. CHILD.
AUTuOn oP US omn'. 50oo0" "IOsW AL *OVSunw ," ,S C. .

The Fifteenth Edition, Entirely Re-Edited




17










ZXBNLLUMD WRI NGRAVINGOS.


LONDON:
WILLIAM TEGG & CO., 85, QUEEN STREET,
CHEAPSIDE.

Ad




I.,-,*-t .- f


" I have no sweetmets, cakes, or toys,
As glfts for little girls and boys;
But look in me, and you shail Sd
Both fbod and playthings for the mind."


ISlABSeT ANO EVANI. ?RISYSIS. W51TIORR1ASS.












PREFACE.
ADDRESSED TO PARENTS.

THis little book has been compiled with an earnest
desire to make it useful, in all respects, to its readers
but, as I have relied on my own judgment and experience,
there is, therefore,little doubt of numerous imperfectimons.

Perhaps I have erred in trying to please all; and may
thus, like the old man in the fable, succeed in pleasing
none. Some will say there is too large a proportion of
games; others will smile at the directions for sewing and
knitting; some may complain that the frequent reeom-
mendation of active exercises will tend to make their
children rude and disorderly; others will think too much
is said about gracefulness and elegance; some will cali





PRIEACE.


the conundrums old; others will say they are silly;
and others, that they should have been entirely ex-
cluded. I knew I could not avoid numerous criticisms,
and therefore I did not write with the fear of them
before my eyes.

In this land of precarious fortunes, every girl should
learn how to be usefid; amid the universal dissemination
of knowledge, every mind should seek to improve itself to
the utmost; and in this land of freedom, as much time
should be devoted to elegant accomplishments, refined
taste, and gracefulness of manner, as can possibly be
spared from holier and more important duties; and, in
all countries, it is peculiarly necessary that daughters
should be so educated as to enable them to fulfil the
duties of a humble station, or to dignify and adorn the
highest. This is the reason why I have mingled a little
of everything in the THE GILL's OWN BOOK.

If the Volume prove attractive, a large proportion of





PBBPAOX. ix :'

the credit must be asacribed to the generosity of the
Publishers, and to the skill and good taste of the Artists
who have been employed.

Whether my share in the formation of this little Book
is deserving of popular favour, I am extremely doubtful;
I am only sure that it contains nothing to corrupt or
mislead.
MRS. CHILD.



*** This edition has been entirely corrected, and
a new article on Knitting, Crochet, &c., added: it is
to be hoped our young friends will not only derive
pleasure, but also instruction from its perusal.
W. T.














CONTENTS.


PAGE BASKETS, coined, PAGO
ACTIVE EXERCImES Melon Seed Baskets 189
Bow and Arrow 175 Millinet and Straw Baskets 192
Calisthenics . 176 Moes Baskets 185
Coronella 178 Paper Ball Baskets . 192
Cup and Ball . 174 paper Rosette Baskets 198
Dancing 188 Rice, or Shell Baskets 188
Grace, L . 172 Straw Baskets . 190
Shuttlecock and Battledoor 178 Wafer Bakets 188
Skipping Rope . 171
Snow-balling 174 1 B-E,. 886--84
wing . 170 CH AD 241-251
AsmAI, O KPNG .. 847
AuroxATA 290-297 EIGX -40
Foarmts . 168
Bassmr:-
Allspice Baskets 187 GAXB :-
Alum Baskets. 186 Alphabetical Compliments 7
Bead Baskets 188 Apprentice, The 94
Clove Baskets 190 Bells of London, The 87
Feather Baskets. 189 Bird-seller, The 1
lavender Baskets .. 191 Blind Pointer, The 79








GAzOm, oMinmed.


OONNTI
PAGO G


Blind Man's Wand 48
Bo, peep I 56
Bob Cherry 52
Book-binder, The. . 65
Bread and Cheese 78
Bua Blind Man's. . 41
Bufk Fettered 43
Buff, Shadow. 42
Buff says Buff to all his
Men 33
Butterfly and the Flowers,
The 1
Buy my Geese 55
Buz 25
Card Houses . 57
Cat and the Mouse, The 35
Cat's Cradle 60
Chequers or Draughts 144
Chinee Shadows. 43
Christmas Bag, The 74
Chitterbob 96
Comical Concert, The 19
Consequences 116
Copenhagen. 68
Cradle of Love, The . 48
Cries of Pari, The 8
Cupid 124
Cup of Sand, The 85
Dance, Bumpkin, Dance t. 54
Dolls . 61


TS.
IAMs, condtued. PAON
Domino 142
Dressing the Lady 90
Dumb Orator, The 114
Dutch Doll, The 84
Elements, The 17, 101
Farmers and Mechanics 85
Fate Lady 188
Flying Feather, The 22
Fly away, Pigeon 21
Fly away, Jack! 54
Forfeits or pawns, Selling. 125
Fox and Geese 146
French and English 44
French Roll, The. 18
Frog in the Middle 74
Genteel Lady, The . 12
Heads or Points 57
Hen-Coop, The 26
Hen and Chickens, The 80
Here I Bake and here I
Brew 45
Hide and go Seek 40
Hold Fast I and Let Go 28
Honey-pots 69
Hot buttered Beans 70
Housekeeping 58
How do you like it When
do you like itt andWhere
will you put it 1 6
HowmanyMileatoBabyloal 06







Gaim, COmumUSd. rFA
* How many fingers 66
Hunt the Slipper 29
Hunt the Ring 80
Hunt the Squirrel 36
Hunt the Whistle 87
I love my love . 119,122
I Spy I or, Hide and Seek 39
Intery, Mintery 60
Jack Straws 51
Jacob 1 Where are you 40
Judge and Jury 32
King and his Train, The 77
King and Queen 83
Lady Queen Anne 62
Lawyer, The 100
Leap, Frog, Leap I 49
Many Words in One . 105
Melon-seed Birds 61
Merchants, The . 110
Morrice 148
Mr. Pope and his Lady 68
Mr. Redcap 7
Musical Oracle, The; or,
Magic Music. 11
My Lady's Toilet. . 112
Necklaces 68
Newspaper, The 108
Of what Trade is Our Fe-
vouritet 76
Old Mn in hi Cstle . 86


mm LW.
GAMin, ooui~swL


PAMS


One-footed Chase, The 51
On-foot, The 28
Party, A 58
Pate-cake 50
Prussian Exercise, The 88
Push Pin 58
Puss, Puas in the Comer 15
Puzzle Word, The 12
Puzzle Wall, The 47
Queen Victoria's Troops 81
Rabbit on the Wall 58
Robin's Alive 64
Sale of the Ox-foot, The 24
Secret Word, The 108
Sewing School 78
Silver Sound 56
School-keeping . 59
She can do little who can't
dothis 8
Shepherd and the Wolf 84
Soap Bubbles. 50
Stir the Mash 71
Tea Table 111
Ten Fine Birds, The 81
Thimble, The 81
This Little Pig went to
Market 5
Throne of Compliments, The 91
Thus says the Grand
Mufti I 18


F""





CONTENTS.


GaMm, cosiNMwed. nPor
Tierce; or Touch the Third 87
Track the Rabbit 70
Traveller, The . 95
Twine the Garland, Girls. 88
Twirl the Trencher 72
Watch-word, The . 106
Wash my Lady's Dresses 89
What is my Thought like 97
Where is Pretty Margaret 1 27
Whirligigs 49
Who will buy a Bird's Nest ? 34
Youare nothingbutaGoose 1 46
GAMES INsrTUCTvE:-
Geographical Game 151
Historical Cards, Gameswith 150
GAMis or MzxoRY :-
Cordier cordant, Le 158
Didon dina 159
Gaping, wide-mouthed, wad-
dling Frog, A 159-164
Gros, Gras, Grain d'Orge 159
U m'eut plus plu 158
Jardin de ma Tante, Le 157
King's Garden, The 155
Ma Ville de Bome . 156
OldWomanand her Kid, The 154
Peter Piper 158
Robert Rowley 158
Si j'6tais petit pot de
Beorre 159


GAxmz, cotimed. PAOa'
Sij'6taispetite pomme 159.
Ton Th6 158
Twister Twisting, The 157
GARDMEIG :-
Faded Rose restored, The. 854
May Morning 854
To preserve Roses till
Christmas 858
To produce various Flowers
from one stem 858
KEY To PUZZLES, CONUN-
DRUMS, &c. 288-289
KNrrnrio, NrmNGo, & CRocHET
820-885
MISCELLANEOUS :-
Address to my Kitten 859
Branch of Roses, The 869
Cottage Door, The 867


Custom worthy of Imita-
tion, A .
Maxims for Health and
Gracefulnees
Maxims, Moral
Self-satisfied Duck, The
Three Sisters, The .
Umbrella, Mujf and Fan .
NErDLEWORK :-
Bags, or Reticules .
Balloon Bags .


875

870
878
857
861
858

804
805






CONTETS.


NaIUDwoUK, eosg*n d.
Bead Bgs ..
Bead Work
Embroidery
Emery Bags
Marking . .
Mats .
Mending
Needlebooks .
Patchwork .
Pen-wipers
Pincushions
Plain Sewing
Purses
Ribbon Begs.
Ribbon Bag, or Box
Thread Bag .
Trimming,&. .

Oawamas S:-
Alumete ..
Candle Ornaments
Chinese Boxes
Engraved Boxes .
Engraved gg Shells .

FlyCages .
Folded Papers


FAGS
805
. 306
818
. 312
819
. 317
303
3 812
319
. 315
3. 08
. 299
318
* 804
807
. 806
816


. 197
.202
. 211
213
204
. 215
207
. 200


OKNAMaM, cond~id.
Heart, Dart, and Key
Imitation China .
ImpreMions of Butterflies
Impressions of Leaves
Lace Leaves .
Lace-work Cuttings
Lead Tree, The
Paper Cuttings .
Paper Landscapes .
Paper Screens .
Pomatum Landscapes
Poonah Painting.
Scrap Boxes .
Shadowed Landscapes
Silver Tree, The
Straw Cottage
Three Cronee, The
Tin Tree, The .


PAes
.199
. 195
. 206
.206
. 207
. 208
. 205
. 198
. 210
. 198
210
. 208
. 211
. 209
. 205
.196
. 901
. 06


PUuZaMIN BWDLU, CHARADE
217-219

Rmnumz% Fuus, CoNuN-
DRIUMS N 252-263

SzLKWOPAN . 344









THE GIRL'S OWN BOOK.


GAMES.


'~-~> QF


THE BUTTERFLY AND THE FLOWERS.
THIS beautiful little play is a great favourite in France. All
those who are to join in it take the name of some lower or
insecet; and they then choose one to begin the game, who is
called the Butterfly. This game may be played, either by
I "





2 TEB GImL'S OWN BOOK.
young ladies and gentlemen, by little girls and boys, or by little
girls alone. If there are gentlemen or boys, they always take
the part of insects; ladies and little girls take the names of
different flowers: if little girls play it by themselves, it is
necessary, in order to avoid confusion, to have the insects
ranged on one side, and the flowers on the other, in the form
of half circles each. The one who is chosen to represent the
Butterfly should be in the centre of the circle. There are
eight rules in the game, which must be carefully observed.
1st. The insects shall be represented by boys, if any boys take
part in the play; and the flowers shall be represented by girls.
2nd. No flower or insect must be mentioned, unless there is
some one in the company who is called by the name of that
flower or insect. Thus, if there are six little girls who play the
game, and it is agreed that one shall be called Lily, another
Balsamine, another Violet, another Pink, another Daisy, and
another Snow-drop, it will not do for any of the players to
mention a Rose in any way : if they do, they must pay a
forfeit, because there is no one who represents a Rose. The
six on the other side may be called Caterpillar, Wasp, Dragon-
fly, Bee, Silk-worm, and Beetle; whoever should happen to
mention a Musquito, in this case, must pay a forfeit.
3rd. The name of a flower or insect must not be mentioned
twice.
4th. At the mention of the gardener, all the little girls
representing flowers must stretch out their right hands, to show
how the flowers open their leaves and rejoice at the refreshing
water which the gardener brings. All those who bear the






GAMXI. 3
name of insets, on the contrary, must jump up and step back
a little, to show that they are afraid of him.
5th. At the word water-pot, all the flowers must rise and
lift up their heads, as if eager for the water; and all the
insects must drop on one knee and hold their heads down, as
if afraid of being drowned.
6th. All the players must observe this: at the mention of
the sun, every one must rise, as if to hail his presence, equally
delightful to flowers and insects.
7th. Each one must speak the moment he hears his name.
8th. After taking the positions prescribed in rules 4, 5, and
6, every one must remain as they are, until some insect or
flower is again mentioned. (See the example of the Wasp.)
When any of these rules are broken, the company demand
what forfeit they please.
There are no rules concerning what shall be said by the
different actors ; that must depend upon the wit and skill of "
the players. The beauty of the game is very much increased 2i
by each insect and flower saying something appropriate to its
own character, either original, or quoted from books.
I will give a few sentences by way of example, and leave it
to the good taste and intelligence of my little readers to provide
themselves with such a variety as the occasion may require.
After all is arranged according to the above rules, the Butterly
begins by saying, Oh beautiful fower, so pure and sweet I!
what shall I say in praise of thee? They tell me I am eapriious,
that I a* always roaming from flower to eower ; but, indeed,
I could repose many minutes on the leaves of the whit*. Jiy."
.






4 THE GIRL'8 OWN BOOK.
Here the laT, hearing her name, interrupts him:-
Your flattery is a sign that you are an inconstant coxcomb.
Faithful friends say but little about their love. Of what value
are your silly compliments to a flower who opens her petals
only to the pure rays of the sux ? (Here all the players rise.)
Your flattery displeases me almost as much as the stinging
sarcasms of the Wasp."
Here the WASP, who, with the others, has kept standing
until a name was mentioned, reseats himself and speaks :-
Whatever flowers may say, they are never so well pleased
as when they are called beautiful. If they pretnd to dislike
flattery, it is only in the hope of getting more of it. Even
when their heads are drooping with the heat, and their leaves
covered with dust, they are sorry to see the GARDNER (Ahere
Rule 4th must be obsermd), for fear his WATER-POT (Rule 5th)
will frighten away the crowd of insects which busszz around
them ; especially the impatient Balsamine."
BALSAMINE SPEAKS.
"Ill-natured insect you waste your wit. Water is to me
the most delightful of all things, for I know it never fails to
render me more beautiful. Of what consequence is it to me
that the crowd of insects fly away ? cannot I entice them back
whenever I choose ? If I open my corolla invitingly, they
will come eagerly enough. When I grow weary of them, I can,
by a slight contraction, fire off one of my seed-vessels,* and
The med-veneb of the Balmmine, or Touch-me-not, burst open as see
M an inset rets upon them.





eAMs. 5
disperse them in the air instantly. As for the crawling things
which the water washes upon the ground, do you suppose I
want their company ? For instance, the lazy Caterpillar."

CATERPILLAR SPEAKS.
I could never imagine how any of the insects could admire
you. You are a vain coquette; your temper is irritable, you
exhale no perfume, and you are not half so beautiful as most
other flowers. I do not say these harsh things because I am
angry, but because they are true. I never flatter beauties, and
I do not wanotheir smiles ; but I do love to crawl where I can
breathe the fragrance of one modest little flower! How can
any insect prefer the gaudy coquette to the lovely, the sweet,
and the timid I Tell me, my little wise and modest Violet "

VIOLET SPEAKS.
"If insects knew what true love was, they would not seek
the brightest and most showy flowers. True affection will
seek affection in return among the secluded and the diffident;
but the vain are attracted by vanity ; what the world praises
is of more value in their eyes than real merit. Far wiser than
this is the busy Bee."

THE BEE SPEAKS.
As we have given instances enough to explain the game, we
shall leave our young readers to make what speech they please
for the Bee.






TEE GIRL'S OWN BOO.


HOW DO YOU LIKE IT WHEN DO YOU LIKE IT1
AND WHERE WILL YOU PUT IT
THE difficulty of this game consists in guessing the meaning
of two or more nouns, which sound alike, but mean differently,
without any other help than answers to the above questions.
I will give an example. One of the company is sent out of
the room, and not recalled until her companions have agreed
upon words of similar sound, with which to puzzle her. When
she comes in, she asks," How do you like it ?" One answers,
"Very much indeed ;" another says, I don't like it too
early in the morning :" another says, "It is too noisy ;"
another says, It is too fond of fine clothes," &c. She then
asks, "When do you like it ?" One answers, At all times ;"
another says, When I feel hungry for my dinner;" another
says, "I want it when walking alone ;" another, "When I
want some wood brought for my fire," &c. Lastly she asks,
" Where would you put it ?" One says, I would hang it ;"
another, I would shut it up in a church;" another, I would
take it to a ball-room," &c.
From these answers, a witty little girl may guess that N4
was the chosen word: bell, an instrument of sound, and be
a fashionable lady. Those who do not guess must pay a
forfeit. Many words might be chosen for this game, such a
queen and quean-rain and rein-plane and plain-vice, a tool,
and vice, a crime-whip, to strike with, and whip, to eat, e.





GAMES. 7

ALPHABETICAL COMPLIMENT&
A LITTLE girl says to her companion, I love you, A, because
you are amiable ; B, because you are beautiful; C, because
you are careful; D, because you are diligent; E, because you
are elegant; F, because you are funny ; and so on to the end
of the alphabet. X is of course omitted, for no English word
begins with that letter. Any letter omitted, or a reason given
which does not begin with the letter you name, demands a
forfeit.

MR. RED-CAP.
THE children all take the name of some coloured cap; as
Mr. Red-cap, Mr. Blue-cap, Mr. Yellow-cap, Mr. Green-cap,
&c. A handkerchief is thrown as the signal to speak ; but the
one who throws it must not look at the one she means to aim
at, because it is desirable to take her by surprise. If she
throws it at Red-cap, she must call out, Mr. Red-cap I "
Before she can count five, Red-cap must answer, What, I,
sir I The one who called her must answer, quick as thought,
" Yes, you sir! Red-cap replies, Not I, sir The other
says, Who then, sir ? Red-cap answers, Mr. Blue-cap "
at the same time throwing the handkerchief at the one named
Blue-cap. Red-cap and Blue-cap must then repeat the same
questions and answers; and Blue-cap throws it at Green-cap,
or anybody else who happens to be most off her guard. Any
mistake in the proper answers, or failing to speak quick enough,





8 THE GIRL'S OWN BOOK.
demands a forfeit. When this is played with animation, there
is an incessant sound of "Red-cap I Blue-cap What, I, sir ?
Yes, you, sir Not I, sir! Who then, sir ? "

CRIES OF PARIS.
EACH one takes the part of some of the numerous Parisian
pedlars ; one sells cherries, another cakes, another old clothes,
another eggs, &c. They walk round the apartment, and, the
moment any one is called, she must immediately sing out her
appropriate cry, as much in the tone of a pedlar as abhe can.
The one who called then asks her for something in the way of
her trade, to which she must answer, I have not any : ask
such a one." For the sake of improving in French, I would
advise little girls to utter the cries of Paris in the language of
Paris; but I will give a translation for those who do not know
French. Here are some examples to illustrate how the game
is played: the one chosen to begin the game calls out, Mar-
chande de poires! The pear-merchant then immediately
sings her cry. If she sell baked pears, she sings, "Poires
eoites au four! (Pear8 baked in the oen.) If they are
not cooked, she sings, A deux liards, les Anglais (English
persw, two for a halfpenny.) The one who called her then
asks, Avez-vous des pommes ? (Have you any apples.)
The marchande de poires answers, "Non, demandes-en as
porter d'eau." (No ; ask them of the water-bearer) As soon
as the water-bearer hears his name, he calls out, A l'eau I





GAMEa. 9
1 l'eau!" (Water water !) The pear-merchant then asks,
" Avez-vous de 1'eau d'Arcueil ? (Have you any water from
the fountain of Arcueil ?) He answers, Non; demandez.en












CHERRY-MEKCHANT. UMBRULLA-MIECHAXT.
an marchand de parapluies." (No; ask the umnbrella-merchant
for some.) The umbrella-merchant sings, Parapluie Para-
pluie I" The water-bearer then asks the umbrella-merehant,
" Avez-vous des parasols ? (Have you parasols ?) The one
addressed answers, Non; demandes-en a la marchande de
cerises." (No : ask the cherry-merchant.) The cherry-mer-
chant sings, A la douce cerises &la douee quatre sons la
livre." (Sweet cherries I fourpence a pound.) The umbrella.
merchant asks, Avez-vous des cerises noires ? (Have yeo
black cherries 9) She answers, "Non; demandes-en k Is
marchande de bouquets (No; ask them of the flower-mr-





10 THM OMIL'8 OWN BOOK.
chant.) The flower-merchant, hearing her name, begins to
sing, De belles roses achetez done des roses (Some


beautiful roses 1 buy some roses !) The cherry-merchant asks
her, Avez-vous des fillets ? (Have you pinks ) She
replies, "Non ; demandez-en an marchand d'habits." (No;
ask the old clothes-man.) He begins to sing, Vieux habits !
vieur gallons (Old clothes old trimmings /) The flower-
girl says, Avez-vous des bonnets ? (Have you any caps ?)
He answers, Non; demandez-en a la marchande de market "
(No; ask the fish-woman.) She hearing her name, begins to
sing, Ah! qu'il eatbeau le maquereau! (Ah! what beau-
tsifulmackarel!) The clothes-man asks, "Avez-vous des soles?"
(Have you any soles ?) She says, "Non ; demandes-en an





eGAXs. 11
marehand de gAteaux." (No; ask the cake-merchant.) He
then begins his cry, Ila brhlent I ils sont tous chauds "
( They burn I they are all hot !) The fish-woman asks, Aves-
vous des gateaux de Nanterre ? (Have you any Natmewre
cakes ?) Non ; demandez-en a la marchande de pois." (No;
ask the pea-merchant.)
These examples are sufficient to give an idea of the play.
To make it more complicated, they often ask the same pedlar
for three or four different things, and he refers you to as many
other pedlars. Any pedlar who forgets to utter his cry when
his name is mentioned, must pay a forfeit; and if you ask a
pedlar for anything not belonging to his trade, or ask for the
same thing twice, you must pay a forfeit. The continual mo-
tions and strange tones of the criers afford much amusement.
It is a good plan to commit a large number of cries to memory
before beginning the game ; such as Pois 6coseds!" (S@eled
pea !) Mes gros cerneaux! (My great waltas !) De
bons fromages (Good cheeses !) En voules-vous de la
salad ?" (Wil you buy some salad ?) Vieux chiffons! "
(Old millinery !) Les pommes de terres (Potatol !)
The more there are engaged in this game, the merrier it is.


THE MUSICAL ORACLE, OR MAGIC MUSIC.
On of the company goes out of the room, and while she is
absent it is agreed what she shall be required to do when she
comes back. The person at the piano begins to play as soon





12 TIE OGIL'S OWN BOOK.
as she re-enters the loom; and the music is more and more
lively the nearer she approaches what she is destined to do;
and as she moves away from it, the sounds become fainter and
fainter. Thus, if it has been agreed that the absent person
should touch the right cheek of a certain individual in the room,
the nearer she approaches that person, the louder and more rapid
is the music ; if she raises her finger, it is still more lively ;
but if she touches the left cheek, the sound instantly dies away.
If she cannot guess exactly what they wish her to do, she
must pay a forfeit.

THE PUZZLE WORD.
ONE goes out of the room, and the others agree upon a word,
which she is to find out by asking questions. "Does the
thing you have named fly ? " Does it walk ? " Does it
sing ? Does it speak ? "Does it grow &c. If she
cannot ascertain the word from the definitions given, she must
pay a forfeit.

THE GENTEEL LADY.
THoSB who make a mistake in this difficult game must have
a paper horn twisted fantastically, and so placed in their hair
that it will shake about at the least motion. Two mistakes
receive two horns, three mistakes three horns, &c. When
a large number of twisted papers are prepared, one begins
the game by saying to the one who stands at her right hand,





OAMBs. 13
"Good morning, genteel lady, always genteel; I, a genteel
lady, always genteel, come from that genteel lady, always
genteel, (here she points to the left), to tell you that she owns
an eagle with a golden beak." The next one attempts to


repeat the phrase, word for word, only adding, an eagle with
golden beak and silver claws." If she make the slightest
mistake in repeating the sentence, she must have a paper horn
put in her hair ; and her next neighbour takes up the phrase
thus, to the one on her -right- hand : Good morning, genteel
lady, always genteel; I, a genteel lady, always genteel, come
from that horned lady, always homed (pointing to the one on
her left), to say that she has an eagle with golden beak, silver





14 TE GIRL'S OWN BOOK.
claws, and a lace skin." Perhaps this one will make three
mistakes before she gets through the sentence ; if so, the next
says, Good morning, genteel lady, always genteel; I, a
genteel lady, always genteel, come from that three-horned
lady, always three-horned, to say that she has an eagle with a
golden beak, silver claws, lace skin, and diamond eyes." If
she should happen to receive four horns for as many mistakes,
her next neighbour would say, after repeating the first part of
the sentence, I come from the four-horned lady, always four-
horned, to say that she has an eagle with a golden beak, silver
claws, lace skin, diamond eyes, and purple feathers."
Thus it goes round the circle; but the second time it goes
round it is still more difficult and more droll. By that time,
the chance is that everybody will have a greater or less number of
horns ; and those who repeat must remember exactly, or else
they obtain another horn. Thus, if your left-hand neighbour
has two horns, you have three horns, and your right-hand
neighbour has four, you must say, Good morning, four-horned
lady, always four-horned ; I, a three-horned lady, always three-
horned, come from that two-horned lady, always two-horned
(pointing to the left), to say that she has an eagle," &e.
By the time the game is finished, the children's heads are
generally ridiculous enough. To make it more funny, the
speaker sometimes pretends to cry when she calls herself three-
horned, and laughs when she calls her neighbour four-horned.
This is a French game, played both by girls and boys.





OAMS8.


PUSS, PUSS IN THE CORNER I
Tins is a very simple game, but a very lively and amusing
one. In each corner of the room, or by four trees which form
nearly a square, a little girl is stationed ; another one stands in















the centre, who is called the Puss. At the words, Puss,
puss in the corner they all start and run to change covers ;
and at the same time the one in the middle runs to take poe-
session of a corner before the others can reach it. If she
succeed in getting to the corner first, the one who is left out is
obliged to become the Puss. If A and B undertake to exchange
corners, and A gets into B's corner, but Puss gets into A's,
then B must stand in the centre. In order to avoid confusion





16 THB GMIL' OWN BOOK.
and knocking each other down, is is well to agree in what
direction you will run, before the race begins. If a little girl
remains Puss after three or four times going round the room,
they sometimes agree that she shall pay a forfeit.


THE BIRD-SELLER.
TRE company are seated in a circle, one only standing in the
centre, and she is called the Bird-seller. She stoops down to
each one, and they whisper in her ear the name of whatever
bird they choose to take for themselves. These she must care-
fully remember. If she fears
she shall forget them, she must
write them with a pencil. Then
she must repeat them aloud,
thus : Gentlemen and ladies,
I have in my collection an
Eagle, a Swan, a Bird of Para-
dise, a Wren, a Humming-bird,"
k&c., &c. If the lists are written
down, she must be careful not
/, to read them in the same sue-
-! cession she wrote them ; if she
does, the players will easily conjecture to whom the name
belongs, and that would not be fair. After the list is read, the
Bird-seller must ask each one, "To which of my birds will you
make your bow ? To which will you tell a secret ? From





OAMEB. 11
which will you pluck a feather ? Each one replies according
to her taste; perhaps she will answer, I will bow to the
Eagle, tell my secret to the Bird of Paradise, and pluck a
feather from the Jay." Those who happen to have a feather
plucked from them must pay a forfeit; the one to whom a secret
has to be imparted, has something whispered in her ear ; and a
bow is made where a bow is promised. Little girls sometimes
substitute a courtesy for a bow, when there are no boys in the
game. No one must make her bow, or tell a secret, or pluck a
feather, from the bird whose name she has chosen for herself.
A forfeit must be paid if any one names a bird that is not in
the list. The forfeits are not paid, and the bows are not made,
&c., until the Bird-seller has asked her questions all round the
circle. If she cannot then remember what each one has chosen,
they must put her in mind of it. If one escapes without having
a feather plucked, she becomes the Bird-seller of the next game.
If nobody is lucky enough to escape, the one who sat at the
right hand of the Bird-seller, before she rose, is chosen.


THE ELEMENTS.
IN this game the party sit in a circle; one throws a handker-
chief at another, and calls out Air! the person whom the
handkerchief hits must name some creature that belongs to the
air, before the caller can count ten, which she does in a loud
voice, and as fast as possible. If a creature that does not live
in the air is named, or if the person fails to speak quick





18 THE GIeL'S OWN BOOK.
enough, a forfeit must be paid. The person who catches the
handkerchief throws it to another, in turn, and calls out
" Earth The person who is hit must call out Elephant, or
Ox, or any creature which lives upon the earth, in the same
space of time allowed the other. She then throws the hand-
kerchief to another, and calls out "Water I The one who
catches the handkerchief observes the same rules as the pre-
ceding, and is liable to the same forflits. Any one who men-
tions a bird, beast, or fish, twice, is likewise liable to a forfeit.
If any player calls out Fire every one must keep silence,
because no creature lives in that element.

THE FRENCH ROLL.
IN the beginning, some one is chosen to perform the part of
Purchaser. She stands apart, while the others arrange them-
selves in a long file, one behind the other, each taking hold of
her neighbour's sleeve. The little girl who happens to be at
the head is the Baker: all the others form the Oven, with the
exception of the last one, who is called the French Roll, The
Baker does not keep her station long, as you will see. As soon
as the file is formed, the Purchaser comes up to the Baker and
says, Give me my roll I! the Baker answers, It is behind
the oven." The Purchaser goes in search of it, and, at the
same moment, the little girl at the end, who is called the Roll,
lets go her companion's sleeve, and runs up on the side oppo-
site the purchaser, crying when she starts, Who runs ? who





oAxas. 19
runs ? Her object is to get in front of the Baker before the
Purchaser can catch her. If she succeed, she becomes Baker,
and the little girl who stood next above her becomes the Roll :
if she does not succeed, she has to take the place of the Pur-
chaser, and the Purchaser becomes Baker. This play is a very
active and rather a noisy one. When the company get fully
engaged in it, there is nothing heard but Give me my roll! "
" It is behind the oven; "%" Who runs ? who runs ? As they
do not run very far, they can run very quick, without fatigue ;
and, as they are changing places all the time, each one has a
share of the game. Sometimes they make it a rule that every one
who is caught in trying to get before the Baker shall pay a forfeit;
but when they stop to pay forfeits the game is not so animated.


THE COMICAL CONCERT.
Tins game, when well played, is extremely diverting. The
players stand in a circle, and each one agrees to imitate some
instrument of music. One pretends to play upon the violin,
by holding out her left hand, and moving her right as if she
were drawing a bow across it. Those who have sees Mr.
Maelsel's little fiddler, will know how to do this to perfection.
Another doubles up both her hands, and puts them to her
mouth, to imitate a horn ; another moves her fingers on a table,
as if she were playing the piano; another takes the back of a
chair, and touches the rounds, as if they were the strings of a
harp; another makes motions as if beating a drum; another
c2






20 THE GIRL'S OWN BOOK.
holds a stick, after the manner of a guitar, and pretends to play
upon it; another appears to be turning a hand organ : in a






-V








word, the players, if sufficiently numerous, may imitate every
instrument they ever heard of. This is but half the game.
Each musician, while playing, must make a sound with her
mouth, in imitation of her instrument, thus :-
Rub-a-dub goes the drum.
Twang, twang, goes the harp.
Toot, too hoo, goes the horn.
Tweedle dee, tweedlgSdee, goes the violin, &c.
All this makes an odd jumble of movements and sounds,.
which is very laughable, especially if each one plays her part
with animation.
In the middle of the circle stands one called the Head of the





oAMs. 21
Orchestra, whose business is to beat time to the movements
*of the rest, which she does in as ridiculous a way as possible, i
order to make the others laugh. In the midst of all the noise
and fun, she suddenly stops, and asks abruptly, Why don't
you play better ? the one she looks at must answer instantly,
in a manner suitable to the nature of her instrument; that is,
the Drummer must say, One of the drumsticks is broken ;
the Harper that the strings are too loose ; the person playing
on the piano must say, One of the dampers is broken, or one
of the keys makes a discord ; the Flute-player that the holes
are too far apart for her fingers, &c.
If they hesitate a moment, or the answer is not such as is
suitable to the instrument, or if they repeat an excuse that has
been already made, they must pay a forfeit. While one is
answering, the others stop playing ; and all begin again as soon
as she has said her say, or paid her forfeit. Then the Head of
the Orchestra looks at some other one, and asks why she don't
play better. And so they go on till they are weary of the
game. Sometimes they make it a rule that any one who
laughs, so that she cannot play her part, must pay a forfeit; in
this case there would be plenty of forfeits.


FLY AWAY, PIGEON.
TEm company are ranged in a circle, with one in the centre,
who places the fore-finger of her right hand upon her knee, and
all the others put their fore-fingers around it. If the one il the






22 THE GImL'S OWN BOOK.
centre raises her finger, saying, at the same instant, "Fly away,
pigeon or "Fly away, sparrow! the others must raise their,
fingers in the same manner ; but if, for the sake of mischief,
she exclaims, Fly away, trout! or Fly away, elephant! "
the others must be careful not to move their fingers, else they
must pay a forfeit. That is, the fingers must all rise, if a crea-
ture is mentioned that can fly ; and kept quiet, if a thing which
cannot fly is named. As it is done with great rapidity, it
requires quick ears and quick thoughts. Sometimes things
which fly only by accident are mentioned; such as a feather,
a leaf, a sheet of paper, thistledown, a veil, &c. In this case,
all the players never make up their mind soon enough : some
fingers will rise, and some keep still ; and often debates will arise
to determine which is right. I am sure a leaf don't fly," says
one ; I am sure it does fly on the wind," says another, &c.
The one in the centre decides all disputed questions. This
game brings laughing and forfeits in abundance.


THE FLYING FEATHER.
A CIRCLE amuse themselves by blowing, one to the other, a
feather, a light tuft of unspun cotton, or silk ; in a word, any-
thing that is light enough to be kept up by the breath. Each
one is anxious to pass it to her neighbour ; because, if it falls
upon the floor, or upon her own clothes, she must pay a for-
feit. Sometimes it is blown too violently, and it will fly so
high that the next person must stretch out her neck in order





GAMeS. 23

to get a puff at it; at other times the breath is so feeble, that the
feather will descend; sometimes it flies sideways, or behind







7- L







the circle, so that one must turn her head very suddenly to
catch it. It looks very droll to see a whole circle turning,
and twisting, and puffing, to keep up one poor little feather.

THE OX-FOOT.
NIrE people are ranged in a circle. One places her hand
upon her knee: the next places her hand on the top of the
leader's hand ; the next does the same to her ; and so on until
there is a pile of nine hands. The one whose hand is lowest
then draws it out, and places it on the top, calling out, One !"





24 THE GImL'S OWN BOOl.
The next lowest does the same, calling out, Two! and so
on, until one cries, Nine This last player must catch one
of the hands beneath her, if she can, exclaiming "Nine! I
hold my ox-foot! But as all the players know that the ninth
one has a right to catch them, they try hard to withdraw their
hands too quick for her. Whoever is made prisoner must pay
a forfeit. This game, to be amusing, needs to be done very
rapidly. Some other phrase might be chosen instead of I
hold my ox-foot such as, I 've caught the weasel."


THE SALE OF THE OX-FOOT.
THE players are seated in a circle, except one, who stands in
the centre, and is called the Ox-foot Merchant. Holding out
a key, or a pen-knife, or whatever happens to be convenient,
she says to one of the company, How much will you give
me for my ox-foot ? The one who is addressed takes the
key, and answers immediately what she will give; but she
must pay a forfeit if she say nine, or any figure made by mul-
tiplying nine. She must not say nineteen nor twenty-nine ;
neither must she say eighteen, because it is twice nine; nor
twenty-seven, because it is three times nine. The one who
buys the key moves into the centre, and the first Merchant
seats herself in her place; thus there is a continual change,
and every one takes her turn. The one who has just sold
the key must not be asked how much she will give for it,
until it has been two or three times round ; that is, she must





GAMES. 25
not be immediately asked, before she has time to collet her
thoughts. The answers should be given very promptly; if
there is any hesitation, the play becomes very tiresome.
Sometimes the Merchant, in order to bewilder her customers,
will look at one, as if she were going to offer the key to her,
and then suddenly turn round to another, who is thinking
nothing about it.
As the game goes on, forfeits multiply; for no price must
be mentioned that has already been named.

BUZ!
Tms is a very lively and interesting game. Any number
of children, excepting seven, both boys and girls, seat them-
selves round a table, or in a circle. One begins the game by
saying One the little girl to the left says Two !" and
so it goes round till it arrives at seven, which number must
not be mentioned, but, in place thereof, the word Bus "
Wherever the number seven occurs, or any number into which
seven may be multiplied, Buz must be used instead of that
number. Such are the numbers--7, 14, 17, 21, 27, 28, 35,
37, &c. &c. Any one mentioning any number with seven in
it, instead of Buz : or calling out of her turn, or naming a
wrong number, must pay a forfeit. After she has paid her
forfeit, she calls out One and so it goes round again to the
left; by which means each has to say a different number.
When, by a little practice, the circle gets ashigh as seventy-one,
then "Buz-one I "Buz-two &c. must be used; and, for





26 THnE GIRL' OWN BOOK.
seventy-seven, Buz-buz and so on. If the person whose
turn it is to speak delays longer than while any one of the circle
ean moderately count five, she must pay a forfeit.


THE HEN-COOP.
LrrTLE girls amuse themselves a good deal with this game.
In this country, I believe it is called Making Cheeses; but


? P


N
IL~ ~


in France they call it the Hen-coop. It consists in spinning
round to the right rapidly for a minute ; then, stopping very
suddenly, at the same moment bending the limbs a little, and
extending the arms, in order to balance the body. The frock,





GAMXe. 27

inflated by the wind, will stand out in the shape of a hsen
coop ; therefore I think the French name is the most appr
private. After the little girl has paused a minute, she spin.
round to the left, and produces the same effect. Sometimes
a great many play it together. One, who stands apart, claps
her hands as a signal for them to begin ; and, if they all keep
time in whirling round, and all form their hen-coops at once,
it makes a very pretty sort of dance. Those who do not
succeed in making a hen-coop, or do not form it till the
others have done, must pay a forfeit. The girl who gives
the signal, and who is called the Chicken, decides about this.
Sometimes half of a company will play, while the other half
look on and judge the game. In this case, the Chickens and
the Hen-coops take turns.

WHERE IS PRETTY MARGARET ?
Tins is not unlike the last. One little girl kneels down in
the centre of a circle, while her companions raise her robe over
her head, and hold it in such a way that it resembles a hen-
coop bottom upwards. The frock is called the Tower, and the
little girls who hold it are called Stones. One stands apart
from the circle, and is called the Enemy. When the game
begins, the Enemy comes up and sings, Where is pretty
Margaret ? Where is pretty Margaret gone ?" The one who
is kneeling, answers, She is shut up in her tower." The
Enemy asks, Cannot I come in ?" The Stones reply, No,
you must carry away the tower." The Enemy takes one little





28 THE OIL'8 OWN BOOK.
girl by the hand, and leads her away, saying, Won't it do to
take away one stone ?" They answer, No, you must take
the whole tower." She then leads away the second, and asks,
" Will not two stones do I" She receives the same reply. Then
she leads away a third and a fourth after the same fashion,
until finally there is but one remains; she holds the frock
folded in her hands, and, as soon as the Enemy turns from
her, she drops it on the head of Pretty Margaret, and runs.
Margaret jumps up and runs after her. They all join in the
chase; and the first one the Enemy can catch, must take
her place for the next game. Any one that gets caught before
they have run round the room once, pays a forfeit.

HOLD FAST! AND LET GO!
FouR little girls each hold the corner of a handkerchief.
One standing by says, Hold fast !" and then they must all
drop the corners they are holding. When she says Let go ;"
they must be sure to keep hold. Those who fail to do this
must pay a forfeit.

THUS SAYS THE GRAND MUFTI!
THIs is a favourite game among children. One stands up
in a chair, who is called the Grand Mufti. He makes whatever
motion he pleases; such as putting his hand on his heart,
stretching out his arm, smiting his forehead, making up a
sorrowful face, &c. At each motion he says, Thus says the
Grand Mufti !" or "So says the Grand Mufti !" When he says,





oGAXs. 29

" Thut says the Grand Mufti I" every one must make just such
a motion as he does; but when he says, So says the Grand
Mufti!" every one must keep still. A forfeit for a mistake.

HUNT THE SLIPPER.
ALL the players but one are placed in a circle; that one
remains inside to hunt the slipper, which is passed from hand
to hand very rapidly in the circle. The Hunter cannot judge
where it is, because all the players keep their hands moving all
















the time, as if they were passing it. The one in whose hand
it is caught becomes the Hunter, and pays a forfeit. Usually,
I believe, little girls play sitting side by side, very close





30 THE GIBL's OWN BOOK.
to each other, on low stools, or resting upon their feet. If
the company be sufficiently numerous, it is better to have
two circles, one within another, sitting face to face, resting
on their feet, with their knees bent forward so as to meet
each other ; in this way a sort of concealed arch is formed,
through which the slipper may be passed unperceived. There
should be two slight openings in the circle, one on one
side, and the other opposite. When the slipper is passing
through these openings, the player who passes it should tap
it on the floor, to let the Hunter know where it is. She springs
to seize it ; but it is flying round so rapidly, and all hands are
moving so fast, that she loses it, and, in less than an instant,
perhaps, she hears it tapping on the other side. This game
may be played rudely, and it may be played politely. If little
girls are rude, they are in great danger of knocking each other
down in trying to catch the slipper; for, cowering upon their
feet, as they do in this game, they easily lose their balance.
It is best for the Hunter never to try to catch the slipper
except at the two openings in the circle ; then there is no
danger of tumbling each other down. Some prefer playing
this game with a thimble or a marble, because it is not so
likely to be seen as a slipper. If any one happens to drop the
slipper in passing it, she must pay a forfeit.

HUNT THE RING.
ALL the company are seated in a circle, each one holding a
ribbon, which passes all round. An ivory ring is slipped along





OAMBs. 31
the ribbon ; and while all hands are in motion, the Hunter in
the centre must find where it is, if she can. The one with
whom it is caught becomes the Hunter.


QUEEN VICTORIA'S TROOPS.
Two little girls stand with their arms raised, so as to form
an arch. The rest of the company arrange themselves in a file,


each taking hold of the next one's frock ; in this manner they
pass through the arch, singing-
"Open the gates sky high,
And let Queen Victoria's troops pass by I"
By suddenly lowering the arch, the last one is caught; and
unless she answers promptly any question put to her, she must
pay a forfeit.





THE OIL's OWN BOOK.


JUDGE AND JURY.
A CIRCLE is formed, at the head of which are placed three
on elevated seats, called the Judge and Jury. Before the game
begins, all except these three have some name or other assigned
them. Thus, one will be called Necklace, another Bracelets,
another Sash, and so on. A tin or wooden plate lies in the
centre. When the Judge says, My lady is going out, and
wants her necklace," the one named Necklace must jump up
and spin the plate round like a top. But there are certain rules
to be observed in doing this, which are extremely difficult.
She must not make any motion without first asking leave of
the Judge. She must say, May I get up ?" May I walk ? "
"May I stoop ?" May I pick up the plate ?" May I spin
it ?" Shall I break it or shall I place it ?" (By breaking it,
she merely means letting it fall bottom upwards.) If she is
told to break it and it does not happen to fall that way, she
must forfeit. After the plate stops, she cannot return without
first asking, May I walk ? " May I sit down ? A forfeit
is paid for every instance of forgetfulness in these rules. The
Judge proclaims the forfeits ; and after the circle have all tried
their luck, the Jury go out of the room to decide in what man-
ner they shall be paid. I forgot to mention, that they do not
rise in succession : they wait for the Judge to say, My lady
wants her sash, or her bracelets," &c.





OMUXs.


BUFF SAYS BUFF TO ALL HIS MEN.
TmH game, like many others, is merely a way of collecting
forfeits. The company are seated in a circle; one holds a
little stick in her hand, and says,
"Buff says buff to all his men ;
And I say buff to you again;
Buff neither laughs nor smiles-
But carries his face
With a very good grace,
And passes his stick to the very next place."


As she concludes, she holds the stick to the one next her, who
takes it and repeats the same ; and so on in succession. Those
who laugh or smile, while saying it, must pay a forfeit.






THE GIRL 8 OWN BOOK.


WHO WILL BUY A BIRD'S NEST?
IN this play, it is of no consequence how the company are
seated. One goes round and asks, Who buys my bird's
nest ? If any one answers, I will," she says, What will
you give for it ? The answers given will be various : some
will give a straw, others a sugar-plum, others a cake, &c.
After all have told what they will give for the bird's nest, the
seller has a right to ask each one six questions, which they must
answer without laughing, or pay a forfeit. These questions
may be made as ridiculous as possible, but they ought to relate
either to the bird's nest, or the price that is offered for it; such
as, What shall I do with the straw ? " Shall I keep it for
blowing bubbles ? " Shall I make a mouse's bonnet of it ? "
" Shall I make a fairy's wand with it ? &c.


THE SHEPHERD AND THE WOLF.
THE company stand in file, holding by each other's dresses,
and are called Lambs ; one little girl at the head is called the
Shepherdess ; one stands outside, and is called the Wolf. As
the latter walks round, the Shepherdess calls out, Who is
round my house this dark night ? The one on the outside
answers, A wolf a wolf The Shepherdess says, Let
my lambs alone." The Wolf answers, There is one little one
I will take," at the same time trying to take away the little girl
at the bottom of the file. The Shepherdess springs forward to





OAXM. 35
stop her; the Lambs all follow the motion of the Shepherdess ;
the Wolf tries to profit by the general confusion-she pretends
to jump to the left, and then suddenly darts to the right. If
any one gets caught she must pay a forfeit. Sometimes one
gets caught and slips away : in that case she must run and
place herself before the Shepherdess for safety. When this
happens, she must take upon herself the troublesome employ-
ment of the Shepherdess; the Wolf, likewise, loses her place,
and pays a forfeit. The last Lamb in the file takes the place
of the Wolf.

THE CAT AND THE MOUSE.
ALL the company stand hand in hand in a circle; one is
placed inside, called the Mouse; another outside, called the
Cat. They begin by turning round rapidly, raising their arms ;
the Cat springs in at one side, and the Mouse jumps out at the
other ; they then suddenly lower their arms, so that the Cat
cannot escape. The Cat goes round mi-au-ing, trying to get
out; and, as the circle are obliged to keep dancing round all
the time, she will find a weak place to break through, if she is
a sharp-sighted Cat. As soon as she gets out she chases the
mouse, who tries to save herself by getting 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
forfeit. Then they name who shall succeed them; they fall
into the circle, and the game goes on.






36 MT GMIL' OWN BOOK.


OLD MAN IN HIS CASTLE.
A LIEz is drawn on the floor, or a joining of the boards
chosen as a boundary ; one stands on one side of the line, and
all the others are ranged on the opposite side. By and by one
ventures over, and asks, May I have some of your apples, old
man I The moment the line is crossed, he darts forward,
exclaiming, Go off my ground If he can catch the cul-
prit on his own grounds, she is obliged to take his place ; but
he has no right to go over the line in the pursuit. Sometimes
three or four intruders will be in at once. Children vary the
questions as they please ; sometimes they ask for cherries, or
birds, or apples, or strawberries, &c.


HUNT THE SQUIRREL.
ALL the company, excepting one, form into a circle ; that one
remains outside, walking round and round with a handkerchief
in her hand. Presently she drops it; and the one at whose
feet it falls must dart forward to catch the Squirrel that has
dropped the handkerchief. While running she must sing,
"Hunt the Squirrel through the wood Now I 've lost him-
now I 've found him Hunt the Squirrel through the wood! "
If the game is played well, it is very lively and amusing.
The little girls all keep an eye upon the Squirrel, as she walks
rpund, eager to see where the handkerchief will fall; but if she





GAMX. a
be cunning, she will try to drop it behind some one who is least
on the watch, in order that she may have time to get the start
in the chase. While running, the Squirrel zigzags in all manner
of directions, dodging in and dodging out, so as to puzzle her
pursuer as much as she can. When caught, the pursuer
becomes the Squirrel.


HUNT THE WHISTLE.
A KEY, or something similar, is used for this game, and is
called the whistle. The one in the centre of the circle must be
ignorant of the game, or else the fun is all lost. Those who
compose the circle keep their hands in motion all the time, as
if they were passing the whistle, in the same manner as they do
in Hunt the Slipper; and frequently some one whistles, to
make the Hunter think it is passing through their hands at
that instant. But, in fact, some one, before the game begins,
manages to fasten the string of the key, either with a pin or a
button, upon the back of the Hunter herself. It creates great
laughter to see it whirling round her as she turns at every
whistle. But I don't like this game very well; there is decep-
tion in it; and, even in play, all should be fair.


TIERCE; OR, TOUCH THE THIRD.
IN this game the company stand two and two in a circle,





38 M GIRL's OWN BOOK.
excepting in one place, where they stand three deep, thus:
*. One stands outside of the circle, and is on no
.o .* account allowed to go within it. The object is
t *o to touch the third one wherever the pursuer finds
o o her ; but when you attempt this, she darts into
the circle, and takes her place before some of the others.
Then the third one who stands behind her becomes the object;
but she likewise slips into the circle, and takes her place in
front of another. The pursuer is thus led from point to point
in the circle, for she must always aim at one who forms the
outside of a row of three. Any one caught changes place with
the pursuer. This game affords charming exercise. Some-
times they agree that the pursuer may touch the third one with
her handkerchief, which she is, of course, more likely to effect
than by touching with her hand.


TWINE THE GARLAND, GIRLS!
Tins is a simple kind of dance. A line of young ladies take
hold of each other's hands : one stands perfectly still, while the
others dance round her, winding and stopping-winding and
stopping-until they are all formed into a knot. Then they
gradually untwist in the same manner. As they form the knot
they sing, "Twine the garland, girls !" and when they
unwind, they sing, Untwine the garland, girls !"





GAMaS.


WASH MY LADY'S DRESSES.
Tins somewhat resembles a dance. Two stand face to face,
each laying her right hand upon the left hand of the other.
They swing their arms. slowly and gracefully, first to the right
side, then to the left, three times each way, singing, "Wash
my lady's dresses! Wash my lady's dresses They then
part ; each one places the palms of her hands together, and
moves them up and down three times, to imitate the motion of
rinsing clothes, singing all the time, Rinse them out! Rinse
them out! The next motion is much prettier. They take
hold of hands, as in the beginning ; the arms, on one side, are
raised so as to form an arch : each one stoops, and passes the
head under ; this brings them back to back. The arms on the
other side are then raised, and the heads pass through; this
brings them again face to face. This should be done very
rapidly, singing all the time, Wring them out! Wring them
out!" After this motion has been repeated three times, they
stop suddenly, and clap hands thrice, singing, And hang
them on the bushes!" Where this is played by several
couples, who keep time with each other, it is very graceful
and animated.

I SPY! OR, HIDE AND SEEK.
Tins game is usually played out of doors, because more
convenient hiding-places are to be found there. All the com-
pany hide, except one, who is kept blinded until she hears them





40 MT GIRL'S OWN BOOK.
call Whoop! She then takes the bandage from her eyes,
and begins to search for them. If she catches a glimpse of
any one, and knows who it is, she calls her by name-" I spy
Harriet I or I spy Mary! The one who is thus discovered
must start and run for the place where the other was first
blinded. If she do not reach the spot without being touched
by her pursuer, she must take her place.


JACOB! WHERE ARE YOU
THis game is very similar to Blind Man's Buff. One of the
company is blindfolded; after which, one of the little girls
takes a bell, and joins the rest of her companions. The
one who jingles the bell is called Jacob; the blindfolded
one goes round, saying, Jacob I! where are you ? In
eawer to which Jacob jingles the bell. The blinded one
follows the sound; but Jacob dodges about in every direction :
sometimes at the farthest corner of the room-sometimes
impudently shaking her bell in the very ear of her pursuer.
If caught, they change places.


HIDE AND GO SEEK.
ON goes out of the room while the others hide a thimble,
pocket-handkerchief, or something of that sort. When they
are ready, they call Whoop! and she enters. If she moves
towards the place, they. ry, You burn I " Now you burn





GAME. 41
more I If she goes very near, they say, Oh; you are almost
blazing! If she moves from the object, they say, How cold
she grows! If the article is found, the one who hid it must
take the next turn to seek for it.


BLIND MAN'S BUFF.
THIS ancient game is so well known, that it needs but a brief
notice. One of the company is blindfolded, and runs round to
catch the others, who all try to keep out of his grasp, at the


same time that they go as near him as they can. If he catches
one, and cannot tell who it is, he must let her go, and try





42 TRE GIRL'8 OWN BOOK.
again. Sometimes a forfeit is paid in this case; but all the
varieties of Blind Man's Buff are usually played without
forfeits. One fairly caught and known, must take the Blind
Man's place.


SHADOW BUFF.
Tms is the best kind to play in winter evenings. It is so
safe and quiet, that it disturbs no one; and good little girls
will never play noisy games, without first ascertaining whether
it will be pleasant to parents and friends. Thinking of the
wishes and feelings of others, even in the most trifling things,
constitutes true politeness ; and those who are habitually polite
at home, will be so when they are abroad, without any effort.
Shadow Buff is played in the following manner :-If the
window happen to have a white curtain, it may be fastened at
the bottom, so as to make a smooth still surface; in the
absence of a white curtain, a tablecloth may be fastened upon
the wall. The one chosen to act the part of the Blind Man,
sits before the curtain with his back to the light and to his
companions. When all is arranged, they pass by on the oppo-
site side of the room, so as to cast their shadow on the white
surface. They may put on turbans, or shawls, or walk lame,
or in any other manner disguise themselves ; and he must tell
who they are, if he can.





GAXBS.


FETTERED BUFF.
IN this play no one is blindfolded; but one is required to
catch the others with her wrists tied behind her. This is the
least interesting form of Blind Man's Buff.

BLIND MAN'S WAND.
THIs is a variety of the same game. The blindfolded man
carries a little stick, or cane,
which he reaches out in
every direction. Whoever
it touches is bound, by the
laws of the game, to take
hold of it, and repeat what-
ever the Blind Man orders.
The one who is caught may
disguise his voice as he
pleases; and he cannot be
required to say more than
three things. If the Blind
Man cannot find him out by his voice, he must try again.


CHINESE SHADOWS.
CHILDnw are generally extremely fond of this play. It can
be played only in the evening, by candlelight, and in a room
.with large curtains; white curtains are the best. In order to





44 THE GIBL'S OWN BOOK.
fasten the curtain tight, so as to render it smooth and motion-
less, it should be let down and fastened to the wall with pins
on each side. Half the children may be spectators, and the
other half actors. The spectators should be seated in rows,
facing the curtain. Those in the foremost row should hold a
ribbon, or little stick, across the curtain, as high as their arms
can conveniently reach, in order to mark out the ground on
which the shadows are to move. The actors should stand
behind the spectators, at a little distance, with an ample pro-
vision of figures cut in paper; such as houses, trees, men,
women, animals, &c. These figures must be made to pass
slowly one after another, in such a manner as you wish the
shadows to be thrown upon the curtain. It is easy to make
these figures advance, retreat, meet each other, &c., while you
hold a conversation for them. Some who are skilful in the
management of these shadows, can make them represent a
battle, blind man's buff, a contre-danse, &ec. The houses, trees,
and other inanimate things, must not, of course, be moved ;
birds must be suspended on the ends of several strings, and
swung about irregularly, from time to time. The effect is not
unlike a magic lantern. When the actors have played long
enough, they must change places with the spectators.


FRENCH AND ENGLISH.
Tins game being merely a trial of strength, may be thought
unsuitable to little girls ; but I know that families of brothers





SOARS. 40
and sisters are very fond of it. It consists of two parties, whose
numbers are equal. A line is drawn on the ground, or on the
floor, and the object of each of these parties is to draw the


other entirely over it. When every one is drawn over, the other
side call them prisoners, and claim a victory. Those who join
hands in the centre should be very careful not to let go
suddenly ; for this would be sure to occasion violent and dan-
gerous falls.

HERE I BAKE, AND HERE I BREW.
A CIRCLE of girls hold each other firmly by the hand ; one
in the centre touches one pair of hands, saying, "Here I






46 THE GIRL'S OWN BOOK.
bake; another, saying, Here I brew; another saying,
" Here I make my wedding cake; another, saying, Here
I mean to break through." As she says the last phrase, she
pushes hard to separate their hands. If she succeed, the one
whose hand gave way takes her place ; if not, she keeps going
the rounds till she can break through. Sometimes they exact
a forfeit from any one who tries three times without success;
but it is usually played without forfeits.


YOU ARE NOTHING BUT A GOOSE.
THIs play consists in telling a story, and, at the same time,
making marks to illustrate what you are telling. For instance:
-An old man and his wife lived in a little round cabin. I
will sketch it for you with my pencil, so that you may know
it. Here it is: o This cabin had a window in the middle,
which I shall make thus: 0 On one side was a projecting
door, which I shall make opposite the window thus : = From
the side opposite the door, branched out a road, bordered on
one side with a hedge. Here is a print of it : ir This road

terminated in a large pond. Here it is : Herbs

grew around it, which I mark thus: J One night some
robbers came to the farther end of this pond. I will mark
them thus: e^ The old woman heard them, and persuaded





GAMxs. WI

her husband to get up and see what was the matter. The old
people travelled along, down to about the middle of the pond,
and there they stopped. I shall represent them thus: 1| N
Each one held out a hand to keep silence, which movement I
shall make thus: --
But they did not hear anything; for the robbers had taken
fright and run away. After standing out in the cold some
time for nothing, the old man said to his wife, Go along
back to the house : you are nothing but
a goose." As you say these words,
hold up the sheet of paper on which you
have been drawing, and the company
will see the print of a goose rudely
sketched, thus :
While making your marks, you must be careful that those
who are watching you see the print sideways or upside down ;
otherwise they will be apt to suspect your design before you
finish it.

THE PUZZLE WALL.
SUPPOSE there was a pond, around which four poor men built
their houses, thus:

0


c.






48 TH GIRL'S OWN BOOK.
Suppose four wicked rich men afterwards built houses around
the poor people, thus :

0




o
0
0
and wished to have all the water of the pond to themselves.
How could they build a high wall, so as to shut out the poor
people from the pond ? You might try on your slate a great
while, and not do it. I will show you.


THE CRADLE OF LOVE.
Tins little game has exercise and graceful movement to
recommend it. All, except two, take their places as in a
eontre-danse; the two who are thus left out join hands, and
attempt to dance between the couple at the foot; the couple





GeAMs. W
join hands and inclose them; and the prisoners ae not
allowed to escape till each has turned round and kissed the
one behind her. In this way they dance through every couple
in the set. When performed with ease and animation, it is
very pleasing. Sometimes this is used as a forfeit.


WHIRLIGIGS.
THESE are made by fastening a button-mould on a peg, or
large pin, and spinning them round on the table or on the
floor. The peg or pin should be fastened firmly through the
centre of the mould, protrude a little at one end, and be left
half an inch long, or more, at the other. If a number of little
girls prepare them of different sizes and colours, they look
very pretty when they are all in rapid motion.


LEAP, FROG, LEAP
A omIcs of little girls squat upon their feet, with their
clothes carefully gathered around them, so as not to entangle
them when they jump : in this fashion they try to hop round
after each other, like a company of frogs, singing all the
while, Leap, frog, leap !" They cannot play this long;
for the unnatural and awkward posture perplexes anl fatigues
them. The game would appear ridiculous in any except try
young children.


- "TTI, I '






THE GIRL'8 OWN BOOK.


PAT A CAKE.
THIs is a common diversion for infants, all the world over.
Clap the hands together, saying, Pat a cake, pat a cake,
baker's man; that I will, master, as fast as I can ;" then rub
the hands together, saying, Roll it, and roll it;" then peck
the palm of the left hand with the forefinger of the right,
saying, Prick it, and prick it;" then throw up both hands,
saying, "Toss it in the oven and bake it."
Pat a cake, pat a cake, baker's man !
Bake me a cake as fast as you can :
Roll it, and prick it, and mark it with T,
Toss it in the oven for Thomas and me.

SOAP BUBBLES.
THIS simple amusement gives great delight to children, who
love dearly to watch the splendid rain-
bow colours of the bubbles as they rise.
A bowl of foaming suds, and a piece
of pipe-stem, or straw, or quill, is all
that is necessary. Some think that
the bubbles are much larger if the
quill, or straw, be soaked a little at the
end which you apply to the suds, and
split into four, about the length of your nail. If you cannot
blow the bubble to such a size as you wish, do not try to
increase it by taking in more suds ; for the moment it touches





OAMuS. 1L
the water, it will burst. When the bubble is formed,-shake
the pipe, and it will rise and float in the air, looking like a
piece of the rainbow.


THE ONE-FOOTED CHASE.
LITTLz girls often amuse themselves with trying who can
hop farthest on one foot, while the other is bent, and raised ;
and sometimes one, hopping in this manner, tries to catch her
companions, who all hop along in the same manner.



JACK STRAWS.
A LAoRG number of straws, or fine splinters of wood, of
equal length, are placed in a pile, standing up so as to meet
at the top amd spread out at the bottom, like a tent, or hay-
stack ; two of the sticks are reserved, and on these are placed
little crooked pins, or some small delicate kind of hook. Each
one, in turn, takes these hooks, and tries to remove one from
the pile, without shaking any other straw. The one who suc-
ceeds in removing a straw, upon these difficult conditions,
takes it to herself, and counts one. Those who gain the most
straws win the game. Sometimes they cut little notches, or
they black the heads of three, which they call king, queen,
and bishop; the king counts four, the queen three, and the
bishop two.






THE GIRL'8 OWN BOOK.


BOB CHERRY.
ONE in the centre holds a cherry, while each one tries to
catch it in her mouth. This simple game must be played


with great good humour ; if any crying or disputing begin, the
play should stop at once.





GAMES.


THE CUP OF BAND.
Tms is similar to Jack Straws. A little stick, with a lag
upon it, is placed in a cup heaped full of sand. Each child
tries to knock out a little sand, without making the standard
fall. The one at whose touch it falls must rise and make a
bow, or courtesy, to each of the others.



RABBIT ON THE WALL.
WHEN older sisters have the care of very young ones, there
are a variety of ways to keep them quiet and happy. In the
evening, when shadows can be cast on the wall, nothing
pleases them more than foxes' and rabbits' heads, made on the
wall by holding the hands thus :
1 2







1 is the fox; 2 is the rabbit. If the second and third fingers
are kept moving towards each other in No. 1, it will look as if
thA fox were eating.


' >t





THE GIRL'S OWN BOOK.


FLY AWAY JACK I
A MORSEL of wet paper, or wafer, is put upon the nails of
your two middle-fingers. You rest these two fingers only, side
by side, upon the edge of a table ; naming one Jack, and the
other Gill. You raise one suddenly, exclaiming, Fly away,
Jack When you bring the hand down again, hide your
middle-finger, and place your fore-finger on the table. Then
raise the other, saying, "Fly away, Gill!" and bring down
your fore-finger instead of your middle one. Then the papers
have disappeared ; and, if you do it quickly, your companions
will think the birds have flown. Then raise your hand and
cry, Come again, Jack ;" bring the middle-finger down, and
the paper is again seen. Then bid Gill come again in the same
manner.

DANCE, BUMPKIN, DANCE I
ANOTHER species of amusement on these occasions is to
hold up the hand, bending the thumb and fingers; keep the
thumb in motion for a while, singing, in a lively tone, Dance,
bumpkin, dance Then keep the thumb still, and move the
four fingers, singing, Dance, ye merry men, every one! for
bumpkin he can dance alone." Then move the fore-finger,
and sing, Dance, foreman, dance I" Then move all the
fingers, singing, Dance, ye merry men, every one, for fore-
man he can dance alone." Then keep the second finger in
motion and sing, Dance, middle-man, dance Then move







all the fingers, singing, Dance, ye merry men, one and
all! for middle-man he can dance alone." Then, in the
same manner, repeat the process with the two other fingers ;
calling the third finger ring-man, and the fourth finger little-
man. When these changes are done rapidly, it makes babies
laugh very much.

THIS LITTLE PIG WENT TO MARKET;
OR, A PLAY FOR MT FINGEoS.
Tis is the most common of all plays for infants. Touch
the thumb, saying, This little pig went to market; touch
the fore-finger, saying, This little pig stayed at home ; to
the middle finger, This little pig had roast meat; to the
fourth finger, This little pig had none ;" to the little finger,
This little pig cries, Wee I! wee wee! I can't find my way
home."
A PLAT FOR THE FIVE TOB.
Sometimes they say the following words: This little pig
says, I want wheat; "This little pig says, Where will you
get it ? " This little pig says, In father's barn ;" This
little pig says, I can't get over the door-sill; " This little pig
cries, Squeak! squeak "

BUY MY GEESE.
THE little finger is doubled over the second finger; the
middle-finger over the fore-finger ; and twisted, thus, they all


55


OAMas.





56 THE GIL'8 OWN BOOK.
rest upon the thumb. You then ask, "Will you buy my
gee ? If they say, Yes," suddenly untwist your fingers,
exclaiming, Ah, they have all flown away! "

BO, PEEP!
A VERY little girl can amuse her baby-brother or sister by















this play. It consists merely in hiding one's head for a moment,
and then popping it out, singing, Bo, peep I "

SILVER SOUND.
PLACE the palm of your right hand over your left, and let
the fingers and thumb of the left hand clasp it gently; then





oGAM. o1
ask, What have I got in my hand I at the same time strik-
ing the back of your left hand against your knee. The person
asked, will say, Silver money ;" for the sound is exactly like
two pieces of money striking against each other. Then open
your hand and show them there is nothing there.

CARD HOUSES.
THE prettiest way of making these is to put two cards toge-
ther, touching at the top, and spread at the bottom, like a tent;
place four of these close to each other; upon the top of all of
them lay a couple of cards flat, to form a new floor; on the
floor place three more little tents ; then make another floor of
cards laid flat; then put two little tents ; then another floor ;
then one tent. Here you must stop ; for a new floor will not
rest on one point. If you can have a whole table to yourself,
you can make a fence all round it, by making cards stand in
and out, resting against each other, like a Virginia fence ; other
little tents standing about may represent barns, summer-houses,
&e.; and if you have any little wooden dogs, cows, milk-maids,
&c., you can make it look quite like a little farm-house.

HEADS OR POINTS I
Lrrni girls often hold two pins in their hands, and ask
Which is uppermost, heads or points t If the one asked
gnesses right, she takes one of the pins ; if she guesses wrong,
she gives a pin.





THE GIRL'S OWN BOOK.


PUSH PIN.
Two pine are laid upon the table ; each one, in turn, pushes
them with her finger; and she who throws one pin across
another, is allowed to take one of them. Those who do not
succeed must give a pin.


NECKLACES.
THE hard red seed-vessels of the rose, strung upon strong
thread, make quite a pretty necklace ; children likewise string
those little round hollow pieces of sea-weed which look like
beads ; and the feelers of a lobster, cut into small bits.


A PARTY.
As children always like to imitate what they see, nothing
pleases them more than to play at giving a party ; bowing and
courtesying, and handing round their little plates, &c. &e.


HOUSE-KEEPING.
LIa .E girls are very fond of arranging small furniture in
such a manner as they see them arranged by older people. A
small table, with little cups and saucers and plates, with little
chairs around it, and perhaps dolls in the chairs, is a very.pretty
sight. In the country they often take acorns for cups and
saucers, and split peach-stones for plates.





GAexS. 59

SCHOOL-KEEPING.
Tins is likewise a favourite amusement with little children.
One acts the part of the schoolmistress, and all the others must
obey her. They read, say lessons, bring their work to be fitted,
are ordered to stand in the corner of the room for whispering,
&c. Sometimes they vary this play in the following manner :
The schoolmistress says, Ah, Mary, you are a naughty little
girl, you tell tales out of school." The one addressed, says,
" Who told you so, ma'am ? If the schoolmistress says, "My















thumb told me," Mary must answer, She knows nothing at
all about it; if she says, "My fore-finger told me," Mary
replies, Do not believe her ; if she says, My middle-finger





60 THE GIRL' OWN BOOK.
told me," Mary says, Let her prove it; if the fourth finger,
the answer is, She is an idle gossip ;" if the little finger, the
whole school must exclaim, Ah that lying little finger "
If any one makes a mistake in these replies, the schoolmistress
orders some droll punishment, that will make the others laugh.
Care must be taken to order and to do everything with good-
nature and propriety.

CAT'S CRADLE.
A PIECE of thread, or small cord, about three quarters of a
yard long, is firmly tied together. Two sit opposite each other,
and by taking it off each other's hands, with different fingers
and different motions, they change it into a great number of
forms, sometimes a cradle, sometimes a cross, a diamond, or a
spider's web. It is impossible to describe how this is done ;
but every little girl will find some friend kind enough to
teach her.
INTERY, MINTERY.
A coM PrA of children all place the fore-fingers of their
right hands, side by side, upon the knee of the one who is to
begin the game. This one touches each one by turns, saying,
" Intery, Mintery, Cutery-corn, Apple-seed, and Apple-thorn ;
Wire, Brier, Limber-lock ; five geese in a flock ; sit and sing
by a spring, o-u-t and in again." The one whose finger she
happens to touch when she says, In again," must pay any
forfeit the others please to appoint. Sometimes she runs away
and the others have hard work to catch her.





QAMIs.


MELON-SEED BIRDS.
WArm-MELON seeds are strung in the form of a diamond, for
this purpose ; that is, first one seed, then a row of two seeds,
then a row of three, then a row of four ; then a row of three
again, of two, and of one. At one end stick a little feather for
a tail, and in the other a morsel of wood for a beak. Leave the
strings three or four inches long at the mouth, tie the strings
together, and pull them up and down ; they look very much
like two birds fighting.

DOLLS.
THEz dressing of dolls is a useful as well as a pleasant employ-
ment for little girls. If they are careful about small gowns,
caps, and spencers, it will tend to make them ingenious about
their own dresses, when they are older. I once knew a little
girl who had twelve dolls : some of them were given her; but
the greater part she herself made from rags, and her elder
sister painted their lips and eyes. She took it into her head
that she would dress the dolls in the costumes of different
nations. No one assisted; but, by looking in a book called
" Manners and Costumes," she dressed them all with great
taste and propriety. There was the Laplander, wrapped up in
furs ; the African, with jewels in her nose and on her arm ;
the Indian, tattooed, with her hair tied tight upon the top of
her head; the French laly, all bows and flounces ; the Turk,





62 THE GIRL'S OWN BOOK.
in spangled robes, with turban and feather. I assure you they
were an extremely pretty sight. The best thing of all was,
that the sewing was done with the most perfect neatness.















When little girls are alone, dolls may serve for company. They
ean be scolded, and advised, and kissed, and taught to read,
and sung to sleep, and anything else the fancy of the owner
may devise.

LADY QUEEN ANNE.
WE will imagine five little girls engaged in this play, and
their names may be Fanny, Lucy, Mary, Ellen, and Jane.
A ball, or pincushion, or something of the kind, having been
procured, Fanny leaves the room or hides her face in a corner,





6ANNs. 5S
that she may not see what is going on, while her oompanions
range themselves in a row, each concealing both hands under
her frock, or apron. The ball has been given to Ellen, but all


the others must likewise keep their hands under cover, as if
they had it. When all is ready, Fanny is desired to come
forward, asit advancing in front of the row, she addresses any
one she pleases (for instance, Lucy,) in the following words:-
"Lady Queen Anne she sits in the sun,
As fair as a lily, u brown as a bun,
She sends you three letters, and prays you ll read one."
Luor. I cannot read one unless I read all
FAImr. Then pray, Miss Lucy, deliver the ball.
Lucy, not being the one who has the ball, displays her empty
hands ; and Fanny, finding that she has guessed wrong, retires,





104 THE OIlL'S OWN BOOK.
and comes back again as soon as she is called. She then
addresses Mary in the same words, Lady Queen Anne," &c.;
but she is still mistaken, as Mary has not the ball. Next time
Fanny accosts Ellen, and finds that she is now right; Ellen
producing the ball from under her apron. Ellen now goes out,
and Fanny takes her place in the row. Sometimes the real
holder of the ball happens to be the first person addressed.


ROBIN 'S ALIVE.
Tins is played by the children sitting in a row, with a small
lighted stick or a rod that burns slowly ; which had better be
held with great care, that there may be no danger of setting
anything on fire. Fanny, being at the head of the row, takes
the lighted stick in her hand, and blows out the flame, so that
there remains only a spark, or a dull redness on the top of the
stick.
Fanny then says, Robin's alive, and alive he shall be. If
he dies in my hand, my mouth shall be bridled, my back shall
be saddled, and I '11 be sent home to the king's white hall."
She then puts the lighted stick into the hand of Susan, who is
next to her, and Susan repeats the same words, and passes it on
to Lucy. After Lucy has gone through Robin's alive," &c.,
she transfers the stick to the next, the fire all the time gra-
dually fading. If it goes quite out in the hand of Mary, or
any one else, Fanny must say to her, Robin is dead, and
dead he shall be. He has died in your hand, and your mouth




QK e. 1 .5


bhall be bridled, your back shall be saddled, to send you home
to the king's white hall." Mary is then blindfolded, and lies
down on the sofa, or on the hearth rug, with her face down-
wards. Each of the little girls, in turn, brings something and
lays it on Mary's back ; for instance, a newspaper, a book, a
handkerchief, a shoe, a little basket, or any other convenient
article, saying every time, "Heavy, heavy, what lies over
you ? Mary tries to guess, and when she guesses rightly she
is allowed to rise. The stick is lighted again, and the play
resumed. It must be remembered, that, as soon as the stick
is lighted, the flame is to be blown out, so as to leave only a
redness. A green rod is the best for a Robin, as it burns more
slowly and lasts longer than a dry stick.
If Mary guesses a book, when it is in reality a shoe, the girl
who has placed it there must say, Shoe, lie there, till book
comes," and so on throughout the play.


THE BOOK-BINDER.
AL, the little girls range themselves in a row on chairs or on
the sofa, each holding together the palms of her hands. Fanny,
who personates the book-binder, takes a small book between
her hands, and, beginning at the head of the row where Lucy
is seated, she taps the cover with her fingers for a moment, and
then suddenly endeavours to give Lucy a smart blow with the
book on her joined hands. Lucy endeavours to avoid the blow
by hastily withdrawing her hands. If she is not quick enough,





66 THu GIL'S OWN BOOK.
and allows them to be struck, she must go down to the bottom
or tail of the row. Fanny then proceeds to the next girl, and
attempts in the same manner to strike her hands with the book;
and so on till she has got to the end of the row ; after which
the little girl who is then head of the line becomes book-binder.

HOW MANY MILES TO BABYLON ?
Tims is a very simple play, but is good exercise in cold
weather. It is generally played by three, or five. When three
only are engaged in it, one stands at each end of the room, and
the third at one side ; the latter is called the witch. Fanny
calls out, How many miles to Babylon ? Lucy replies,
"Threescore and ten." Fanny asks, "Can I get there by
candle light ? Lucy answers, Yes, and back again ; but
take care the old witch don't catch you on the road." Susan,
who performs the witch, then starts forward and tries to catch
one of her playmates, as they all run about in every direction
to save themselves from her grasp. The one that she succeeds
in catching, then becomes witch, and the play proceeds as
before.
If five are playing, four stand in the four corners of the
room, and the fifth, who is the witch, takes the middle.

HOW MANY FINGERS
Tins is a very simple play, and can be understood by children
-,pf three years old. It is played by two only. One lays her





oGAM. 67
head in the lap of the other, in such a manner that she can
see nothing. Her companion claps her several times on the















back, holding up one or more fingers, saying,
Mingledy, mingledy, clap, clap,
How many fingers do I hold up 1"
She must endeavour to guess. If she guesses three, when in
reality only two have been held up, her playmate says,
"Three you said, and two it was,
Mingledy, mingledy, clap, clap,
How many fingers do I hold up I" (holding up four.)
She guesses again, and whenever she guesses rightly, it
becomes her turn to hold up her fingers, while her companion
lays her head down and covers her eyes. She who holds up
S2





68 THn GImL's OWN BOOK.
her fingers changes the number every time, sometimes holding
up but one, sometimes all the fingers of both hands. The
thumbs must never be held up.


MR. POPE AND HIS LADY.
THIS may be played by any number. A small waiter of a
circular shape is provided ; or, if a round waiter is not at hand,
a little plate will do as well. The waiter is laid on the floor in
the middle of the room. One of the company goes to it, takes
it up, and setting it on its edge, gives it a vigorous twirl with
her thumb and finger, so as to make it spin round, saying as
she takes the waiter, By the leave of Mr. Pope and his lady."
If the waiter falls with the wrong side upwards, she is to pay
a forfeit; and a forfeit is also required if she forgets to say the
proper words on taking it up. She then retires, and the next
in turn advances and spins round the waiter, saying also, By
the leave of Mr. Pope and his lady."


COPENHAGEN.
FImST procure a long piece of tape or twine, sufficient to go
round the whole company, who must stand in a circle, every
girl holding in each of her hands a part of the string. The
last that takes her station holds the two ends of the tape.
One remains standing in the centre of the circle. She is called
the Dane," and she must endeavour to slap the hands of one





GAMI. 69
of those that is holding the string, and who must try to elude
the blow by hastily withdrawing her hands. If she is not
sufficiently alert, and allows them to be slapped, she takes the
place of the Dane, and forfeits a kiss to her. When in the
middle of the ring, she must try to slap the hands of some one..


HONEY-POTS.
A LITTLE girl sits half down on the floor, clasping her hands
together under her knees. Two others, who are older and















stronger, take her up by the arms, and carry her round the
room between them, saying, Who'll buy a honey-pot ? The
honey-pot must keep her hands tightly clasped together all the






70 MuE GmIL' OW BOOK.
time, so as to support her knees. If she loosens them, and
allows her feet to drop before she has been carried quite round
the room, she is to pay a forfeit. If the company is large,
several honey-pots may be carried round at once.


TRACK THE RABBIT.
THE girls form a circle, holding each other's hands. One
called the Rabbit," is left out. She runs several times round
the ring on the outside, and taps one of her companions
on the shoulder. She that has received the tap quits the ring,
and pursues the rabbit (always following exactly in her track),
the circle again joining hands. The rabbit runs round the ring
and through it in every direction, passing under the arms of
those in the circle, who raise them to let her pass, and her
pursuer follows closely after her. As soon as she catches the
rabbit, she becomes rabbit herself, and takes her place on
the outside of the ring. Those in the circle must always assist
the rabbit in trying to save herself from being caught.


HOT BUTTERED BEANS.
A CARD, a match, a scrap of ribbon, a bit of paper, or some
other little thing, is the article to be hidden, and Fanny may
be chosen to begin the play. All the other girls leave the
room and stay outside the door; or if it is more convenient





OAms. 71
to remain in the room, they go into a corner and cover their
eyes, taking care not to peep. Fanny then hides the card, or
whatever it may be, under the hearth-rug, beneath the table.
cover, behind a window-shutter, or behind the sofa, on the shelf
of the piano, or in any other place she thinks proper. She then
summons her playmates by calling out, Hot buttered beans ;
please to come to supper." The other girls all run and search
everywhere for the card. If they approach the place where it
is concealed, Fanny tells them that "they burn," or that
"they are warm," according to the distance. If they keep far
from it, she says they are cold," or "cool." She that finds
the card, hides it next time.


STIR THE MASH.
HAVE one chair too few, and prohibit sitting on the sofa. If
seven girls are playing, allow but six chairs to remain in the
room and place them close to the wall. One of the children
stands in the middle of the room, holding a stout stick, and the
others walk round her, saying, Stir the mash, stir the mash;"
and she pretends to stir very hard with the stick, continuing to
do so for some time. After a while, when no one is expecting
it, she knocks three times on the floor with the stick, and then
drops it and joins her playmates, who at this signal all run
about, and scramble for a seat. Whoever is left without a chair
is the next to take the stick and stir the mash.





THE GIRL'S OWN BOOK.


TWIRL THE TRENCHER.
A PLATE is laid in the middle of the floor. The leader of the
play then designates all the girls by numbers, as, One, Two,
Three, Four, &c., and they must take care to remember their
numbers. She then desires No. 1 to go and twirl the trencher ;
that is, she must take the plate between her thumb and finger,





I









and give it a hard twirl to set it spinning, at the same time
calling out for No. 4, or any one she pleases. If No. 4 does
not instantly run up and catch the plate before it has done
spinning round, she pays a forfeit. If she is sufficiently alert
to get to it, and seize it before it falls, she must give it a twirl
and make it spin, calling out for No. 2, or some one else, who





Oe.AN. 73
must then endeavour to catch the plate in time, or pay a forfeit
if she fails.

BREAD AND CHEESE.
THis is generally played by two only. Each shuts her hands,
and the closed hands are piled upon each other, Lucy's and
Jane's alternately. That is, Lucy places her right hand on
the table or on her knee. Then Jane puts her right hand on
Lucy's. Next Lucy adds her left hand, and then Jane com-
pletes the pile by putting her left hand on the top of Lucy's.
When the hands are arranged, Lucy (whose hand is undermost)
asks Jane, What have you there ? Jane replies, Bread
and cheese." Lucy tells her to "eat it up;" which Jane
pretends to do by withdrawing her left hand and putting it to
her mouth, as if eating her bread and cheese. Jane then asks
Lucy What she has there ?" and Lucy replies in the same
manner. Lucy then puts the question to Jane, who after
taking away her right hand, commences the following dialogue,
while Lucy (till it is over) continues to keep her right hand


closed and resting on the table.
JANE. What have you there ?
LucY. A chest.
JANE. What is in it 1
LucY. Bread and cheese.
JANE. Where is my share
LucY. The cat has got it.
JANs. Where is the cat 1
LucY. In the woods.
JANE. Where are the woods ?
Lucy. Fire has burned them.
Jixa. Where is the fire I


Lucy. Water has quenched it.
JANE. Where is the water t
LucY. The ox has drask it.
JAxz. Where is the oxI
LucY. Thebatcherhakkilledhim.
JANE. Where is the butcher ?
LucY. Behind the door cracking
nuts; and whoever speaks the
first word shall have three
twitches by the ear and three
squeezes by the hand.





74 THE GIRL'S OWN BOOK.
They then try which can remain silent the longest. If
either speaks, the other twitches her ear and squeezes her hand
three times. If the play is repeated, it is Jane's turn to have
her hand at the bottom, and to answer the questions.

FROG IN THE MIDDLE.
SHE that personates the Frog stands in the middle of the
room, and her companions run round her, saying, Frog in
the middle, you can't catch me." Now and then the Frog
suddenly jumps out, and endeavours to seize on one of her
playmates, who if caught becomes Frog, and takes her station
in the centre. The Frog, when she jumps out of the middle,
must not pursue or run after any one, but must try to catch by
a sudden spring and grasp.

THE CHRISTMAS BAG.
Fm. with sugar-plums a large bag of thin white paper, and
tie a string round the top to keep it fast. Then suspend it to
the centre of a large door-frame (the folding door, for instance),
or to the ceiling, if convenient. Each of the children must be
blindfolded in turn, and provided with a long stick. They are
then led within reach of the bag, and directed to try while
blindfolded to strike the bag with the stick, and are allowed to
make three attempts; after which, if unsuccessful, they must
give place to the next. The play goes on in this manner till
some one strikes the bag with the stick, so as to tear a hole in





eAMU. 70
the paper; upon which the sugar-plums fall out and are seat-
tered over the floor, when all the children scramble for them.
For older children there may be a second bag filled with little
books, small pincushions, bodkins, beads, ribbon-yards, and
things of a similar description.
















This amusement may be concluded by one of the family
bringing in a bag, which has been secretly filled with flour,
and hanging it to the door-frame, as if, like the others, it was
stored with sugar-plums or pretty things. The company must
not be apprised of its real contents, and must, as before, try
blindfolded to strike it with the stick. When a hole is torn
the bag, every one near it will be dusted with the flour. \






THE GIRL'S OWN BOOK.


OF WHAT TRADE IS OUR FAVOURITE 1
Lucy goes out while her playmates decide on a trade, Fanny
having previously taken her aside and whispered to her, that
the trade fixed on will be the one mentioned immediately after
a profession. The other girls are not to know that this is the
manner in which Lucy will be enabled to guess. After Lucy
has retired, they fix on a trade, which may be that of a grocer,
for instance. When Lucy is called in, Fanny asks her, "Of
what trade is our favourite ? "
LucY. You must question me further.
FANNY. Is he a silversmith ?
Lucy. No.
FANNY, Is he the jeweller across the street
LucY. No.
FANNY. Is he the bookseller at the corner?
LucY. No.
FANNY. Is he the cabinet-maker in the next street ?
LucY. No.
FANNY. Is he the doctor that attends your family ?
LucY. No.
FANNY. Is he the grocer that sells such good tea?
LucY. Yes.
ALL. It is a grocer. How could Lucy guess so rightly
The girls are not aware that Lucy knew she must say
"yes to Fanny's next question after naming the doctor or
professional man ; law, physic, and divinity being called pro-
fessions.
Mary goes out next, Fanny having first whispered to her
that she would ask her the right question immediately after
mentioning a lawyer. The trade fixed on for the favourite is





GAXXs. 77
watchmaker, and Mary of course guesses rightly after hearing
a professional man named.
There is a similar play called Four Legs, in which any word
may be fixed on, such as hat, shovel, fish, bonnet, &c. The
word which is mentioned immediately before the right one,
must be something that has four legs ; as, dog, horse, table,
sofa, chair, &c. When, for instance, the guesser having been
previously asked a variety of words, hears the question, Is it
a cat ? she may safely reply, "Yes," to the next question ; a
cat having four legs.

THE KING AND HIS TRAIN.
Two of the tallest girls (who perform the warders, as they
are called) go into the middle of the room, and each takes a
name, whispering the name to each other so as not to be heard
by the rest. The names may be gold, silver, diamond, pearl,
rose, lily, tulip, or anything they please. The other children
then range themselves in procession, each holding with both
hands the skirts of the one directly before her. The two
warders, that stand in the centre of the room, take each other's
hands, and raise their arms as high as possible, calling out, as
the procession passes under,
"We'11 open the gates as high as the sky,
And let the king and his train pass by ;"
and trying to catch one of the little girls by putting their
joined arms suddenly down, so as to encircle her neck. The
little girls must try to avoid this by stooping their heads as





78 TH oIBL'85 OWN BOOK.
they pas under the arms. When one is caught, the two war-
ders ask her in a whisper whether she chooses gold or silver, or
a pearl or a diamond, according to the names they have taken.
If she chooses gold, she goes behind the warder of that name,
and stands there till the play is over, holding by her frock.
Should she choose the other, she goes behind silver. The
warders then raise their arms again, holding each other's hands,
and the rhyme "We '11 open the gates," &c. is repeated as
before. The play goes on in this manner till the king and all
his train are caught, and put behind one or other of the warders.
After this, two girls of the next size become warders.
Of those that form the procession the tallest is always king,
and the others take their places according to height, the smallest
walking last.
The procession walks round the warders every time, previous
to passing under their arms.

SEWING SCHOOL.
TiE girls sit down in a row, each taking a portion of her
apron or frock, and holding it up in both hands between her
thumb and forefinger. One who represents the mistress of
the sewing school goes along the row, and says to each one
something about the sewing, endeavouring to engage the
attention of the sewer, while she (the mistress) takes an oppor-
tunity of striking it suddenly out of her hands. If the sewer
is off her guard, and allows her sewing to be struck down, she





Ax M. 7V
pays a forfeit. For instance. Suppose all the girls seated in
a row, and holding their aprons so as to represent sewing.
Fanny goes along, stopping at each and saying, Lucy, have
you come to the seam yet ? Mary, you are puckering your
work. Anne, your stitches are too long. Ellen, you don't
fasten off well. Jane, your thread is going to break. Rosa,
your hem is crooked. Ah I have struck it out of your hand.
You should have held it fast. So, now give me something for
a forfeit."

THE BLIND POINTER.















ONE that performs the Pointer is blindfolded, and placed in
the middle of the room, holding a long stick in her hand.





80 TBE GIRL'8 OWN BOOK.
The others go round, each as she passes making some noise,
such as laughing, crying, coughing, sneezing, clapping her
hands, or stamping her feet. The Pointer must endeavour to
guess who she is by the noise, pointing the stick towards her,
and calling out her name. Whoever is guessed rightly becomes
Pointer.
THE HEN AND CHICKENS.
ONE of the girls who personates a Fox, takes her seat on the
floor in the middle of the room. The others, having the eldest
at the head, form a procession, holding each other's skirts in
both hands, and walk round the Fox, the foremost girl, who
performs the Hen, saying,
"Chickany, chickany, craney crow,
I went to the well to wash my toe,
And when I came back a chicken was dead."
The next girl repeats the same rhyme ; and so on, till each
has said it in her turn. Then they all stop near the Fox, and
the Hen says, What are you doing, old Fox ? "
Fox. Making a fire. Fox. To scald a chicken.
HaI. What for 1 HEN. Where will you get it I
Fox. To heat some water. Fox. Out of your flock.
Him. For what is the water
At these words the Fox starts up, and the Hen and the
Chickens disperse and run away in every direction. The Fox
pursues them, and when she succeeds in catching a Chicken,
that Chicken becomes Fox, and seats herself in the middle of
the room ; while the former Fox takes the place of the Hen at
the head of the procession of Chickens.





6AMas.


THE THIMBLE.
THs company sit in a row, holding together the palms of
their hands. Fanny takes a thimble, or anything else that is
small and round, (for instance, a hazel-nut or a nutmeg,) and
holding it between her palms, she goes along the line, pretend-
ing to drop it secretly into their hands, saying to each, Hold
fast what I give you." Every one opens her hands, as if she
was receiving the thimble, and closes them again immediately.
Of course the thimble is only in reality deposited with one.
For instance, Fanny leaves it in the hands of Lucy.
After Fanny has in this manner gone all along the row, she
returns to the head and asks Mary, who is seated there, to
guess who has the thimble. Mary guesses Jane, who opens
her hands and shows that she has it not. They all guess in
turn. Susan happens to guess Lucy ; and this being right,
Lucy displays the thimble and gives it to Susan. It is then
Susan's turn to take the thimble and go along the row with it.
Sometimes when this is played a forfeit is required from
every one that guesses wrong, and therefore a great number
of forfeits are speedily collected.

THE TEN FINE BIRDS.
TnE company sit in a circle, and the play begins by one of
the girls saying, A good fat hen; this is repeated by the
whole circle in turn, but only one must speak at a time. When
all have aid "A good fat hen," the leader of the play begins





82 THE GIRL'S OWN BOOK.
again and gives out Two ducks and a good fat hen: which
is also repeated separately by the whole company.
The next is, Three squawking wild geese, two ducks, and
a good fat hen." After this has gone round as before, the
leader says, "Four plump partridges, three squawking wild
geese, two ducks, and a good fat hen." This having
been repeated by all, the next that is given out is, "Five
pouting pigeons, four plump partridges, three squawking wild
geese, two ducks, and a good fat hen." Afterwards, "Six
long-legged cranes, five pouting pigeons, four plump partridges,
three squawking wild geese, two ducks, and a good fat hen."
Next, Seven green parrots, six long-legged cranes, five pout-
ing pigeons, four plump partridges, three squawking wild geese,
two ducks, and a good fat hen." Next, Eight screeching
owls, seven green parrots, six long-legged cranes, five pouting
pigeons, four plump partridges, three squawking wild geese,
two ducks, and a good fat hen." Next, Nine ugly turkey.
buzzssards, eight screeching owls, seven green parrots, six long-
legged cranes, five pouting pigeons, four plump partridges,
three squawking wild geese, two ducks, and a good fat hen."
Lastly, Ten bald eagles, nine ugly turkey-buzzards, eight
screeching owls, seven green parrots, six long-legged cranes,
five pouting pigeons, four plump partridges, three squawking
wild geese, two ducks, and a good fat hen."
All this must go round the whole company every time, and
be repeated separately by each. If any one hesitates, or leaves
out anything, or makes a mistake, she must pay a forfeit.





e*AMB. 83
The House that Jack built (which is well known to all
children) may be converted into a similar play; each of the
company first repeating separately, This is the House that
Jack built ; and so on till they have got through the whole,
adding more every time it goes round, and paying a forfeit for
every omission or error.

KING AND QUEEN.
THE company sit in two rows, facing each other. There
must be an even number, as six, eight, ten, or twelve. One
row personates a range of gentlemen with a king sitting at the
end. The opposite row is to consist of ladies, she at the head
being queen. The king numbers all the gentlemen, 1, 2, 3,
&c., and they must remember their numbers. The queen
numbers the ladies, but all their numbers must be different
from those of the gentlemen. For instance, if the gentlemen
are 1, 2, 3, 4, 5, the ladies must be 6, 7, 8, 9, 10.
When all is arranged, the king and queen each call out a
number. If the king calls No. 2, he who bears that title
start up and run all round the company. The queen must at
the same time call out one of her ladies ; for instance, No. 8,'
and the lady must pursue the gentleman all round. If she
catches him before he gets to the king, he pays a forfeit.
They then resume their seats, and it is the queen's turn to call
first. She call No. 10, and the king No. 4. The gen-
tleman now pursues the lady, and if he catches her before she
gets to the queen, she pays a forfeit.





84 TE GIRL's OA BOOK.
Sometimes in this play, all the odd numbers, as 1, 3, 5, 7,
are allotted to the gentlemen, and the even numbers, 2, 4, 6,
8, are given to the ladies.
THE DUTCH DOLL
ALL the company go out of the room, except two who are well
acquainted with the play ; the others had better be ignorant of
it. We will suppose that Fanny and Lucy are left together
to prepare the doll, which doll is to be performed by Fanny.
For this purpose she lies at full length under a table covered
with a deep cloth, or that has large leaves descending nearly to
the floor. Her face must be downwards. Lucy, having pre-
viously procured the necessary articles, dresses Fanny's feet
with a frock or petticoat, adding a cloak or shawl, and an old
bonnet or hood, pinning and tying on the things so as to look
something like a large and very dowdy doll. The company are
then called in, and if they have not seen a Dutch doll before,
are at a loss to conceive what it can be. Before they come in,
Fanny must raise her feet, so that the doll appears to stand
upright; and as soon as they enter she must begin to kick her
feet up and down, and shuffle them about in such a way as to
make the doll seem to dance and jump and bow, and play all
sorts of antics, frequently seeming to knock her forehead against
the floor. If the doll is well performed, it is wry laughable,
and if Fanny takes care to be well eon A i under the
table, no one unacquainted with the play can guess that it is
set in motion by her feet. She must be sure to lie on her face.







If a boy is in company, he should be made to personate
the doll.

FARMERS AND MECHANICS.
ONE leaves the room while the others fix on a trade, which
when she returns, they must all endeavour to represent by their
actions, so that she can guess for what they intend themselves.


I~I


When she g-b, the next in size or age goes out, and her
companions try something else. If, on coming in, she finds all
her play-mates with chairs turned down, which they push before




University of Florida Home Page
© 2004 - 2010 University of Florida George A. Smathers Libraries.
All rights reserved.

Acceptable Use, Copyright, and Disclaimer Statement
Last updated October 10, 2010 - - mvs