aSetts. 1.. d4 ~aka of Cower.) sim-pmm
Als e 4
__" '-- d -,_-- __..,.__'.'-- ---- =- -_ -_-.-_ --' -- -- -" 0.. ..
~llting ^sNk h f NDD5 $prts.
THms SPoRTois most suitable to those boys who have the opportunity of meeting together,
and is therefore best adapted for youths at boarding-schools and similar establishments.
The best runner is
usually chosen as the
Stag, and the object
of the other players,
(the hounds,) is to
catch him as soon as
All being ready,
", .: the Stag bounds off;
and when he has got
hl "_ at least one hundred
yards start, the one
appointed as huntsman, gives the signal, and the hunt begins. The hounds follow, as
nearly as they can, the, course the Stag takes. And .if he be a good jumper, as well as
a good runner, he may lead the hounds a very pretty chase before they catch him.
A STRONG plank, placed across a felled '
tree, or earthen mound, is all that is re- ..--- ,
quired for this amusement, which consists
in one or two players being seated on each -
end of the plank; while another player,
called Jack of both sides," stands in the
middle. It is the province of Jack to re-
gulate or assist the other players as they
each spring the plank from the ground.
And upon the length of time and manner
in which the See Saw" is continued; by
the joint exertions of Jack and the other players, does the-spirit of this pastime depend.
S. ALL the players, but one, (who remains
I A v. at a place called Home,") goioff in dif-
ferent directions, and hide themselves.-
When they have so done, one of them calls
out Whoop !"-upon hearing which, the
Player at the Home runs out, to seek the
I' ihiders; and if he can touch one of them
as they run Home, that player takes his
turn at Home,-while the other joins the
out players. And in this manner this
..-- healthful game may be continued until the
players feel wearied with their exertion, or until time warns them to leave off playing.
Those of our young friends who pre- N I
fer kites of their own making, will find N 2
little difficulty if they follow the plan
of the frame work of the two kinds of
kites, as shown in the engraving; which -
when made may be covered with paper
pasted over at the edges.-No. 1 is the \
shape usually made; we prefer No. 2,
as kites of that shape fly best, and are
easier made. The tail enables it to rise \
well, and the wings assist to steady it.
Procure a bridge having nine arches.
SI as shewn in the engraving. (The arches
I' must be wide enough for a marble or
~~ nut to pass well through.) The keeper
A- receives a marble or nut from each boy
-i every time he shoots at the bridge; and
if the marble or nut pass through with-
out touching, the keeper pays the player
as many marbles or nuts as are nmarled
.-- over the arch it went through. But if
it touch the bridge, the keeper claims it as his property. And thus the game procees
The Baldwin Library
IRn.B ^ ida
ALL the players stanp
in a line, one before
the other, with their
a heads bent inwards,
Sand their hands upon
their knees, except
t- s- one, who runs, and
Sb placing his hands on
the back of the one
nearest to him, leaps
over him, then over
the second, the third,
and so on, until he clears them all; he then places himself in front, and bends his back,
the same as the others, at a proper distance from the last he went over. It must be
borne in mind that as soon the last back has been cleared, that player rises directly,
and going back a short distance, takes a spring, and leaps over each back in succession,
the same as the one who preceded him. The last one then rises, and follows on in the
same manner. And thus the players follow each other; so that altogether LEAP FROG
may be considered as a very lively and amusing pastime.
HOOPS. THE EXPRESS TRAIN.
ONE of the best .
games played with -Th.
Hoops is called the -
" Express Train,"
and this is the way
to play it. Stations
are marked out, at -E
intervals of about
ten yards, and at
each station two
large stones, about
four inches apart,
are placed. The most expert player takes the place of "Engine," at the head of the
Train; and the others must follow him with their Hoops through all the Stations.-
Should a player displace any of the stones, he must instantly stop, put it into its place
again, and wait till the Train comes round, when he falls in behind the last. He must
also stop if he goes outside, instead of through a Station, and wait till the Train returns.
WE here present three excellent sports
for winter. IocxEy is suitable for two
I or more players, each of whom, having a
Stick with a hook at one end, stands mid-
Sway between two boundaries, which are
Sparked some distance apart; and the
object of each player is to drive a good
Sized ball, which at starting is placed on
the ground between them, over his own
boundary, which the other tries to pre-
vent, by striving to drive it the opposite
way. He who succeeds in driving the ball eleven times over his own boundary, wins.
SLIDING can hardly be considered as -- :-- .-
a game, yet it is such capital exer- -'
cise, making bos, aye, and men too, V
warm in winter, that we recommend
all our young friends to practise it, -
assuring them that if they do, they r
will feel all the better for it; and if
they do have an occasional tumble, .
the best thing they can do is to jump
up again, laugh at their own mishap,
and go on sliding again before they
have time to get cold.-The most fearless sliders, however, have the fewest falls.
-- SNow BALLS may afford a healthy
M.. and lively amusement, if played at
in good temper, and the balls be not
made too hard. First build a fortress
A ~ or castle of snow, and then let the
players divide into two parties, who
\C *toss for choice of the fortress. The
losers remain outside, and endeavour,
by snow-balling, to dislodge the oc-
cupants, who, by the same means,
.... strive to drive the besiegers away,
ONE of the players
Sis chosen to act as
S" Sportsman," the
Sh p others assume the
PW name of something
belonging to him,
as game-bag, gun,
Spop der-flask, dog,
Sand so on. Place
-as many chairs as
S' there are players,
--_ r- except Sportsman,
in two rows, back to back. All being seated, the Sportsman walks round, and calls for
some article, as Gun." The played bearing that name jumps up, and laying hold of the
Sportsman's dress, follows him. The Sportsman then calls for another article, as "Game
bag." That player jumps up, and laying hold of "Gun," follows on. The Sportsman then
trotting round, calls out the other players,
one at a time; each player holding on the -
one before him. When all the chairs are
empty, the Sportsmen suddenly calls out,
.Bang! and sits down. Then the players
rush to the seats also; but as there is a
chair less than the number of players,
one is left standing, who pays a forfeit.
The game goes on until there are for- _
feits enough, when the crying of them -
affords new amusement. Sometimes the
same player continues Sportsman; at others, the one who stands out takes that part.
TAKE a clean merrythought of a goose;
fasten a piece of string across doubled:
between the string place a piece of wood
about three inches long, and turn it
round and round till it becomes like a
spring, the end of the wood pressing on
the upper side. On the under side place
a small bit of shoemaker's wax, and Jack is made. To set it, bring the wood round to
the under part, press it to the wax, and set it on the table or floor, and it will spring up.
THE BUTLER'S TRICK.
S.. i ii A GENTLEMAN had
i thirty-two bottles
S* e of choice wine in
* his cellar, placed
1 li so that he counted
twelve in each row
S ** (as in fig. 1.) His
S* butler stole eight
11i ll I, 1 bottles, but left
the corner bins as
they were: see fig. 2. But fearing detection, he restored four bottles, and placed them so.
that when the gentleman again visited his cellar, he counted twelve, as before. How was
this done? Fig. 3 explains this. But we advise our young friends, when they ask this
question, to let only fig. 1 be shewn, so that their playmates may work out the answer
TO BALANCE A SHILLING ON THE POINT OF A NEEDLE.
CORK a wine or ginger-beer bottle, and in the'
centre of the cork insert a needle, point up-
wards. Then make a slit in the bottom of ano- (i 1
their cork, into which fix a shilling. Next in-
sert two forks into the upper cork, exactly op- -
posite to each other. You may now place the
edge of the shilling on the point of the needle,
and, if properly done, it will balance itself.-
You may then turn it about so as make it re-
volve rapidly without falling off. l
Fig.1. Fig. 2. IN a piece of stout leather cut two long slits, and,
just beneath, make a hole of the same width: pass
a piece of string through the hole, as in the cut,
(fig. 1), and fasten two buttons, much larger than
i Ithe hole, to the ends of the string. The puzzle
i s to release the string, without removing the but-
tons. Fig. 2 shows the method of doing this,
which is simply by doubling the leather down.
and drawing the slip through the hole, when it
will be seen how the string may be taken off.
... SUPPOSE there are
Four players on each
side,-the leaders of
I each side toss for the
innings. The loser
a I stands with his face
to the wall; his fol-
lowers stooping, as in
-t the picture, lay hold
.. each of the one be-
-- -fore him. Then one
of the other party springs on to the back of the first Nag, and from thence on to the
back of the next; and so on, as far as he can ; taking care to spring fairly on each. The
others follow, till all are seated. And if the riders can keep their seats till their leader
has counted twenty;-or, if either of the Nags touch the ground with their hands or
knees,-the riders jump off, and re-commence. But, should any of them make a false
jump, or not be able to keep their seats, they lose their innings, and become Nags.
WONDER TURNER; DOUBLE AND SINGLE.
THE pictures show I .. ..1. "
both sides of this i
is made of card-
board, cut in the
shape of a circle,
with three strings
on each side; and
if these are taken
hold of between
each thumb and
forefinger, and are
twirled quickly round, the boy will appear to be sitting on the donkey. Should my
young reader be inclined to manufacture two or three of these amusing# wonder turners,
he may find plenty of subjects, such as a cage on one side, and a bird on the other:
a cat on side, and a mouse on the other; the head of a man on one side, and on the
other a hat. It must, however, be borne in mind, that to give a proper effect to the
subject, the figures must be reversed on the two sides, as shewn in the engraving, that
on the one side being upside down to that on the other,
TO BRING A SIX-PENCE FROI UNDER A GLASS.
To perform this feat without touching
S,,'''.:rn':i;.: .- either the six-pence or the glass, ob-
-serve the following directions. Lay a
six-pence on the table-cloth, with a
half-crown or penny-piece on each side;
S'I j then place a glass on the two coins, as
in the engraving. To remove the six-
pence, all you have to do is to scratch
the cloth, near the glass, with your
finger nail, in the direction you wish
the six-pence to take, and it will move from beneath the glass, and follow your finger.
T@ "LE"7 A MTW WE A S 7AWg
ALTHOUGH this may appear very difficult, it
is in reality very easy to accomplish, as you
may soon convince yourself by trying the
experiment. Take a sound piece of straw,
sufficiently long for the purpose,-not less ,
than twice the length of the bottle. Bend
the straw, in the manner shewn in the pic-
ture, so that the top of the bent part reaches
to the shoulder, just under the neck of the
bottle; then taking hold of the straw by *r
the upper end, you lift up bottle and all.-
The only care required in this experiment is that the straw is sound and not broken.
TO PUT PORTER AND WATER INTO THE SAME GLASS, WITHOUT MIXING.
THIS feat requires care. Half fill a glass
-,,, with porter, on the top of which gently
place a clean piece of card of the size of
a half-crown. Then, with a spoon, pour
water lightly, drop by drop, on the card,
and you will see that the water will flow
.. .. off the card to the top of the beer, with-
1- out mixing. Continue to pour in water,
in the same gentle manner, until the glass
is full; when it may be removed, with care.
If you insert a straw gently in the glass, you may drink the beer, and leave the water.
-- -- -- 1--- l
m- .m .. i