BERKELEY LIBRARY UNIVERSITY OP CALIFORNIA iDDciTr'^N lihb; ifu^^ys-L Digitized by tine Internet Arciiive in 2007 with funding from IVIicrosoft Corporation http://www.arcliive.org/details/boysbookofsportsOOunclricli* \M&'&MS' PREFACE, The boy's liMiry is not considered complete without a Book of Sports. The little fellows like to have a printed authority for the laws of the game; and they take delight in reading descriptions of those games and amusements which afford them recreation in the intervals of labour and study. Our little volume describes the most popular amusements, and will undoubtedly suggest to most of its juvenile readers some sports with which they were previously unacquainted. We have confined ourselves to those sports which prevail in our own country — those which all may participate in, with- out inconvenience ; believing it to be quite superfluous to give any account of those which are wholly foreign and un- practised by American boys. And if our eflforts have been instrumental in instructing, improving, or amusing any of our youthful readers, we need scarcely affirm, that it will prove a source of real and un- mixed gratification to their well-wisher and friend, UNCLE JOHN. (3) /; dutoJ(0^/\ GFI CONTENTS U5 MINOR SPORTS. ?AO« PAOB Buff with the Wand . 26 Bonces . 9 Jingling . 27 Spanning 9 Hunt the Slipper . 27 The Regiment of Soldiers . 10 Hunt the Whistle . 28 Chip Halfpenny 10 Puss in the Corner . . 29 Hockey or Shinney . 10 Thread the Needle . 29 I spy I . 11 The Huntsman . 80 Masters and Men . 11 The Game of the Key . 31 The Graces 12 The Two Hats . 32 The Bandilor . 12 Penances for Forfeits . . 84 Cup and Ball . 18 Schimmel, or the Bell and Nine Holes . . 13 Hammer . 36 Rackets . 13 Dibs . . 88 Fives .... . 16 The Game of Fingers • 39 Foot-Ball 16 Dumb Motions . 40 Golf, or Cambuca . 17 Snap-Apple . 41 Hurling . 17 Snap-Dragon . 41 Stool Ball . . 18 Drawing the Oven . . 41 Trap, Bat, and Ball . 19 Hopping Bases . . 42 Rounders . 20 Whoop . . 42 Pall Mall . 21 French and English . 43 Quoits . 21 Tag or Touch . . 43 Bowls 22 Cross-Touch . 43 Hop Scotch . 23 Hunt the Hare . 44 Blindman's Buff 25 Baste the Bear . 44 Aadow Buff . 26 Hide and Seek 44 804 W Tl CONTENTS. PAO« TX9» Duck Stone . . 46 The High Leap . , 66 Saddle my Nag 47 The Long Leap . .66 Buck .... . 48 The High Leap with the Pole 68 Prisoner's Base 49 The Long Leap with the Pole 66 Rushing Bases . 51 The Deep Leap with the Pole 67 Stag Out . 51 Lifting at Arm's length . 67 Warning . 52 The Rope . . . .67 See-Saw . 53 The Jayelin ... 67 Leap-Frog . . 53 The Long Chalk . . .68 Fly the Garter 64 The Hand Spring . . 68 Duck and Drake . . 55 Spring from the Thumb . 68 King of the Castle . 56 The Stooping Reach . . 69 Dropping the Handkerchief 56 The Triumph . . .69 Hop, Step, and Jump . . 57 The Feat with the Finger . 70 Casting the Ball 57 The Feat with the Poker 70 Two to One . 57 Kneeling Down . . 70 Long Rope 58 To remove a Chair from The Snow Statue . 58 under you without falling 71 Snow and Ice Houses . 60 Breast to Mouth . . .71 Follow my Leader . 61 Walking on Stilts . . 71 Hippas . 61 Walk! my Lady, Walk! . 62 CRICKET. 73 The Swing . 62 ARCHERY. The Pulley . . . 63 Sliding . . 63 The Bow . . . .74 "Jack! Jack! show a Light" 64 Arrows .... 76 The String . . . .76 GYMNASTIC EXERCISES. The Quiver ... 76 Training . Running . 65 . 65 The Tassel . . • .76 The Glove ... 76 Walking . Jumping . 65 . Go The Brace . . . .77 The Belt, Pouch, &c. . 77 CONTENTS. The Ascham 77 To turn one's self lying along 92 Butts .... 77 To make a Circle 93 Targets . . . . 78 To turn, being in an upright Position .... 79 position 98 Roving . . . . 79 To advance Swimming with Distance or High Shooting 80 the hands joined together 94 Clout Shooting 80 To swim on your Side 94 Stringing the Bow 81 To svrim on the Face holding ANGLING. both hands still 95 Rods .... Lines Hooks .... Floats Baits .... Articles requisite for An- glers . . . . Salt Water Angling 84 85 85 85 85 To carry the left Leg in the right Hand . To swim like a Dog . 96 95 To Beat the Water 96 To keep one Foot at liberty 97 86 To show both Feet out of the Water 97 86 Suspension by the Chin . 98 Obseryations 87 To tread Water . 98 Changing Hand and Foot 99 SWIMMING. To creep .... 99 To begin to learn to Swim 88 To sit in the Water 100 To return back again in To swim holding np your Swimming 89 Hands .... 100 To float or swim with the The Leap of the Goat . 100 face toward the sky 90 To Dive .... 101 How to turn in the Water . 90 The Perpendicular Descent 101 The Turn called Ringing the To swim under Water . 102 Bells . . . 91 To come to the top of the Another way of Turning 91 Water after Diving 108 To iwim backwardt 92 To make a Circle 108 TiH CONTENTS. SKATING. PAOS PAOX The Bridle . . . 137 Construction of the Skate 105 To Mount 139 Dress of the Skater ' . 107 Walking 141 Preliminary and General Trotting .^ . 142 Directions . 108 Cantering . . 143 The ordinary Run 110 Galloping 143 The Forward Roll . 111 Leaping 144 Figure of Three . 113 What to Remember 145 Inside Edge backwards 114 Conclusion . 161 ROWING. SLEIGHT OF HAND, MAGIC, The Boat 120 &c. 153 Starting . 121 ENIGMAS, RIDDLES, i &c. Sculling 122 Enigmas 167 Pulling with the Oar 123 Charades 170 Feathering . 124 Conundrums . 172 To back Water 124 Key ... . 177 Crossing 125 Geographical Play . 180 Passing . . 125 Story-Play . 181 Meeting 125 Capping Verses 182 Tides .... 126 Landing 126 MISCELLANIES. What to Remember . 127 To Polish Shells . 185 What to Avoid . 127 Noise in Shells 187 Sea Rowing 130 How to grow an Oak in j 1, Terms used in Boating 132 Hyacinth Glass 187 A Few Final Remarks . 133 Glass from Straw 188 To extract the Perfume of RIDING. Flowers 189 The Horse 135 Vegetable Skeletons 189 The Saddle . 136 Rosin Gas . 190 The Stirrups . 137 To write Black with Water 192 THE BOrS BOOK OF SPORTS AND GAMES. MINOK SPORTS. BONCES. Having provided yourselves with marbles, called bonces, let the one agreeing to commence the game, roll his marble a short distance. His adversary then shoots at it, and so on in rotation until one or other wins it, by striking the marble the number of times agreed upon. SPANNING. This is played with any kind of marble. The one agreeing to commence, shoots bis marble as far as he likes. His opponent then shoots in his turn, endeavouring to strike the one first shot, or shoot it so close that he can touch both at a span ; if he can, he wins ; and so on in succession, an til one or other wins. (9) 10 MINOR SPORTS. THE REGIMENT OF SOLDIERS. According to the number of players, let each put down two or three marbles, and having placed them in a straight line, draw another line about two yards from where the marbles are, to play from, which is done by shooting at them in rotation; and all the marbles knocked oflf the line become the property of the pUycr. CHIP HALFPENNY. To play at this, you must provide yourself with a small wooden spoon, as well as your top. Draw a line, on which place the two halfpence. The first player then spins his top, and taking it up in his spoon, tries to chip his half- penny towards the goal or winning place; his opponent then does the same, and so on till one or other wins. hoce:ey, or shinney. It will be necessary in this game, to provide yourselves with a vine stick having a hook at one end, and also a ball ; or a good sized bung, is the best to play with. The players must be equal in point of numbers, on each side. The bung is then placed in the centre of the playground, and the party winning the right of striking first, attempts to strike it to touch his opponent's goal, and he must be well backed ' by his party to enable him, if possible, to succeed. This game affords excellent amusement and sport when the game MASTERS AND MEN. . 11 IS played by skaters, but they must be good ones, or it is dangerous. This is called in Scotland, &c., shinney, from the players striking each others' shins, in trying to knock the bung from between their legs; but this I trust my young readers will not attempt, as it invariably produces much ill feeling, which should not exist between little boys. I SPY I. This game is best played where there are a number of convenient places to hide. Sides are chosen, and one party goes out to hide while the other remains at " home." One of the players who are out hiding, calls " warning j' and then quickly hides himself. The other party at home, then sallies out to find them, but if two of the hiding party can reach home before one has been discovered, they cry out " all home,'' and then go and hide again. The seekers must find two of the opposition before they are entitled to go out and hide. MASTERS AND MEN. This is a game that admits of great variety, and will afford as much amusement to the spectators as to the players. In fact, if properly played, they may well be called juvenile charades. The party is divided into two ; one to be called the masters, and the other the men. The latter, who com- mence the game by agreement, must try and keep the ma^ A lit MINOR SPORTS. ters out of work as long as they can. The men must make a choice of some trade they can .easily imitate, such as a carpenter, mason, doctor, &c., and one of them must tell the masters the first and last letters of the trade; and endeavour to depict the actions of men employed in the trade chosen. If the masters guess the proper answer, they take the place of the men. If after some time they do not, thoy begin a new trade. THE GRACES. This game is played by any number of persons standing apart from each other, and requires two wands, and a hoop covered with leather, which may be procured at any toy shop. The wands are held firmly in each hand, and the hoop is placed on them. The wands must then be crossed, and sharply drawn asunder, trying to drive the hoop, so that another with whom you are playing may catch it. THE BANDILOR. This toy is made of wood, somewhat in the shape of a ship's pulley,' with a string wound round the centre. To bring this into action, the end of the string must be held between the finger and thumb, allowing the bandilor to fall ; the string will then unwind itself, and on checking its fall, will instantly rewind itself. This is a nice plaything, and may be easily procured. RACKETS. 13 CUP AND BALL. This toy must be procured at some toy shop. They are made of wood and ivory ; the latter is the best, as it is not 80 liable to chip or splinter. You must hold the stem of it between the finger and thumb of the right hand, and jerk the ball upwards to enable you to catch it in the cup, turijing the ball round in the jerk. When you have attained £ome proficiency in catching it in the cup, you can then endeavour to catch it on the pointed end, or stem, though it will require some practice to accomplish this. NINE HOLES. This game is played as well with leaden bullets as with marbles. They are to be bowled along a level course, at a board having arches cut in it, with numbers marked over each arch ; viz., supposing there are eight arches, they may be numbered thus, 2 5 10 4 3 0. If the bowler strikes the side of the arch, he loses his marble, but receives as many from the owner of the board as the number over the arch through which his marble passes. RACKETS. This game is played in a clear space of ground, having a high wall painted black, and the ground divided into four equal parts with chalk, two divisions near the wall, and two behind them. The latter are occupied by the out players 14 MINOR SPORTS. At the height of forty inches from the ground, a broad lin« is drawn with chalk on the wall, and the ball must strike the wall above this line. It can be played by either two or four players. When two play, each must cover two com- partments ; but when four are playing, each player takes one of the divisions. Those occupying the divisions nearest the wall, are called " in hand" players ; those in the others, " out hand'' players. The ball must not weigh more than one ounce, and as the eye cannot well follow it in the game unless it is rendered discernible by being frequently rolled in white chalk, it should be changed often for that purpose, as it then forms a strong contrast to the black wall played against. The ball is driven forward against the wall, with a rackety formed of a strong catgut net work. The rules are as follow : — After deciding who begins the game, it is commenced by the " in hand" party striking the ball against the wall ; if it strikes under the line, or goes over the wall, or does not rebound into the " out hands" spaces, or goes beyond the bounds of the racket ground, the striker is "out," and the "out hand" takes his place. Should none of these occur, when the ball has rebounded into the out-spaces, and risen from the ground, it is driven back to the wall again, to rebound into one of the in-spaces, and so on alternAtely. The art consists in driving the ball in such a manner against the wall, that in its rebound, your 'opponents shall be unable to pick it up or hit it ; when this FIVES. 15 oecurs, the one who strack the ball counts one point, and the game is so continned, until one side scores eleven or fifteen as agreed upon. FIVES. Sometimes called hand tennis, or palm play, from being once played with the naked hand, afterwards with a lined glove, or cords bound round the hand. Fives can be played singly or with partners. A wall should be selected with a good level hard piece of ground before it. A line is then drawn on the wall three feet from the ground ; another on the ground two yards from the wall ; and another describ- ing three sides of a square, of which the wall makes the fourth, to mark the bounds. The winner of the choice of commencing, begins by dapping his ball on the ground, striking it against the wall above the line drawn, so that it may rebound far enough to fall outside the line on the ground. ^ The other player then strikes it in the same man- ner before it has touched the ground more than once. The first player then prepares to strike it as it rebounds, and the game is thus continued until one of the players fails to lift the ball before it has rebounded from the ground more than once, strikes it below the mark, or drives it out of bounds. If the player does either of thes% he loses his innings ; if the other, then the in-player scores one on each occasion towards the game, which is fifteen. The rules are 16 MINOR SPORTS. the same when partners are playing, each side keeping up the ball alternately, and the partners taking it in turns for innings as the other side goes out. After the ball is first played out at the commencement, it is not necessary to make the ball rebound beyond the ground line, which is used only to make the player who is in give out the ball fairly, when he first takes the innings, or plays out the ball after he has won a point. FOOT BALL. This game was formerly much in repute in England, until the reign of Edward the Third, when it was succeeded by the more delightful amusement of archery, the practice of which was enforced by a public edict, as foot-ball was found to impede the progress of the latter accomplishment, and its being properly learned. The game should be played in a large field, having at each end a boundary mark or home for the contending armies, which may consist of any number equally divided ) and is played with a bladder filled with wind, or an India rubber ball covered with seal skin. The ball is placed in the centre of the field, and the con- tending parties endeavour to kick it into their opponent's boundary. The party which first succeeds in doing this, wins the game. This is a game that will afi'ord excellent amusment, and is highly conducive to health. OOLF, OR CAMBUCA. 17 GOLF, OR CAMBUCA, So called in the reign of Edward the Third, from a crooked club or bandy-bat used in playing. In Scotland it is much practised, and is sometimes called bandy-ball. Thb game may be played by any number, each player being provided with a bandy made of ash, four feet and a half long, with a curve or hook affixed to the bottom, made of horn, and backed with lead. The ball should be small, made of feathers covered with leather, and very hard. The game consists in driving the ball into holes made in the ground at certain distances one from the other, and he who succeeds in doing so in the fewest number of strokes wins the game. Between the first and last holes a space of two miles may intervene ; the number of holes between which are optional. The ball must be driven into each hole and not beyond it. There is a golf club in London composed of Scotchmen, who meet once a year to play a grand match. They appear in Highland costume, which forms a very picturesque exhibition. HURLING. The number of players must be even, and divided into pairs, and when the game commences, each pair become individual opponents. They should be well matched as to size and strength. Two poles are fixed in the ground ten feet apart, and opposite them two more (the same distance 2 1^ * MINOR SPORTS. apart) about two hundred and fifty paces off. The umpire, who does not take a part in the game, then throws up a ball, and whoever can catch it, and csiry it through his opponent's goal, wins the game. Tho point of the game consists in the holder of the ball retaitiiug it long enough ; for his antagonist endeavours to posseso himself of the ball, and impede the holder's progress- Tho law of the game is that they may hurl the ball from cne player to another, but two must not attack one, nor can the holder of the ball hurl it to any of his party who mf,y be nearer his opponent's goal than himself. STOOL BALL Is played by two persons, oae taking his place in front of % stool placed upon the grouFid, the other taking his place at a distance. The latter tosses the ball, endeavouring to strike the stool, and it is the business of the other to beat it away with his hand to prevent this ; and he reckons one to the game for every time he strikes the ball away. If on the other hand, the stool should be struck, the players change places-; the one winning the game who drives thn ball away from the stool the greatest number of times. This game may be played by several persons placing stools in the form of a circle, a single player to each stool ; when the ball has been struck, each one changes his place, runnio;/ from stool to stool, and 'f the feeder recovers the bal) i*i TRAP, BAT, AND BALL. 1^ time to strike any of the players before he amves at the stool to which he is running, they change places, and the one touched becomes feeder until he succeeds in striking another. TRAP, BAT, AND BALL. A boundary is placed at given distances on each side of the trap, through which the ball must pass, and a line is fixed fifteen or twenty feet from the trap, and eight or ten feet high, over which the striker must send the ball, or he is out. The game may be played by any number. The one who is to commence places his ball in the spoon of the trap; he then touches the tongue, and as the ball rises he strikes it. The other players endeavour to catch it, and .he one who succeeds before the ball has struck the ground becomes the batman. If the ball is not caught, the player into whose hands it comes, bowls it at the trap from the place where he picked it up. If he hits the trap, the striker is out, and he takes his place.. If he misses it the batsman scores one towards the game. The tongue of the trap should not be struck too violently ; and it is well to catch the ball with your left hand once or twice before calling "•play," and striking it. This will enable you to judge what is the best position to stand in, so as to strike the ball in a direction where there is the least chance of its being caught. By allowing the ball to rise to its greatest height it will enable you to take a good aim at it as it is falling. 20 MINOR SPORTS. ROUNDERS. This and the above game rank next to cricket for amuse- ment, and being healthy and invigorating exercises. It is played with a round stick two feet in length, and a hard bench ball. Four or five stones or posts are placed in the form of a circle, one of which is called the " home" and the others ^* bases." After partners on each side have been chosen and the innings determined, the out players are scattered over the field, one taking his place as " feeder" in front of home, and one behind to return the ball to the feeder. The in player who commences then strikes at the call. If he succeeds he runs from base to base, and another takes up the bat. If any strike at a ball and miss it, they are out ; or if any are struck with the ball while running from base to base, they are out ; and the feeder may pre- tend to toss the ball, to induce a player to leave a base he is standing at, to obtain a chance of striking him and put- ting him out. Each in player takes the bat in rotation as he arrives at home. If all are out but two or three, and those are at the bases, and one be not able to reach home before the home is crowned by the ball, all are out, or if one of the strikers sends his ball so that it is caught, all hi? party are out. If all are out but two, the best player is allowed, with the consent of the others, to have two feeds or hits for the rounder, and if he gets home without being Uruck, or the home being crowned, all his party axe in QUOITS. 21 again, and continue as before ; if not, the opposite party goes in. PALL MALL. The Mall in St. James's Park derived its name from this game being constantly practised there during the reign of Charles the Second, by Charles himself, and his courtiers, but of late years it is scarcely heard of. The game is played with a piece of box and a mallet in an alley having an iron arch at each end, and he who drives the ball through the arch in the fewest number of strokes wins the game. QUOITS. An iron hob or pin is driven into the ground, to within four or five inches of the head ; and at a distance of 14, 16, 20, or more yards, according to the age and strength of the players, a second pin is driven in, in a similar man- ner, and those who are contending in the game stand at one of the pins, and each throws an equal number of quoits to the other pin. The player who rings his quoit, or puts it nearest to the pin, scores one point to the game ; but if A. puts a quoit nearest the pin, and B. places one second, and A. then places the remainder of his quoits nearest tha pin after B., he still scores only one, as by B. putting his one quoit second, it prevents the other quoits being reck- oned; but if B. does not succeed in placing a quoit to out 22 MINOR SPORTS. out those of A., each of A/s quoits counts as one. By having two pins the players can proceed from one to the other to determine the state of the game, and play on to each pin. This game is much practised in England, seve- ral grand quoit matches coming ofiF annually. As an exer- cise, it is highly conducive to health. Strutt, in his Sports and Pastimes, says, that "the quoit seems evidently to have derived its origin from the ancient Discus." BOWLS May be played by sides of two or three each, or single players. Two balls are taken by each player, and the one who commences casts a smaller ball, frequently painted white, and called a jack, to any distance that suits him. He then delivers a ball towards the jack, each player follow- ing his example until all the balls are used ; one of each side delivering a ball alternately. The position of the balls is then examined, and the one lying nearest to the jack scores one to the player, and if his other ball (or presuming the game is played with partners, either of their balls), should be nearer the jack than any ball delivered by his or their opponents, then they can score as many more towards the game as they have balls thus placed. The game should be played upon a closely shorn grass lawn, perfectly smooth End level. The balls played with are not perfectly round, Oeing what is called biassed, having some mark at the thick HOP SCOTCH. 28 end, whicli end must be held towards the bowler's left hand. The aim of the player is to drive his opponent's ball away from the jack, or the latter away from the former, and at the same time place his ball as near the jack as he can. The terms used in the game are, " to bowl wide,'* which is when the bias is good, or is not strong enough ; " narrow," when it is too strong; "finely bowled," when the ball passes close to the jack; "yard over," is when the jack is moved; "over bows," when the ball passes beyond the jack. A ball is sometimes placed by a player purposely within his reach to obstruct the one who follows him, and is called " laid at hand ;" placing the nearest ball to the jack, is called "bowl best at jack;" "drawing a cast," is to win by bowling nearest the jack, without touching a ball. A ball " rubs" when retarded in its motion by some impedi- ment; and is "gone" when it passes far beyond the jack; a " lurch" is when one side scores eleven before their oppo- nents have scored five, and is game. HOP SCOTCH. Draw on the ground a figure resembling a window arched at the top. The beds are formed in the following manner. At the end farthest from the arch a line is drawn from side to side, which is bed 1. Another like it, divided in the oentre, forms beds 2 and 3. Bed 4 is like the first. The 24 MINOR SPORTS. next bed must be wider, with a cross drawn diagonally from comer to corner, for beds 5, 6, 7, and 8. Bed 9 is like the first, and 10 and 11 are like 2 and 3. Bed 12, at the arch, is called the cat's head. The one who commences throws an oyster shell into No. 1, he then hops into that bed, and with the foot on which he falls, drives it out. He then throws it into 2, steps into 1, hops into 2, drives the shell from 2 to 1, and then from 1 out of the figure. The shell is now thrown into 3, and the player steps into 1, jumps astride into 2 and 3, one foot in each base, springs on one foot into 3, drives the shell into 2, from 2 to 1, and out as before. He now throws the shell into 4, steps into 1, jumps astride 2 and 3, and alights upon one foot in No. 4, picks up the shell, and placing it on the front of his foot ofi" the ground, jerks it upwards with a motion of the leg, and catches it in his hand. He then jumps back, repeating the same jumps as when he advanced. He throws the shell now into 5, and passing through the beds as before, alights on one foot in No. 5, drives the shell into 4, catches it, and returns as before. He now throws the shell into 6, drives it to 5, and then to 4, catches it and returns. When he is in 7, after jumping astride 6 and 7, he drives the shell into 6, 6, and 4 ; then out as usual. From 8 to 7, 6, 5, and 4, consecu- tively, returning as at first. In 9 he catches the shell from his foot, and returns as from 4. In 10 he drives it to 9, In 11, after jumping astride, he drives it into 10, then blindman's buff. 25 into 9, catching it and returning as before. He now throws the shell into the cat's head, on arriving at which, he catches the shell three times from his foot, and then drives it with the foot he stands on, through all the beds, returning as usual out. BLINDMAN'S BUFF Consists in one person having a handkerchief bound over his eyes, so as to completely blind him ; and thus blindfold, he is called " Buff," and chases the other players either by the sound of their footsteps, or their subdued merriment, as they scramble away in all directions, endeavouring to avoid being caught by him ; when he succeeds in catching a player, and guesses his name rightly, the player caught must in turnl^e blindfold, and the game be recommenced. In some places, it is customary for one of the players to inquire of Buff (before the game begins) "How many horses has your father got ?" to which inquiry Buff responds *• Three." " What colours are they ?" " Black, white, and gray." The questioner then desires Buff to "turn round three times, and catch whom you may," which request he complies with, by trying to capture one of the playe;:s. It is often played by merely turming the blindfold hero round and round, without questioning him, and then beginning. The handkerchief must be tied on fairly, so as to allow no aeans for Buff to see ; and whenever he approaches any 26^ MINOR SPORTS. thing that may hurt him, he should be warned, as by the cry of "table/' "chair/' &c. SHADOW BUFF. Shadow buff differs very materially from blindman's buff, but it is equally amusing. A sheet or table-cloth should be fastened neatly up at one end of the room, so that it hang free from wrinkles. Buff (not blindfold) seats himself on a low stool with his face to the sheet ; a table, on which is a lighted candle, should be placed about four or five feet behind him, this being the only light in the room. Buff's play-fellows next pass in succession, between the candle and him, distorting their features in as grotesque a manner as possible, hopping, limping, dressing themselves in bonnets, shawls, cloaks, or other disguises,* and perform- ing various antics, so as to make their shadows very unlike thems'elves. Buff must then try to guess to whom the shadows belong; and if he guess correctly, the player whose shadow he recognises, takes his place. Buff is al- lowed only one guess for each person, and must not turn bis head either to the right or left, to see who passes. BUFF WITH THE WAND. The several players join hands, and form a circle around Buff, who stands in the middle, blindfold, and bearing a long wand or stick. The players then sing some chorus, JINOLINO. 27 and dance once round, when they stop, and Buff stretches forth his wand, which the person touched must take by the end. Buff then cries out three times, and the player caught answers in a counterfeit voice ; but, if Buff guess his name rightly, they change places. Should, however, Buff guess wrong, the wand is released, and he continues to guess until he names some one correctly. Sometimes Buff pays a forfeit on each failure, as does each player on being caught and named. JINGLING. This is a west-country sport, and may be played in a large apartment, or out-of-doors; if the latter, within a rope ring. A player has a bell fastened to his elbow, or holds one in his hand, which he keeps jingling, and whence he is called the jingler : he endeavours to avoid the several other players, who are blindfold, and who strive to capture him ; the jingler may jump from and shun the others as he best may; whilst they follow the sound of the bell, and, not being able to see, tumble against, and oyer each other, thus affording great amusement to the spectators. "Whoever catches the jingler within an agreed time, generally twenty minutes or half an hour, wins the prize ; but if after this time the jingler be not caught, he is accounted the winner. HUNT THE SLIPPER. This old-fashioned pastime need scarcely be described 28 MINOR SPORTS. Several boys seat themselves in a circle on the groLnd, and another, who stands within the ring, gives a slipper to one of the players, by whom it is secretly handed to one of his neighbours ; it is then passed round from one sitter to an- other, so as to completely perplex the " hunter," (or player standing in the middle), in his endeavours to find the slipper, and who must continue his search until successful ; the player in whose possession it is found, must in his turn " hunt the slipper," whilst the former hunter joins the sit- ters. Sometimes, to mislead the hunter, a player raps the slipper on the ground, and instantly passes it on. HUNT THE WHISTLE. To a whistle should be attached a piece of string, and a bent pin for a hook. The players seat themselves on the floor in a circle, as for the Slipper, except one lad who has never before seen the game, and is to be the hunter. He conceals his face in a player's lap, whilst another hooks the whistle on to his jacket, then blows it, and dexterously lets it fall so that another player may as quickly pick it up, and blow it. The hunter naturally turns towards the player whence the whistling proceeds, but no sooner is it heard in one place than it is repeated in another; and thus the hunter is perplexed to find the possessor of the whistle, although it be hanging at his own back. THREAD THE NEEDLE. 29 PUSS IN THE CORNER. Four players take their stations in the four corners of a room, and a fifth called " Puss" places himself in the mid- dle of it ; the players in the corners then change their posi- tions in a regular succession, and the Puss endeavours to gain one of the vacant corners before the successor can reach it ; if he can do so, the player left out becomes Puss. THREAD THE NEEDLE. A number of boys all join hands, and the game is begun by the outside players at each end of the line holding the following dialogue : '^ How many miles to Babylon ?" " Threescore and ten." " Can I get there by candlelight ?" "Yes, and back again." "Then open the gates without more ado, and let the king and his men pass through." The player and the one next to him at tlie end of the line oppo- site the last speaker then raise tiioir joined hands as high .18 they can, to afiow the speaker to run under, and the whole line follow him, still holding hands. This should be «lone, if possible, without breaking the line by letting the hands go, and is styled "threading the needle." When all the boys have passed through, the dialogue is repeated, except that the player who before replied, now asks the question, and runs between the opposite players, the others following as before. 80 MiNOft sroitTj* THE HUNTSMAN. This game is one of the liveliest winter's evening pa*- times that can be imagined : it may be played by any num- ber of persons above four. One of the players is styled the <^ huntsman," and the others must be called after the different parts of the dress or accoutrements of a sportsman ; thus, one is the coat, another the hat, whilst the shot, shot' belt, powder, powder-flask, dog, and gun, and every other appurtenance belonging to a huntsman, has its representative. As many chairs as there are players, excluding the " hunts- man," should next be ranged in two rows, back to back, and all the players must then seat themselves ; and, being thus prepared, the "huntsman" walks round the sitters, and calls out the assumed name of one of them ; for instance, '^ Gun !" when that player immediately gets up, and takes hold of the coat-skirts of the " huntsman," who continues his walk, and calls out all the others, one by one ; each must take hold of the skirts of the player before him, and when they are all summoned, tho huntsman sets off running round the chairs as fast as he can, the other players holding on and running after him. When he has run round two or three times, he shouts out " Bang !" and immediately sits down on one of the chairs, leaving his followers to scramble to the other seats as they best can. Of course, one must be left standing, there being one chair less tlian the number of players, and the player so left must pay a THE GAME OP THE KEY. 31 forfeit. The game is continued until all have paid three forfeits, when they are cried, and the punishments or pe- nances declared. The huntsman is not changed throughout the game, unless he gets tired of his post. THE GAME OF THE KEY. This game may be played by any number of persons, who should all, except one, seat themselves on chairs placed in a circle, and he should stand in the centre of the ring. Each sitter must next take hold, with his left hand, of the right wrist of the person sitting on his left, being careful not to obstruct the grasp by holding the hands. When all have, in this manner, joined hands, they should begin moving them from left to right, making a circular motion, and touching each others' hands, as if for the pur- pose of taking something from them. The player in the centre then presents a hey to one of the sitters, and turns his back, so as to allow it to be privately passed to another, who hands it to a third ; and thus the key is quickly handed round the ring from one player to the other; which !ask is easily accomplished, on account of the continued motion of the hands of all the players. Meanwhile, the player in the centre, after the key has reached the third or fourth player, should watch its progress narrowly, and endeavour to seize it in its passage. If he succeed, the person in whose hand it is found, after paying a forfeit, must take his 32 MINOR SPORTS. place in the centre, and give and hunt the key in his tarn j should the seeker fail in discovering the key in his first attempt, he must continue his search until he succeeds. When a player has paid three forfeits, he is out. THE TWO HATS. This is a Neapolitan game, and from the contradictory nature of its words and actions, resembles the child's pas- time of "the rule of contrary." The rules are that, if three mistakes be made by the person who responds to the inquiries of the player bringing the hats round, and whom, for distinction's sake, we will call the Questioner, — he must pay three forfeits, and be out of the game ; when the ques- tioner desires the respondent to be seated, the latter must stand up; when he begs him to put his hat on, he must take it off; when he requests him to stand, he must .sit ; and in every point, the respondent must do the reverse of what the questioner tells him. The questioner may sit down, stand ip, put his hat on, or take it off, without desiring the respondent to do so, or giving him the least intimation of his intention ; the latter must, therefore, be always on his guard, so as to act instantly to the contrary, else he incurs a forfeit. These rules being settled, the game is simply this : — a" player places a hat on his head, takes another in his hand, and gives it to one of the company; he then be- THE TWO HATS. 83 gins conversing with him, endeavouring both by words and actions to puzzle him, and cause him to forfeit. The fol- lowing is a specimen of a dialogue, and the accompanying movements of the hats, in which A. is the questioner, B. the respondent : — A. (taking his hat off.) A very beautiful evening, sir. B. (putting his hat on.) Yes, indeed, a most lovely one. A. (putting his hat on and sitting down, B. instantly taking his off and getting vp.) Pray be seated, sir ; I really cannot think of sitting while you stand ; (^gets up^ and B . sits doum.) Have you been out of town this year ? (taJces off his hat.) B. (putting his on.) I have not yet, but I think I shall before (A. sits down and B. gets up) the beauty of the sea- son has entirely passed away, venture a few miles out of town. A. (putting his hat on.) I beg ten thousand pardons, you are standing while I am sitting j pardon me, yo^hat is on, you must pay a forfeit. « It generally happens, that before the dialogue has been carried thus far, the respondent has incurred three forfeits, and is, of course, out ; the questioner then goes in succes- sion to the others, and the same scene is repeated by each ; the conversation, it is almost needless to add, should be va- ried as much as possible, and the more absurd the better. 34 MINOR SPORTS. PENANCES FOR FORFEITS. As the three foregoing games end with crying the forfeits incurred in them, and as there are many other games for long winter evenings, which our limits compel us to omit, ending in the same manner, we subjoin a few penances (of Neapolitan origin), to he imposed on those who have been unfortunate enough to incur them. 1. The Knight op the rueful Countenance. The player whose forfeit is cried, is called the " Knight of the rueful countenance :" he must take a lighted candle in his hand, and select some other play6r to be his squire Sancho Panza, who takes hold of his arm, ai^d they then both go round to all the ladies in the company. It is the squire's office to kiss the hand of each lady, and after each kiss to wipe the knight's mouth with a handkerchief, which he holds in his hand for the purpose. The knight must carry the candle throughout the penance. 2^The country Table. In this penance the owner ^of 1ft forfeit selects some one to be secretary, then kneels down upon ' his hands and knees on the floor, to represent the table, and his secretary takes his stand beside him. One of the company next dictates to the secretary, who should move his hand on the back of the kneeling player, as if he were writing a letter ; the dictator must call out " comma V when he wishes that stop to be made, which the secretary responds to by making a motion with his finger op the PENANCES FOR FORFEITS. 35 "country table," resembling that stop; a "semicolon" by giving a knock with his fist on the table and making a comma; a " colon," by giving two knocks ; and a " full stop," by one. For the sake of losing as little time as possible in one forfeit, it is not necessary to request more than the points or stops to be made on the " country table." 3. Journey to Rome. The person whose forfeit is called, must go round to every individual in the company to tell them that he is going on a journey to Rome, and to assure them if they have any message or article to send to his Holiness the Pope, he will feel great pleasure in taking it. Every one must give something to the traveller, no matter how cumbrous it may be, or awkward to carry (indeed, the more inconvenient the articles are, the more it increases the merriment), until he is literally overloaded with presents. When he has gathered from all, he walks to a comer of the room, puts the articles down, and so his penance ends. 4. The Cushion. The owner of the forfeit takes o, cushion, and gives it to one of the company, who then kneels down on the floor, holds the cushion a little before him, and requests the bringer to kneel down on it; as the latter attempts to kneel, the former slides the cushion away, so that the unlucky wight kneels on the carpet instead ; should he, however, be fortunate enough to kneel on the cushion at OBce, he takes it to the next player ; but if not, he must S6 MINOR SPORTS. continue his attempts until he is successful. The cushion is to be given to every one in the room in rotation, and the kneeling penance above described repeated before each. 5. The Statue op Love. The player who owns the forfeit cried, takes a candle in his hand, and is led by an- other to one end of the room, where he must stand and rep- resent the Statue of Love ; one of the players now walks up, and requests him to fetch some lady, whose name he whispers in Love's ear ', the statue, still holding the candle, proceeds to execute his commission, and brings the lady with him ; she in turn desires him to fetch some gentleman, and so it continues till all have been summoned. The players brought up by Love, must not return to their seats, but stand in a group round Love's standing-place, until he has brought the last person in the company, when they hiss him most vigorously, and the forfeit terminates. SCHIMMEL, OR THE BELL AND HAMMER. To play this amusing game requires five cards of figures, viz. a white horse, an inn, a bell, a hammer, and a bell jand hammer; eight little ivory cubes, marked on one side only; six numbered 1, 2, 3, 4, &c., and the other two marked, one with a bell, and the other with a hammer; a box for throwing the dice ; a hammer for disposing of the cards by auction, and a proportionate number of counters for the players. The game may bo played by as many persons as arc present. SCHIMMEL. 37 The counters are then to be distributed by one of the party who has the office of cashier; their value having been previously determined upon by the players. This being done, twelve are to be deposited by each player in the pool. The cashier then disposes of the five cards, separately, to the highest bidders, the produce being also placed in the pool. The bidders are not bound to confine themselves to the number of counters dealt out to them at the beginning of the game; should they exceed it, they may pay the remainder of the debt by instalments, out of their receipts in the course of the game. Each person is at liberty to purchase as many cards as he may think proper. The dice are to be thrown by the players alternately, beginning with the holder of the White Horse ; any one being allowed to dispose of his throw to the highest bidder. When all blanks are thrown, each of the players pays one to the holder of the White Horse, and he pays one to the Inn. If with the blanks, the Bell, or Hammer, or the Bell and Hammer together, are thrown, the possessor of the card 80 thrown pays one to the White Horse. When numbers accompany the Bell, Hammer, or Bell and Hammer, the cashier is to pay counters, to the amount of numbers thrown, to the holder of such card, from the pool ; but if numbers be thrown unaccompanied, the cashier then paya to the thrower. 88 MINOR SPORTS. "When the pool is nearly empty, there arises an advantage to the Inn, for if a player throws a figure greater than the quantity contained in the pool, he pays the overplus to the Inn, thus : suppose 4 are in the pool, if the player throw 10, he is to pay 6 to the Inn ; and if 2 be thrown, those 2 are paid to him from the pool, and so on till a figure is thrown which clears the pool, and concludes the game. If all blanks be thrown after the Inn begins to receive, the players pay nothing, but the owner of the White Horse pays one to the Inn ; should the Bell, &c., be thrown with the blanks, the holder of that card pays one to the Inn ; and if numbers accompany the Bell, &c., the holder of that card must pay to the Inn the number thrown above those remain- ing in the pool. DIBS. The Dibs are five of the small cramp or trotter bones of sheep, with which various feats are performed. First, the player extends his first and middle finger, and having placed on the back of them a Dib, he throws it up, and. catches it in his hand, or on the inside or back of his fingers ; and then increases the number of Dibs to two, three, four, and five, which are thrown up separately or together. A single Dib is then held between each of the fingers and thumb of the left hand, whence they are thrown in regular succession to the right hand ; and the modes of jerking and picking up the Dibs may be amusingly varied. The order of the game THE GAME OF FINGERS. 89 is, that as soon as one player fails in the feat he attempts, another player takes up the Dibs. THE GAME OF FINGERS. This game, also called Mora, is of great antiquity; its invention being ascribed to Helen, who, it is said, was accustomed to play at Mora with Paris, the son of Priam. The game may be played by two or four persons, and usually consists of six points; but this is settled by the players, who then present as many fingers as they choose, calling aloud some particular number ; and, if either of the numbers thus mentioned agree with the amount of fingers presented, he who named it counts one toward his game, by holding up a finger of the left hand, or sometimes a fist or elbow. But neither player is permitted to count it ; on the contrary, both numbers are incorrect. When a player exclaims " all I" he must display his open hand ; and the point is won if his rival, at the same time, exhibit all his fingfcrs. Dumb Mora is played as above, but with this exception : that instead of calling the numbers, the players, before they commence the game, agree by what mode they shall desig- nate odd and even ; after which, whoever utters a syllable. incurs a forfeit. Should any diflGiculty arise during the pro- gress of the game, but no words are allowed to be spoken, but the required explanation must be given and received by signs. 40 MINOR SPORTS. DUMB MOTIONS. This dramatic game exercises considerably more ingenuity than its name implies. It is played by sides, who toss up for innings. The winning side retire to some distance, and choose some trade or professional employment, which may be acted, or represented by " Dumb Motions." They then advance to the other side, and one of them calls out the first and last letter of the name of the trade they are about to represent. Thus, suppose it to be B r, (Bricklayer) ; some of the players imitate with their hands the spreading of mortar and laying of bricks; another appears to carry on his shoulder the hod, &c. Or, if the letters be S n, (Stonemason), some appear to be chipping stone, and others sit as if they were sawing stone : the more mechanical the trade the better. Each of the opposite side then guesses within a few minutes, and if neither be correct, the trade is named by the "in" party, who choose another trade. But, should the trade be rightly guessed, the sides change places. Should either of the side misrepresent the trade, or speak during the work, or name the letters incorrectly, the whole side are outj and a workman is not unfrequently thrown off his guard, by the opposite party asking him a question, which, if he answer, he is at fault. Sometimes, the working side are called men, and thase who guess ar« masters. DRAWING THE OVEW. 41 SNAP-APPLE. This is a Christmas sport, and is played as follows : An apple is fixed upon one end of a short stick, to the other extremity of which is fastened a lighted candle. A string i? then tied to the middle of the stick, by which it is sus- pended from the ceiling at such a height that the young people may catch or " bob" at it with their mouths, their hands being tied behind their backs. SNAP-DRAGON Is another Christmas pastime. A dish of raisins being prepared, some heated brandy or spirits of wine is poured over the fruit, and then set on fire, the other lights in the room being extinguished. The young folks then stand round the dish to pluck out the lighted raisins, and eat them as hastily as they can, but rarely without warming their hands and mouths. The blue flames of the burning spirit, and the singular and spectral appearance which they give to the faces of the busy crowd, are a source of considerable mer- riment. DRAWING THE OVEN. Let any number of boys seat themselves, one behind the other on the ground, and clasp each other round the waist ; two players should then take hold of the foremost sitter, by both his hands, and endeavour to detach him from the line, by pulling away vigorously. When they have sue- 42 MINOR SPORTS. ceeded in doing this, they take hold of the second sitter in the same manner, and so continue "drawing the oven," until they have drawn all the players from the ground. This game is also called " Jack, Jack, the bread burns." HOPPING BASES. Sides are chosen, and each player has his opponent ; and the parties enter their bases formed by a line drawn the length of the ground. Each player then folds his arms, hops on one leg, and strives to get into the opposite base ; which should he do, the vanquished one must retire from the game. The victor in this instance may then return to aid his own party ; and the game is won by those who, whilst hopping, take entire possession of the enemy's base. Should any player drop the leg, he is out of the game. WHOOP. One player takes his station at a spot called the " home," while the others go to seek out various hiding-places in which to ensconce themselves; when all are ready, one of them calls out "Whoop!" on which the player at the "home" instantly goes in search of the hiders, and endeavours to touch one of them, as they all run back to " home ;" if he can do so, the one caught takes his post at the home, and he joins the out-players. AG OR TOUCH. 48 FRENCH AND ENGLISH. This is an exceedingly lively and amusing game : it is played by two parties, as nearly equal in numbers and strength as can be mustered; one party take hold of one end of a strong rope, whilst their antagonists take hold of the other; each party then strive to pull the other over a line chalked or marked on the ground for the purpose, and those who are so pulled over, being made prisoners, lose the game. TAG OR TOUCH. Any number of boys can play at this game, which is an exceedingly spirited one. One of the players undertakes to be "Tag," or "Touch," and endeavours to touch one of the others as they are running about in all directions, try- ing to avoid him as much as possible ; if he can touch one, the player caught becomes Touch, and in his turn strives to touch one of his fellow-players. "Toucii iron" and " Touch wood" are frequently called ; and when the boys can touch either iron or wood. Touch has no power over them; but the moment they quit either, they may be "touched;" and sometimes a Touch makes prisoners. CROSS-TOUCH. In this sport, when Touch is following one player, another runs across his path, between him and the party pursued ; 44 MINOR SPORTS. upon which Touch must immediately run after the one who crossed, until some other crossing between them, must, in his turn, be followed ; and so it continues changing, until Touch catches one, who takes, of course, the office of Touch, and the game is continued as before. HUNT THE HARE. One boy is chosen " Hare," and runs out, when, his com- rades having given him " law," that is, time to run a cer- tain distance, they then give chase and endeavour to catch Hare before he returns home. BASTE THE BEAR. The players toss up for the first Bear, who kneels on the ground within a marked circlo j each selects his own master, whose office it is to hold him by a rope, and use his utmost efforts to touch one of the other players, as they try to " baste" the Bear with their handkerchiefs knotted and twisted very tightly. If the Bear's master can touch one of the assailants without dragging the Bear out of the ring or letting the rope fall, the boy touched becomes Bear, selects his keeper as before mentioned, and the sport is continued. HIDE AND SEEK. Tu this game one of the players hides a handkerchief^ or DUCK STONE. 45 any little article which can be easily secreted, and then desires the other players to find it ; the successful seeker, in his turn, hiding the same thing next time. Wh',)n the seekers approach the place of concealment, the player who hides the article must answer their questions, whether " they burn ;" and on the contrary, when they wander from it, he should tell them that they " freeze." The Greeks had a pastime similar to our Hide and Seek : a boy seated him- self in the midst of his comrades, and closed his eyes, or was blindfolded by the hand of another, whilst the rest concealed themselves ; and he who was first found by him after he was permitted to rise, took his place. There is another kind of Hide and Seek, called also Whoop and Hide J where one party of boys remain at " home," while the others go out and hide themselves ; when they are hid, one of them cries " Whoop," as a signal for those at home to seek after them. If the hidden can escape the vigilance of the seeker, and reach home unseen, they go out to hide again; but so many of them as are caught, on the contrary, become seekers, and those who catch them have the privi- lege of hiding themselves. DUCK STONE. This game cannot be played by fewer than three boys j and if the number be eight or ten, its interest and liveliness are increased. It should not, however, be played roughly .46 MINOR SPORTS. or carelessly, as the players, through negligence, may injure each other from the weight of the stones, and the force with which they must be cast. A large smooth and flat-topped stone is placed on the ground, and at about six or eight yards distance is marked " home." Each player next pro- vides himself with a pebble stone somewhat larger than a cricket-ball J and the game is begun by "pinking' for " duck," i. e. by all standing at the ^^ home," and throwing their pebbles in succession at the large stone; and the player whose pebble falls or rolls furthest from the large one, becomes Duck, and must place his stone on it. The other players next cast their pebbles at it singly, from the " home," and then hasten to pick up their pebbles, so as to throw again ; but, if Duck can touch either of them before he reaches " home," and should Duck's own pebble not be knocked off the large stone, then the thrower thus touched becomes Duck; but, if he be quick, he may call out " Double duck" before Duck is able to kick his own pebble off the large stone, or cry out "Feign double duck," in which case both the " ducks" are to be placed on the stone together. Sometimes, the "duck" remains on the stone after four or five have thrown at it, when they allow their pebbles to rest, but in attempting to pick them up, Duck may touch either of the throwers ; till, at length, another player knocks Duck's pebble from off the large stone ; and SADDLE MY NAG. 47 as no one can be touched until it has been replaced^ the several players gain time to pick up their pebbles, and i-each " home*' for safety. Should all the players have thrown without being able to knock the " duck" off, it is frequently proposed by one, or more, to Duck, to take either a " heeler," a " sling," or a " jump," towards " home," in order that they may have a chance of reaching it. The " heeler" is performed by kicking the stone backward toward " home ;" the " sling," by putting the stone on the middle of the right foot, and slinging it in the direction of " home;" and the "jump," by placing the stone between the feet, and holding it there, while a jump is taken, and the stone let fall, so that it may roll forward ; if the stone be so far from "home," that one sling, jump, or heeler will not Ruflfice, two, or more of each may be taken, provided Duck allows it; but if the player does not reach "home" in the number of slings, &c., agreed on, he becomes Duck. SADDLE MY NAG. Two leaders should toss up for choice of sides, and each having selected six or eight partners, they should toss again for innings ; the loser must then place himself quite upright, with his face to a wall, against which he rests his hands, and one of his partners should next stoop down, and put his head against his leader's skirts ; another partner also bends, and places his head against the skirts of the second 48 Ml \0R SPORTS player, and the rest of the partners must take their placei in the same manner, one behind the other; when thus ranged they are called " Nags." One of the winning party next runs, and placing his hands on the back of the last Nag, cries " "Warning," endeavours to spring on to the back of the first, or at least to clear as many Nags as he can, so as to leave room for those following him to leap on the backs of the other Nags, until they are all fairly astride. If any of the Nags sink under the weight, or in trying to support themselves, touch the ground either with their hands or knees, — or if the riders can keep their seats without touch- ing the ground, whilst their leader counts twenty, — the riders resume their innings, and begin again ; but should there not be sufficient space for all to leap on, or they are unable to keep their seats on the backs of the Nags, they lose their innings, and become Nags in their turn. The Nags may also cry " Weak horse !" when, if the riders do not instantly dismount, iiiey must become Nags. BUCK Is played by two boys, pretty nearly equal in size and strength ; while a third is appointed umpire, to see that the rules are correctly followed, and no unfair advantage taken. One player then gives a back, that is, stooping down, as in leap-frog, and resting his head against a wall ; the other player then springs on his back, and holding up as many prisoner's base. id' fingers as he pleases, calls out " Buck, Buck, how many horns do I hold up ?" Buck endeavours to guess the pro- bable number ; if his guess be incorrect, the ridor gets down, leaps on again, holds up his fingers, and repeats the question OS before ; and so continues, until Buck names the right number, when the rider must take the place of Buck, and Buck in turn jump on his back. It is, of course, unneces- sary to hold up the same number of fingers every time the question is asked. Buck is usually blindfolded to prevent foul play, but this precaution is not requisite. PRISONER'S BASE Is a very lively and amusing game, and is played as follows : Two captains being appointed, they "deep'' for partners, i. e. they advance towards each other, by bringing, alter- nately, the heel of one foot to the toe of the other, until at last there be not room for one of them to put his foot down between the toe of his opponent and his own ; this player has the first choice of partners. The best number for this game is seven or eight players on each side, although it may be played with either more or less. The bases are then drawn at one end of the ground, and are divided by a line, on each side of which the players stand. At some distance are marked the prisons, generally in corners of the ground ; the prison of one party facing the base of its opponents, and lying crosswise from the base of its own party. 4 W MINOR SPORTS. The game is begun by a plajer from one side running out between the bases and the prisons, when he is quickly followed by one of the opposite party, who endeavours to catch him ; a partner of the first player next dashes out to capture the second, and so on, both sides sending out as many of their partners as they please, to touch or take their opponents. But a player must not touch any one who started after him, although the latter may, if he can, touch him before he gets back to his own base ; but if a player has taken a prisoner, he cannot be touched in making his way back to his base again. A player can touch only one of his opponents each time he leaves his base ; and every prisoner must be taken to the prison of the opposite party, where he remains till one of his own partners can manage to touch him ; and this may be aided by the several pri- soners holding each other by the hand in an extended line, so as to reduce the distance from the base. The player coming to rescue the captive must also have started from his base after the other has been taken ; and the released prisoner and his companion are not allowed to touch any one, or to be touched, as they return home. The victors are those who can contrive, at the same period, to make all their opponents prisoners. Or, instead of the prisoners being rescued, they are drafted into the enemy's base, and the game is terminated by all the players thus passing to one side. STAG OUT. 51 Pris3ner*s Base is mentioned in proclamations in the reign of Edward III.; and Shakspeare speaks of "the country base." The game was formerly played by men, especially in Cheshire, and the adjoining counties. RUSHING BASES. Draw two bases, with a wide space between them. All the players then station themselves in one base, except one boy, to be " King Caesar," by choice or otherwise, and he places himself midway between the bases. The men then attempt to run from one base to the other, and the King strives to catch them ; and whenever he takes one, he claps him on the head and cries thrice, "Crown thee, King Caesar!" and he must thenceforth assist his Majesty in catching the rest of the men, each of whom must, as he is taken, join the royal party; the last man captured being King for the next game. The crowning must be distinctly pronounced thrice, else the captive can be demanded by his party STAG OUT. A line should be drawn on the ground, at a little distance from a wall, to form " the bounds," and within which ono of the players, as the "stag," stations himself; he then springs out, with his hands clasped firmly together, and en- deavours to touch one of the other players, who all nin 52 MINOR SPORTS. from hiiu Should he succeed in touching one, he rides on Iiis back home to the "bounds," and the player thus touched becomes Stag. WARNING! Any number may play at this game. A base should be drawn at about four feet from a wall, within which one of the players takes his station, and after calling out, " Warn- ing, once ; warning, twice ; warning, thrice ; a bushel of wheat, a bushel of rye; when the cock crows out jump I. Cock-a-doodle-doo !" — he jumps out and runs after the others ; if he touch one, they both return to the bounds, where they unite hands, and after crying "Warning!" only, rush out again, and each strives to touch an opponent ; if they can achieve this, they all return and join hands as before ; the next time they sally forth, the outside players onli/ try to touch ; of course, every one they touch returns to "bounds" with them, and joins the line. Should the out-players attack, break the line, and put the party to the rout, which it is always their object to do, the discom- fited players must scamper back to "bounds;" this the out-players endeavour to prevent by capturing them, which, if they can accomplish, the captives are compelled to carry their captors back to bounds. After a player has sallied from the bounds, and has touched one of the out-players, ho should run home with all speed, to avoid being caught by LEAr-FROG. 58 Ineir opponents. Wlien three players have been touched, the one who began the game may join the out party. SEE-SAW. For this amusement a stout plank should be laid across a felled tree or a dwarf wall ; it must be very nicely balanced if the players be of the same weight, but if one be heavier than the other, the end on which he intends to sit, should be the shortest. Two players then take their seats on the plank, one at each end, whilst a third stations himself on the middle of it ; the name of this player is, in some places, " Jack o' both Sides," and in others ^^ Pudding.'' As the players by turns make slight springs from their toes, they are each alternately elevated and depressed ; and it is the duty of Pudding to assist these movements by bearing all his weight on the foot on the highest end of the plank, be- yond the centre of the tree or wall on which it rests. A see-saw is one of the earliest lessons in mechanics. The cross plank is the lever j or first mechanical power; and its supporter, the felled tree, is the fulcruniy or prop by which the lever is sustained. A reckoning-stone is a natural see- saw. LEAP-FROG. This game will be best understood by supposing that eight boys are playing at it : seven of them stand in a row, about 64 MINOR SPORTS. eighteen feet apart, with their sides to the leapers, hands on their knees, body doubled, and head bent down. The eighth player then takes a short run, and, placing his hands. on the back of the first player, leaps over him, then over the second, and, in like manner, over all the Dther players, one after the other; he then places him- self down in the line, in the proper position, and at the right distance from the last player ; the first over whom he jumped, rises immediately he has passed, and follows him over the second, third, &c., who all rise in succession, and leap in their turn ; and after they have successively jumped over the last players, they place themselves down in the line, as before described ; and the game . continues. Some players stand with their backs to the leapers, instead of their sides ; the mode is optional, although in some places it is usual to compel those who can jump over the head, to do so. FLY THE GARTER. Chalk or make a line, or "the garter," on the ground; on this line one of the players must place himself and bend down as in leap-frog, while the other players in rotation leap over him ; the last one, as he flies over, calling out " Foot it ;" if he should fail in giving this notice, he is out, and must take the other boy's place at the garter : the boy, immediately the word is given, rises, and places his right DUCK AND DRAKE. ' 65 heel close to the middle of the left foot, he next moves the left forwards and places that heel close up to the toes of his right foot, and bends down as before ; this movement is called a " step," and is repeated three times. The other players should fly from the garter each time a step is made, and the last player must invariably call out " Foot it," as he leaps over. After making the three " steps," the player giving the back takes a short run; and, from the spot where he made his last step, he jumps as far forwards as he possibly can, and bends down again; the others jump from the garter, and then fly over. Should any of the players be unable to jump easily over the one giving the back, and rather slide down upon, or ride on him, the player so failing must take the other's place at the garter, and the game be recommenced; if, also, through the impetus acquired in taking the jump from the garter, a player should happen to place his hands on the back of the player bending down, and then withdraw them in order to take the spring over, he is out, and must take his turn at the garter. Some- times, the boy giving the back takes a hop, step, and a jump after he has footed it three times ; the other players doing the same, and then flying over. DUCK AND DRAKE Is played by " shying" bits of slate, or tile, the flat shells of oysters, or thin smooth stones, on the surface of a pond. 66 MINOR SPORTS. Whatever is used should be " shied" so that it may merely touch the surface of the water, otherwise it will not rebound several times, which it is the aim of the player to make it do ; if it rebound once, it is a " Dick ;" if twice, a " Duck >*' if thrice, a " Dick, Duck, and Drake ;" and that player wins the game whose slate or shell rebounds the oftenest. KING OF THE CASTLE. One player stations himself on a mound of earth, or emi- nence, and styles himself '^ King of the Castle :" from this station his playmates endeavour singly to pull or push him oflf, whilst he exerts his utmost efforts to repel them, and maintain his position. Whichever player dethrones the king, takes his place. DROPPING THE HANDKERCHIEF. A tolerably large ring should be formed by several boys joining hands : when all are ready, another boy who stands out, walks round outside the ring, drops a handkerchief behind one of the players, and immediately runs off; he is instantly followed by the boy behind whom he dropped the handkerchief, and who must track him in all his windings in and out, under the raised arms of the boys in the ring, and indeed wherever he runs ; should the pursuer touch the pursued, the former takes the handkerchief in his turn, and the latter joins hands in the circle. If the boy who dropped TWO TO ONE. 57 the handkerchief be enabled to elude his follower by passing through and about the ring, the latter walks round again, and drops it behind some other player. HOP, STEP, AND JUMP, Is a trial as to which of the players can go over the greatest space of ground in a hop, step, and a jump, made one after the other, without stopping. They may be commenced either with a short run, or else standing, at the option of the players. CASTING THE BALL. Casting the wooden ball is an excellent recreation. A bowl similar in pattern to those used in skittle-alleys — not those used for nine-pins — should be procured ; it must not, however, be so large nor so heavy as the bowls used by men, neither should the finger-holes be so wide apart ; and the size and weight should always be adapted to the size of the person using it. In casting the ball, put your thumb in one of the holes, and your middle or forefinger in another, and then throw it underhanded either to a mark, or at random to a distance. TWO TO ONE. Two to One is a capital exercise with a common skipping' rope. It is done by skipping in the usual way for a short time, aud then increasing the rapidity of your movements, 68 MINOR SPORTS. and leaping tolerably high ; at the same time, endeavouring to swing the rope round so quickly, as to pass it twice under your feet whilst leaping : practise this until you are profi- cient, and then try to pass the rope three times under your feet instead of twice. LONG ROPE. The rope is held each end by a boy, and turned pretty regularly ; and, when the line is at its highest, one, two, or more boys step forward between the holders, and jump up as the rope descends, so as to let it pass under their feet like the common skipping-rope. The leapers should keep time with the turns of the rope ; and, if it touch either of them, he must change places with one of the holders. Another game may be played by holding a long skipping-rope at one end in the outside hand, making a step or two towards the other player, with his " help" at the other end swinging it round, and then skipping over it. THE SNOW STATUE. Making a snow statue forms a capital amusement when the fields " put on their winter's robe of purest white," and the icicles hang glistening from the eaves. In order to amasa enow enough for the purpose, it should be swept up into one spot, or, to insure the snow being ckan, a large snow-ball should be made, and rolled about until it becomes huge and TUB SNOW STATUE 59 unwieldy. The material being thus provided, the statue should be rounded and shaped as neatly as possible ; and, if the young artists possess ingenuity enough to make their work look something like a man, and not a heap of snow, 80 much the better. The modellers now, by common con- sent, withdraw to a stated distance and begin to pelt theii handy-work with snow-balls, until the gigantic figure falls, feature by feature, amidst the shouts of the joyous throng. A lively game is likewise afforded by one party building a fortification of snow, behind which they post themselves j and, having provided themselves with snow-balls, they repel the attacks of another party from without, who endeavour to drive them from the work, by pelting them vigorously with snow-balls; the besieged, of course, returning the shower of balls. These balls should not, however, be pressed too tight, else they may be so hard as to render the mimic siege a dangerous one. Sir "Walter Scott relates of Napoleon Buonaparte, that when at school in Brienne, he, one winter's day, engaged his companions in the play-ground in constructing a fortress out of the snow, regularly defended by ditches and bas- tions, according to the rules of fortification. It was attacked and defended by the students, who divided into parties for the purpose, until the battle became so keen that their supe- riors thought it proper to proclaim a truce. 60 MINOR SPORTS. SNOW AND ICE HOUSES The building of houses with snow, which boys sometimes practise as a pastime in this country, is a matter of neces- sity in the Arctic regions. Sir John Ross tells us that in the newly discovered peninsula of Boothia, the poor Esqui- maux build villages of snow huts, having the appearance of inverted basins, and lit by windows of clear ice. They are built with wedge-shaped blocks of snow, the joints being also fitted in with snow ; and so rapidly is this done, that a house is often roofed within an hour ; and a tent is scarcely built in less time. The Esquimaux children have also a toy architecture of their own, and build houses with equal dex- terity. We read, too, of mansions being built entirely of ice, in some northern countries. Such was the magnificent ice- palace of the Empress Anne, which was erected at St. Petersburg, in January, 1740. It was 56 feet in length, and 21 feet high ; it was built of the most transparent ice, cut from the- Neva in large blocks, which were squared with rule and compass; and water being poured between the blocks, it froze and served as cement or mortar. The inte- rior was completely fitted up ; a bed-room had a suite of furniture entirely in ice. On the outside of the palace were cannons and mortars from which iron balls were fired. The whole fabric lasted about ten weeks, and then melted away. In the same year, a winter of unusual seventy, a HIPPAS. 61 German carvsd in ice at the gate of Holstein, in Lubeck, a lion seven feet long, surrounded by a bulwark of ice, on which were placed five cannons, a soldier, and a sentry-box, all of ice. FOLLOW MY LEADER. A spirited boy should be chosen as Leader, and the other players must follow him in a line : he commences the game by jumping, running, hopping, or getting over any obstacle that may present itself, and then continues his course, scrambling over everything, and varying his actions as much as possible; all his followers must strictly follow " the lead :" thus, if he jump over a ditch, they must clear it; if over a gate, they must do that also; and* in every- thing follow or imitate him as closely as possible. If any player fail in performing the task, he must take his place behind all the rest, until some other player makes a blunder, and in his turn goes last. HIPPAS. This pastime consists in one boy endeavouring to pull another from the shoulders of a third player, who carries him as on horseback : if he pull his opponent off, he takes his place. This game should not be played on rough or •tony ground, but upon soft turf. 62 MINOR SPORTS. WALK! MY LADY, WALK! This game may be played by any number of boys, who ill tie large knots in one corner of their pocket-handker- ehiefs, and then toss up a halfpenny, to see who shall be '^ My Lady ;" the loser is the one to whom the part falls, ind he must be blindfolded and stand a little on one side, labile the others go in succession to a spot marked on the ground, and jerk their handkerchiefs between their legs, as far behind them as they possibly can, and in whatever direc- tion they plea-se. When all the boys have done this, My Lady is conducted to the place marked on the ground, and desired to " Walk ! my Lady, Walk !'' which she, or he rather, complies with by advancing until he treads on one of tha 'kerchiefs, when instantly the other players pick up theii handkerchiefs and compel the unlucky owner of the one trodden upon by the Lady, to run the gauntlet of a good drubbing from the knotted end of theirs ; after which he becomes the Lady, and the game continues as before. THE SWING. To a timber beam, or the stout limb of a tree, fasten twv strong ropes of equal lengths, and at the ends of them tie & seat as firmly as possible. A player takes his place on the seat, and motion is then given to the swing by another player pulling a rope attached to the back of the seat. In putting up the swing, care should be taken that the ropes, SLIDING. 63 and whatever they are fastened to, are strong enough, and that there is nothing in the way which might be the means of causing mischief to the swinger. THE PULLEY. Fasten a pulley to a horizontal beam of wood, by a staple, or to the strong branch of a tree j pass a rope through it, and at each end of the rope tie a cross piece of wood ; two boys must take firm hold of these pieces, one should lie down on his back, and let the other pull him up by sinking himself as he elevates his playmate; in his turn, he is raised in the same manner by his companion, and the sport is thus kept on, each rising and sinking alternately, some- what after the fashion of see-saw. SLIDING. Sliding on the ice appears to have always been a favourite pastime among young persons in cold climates. It would be useless to insert any instructions for its practice; for a few falls on the ice will be far more impressive than all the lectures contained in the pages of drowsy instruction. A kind of sledge, consisting of a circular seat, with a strong rope affixed to it, may be sometimes seen upon the ice ; and the rider having seated himself, is drawn about by his companions, or whirled round with great velocity until be is unseated. 64 MINOR SPORTS. "JACK! JACK! SHOW A LIGHT!" • This game can only be played in the dusk of evening, when all the surrounding objects are nearly lost in the deep- ening gloom. The players divide into two parties, and toss up for innings, which being gained, the winners start off to hide themselves, or get so far away that the others cannot see them — the losers remaining at the "home.'' One of the hiding party is provided with a flint and steel, which, as soon as they are all ready, he strikes, and the sparks guide the seekers in the direction they must take to capture the others ere they reach " home ;" if they cannot touch more than two of the boys, the hiders resume their innings, and the game continues as before. It is usual, however, for the boys at the " home" to call out " Jack, Jack I show a light I" before the possessor of the flint and steel does so. When one party is captured, the flint and steel must be given up to the captors, that they may carry on the game. GYMNASTIC EXERCISES. TRAINING. Prior to commencing a course of Gymnastics, the body ihould be in good health, and partially trained by exercises in walking, running, and jumping. IN WALKING The head should be kept up, the body erect, but not stiflP, resting upon the ball of the foot, not on the toe or heel, the shoulders thrown back, and the arms allowed to move freely by the side. IN RUNNING The arms should be kept nearly still, the elbows to the sides of the body, bringing the closed hands in front on the chest, and the legs must not be raised too high. IN JUMPING The knees should be bent so that jthe calves of the leg may touch the thigh. The fall should be on the toes, and never on the heels. The arms should swing forward when taking ft spring, the body kept forward, the breath held, and in 5 (65) 66 GYMNASTIC EXERCISES. taking the run let your steps be short, and increase in quickness as you approach the leap, coming to the ground with both feet together. THE HIGH LEAP May be taken either standing, or with a run. For the for- mer keep the legs together, raising the feet and knees in a straight direction. For the latter a light step with a short run quickening gradually as you approach the object you wish to leap over. THE LONG LEAP Kequires the spring to be made from the toes of one foot, and the arms and body to be kept forward. THE HIGH LEAP WITH THE POLE. The pole should be taken with the right hand level with the head. Spring with the right foot over what you wish to clear ; and as you alight, turn round, bringing your front towards the place you leap from. THE LONG LEAP WITH THE POLE. The pole must be firmly placed, and the body thrown forward, turning round as you cross the place you have to leap over. THE JAVELIN. 67 THE DEEP LEAP WITH THE POLE. The same rules as for the last. Throw the body forward and lower the pole to the depth you have to leap, coming to the ground upon the balls of the feet. LIFTING AT ARM'S LENGTH. The pole is taken in the hand, and elevated in a right line with the arm, which must be stretched out at full length. THE ROPE. In climbing the rope, the hands must be moved one above the other, the feet to be drawn up alternately with the hands, and the rope grasped firmly between them. To avoid blistering the hands in descending, they must be lowered one after the other. THE JAVELIN. This is an excellent gymnastic recreation. You must have a pole shod at one hand with iron. It should be grasped with the whole end, the butt coming between the first finger and thumb. The aim must be taken deliberately, and the javelin properly poised before it is cast. The arm in doing so to be thrown as far back as possible, to deliver the javelin with greater force. 68 GYMNASTIC EXERCISES. THE LONG CHALK. Mark a line upon the ground, to which the toes of both feet must be placed, neither of which must move beyond it. Either hand is then thrown forward on the floor, as far, and no farther, as will enable you with a spring to regain your former upright position, not scraping the floor with the hand, nor disturbing the position of your feet. After you have ascertained by practice the distance you can fall and regain your original position, take a piece of chalk, and make a mark as far in front of you as you can with your disengaged hand, without altering the position of the feet, or using both hands in rising. THE HAND SPRING. This feat is performed by throwing yourself forward against a wall, resting upon the palm of the hand with the fingers upward, the feet being placed at a distance from the wall, which will enable you to recover an upright position ; for according to the distance you stand from the wall, the more or less difficult will the feat be found. This feat should be well practised before commencing the SPRING FROM THE THUMB, Which is performed by resting the body upon the thumb, the inside of which is placed against the edge of a table, taking care that it rests against something, or else you may TUE TRIUMPH. 69 get a fall by driving the table before you. By continual practice you may extend the distance you stiind from the table. THE STOOPINQ REACH. By practising this feat considerable agility may be acquired. A line should be drawn upon the floor againsi which the other side of the right foot must bo placed, and the heel of the left foot placed at a short distance behind the right foot touching the line. The right hand must be passed under the knee of the right leg, and with a piece of chalk mark a line as far in advance of the other line as you can, and then immediately recover your position without moving your feet or touching the ground with your hands. The knee and body may project over the line chalked, but the feet must be kept in their original position. In this feat there is no spring to assist you in rising, as the chalk is held between the fore-finger and thumb. THE TRIUMPH, So called from the difficulty of accomplishing this feat with- out a great deal of practice. The palms of the hands mue ^ be placed together behind you, with the thumbs nearest the hack, and the fingers downwards; and then keeping the palms as much as possible together, turn the hands, keeping the tops of the fingers close to the back, until they are 70 GYMNASTIC EXERCISES. placed between the shoulders, with the thumbs outward, the tops of the fingers towards the head, and the palms touching one another. THE FEAT WITH THE FINGERS Is done by placing your arms horizontally close to and across your chest ; the fore-fingers of each hand pressing one against the other. When in this position, another per- son may endeavour to separate them, which he will fail to do if they are held properly, as he must use only regular force, and not jerk them suddenly. THE FEAT WITH THE POKER. A common fire poker must be held between the fingers and thumb, which by the motion of the fingers and thumb you must endeavour to work upwards, the poker remaining perpendicular the whole time. This is a much more diffi- cult feat than it would appear at first, as it requires not only considerable strength of finger, but also knack, which can- not be acquired without practice, and when fiyst attempted, will be found very difficult. KNEELING DOWN Is an exercise of some difficulty, and is done by placing the toes against a line chalked on the floor, and kneeling down and springing up again without making use of the hands, or moving the toes from the chalk line. BREA.BT TO MOUTH. TI- TO REMOVE A CHAIR FROM UNDER YOU WITHOUT FALLING. The body is placed upon three chairs, the centre one of which should be lighter than the others, the head resting upon one, and the heels upon the other. The body must be stiffened, and the chest thrown up, keeping the shoulders down. You then disengage the middle chair, and move it over your body until you deposit it on the opposite side. This is one of the feats which at first is found very difficult, but which by practice may be overcome, provided the chair you have to lift is not too heavy for your strength. BREAST TO MOUTH. The distance from the outside of the elbow to the tip of the second finger, is measured on a cane or stick. You must then grasp the stick with the right hand, the middle finger being placed over the mark. The stick must be held horizontally before you, with the elbow close to the side, and you must then endeavour to raise the left end of the stick to your mouth, without changing your position or moving your head. WALKING ON STILTS Is a habit acquired in early life by the shepherds of the south of France j for by these additional legs the feet are k«pt from the burning sand in summer, and from the water 72 GYMNASTIC EXERCISES. which covers the sandy plains in winter ; and by gaining this elevation, they acquire such an increased sphere of vision over the sandy plains, as enables them to see their sheep at a greater distance than they could from the ground. Stilts are made with two poles, and at any distance from their ends, a piece of wood, flat on the upper surface for the foot to rest on, and is fastened by a strap attached to it, and another a little above the knee. Stilts made high enough to be used as supports for the hands are better tha© those cut off just above the knee joint. CEICKET. The laws of Cricket, as played by men in England and the United States, appear to us too complicated for little boys. That kind of cricket which is actually played in this country is a very simple game, and sufficiently amusing without complicated regulations. The Wicket is a long rod placed on low supports. Two wickets are placed at a distance proportioned to the strength of the juvenile arms and hands that are destined to roll the ball. Sides are chosen, and a toss-up for the first in. The side that is in places two of its number to guard the wickets with their bats, who change positions at each hit, the rest waiting for their turn. When a wicket is knocked down, the player who guarded is out, or if his ball is caught by one of the opposite side before touching the ground, he is out, and another of his side takes his place, till all but one are out, in this manner. Then the opposite side is in ; and the side that is out takes its turn, two rolling, and the rest at various posts waiting to catch the ball or go after it when struck, and return it to one of the two rollers. This is the simple Cricket of the country boys, and a most delightful exercise it affords. (73) ARCHEET. Although no longer useful as a military exercise, Archery is still much in vogue, keeping up the associations of a brilliant antiquity. So lately as the year 1753, targets were erected during the Easter and "Whitsuntide holidays in Finsbury Fields, when the best shooter was styled " Cap- tain," for the ensuing year, and the second, " Lieutenant." For the purposes of war, the bow has been superseded by fire-arms, as it is by no means so certain of aim, for moisture and the prevalence of wind are almost fatal to the use of this instrument, besides that its range is comparatively limit- ed. In many parts of South America the bow is still used, and is eight feet and a half in length, the arrows be- ing about six feet and a quarter in length. The natives use this apparently unwieldy instrument with great skill. THE BOW. The archer must choose a bow adapted to his height and Btrength, as by selecting one suited to a stronger person, he (pill find this delightful exercise become a toil, and he will (74:) THE STKING. 75 be prevented hitting the mark. The bow i* flat outside, called the back, and the inside part, called the belly, is round. This part is bent inward. If the bow be pulled the reverse way it will break. It is always to be strung with the round part inward, however it may be bent when unstrung. ARROWS. Arrows must always be in length and height propor- tioned to the bow with which they are intended to be used. They vary according to the fancy of the archer, and are used either blunt or sharp ; some are made to taper from the pile to the feathers, and some vice versd; and some are made thickest in the centre ; but those first mentioned are the most to be preferred. The notches that fit to the string of the bow should be cased with horn, and they must fit with great exactness, not being too tight nor too loose. Three turkey or gray goose feathers are affixed to arrows ; one of these, generally of a different colour from the other two, and called the cock feather, must be placed uppermost on the string. THE STRING. To prevent the string from being weakened by friction, that part t>f it which receives the notch of the arrow is whipped with silk ; if this should come off, it must be re- 76 ARCHERY. whipped at once, or the string in all probability will break, and frequently the bow at the same time. A string should never be permitted to remain twisted or ravelled ; it must be thrown on one side and re-twisted and waxed, before it is used again. In stringing the bow, the string must always be from the centre of the bow proportionate to its length ; for instance, a bow five feet long should have the string about five inches from the centre. THE QUIVER. The quiver is usually made of wood or leather, sometimes tin, and is seldom worn except in roving. THE TASSEL. The tassel is used for cleaning the arrow from dirt, which when it enters the ground may adhere to it ; for if it were allowed to remain, it would render the course of the arrow untrue, and also impede its flight. So that it may be always at hand, it is suspended on the left side of the archer. THE GLOVE. The glove has three finger stalls, which should not pro- ject over the tops, nor cover the first joint. It has also a back thong, and a wrist-strap to fasten it, and is worn on the right hand, and its purpose is to prevent the fingers from being hurt by the string. BUTTS. 77 THE BRACE. The brace is to afford protection to the left arm from being injured by the string, for without this, in all proba- bility the archer would be prevented shooting for any length of time. It is made of stout leather, having a very smooth surface, which should be kept continually greased, that the string may meet with no impediment in gliding over it. It frequently happens that the archer's arm is considerably and dangerously bruised by the bow string, by not paying proper and careful attention to the above rule. THE BELT, POUCH, AND GREASE-BOX. The belt buckles round the waist, the pouch being sus . pended on the right side, and the grease-box from the middle. The grease-box contains a composition for greasing the finger of the shooting gloves, and the brace when occa- sion may require it. The pouch is intended to hold the arrows required for immediate use in target shooting. THE ASCHAM. The Ascham is a case, containing compartments and drawers for the reception of all the necessary accoutrements of the archer. BUTTS. Butt« are artificial mounds of turf, built according to the (aucy of the archer. They are generally made about seven 78 ARCHERY. feet high, eight feet wide, and three feet thick. In the centre of the butt a circular piece of card-board is placed for a mark, varying in diameter according to the distance the archer shoots ; for sixty yards, it should be six inches in diameter, and for eighty yards, eight inches ; and so on in proportion. He who places the most arrows in the card- board is the winner ; and those shot outside the mark are not counted. TARGETS. Two targets are invariably placed opposite each other, m order to avoid a waste of time in going to fetch the arrows, and returning to a particular spot to shoot from. Targets are made of various dimensions, depending upon distance. They are usually four feet and a half in diameter for 100 yards, and so on in proportion to a less distance. The shot in the gold or centre wins. Each circle (gold, red inner, white and black) has a proportionate value, viz., 10, 8, 6, 4, and the outer white, 1. Some targets are made with a facing of canvas sewn on straw used for the purpose ; but they are generally fixed, being too heavy for the archer to carry about : others are made of mill-board for roving, being portable but not so durable. The arrow must be extracted from the ground in the same direction as it entered, and held as near the pile as possible, for by not properly attending ROVING. 79 to these instructions you will probably break a great many arrows. POSITION. The position should be erect, firm, and partly side-ways, the face turned towards the mark, but no part of the front of the body ; the heels must be a few inches apart, and the head bent forward. The bow is held in the left hand, in a perpendicular position, with the wrist bent inwards, the arrow to be brought towards the right ear, not towards the eye. The arrow must be drawn from the pouch by the middle, and carried over the left side of the bow, under the string, and the notch placed in the string with the dark feather uppermost. While lifting the bow with the left hand, the right should be engaged in drawing the string, using the first two fingers only, and not the thumb. Take the aim when the arrow is three parts drawn ; and when it reaches the head, it should be let fly, or else the bow may snap. Bad attitudes in archery are extremely inelegant, and even ridiculous, and also will be found to impede the archer's success; therefore, your first study must be to acquire an easy and proper position. ROVING. BoTing will be found a very pleasant exercise, and by 80 ARCHERY. some is preferred to target-shooting. The mark should be some conspicuous object, such as a bush or tree. If an arrow is within two bows' length of the mark, whatever it may be, then it counts one, seven or ten being the game. The one shooting nearest, has the privilege of fixing the next mark. BJunt-headed arrows are the best for this style of shooting, as it will be found difficult to extract the sharp- headed ones, if firmly driven into a tree, without breaking them or cutting the wood away around the arrows. They are not restricted to space, but may rove from field to field, taking care to see that there is no one near the mark they shoot at, for fear of some accident, particularly when using sharp-headed arrows. DISTANCE, OR FLIGHT SHOOTING. Flight shooting does not require any particular aim, and therefore does not improve a young archer wishing to excel as a marksman. It consists merely in shooting to as great * distance as possible, and of course the one shooting farthest .-^sores one, seven or ten being the game, as agreed upon. This kind of shooting has a very injurious effect upon the bow, rendering it more liable to be broken than at any other kind of shooting with the long bow. CLOUT SHOOTING. When butts or targets cannot be set up near home, clout shooting may be practised. The clout is sometimes made BTRINGINa THE BOW. 81 of paste-board, and sometimes of white cloth fastened upon a stick. All arrows that fall within two bows' length of the mark, score one, and seven or ten is the game. STRINGING THE BOW. This is a very difficult operation, and requires a good Jeal of practice to perform it well. In order to make the following directions more simple, it may be well to state, that the upper end of the bow is the one which has the long bone, and the other with the short bone is called the lower end, and the middle of the bow is generally called the handle. Turn the flat side of the bow towards your body, and take the upper end of it in your left hand, placing the other end on the ground, against the inside of the right foot. Having put the eye of the bowstring above your left hand, catch the bow by the handle and pull it up with consider- able force, at the same time move the left hand upwards, till the eye of the string is placed completely into the nock. For the sake of enabling you with greater ease to move up the eye of the bowstring, you should press the wrist of the left hand firmly against the bow, as that will allow you to work the fingers gradually upwards. You will easily observe the advantages of this ; for, when the string tightens, as the eye approaches the nock, you will find it necessary to UBO every stratagem in addition to your whole strength. G S2 ABOHEBT. In unstringing the bow, you place the same end on the ground as you did when stringing it : but as you now want to undo what you did before, you must reverse the position of the bow by turning the string upwards : you then slacken the string, by pressing the hand against the bow till you are enabled to lift the eye out of the nock, which you can easily accomplish with the thumb. ANGLING. Theue appears to be some enduring charm connected with this delightful summer sport, for we find, that many pursue it with as much enthusiasm in a " good old age," as ever they did in their " boyish days." This amusement is in fact such a universal favourite, that there is no particular age or class that can be said to follow it, as is the case with many other sports ; for it is enjoyed equally by the old and the young, by the professional man and the man of business ; by the military man and by the statesman ; and each, as he has the time and opportunity, studies it with more careful attention. And yet we cannot help wondering why angling should be so eagerly pursued by those of all ages and profes- sions, when we remember that it demands a greater amount of patience and perseverance than is required in the pursuit of any other sport. We have heard many reasons given for this ; bat as it would occupy too much space to enumerate them all here, we shall give only the general conclusion at which we ourselves have arrived, viz., there is so much variety connected with it, from first to last, that many different dis- positions find something in it to attract them. Some will (83) 84 ANGLING. take as much delight in arranging the flies in their pocket, book, as others do when enjoying the sport on the banks of a river ; while others find their pleasure in adjusting the hooks on the line, and otherwise preparing the rod. Our young friends will find full directions given in the following pages : — RODS. Your first care will be to provide yourself with good rods, lines, floats, and hooks, as almost every fishing station requires something different. A rod of bamboo (with three or four tops of different lengths) about eight or ten feet in length will be found the most serviceable, and it is neces- sary that it should be fine and taper, with rings for a run- ning line. This description of rod is the best you can get for punt-fishing, care being taken to choose it light and elastic. Hickory rods may be procured very cheap, and are quite good enough for " little boys." Fly rods are much lighter and more elastic, and should spring well from the butt-end to the top. The rod must be kept where it will not get damp, as that will rot it; nor must it be kept in too dry a place, for that will crack it. In putting your rod together in warm weather, do not wet the joints too much, or else you will find it difficult to separate them, as they will stick if you wait till they dry ; and in using force to get them asunder you may Btrain your rod. BAITS. 86 LINES. The best lines are those commonly called '^gut" and "hair;" the latter for fine clear water: they should be chosen round and even : other lines are made of plaited Bilk. Always purchase them at a shop, until you have gained sufficient experience to make them yourself. This will also apply to HOOKS. In choosing them, see that the barb is of a good length, the points sharp, and that the gut or hair is round and even. They are numbered for convenience, to distinguish them or the fish they are intended to take. FLOATS. ^, Cork or reed are the best for a running stream, duck quills, or porcupine, for pond fishing. Small shot are the best to poise the float, as it is better to have a greater num- ber of shot in preference to a few large ones. BAITS. The lob-worm is a good bait for salmon, trout, perch, chub, and eels ; and is to be found with the dew-worm in loamy soils, or fallow fields newly ploughed. Gilt tails, or brandlings, and red worms are to be found in old dung-hills, hot-beds, &c., and are good bait for tench, perch, bream, and gudgeon, when well scoured, which is done by placing 86 ANGLING. them in moss for a few hours. The oak'Worm, cabbage- worm, canker-worm, and cole wort-worm are to be found on the leaves of trees, plants, &c., and are good bait for chub, trout, roach, dace, or tench. Maggots or gentles are readily taken by all kinds of fish ; they must be kept in wheat bran to scour them. Minnows, dace, bleak, perch, &c., are good bait for pike. Greaves are a good bait for barbel, roach, chub, and dace. The wasp grub, and the grasshopper, are eagerly taken by almost any fish in clear streams about raid-water, ARTICLES REQUISITE FOR ANGLERS. Hooks of various sizes; floats; lines; caps, for floats; split shot; gentle box; worm bags; a plummet, for taking the depth; landing net; clearing ring; disgorger; winches for running line ; pan, for live bait, &c. The lines should be four yards long. SALT WATER ANGLING. At the mouths of rivers flowing up from the sea, piers, 6Lc.f wnitmg, plaice, turbot, &c., may be taken. Bait with shrimps, gentles, or- red worms at the mouth of rivers; and when angling from a boat or pier, &c., a raw crab, a piece of whiting, or two or three red worms. The tackle neces- sary will be a strong rod, good line leaded, large hook, and !ork float. OBSERVATIONS. 87 OBSERVATIONS. For bottom fishing care should be taken properly to plumb the depth without disturbing the water. When the water is not deep, keep as far from it as you can. The use of fine tackle will enable you the sooner to become proficient. Do not lose your patience if you do not at once meet with the success you anticipated, or if your tackle breaks, but endeavour to repair it. In close weather, or with a gentle rain, fish will bite best ; also with a gentle wind from the south-west. Fish will seldom bite with a north wind, except in sheltered places. Keep the sun in your face, if possible, as your shadow will frighten the fish. If you should hook a good fish, keep your rod bent, or he will break your line, or his hold. Never attempt to land a large fish by laying hold of the line, but always have a land- ing net prepared. In the morning early, or after five in the evening, are the best parts of the day for angling. Al- ways keep your tackle neat and clean, and they will be ready when required. Take care to be well clad, and wear thick- soled shoes, or you may take cold. If you should fish in company with any one, let there be a distance of forty yards between you. Fish as close to the bank as you can. Patience in this, as in every pursuit of life, is particularly essential, for with perseverance, success must eventually Utend you. SWIMMING. The many advantages of swimming are too generally appreciated, to require that we should enter here into any lengthened recommendation of the art. It may be sufficient to draw attention to the fact, that those who cannot swim, invariably express great regret for not having learned : while those who can, always speak of it with evident feelings of pleasure and satisfaction. These facts are sufficient proof of the high and universal estimation in which it is held, and we would earnestly advise our young friends, not to lose any opportunity of acquiring an art, the practice of which is so conducive to the health and vigour of the body, and is frequently the means of saving not only our own lives, but the lives of others. TO BEGIN TO LEARN TO SWIM. To put yourself in a right posture for swimming, lie down gently on your face, keep your head and neck upright, your breitot advancing forward, and your back bending; withdraw your legs from the bottom, and immediately stretch (88) TO RETURN BACK AGAIN IN SWIMMING. 89 them out in imitation of a frog, strike out your arms for- ward, and spread them open, then draw them in again to- wards your breast ; strike forward, make use first of your feet, then of your hands, as many strokes as you can, and you will find this way easy and pleasant. I have been used to persuade those whom I have taught to swim, not at all to fear lying along the water when they know the bottom. It will sometimes happen that you will drink down some water, but that ought not to discourage you ; nor need you fancy to yourself that you are not as capable of learning and swimming as well as others, for the same thing happens almost to all beginners; besides, it is common, at first learning, in lying along the water to sink down, and be almost stifled in holding one's breath. It is usual at first, for these reasons, to administer sundry helps : as, to hold up their chins, or give them a bundle of corks, or bladders, which are the best helps for young beginners. Take special care that the water is not higher than your breast, nor shallower than up to near your waist. TO RETURN BACK AGAIN IN SWIMMING. To turn back, you must turn the palm of your right hand outward from you, and strike out the arm the same way, and do exactly the contrary with your left hand and arm, striking that inwards the contrary way, embracing, as it were, the water on that side. 90 SWIMMING. TO FLOAT OR SWIM WITH THE FACE TOWARD THE SKY. When you are upright in the water, lie down on your back very gently, elevate your breast above the surface of the water, and in the mean while keep your body always extended in the same right-line, your hands lying on your stomach, striking out and drawing in your legs successively, and govern yourself accordingly. The best way to begin will be by the assistance of some one's hand, or a bundle of corks, or bladders ; you have nothing to do but to lie down gently, and take especial care that you do not, through fear, put down one of your legs to feel for the bottom, for you need not fear sinking, but such a motion of the foot is the way to make you do so. HOW TO TURN IN THE WATER. To turn easily you must incline your head and body to the side you would turn to, and at the same time move and turn your legs after the same manner, as you would do to turn the same way on land; this hinders and stops the motion of your body forwards all at once. If you will turn to the left, you must turn the thumb of your right hand towards the bottom, and with the palm open, but somewhat bent, drive off the water forward from that side, and at the same time, with the left hand open, and fingers close, drive the water on that side backwards, TURNING. 91 and at once turn your body and face to the left. If you would turn to the right, you must do just the same thing contrariwise. THE TURN CALLED RINGING THE BELLS. If you swim on your face, you must at once draw in your feet, and strike them forwards, as you did before backwards, at the same time striking out your hands backwards, and putting your body in an upright posture. If you swim on your back, you must at once draw in your legs towards your back, and striking them down towards the bottom, cast your body forward till you are turned on the face: but you must take heed that you have water sufficient, and that there are no weeds at the bottom, which have sometimes proved fatal to the best swimmers. ANOTHER WAY OF TURNING. If you swim on your face, and would turn to the left, you must extend your right hand and arm as far out before you as you can, and turn your face, breast, and whole body to the left, lifting up your right hand towards the top of the water, and you will find yourself on your back ; and from your back you may turn again on your face, and so on as often as you please. That these changes of posture may be performed with speed and agility, you must take care to keep your legs close together, and your arms stretched out before your breast, but not separated from one another. 92 SWIMMING. TO SWIM BACKWARDS. When lying on the back you push yourself onward with your feet and legs ; but to do the contrary, and advance for- ward, you must, lying always on the back, keep the body extended at full length in a straight line, the breast inflated, BO that that part of the back which is between the shoulders must be concave (or hollow,) and sunk down in the water, the hands on the stomach. Being, I say, in this posture, you must lift up your legs one after another, and draw them back with all the force you can towards your back, letting them fall into the water, for thus you will return to the place whence you came. TO TURN ONE'S SELF LYING ALONG. It seems at first sight, that to turn one's self, and turn one's self lying along, were the same thing; but to turn lying along, you must keep yourself in a posture extended and lying on the back, the top of your arms close to your sides, turning the lowest joint of your right hand outwards ; the legs at a distance from one another, at least a foot, or thereabouts. The soles of your feet turned towards the bottom of the water. In this posture you may turn as you please towards the right or left side. This may be service- able in several circumstances ; for it often happens, that a person swimming on his back, may be forced against a bank, or among weeds j wherefore a ready way of turning TO MAKE A CIRCLE. 93 IS very proper to avoid ihose sort of dangers. But, not- withstanding these methods of escape, it is not safe to ven- ture among dangers of this kind, especially weeds; for jome time or other one may be caught. There is another /ray of disengaging one's self from weeds, which I will show mder the following head. TO MAKE A CIRCLE. To perform this, the body lying on the back, if you would -sgin to turn from the right to the left, you must first sink ^our left side somewhat more towards the bottom than the other, and lift out of the water your legs successively, first the left, then the right, and at each of these motions advance your legs onwards about a foot each, towards the left side, your head remaining still in the same place ; the froth on the surface of the water will note the parts of the circle you have described. In the practice of it you must take care not to elevate yonr feet too high in the air, for that would sink down the head in the water ; nor to strike the water too hard with the feet, as it causes a disagreeable noise. TO TURN, BEING IN AN UPRIGHT POSTURE. Being in the water in an upright posture, you may turn and view everything successively round about you. You may see that I am indeed upright, but to make you under- stand those motions of' my feet which you cannot see ; — 94 SWIMMING. suppose I wish to turn to the right, in the first place I p«ar from your sight. 160 8LEIGHT OP HAND, MAGIC, ETC. lingular Effect on the Visual Organs. — Affix to a dark wall a round piece of paper, an inch or two in diameter ; and a little lower, at the distance of two feet on each side, make two marks ; then place yourself directly opposite to the paper, and hold the end of your finger before your face in such a manner, that when the right eye is open, it shall conceal the mark on the left ; and when the left eye is open, the mark on the right ; if you then look with both eyes to the end of your finger, the paper, which is not at all concealed by it from either of your eyes, will nevertheless disappear. The Thaumatrope — an amusing Toy. — The optical prin- ciple on which this machine is constructed, is the duration of an impression on the eye, after the object producing it has been withdrawn, and which is said to last about a second. The cards are each suspended by a bobbin at either side. There is a part of a figure or object represented on one side of the card, and the remainder on the other. For example : we have the head of a watchman on the obverse of one, and the empty watch-box on the reverse ; by twirling the bobbins, and consequently spinning the card, the head and box fit together, and we see a complete guardian of the night. Then there are some choice jeux d' esprit. There is on the observe of one card a thin^j like a well-worn bundle of SLEIGHT OF HAND, MAGIC, ETC. 161 bii>:n, out by twirling the bobbins we produce a shower of fresh leaves, and these leaves falling upon that bundle pro- duce the striking likeness of a trve. Water in a Sling. — Half fill a mug with water, place it in :• sling, and you may whirl it around you without spill- ing -i drop ; for the water tends more away from the centre of motion towards the bottom of the mug, than towards the earth by gravity. Tke Animated Sixpence. — If you pierce a very small hole in the rim of a sixpence, and pass a long black horse hair through it, you may make it jump about mysteriously, and even out of a jug. It is necessary, however, to perform this trick only at night time ; and to favour the deception as much as possible, a candle should be between the spec- tiitor and yourself. The Travelling Egg. — ^Procure a goose's ^g, and after opening and cleaning it, put a bat into the shell, and then glue a piece of white paper fast over the aperture. The motions of the poor little prisoner in struggling to get free, will cause the egg to roll about in a manner that will excite much astonishment. The Balanced Egg. — Lay a looking-glass face upward, on a perfectly even table ; then shake a fresh egg, so as to mix up and incorporate the yolk and the white thoroughly ; with care and steadiness you may then balance the egg on its point, and make it stand upright on the glass, which it 11 162 SLEIGHT OF HAND, MAaiO, ETC will be impossible to achieve when the egg is in its natural state. To Melt Lead in a Piece of Paper. — ^Wrap a piece Qi paper very neatly round a bullet, so that it be everywheie in contact with the lead ; hold it over the flame of a candle, and the lead will be melted without the paper being burnt ; but when once fused, the lead will in a short time pierce a hole in the paper, and drop through it. The Dancing Pea. — Take a piece of a tobacco-pipe of about three inches in length, one end of which, at least, is broken off even ; and with a knife or file make the hole somewhat larger, so as in fact to form a little hollow cup. Next, get a very round pea, put it in the hollow at the end of the bit of pipe, place the other end of the latter in your mouth, hold it there quite in a perpendicular position, by inclining yolr head back, and then blow through it very softly ; the pea will be lifted from its cup, and rise and fall according to the degree gf force with which the breath is impelled through the pipe. The Bottle Imps. — Procure from a glass-blower's three or four little hollow figures of glass, about an inch and a half in height, and let there be a small hole in the legs of each of them. Immerse them in a glass jar, about a foot in height, nearly full of water, and then tie a bladder fast over the mouth. When you wish the figures to go down, press your hand closely on the bladder, and they will instantly SLEIGHT OF HAND, MAGIC, ETC. 163 sink ; and the moment you take your hand off, they will rise to the surface of the water. To talce a Shilling out of a Handkerchief. — For this trick you must procure a curtain ring of exactly the size of a shilling. At first, put the shilling into the handkerchief; but when you take it out to show that there is no decep- .tion, slip the ring in its stead, and while the person is eagerly holding the handkerchief, and the company's eyes are fixed upon the form of the shilling, seize the opportunity of putting it away secretly. When the handkerchief is re- turned to you again, cautiously withdraw the curtain-ring, and show the shilling. A Good Catch. — The following is a good catch : Lay a wager with a person that to three observations you will put to him, he will not reply " a bottle of wine.'' Then begin with some common-place remark, such as, '* We have had a fine, or wet day to-day," as it may be; he will answer, of course, "a bottle of wine." You then make another re- mark of the same kind, as, " I hope we shall have as fine or finer to-morrow," to which he will reply, as before, " a bottle of wine." You must then catch him very sharply, and say, " Ah I there, sir ! you've lost your wager ;" and the probability is, if he be not aware of the trick, he will fay " Why, how can you make that out ?" or something similar, forgetting that, though a strange one, it is the third observation you have made. 164 SLEIGHT OP HAND, MAGIC, ETC. The Juggler's Joke. — Take a little ball in each hand, and Stretch your hands as far apart as you possibly can, one from the other ; then tell the company that you will make both the balls come into whichever hand they please, without bringing the hands into contact with each other. If any of the lookers-on challenge your ability of achieving this feat, all you have to do is to lay one of the balls down upon a table, turn yourself round, and take it up with your other hand. Both the balls will thus be in one of your hands, without the latter approaching the other, agreeably to your promise. The Three Spoons. — This is a most capital trick, but it requires a confederate's aid. Place three silver spoons cross- wise on a table, request any person to touch one, and as- sure him you will find out the one he touches by a single inspection ; although you will leave the room while he does BO, and even if he touches it so gently as not to disarrange the order in which they are once put in the slightest degree. You retire ; and when he gives you notice to enter, walk up to the table and inspect the spoons, as if trying to ascertain whether there are any finger marks upon them, and then iecide. Your confederate, of course, makes some sign, pre- viously agreed upon, to give you notice which is the iden- tical spoon 'f the actions may be, touching a button of his jacket for the top spoon, touching his chin for the second, and putting his finger to his lips may signify the lowest ; I SLEIGHT OF HAND, MAGIC, ETC. 165 but the precise actions are immaterial, so that the spoon they indicate be understood. Loud Whisper. — Apartments of a circular or elliptical form are best calculated for the exhibition of this phenome- non. K a person stand near the wall, with his face turned • to it, and whisper a few words, they may be more distinctly heard at nearly the opposite side of the apartment, than if the listener were situated nearer to the speaker. ENIGMAS, EIDDLES, &c. The ancients believed that the monster Sphynx was the inventor of riddles. The one she proposed for solution was this : — " What animal is that which goes upon four legs in the morning, — ^upon two at noon, — and upon three at night V Many persons strove to explain it, but failed, and were torn to pieces by her ; at length, (Edipus, the son of Laius, king of Thebes, solved it, by saying that the animal was a man, who, in the infancy or morning of his life, creeps upon his hands and feet, and so goes on all-fours ; in the noon of his life, walks on two feet; and in the waning evening and night of old age, requires a stick, and so totters upon three legs. The Sphynx, enraged at the discovery cf her riddle, threw herself from a rock and died. Such is the failed history of the first riddle ; the true is not known, as riddles are of remote antiquity ; but we find from Plutarch, that, in his days, the Greek girls often amused themselves with proposing riddles for their compa- nions to unravel. For a party of merry roysterers clus- (166) ENIGMAS. 167 tcTcd round a cheerful fire, no amusement is better calculated than a batch of enigmas and riddles; as they possess enough Doint to rivet the attention of all to their probable meaning, and sufl&cient humour to provoke many a hearty laugh. ENIGMAS. 1. 'Twas whispered in heaven, 'twas muttered in hell, And echo caught faintly the sound as it fell ; On the confines of earth 'twas permitted to rest. And the depths of the ocean its presence confess'd ; 'Twill be found in the sphere, when 'tis riven asunder; 'Tis seen in the lightning, and heard in the thunder : 'Twas allotted to man with his earliest breath, It assists at his birth, and attends him in death ; Presides o'er his happiness, honour, and health. Is the prop of his house, and the end of his wealth. In the heap of the miser 'tis hoarded with care. But is sure to be lost in his prodigal heir. It begins every hope, — every wish it must bound ; It prays with the hermit, with monarchs is crowned. Without it the soldier and seaman may roam. But woe to the wretch that expels it from home ; In the whispers of conscience 'tis sure to be found, Nor e'en in the whirlwind of passion is drown'd ; 'Twill soften the heart, — though deaf to the ear, 'Twill make it acutely and instantly hear ; 168 ENIGMAS, RIDDLES, ETC. But in short let it rest ; like a beautiful flower, (Oh breathe on it softly), it dies in an hour. 2. A word of one syllable, easy and short, Which reads backwards and forwards the same ; It expresses the sentiments warm from the heart, And to beauty lays principal claim. 3. A word there is, five syllables contains, Take one away, no syllable remains. 4. Places of trust I oft obtain. And protect the house from vermin ; I act as shepherd on the plain. And at fairs Fm shown for learning : In northern climes, a horse I'm seen. And a roasting jack I too have been ; Strange as it seems, it's ho less true. That I eat on four legs, and beg on two. 5. Soon as Fm made Fm sought with care ', For one whole year consulted ; That time elapsed, Fm thrown aside, Neglected, and insulted. 6. The beginning of eternity. The end of time and space ; The beginning of every end. And end of every place. ENIQMAS. 169 7. -A man once launched a vessel large, And live stock, too, he took in charge ; He did not barter, buy, nor sell : Whichever wind blew, pleased as well ; He sailed at random, was to no port bound, His only wish was soon to run aground. 8. I'm slain to be saved, with much ado and pain, Scatter'd, dispersed, and gathered up again, Wither'd, though young ; sweet, yet unperfumed, And carefully laid up to be consumed. 9. What pleases in the air, and what a horse does not like, gives the name of a flower. 10. Half a carman, and a whole country, will form the name of a beautiful flower. 11. What is the longest and yet the shortest thing in the world, — the swiftest and yet the slowest, — the most divisible and the most extended, — the least valued and most regret- ted, — without which nothing can be done, — ^which devours everything, however small, and yet gives life and spirits to every object, however great ? 12. What is that we receive without being thankful for, — which we enjoy without knowing how we received it, — which wo give away to others without knowing where it is to be found, — and which we lose without being consciou" of our loss ? 170 ENIGMAS, RIDDLES, ETC. 13. There is a thing was three weeks old, When Adam was no more ; This thing it was but four weeks old When Adam was fourscore. 14. Tm found in loss but not in gain, If you search there, 'twill be in vain ; Fm found in hour, but not in day : What I am, perhaps, you now can say. CHARADES. 1. Ever eating, never cloying. All devouring, all destroying, Never finding full repast, 'Till I eat the world at last. 2. My first is four-sixths of a step that is long, My second's a person of state ; My whole is a thing that is known to be wrong, And is a strong symptom of hate. 3. Without my first you cannot stand. My second, beauteous fair command ; Together I attend your will. And am your humble servant still , 4. My first gave us early support, My next is a virtuous lass ; CHARADES. ITk To the fields, if at eve you resort, My whole you will probably pass. 5. In every hedge my second is, As well as every tree ; And when poor school-boys act amiss. It often is their fee. My first, likewise, is always wicked, Yet ne'er committed sin : My total for my first i^' fitted. Composed of brass or tin. 6. My first's a prop, my second's a prop, and my whole's % prop. 7. What a running stream does, and the first syllable of error, gives a production of nature. 8. My first, if you do, you won't hit ; My next, if you do you will have it; My whole, if you do, you won't guess it. 9. My whole is under my second and surrounds my first. 10. My first I hope you are, my second I see you are, and my whole I am sure you are. 11. My first is the cause of my second, and my whole is made sacred by God. 172 ENIGMAS, RIDDLES, ETC. CONUNDRUMS. 1' Why is an undutiful son like one bom deaf? 2. Why are the pages of a book like the days of man ? 3. Why is a king like a book ? 4. Why is the leaf of a tree like the human body ? 5. What is that which is lengthened by being cut at both ends? 6. When is small beer not small beer ? 7. When is an alderman like a ghost ? 8. What animal was in existence before the creation ? 9. What is that which the dead and living do at the same time? 10. Where did the witch of Endor live ? 11. How many sides are there to a tree ? 12. What is that which every living man hath seen, But never more will see again, I ween ? 13.' Why was Noah in the ark like a disappointed rat catcher ? 14. Why are three couples going to church like a child's penny trumpet ? 15. Why is your nose like St. Paul's ? 16. When do your teeth usurp the functions of the tongue ? 17. 'What street in London puts you in mind of a tooth which has pained you for a long time ? 18. Why does an aching tooth impose silence on the suf- ferer ? CONUNDRUMS. 173 19. To what town in Poland should you go to have it ex- tracted? 20. Which of your teeth are like a dress-makers fingers and thumb, when she is cutting out a dress ? 21.' Why is a pack of cards, of only fifty-one in the pack, sent home, like a pack of cards of fifty-two ? 22. Which is the oldest tree in England? 23. Why is a man in debt like a misty morning ? 24. Why. are feet like olden tales ? 25. Where was Adam going, when he was in his thirty- ninth year ? 26. Why is an image on a pedestal like a hackney-coach when disengaged ? 27. Why are fish in a thriving state like fish made to imitate them ? 28. Tom went out, his dog with him ; he went not before, behind, nor on one side of him, then where did he go ? 29. What question is that to which you must answer yes T 30. Why does a miller wear a white hat ? 31. In what respect does a bad governess difier from a good one ? 32. Why are lovers' sighs like long stockings ? 33. -Why is a nail fast in the wall like an old man ? 34. AVhy is a man standing on a fishmonger's shop liko a busy meddling fellow ? 3.5.. What is the most difficult thing in the world? 36. Why aro some great men like glow-worms ? 174 ENIGMAS, RIDDLES, ETC. 37. When is a door not a door ? 38. Why is an orange like a church steeple ? 39. What word is that, to which if you add a syllable, it will make it shorter ? 40. Why is life like a publican's door-post ? 41. What letters of the alphabet are likely to comw too late for dinner, supposing the whole to be invited ? 42. Why sure two men fighting a duel like a garden rail- ing? 43. Why is swearing like an old coat ? 44. What is that which a coach cannot move without, and yet is not of the least use to it ? 45. Why are fixed stars like pens, ink, and paper ? 46. Why is a jest like a fowl ? 47. Why is the sun like a man of fashion ? 48. What do we all do when we first get into bed ? 49. When is a nose not a nose ? 50. What thing is that that is lower with a head than without one ? 51. Why is a cobbler like a king? 52. Why is a cherry like a book ? 53. Who was the first that bore arms? 54. What river is that which runs between two seas ? 55. When is the river Thames good for the eyes ? 56. What place should a glutton be sent to ? 57. Why is a watchman like a mill-horse ? • • CONUNDRUMS. 176 58. What wig cannot a barber make ? 59. Why is an inn like a burial ground ? 60. When is a sailor not a sailor ? 61. Of what trade is the sun? 62. Where should a starving man be sent to ? 63. Who was the first whistler? 64. What tune did he whistle ? 65. Why are real friends like ghosts ? 66. Why is Satan like a poker ? 67. When is a man not a man ? 68. What bird is a pedlar like ? 69. When is a sailor like a corpse ? 70. Make V less by adding to it. 71. Why is a widow like a gardener ? 72. Why is a hired landau not a landau ?^ 73. Why is a tight boot like an oak tree V 74. What two letters of the alphabet make a phiJosopher? 75. Why are your nose and chin always at variance ? 76. When you go to bed, why are your slippers like an unsuccessful man ? 77. What is that which is sometimes with a head, some times without a hdM, sometimes with a tail, sometimes with- out a tail, and sometimes without either head pr tail ? 78. Why is the largest city in Ireland likely to be the largest place in the world ? 79. Why is a bad epigram like a poor pencil ? 176 ENIGMAS, RIDDLES, ETC. 80. Why is one who lives by cheating sharper than the sharpest ? 81. How do you swallow a door ? 82. Why is a fruit pie like old port? 83 What is sharper than a razor ? 84. Why is a thump like a hat ? 85. Why ought a fisherman to be very wealthy ? 86. If a fender and fire-irons cost three pounds, what will a ton of coals come to ? 87. Why is a summer's day like a passionate man ? 88. Why is a watchman like a mill-horse ? 89. Why is the monument like a proud man ? 90. Why is a key like an hospital ? 91. Why is a drawn tooth like a thing forgot ? 92. Why i^a good man like a bright jewel? 93. Why i?an apothecary like a woodcock? 94. Why is it better to have friends than to want them ? 95. What is that which is often brought to table, often cut, but never eaten ? 96. Why is a jailor like a musician ? 97. What is that which lives in winter, dies in summer, and grows with its root upwards ? • 98. In what place did the cock crow when all the world could hear him ? 99. Why is the soul like a thing of no consequence ? 100. If you throw a man out of a window, what does he fall against? THE KEY TO THE ENIGMAS, RIDDLES, &c. 1. The letter H. 2. The Eye. 3. Monosyllable. 4. A Dog. 5. An Almanac. 1. Fire. 2. Stri-king. 3. Foot-man. 4. Milk-maid. ENIGMAS. 6. Letter E. 7. Noah in the Ark. 8. Hay. 9. Lark-spur. 10. Car-nation. CHARADES. 5. Candle-stick. 6. Foot-stool. 7. Flow-er (flower). 8. Mistake. CONUNDRUMS. 1. Your voice is lost on him. 2. Because they are all num bered. 3. Because he has pages. 4. Because it has yeins in it. 6. A ditch. 12 11. Time. 12. Life. 13. The Moon. 14. Letter O. 9. Waist-coat. 10. Well-come (wel- come). 11. Sun-day. 6. When it is a little tart. 7. When he is a gobbling (gob- lin). 8. The great shay-hoss (chaos). 9. They go round with the world. (X77) 178 ENIGMAS, RIDDLES, ETC. IV. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26, 27. 28, 29 80 31 At Endor. Two, the Inside and outside. Yesterday. Because it was forty days before he saw eve-a-rat (Ararat). Because they go too, too, too, (two and two and two). Because it is flesh and blood. When they are chattering. I4)ng-Acre. Because it makes him hold his jaw. Pul-tusk. In-cisors. Because they're sent in-com- plete. The Ulder-tree. Because he is full of dues (dews). Because they are leg-ends (legends). In his fortieth. Because it is on a stand. Because they are hearty-fish all (artificial). On the other side. What does y-e-s spell. To keep his head warm. One miss-guides and the other guides miss. 32. Because they are high ho«*e, (heigh he's!) 33. Because it is infirm. 34. Because he is over a fiah house (ofl&cious). 35. To find out the most difl&cuU thing in the world. 36. Because it must be dark when they shine. 37. When it '3 a-jar. 38. Because we have a peel froaa it. 39. Short (short-er). 40. Because it is chequered. 41. Those that come after T. (U, V, W, X, Y, Z.) 42. Because they're fencing. 43. Because it is a bad habit. 44. Noise. 45. Because they are stationary, (stationery). 46. It contains a merry-thought. 47. Because it turns night into day. 48. Make an impression. 49. When it is a little radish (reddish) . 50. A pillow. 51. Because his nose is abov« his chin. ENIGMAS, RIDDLE^, EVO 179 02. 68. 54. 65. 66. 67. 58. 69. 60. 61. 62. 63. 64. 65. Because it is read (red) . Adam. The Thames, which flows be- tween Chelsea and Battersca. When it is eye-water (high water). Eat-on (Eaton). Because he goes his rounds. An Ear-wig. Because the weary traveller there finds rest. When he is a-board. A Tanner. Hungary. The Wind. Over the hills and far away. They are often heard of, but seldom seen. Because he belongs to the fire-place. When he's a shaving. A Hawk. When he is in the shrouds. IV. Because she tries to get rid of her weeds. Because it is a landau let Because it produces a-com. (acorn). y Z. (Wise head). Because words are con- stantly passing tetween them. 76. Because they are put-off till the next day. 77. A wig. 78. Because every year it is doubling (Dublin). 79. Because it has got no jwint. 80. Because he is a sharpei. 81. Bolt it. 82. Because it is crusted. 83. Hunger. 84. Because it is felt. 85. Because his is all net proflv. 86. To ashes. 87. Because it is hot. 88. Because he goes his rounds. 89. Because it is lofty. 90. Because it has wards in it 91. Because it is out of the head. 92. Because all his actions are brilliant. 93. Because he has a long bill. 94. Because they are so hard 95. A pack of cards, [to find. 90. Because he fingers the keys. 97. An icicle. 98. In Noah's ark. 99. It is immaterial. 100. His inclination. 180 ENIGMAS, RiDV.u£o, ETC. GEOGRAPHICAL PLAY. Let each person of a party write on a piece of paper the name of some town, country, or province: shuffle these tickets together in a little basket, and whoever draws out one is obliged to give an account of some production, either natural or manufactured, for which that place is remarkable. This game brings out a number of curious bits of informa- tion which the party may have gleaned in reading or in travelling, and which they might never have mentioned to each other, but from some such motive. Let us suppose there to be drawn Nuremberg, Turkey, and Iceland, of which the drawers narrate thus : — Nuremberg has given to the world many useful inven- tions. Here were first made the pocket-watch, the air-gun, gun-lock, and various mathematical and musical instruments; and at present half the children of Europe are indebted to Nuremberg for toys ; and the industry of the inhabitants is /Xtended to teaching birds to pipe. Turkey is celebrated for its costly carpets, which all the efforts of European art and capital have failed in closely imitating; yet these carpets are woven by the women among the wandering tribes of Asiatic Turkey. The t'arKey bird is, however, very absurdly named, since it conveys the false idea that the turkey originated in Asia, whereas it is a native of America. Neither is " Turkey Coffee" grown in Turkey, but is so named from the great consumption of coffee in that oountry. STORY-PLAY. 181 Iceland produces in abundance a certain lichen called Ice- land Moss, which is brought to England as a medicine, but is in its native country used in immense quantities as an article of common food. When the bitter quality has been extracted by steeping in water, the moss is dried and re- duced to powder, and then made into a cake with meal, oi boiled and eaten with milk. STORY-PLAY. You are to whisper a wordj which must be a substantive, to the person who begins the play, and who is to tell a short story or anecdote, into which the word is to be frequently introduced. It requires some ingenuity to relate the story in so natural a manner, that the word shall not be too evi- dent, and yet it may be sufl&ciently marked. "When the Btory is finished, each of the party endeavours to guess the word ; and the person who discovers it tells the next story. The following is a specimen : — " Three young children were coming down the Mississippi with their father in a sort of boat, which they call there a pirogue. They landed on a desert island in that wide river on a bitter snowy evening, in the month of December ; their father left them on the island, promising to return after he had procured some brandy at a house on the opposite bank. He pushed off in his little boat, to cross the river ;. but the wind was high, and the water rough. The children watched 182 ENIGMAS, RIDDLES, ETC. him with tears in their eyes, struggling in his pirogue against the stream, till about half way across, when they saw the boat sink, and never more saw their father. Poor children ! they were left alone, exposed to the storm, with- out fire, shelter, or even food, except a little corn. " As the night came on, the snow fell faster ; and the eldest, who was a girl only six years old, but very sensible and steady for her age, made her little sister and her infant brother creep close to her, and she drew their bare feet un- der her clothes. She had collected a few withered leaves and branches to cover them, and in this manner they passed the long winter's night. Next morning, she tried to sup- port her poor weeping companions by giving them corn to chew ; and sometimes she made them run about with her, to keep themselves warm. " In this melancholy state, you may imagine what was her joy when, in the course of the day, she discovered a boat approaching the island. It happily contained some good- natured Indians, who took compassion on the children, shared their food with them, and safely conveyed them to New Madrid in their own boat." CAPPING VERSES. Let us suppose a party seated around the parlour fire, and each person to repeat as much of a poem as will complete tlie sense; the successive quotations all alluding to one CAPPINa VERSES. 188 general subject, or, at least, to something touched upon by the previous speaker. The following is a sample, in which eight persons join : — A. Heap on more coals, the wind is chill ; But let it whistle as it will. We'll keep our merry Christmas still. B. Still linger in our northern clime Some remnants of the good old time ; And still, within our valleys here. We hold the kindred title dear. C. Decrepit now, December moves along The plankj plains. D. Phoebus arise. And paint the sable skies, With azure, vhite and red ; Rouse Memnon's mother from her Tithon's bed, That she with roses thy career may spread. E. Sad wears the hour, heavy and drear. Creeps, with slow pace, the waning year ; And sullen, sullen heaves the blast Its deep sighs o'er the lonely waste. F. Who luves not more the night of June, Than dull December's gloomy noon ? The moonlight than the fog of frost ? And can we say which cheats the most? 184 ENIGMAS, RIDDLES, ETC. G. Mustering his storms, a sordid host, Lo ! Winter desolates the year. H. Yet gentle hours advance their wing. And Fancy, mocking Winter's night, With flowers, and dews, and streaming light, Already decks the new-born spring. MISCELLANIES. TO POLISH SHELLS. Many species of marine and fresh-water shells are com- posed of mother-of-pearl, covered with a strong epidermis. When it is wished to exhibit the internal structure of the shells, this epidermis is removed, and the outer testaceous coatings polished down, until the pearly structure becomes visible. It has been a common practice to remove the thick epidermis of shells by means of strong acids, but this is a very hazardous and tedious mode of operation. The best plan is to put the shells into a pan of cold water, with a quantity of quick-lime, and boil them from two to four hours, according to the thickness of the epidermis. The shells should be afterwards gradually cooled, and then some diluted muriatic acid applied carefully to the epidermis, which it will dislodge so that it may be easily peeled off. Two hours are quite sufficient for such shells as the com- mon muscle to boil. After this, they must be polished with (185) 186 MISCELLANIES rotten-stone and oil, put on a piece of chamois leather, and then rubbed with a flannel or nail brush. The epidermis of the Unio Margaritifera is so thick that it requires from four to five hours boiling ; underneath this epidermis, there is a thick layer of dull calcareous matter, which must be started off with a knife, or other sharp in- strument; this requires great labour, but when accomplished, a beautiful mother-of-pearl specimen is obtained, which makes an agreeable variety. Various Turbos and Trochuses are also deprived of their epidermis, and polished with files, sand-paper, and pumice-stone, till the pearly appear- ance is obtained. After the operation of polishing and washing with acids, a little Florence oil should be rubbed over, to bring out the colours, and destroy the influence of the acid, should any remain on the shell ; it also tends to preserve the shells from decay. The muriatic acid should be applied to the epidermis by means of a feather : it should not be suffered to remain on the outside of the shell for more than a minute or two, and the greatest care should be vised to keep the acid from touching, and consequently destroying the enamelled surface of the inside; indeed, Home persons coat the parts of the shell which they wish to Tjreserve from the effects of the acid, with bees' -wax. Some i'onchologists prefer laying white of egg on the shell with a fini.ill camel's hair brush, to rubbing them with Florence MISCELLANIES. 187 NOISE IN SHELLS. Hold the mouth of a sea-shell to the ear, and a singular resonance will be heard from within, which has been fanci- fully said to resemble the noise of the distant ocean : this effect being caused by the hollow form of the shell and its polished surface enabling it to receive and return the beat- ings of all sounds that chance to be trembling in the air around the shell. HOW TO GROW AN OAK IN A HYACINTH-GLASS. Take an acorn in November or December, and tie a string round it, so that when it is suspended, the blunt end of the acorn, where the cup was, is upwards. Hang it thus pre- pared, in the middle of a bottle or hyacinth-glass, contain- ing a little water, taking care that the acorn does not reach within an inch of the water; then wrap up the f)ottle in flannel, and put it in a warm place. In three or four weeks the acorn will have swollen, its coat will have burst, and a little white point will make its appearance at the end oppo- site the water. This point is the root, for the acorn is be- coming an oak : it must, however, still bo kept in the dark, and clear of the water, till the young root is, at least, half an inch long. The water may then be allowed to rise higher ; but it is only when from the neck of the root a little point begins to turn upward, that it is safe to allow the water to tench it ; this point being, in fact, the beginning 188 MISCELLANIES. of a trunk, which, a century later, may form the timber ot a frigate. As soon as this young stem begins to shoot, the oak will require a dose of light, a little every day ; and it also yearns for more food, so that its root, which is in reality its mouth, must be allowed to touch the water, and to drink it. The little creature must then have air ; it digests, and must have light; it sucks greedily, and must have fresh water given to its root, which, however, should be never wholly covered; just that point where the stem begins being always kept out of the water. The pet may now be set in a window. At first, it will be a stout thread, whitish, and covered with tiny scales, — then the scales will expand a little, and the end become greener. Next will appear some little leaves ; hair will begin to grow, veins will branch ; the old scales will fall off, and the leaves will slowly arrange themselVes upon the stem, each unfolding from the bosom of the other. And thus, out of a little starch and gum, for the acorn was not much more, manifold parts will be curiously produced by the wondrous creative powers of nature. GLASS FROM STRAW. Wheat-straw, without any addition, may be melted into a colourless glass with the blow-pipe. Barley-straw melti into a glass of 'a bright yellow colour. I MISCELLANIES. 189 TO EXTRACT THE PERFUME OF FLOWERS. Procure a quantity of the petals of any flower which has an agreeable perfume ; card or comb thin layers of cotton wool, dip them into the best Florence oil, sprinkle a small quantity of fine salt on the flowers, and place layers of cot- ton and flowers alternately, in an earthen, or else a wide- mouthed glass vessel, until it is full. Then tie the top closely with a bladder, and place the vessel in a south aspect exposed to the heat of the sun ; and in about fifteen days, when opened, a fragrant oil may be squeezed from the whole mass, little inferior, if roses be chosen, to the dear and highly-prized otto or attar of roses. VEGETABLE SKELETONS. Procure a large earthen open-topped pan, which will hold about a gallon, and put into it some leaves, seed vessels, &c., of plants; pour over them just so much boiling water as will cover them, and then place the pan upon the tiles of the house, or any other place, exposed to the rays of the sun, or the changes of the weather. Occasionally and care- fully stir the leaves, but never change the water. The putrefaction and fermentation will soon ensue, and in about six weeks, or rather more, most of the specimens will bo completely macerated, and require no further care than merely to hold them singly under the tap of a water-butt, or a little stream of water poured from a jug, to wash away 190 MISCELLANIES. all the putrid green pulpy matter. If this matter will not come off easily, when slightly assisted by the thumb and finger, or a small knife, the leaves must be soaked for some short time longer. Such of the leaves as are brittle and liable to break during the rinsing, may be preserved from fracturing by placing them upon a piece of board, and hold- ing them up by the thumb and finger, while the water is running upon them ; and if some of the green matter still remain between the veins of the skeleton-leaf, it may speedily be removed by striking the leaf perpendicularly and carefully with a clothes brush. The maceration and cleansing being finished, the leaves will next require bleach- ing, which may be done very effectually, by putting them in a band-box, with a small quantity of sulphur burning in a little gallipot by the side of them . The most certain method, however, of bleaching objects of this description, is to im- merse them in dilute chloride of lime, or chloride of soda, for a few minutes. Amongst the most suitable subjects for this interesting pursuit, will be found the leaves of the white and black Lombardy poplars; the lime and tulip trees, apricot, apple, orange, lemon, box, ivy, holly, and several of the exotic passion flowers. Magnolia glauca, acuminata, and others. The calices of the Molucalla laevis are, when prepared, exceedingly pretty; as are also the calices and seed vessels of the blue-flowered micandra, of the winter cherry, of henbane ; the various kinds of cam- MISCELLANIES. 19) papulas, particularly the Canterbury bell, the hare-bell, and the throatwort; the larger species of mallows, the tree mallow, hoarhound, field and Alpine eryngoes, sea-holly, moon-trefoil, yellow lucern, common hedge nettle, several of the nettles, red hemp nettle, white fraxinella, Jerusalem sage, common thorn apple, atropa ; the scutillarias or skull caps ; and the capsules of all species of poppies. To thes^ may be added the stalks of the cabbage, radish, flax, hemp, and stinging-nettles ; the tubor of the turnip, the involucres of Astrantia major and austriaca, and of the Hydrangea horten^ »is. The above is a tolerably comprehensive list of those plants, the leaves and calices of which may be reduced to skeletons with the greatest certainty ; the leaves o/ the oak contain so much tannin that it is impossible to decompose them ; as is the case also with the leaves of the waUut, hazel, hornbeam, chestnut, maple, elm, willow, sycamore, buck- thorn, and tea-trees ; care should, therefore, be taken that no leaves of the above-named trees be put in the vesdel in which the process of maceration is going on, as they evolve their tanning qualities to such a degree as to hindei the decom- position of all the others in contact with them It is also impossible to obtain skeletons of the leaves of the fir and camphor trees, and of the laurel, bay, and many other species of evergreens and shrubs, from their highly resinous properties. 192 MISCELLANIES. ROSIN GAS. Dip the end of a copper tube, or tobacco pipe stem, into melted rosin, at a temperature a little above that of boiling water ; and having taken out the tube or stem, hold it nearly in a vertical position, and blow through it, when bubbles will be formed of all possible sizes, from that of a hen's egg to sizes which can hardly be discerned by the naked eye ; and from their silvery lustre and reflection of the different rays of light, they will have a very pleasing appearance. These bubbles generally assume the form of a string of beads, many of them being perfectly regular, and connected by a very fine fibre ; but the production is never twice alike. If expanded by hydrogen, they would, probably, occupy the upper part of a room. TO WRITE BLACK WITH WATER. Soak a sheet of paper in a solution of sulphate of iron or green copperas, dry it, and dust over it finely-powdered galls ; then write upon the paper with a pen dipped in water, and, on drying, the characters will appear black. Similar papers may be prepared by using other solutions and powders : thus, blue may be prepared by soaking it in a solution of sulphate of iron, and dusting it with powdered ferrocyanate of potash. VB 30458