WHAT SHALL WE DO NOW? 
 
WHAT SHALL WE 
 DO NOW? 
 
 Over Five Hundred Games and Pastimes 
 
 A BOOK OF SUGGESTIONS FOR 
 
 CHILDREN'S GAMES AND 
 
 EMPLOYMENTS 
 
 B * ' ' ' I 
 
 DOROTHY CANFIELDF'- 
 
 AND OTHERS 
 
 NEW YORK 
 
 FREDERICK A. STOKES COMPANY 
 
 PUBLISHERS 
 
F5 
 
 Copyright, 1907, 1922, by 
 FREDERICK A. STOKES COMPANY 
 
 All rights reserved 
 
 PRINTED IN THE UNITED STATES OF AMERICA 
 
PREFACE 
 
 THIS book has been made in the hope that the question 
 which forms its title, ''What shall we do now?" may 
 come to be put less frequently. It is so easy for chil- 
 dren to ask it, so hard for grown-up persons with many other 
 matters to think about to reply to it satisfactorily. 
 
 In the following pages, which have something to say concern- 
 ing most of the situations in which children find themselves, at 
 home or in the country, out of doors or in, alone or in company, 
 a variety of answers will be found. No subject can be said to be 
 exhausted; but the book is perhaps large enough. Everything 
 which it contains has been indexed so clearly that a reader ought 
 to be able to find what he wants in a moment. 
 
 In this new edition an appendix of holiday games has "been 
 added, including games especially suitable for parties or picnics 
 on New Year's Day, Lincoln's 'Birthday, St. Valentine's Day, 
 Washington's Birthday , Easter, April Fool's Day, May Day, 
 Fourth of July, Hallowe'en, Thanksgiving and Christmas. 
 
 There are, of course, many fortunate girls and boys who do 
 not require any help whatever, who always know what to do now, 
 and do it. For them some sections of this book may have little 
 value. It is for that greater number of less resourceful children 
 who whenever time is before them really are in need of counsel 
 and hints, that it has been prepared. 
 
CONTENTS 
 
 t GAMES FOR A PARTY ..... 1 
 
 DRAWING GAMES ...... 45 
 
 WRITING GAMES ...... 57 
 
 TABLE AND CARD GAMES . . . .73 
 
 THINKING, GUESSING, AND ACTING GAMES . . 85 
 
 EAINY-DAY GAMES . . . . , ill 
 
 OUTDOOR GAMES FOR GIRLS .... 127 
 
 OUTDOOR GAMES FOR BOYS . . . .137 
 
 PICNIC GAMES ...... 149 
 
 OUT FOR A WALK ...... 161 
 
 IN THE TRAIN ...... 171 
 
 PLAYING ALONE, AND GAMES IN BED . , . 183 
 
 AT THE SEASIDE ...... 195 
 
 IN THE COUNTRY ...... 201 
 
 DOLLS' HOUSES . . . . . .217 
 
 DOLLS' HOUSES AND DOLLS OF CARDBOARD AND PAPER . 235 
 
 PLAYHOUSES OF OTHER LANDS .... 263 
 
 INDOOR OCCUPATIONS AND THINGS TO MAKE . . 271 
 
 CANDY-MAKING ...... 305 
 
 GARDENING ....... 313 
 
 PETS ........ 337 
 
 BEADING ....... 367 
 
 APPENDIX OF HOLIDAY GAMES .... 389 
 
 INDEX 407 
 
 Vll 
 
ILLUSTRATIONS 
 
 FULL PAGE ILLUSTRATIONS 
 A Pueblo Settlement Frontispiece 
 
 FACING PAGE 
 
 The Library and Furniture from " The House that Glue Built " . . . . 244 
 
 An Esquimau Sled (_ 9RA 
 
 Indian Costumes J ZDO 
 
 ILLUSTRATIONS IN TEXT 
 
 PAQB 
 
 A Trussed Fowl 37 
 
 Five Dots 48 
 
 Outlines 49 
 
 Drawing Tricks 51 
 
 Picture- Writing 52-53 
 
 The Last Man Surveying the Ruins of the Crystal Palace 56 
 
 Patience Card 76 
 
 The Dancing Dwarf , . -. 106 
 
 Bean- Bag Board 114 
 
 Rope Ring 115 
 
 The Overhand Knot 117 
 
 Half-Hitch 118 
 
 Figure of Eight 118 
 
 Common Bend 118 
 
 Sailor's Knot 118 
 
 Running Noose 119 
 
 Crossed Running Noose 119 
 
 Bowline Knot 119 
 
 Dogshank 120 
 
 Shuffle-Board 121 
 
 Balancing Tricks 123 
 
x ILLUSTRATIONS 
 
 PA6B 
 
 The Glass Maker 125 
 
 Electric Dancers 126 
 
 Daisy Chain 135 
 
 Ivy Chain 135 
 
 Hop-Scotch 144 
 
 Prisoner's Base 156 
 
 Tit-tat-toe 176-177 
 
 Hanging 179-180 
 
 Chinese Gambling 181 
 
 Spanish Cup 186 
 
 Cardboard Box Beds ' 223 
 
 Bead Chair 223 
 
 A Doll's Apartments 227 
 
 Cork Arm-Chair 228 
 
 Chestnut Chair 229 
 
 Fancy Table 230 
 
 Match-Box Bedstead 231 
 
 Match-Box Washstand 233 
 
 Towel Rack 233 
 
 Clothes Basket 234 
 
 Cardboard Dolls' House 239 
 
 Appearance of House When Complete 240 
 
 Dog Kennel 241 
 
 Kitchen Table 246 
 
 Kitchen Range 247 
 
 Kitchen Chair 247 
 
 Screen 248 
 
 Various Pots and Pans 248 
 
 Dining-Room Table and Cloth 249 
 
 Sideboard 250 
 
 Sofa 251 
 
 Arm-Chair 251 
 
 Wooden Bedstead 252 
 
 Wardrobe 253 
 
 Dressing Table 254 
 
 Washstand 255 
 
 Rocking-Chair 256 
 
 Towel Rack 256 
 
 Chair 256 
 
 Child's High Chair 257 
 
 Child's Cot 257 
 
ILLUSTRATIONS xi 
 
 PAGE 
 
 Walking Paper Dolls 259 
 
 Paper Mother and Child, with Clothes for Each 260 
 
 A Paper Girl with Six Changes 261 
 
 Shadows on the Wall 280 
 
 A Cocked Hat 284 
 
 Paper Boats ... 285 
 
 Paper Darts 286 
 
 Paper Mats 286 
 
 Paper Boxes 287 
 
 A Dancing Man 289 
 
 Hand Dragons 290 
 
 A Kite 293 
 
 Flying a Kite 294 
 
 Toy Boats 296-297 
 
 A Skipjack 300 
 
 A Water-Cutter . . . 300 
 
GAMES FOR A PARTY 
 
GAMES FOR A PARTY 
 
 Blind Man's Buff 
 
 MAN'S BUFF" is one of the best, oldest, 
 and simplest of games. One player is blindfolded, is 
 turned round two or three times to confuse his ideas 
 as to his position in the room, and is then told to catch whom 
 he can. If he catches some one, yet cannot tell who it is, he 
 must go on again as blind man ; but if he can tell who it is, 
 that person is blindfolded instead. Where there is a fireplace, 
 or where the furniture has sharp corners, it is rather a good 
 thing for some one not playing to be on the lookout to protect 
 the blind man. Sometimes there are two blind men, who add 
 to the fun by occasionally catching each other. But this is 
 rather dangerous. There is also a game called " Jinglers " 
 where every one is blind except one player with a bell, whom 
 it is their object to catch. But this is more dangerous still. 
 
 A good variety of " Blind Man's Buff " is the silent one. 
 Directly the man is blindfolded, and before he begins to seek, 
 all the players take up positions in corners, on chairs, or wher- 
 ever they think most prudent, and there they must stop with- 
 out making a sound. The task for the blind man is thus not 
 catching the others, but, on finding them, deciding upon who 
 they are. As chuckling or giggling is more likely to tell him 
 than his sense of touch, it is tremendously important to make 
 no noise if you can help it. Sometimes this game is played 
 (without any standing on chairs) by a blind man armed with 
 two spoons, with which he feels the features of those whom he 
 runs against. In this case it is practically impossible to avoid 
 
4 WHAT SHALL WE DO NOW 
 
 laughing. The sensation produced by the bowls of two spoons 
 being passed over the face in the attempt to recognize its 
 owner is overwhelming. 
 
 French Blind Man's Buff 
 
 In French " Blind Man's Buff " the hands of the blind man 
 are tied behind his back and his eyes are left uncovered. He 
 has therefore to back on to the players before he can catch 
 them, which increases his difficulties. 
 
 Blind Man's Wand 
 
 Here the blind man has a stick, one end of which is grasped 
 by the other players in turn. The blind man puts three ques- 
 tions to each player, and his aim is to recognize by the voice 
 who it is that replies. The aim of the players, therefore, is to 
 disguise their voices as much as possible. Sometimes, instead 
 of merely asking questions, the blind man instructs the holder 
 of the wand to imitate some animal a cock or a donkey, for 
 example. 
 
 Steps 
 
 The player who is blindfolded is first placed in the middle. 
 The others walk from him to various positions all around, care- 
 fully measuring the number of steps (long or short) which take 
 them there. The blind man is then told how many steps will 
 bring him to a certain player, and he has to guess the direction 
 toward him, and the length of step. This player, if found, be- 
 comes blind man. 
 
 Still Pond ! No More Moving 
 
 The player who is blindfolded is placed in the middle and 
 all the other players touch him. He counts out loud as rapidly 
 as possible up to ten, during which time the players rush as 
 far away from him as possible. Directly he reaches ten he 
 
GAMES FOR A PARTY 5 
 
 ttries out " Still Pond ! No more moving 1 " and the players 
 must stand perfectly still. He then says "you may have three 
 steps," or any number beyond three which he wishes to give. 
 The players save these steps until he comes dangerously near 
 them and then try and use them to the best possible advan- 
 tage, to escape. It is not a step if one foot remains in the 
 same place. After a player is caught and identified by the 
 one who is " it " he in turn is blindfolded. 
 
 Shadow Buff 
 
 A sheet is stretched across the room. One player stands 
 on one side, and the rest, who remain on the other, pass one 
 by one between the sheet and the candle which throws their 
 shadows upon it. The aim of the single player is to put right 
 names to the shadows on the sheet, and the aim of the others 
 is, by performing antics, to keep him from recognizing them. 
 If it is not convenient to use both sides of a sheet, the single 
 player may sit on a hassock close to it with his back to the 
 others, while they pass between his hassock and the candle. 
 
 The Donkey's Tail 
 
 A good-sized donkey without a tail is cut out of brown 
 paper and fixed on a screen or on a sheet hung across the 
 room. The tail is cut out separately and a hat-pin is put 
 through that end of it which comes nearest the body. Each 
 player in turn then holds the tail by the pin, shuts his eyes 
 honestly, and, advancing to the donkey, pins the tail in what 
 he believes to be the right place. The fun lies in his mistake. 
 
 The Blind Feeding the Blind 
 
 This is boisterous and rather messy, but it has many 
 supporters. Two players are blindfolded and seated on the 
 floor opposite one another. They are each given a dessert- 
 spoonful of sugar or flour and are told to feed each other. 
 
WHAT SHALL WE DO NOW ? 
 
 It is well to put a sheet on the floor and to tie a towel or 
 apron round the necks of the players. The fun belongs chiefly 
 to the spectators. 
 
 Deer Stalking 
 
 This is a game in which only two players take part, but 
 it is exciting to watch. Both " Deer " and " Stalker " are 
 blindfolded. They are then placed at opposite ends of a large 
 table, and at a given moment begin to move round it. The 
 stalker's business is, of course, to catch the deer, and the deer's 
 to avoid it ; but neither must run out into the room. Ab- 
 solute silence should be kept both by the audience and players, 
 and if felt slippers can be worn by the deer and its stalker, 
 so much the better. 
 
 Blowing Out the Candle 
 
 A very funny blind game. A candle is lighted and 
 placed in position about the height of a person's head. A 
 player is then placed a few feet from it, facing it, and, after 
 being blindfolded and turned round three times, is told to take 
 so many paces (however many it may be) and blow the candle 
 out. 
 
 Apple-Snapping 
 
 Another amusing blind game to watch is apple-snapping. 
 An apple is hung from a string in the middle of the room about 
 the height of the blind man's head. The blind man's hands 
 are then tied, or he holds them strictly behind him, and he has 
 to bite the apple. 
 
 The same game can be played without blindfolding, but 
 in that case it requires two players with their hands fixed be- 
 hind them, each trying to bite the apple. 
 
GAMES FOR A PARTY 7 
 
 Bag and Stick 
 
 A good blind game for a Christmas party is " Bag and 
 Stick." A fair-sized paper bag is filled with candy and hung 
 from a string in the middle of the room. A player is then 
 blindfolded, turned round three times, given a stick, and told 
 he may have one, two, or three shots at the bag, whichever it 
 may be. If he misses it, another one tries, and so on ; but if 
 he hits it the bag breaks, the candy covers the floor, and the 
 party scramble for it. 
 
 Puss in the Corner 
 
 Each player save one takes a corner. The other, who is 
 the puss, stands in the middle. The game begins by one cor- 
 ner player beckoning to another to change places. Their ob- 
 ject is to get safely into each other's corner before the cat can. 
 Puss's aim is to find a corner unprotected. If she does so, the 
 player who has just left it, or the player who was hoping to 
 be in it, becomes puss, according to whether or not they have 
 crossed on their journey. 
 
 Hunt the Slipper 
 
 The players sit in a circle on the floor, with their knees 
 a little gathered up. One stands in the middle with a slipper, 
 and the game is begun by this one handing the slipper to a 
 player in the circle, with the remark 
 
 Cobbler, cobbler, mend my shoe, 
 Get it done by half-past two, 
 
 and then retiring from the circle for a few moments. The 
 player to whom it was handed at once passes it on, so that 
 when the owner of the slipper returns and demands her prop- 
 erty again it cannot be found. With the hunt that then sets 
 in the fun begins ; the object of every player in the circle 
 being to keep the player in the middle from seeing the slip- 
 
8 WHAT SHALL WE DO NOW <? 
 
 per, from getting hold of it, or from knowing where it is, as 
 it rapidly travels under the knees of the players here and there 
 in the circle. Now and then, if the seeker is badly mystified, 
 the slipper may be, tossed across the circle. The player in 
 whose possession it is when at last secured changes place with 
 the one in the middle. Other handy things will do quite as 
 well as a slipper, but something fairly large should be chosen, 
 or discovery may take too long ; and it ought to be soft in 
 texture, or there may be bruises. 
 
 The Whistle 
 
 This is partly a trick. A player who does not know the 
 game is put in the middle of the ring, round which a whistle 
 is moving in the way that the slipper moves in " Hunt the 
 Slipper." The object of the player in the middle is to dis- 
 cover the person who blew the whistle last. Meanwhile some 
 one skilfully fixes another whistle on a string to the player's 
 back, and that is the whistle which is really blown. As it must 
 always be behind him when it is blown, nothing but the twitch 
 ing of the string is likely to help him to discover the blower 
 (and the trick) ; and in a small circle where every one is mov- 
 ing and laughing it takes some time to notice the twitching 
 at all. 
 
 He Can Do Little Who Can't Do This 
 This is partly a trick. The leader takes a cane in his left 
 hand, thumps on the floor several times, and passes it to a 
 player saying, " He can do little who can't do this." The 
 player tries to imitate him exactly, but if he takes the cane in 
 his right hand he is wrong, the leader says, " You can do lit- 
 tle, you can't do this," and hands the cane to the next player. 
 The game goes on until every one has guessed that it is not 
 the thumps which are to be imitated, but the holding the cane 
 in the left hand. 
 
GAMES FOR A PARTY 9 
 
 Thimble 
 
 This is a very good game. All the company leave the 
 room save one. He stays behind with a thimble, which he 
 has to place in some position, where, though it is in sight, it 
 will be difficult to discover. It may be high or low, on the 
 floor or on the mantelpiece, but it must be visible. The com- 
 pany then return and begin to look for it. As the players find 
 it they sit down, but it is more fun to do this very craftily and 
 not at once, lest a hint be given as to the article's whereabouts. 
 When every one has found it, or when a long enough time has 
 been passed in looking for it, the thimble is hidden again, 
 this time by the player who found it first. The game sounds 
 easy, but it can be very difficult and very exciting, every one 
 at the beginning of each search wishing to be first, and at the 
 end wishing not to be last. Players often stand right over 
 the thimble, staring directly at it, and still do not see it. 
 
 Magic Music 
 
 One player goes out. The others then hide something for 
 him to find, or decide upon some simple action for him to per- 
 form, such as standing on a chair. When he is called in, one 
 of the company seats herself at the piano and directs his 
 movements by the tone of the music. If he is far from the 
 object hidden the music is very low ; as he gets nearer and 
 nearer it becomes louder and louder. 
 
 Hot and Cold 
 
 The same game is played under the name of " Hot and 
 Cold." In this case the player is directed by words ; as he 
 gets nearer and nearer the object he becomes " warm," " hot," 
 " very hot," " burning " ; when quite off the scent he is 
 "cold." 
 
10 WHAT SHALL WE DO NOW? 
 
 The Jolly Miller 
 
 The one who shall be " it " is decided upon by counting 
 out (see page 134), and he takes his place in the middle of 
 the room. The others, arm in arm, walk around him in 
 couples, singing, 
 
 There was a jolly miller who lived by himself. 
 As the wheel went around he made his wealth ; 
 One hand on the hopper and the other on the bag : 
 As the wheel went around he made his grab. 
 
 At " Grab," every one must change partners, and the one in 
 the middle tries to be quick enough to get one himself. If he 
 does, the one left alone must take his place in the middle and 
 be the "Jolly Miller." 
 
 Going to Jerusalem 
 
 Some one sits at the piano, and a long row of chairs is 
 made down the middle of the room, either back to back, or 
 back and front alternately. There must be one chair fewer 
 than the number of players. When all is ready the music begins 
 and the players march round the chairs in a long line. 3ud- 
 denly the music stops, and directly it does so every one tries 
 to sit down. As there is one player too many some one must 
 necessarily be left without a chair. That player has therefore 
 to leave the game, another chair is taken away, and the music 
 begins again. So on to the end, a chair and a player going 
 after each round. The winner of the game is the one who, 
 when only one chair is left, gets it. It is against the rules to 
 move the chairs. A piano, it ought to be pointed out, is not 
 absolutely necessary. Any form of music will do ; or if there 
 is no instrument some one may sing, or read aloud. But a 
 piano is best, and the pianist ought now and then to pretend 
 to stop, because this makes it more exciting for the players. 
 
GAMES FOR A PARTY 11 
 
 Stir the Mash 
 
 This is another variety of " Going to Jerusalem." The 
 chairs are placed against the wall in a row, one fewer f ,han the 
 players. One of the players sits down in the middle of the 
 room with a stick and pretends to be stirring a bowl of mash 
 with it, while the others march round crying, "Stir the mash, 
 stir the mash." Suddenly the player with the stick knocks 
 three times on the floor, which is the signal for running for 
 the chairs, and, leaping up, runs for them too. The one who 
 does not get a chair has to stir the mash next. 
 
 Caterpillar 
 
 A circle of chairs is made, and all the players but one sit 
 on them. This player stands in the middle and his chair is 
 left empty. The game consists in his efforts to sit down in 
 the empty chair and the others' attempts to stop him by con- 
 tinually moving one way or the other, so that the empty chair 
 may this moment be on one side of the ring and the next on 
 the other. 
 
 Honey-Pots 
 
 This is a game for several little players and two stronger 
 ones. The little ones are the honey-pots, and the others the 
 honey-seller and honey-buyer. The honey-pots sit in a row 
 with their knees gathered up and their hands locked together 
 under them. The honey-buyer comes to look at them, asking 
 the honey-seller how much they are and how much they 
 weigh ; and these two take hold of the pots by the arms, one 
 on each side, and weigh them by swinging them up and down 
 (that is why the hands have to be tightly locked under the 
 knees). Then the buyer says he will have them, and the 
 seller and he carry them to the other end of the room to- 
 gether. Once there the seller returns, but quickly comes run- 
 
12 WHAT SHALL WE DO NOW? 
 
 ning back in alarm because he has missed his own little girl 
 (or boy), and he fancies she must be in one of the honey-pots. 
 The buyer assures him that he is mistaken, and tells him to 
 taste them and see for himself that they are only honey. So 
 the seller goes from one to the other, placing his hand on 
 their heads and pretending to taste honey, until at last, com- 
 ing to the one he has marked down, he exclaims, " Dear 
 me, this tastes just like my little girl." At these words the 
 little girl in question jumps up and runs away, and all the 
 other honey-pots run away too. 
 
 Nuts in May 
 
 The players stand in two rows, facing each other and 
 holding hands. A line is drawn on the carpet (or ground) be- 
 tween them. One row then step toward the other, singing 
 
 Here we come gathering nuts in May, nuts in May, nuts in May, 
 Here we come gathering nuts in May, on a cold and frosty morning. 
 
 They then fall back and the other row advance to them 
 singing in reply 
 
 Pray, who will you gather for nuts in May, nuts in May, nuts in May ? 
 Pray, who will you gather for nuts in May, on a cold and frosty morning ? 
 
 The first row, after settling on the particular player on 
 the opposite side that they want, reply thus 
 
 We'll gather Phyllis for nuts in May, nuts in May, nuts in May, 
 We'll gather Phyllis for nuts in May, on a cold and frosty morning. 
 
 The other row then ask 
 
 Pray, who will you send to fetch her away, fetch her away, fetch her away ? 
 Pray, who will you Bend to fetch her away, on a cold and frosty morning ? 
 
 The answer perhaps is 
 
 We're sending Arthur to fetch her away, fetch her away, fetch her away, 
 We're sending Arthur to fetch her away, on a cold and frosty morning. 
 
 Arthur then steps up to the line on one side and Phyllis on 
 
GAMES FOR A PARTY 13 
 
 the other, and each tries to pull the other over it. The one 
 that loses has to join the other row, and the singing begins 
 again. 
 
 Old Soldier 
 
 All the players, except one, stand in a line. The other, 
 who is the old soldier, then totters up to the end player, say- 
 ing 
 
 Here comes an old soldier from Botany Bay ; 
 Pray, what have you got to give him to-day ? 
 
 The player must then say what she will give him, but in do- 
 ing so must not use the words "yes," " no," " black," " white" or 
 " scarlet." The old soldier's object is to try and coax one of 
 these words out of her, and he may ask any question he likes 
 in order to do so. A mistake usually means a forfeit. 
 
 My Lady's Clothes 
 
 A color-barred game for girls is " My Lady's Clothes " 
 or " Dressing the Lady." The players first decide on what 
 colors shall be forbidden, perhaps blue, black, and pink. 
 The first one then asks the next, " How shall my lady be 
 dressed for the ball ? " and the answer must contain no men- 
 tion of these colors. This question goes round the ring, no 
 article being allowed to be mentioned twice. 
 
 Here I Bake 
 
 One player stands in the middle. The others join hands 
 and surround her, their aim being to prevent her from getting 
 out of the ring. She then passes round the ring touching the 
 hands, at the first hands saying " Here I bake," at the second 
 " Here I brew," at the third " Here I make my wedding-cake," 
 and at the next " And here I mean to break through." 
 With these last words she makes a dash to carry out the threat. 
 If she succeeds, the player whose hand gave way first takes 
 
1 4 WHAT SHALL WE DO NOW? 
 
 her place in the middle. Otherwise she must persevere until 
 the ring is broken. 
 
 The Cobbler 
 
 The cobbler sits in the middle on a stool or hassock, and 
 the others join hands and dance round him. " Now then, 
 customers," says the cobbler, " let me try on your shoes," and 
 at the same time but without leaving his seat makes a dash 
 for some one's feet. The aim of the others is to avoid being 
 caught. Whoever is caught becomes cobbler. 
 
 Cushion 
 
 The name of this game dates from the period when stiff 
 cylinder-shaped horsehair sofa-cushions were commoner than 
 they are now. One of these is placed in the middle of the 
 room and the players join hands and dance round it, the ob- 
 ject of each one being to make one of his neighbors knock 
 the cushion over and to avoid knocking it over himself. Who- 
 ever does knock it down leaves the ring, until at last there are 
 only two striving with each other. A hearth-brush, if it can 
 be persuaded to stand up, makes a good substitute for a 
 cushion. It also makes the game more difficult, being so very 
 sensitive to touch. 
 
 The Day's Shopping 
 
 The players sit in a ring, and the game is begun by one 
 saying to the next, "I've just come back from shopping." 
 " Yes," is the reply, " and what have you bought ? " The 
 first speaker has then to name some article which, without 
 leaving her seat, she can touch, such as a pair of boots, a 
 necktie, a watch-chain, a bracelet. Having done so, the next 
 player takes up the character of the shopper, and so on round 
 the ring. ISTo article must, however, be named twice, which 
 
GAMES FOR A PART\ 15 
 
 means that when the game has gone on for a round or two the 
 answers become very difficult to find. 
 
 Clap In, Clap Out 
 
 Half the players go out, and the others stay in and ar- 
 range the chairs in a line so that there is an empty one next 
 to every person. Each then chooses which of the others he 
 will have to occupy the adjoining chair, and when this is set- 
 tled some one tells the outside party that they can begin. 
 One of them then comes in and takes the chair for which he 
 thinks it most likely that he has been chosen. If he is right, 
 everybody claps and he stays there. But if wrong, everybody 
 hisses and he has to go out again. Another player then 
 comes in, and so on until all the chairs are filled. 
 
 Neighbors 
 
 An extension of this game is " Neighbors." In " Neigh- 
 bors " half the company are blindfolded, and are seated with 
 an empty chair on the right hand of each. At a given signal 
 all the other players occupy these empty chairs, as myste- 
 riously as they can, and straightway begin to sing, either all 
 to a tune played on the piano or independently. The object 
 of the blind players is to find out, entirely by the use of the 
 ear, who it is that is seated on their right. Those that guess 
 correctly are unbandaged, and their places are taken by the 
 players whose names they guessed. The others continue 
 blindfolded until they guess rightly. One guess only is 
 allowed each time. 
 
 Oranges and Lemons, or London Bridge is Falling Down 
 
 This pleasant old game begins by two of the older or 
 
 taller players one being Oranges and the other Lemons 
 
 taking places opposite each other and joining their hands 
 
 high, thus making an arch for the rest to pass under in a long 
 
16 WHAT SHALL WE DO NOW ? 
 
 line. The procession then starts, each one holding the one in 
 front by the coat or dress. As the procession moves along, 
 the two players forming the arch repeat or chant these 
 lines : 
 
 "Oranges and lemons," 
 
 Say the bells of St. Clement's. 
 " You owe me five farthings," 
 
 Say the bells of St. Martin's. 
 11 When will you pay me? " 
 
 Say the bells of Old Bailey. 
 "When I grow rich," 
 
 Say the bells of Shoreditch. 
 "When will that be?" 
 
 Say the bells of Stepney. 
 " I do not know," 
 
 Says the great bell of Bow. 
 
 Here comes a candle to light you to bed, 
 
 And here comes a chopper to chop off the last man's head. 
 
 With these final words the arch-players lower their arms and 
 catch the head of the last of the procession. In order that 
 the arrival of the end of the procession and the end of the 
 verses shall come together, the last line can be lengthened 
 like this 
 
 And here comes a chopper to chop off the last last last last man's head. 
 Another shorter verse which is often sung is, 
 
 London Bridge is falling down, falling down, falling down, 
 London Bridge is falling down. My fair lady. 
 
 In this case the two players who make the arch with their 
 arms can choose any eatables they like " ice cream " and 
 " oysters." The players who are caught are asked which they 
 prefer and their places are back of the one representing their 
 choice. The captured player is then asked in a whisper which 
 he will be, oranges or lemons ? and if he says oranges, is 
 placed accordingly behind that one of his capturers who is to 
 
GAMES FOR A PARTY 17 
 
 have the oranges on his side. The procession and the rhyme 
 begin again, and so on until all are caught and are ranged on 
 their respective sides. Then a handkerchief is placed on the 
 floor between the captains of the oranges and the lemons, and 
 both sides pull, as in the " Tug of War " (page 38), until one 
 side is pulled over the handkerchief. 
 
 General Post 
 
 The players sit round the room in a large circle, and, 
 after appointing a postmaster to write down their names and 
 call out the changes, choose each a town. One player is then 
 blindfolded and placed in the middle. The game begins when 
 the postmaster calls out the first journey, thus, " The post is 
 going from Putney to Hongkong." The player who has 
 chosen Putney and the player who has chosen Hongkong 
 must then change places without being caught by the blind 
 man, or without letting him get into either of their chairs 
 first. Otherwise the player who is caught, or who ought to be 
 in that chair, becomes the blind man. Every now and then 
 "'General Post" is called, when all the players have to 
 change seats at the same time ; and this gives the blind man 
 an excellent chance. 
 
 Spin the Platter 
 
 A tin plate, to serve as platter, is placed in the middle 
 of the room. The players sit round it in a large circle, 
 each choosing either a number by which to be known, or 
 the name of a town. The game is begun by one player 
 taking up the plate, spinning it, calling out a number or town 
 belonging to another, and hurrying back to his place. The 
 one called has to spring up and reach the plate before i 
 falls, and, giving it a fresh spin, call some one else. So it 
 goes on. On paper there seems to be little in it, but in 
 
18 WHAT SHALL WE DO NOW ? 
 
 actual play the game is good on account of the difficulty of 
 quite realizing that it is one's own borrowed name that has 
 been called. 
 
 Kitchen Utensils 
 
 This is a variety of " Spin the platter." The players sit 
 in E. ring and choose each the name of some kitchen utensil or 
 something used in cooking, such as meat-chopper or raisins. 
 One player then goes in the middle with a bunched-up hand- 
 kerchief, and this he throws at some one, at the same time 
 trying to say the name of that some one's kitchen utensil 
 three times before that some one can say it once. If, as very 
 often happens, the player at whom the handkerchief is thrown 
 is so completely bewildered as to have lost the power of 
 speech or memory until it is too late, he must change places 
 with the one in the middle. 
 
 Up Jenkins 
 
 The players sit on opposite sides of a table, or in two op- 
 posite rows of chairs with a cloth spread over their laps. A 
 quarter or dime or other small object is then passed about 
 among the hands of one of the sides under the table or 
 cloth. At the word " Up Jenkins ! " called by the other side 
 all these hands tightly clenched must be at once placed in 
 view on the table or the cloth. The first player on the other 
 side then carefully scans the faces of his opponents to see if 
 any one bears an expression which seems to betray his posses- 
 sion of the quarter, and, having made up his mind, reaches 
 over and touches the hand in which he hopes the quarter is, 
 saying, " Tip it." The hand is then opened. If the guess is 
 right the guessing side take the quarter and hide it. If 
 wrong, the same side hide it again, and the second player on 
 the guessing side tries his luck at discovering its where- 
 abouts. A score is decided on before the game begins, and 
 
GAMES FOR A PARTY 19 
 
 the winning side is that which make the fewest number of 
 wrong guesses. 
 
 Another way to play " Up Jenkins " is to have the 
 players, equally divided, sit opposite each other at a table. 
 A quarter is then passed along under the table by one 
 side or team. At the command " Up Jenkins," given by the 
 captain of the other side, chosen beforehand, all the players 
 on the side having the coin must lift their hands above the 
 table ; and at the command " Down Jenkins," also given by 
 the captain, all the hands must be brought down flat on the 
 table. The greater the bang with which this is done, the less 
 chance of detecting the sound of the metal striking the 
 table. The captain then orders the players to raise their 
 hands one by one, his object being to leave the coin in the 
 last hand. If he succeeds, his side takes the coin ; if he fails, 
 the other side score the number of hands still left on the 
 table, and again hide the coin. Another person then be- 
 comes captain. If the coin can be " spotted " in a certain 
 hand, either by sight or sound, before a hand has been re- 
 moved, it has to be forfeited, and the side that wins it adds 
 double the number of hands of the other side to their score. 
 If it is " spotted " and is not in that hand, the side still re- 
 tains the coin, and also score double the number of hands. If 
 anybody obeys any one else but the captain, in raising, lower- 
 ing or removing his hands, his side loses the coin, no matter 
 who holds it, but neither side scores. 
 
 Hunt the Ring 
 
 All the players but one form a circle, with their hands 
 on a piece of string on which a ring has been threaded. The 
 other player stands in the middle of the circle. The ring is 
 then hurried up and down the string from end to end, the ob- 
 
20 WHAT SHALL WE DO NOW? 
 
 ject being to keep its whereabouts hidden from the other 
 player. 
 
 Lady Queen Anne 
 
 In this game, which is usually played by girls, one player 
 hides her eyes, while the others, who are sitting in a row, pass 
 a ball from one to another until it is settled who shall keep it. 
 This done, they all hide their hands in their laps, as if each 
 one had it ; and the other player is called, her aim being to 
 discover in whose hands the ball is hidden. She examines 
 the faces of the others very closely until she makes up her 
 mind which one probably has the ball, and then addresses that 
 one thus 
 
 Lady Queen Anne, she sits iu the sun, 
 
 As fair as a lily, as brown as a bun, 
 
 She sends you three letters and prays you'll read one. 
 
 To this the player replies 
 
 I cannot read one unless I read all ; 
 and the seeker answers 
 
 Then pray, Miss [whatever the name is], deliver the ball. 
 
 If the ball really is with this player, the seeker and she change 
 places, but otherwise the seeker hides her eyes again and the 
 ball changes hands (or not). And so on until it is found. 
 
 Another way is for sides to be taken, one consisting ol 
 Queen Anne and her maids and the other of gipsies. The 
 gipsies have the ball first, and, having hidden it, they advance 
 in a line toward Queen Anne, each holding up her skirts as if 
 the ball were there, singing 
 
 Lady Queen Anne, she sits in the sun, 
 As fair as a lily, as brown as a bun. 
 King John has sent you letters three, 
 And begs you'll read one unto me. 
 
GAMES FOR A PARTY 21 
 
 Lady Queen Anne and her maids reply 
 
 We cannot read one unless we read all, 
 So pray, Miss [whatever the name of the player chosen may be], deliver the ball. 
 
 If they have hit upon the right player she goes over to Queen 
 Anne's side. But if not, the gipsies sing 
 
 The ball is mine, it is not thine, 
 
 So you, proud Queen, sit still on your throne, 
 
 While we poor gipsies go and come. 
 
 They then turn round and hide the ball again. 
 
 The Feather 
 
 A very exhausting game. The players sit round a table 
 and form sides, one half against the other, and a little fluffy 
 feather is placed in the middle. The aim of each side is to 
 blow the feather so that it settles in the other camp, and to 
 keep it from settling in their own. 
 
 The same game can be played with a marble on a table 
 from which the table-cloth has been removed. In this case 
 you all sink your faces to the level of the table. 
 
 Russian Scandal, or " Gossip " 
 
 The players sit in a long line or ring. The first, turning 
 to the second, whispers very rapidly some remark or a brief 
 story. The second, who may hear it distinctly, but probably 
 does not, then whispers it as exactly as he can to the third 
 player ; and so on until the line is finished. The last player 
 then whispers it to the first player ; and the first player re- 
 peats his original remark to the company, and follows it with 
 the form in which it has just reached him. 
 
 Advertisements 
 
 All the players sit in a ring, except one, who stands in the 
 middle holding a soft cushion. This he throws at any one of 
 the players and begins to count ten. The person at whom the 
 
22 WHAT SHALL WE DO NOW ? 
 
 cushion was thrown must call out the words of a well-known 
 advertisement before ten is reached. If he fails he must pay 
 a forfeit. 
 
 Judge and Jury 
 
 The players, or jury, form up in two rows facing each other. 
 Tne judge sits at one end, or passes between the two lines, and 
 asks his questions. These may be of any description. Perhaps 
 he will say, " Miss A, do you think it will rain to-morrow ? " 
 Now although the judge addresses Miss A and looks at her, it is 
 not she who must answer but the player opposite to her. And 
 he in his answer is not allowed to say either "Yes,"" No," 
 "Black," "White," or "Gray." If the player who was ad- 
 dressed answers she becomes judge and the judge takes her seat; 
 or if the opposite player does not answer before the judge has 
 counted ten he becomes judge and the judge takes his seat. 
 
 Cross Questions 
 
 The players sit in a circle, and the game begins by one 
 player turning to the next and asking a question. Perhaps it 
 will be, " Did you get very wet this evening ? " The answer 
 may be, "Fortunately I had a mackintosh." The second 
 player then asks the third, and so on round the circle until it 
 comes to the first player's turn to be asked a question by the 
 last one. Perhaps this question will be, " I hope your cousin 
 is better ? " All these questions and answers have to be very 
 carefully remembered, because on the circle being complete 
 each player in turn has to repeat the question which was put 
 to her and the answer which she received to the question 
 which she herself put. Thus in the present instance the first 
 player would announce that the question was, " I hope your 
 cousin is better ? " and the answer, " Fortunately I had a 
 mackintosh." Another variety of cross question is played as 
 follows. The company is divided into two parts, and stand 
 
GAMES FOR A PARTY 23 
 
 facing each other. A leader is chosen for each side, one to give 
 the questions and one to give the answers. One goes down his 
 side giving to each player in a whisper some serious question 
 which he must ask of his opposite in the other line. The other 
 leader whispers to each of his players an absurd answer. 
 Then the play begins. The first in line asks his opponent his 
 question and receives the absurd answer three times. If either 
 of them smile he is put out of the game. The person who can 
 keep a straight face to the last, wins the prize. After the 
 whole line has asked and answered the first set of questions, 
 the first couple become the leaders, and propound two other sets 
 of questions and answers. And so on until only two are left. 
 
 Ruth and Jacob 
 
 One player has his eyes blinded and stands in a circle made 
 by the other players. They dance silently around him until he 
 points at one, who must then enter the circle and try to avoid 
 being caught by the blind man. The pursuer calls out from time 
 to time " Kuth ! " to which the pursued must always answer at 
 once " Jacob!" at the same time trying to dodge quickly enough 
 to escape the other's immediate rush to the spot. After the 
 "Ruth " is caught, the "Jacob "must guess who it is and if 
 he guesses right, the " Ruth " is blindfolded and becomes the 
 " Jacob," and the game begins anew. 
 
 Fly Away! 
 
 The player who is chosen as leader sits down and places 
 the first finger of her right hand on her knee. The others 
 crowd round her and also place the first finger of their right 
 hands on her knee, close to hers. The game is for the leader 
 to raise her finger suddenly, saying, " Fly away [something]." 
 If that something is not capable of flight the other fingers 
 must not move, but if it can fly they must rise also. Thus, 
 " Fly away, thrush ! " " Fly away, pigeon ! " " Fly away, but- 
 
24 WHAT SHALL WE DO NOW ? 
 
 terfly ! " should cause all the fingers to spring up. But of 
 " Fly away, omnibus ! " " Fly away, cat ! " " Fly away, pig ! " 
 no notice should be taken. The game is, of course, to catch 
 players napping. 
 
 Hold Fast ! Let Go ! 
 
 This is a very confusing game of contraries for five play- 
 ers. Four of them hold each the corner of a handkerchief. 
 The other, who stands by to give orders, then shouts either 
 " Let go ! " or " Hold fast ! " When " Let go ! " is called, the 
 handkerchief must be held as firmly as ever ; but when " Hold 
 fast ! " it must be dropped. The commands should be given 
 quickly and now and then repeated to add to the anxiety of 
 the other players. 
 
 The Sergeant 
 
 In this game one player represents a sergeant and the 
 others are soldiers whom he is drilling. When he makes an 
 action and says " Do this " the others have to imitate him ; 
 but if he says " Do that " they must take no notice. 
 
 Simon Says Thumbs Up 
 
 The players sit about on the floor or on chairs, each hold- 
 ing out on his knee his clenched fist with the thumb sticking 
 straight up. One player calls out " Simon says thumbs down." 
 All the thumbs must be instantly reversed. Then he tries to 
 confuse them by alternating between up and down for some 
 time until they all get into the way of expecting the change, 
 and then he gives the same order twice in succession. Those 
 who make a mistake pay a forfeit. If he calls out simply 
 " Thumbs up " or " Thumbs down " no attention must be paid 
 to this order as a forfeit is taken. 
 
 The orders are sometimes varied by the command " Simon 
 says wig-wag ! " when all the thumbs must be waggled to 
 and fro. 
 
GAMES FOR A PARTY 25 
 
 The Grand Mufti 
 
 A somewhat similar game of contraries is " The Grand 
 Mufti." The player personating the Grand Mufti stands in 
 the middle or on a chair, and performs whatever action he 
 likes with his hands, arms, head, and legs. With each move- 
 ment he says, " Thus does the Grand Mufti," or, " So does the 
 Grand Mufti." When it is " Thus does the Grand Mufti " the 
 other players must imitate his movement ; but when it is " So 
 does the Grand Mufti " they must take no notice. Any mis- 
 takes may lead to forfeits. 
 
 The Mandarins 
 
 There is no contrariness about " The Mandarins." The 
 players sit in a circle, and the game is begun by one of them 
 remarking to the next, " My ship has come home from China." 
 The answer is " Yes, and what has it brought ? " The first 
 player replies, " A fan," and begins to fan herself with her 
 right hand. All the players must copy her. The second 
 player then turns to the third (all still fanning) and remarks, 
 " My ship has come home from China." " Yes, and what has 
 it brought ? " " Two fans." All the players then fan them- 
 selves with both hands. The third player, to the fourth (all 
 still fanning), " My ship has come home from China." " Yes, 
 and what has it brought ? " " Three fans." All the players 
 then add a nodding head to their other movements. And so 
 on, until when " Nine fans " is reached, heads, eyes, mouth, 
 hands, feet and body are all moving. The answers and move- 
 ments of this game may be varied. Thus the second answer 
 to the question " And what has it brought " might be " A 
 bicycle," when the feet of all the players would have to move 
 as if working pedals ; the third answer could be a " snuff- 
 box," which should set all the players sneezing ; and so on. 
 A typewriter, a piano, a barrel-organ, a football, would vary 
 the game. 
 
26 WHAT SHALL WE DO NOW * 
 
 Buff 
 
 This test of self-control is rather a favorite ; but it is not 
 so much a game as a means of distributing forfeits. The 
 players sit in a circle. One then stands up and, holding out a 
 stick, repeats these lines 
 
 Buff says Buff to all his men, 
 
 And I say Buff to you again. 
 
 Buff never laughs, Buff never smiles, 
 
 In spite of all your cunning wiles, 
 
 But carries his face 
 
 With a very good grace, 
 
 And passes his stick to the very next place. 
 
 This must be said without laughing or smiling. Each player 
 in turn holds the stick and repeats the verses, those that 
 laugh or smile having, when it is over, to pay a forfeit. 
 
 The Ditto Game 
 
 This is another game in which laughter is forbidden. 
 The players sit close together in a silent circle. Whatever 
 the leader does the others have to do, but without smile or 
 sound. Perhaps the leader will begin by pulling the next 
 player's hair, and pass on to pat her cheek, or prod her sides, 
 or pinch her nose. 
 
 Statues 
 
 Another trial of composure. The players choose what 
 positions they will and become as still and as silent as statues. 
 One player is judge. It is his business to try and make the 
 statues laugh. All who laugh pay forfeits ; but the one who 
 keeps his face grave longest becomes " Judge." 
 
 Laughter 
 
 " Laughter " is just the opposite. The company sit in a 
 circle and the game is begun by one throwing a handkerchief 
 into the air. Immediately this is done every one must begin 
 
GAMES FOR A PARTY 27 
 
 to laugh and continue to laugh until the handkerchief touches 
 the ground. They must then stop or leave the circle. Grad- 
 ually all will leave but one, who must then perform by him- 
 self, if he is willing. 
 
 The Concerted Sneeze 
 
 One third of the company agree to say " Hish " all to- 
 gether at a given signal, another third agree to say " Hash," 
 and the rest agree to say " Hosh." The word of command is 
 then given, and the result is the sound as of a tremendous 
 sneeze. 
 
 Bingo 
 
 In " Bingo " the players begin by joining hands and 
 marching round, singing 
 
 There was a farmer had a dog 
 
 His name was Bobby Bingo O. 
 
 B, I, N, G, O, 
 
 B, I, N, G, O, 
 
 B, I, N, G, O, 
 
 And Bingo was his name O ! 
 
 The players then loose hands, the girls go inside the ring and 
 stand there, and the boys run round them singing the rhyme 
 again. Then the boys go inside and the girls run round them 
 and sing it. And then hands are taken once more and all 
 go round in the original circle singing it a fourth time. If 
 no boys are playing, the girls should arrange, before the game 
 begins, which shall personate them. 
 
 Robin's Alive 
 
 A good game for the fireside is " Kobin 's Alive." There 
 are so few children nowadays who have fireplaces that this can 
 be modified so that it is a good evening game for any quiet 
 group of children. Some one lights a piece of twisted paper 
 
28 WHAT SHALL WE DO NOW <? 
 
 or a stick of wood, twirls it rapidly in the air to keep it burn- 
 ing and says, as fast as he can, 
 
 Robin 's alive, and alive he shall be 
 
 If he dies in my hand you may back-saddle me, 
 
 and at once passes the paper on to the next player who in turn 
 recites the verse. The one in whose hand it finally goes out 
 is " back-saddled " in this way. He lies down on the floor 
 and the others pile cushions and chairs and books on him 
 while he repeats, 
 
 Rocks and stones and the old horse's bones 
 All this and more you may pile upon me. 
 
 The Mulberry Bush 
 
 The players join hands and go round and round in a ring, 
 singing 
 
 Here we go round the mulberry bush, the mulberry bush, the mulberry bush, 
 Here we go round the mulberry bush 
 On a fine and frosty morning. 
 
 They then let go hands and sing 
 
 This is the way we wash our clothes, wash our clothes, wash our clothes, 
 This is the way we wash our clothes 
 On a fine and frosty morning, 
 
 and as they sing they pretend to be washing. After the verse 
 is done they join hands again and dance round to the singing 
 of the mulberry bush chorus again, and so on after each verse. 
 The other verses are 
 
 (2) This is the way we iron our clothes. 
 
 (3) This is the way we wash our face. 
 
 (4) This is the way we comb our hair. 
 
 (5) This is the way we go to school (very sadly). 
 
 (6) This is the way we learn our book. 
 
 (7) This is the way we sew our seams. 
 
GAMES FOR A PARTY 29 
 
 And lastly and very gaily 
 
 (8) This is the way we come from school, 
 
 and then the chorus comes again, and the game is done. 
 
 Looby, Looby 
 
 This is another of the old country games in which the 
 players all have to do the same things. They first join hands 
 and dance round, singing 
 
 Here we dance Looby, looby, 
 
 Here we dance Looby light, 
 Here we dance Looby, looby, 
 
 All on a Saturday night. 
 
 Then, letting go of hands and standing still, they sing * 
 
 Pnt your right hands in, 
 
 Put your right hands out, 
 Shake them and shake them a little, 
 
 And turn yourselves about, 
 
 and at the same time they do what the song directs. Then 
 the dance and chorus again, and then the next verse, and so 
 on. This is the order 
 
 (2) Put your left hands in. 
 
 (3) Put your right feet in. 
 
 (4) Put your left feet in. 
 
 (5) Put your noddles in. 
 
 And finally 
 
 Put your bodies in, 
 
 Put your bodies out, 
 Shake them and shake them a little, 
 
 And turn yourselves about. 
 
 Orchestra 
 
 An ear-splitting game that is always great fun. The 
 players stand in rows before the leader or " conductor," who 
 sings a verse from any well-known nonsense or other song. 
 
3 o WHAT SHALL WE DO NOW ? 
 
 Then he says, pointing to one of the players, " and the first 
 violin played this simple melody," whereupon the two sing 
 the verse over again, the player imitating with his arms the 
 movements of a violin player, and with his voice the sound of 
 a squeaking fiddle. Then the conductor says, pointing to 
 another player, "and the big trombone played this simple 
 melody." Then the three sing together, the second player 
 imitating the sound of a trombone and the appearance of a 
 trombone player. This is continued until every one is playing 
 on an imaginary instrument, the conductor, of course, being 
 the only one who sings the words of the song. 
 
 A Good Fat Hen 
 
 A nonsensical game, useful in leading to forfeits. The 
 company sit in a row, and one of the end players begins by 
 saying, " A good fat ten." Each of the others in turn must 
 then say, " A good fat hen." The first player then says, 
 "Two ducks and a good fat hen," and the words pass down 
 the line. Then " Three squawking wild geese, two ducks, and 
 a good fat hen." And so on until the end is reached, in the 
 following order 
 
 Fourth round. Prefix : Four plump partridges. 
 
 Fifth round. " Five pouting pigeons. 
 
 Sixth round. Six long-legged cranes. 
 
 Seventh round. " Seven green parrots. 
 
 Eighth round. " Eight screeching owls. 
 
 Ninth round. " Nine ugly turkey-buzzards. 
 
 Tenth round. " Ten bald eagles. 
 
 The sentence has now reached a very difficult length : " Ten 
 bald eagles, nine ugly turkey-buzzards, eight screeching owls, 
 seven green parrots, six long-legged cranes, five pouting pig- 
 eons, four plump partridges, three squawking wild geese, two 
 ducks and a good fat hen." Any one making a mistake may 
 be made to pay a forfeit. 
 
GAMES FOR A PARTY 31 
 
 John Ball 
 
 The same game may be played also with " The House 
 that Jack Built," and there are other stories of a similar kind. 
 Among these the most amusing for a large party would per 
 haps be the old rhyme of " John Ball." 
 
 First round. John Ball shot them all. 
 Second round. John Block made the stock, 
 
 But John Ball shot them all. 
 Third round. John Brammer made the rammer, 
 
 John Block made the stock, 
 
 But John Ball shot them all. 
 Fourth round. John Wyming made the priming, 
 
 John Brammer made the rammer, 
 
 John Block made the stock, 
 
 But John Ball shot them all. 
 
 Fifth round. John Scott made the shot. . . . 
 Sixth round. John Crowder made the powder. . . . 
 Seventh round. John Puzzle made the muzzle. . . . 
 Eighth round. John Farrell made the barrel. . . , 
 Ninth round. John Clint made the flint. . . . 
 Tenth round. John Patch made the match. . . 
 
 In the tenth round, then, each player has to say 
 
 John Patch made the match, 
 John Clint made the flint, 
 John Farrell made the barrel, 
 John Puzzle made the muzzle, 
 John Crowder made the powder 
 John Scott made the shot, 
 John Wyming made the priming, 
 John Brammer made the rammer, 
 John Block made the stock, 
 
 But John Ball shot them all. 
 
 Chitterbob 
 
 There is also the old rhyme of " Chitterbob," but it is 
 usual in repeating this to say it all at once, in one round, and 
 not prolong the task. This is the rhyme : 
 
32 WHAT SHALL WE DO NOW ? 
 
 There was a man and his name was Cob 
 He had a wife and her name was Mob, 
 He had a dog and his name was Bob, 
 She had a cat and her name was Chitterbob. 
 
 "Bob," says Cob; 
 
 "Chitterbob," says Mob. 
 Bob was Cob's dog, 
 Mob's cat was Chitterbob, 
 
 Cob, Mob, Bob, and Chitterbob. 
 
 In the old way of playing " Chitterbob " a paper horn used to 
 be twisted into the player's hair for each mistake made in the 
 recitation, and at the end these horns could be got rid of only 
 by paying forfeits. 
 
 The Muffin Man 
 
 " The Muffin Man " is another variety. The players sit 
 in a circle, and the game is begun by one of them turning to 
 the next and asking, either in speech or in song 
 
 Oh, do yon know the muffin man, the muffin man, the muffin man ? 
 Oh, do you know the muffin man who lives in Drury Lane? 
 
 The reply is 
 
 Oh, yes I know the muffin man, the muffin man, the muffin man, 
 Oh, yes I know the muffin man who lives in Drury Lane. 
 
 Both players then repeat together 
 
 Then two of us know the muffin man, the muffin man, the muffin man, 
 Then two of us know the muffin man who lives in Drury Lane. 
 
 This done, the second player turns to the third and the same 
 question and answer are given ; but when it comes to the com- 
 ment 
 
 Then three of us know the muffin man, . . . 
 
 the first player also joins in. At the end therefore, if there are 
 eight people playing, the whole company is singing 
 
 Then eight of us know the muffin man, the muffin man, the muffin man, 
 Then eight of us know the muffin man who lives in Drury Lane. 
 
GAMES FOR A PARTY 
 
 33 
 
 Family Coach. 
 
 In " Family Coach " each player takes the name of a part of 
 a coach, as the axle, the door, the box, the reins, the whip, the 
 wheels, the horn ; or of some one connected with it, as the 
 driver, the guard, the ostlers, the landlord, the bad-tempered 
 passenger, the cheerful passenger, the passenger who made 
 puns, the old lady with the bundle, and the horses wheelers 
 and leaders. One player then tells a story about the coach, 
 bringing in as many of these people and things as he can, and 
 as often. Whenever a person or thing represented by a 
 player is mentioned, that player must stand up and turn 
 round. But whenever the coach is mentioned the whole 
 company must stand up and turn round. Otherwise, forfeits. 
 A specimen story is here given as a hint as to the kind of 
 thing needed : 
 
 " There 's the railway, of course," said Mr. Burly, "and there's the motor 
 wagonette, and you've all got bicycles; but let's go to London in the old- 
 fashioned way for once ; let 's go in the Family Coach." These words delighted 
 everybody. " Oh, yes," they all cried, " let 's go in the Family Coach." It was 
 therefore arranged, and John the Coachman had orders to get everything ready. 
 This was no light matter, for the Family Coach had not been used for many years, 
 and it would need to be taken to the coachbuilder's at once and be overhauled. 
 So the next morning it lumbered off, and it did not come back for a week ; but 
 when it did there was a change indeed. The wheels had been painted red, the 
 axles had been tested, the springs renewed, the inside re-lined, the roof freshly 
 upholstered, and the whole made bright and gay. At last the morning came, a 
 clear, sunny day, and punctually at nine John rattled up to the door. The horses 
 stood there pawing the ground, as if ready to gallop all the way. John had a 
 new coat and hat, and Tim and Peter, the grooms, were also in new livery. 
 Every one was ready. First came Mr. Burly in a wonderful great overcoat, and 
 then Mrs. Burly in furs. Then Uncle Joshua, then Aunt Penelope, and then the 
 three girls and two boys. How they all found room I don't know, but they did. 
 "Are we all ready?" said Mr. Burly. "All ready," said Uncle Joshua. So 
 Tim and Peter sprang away from the horses' heads, crack went the whip, round 
 went the wheels, Uncle Joshua blew the horn, and the old Family Coach was fairly 
 on its journey. 
 
 It was a splendid ride. John kept his horses going at a grand pace and 
 
34 WHAT SHALL WE DO NOW ? 
 
 hardly used the whip at all, the wheels ran smoothly over the road, and whenever 
 we passed through a village Uncle Joshua blew the horn. We stopped at Thorn- 
 minster for lunch. John brought us up to the inu door in style, and the land- 
 lord came out rubbing his hands and helped Mrs. Burly and Aunt Penelope down 
 with a flourish. " Proud to see you, sir," he said to Mr. Burly. " It is seldom 
 enough that folks travel nowadays in an old Family Coach. I wish there were 
 more of them." 
 
 After lunch we went along in the same splendid way until suddenly round 
 a corner came a donkey-cart with the donkey braying at the top of his voice. 
 John pulled the horses well over to the side, but the braying was too much for 
 them, and they rolled into the ditch. In a moment the old Family Coach was 
 overturned. Mr. Burly was shot into the field across the hedge, Uncle 
 Joshua, grasping the horn, landed in a pond, John and Aunt Penelope, Mrs. 
 Burly and the grooms all stuck in the hedge. No one was hurt, but two of the 
 wheels were broken to pieces and one axle was bent, and that was therefore 
 the last of the old Family Coach. So we never got to London in the old way 
 after all. 
 
 If this story is not long enough, it can be lengthened. The 
 words in italics are those to be distributed among the com- 
 pany, each player taking more than one if necessary. When 
 the accident comes they might all fall down as they are 
 mentioned. In the case of the wheels and the horses, these 
 may either be taken all four by one player, or eight players 
 may share them. Thus, when the wheels are mentioned, all 
 four players who have taken the wheels would stand up and 
 turn round, and four others when the horses were alluded to. 
 
 The Traveler, and the Bicyclist 
 
 " The Traveler " is a favorite variety of the " Family 
 Coach." In this game a player with a ready tongue is chosen 
 as traveler, and the others are given such names as landlord, 
 bell-boy, clerk, waiter, chambermaid, electric light, elevator^ 
 bed, supper, paper, sitting-room, bedroom, steam-radiator, 
 slippers, and so on. The traveler is then supposed to arrive 
 and give his orders. " Can I have a room to-night ? Good. 
 And how soon will supper be ready ? Ask the bell-boy to take 
 
GAMES FOR A PARTY 35 
 
 my satchels up to my room. Show me to my room and send up 
 the papers" And so on, each person named having to stand 
 up or be booked for a forfeit. 
 
 This game lends itself to various new forms. One might be 
 called " The Bicyclist " and run thus : A player having been 
 chosen as the bicyclist, the others take as many bicycling 
 names (or two names each might add to the fun) as there are 
 players. Thus lamp, wick, oil, handle-bars, spokes, tires, 
 chain, pump, nuts, bell, hedges, fields, sheep, roads, hill, dog. 
 This settled, the bicyclist will begin his story, something in 
 this style : 
 
 It looked so fine this morning that I determined to go for a long ride. So 
 I got out the pump and blew up the tires, put the monkey-wrench to a few nuts, 
 filled the lamp, trimmed the wick, polished up the bell and the handle-bars, and 
 started off. The roads were perfect. The fields were shining with dew, the 
 hedges were sweet with honey-suckle, and I skimmed along like the wind 
 until suddenly, at the turn at the foot of Claymore Hill, I rode bang into a flock 
 of sheep and came down with a smash. You never saw such a ruin. The lamp 
 and bell were lost completely, the handle-bars were twisted into corkscrews, the 
 tires were cut to ribbons, the spokes looked like part of a spider's web, my hands 
 and my knees were cut, and the worst of it was that the shepherd's dog mistook 
 me for an enemy and I had to beat him off with the monkey-wrench, until the 
 farmer heard the noise and came to the rescue. 
 
 During this story all the players named would, in the or- 
 dinary way, stand up for a moment when their adopted 
 names were mentioned, except at the point when the accident 
 occurs, and then every player bearing the name of a part of 
 the bicycle the handle-bars, spokes, tires, chain, air-pump, 
 lamp, wick, bell, monkey-wrench, pump, nuts should fall to 
 the ground. 
 
 Drawing-Room Acrobatics 
 
 There are various feats which can be performed in a small 
 room without injury to furniture. To lie flat on the floor on 
 one's back and be lifted into an upright position by a pair of 
 
3 6 WHAT SHALL WE DO NOW <? 
 
 hands under the back of the head, keeping stiff all the time, is 
 a favorite accomplishment. Another is to bend over and 
 touch the floor with the tips of the fingers without bending 
 the knees. Another is, keeping your feet behind a line, to see 
 who, by stretching along the ground supported on the left 
 hand only, can place a penny with the right hand the farthest 
 distance and get back again to an upright position behind the 
 line without moving the feet or using the right hand for a 
 support. This done, the penny must be recovered in the same 
 way. 
 
 Another feat is, keeping your feet together and one arm 
 behind you, to see how far back from the wall it is possible to 
 place your feet (remembering that you have to get into an up- 
 right position again) while you lean forward supported by the 
 other hand laid flat against the wall. 
 
 Another is to keep the toes to a line, and kneel down and 
 get up again without using the hands. 
 
 Another is to make a bridge of your body from chair to 
 chair, resting the back of your neck on one and your heels on 
 the other. This is done by beginning with three chairs, one 
 under the back, and then when you are rigid enough having 
 the third one removed. 
 
 Acrobatic Impossibilities 
 
 If you hold your hands across your chest in a straight 
 line with the tips of the forefingers pressed together, it will be 
 impossible for any one else, however strong, to hold by your 
 arms and pull those finger-tips apart. 
 
 It is quite safe to stand a person against the wall with 
 his heels touching it, and, laying a shilling on the floor a foot 
 or so in front of him, to say it will be his if he can pick it up 
 without moving his heels from the wall. 
 
 Another impossible thing is to stand sideways against the 
 
GAMES FOR A PARTY 
 
 37 
 
 wall with your left cheek, left heel, and left leg touching it, 
 and then raise the right leg. 
 
 The Trussed Fowls 
 
 In this contest two boys are first trussed. Trussing con- 
 sists of firmly tying wrists and ankles, bringing the elbows 
 down below the knees and slipping a stick along over one el- 
 
 A TRUSSED FOWL 
 
 bow, under both knees and over the other elbow, as in the 
 picture. The game is, for the two fowls to be placed opposite 
 each other with their feet just touching, and for each then to 
 strive to roll the other over with his toes. 
 
38 WHAT SHALL WE DO NOW *? 
 
 The Candle-Lighters 
 
 Another balancing game. Two boys face each other, 
 each with a candle, one of which is lighted and the other not 
 Kneeling on the right knee only and keeping the left leg en- 
 tirely off the ground, they have to make one candle light the 
 other. 
 
 Hat and Cards 
 
 A tali nat is placed in the middle of the room and a pack 
 of cards is dealt out to the players seated round it. The 
 game is to throw the cards one by one into the hat. 
 
 Tug of War 
 
 This is properly an outdoor game, but in a big room in- 
 doors it is all right. The two sides should be even in num- 
 bers, at any rate in the first pull. In the middle of the rope 
 a handkerchief is tied, and three chalk lines a yard apart are 
 made on the floor. The sides then grasp the rope, the cap- 
 tain of each side, whose duty it is to encourage his men by 
 cheering cries, having his hands about a yard and a half from 
 the handkerchief. The rope is then trimmed by the umpire 
 until the handkerchief comes exactly over the middle one of 
 the three lines. On the word being given, each side has to 
 try and pull the rope so that the handkerchief passes over the 
 chalk line nearest it. The best of three decides the victory. 
 For the sake of sport it is better, if one side is much weaker 
 than the other, to add to it until the balance of strength is 
 pretty even. 
 
 High Skip 
 
 The players stand in as wide a circle as the size of the 
 room allows, with one player in the middle. He has a rope 
 or heavy cord in his hand with some object, rather heavy but 
 not hard, tied to it, such as a small cushion or a large bunch 
 
GAMES FOR A PARTY 39 
 
 of rags. Stooping down, he begins swinging this around the 
 circle. As it comes to them the players must jump over the 
 cord. As the cushion is swung faster and faster it goes 
 higher and is more difficult to jump over. The first one to 
 miss takes the place of the person swinging the rope, who is 
 not allowed to raise his hand higher than his knee. 
 
 Parlor Football 
 
 In this game goals are set up at each end of the room, the 
 players are provided with fans, and the football is a blown hen's 
 egg, which is wafted backward and forward along the floor. 
 
 Balloon 
 
 A string is stretched across the room at a height of about 
 three or four feet. The players divide into sides and line up 
 on each side of the string. The balloon is then thrown up, 
 the game being to keep it in the air backward and forward 
 over the string, so that if it falls it will fall in the other side's 
 camp. It ought to be tapped with the back of the fingers 
 and not hit hard. 
 
 Tissue-Paper Race 
 
 In this game tissue-paper is cut into pieces three or four 
 inches square. As many squares as there are players are 
 placed in a line at one end of the room, and at the other are 
 placed two books, or other objects, a foot or so apart At the 
 word of command each competitor, who is armed with a Jap- 
 anese fire-screen or fan, starts to fan his square through the 
 goal-posts. For the sake of distinguishing them it is better to 
 mark the papers or have them of different colors. A com- 
 petitor may not fan any other square except by accident. 
 
 Walking Spanish 
 
 This game should not be played unless there are some older, 
 stronger players to prevent possible accidents, but it is very 
 
4 o WHAT SHALL WE DO NOW * 
 
 amusing. Each player in turn goes to the end of the room, 
 takes a cane or umbrella, puts his head down on the handle, 
 closes his eyes and, stooping over thus, whirls rapidly about 
 six times, not moving the point of the cane from its original 
 position. Then instantly he straightens up and tries to walk 
 steadily the length of the room along a string laid down or 
 line marked. The one who steps nearest to the line all the 
 time is the winner. 
 
 Potato Race 
 
 This is a good game for a hall or landing. Two baskets 
 are needed, which are placed at one end of the hall about two 
 yards apart, and then in a line from each basket are placed 
 potatoes, at intervals of a yard or so all down the floor, an 
 equal number to each line. Any even number of competitors 
 can play, the race being run in heats. Each competitor is 
 armed with a long spoon, and his task is to pick up all the po- 
 tatoes on his line and return them to the basket before Lis op- 
 ponent can. Each potato must be carried to the basket in 
 turn, and if dropped on the way must be picked up again 
 before another can be touched, and the spoon only must be 
 used. Any help from the other hand or from th , foot dis- 
 qualifies. 
 
 Fire-Buckets 
 
 At a fire in the country, where there is no hos-, a line of 
 men extends from the burning house to the nearest por,d, and 
 buckets are continually being passed along this li&8. Hence 
 the name by which this excellent game is called here. It is 
 played thus. A large number of miscellaneous and unbreaka- 
 ble articles balls, boots, potatoes, books, and so on are 
 divided into two exactly equal groups, and each group is 
 placed in a clothes basket. The company then forms into two 
 
GAMES FOR A PARTY 41 
 
 equal lines, and each chooses a captain. Each captain stands 
 by the basket at one end of his line, at the other end being a 
 chair and another player standing by that. At the word 
 " Start," the articles are handed one by one by the captain to 
 the first player in the line, and passed as quickly as possible 
 without dropping to the player by the chair. As they come 
 to him he piles them on the chair (without dropping any) until 
 all are there, and then returns them with equal speed until the 
 basket is filled again. The side which finishes first is the 
 winner. If an article is dropped it must be picked up before 
 any other of the articles can pass the player who dropped it. 
 
 Forfeits 
 
 In many of the games already described mention has been 
 made of " Forfeits." They do not now play quite so important 
 a part in an evening's entertainment as once they did, but they 
 can still add to the interest of games. " Paying a forfeit " 
 means giving up to the player who is collecting forfeits some 
 personal article or other a knife, a pencil, a handkerchief 
 which, at the end of the game, or later in the evening, has to 
 be recovered by performing whatever penance is ordered. 
 When the time comes for " crying the forfeits," as it is called, 
 the player who has them sits in a chair, while another player, 
 either blindfolded or hiding her eyes, kneels before her, the 
 remaining players standing all around. The first player then 
 holds up a forfeit, remarking, " I have a thing, and a very 
 pretty thing. Pray what shall be done to the owner of this 
 pretty thing ? " To which the blindfolded one replies by ask- 
 ing, " Is it fine or superfine ? " meaning, Does it belong to a 
 boy (fine) or a girl (superfine) ? The answer is either " It is 
 fine," or " It is superfine," and the blindfolded one then an- 
 nounces what its owner must do to get possession of it again. 
 Of stock penances there are a great number, most of which 
 
42 WHAT SHALL WE DO NOW ? 
 
 are tricks which, once known, are necessarily very tame after- 
 ward. In the case of those that follow, therefore, something 
 definite and practical is required. 
 
 Frown for a minute. 
 
 Dance for a minute. 
 
 See how many you can count in a minute. 
 
 Say the alphabet backward. 
 
 Do the exact opposite of three things ordered by the company. 
 
 Crow like a cock. 
 
 Say " Gig whip " ten times very rapidly. 
 
 Say " Mixed biscuits " ten times very rapidly. 
 
 Say rapidly : " She stood on the steps of Burgess's Fish Sauce Shop selling 
 shellfish." 
 
 Say rapidly: "Peter Piper picked a peck of pickled pepper. A peck of 
 pickled pepper Peter Piper picked. If Peter Piper picked a peck of pickled 
 pepper, where is the peck of pickled pepper Peter Piper picked? " 
 
 Count fifty backward. 
 
 Repeat a nursery rhyme. 
 
 Hold your hands behind you, and, keeping them there, lie down and get 
 up again. 
 
 Hold your hands together and put them under your feet and over your 
 head. 
 
 Walk round the room balancing three books on your head without using 
 your hands. 
 
 Smile to the prettiest, 
 Bow to the wittiest, 
 And kiss the one you love the best. 
 
 Yawn until you make some one else yawn. 
 
 Push your friend's head through a ring. (Put your finger through a ring 
 and push your friend's head with the tip.) 
 
 Place a straw on the floor so that you can't jump over it. (Very close to 
 the wall.) 
 
 Put a chair on a table, take off your shoes and jump over them. (Over 
 your shoes. ) 
 
 Leave the room with two legs and come in with six. (Bring in a chair.) 
 
 Repeat five times without mistake, " A rat ran over the roof of the house 
 with a lump of raw liver in his mouth." 
 
 Repeat ten times rapidly, "Troy boat." 
 
 Ask a question to which "no" cannot be answered. (What does y-e-a 
 spell?) 
 
GAMES FOR A PARTY 43 
 
 Shake a dime off your forehead. (The coin is wet and some one presses it 
 firmly to the forehead of the one to pay the forfeit, who must keep his eyes 
 closed. The dime is taken away, but the forfeit player still feels it there and 
 tries to shake it off.) 
 
 Repeat a verse of poetry, counting the words aloud. Mary (one) had (two) 
 a (three) little (four) lamb (five). 
 
 Dance in one corner, cry in another, sing in another, and fall dead in the 
 fourth. 
 
 Two forfeits may be redeemed at once by blindfolding 
 two players, handing them each a glass of water, and bidding 
 them give the other a drink. This, however, can be a very 
 damp business. 
 
 The old way of getting rid of a large number of forfeits 
 was to tell their owners to hold a cats' concert, in which each 
 sings a different song at the same time. Perhaps it would be 
 less noisy and more interesting if they were told to personate 
 a farm-yard. 
 
 Auctioning Prizes 
 
 A novel way of awarding prizes is to auction them. Each 
 guest on arrival is given a small bag instead of a tally card. 
 These bags are used to hold beans, five of which are given to 
 all the players that progress at the end of each game. After 
 the playing stops the prizes are auctioned. Of course the per- 
 son who has the greatest number of beans can buy the best 
 prizes ; so that besides making a great deal of fun, the distri- 
 bution is entirely fair. 
 
DRAWING GAMES 
 
DRAWING GAMES 
 
 MANY persons, when a drawing game is suggested, 
 ask to be excused on the ground of an inability to 
 draw. But in none of the games that are described 
 in this chapter is any real drawing power necessary. The ob- 
 ject of each game being not to produce good drawings but to 
 produce good fun, a bad drawing is much more likely to lead 
 to laughter than a good one. 
 
 Five Dots 
 
 All children who like drawing like this game ; but it is 
 particularly good to play with a real artist, if you have one 
 among your friends. You take a piece of paper and make 
 five dots on it, wherever you like scattered about far apart, 
 close together (but not too close), or even in a straight line. 
 The other player's task is to fit in a drawing of a person with 
 one of these dots at his head, two at his hands, and two at his 
 feet, as in the examples on page 48. 
 
 Outlines or Wiggles 
 
 Another form of " Five Dots " is " Outlines." Instead of 
 dots a line, straight, zigzag, or curved, is made at random on 
 the paper. Papers are then exchanged and this line must be 
 fitted naturally into a picture, as in the examples on page 49. 
 
 A good way to play Wiggles when there are a number of 
 people to play, is to mark the same line for all the players, 
 either by pressing down very hard with a hard pencil so that 
 the line can be traced from one piece of paper to another, or 
 with carbon copy paper between the sheets. Thus each per- 
 son has the same line, and the one who uses his in the most 
 
 47 
 
48 
 
 WHAT SHALL WE DO NOW 
 
 FIVE Dora 
 
DRAWING GAMES 
 
 49 
 
 OUTLINES 
 
50 WHAT SHALL WE DO NOW * 
 
 fantastic and unexpected way is the winner. The only rule 
 about making the line is that a circle shall not be made. The 
 two ends must be left ready to add the rest of the design. It 
 is well sometimes to limit the pictures to human faces, as this 
 makes the grotesque unlikeness of the drawings all the more 
 absurd. 
 
 Eyes-Shut Drawings 
 
 The usual thing to draw with shut eyes is a pig, but any 
 animal will do as well (or almost as well, for perhaps the pig's 
 curly tail just puts him in the first place). Why it should be 
 so funny a game it is difficult quite to explain, but people 
 laugh more loudly over it than over anything else. There is 
 one lady at least who keeps a visitor's book in which every 
 one that stays at her house has to draw an eyes-shut pig. 
 The drawings are signed, and the date is added. Such a guest 
 book is now manufactured, bound in pig skin, or in cloth. 
 
 " Ghosts of My Friends " 
 
 While on the subject of novel albums the " Ghost of My 
 Friends" might be mentioned. The "ghost" is the effect 
 produced by writing one's signature with plenty of ink, and 
 while the ink is still very wet, folding the paper down the 
 middle of the name, lengthwise, and pressing the two sides 
 firmly together. The result is a curious symmetrically-shaped 
 figure. Some people prefer " ghosts " to ordinary signatures 
 in a visitors' book. 
 
 The " Book of Butterflies " is on the same order. With 
 the book come four tubes of paint. The paint is squeezed on 
 the page, which is doubled and flattened. The effects are very 
 beautiful, and surprisingly lifelike. 
 
 Another guest book is the " Hand-o-graph," in which the 
 outline of the hand of each guest is kept. The " Thumb-o- 
 graph -' is on the same principle, except that in this case the 
 
DRAWING GAMES 
 
 imprint of the guest's thumb is preserved, made from an ink 
 pad supplied with the book. 
 
 A remarkable collection can be made of ink-blot pictures. 
 A drop of ink, either round as it naturally falls, or slightly 
 lengthened with a pen, is dropped on paper which is then 
 folded smartly together and rubbed flat. The most surprising 
 designs are the result, some of which, aided a little by the 
 pen, look like landscapes, figures and complicated geometric 
 designs. 
 
 Drawing Tricks 
 
 Six drawing tricks are illustrated on this page. One (1) 
 is the picture of a soldier and a dog leaving a room, drawn 
 
 *. 
 
 DBA WING TRICKS 
 
 with three strokes of the pencil. Another (3) is a sailor, drawn 
 with two squares, two circles, and two triangles. Another 
 (5), Henry VIII, drawn with a square and nine straight lines. 
 Another (6), invented for this book, an Esquimaux waiting to 
 harpoon a seal, drawn with eleven circles and a straight line. 
 The remaining figures are a cheerful pig and a despondent pig 
 (4), and a cat (2), drawn with the utmost possible simplicity. 
 
 Composite Animals 
 
 In this game the first player writes the name of an animal 
 at the top of the paper and folds it over. The next writes an- 
 other, and so on until you have four, or even five. You then 
 
WHAT SHALL WE DO NOW 
 
 The and the pussy-Skweat 
 
 -reen 
 
 They UK 
 Wrapped up in. a 
 
 The V^k looked up 
 II a small 
 
 of 
 
 ^ f'Yl ^^^^^^^ 
 
 O lovely lltf'-y O yf-y my love 
 
 w-* a beau* 
 
 \J*Z 
 
 UR 
 
DRAWING GAMES 
 
 53 
 
 or a 
 
 They C-yf-ed away / 
 
 wKere the S 
 
 9iongwehave 
 
 P 
 
 -ned 
 
 ilK a at tKe end of fits 
 
 Kts 
 
 WtlK aQat tfie end of (\is> 
 
54 WHAT SHALL WE DO NOW ? 
 
 unfold the papers and draw animals containing some feature 
 of each of those named. 
 
 Invented Animals 
 
 A variation of this game is for the players to draw and 
 describe a new creature. On one occasion when this game was 
 played every one went for names to the commoner advertise- 
 ments. The best animal produced was the Hairy Coco, the 
 description of which stated, among other things, that it was 
 fourteen feet long and had fourteen long feet. 
 
 A good guessing contest is to supply every person with a 
 slip of paper on which is written the name of an animal. He 
 draws a picture of it and these pictures are all exhibited signed 
 with the artist's name. The person who guesses correctly the 
 subjects of the greatest number of them wins. 
 
 Heads, Bodies, and Tails 
 
 For this game sheets of paper are handed round and each 
 player draws at the top of his sheet a head. It does not mat- 
 ter in the least whether it is a human being's or a fish's head, 
 a quadruped's, a bird's, or an insect's. The paper is then 
 turned down, two little marks are made to show where the 
 neck and body should join, and the paper is passed on for the 
 body to be supplied. Here again it does not matter what 
 kind of body is chosen. The paper is then folded again, 
 marks are made to show where the legs (or tail) ought to be- 
 gin, and the paper is passed on again. After the legs are 
 drawn the picture is finished. 
 
 Pictures to Order 
 
 Each player sits, pencil in hand, before a blank sheet of 
 paper, his object being to make a picture containing things 
 chosen by the company in turn. The first player then names 
 the thing that he wants in the picture. Perhaps it is a tree. 
 
DRAWING GAMES 55 
 
 He therefore says, " Draw a tree," when all the players, him- 
 self included, draw a tree. Perhaps the next says, " Draw 
 a boy climbing the tree " ; the next, " Draw a balloon caught 
 in the top branches " ; the next, " Draw two little girls look- 
 ing up at the balloon " ; and so on, until the picture is full 
 enough. The chief interest of this game resides in the diffi- 
 culty of finding a place for everything that has to be put 
 in the picture. A comparison of the drawings afterward is 
 usually amusing. 
 
 Hieroglyphics, or Picture- Writing 
 
 As a change from ordinary letter- writing, " Hieroglypu- 
 ics " are amusing and interesting to make. The best ex- 
 planation is an example, such as is given on pages 52 and 53, 
 the subject being two verses from a favorite nursery song. 
 
 Pictures and Titles 
 
 Each player draws on the upper half of the paper an 
 historical scene, whether from history proper or from family 
 history, and appends the title, writing it along the bottom of 
 the paper and folding it over. The drawings are then passed 
 on and each player writes above the artist's fold (or on another 
 sheet of paper) what he thinks they are meant to represent, 
 and folds the paper over what he has written. In the accom- 
 panying example the title at the bottom of the paper is what 
 the draughtsman himself wrote; the others are the other 
 players' guesses. 
 
56 WHAT SHALL WE DO NOW 
 
 Various Descriptions by the Players 
 
 The Abbot of Christchnrch, near Bournemouth, surveys the scaffolding of the 
 abbey. 
 
 The end of the Paris Exhibition. 
 
 An old man coming back to the home of his childhood, looks across the river, 
 where a duck is swimming, to the dilapidated cathedral and town which repre- 
 sent the stately piles he remembered. 
 
 The building of the Ark. 
 
 The Artist's Description 
 
 The Last Man surveying the ruins of the Crystal Palace. 
 
WRITING GAMES 
 
WRITING GAMES 
 
 MANY of the games under this heading look harder 
 than they really are. But the mere suggestion of a 
 writing game is often enough to frighten away 
 timid players who mistrust their powers of composition al- 
 though the result can be as funny when these powers are small 
 as when they are considerable. The race is not always to the 
 swift, nor the battle to the strong. 
 
 Simple Acrostics 
 
 There are " Simple Acrostics " and " Double Acrostics." 
 The simple ones are very simple. When the players are all 
 ready a word is chosen by one of them, either from thought 
 or by looking at a book and taking the first promising one that 
 occurs. Perhaps it is " govern." Each player then puts the 
 letters forming " govern " in a line down the paper, and the 
 object of the game is to find, in a given time, words beginning 
 with each of those letters. Thus, at the end of time, one 
 player might have 
 
 G ravy 
 O range 
 V iolet 
 E sther 
 Robin 
 N umbskull 
 
 The players then describe their words in turn, one letter going 
 the round before the next is reached, and from these descrip- 
 tions the words have to be guessed, either by any player who 
 likes or by the players in turn. The player whose paper we 
 
 have quoted might describe his words like this : G 
 
 59 
 
60 WHAT SHALL WE DO NOW ? 
 
 " Something that makes hot beef nice " ; O " A fruit " ; 
 
 Y "A flower"; E "A girl's name"; K "A 
 
 bird " ; and N " A name for a silly person." If any one 
 
 else has the same word neither of you can score it, and it is 
 therefore important to seek for the most unlikely words. 
 
 Another way of playing " Simple Acrostics " is to insist 
 on each word being the same length. Thus " govern " might 
 be filled in by one player thus : 
 
 G rave 
 O ddly 
 V erse 
 E arth 
 R ebel 
 N inth 
 
 Double Acrostics 
 
 In " Double Acrostics " the game is played in precisely 
 the same way, except that the letters of the word, after hav- 
 ing been arranged in a line down the paper, are then arranged 
 again in a line up the paper, so that the first letter is op. 
 posite the last, and the last opposite the first. Thus : 
 
 G N 
 
 O R 
 
 V E 
 
 E V 
 
 R O 
 
 N G 
 
 The players have then to fill in words beginning and ending 
 with the letters as thus arranged. One paper might come out 
 thus : 
 
 G rai N 
 O rde R 
 V eraatil E 
 E . . . V 
 R apall O 
 N othin Q 
 
WRITING GAMES 61 
 
 This word is rather a hard one on account of the E and V. 
 As a rule, words of only three letters are not allowed in 
 " Acrostics," nor are plurals. That is to say, if the word has 
 to end in " S," one must not simply add " S " to an ordinary 
 word, such as " grooms " for G S, but find a word ending 
 naturally in " S," such as " Genesis." 
 
 It is not necessary to invert the same word in order to 
 get letters for the ends of the words. Two words of equal 
 length can be chosen and arranged side by side. Thus (but 
 this is almost too difficult an example) : 
 
 D K 
 
 I I 
 
 c P 
 
 K L 
 
 E I 
 
 N N 
 
 S G 
 
 " Acrostics " may be made more difficult and interesting 
 by giving them a distinct character. Thus, it may be decided 
 that all the words that are filled in must be geographical, or 
 literary, or relating to flowers. 
 
 Fives 
 
 " Fives " is a game which is a test also of one's store of 
 information. A letter is chosen, say T, and for a given time, 
 ten minutes perhaps, the players write down as many names 
 of animals beginning with T as they can think of. The first 
 player then reads his list, marking those words that no one 
 else has and crossing off all that are also on other players' 
 papers. Then the names of vegetables (including flowers, trees, 
 and fruit) are taken ; then minerals ; then persons ; and then 
 places. The player who has most marks wins the game. 
 
 A variety of this game is to take a long word, say " ex- 
 traordinary," and within a given time to see how many smaller 
 
62 WHAT SHALL WE DO NOW ? 
 
 words can be made from it, such as tax, tin, tea, tear, tare, 
 tray, din, dray, dairy, road, rat, raid, and so on. 
 
 Lists 
 
 " Lists " is a variety of " Fives." Paper is provided, and 
 each player in turn calls out something which the whole com- 
 pany write down. Thus, suppose there are five players and 
 you decide to go round three times : the first may say a river ; 
 the second, a doctor ; the third, a complaint ; the fourth, a 
 play ; the fifth, a State in the Union ; the first again, a mu- 
 sical instrument; the second again, a poet; and soon, until 
 the fifteen things are all written down. Each paper will then 
 have the same list of fifteen things upon it. One of the com- 
 pany then opens a book at random, and chooses, say, the first 
 letter of the third word in the first line. Perhaps it is T. 
 For a given time each player has to supply his list with an- 
 swers beginning with T. At the call of time one of the papers 
 may present this appearance : 
 
 A river ..... Tees 
 
 A doctor Mr. Treves 
 
 A complaint .... Tic Doloreux 
 
 A play Timon of Athens 
 
 A state in the Union . . . Tennessee 
 
 A musical instrument . . Trombone 
 
 A poet Tennyson 
 
 A flower . Trefoil 
 
 A mineral Tin 
 
 A lake Tanganyika 
 
 A tree Tulip 
 
 A country Turkey. 
 
 An author Trollope 
 
 An artist Taderna 
 
 A preacher .... Talmage 
 
 Each player in turn reads his list aloud, strikes off those 
 words that others also have, and puts a mark against the rest. 
 The specimen list here given is too simple to be called a good 
 
WRITING GAMES 63 
 
 one. Players should reject the first thing that comes into 
 their thoughts, in favor of something less natural. 
 
 Buried Names 
 
 The first thing for the players to do is to decide what 
 kind of name they will bury. The best way is to call out 
 something in turn. Thus, if there are four players they may 
 decide to bury the name of an author, a girl, a town, and a 
 river. Each player writes these down and a fixed time is 
 given for burial, which consists in writing a sentence that shall 
 contain the name somewhere spelled rightly but spread over two 
 words, or three if possible. At the end of the time the sen- 
 tences are read aloud in turn, while the others guess. Of 
 course, the whole game may be given up to burying only one 
 kind of name, but variety is perhaps better. Examples are 
 given : 
 
 An author : I like to keep the yew; in good, order. 
 A girl : The boy was cruel, lazy and obstinate. 
 A town : Clothes that are new have no need of brushing. 
 A river : To see spoil* ham especially annoys me. 
 
 It is permissible to bury the name in the middle of one 
 longer word, but it is better to spread it over two or three. 
 Perhaps the best example of a buried English town is this : 
 " The Queen of Sheba sings to keep her spirits up." This is 
 good, because the sentence is natural, because of the unusual 
 number of words that are made use of in the burial, and be- 
 cause in reading it aloud the sound of the buried town is not 
 suggested. 
 
 Letters and Telegrams 
 
 In this game you begin with the Letter. The first thing 
 to write is the address and "My dear ," choosing whom- 
 ever you like, but usually, as in " Consequences," either a pub 
 
64 WHAT SHALL WE DO NOW ? 
 
 lie person or some one known, if possible, to every one pres- 
 ent. The paper is then folded over and passed on. The next 
 thing to write is the letter itself, which should be limited to 
 two minutes or some short period, and should be the kind of 
 letter that requires a reply. The paper is folded and passed 
 on again, and the subscription, " Believe me yours sincerely," 
 or whatever adverb you choose, and the signature are then 
 added. (These may be divided into two separate writings if 
 you like.) The signature should be that of another public per- 
 son, or friend, relation or acquaintance of the family. The 
 paper is then passed on once more, and a reply to the letter, 
 in the form of a telegram, is written. That is to say, you 
 must say as much as you can in ten words. Example : 
 
 THE LETTEB 
 
 The first player writes : My dear Buffalo Bill. 
 
 The second player writes : Can you give me any information about suitable 
 songs for our village choir? 
 
 The third player writes : Believe me yours slavishly. 
 The fourth player writes : Kitchener of Khartoum. 
 
 THE REPLY TELEGRAM 
 
 The fifth player writes : Be with you to-morrow. Have sheets aired. Am 
 bringing everything. 
 
 Telegrams 
 
 There is also the game of " Telegrams." In this the first 
 thing to write is the name of the person sending the telegram. 
 The paper is then passed on, and the name of the person to 
 whom it is sent is written. The papers are then passed on 
 again and opened, and the players in turn each say a letter of 
 the alphabet, chosen at random, until there are ten. As these 
 are spoken, each player writes them on the paper before him, 
 leaving a space after it ; so that when the ten are all written 
 down his paper may look like this : 
 
WRITING GAMES 65 
 
 H 
 
 . A . . . 
 
 p 
 
 . . N . 
 
 W. . 
 
 . E. . . 
 
 K. 
 
 . . S. . . 
 
 T - . 
 
 . 
 
 
 
 From the DUKE OF YORK 
 
 To BARNUM AND BAILEY. 
 
 F. 
 
 A period of five minutes or more is then allowed in which 
 to complete the telegram, the message having to be ten 
 words long, and each word to begin, in the same order, with 
 these letters. The players should, as far as possible, make the 
 telegrams reasonable, if not possible. Thus, the form given 
 above might, wnen finished, read like this : 
 
 From the DUKE OF YORK 
 
 To BARNUM AND BAILEY. 
 
 Have Awning Prepared Next 
 
 Wednesday Evening Kindly Send Five 
 Tickets 
 
 In calling out the ten letters which are to be used in the tele- 
 gram, it is well to avoid the unusual consonants and to have a 
 vowel here and there. 
 
 An amusing variety is for all the players to compose tele- 
 grams on the same subject ; the subject being given before- 
 hand. Thus it might be decided that all the telegrams should 
 be sent from President Roosevelt to Alice in Wonderland ask- 
 ing for her views on the tariff. Then having completed these 
 messages, the answers may also be prepared, using the same 
 letters. But, of course, as in all games, family matters work 
 out more amusingly than public ones. 
 
 Initials 
 
 Paper is handed round, and each player thinks of some 
 public person, or friend or acquaintance of the company, and 
 writes in full his or her Christian name (or names) and sur- 
 
66 WHAT SHALL WE DO NOW <? 
 
 name. Then, for, say, five minutes, a character sketch of the 
 person chosen has to be composed, each word of which begins 
 with the initial letter of each of the person's names, repeated 
 in their right order until the supply of thought gives out or 
 time is up. Thus, suppose the person chosen is Frank Richard 
 Stockton, the story writer. The character sketch might 
 run : 
 
 F ancifully R ecounts S trange F reakish R oraantic S tories. F inds 
 R isibility S urely. Frequently R aisea S miles. 
 
 An occasional " and " and " of " may be dropped in if neces- 
 sary. Where one of the names begins with a vowel (such as 
 William ^vvart Gladstone) the character sketch can be made 
 to run more easily. 
 
 It is sometimes more amusing to give every one the same 
 names to work on ; and in some houses the players are not al- 
 lowed to choose names for themselves, but must pass the paper 
 on. The characters of towns and nations may be written in 
 the same way, using all the letters of the word as the initials 
 
 Riddles 
 
 A more difficult game is " Riddles." At the top of the 
 paper is written anything that you can think of : " A soldier," 
 "A new dress," "A fit of the blues," "A railway accident" 
 anything that suggests itself. The paper is passed on and 
 anything else is written, no matter what. It is passed on 
 again and opened. Suppose that the two things written on it 
 are, first, " A school-teacher," and second, " A pair of skates." 
 The duty of the player is to treat them as a riddle, and, ask- 
 ing the question either as " Why is a school-teacher like a pair 
 of skates?" or "What is the difference between a school- 
 teacher and a pair of skates? " (whichever way one prefers) 
 to supply a reasonable answer. This game, it will be seen, is 
 suited particularly to clever people. 
 
WRITING GAMES 67 
 
 Rhymed Replies 
 
 This is a game that needs a certain amount of readiness 
 and some skill with words. Each of the party writes at the 
 top of a piece of paper a question of any kind whatever, such 
 as " How old was Caesar when he died ? " or " What is your 
 favorite color ? " The paper is folded over and passed on, 
 and the next player writes a word any word such as " elec- 
 tricity," " potato," " courageously," " milk." The papers are 
 then passed on once more and opened, and the task of each 
 player is to write a rhyme in which the question on his paper 
 is answered and the word on his paper is introduced. 
 
 Missing Information 
 
 Every one is supplied with a piece of paper and pencils and 
 tries to write down correct answers to questions about every- 
 day things which we none of us know. A suggestive list is 
 given but any one can add to it indefinitely. 
 
 1. How big do you think a postage-stamp is, in inches 
 a five dollar bill ? 
 
 2. Draw a picture of a clock's face with the hands point- 
 ing to five minutes of twelve. 
 
 3. How tall do you think a man's silk hat is, a derby ? 
 
 4. Draw the design in panels of the door to the room you 
 are in. (Of course without looking at it.) 
 
 5. How many holes are there in a high laced shoe your 
 own ? 
 
 6. How many toes has a cat, a dog ? 
 
 7. How many legs has a fly ? 
 
 8. How does a cow lie down ? A horse ? 
 
 9. About how many petals has a common daisy ? A 
 wild rose ? A sun flower ? 
 
 10. How high from the ground is a street-car ? a 
 railway car? 
 
68 WHAT SHALL WE DO NOW ? 
 
 The person who can answer most correctly the greatest 
 number of questions is the winner. 
 
 Consequences 
 
 " Consequences " is always a favorite game when a party 
 has reached its frivolous mood. The method of playing is 
 this : Sheets of paper and pencils are handed round, and every 
 one writes at the head (1) an adjective suitable to be applied 
 to a man, such as " Handsome." This word is then folded 
 over so that it cannot be read, and each paper is passed on to 
 the next person. The name of a man (2) is then written, 
 either some one you know, or a public person, such as the 
 president or Mr. Carnegie. This in turn is folded over and 
 the papers are passed on. The word " met " is understood to 
 be inserted at this point. That is to say, the completed story 
 will tell how Handsome Mr. Carnegie met some one. The 
 next thing (3) is to put down an adjective suitable to apply to 
 the woman whom he met, such as " Buxom," and then (4) the 
 woman's name, again either some one you know, or a public 
 person, the papers being folded and passed on after every 
 writing. The remaining items are these : (5) The place 
 where they met say, on the pier. (6) What he said to her 
 say, " I hope your neuralgia is better." (7) What she said to 
 him say, "There's nothing like rain for the crops." (8) 
 What the consequence was say, " They were married." (9) 
 What the world said " All's well that ends well." 
 
 It must be remembered that unless there are very few 
 players, when it is less fun, you do not get the chance of writing 
 more than once, or at most twice, on the same sheet of paper, 
 so that it is of no use to have a reasonable series of remarks 
 in your mind. The specimen given above is an average one. 
 In print nothing could be much less funny, but when the com- 
 pany has the spirit of " Consequences," even so tame a story 
 
WRITING GAMES 69 
 
 as this might keep the room merry. The game is always full 
 of the unexpected, and the people who meet each other are 
 almost sure to be laughing-stocks. The results are often bet- 
 ter if all the papers are handed to one player to read. 
 
 Consequences Extended 
 
 The form of " Consequences " above given is the ordinary 
 one and the simplest. But in certain families the game has 
 been altered and improved by other clauses. We give the 
 fullest form of " Consequences " with which we are acquainted- 
 As it stands it is rather too long ; but players may like to add 
 to the fun of the ordinary game by adopting a few of these 
 additions: 
 
 Adjective for a man. 
 The man. 
 
 What he was wearing. 
 What he was doing. 
 
 (Met) 
 
 Adjective for a woman. 
 The woman. 
 What she was wearing 
 What she was doing. 
 
 The person he would much rather have met. 
 Where they met. 
 What he thought. 
 What he said. 
 What she thought. 
 What she said. 
 What he gave her. 
 What she did with it. 
 Where they went. 
 What they did. 
 What the consequence was. 
 What the world said. 
 
 Example : 
 
 The honorable Theodore Roosevelt, who was dressed in a Moire antique 
 bath-towel and was eating walnuts, met coy Aunt Prisoilla in a Khaki tea-gown 
 
70 WHAT SHALL WE DO NOW <? 
 
 playing with her Noah's Ark, when he would much rather have met Madame 
 Tuasaud. They met at South Hampton. What he thought was, " Here 's this 
 woman again," but he merely said, "That's a very chic costume of yours." 
 What she thought was, u I wonder if he's seen Peter Pan," but she only said, 
 "That's wet paint you're leaning against." He gave her a piercing glance, 
 and she swallowed it. So they went to prison together and learned to ride the 
 bicycle, and the consequence was they caught influenza, and the world said, 
 " Ifc 's an ill wind that blows nobody good." 
 
 Composite Stories 
 
 Another folding-over and passing-on game is " Composite 
 Stories." Paper is passed round, and for five minutes each 
 player writes the opening of a story with a title prefixed. 
 The papers are passed on, and each player reads through as 
 much of the story as has been written and for five minutes 
 adds to it. And so on, until each player has written once on 
 each paper. The papers are then passed on once more, with 
 the result that each paper will be found to be lying before the 
 player who began it. The next and last five minutes are then 
 spent by each person in reading through the story and bring- 
 ing it to an end, sometimes a difficult enough task. If six 
 persons are playing and allowances of five minutes have been 
 given, there will be at the end of thirty-five minutes six com- 
 plete stories to read aloud. 
 
 Another Story Game 
 
 A variety of the story game is for each player to write 
 the name of a well-known person or friend of the family on 
 the top of the paper, fold it over, and pass it on. This hap- 
 pens, say, five times, which means that when the papers are 
 opened the names of five persons will be found on each. A 
 story has then to be written introducing these people. 
 
 Improbable Stories 
 
 Another story game is one in which each player attempts 
 to tell the most improbable or impossible story. In this case 
 
WRITING GAMES 71 
 
 the papers are not passed on, but a certain amount of time is 
 given for the stories to be written in. 
 
 The Newspaper 
 
 This is a rather elaborate but really very eas} r game to 
 play. One player, who acts as editor, takes as many sheets of 
 paper as there are players and writes at the head of each the 
 title of a section of a newspaper. Thus on one he will write, 
 Paris Correspondence ; on another, English Correspondence ; 
 on another, Berlin Correspondence ; on a fourth, Political 
 News ; on a fifth, Our Fashion Page ; on a sixth, Keviews ; on 
 a seventh, Weather Report; and so on. Each player then, 
 for a given time, writes on the subject allotted to him, more 
 or less in the manner of the daily press, and at the end the 
 result is read aloud by the editor. 
 
 The plan is easily adapted to family or village life. The 
 heading may refer to domestic matters, such as Nursery Cor- 
 respondence, Kitchen Gossip, Fashions for Gentlemen (an ac- 
 count of father's new suit), Garden News, Village Chatter, and 
 so on. Or, instead of a newspaper, a popular magazine may 
 be contributed, with illustrations. 
 
 Predicaments 
 
 This is a good game for a company of ingenious people, 
 and it will be found that almost every one is ingenious when 
 confronted with a difficult situation and given time to think 
 out a solution. Everyone is given paper and pencil (or this is 
 not necessary since the solutions may be oral). Then one 
 player starts the game by suggesting some predicament and 
 asking the company " What would you do in such a case ? " 
 Five minutes are given for reflection, and fifteen if the an- 
 swers are to be written. Then each in turn must say how he 
 would have extricated himself from the scrape. 
 
 A few suitable subjects are given here. If you found 
 
72 WHAT SHALL WE DO NOW ? 
 
 yourself in a strange city, where you did n't know a soul, with 
 no money and nothing you could pawn, what would you do ? 
 
 If you should wake up in the night and see a burglar just 
 entering the room, what would you do ? 
 
 If you should look out of your school-room door and see 
 smoke and fire in the hall, what would you do ? 
 
 If you should be in a foreign country, not able to speak 
 the language and wanted to order a room and breakfast, what 
 would you do ? 
 
TABLE AND CARD GAMES 
 
TABLE AND CARD GAMES 
 
 Card Games and Others 
 
 CARD games proper, such as Bezique and Cribbage and 
 Whist, do not come into the scope of this book. Nor 
 do games such as Chess, Draughts, Halma and Back- 
 gammon. It is not that they are not good games, but that, 
 having to be bought, their rules do not need enumerating 
 again. The description of a few very old and favorite 
 games with cards, and one or two new ones, is, however, 
 given, because they can be made at home. 
 
 Letter Games 
 
 On page 178 will be found the simplest letter game. 
 Letters can be used for a round game by one player making a 
 word, shuffling it, and throwing it face upward into the 
 middle of the table. The winner is the player who first sees 
 what it spells. 
 
 Distribute a box of letters among the players, dealing 
 them face downward. In turn each player takes up a letter 
 at random and puts it face upward in the middle of the 
 table. The object of the game is to make words out of these 
 letters. Directly a player sees a word he calls it out, and 
 taking the letters places them in front of him, where they 
 remain until the end of the game, when each player counts 
 his words and the owner of the greatest number is the 
 winner. If, however, a word has been chosen which, by the 
 addition of another letter or so from the middle of the table, 
 can be transformed into a longer word, the player who thinks 
 of this longer word takes the shorter word from the other 
 player and places it before himself. Thus, A might see the 
 
 75 
 
WHAT SHALL WE DO NOW ? 
 
 word " seat " among the letters, and calling it out, place it 
 before him ; and then B, noticing another " t," might call 
 out " state," and adding it to A's word, take that to himself. 
 If, however, A then detected an " e" in the middle and called 
 out " estate " the word would be his again. These losses and 
 reconquests form the chief fun of the game. An " s " at the 
 end of a word, forming a plural, is not allowed. 
 
 Patience, or Thirteens 
 
 Many games of " Patience " can be played as well with 
 numbered cards as with ordinary playing cards. It does not 
 matter much what size they are, but for convenience, in play- 
 ing on a small table, they may as well be about an inch wide 
 and two inches long, with the number at the top. Thus : 
 
 12 
 
 A " Patience " set consists of four packs of cards each 
 containing four sets of thirteen cards numbered from 1 to 13. 
 These can be made at home perfectly well, and a little bag to 
 hold each pack should also be made. The simplest game is to 
 arrange the four sets in their right order. One player 
 empties her four bags into a basket, shakes them up, and calls 
 
TABLE AND CARD GAMES 77 
 
 them out as she picks them out (at random). The others, who 
 have the cards spread before them, then arrange them in four 
 rows as well as may be, until a 1 is called and there is a 
 chance to begin packing the others upon it. With 
 inexperienced players five rows are sometimes allowed. We 
 do not give other games of " Patience," for two reasons. One 
 is that it is not exactly a children's game, and the other, that 
 it is one of the games which can be properly taught only by 
 personal instruction. Varieties of "Patience" are very 
 numerous, and good books can be had on the subject. 
 
 Snap 
 
 There can be no real need to describe "Snap," but 
 perhaps it may be useful to have the rules in print here in 
 case of any dispute. A pack of " Snap " cards is dealt round, 
 any number being able to play ; and the game begins by the 
 players taking their cards one by one from their hands and in 
 turn laying them face upward on the table before them. If a 
 card is turned up similar to a card already on view on the 
 table, the player who turns it up or the player who owns the 
 similar card cries " Snap," and the cards go to the player who 
 says " Snap " first. As it is sometimes difficult for the 
 players to distinguish which says " Snap " first, it is well to 
 have an umpire. In the case of an undoubted dead-heat the 
 game should go on as if nothing had happened. The player 
 who won the cards gathers up also into his hand all the cards 
 which were before him and continues the game. When a 
 player has transferred all his cards from his hand to the table 
 he waits until his turn comes and then takes them into his 
 hand again. This is a very exciting moment, because, if his 
 top card were snapped, then he would lose everything. 
 
 In good " Snap " packs there are several sets of cards 
 which are intentionally made nearly but not absolutely alike } 
 
78 WHAT SHALL WE DO NOW <? 
 
 and it is very common to say " Snap " by mistake when one 
 of these turns up. In that case the cards of the player who 
 cried " Snap " are placed in the middle of the table, where 
 they stay until some one turns up a card exactly like the top 
 one and " Snap Centre " is called, when both the centre pack 
 and the pack in front of the turner-up belong to the player 
 who cried " Snap Centre." It may of course be the turner-up 
 himself, but is very likely somebody else, because whereas 
 under ordinary conditions only the owners of similar cards 
 may cry " Snap," when there are cards in the middle too any 
 one may cry " Snap Centre." (In some houses any one may 
 cry " Snap " all through the game, but that is not the best 
 way.) 
 
 When a player has lost all his cards he is out of the 
 game until there are cards in the middle again, when an 
 opportunity comes of snap-centring them and getting into 
 play again. The game goes on until one player has all the 
 cards. 
 
 Grab 
 
 In " Grab," a very rowdy variety of " Snap," a cork is 
 placed in the middle of the table. The rules are the same as 
 in " Snap," except that, instead of saying " Snap," you snatch 
 for the cork ; in the case of " Snap Centre," snatching and 
 saying " Centre " too. 
 
 Snap Cards 
 
 " Snap " cards may just as well be home-made as bought. 
 They either can be painted, in which case you must be careful 
 that the sets of four articles are just alike, or you can cut out 
 shapes of different colored paper and stick them on. A 
 bundle of wall-paper patterns is splendid material for a pack. 
 The only advantage that bought "Snap" cards have over 
 home-made ones is that they slip better. 
 
TABLE AND CARD GAMES 79 
 
 Old Maid 
 
 This game can be played by any number, either with a 
 home-made pack or with ordinary playing cards from which 
 three of the queens have been taken away ; the remaining 
 queen being the old maid. The cards are then dealt and each 
 player first weeds out all pairs, such as two knaves, two aces, 
 two fives, and so on. All having done this, the player 
 who begins offers her hand, with the cards face downward^ 
 to her neighbor, and her neighbor takes one. She then looks 
 through her cards to see if it pairs with any that she already 
 has, and, if it does, throws the pair on the table. Having fin- 
 ished her examination she offers her cards in the same way to 
 the next player, and so it goes on. As the possessor of the 
 old maid card is, at the end, the loser of the game, each one 
 who gets it does all in her power to induce the next player to 
 take it. As the cards get fewer and fewer the excitement 
 grows and grows. 
 
 " Old Bachelor " is played in the same way, except that 
 three of the kings are then thrown out 
 
 Pig 
 
 " Pig " is a very noisy game. It is played with ordinary 
 cards, unless you like to make a " Pig " set, which would be 
 very easy. Having discovered how many persons want to 
 play, you treat the pack accordingly. For instance, if five 
 want to play you throw out all cards except five sets of four ; 
 if six, or three, you throw out all cards except six sets of four 
 or three sets of four. Thus, if five were playing, the cards 
 might consist of four aces, four twos, four threes, four fours, 
 and four fives ; or, if you began at the other end, four kings, 
 four queens, four knaves, four tens and four nines. The cards 
 are shuffled and dealt round, four each, and the game is for 
 each player to complete a set of four. You do not. as in 
 
8o WHAT SHALL WE DO NOW ? 
 
 " Old Maid," select one from the cards that are offered, face> 
 downward, but each player hands whatever card he likes to 
 the next player, who is bound to accept it. Directly a player 
 has a set of four complete he lays the cards on the table, 
 either very stealthily or with a bang, whichever he likes. 
 Immediately a set is laid on the table (or directly the other 
 players notice it) all other cards have to be laid there, too. 
 The player who is last in laying them down is Pig. The 
 game is played for as many rounds as you like, the player 
 who was last the fewest times being the winner. The word 
 Pig alters with each round. The last player to lay down his 
 cards in the second round is not merely Pig, but Little Pig ; 
 in the third, Big Pig ; in the fourth, Mother (or Father) Pig ; 
 in the fifth, Grandmother (or Grandfather) Pig ; in the sixth, 
 Ancestral Pig ; in the seventh, Venerable Pig ; in the eighth, 
 Primeval Pig ; in the ninth, Crackling. 
 
 Prophecies and Characteristics 
 
 This is a memory game and a very amusing one. It is 
 played with two packs of cards of any sort. One pack is laid 
 in a heap, face down, in the middle of the table. The other 
 pack is distributed to the players, who lay them face upward 
 in rows ; each person should not have more than twelve cards 
 since it is practically impossible to remember more than that 
 number. Any one can begin by giving either a prophecy or 
 a characteristic thus : " Who will inherit a fortune inside 
 a year ? " or " Who will be the first in the room to wear false 
 teeth ? " at the same time turning up a card from the centre 
 pile. Whoever has the card matching this, takes it, lays it 
 face down on his card repeating the prophecy, " I will be the 
 first to wear false teeth." The next in turn gives a charac 
 teristic, " Who has the worst temper ? " or " Who has the 
 most unselfish disposition ? " This process continues around, 
 
TABLE AND CARD GAMES 81 
 
 until all the centre cards are matched. Then the memory 
 test comes in. Every player in turn tries to remember and 
 repeat all the prophecies and characteristics which have fallen 
 to his share, giving them aloud in rapid succession. He is 
 allowed for deliberation on any one only the time while ten 
 is being counted. The one who remembers the greatest num- 
 ber is the winner. 
 
 The Old Maid's Birthday 
 
 This game is utterly foolish, but it can lead to shouts of 
 laughter. It has been founded on an old-fashioned card game 
 called " Mr. Punch." The first thing required is a pack of 
 plain cards on which should be written the names of articles 
 of food and clothing, household utensils, and other domestic 
 and much advertised things : such, for example, as a frock-coat, 
 a round of beef, a foot- warmer, a box of pills. A story, some- 
 what on the lines of that which follows, must then be pre- 
 pared and copied into a note-book. The company take their 
 places and the cards are handed round. These should be held 
 face downward. When all is ready one of the players reads 
 the story, pausing at each blank for the player whose turn 
 comes next to fill it in by calling out whatever is on his up- 
 permost card. No matter how often the game is played (pro- 
 vided the cards are re-shuffled) the unexpected always hap- 
 pens, and it is usually so absurd as to be quite too much for a 
 room all ready for laughter. The number of blanks in the 
 story should be equal to the number of cards, and in order 
 that the story may run on smoothly it is well for the next 
 player always to glance at his top card just before his turn, 
 so as to bring it out readily and naturally. The following 
 story, which makes provision for nearly fifty cards, should be 
 found serviceable until a better and more personal one is 
 written. It will add to the amusement if the player who 
 
82 WHAT SHALL WE DO NOW? 
 
 reads it substitutes the names of real shops and, if he likes, 
 real people : 
 
 Attention. It was Miss Flitters's birthday, and she woke with a start 
 and hurried down to see what the postman had brought. There were five par- 
 cels and a letter. The letter was from Miss Bitters. "Dear Miss Flitters," it 
 ran, "I am so sorry to hear of your cold, and in the hope that it will do you 
 
 good, I am sending you a . I always find it excellent, although mother 
 
 prefers . We both wish you many happy returns of the day." The other 
 
 presents were, from Miss Ditters a handsome , from Miss Glitters a deli- 
 cate , and from Miss Hitters a particularly refined . " Dear me ! " said 
 
 Miss Flitters, " what a useful gift ! just exactly what I wanted." She then sat 
 
 down to breakfast, which, this being a special day, consisted of . "I did 
 
 my best to do it to a turn," said the cook, as she laid it on the table with her 
 
 own hands. "Mary said as how you'd prefer a , but, bless your 'eart, 
 
 Miss Flitters, I know your tastes best." " You do, indeed," said Miss Flitters. 
 " The thing is perfectly cooked. It 's delicious. It reminds me of . To- 
 day," she added, " I am giving a party, and I want you to let us have a very 
 charming meal. I will get the things directly after breakfast. What do you 
 think we shall need?" "Well, ma'am," said the cook, "you may please 
 
 yourself about everything else, but we 've done without a for so long, that 
 
 I must have one." " Quite right," said her mistress. 
 
 She then prepared for going out ; and seeing that it looked like rain, took 
 
 a from the cupboard and on her head tied a . "Bless your 'eart, 
 
 mum," cried the cook, " you 've forgot your smelling salts. Suppose you was 
 to feel faint what then? Never mind," she added, " this '11 do just as well " 
 
 handing her a . Miss Flitters hunied off at such a pace that she ran 
 
 right into the minister. " I beg your pardon," she exclaimed, "I mistook you 
 
 f or a . J May I come with you ? ' ' asked the minister. ' ' Most certainly, ' * 
 
 said Miss Flitters. 
 
 They went first to Buszard's for a , and selected two particularly juicy 
 
 ones. Then to Marshall and Snelgrove's for a . "Is this for the com- 
 plexion?" asked the minister, picking up a from the counter. " La, sir," 
 
 said Miss Flitters, " how little you know of domestic life ! " Then they went 
 to Fuller's for a , and to Jay's for a . " It 's too dear, " said Miss Flit- 
 ters. * ' Give me a instead. ' ' At the stores they inspected . ' ' Haven 't 
 
 you anything fresher? " asked Miss Flitters : " I 'd as soon buy a ." None 
 
 the less she bought two and slipped them into her reticule, adding as a little 
 gift for the cook a . 
 
 The party began at six o'clock. The first to come was Miss Kitters. " You 
 don't mind my bringing my work, I know, dear," she exclaimed; "I'm em- 
 
TABLE AND CARD GAMES 83 
 
 broidering a for the natives of Madagascar, and it must be done soon," 
 
 Miss Litters came next, and being rather short-sighted, sat down on a . 
 
 "Never mind," said Miss Flitters. "Oh, I don't," she replied, " but it would 
 
 have been more comfortable if it had been a ." Misa Mitters came just as 
 
 the clock struck. She was wearing a charming trimmed with . 
 
 "What perfect taste she has ! " the others murmured. Miss Nitters followed. 
 Miss Nitters was the exact opposite of Miss Mitters in all matters relating to 
 
 dress. She had no taste at all, and was wearing merely a with pompons 
 
 attached, and in place of earrings a couple of . "So fast ! " whispered Miss 
 
 Litters. Miss Fitters, Miss Ritters, and Miss Titters each brought a present. 
 
 Miss Pitters's present was a silver-plated . " So useful for the toilet table," 
 
 she said. Miss Ritters's was a Japanese , a piece of exquisite workmanship ; 
 
 while Miss Titters produced from her pocket a brown paper parcel which turned 
 
 out to contain a very choice , an heirloom in the Titters family for centuries. 
 
 " I did n't know whether to bring this or a ," she said ; " but father decided 
 
 me. Father always knows best." 
 
 When all were assembled, the guests sat down to supper. But here an 
 awkward thing happened. "If you please, mum," the cook was heard to 
 
 whisper in a loud voice, " the has n't come. Shall I get a instead ? " 
 
 " Yes," said Miss Flitters, " that will do very well. Don't you think so, Miss 
 
 Fitters?" "I think," was the reply, "I should prefer ." It was none 
 
 the less an excellent and generous repast. Opposite Miss Flitters was a no- 
 ble , flanked by a and a . At the foot of the table was a dish 
 
 of . "I never tasted anything so delicious in my life," said Miss Mitters, 
 
 taking a large helping of . "Oh !" said Miss Glitters, "you should try 
 
 the . It's yumps." The first course was followed by sweets, the most im- 
 posing of which was a wonderful frosted with Miss Flitters's name in pink 
 
 sugar. "You must all have a piece," said the hostess, "but I 'm afraid it 's 
 rather rich. ' ' 
 
 After supper came games, "Blind Man's Buff "and "Hunt the Slipper," 
 
 but as no one cared to lend a slipper, they used instead a , and it did very 
 
 well. At midnight the party broke up, the guests saying that they never had 
 spent a pleasanter evening. Asa protection against the cold Miss Flitters gave 
 them each a hot . She then hurried to bed and dreamed all night of . 
 
 
THINKING, GUESSING, AND ACTING 
 GAMES 
 
THINKING, GUESSING, AND ACTING 
 GAMES 
 
 The Ship Alphabet 
 
 THE players sit in a long row, as if in a class at school. 
 The one that acts as schoolmaster asks sharply, be- 
 ginning at one end, "The name of the letter?" 
 u A," says the player. The schoolmaster turns to the next 
 player, "the name of the ship?" and straightway begins to 
 count ten very quickly and sternly. " Andromeda," is per- 
 haps rapped out before he reaches that number. " The name 
 of the captain ? " " Alfred." " The name of the cargo ? " 
 "Armor." "The port she comes from?" "Amsterdam." 
 "The place she is bound for?" "Antananarivo." "The 
 next letter ? " " B," and so on. If the schoolmaster is very 
 strict and abrupt with his questions and counting, he can 1 
 drive every idea from the mind of the person he points at. If 
 he counts ten before an answer comes, he passes on to the next, 
 and the next, and the next, until the answer is given. The 
 one who gives it moves up above those that failed. The 
 game should be played rapidly. 
 
 A variation on this is " When my ship comes in." This 
 is played with a handkerchief knotted into a ball. Any letter 
 of the alphabet is chosen ; say B. One player throws the 
 handkerchief to another, crying out, " When my ship comes 
 
 in it will be laden with. ." The player who catches 
 
 the handkerchief must supply a cargo, beginning with B be- 
 fore ten is counted, bees, butterflies, belts, etc. If he fails to 
 do this he gives a forfeit. When one letter is exhausted an- 
 other is chosen and the game starts over. 
 
 87 
 
WHAT SHALL WE DO NOW 
 
 I Love My Love 
 
 This is not played now as once it was. In the old way 
 the players sat in a line and went steadily through the alpha- 
 bet, each one taking a letter in order. This was the form : 
 " I love my love with an A, because he is [a favorable ad- 
 jective beginning with A], I hate him with an A because he 
 is [an unfavorable adjective beginning with A]. He took me 
 to the sign of the [an inn sign beginning with A], and treated 
 me to [two eatables or an eatable and drinkable beginning with 
 A], His name is [a man's name beginning with A], and he 
 comes from [a town or country beginning with A]." Then B, 
 and so on. 
 
 A and B might run thus : 
 
 I love my love with an A because be is adorable. I bate him with an A 
 because he is apish. He took me to the sign of the Alderman and treated me 
 to arrowroot and ale. His name is Arnold, and he comes from Ayrshire. 
 
 I love my love with a B because he is brisk. I hate him with a B because 
 he is bookish. He took me to the sign of the Beetle and treated me to biscuits 
 and bovril. His name is Brian, and he comes from Boston. 
 
 There is no reason why men should always be chosen. 
 For the sake of variety the love may as well have a woman's 
 name and a woman's qualities. In that case the inn might 
 perhaps go and some such sentence as this take its place : - 
 
 I love my love with an A because she is amiable. I hate her with an A 
 because she is awesome. We went to Uncle Alexander's, and had apricots and 
 Apollicaris. Her name is Audrey, and she comes from Annapolis. 
 
 As finding seven words beginning with one letter is rather 
 a heavy task for each player, the words might be taken in turn, 
 as in the case of the " Ship " game mentioned above. 
 
 For a shorter way of playing " I Love my Love " tne fol- 
 
GUESSING, AND ACTING GAMES 89 
 
 lowing form is used : "I love my love with an A because he 
 
 or she is [favorable adjective]. I will send him or her 
 
 to [some place] and feed him or her on [something to 
 eat]. I will give him or her an [some article, the use for 
 which must be mentioned after it], and a bunch of [some 
 flower] for a nosegay." Thus : 
 
 I love my love with an A because he is artistic. I will send him to Aus- 
 tralia, and feed him on asparagus. I will give him an alpenstock to climb with, 
 and a bunch of asters for a nosegay. 
 
 My Thought 
 
 The players sit in a row or circle, and one, having thought 
 of something of any description whatever asks them in 
 turn, " What is my thought like ? " Not having the faintest 
 idea what the thought is they reply at random. One may say, 
 " Like a dog " ; another, " Like a saucepan " ; a third, " Like 
 a wet day " ; a fourth, " Like a comic opera. " After collect- 
 ing all the answers the player announces what the thought 
 was, and then goes along the row again calling upon the 
 players to explain why it is like the thing named by them. 
 The merit of the game lies in these explanations. Thus, per- 
 haps the thing thought of was a concertina. The first player, 
 asked to show why a concertina is like a dog, may reply, 
 " Because when it is squeezed it howls." The next may say, 
 " It is like a heavy saucepan because it is held in both hands." 
 The third, " It is like a wet day because one soon has enough 
 of it " ; and the fourth, " It is like a comic opera because it is 
 full of tunes." 
 
 P's and Q's 
 
 Another old game of this kind is "P's and Q's.' 1 The 
 players sit in a circle and one stands up and asks them each a 
 question in turn. The question takes this form, " The King 
 of England [or France, or Germany, or Africa, or Russia, or 
 
9 o 
 
 WHAT SHALL WE DO NOW <? 
 
 India, whatever country it may be] has gone forth with all 
 his men. Tell me where he has gone, but mind your P's and 
 Q's." The player who is addressed must then reply, naming, 
 in whatever country is mentioned, some town that does not 
 begin with P or Q or with any letter before P in the alphabet. 
 Thus, if the question refers to England, he may say " Salis- 
 bury " but not " Bristol," " Eedruth " but not " Oxford " ; or 
 to France, " Toulon " but not " Lyons," " Versailles " but not 
 " Dieppe." 
 
 The game is capable of improvement or, at least, of va- 
 riety. For instance, instead of P's and Q's, the questioner 
 may say, " Mind your K's and L's," or instead of ruling out all 
 letters before P, all letters after Q may be stopped. And one 
 need not confine the game to geography, but may adapt it to 
 include animals, or eatables, or books. 
 
 The Elements 
 
 The players sit in a circle, and the game is begun by one 
 of them throwing a rolled-up handkerchief to another and at 
 the same time calling out the name of one of the four elements 
 air, water, earth, or fire. If " Air " is called, the player to 
 whom the handkerchief is thrown must at once mention some 
 creature that flies. Having done so she throws the handker- 
 chief to some one else, calling perhaps " Earth," whereupon 
 that player must mention an animal that inhabits the earth. 
 And so on. The same animal must not be mentioned twice, 
 and when " Fire " is called, the player to whom the handker- 
 chief is thrown must keep silence until she throws it on again. 
 Sometimes each player, after throwing the handkerchief and 
 calling the element, counts ten as the limit of time in which 
 the answer must be given. If it is longer in coming, or if 
 something is mentioned which has been mentioned before, 
 then a forfeit follows. 
 
GUESSING, AND ACTING GAMES 91 
 
 Suggestions 
 
 This is a game which people either dislike or like very 
 much. The players sit round the fire or table, and one of 
 them begins by naming an article of any kind whatever, such 
 as watering-pot. The word " watering-pot " will immediately 
 suggest something to the next player say " gardener." He 
 therefore says " gardener." The next is perhaps reminded by 
 the word " gardener " of a bunch of violets she saw the gar- 
 dener carrying that morning, and she therefore says " violets " ; 
 the next at once recollects finding violets when she was in the 
 country last spring, and she therefore says " Vermont." Thus 
 the game goes on for, say, ten rounds, by which time, as we 
 have seen already, the minds of the players have been carried 
 miles away from the original watering-pot which set them at 
 work. It is now necessary to trace the series of suggestions 
 back to watering-pot again. This is done by the last player 
 mentioning, not the last thing that he thought of, but the 
 thing which suggested that to him. (Thus, the player next him 
 may have said, in the last round, "an apple-core," which may 
 have suggested to him " Tom Sawyer." He would not, how- 
 ever, when the task of retracing begins, say " Tom Sawyer," 
 because to repeat your own words is too easy, but " an apple- 
 core " and the next player, going backward, in his turn would 
 repeat the word which suggested " an apple-core " to him.) 
 The second part of the game, retracing the suggestions, is 
 naturally more difficult than the first. 
 
 In this game two things are very important. One is, that 
 silence should be maintained ; the other, that the word you 
 give should be suggested to you only by the previous player's 
 remark. Also it is more fun to be quite honest about it, and 
 really say what was first suggested, instead of making a 
 choice. 
 
92 WHAT SHALL WE DO NOW ? 
 
 Quotation Games 
 
 This is a game which requires some poetical knowledge. 
 The players sit in a circle and one begins by repeating a line 
 of poetry. The next caps it by repeating whatever line comes 
 next to it in the poem from which it is taken. The poem 
 may either be continued or the game may deal only in coup- 
 lets or four-lined stanzas. In another quotation game the first 
 player repeats a line of poetry and the next follows it with 
 another line of poetry which begins with the last letter of the 
 previous quotation. Thus, if the first player says 
 
 It was the schooner Hesperus 
 That sailed the wintry sea, 
 
 the next might cap it with 
 
 A man's a man for a* that, 
 
 and the next with 
 
 The quality of mercy is not strained. 
 
 Two Rhyming Games 
 
 Rhyming games require more taxing of brains than most 
 players care for. The ordinary rhyming game, without using 
 paper, is for one player to make a remark in an easy metre, 
 and for the next to add a line completing the couplet. Thus 
 in one game that was played one player said 
 
 It is a sin to steal a pin, 
 Mnch more to steal an apple. 
 
 And the next finished it by adding 
 
 And people who are tempted to, 
 With Satan ought to grapple. 
 
 But this was showing more skill than there is real need for. 
 
GUESSING, AND ACTING GAMES 93 
 
 An easier rhyming game is that in which the rhyme has 
 to come at the beginning of the line. The players are seated 
 in a circle and one begins by asking the next a question of 
 any nature whatever, or by making any casual remark, the 
 first word of the answer to which must rhyme with the last 
 word of the question. The game is then started, each player 
 in turn adding a remark to that made by the one before him, 
 always observing the rhyming rule. Thus, the original ques- 
 tion may be, " Do you like mince pies f " The next player 
 may reply, " Wise people always do." The next, " You, I 
 suppose, agree with that f " The next, " Flat you may knock 
 me if I don't" The next, " Worft you change the subject, 
 -please f " And the next : " as-i\y ; let 's talk of books." 
 
 Telling Stories 
 
 This is another of those fireside games that need more 
 readiness of mind than many persons think a game should ask 
 for. The first player begins an original story, stopping im- 
 mediately (even in the middle of a sentence) when the player 
 ivho is appointed time-keeper says " Next." The next player 
 takes it up ; and so forth until the end comes, either at the 
 end of the first round or whatever round seems best. 
 
 Another way is for each player to contribute only a single 
 word ; but this is rarely successful, because every one is not at 
 the same pitch of attention. Except on the part of the person 
 who is narrating there ought to be absolute silence. 
 
 Clumps 
 
 The com pan y> according to the number of persons, divides 
 up into two or three or even four groups, or clumps, in differ- 
 ent parts of the room, seated closely in circles. As many 
 players as there are clumps then go out and decide on some 
 extremely out-of-the-way thing which the clumps have to 
 guess. In one game, for example, the mine was thought of 
 
94 WHAT SHALL WE DO NOW * 
 
 from which the iron was taken to lay the first railroad rails 
 in America. That is the kind of far-fetched and ingenious 
 thing. When it is decided upon, the players return to the 
 room and take their places, one in the midst of each clump. 
 Questions are then put to them the answers to which must be 
 either " Yes " or " No," and the clump that discovers the thing 
 first is the winner. 
 
 Other Yes and No Games 
 
 The same game can be played without such keen rivalry, 
 one player sitting in the midst of a great circle and answering 
 questions in turn. There is also a game called " Man and 
 Object," in which two players go out and decide upon a man 
 (or woman) and something inanimate or not human with 
 which he is associated or which he is known to have used, 
 such as " Washington and his hatchet," " Whittington and his 
 cat," " A druid and his mistletoe-knife." They then return and 
 each player asks them each a question in turn until the prob- 
 lem is solved. 
 
 The same game is sometimes turned inside out, the players 
 that remain in the room deciding upon some one whom the 
 player that has gone out has to personate and discover. In 
 this case it is he who puts the questions. As he is supposed 
 for the time being actually to be the thing thought of, he 
 ought to frame his questions accordingly : " Am I living ? " 
 " Have I been dead long ? " " Am I a man ? " and so forth. 
 
 My Right-Hand Neighbor 
 
 This is a catch game and useless except when one of the 
 company knows nothing about it. That player is sent out of 
 the room, and after a due interval is called in again and told 
 to guess what the other players have thought of. He may 
 ask any questions he pleases that can be answered by " Yes " 
 or " No." The thing thought of is each player's right-hand 
 
GUESSING, AND ACTING GAMES 95 
 
 neighbor, who is of course so different in every case as to lead 
 in time to the total bewilderment of the guesser. 
 
 How, When, and Where 
 
 One player leaves the room, while the others decide on 
 some word, the name of a thing for choice (such as tale, tail), 
 which has one pronunciation but two or three different mean- 
 ings and perhaps spellings. They then sit in a circle or line 
 and the other player is called in, his object being, by means 
 of questions put in turn to each player, to discover what the 
 word is. His questions must take the form, " How do you 
 like it ? " " When do you like it ? " and " Where do you like 
 it ? " Let us suppose that " tale " is the word thought of. 
 " How do you like it ? " he will ask the first of the circle. 
 The answer may be, " I like it amusing " (tale). " How do 
 you like it ? " he may ask the next. " I like it active " (tail). 
 To the next, "When do you like it?" " I like it at night" 
 (tale). To the next, " Where do you like it ? " " At the 
 end " (tail). To the next, " Where do you like it ? " " In an 
 armchair " (tale). And so on until he guesses the word. 
 
 Coffee-Pot 
 
 A similar game is called " Coffee-Pot " or " Tea-Pot." 
 In this case also the company think of a word with more than 
 one meaning, but instead of answering questions about it they 
 make a pretense of introducing it into their answers by put- 
 ting the word " coffee-pot " in its place. As the player who 
 is guessing is at liberty to put any kind of question he likes 
 it is well to choose a word that will go easily into ordinary 
 conversation. Let us suppose, for instance, that the word is 
 rain, reign, rein. The questions and answers may run some- 
 thing like this : " Are you feeling pretty well to-day ? " 
 "I always feel well when there is no coffee-pot " (rain). 
 "Have you been reading anything interesting lately?" 
 
96 WHAT SHALL WE DO NOW V 
 
 " Yes, a very interesting bock on the present coffee-pot " 
 (reign). " I hope your toothache is better." " Thank you, I 
 hope its coffee-pot will soon be over " (reign). " Did you walk 
 here this evening ? " " No ; we came with the assistance of 
 the coffee-pot " (rein). The guesser is allowed to make three 
 guesses aloud, but after that he must meditate on the word in 
 silence or put questions to test his theories. If the word is a 
 verb and a past tense or present tense has to be used in an 
 answer, the player says " coffee-potted " or " coffee-potting." 
 
 Throwing Light 
 
 This is much like " How, When, and Where," except that 
 instead of asking questions the player, or players, that went 
 out sit still and listen to the others talking to each other con- 
 cerning the selected word's various meanings. Thus, if it is 
 " Spring," the first may remark, " It makes our drives so much 
 more comfortable " ; the next, " I am always happier then than 
 at any other time " ; the next, " To drink there is to know 
 what drinking really is " ; and so on. 
 
 Animal, Vegetable, and Mineral. 
 
 This is also a similar game to " How, When, and Where," 
 except that the player who goes out of the room has, on his 
 return, to guess something belonging to one of these three 
 groups. His first question therefore is, " Is it animal ? " Per- 
 haps it is not. " Is it vegetable ? " " No." He knows then 
 that it is mineral, and after that to find out what it is is only 
 a matter of time. 
 
 Proverbs 
 
 One or two players go out. The others sit in line and 
 choose a proverb having as many words as there are players. 
 Thus, if there were eight players, " They love too much who 
 die for love " would do ; or if more than eight, two short prov- 
 
GUESSING, AND ACTING GAMES 97 
 
 erbs might be chosen. Each player having made certain what 
 his word is, the others are called in. It is their duty to find 
 out what proverb has been fixed upon, and the means of doing 
 so is to ask each player in turn a question on any subject what- 
 ever, the answer to which must contain that player's word in 
 the proverb. If the first round of questions does not reveal 
 'he proverb, they go round again and again. 
 
 Shouting Proverbs 
 
 In this game, instead of answering questions one by one, 
 when the guesser or guessers come in the players at a given 
 signal shout the words which belong to them at the top of 
 their voice and all together. The guessers have to separate 
 the proverb from the din. 
 
 Acting Proverbs 
 
 This is a very simple acting game. The players should di- 
 vide themselves into actors and audience. The actors decide 
 upon a proverb, and in silence represent it to the audience as 
 dramatically as possible. Such proverbs as " Too many cooks 
 spoil the broth," and "A bad workman quarrels with his 
 tools," would be very easy almost too easy if any stress is 
 laid upon guessing. But, of course, although the guessing is 
 understood to be part of the fun, the acting is the thing. 
 
 Acting Initials 
 
 Two players go out. The others choose the name of a 
 well-known person, public or private, the letters of whose 
 name are the same in number as the players left in the room. 
 Thus, supposing there are seven persons in the room, the name 
 might be Dickens. The letters are then distributed ; each 
 player, as soon as he knows which letter is his, selecting some 
 well-known living or historical character beginning with the 
 same letter, whom he has to describe or personate. To per 
 
98 WHAT SHALL WE DO NOW? 
 
 senate is more fun than to describe. The players seat them 
 selves in the right order to spell the name, and the other two 
 are called in. When they are ready the first player, D, is 
 called on to describe or impersonate his letter ; and so on in 
 the right order. 
 
 Acting Verbs, or Dumb Crambo 
 
 In this game the company divides into two. One half 
 goes out, and the one that remains decides upon a verb which 
 the others shall act in dumb show. A messenger is then 
 despatched to tell the actors what the chosen word rhymes to. 
 Thus, if " weigh " were the verb fixed upon, the messenger 
 might announce that it rhymes to "day." It is then well for 
 the actors to go through the alphabet for verbs bay, bray, 
 lay, neigh, pay, prey, pray, play, stay, say ; and act them in 
 order. When the word is wrong the spectators hiss, but when 
 right they clap. If the word chosen has two syllables, as 
 " obey," notice ought to be given. 
 
 Guessing Employments 
 
 A very simple game. One player goes out. The others 
 decide on some workman to represent, each pretending to do 
 some different task belonging to his employment. Thus, if 
 they choose a carpenter, one will plane, one will saw, one will 
 hammer, one will chisel, and so on. Their occupation has 
 then to be guessed. It is perhaps more interesting if each 
 player chooses a separate trade. 
 
 Stool of Repentance 
 
 One player goes out. The others then say in turn some- 
 thing personal about him such as, " He has a pleasant voice " ; 
 " His eye is piercing " ; " He would look better if he wore a 
 lower collar." Those remarks are written down by one of the 
 party, and the player is called in and placed on a chair in the 
 
GUESSING, AND ACTING GAMES 99 
 
 middle. The recorder then reads the remarks that he has col- 
 lected, and the player in the middle has to name the persons 
 who made them. 
 
 Eyes 
 
 A sheet, or a screen made of newspapers, is hung up, and 
 two holes, a little larger than eyes and the same distance apart, 
 are made in it. Half the players retire to one side of it, and 
 half stay on the other. They then look through the holes in 
 turn, while those on the opposite side try to name the owner 
 of the eyes. The game sounds tame, but the difficulty of rec- 
 ognition and the false guesses made soon lead to laughter. 
 
 Making Obeisance 
 
 This is a trick. Those in the company who have never 
 played the game go out of the room. One of the inside play- 
 ers, who is to represent the potentate, then mounts a chair and 
 is covered with a sheet which reaches to the ground. At the 
 point where it touches a shoe is placed, the toe of which is just 
 visible. In the potentate's hand is a sponge full of water. 
 One of the players outside is then invited in ; he is told to 
 kneel down and kiss the toe ; the potentate on the chair leans 
 forward a little to bring his sponge immediately over the sub- 
 ject's head ; and a shower-bath follows. Then another subject 
 is admitted, but after a while there, is enough water on the 
 floor to make them suspicious. 
 
 Mesmerism 
 
 Another trick. The players who are to be mesmerized 
 among them being the one or two who do not know the game 
 stand in a row, each holding a dinner-plate in the left hand. 
 The mesmerizer, who also has a dinner-plate, faces them, and 
 impresses on them very seriously the importance, if they really 
 want to be mesmerized, of doing exactly what he does and not 
 
ioo WHAT SHALL WE DO NOW ^ 
 
 moving their eyes from him in any direction. He then holds 
 the plate flat, rubs the first finger of his right hand on the 
 bottom of it, and makes an invisible cross on his forehead, on 
 each cheek, and on the tip of his nose. That is all. The trick 
 lies in the fact that the plates of the players who do not know 
 the game have been held in the flame of a candle until they 
 are well blacked. This means that when the mesmerism is 
 over they each have black marks on their faces, and know 
 nothing about it until they are led to a looking-glass. 
 
 Thought-Reading Tricks 
 
 In all thought-reading games it is best that only the two 
 performers should know the secret. Of these two, one goes 
 out of the room and the other stays in, after having first ar- 
 ranged on the particular trick which will be used. Perhaps 
 the company will then be asked to settle on a trade. Let us 
 say that they decide on a chemist. The other player is then 
 called in, and his companion puts questions to him in this 
 way : " You have to name the trade which we have thought 
 of." Is it a grocer?" "No." "Is it a draper?" "No." 
 " Is it a goldsmith ? " " No. " " Is it a fruiterer ? " " No." 
 "Is it a lawyer?" "No." " Is it a chemist ?" "Yes." This 
 will look rather mysterious to some of the company ; but the 
 thing is really simple enough. The questioner merely ar- 
 ranged with his companion that the trade thought of should 
 follow a profession. 
 
 Perhaps on the next occasion the company will be asked to 
 think of an article in the room. Let us say that they fix on 
 the clock. The questions will then run something like this : 
 " You have to name the article in this room which has been 
 thought of. Is it the piano ? " " No." " Is it the curtain- 
 rod ? " " No." Is it the carpet ? " " No." " Is it the fire- 
 place?" "No." "Is it the sideboard?" "No." "Is it 
 
GUESSING, AND ACTING GAMES 101 
 
 the armchair ? " " No." " Is it the clock ? r) "< Yes." This 
 again is bewildering ; but again the trick is very simple, the 
 questioner having arranged that the article shall follow some- 
 thing that has four legs. 
 
 A third way is for an article to be touched and for the 
 thought-reader to be asked to name it. " Is it this ? " " Is 
 it this ? " " Is it this ? " is asked of one thing after another, 
 the answer always being " No." " Is it that ? " " Yes." 
 The secret is that the article touched is always signified by 
 " Is it that ? " But in this case, and in that of the others 
 already described, the effect of mystification can be increased 
 by arranging beforehand that the article in question shall not 
 follow the key phrase immediately, but, say, two questions 
 later. 
 
 A fourth way is for the questioner to begin each question 
 in due order with a letter of the French word for the article 
 touched. Thus, if it were the bell, he might say, " <7ome now, 
 was it the table ? " " Zook, was it the armchair ? " " Or 
 the piano ? " " (7ome now, was it this book ? " " How about 
 this hearth-rug ? " " JSndeavor to be quick, please. Was it 
 the clock ? " By this time " Cloche " has been spelled, so 
 that the next question is, " Was it the bell ? " " Yes." 
 
 In another form of " Thought-reading " the two players 
 who know the secret remain in the room long enough for the 
 trick to be made sure. One stands in a corner and the other 
 calls loudly, " Ebenezer, do you hear ? " (Ebenezer is the 
 usual name, but a more attractive one would do.) Ebenezer 
 says nothing, but listens attentively to hear who among the 
 company speaks first The other player repeats the question 
 and still there is no answer. Soon after that some one will 
 perhaps make a remark, and then Ebenezer, having got what 
 he was waiting for, says, " Yes, I hear." " Then leave the 
 room," says the other player, and Ebenezer goes out. The 
 
102 WttAT SHALL WE DO NOW? 
 
 other player 'then makes a great show of choosing some one 
 to touch, but ends by touching the person who spoke first 
 after the game began. This done, Ebenezer is called in to say 
 who was touched, and every one is puzzled by his knowledge. 
 
 To Guess Any Number Thought of 
 With these thought-reading tricks may be put one or two 
 arithmetical puzzles. Here is a way to find out the number 
 that a person has thought of. Tell him to think of any num- 
 ber, odd or even. (Let us suppose that bethinks of 7.) Then 
 tell him to double it (14), add 6 to it (20), halve it (10), and 
 multiply it by 4 (40). Then ask him how many that makes. 
 He will say 40. You divide this in your mind by 2 (20), 
 subtract 6 (14), divide by 2 again (7), and astonish him by 
 saying that the number of which he thought was 7. 
 
 To Guess Any Even Number Thought of 
 In this case you insist on the number chosen being an 
 even number. Let us suppose it is 8. Tell him to multiply 
 by 3 (24), halve it (12), multiply by 3 again (36), and then to 
 tell you how many times 9 will go into the result. He will 
 say 4. Double this in your mind and tell him that he thought 
 of 8. 
 
 To Guess the Result of a Sum 
 
 Another trick. Tell the person to think of a number, to 
 double it, add 6 to it, halve it and take away the number first 
 thought of. When this has been done you tell him that 3 
 remains. If these directions are followed 3 must always 
 remain. Let us take 7 and 1 as examples. Thus 7 doubled is 
 14 ; add 6 and it is 20 ; halved, it is 10 ; and if the number 
 first thought of 7 is subtracted, 3 remains. Again, 1 
 doubled is 2 ; 6 added makes 8 ; 8 halved is 4, and 1 from 4 
 leaves 3. 
 
GUESSING, AND ACTING GAMES 103 
 
 A more bewildering puzzle is this. Tell as many persons 
 as like to, to think of some number less than 1,000, in which 
 the last figure is smaller than the first. Thus 998 might be 
 thought of, but not 999, and not 347. The amount being 
 chosen and written down, you tell each person to reverse the 
 digits ; so that the units come under the hundreds, the tens 
 under the tens, and the hundreds under the units. Then tell 
 them to subtract, to reverse again, and add ; remarking to 
 each one that you know what the answer will be. It will 
 always be 1089. Let us suppose that three players choose 
 numbers, one being 998, one 500, and one 321. Fach sets 
 them on paper, reverses the figures, and subtracts. Thus : 
 
 998 500 321 
 
 005 123 
 
 099 495 198 
 
 The figures are then reversed and added. Thus : 
 
 099 495 198 
 990 594 891 
 
 1089 1089 1089 
 
 Guessing Competitions 
 
 Guessing competitions, which are of American invention, 
 can be an interesting change from ordinary games. In some 
 the company are all asked to contribute, as in " Book Teas," 
 where a punning symbolic title of a book is worn by each 
 guest, and a prize is given to the person who guesses most, 
 and to the person whose title is considered the best. Thus, a 
 person wearing a card having the letter R represented Mid- 
 dlemarch, and a person with catkins in his buttonhole, RazeWs 
 Annual. But simpler devices are just as interesting. 
 
 In other guessing competitions the preparations are the 
 
104 WHAT SHALL WE DO NOW? 
 
 affair of the household which gives the party. It is with 
 these that we are concerned here. Giving prizes certainly 
 adds to the interest of them. 
 
 Guessing Quantities 
 
 Several articles of number are placed on a table, say a 
 box of matches, a bag of beans, a reel of cotton or ball of 
 string, a large stone, a stick, a photograph, and various coins 
 with the date side turned down. Each of the company is 
 provided with a card on which these articles are written, and 
 the object is to guess as nearly as possible something about 
 each ; for instance, how many matches there are in the box, 
 how many beans in the bag, the length of the string, the 
 weight of the stone, the length of the stick, the age of the 
 person in the photograph, and the date of each coin. The 
 right answers are, of course, ascertained beforehand and writ- 
 ten on a card in the hostess's possession. 
 
 Observation 
 
 The real name of this game may be something else, but 
 " Observation " explains it. A small table is covered with a 
 variety of articles, to the extent of some twenty or thirty. It 
 is then covered with a cloth and placed in the middle of the 
 room. The players stand round it and the cloth is removed 
 for a minute (or longer). During that time the aim of each 
 player is to note and remember as many of the things as pos- 
 sible. The cloth is then put on again and the players have 
 five minutes in which to write the fullest list they can of the 
 objects seen. 
 
 Scents 
 
 A more puzzling competition is to place a row of large 
 bottles on the table, all numbered, at the bottom of each of 
 
GUESSING, AND ACTING GAMES 105 
 
 which is a small amount of liquid bearing a noticeable scent. 
 Some may be toilet scents, and others medicines or essences 
 used in cooking. A card numbered according to the bottles 
 is given to each player, and the game is to guess as many of 
 the scents as possible. 
 
 The Topsy-Turvy Concert 
 
 The performers in this concert, who should be of nearly the 
 same size, take their places behind a sheet stretched across the 
 room at the height of their chins. They then put stockings 
 on their arms and boots on their hands (or this may be done 
 before they come into the room), and stand looking over the 
 sheet at the company, with their hands and arms carefully 
 hidden. The concert begins by the singing of the first verse 
 of a song. Immediately the verse is finished, the singers, 
 stooping down so that their heads disappear from view, thrust 
 up their arms and wave them about, the effect being that of 
 a row of people standing on their heads. The chorus is thus 
 sung. Then they pull down their arms and put up their heads 
 again and sing the next verse. 
 
 The Dancing Dwarf 
 
 This is a very amusing illusion and easy to arrange. All 
 the players but two are sent out of the room and these stand 
 behind a table. One stands close to the table, his arms in 
 front of him so that the fingers rest on the table. Boots, or 
 stockings and shoes, are put on their arms and a long dark 
 cloak is thrown over the shoulders of the first player cover- 
 ing the one behind him. The one behind furnishes the arms 
 by thrusting his out in front. The little feet resting on the 
 table show from the folds of the cloak and give the appear- 
 ance of a dwarf. The players are then called back and the 
 dwarf, whose face should be disguised, performs any feat that 
 
io6 WHAT SHALL WE DO NOW? 
 
 they ask for he sings a song, or makes a speech or prophe- 
 sies the future of any one who desires it, always ending with 
 a wild dance performed by the arms and hands of the other 
 
 THE DANCING DWARF 
 
 person. The light should be turned down somewhat and the 
 audience should be straight in front of the table to keep the 
 illusion at its best. 
 
 Charades 
 
 " Charades " can be written in advance and carefully re- 
 hearsed, but in this book we are concerned more nearly with 
 those that are arranged a few minutes (the fewer the better) 
 before they are performed. As a rule a word of two or 
 three syllables is chosen, the syllables are first acted, then the 
 
GUESSING, AND ACTING GAMES 107 
 
 whole word, and then the audience guess what it was. Some- 
 times the word is brought in, both in its complete form and 
 in its syllables ; and sometimes and this is perhaps the bet- 
 ter way it is acted. Thus, if the word were " Treason," 
 one way would be to make the acts themselves anything that 
 occurred to you, merely saying " Tree " with some distinct- 
 ness in the first ; " Son " or " Sun " in the second ; and 
 " Treason " in the third. The other and more interesting way 
 would be to make the first act relate to tree-felling or tree- 
 planting, or, say, a performance by Mr. Tree ; the second to 
 a son or the sun ; and the third to some treasonable situation, 
 such as, for example, the Gunpowder Plot. On account of 
 the time which is occupied in preparing and acting it is better 
 to choose two-syllabled words which, with the whole world, 
 make three scenes than three- or four-syllabled ones; al- 
 though there are certain four-syllabled words which split 
 naturally into two halves of two syllables each. "Parsi- 
 mony," for example, could be performed : Parsee, money, 
 parsimony. As a general rule the charades that are arranged 
 during the evening are better performed in dumb show, with 
 plenty of action, than with any talking at all. Under the cir- 
 cumstances gestures are so much easier than words and not 
 any less amusing. 
 
 Dumb Performances 
 
 Yery good fun can be had also from impromptu panto- 
 mimes, where the performers enact some story which every 
 one knows, such as " Aladdin " or " Ked Hiding Hood " or 
 " Cinderella " ; or a scene from history proper, or from village 
 or family history. The contrast between the splendor of 
 Cinderella's carriage in the story and the old perambulator 
 which has to serve in the charade only adds to the fun. 
 Every one, being dumb, acts to the utmost. It is sometimes 
 
io8 WHAT SHALL WE DO NOW ? 
 
 more amusing if all the parts are turned upside down and a 
 boy plays the heroine and a girl the hero. Where the scene 
 is too tremendous for any representation to be given, it is best 
 to meet the case frankly and use, as they did in Shakespeare's 
 day, written labels, such as " This is Aladdin's Palace." 
 
 Dressing Up 
 
 It is, of course, much more fun to dress up ; but dressing 
 up is not so important that a charade is spoiled without it. 
 If, on the day of your party, you know that charades will play 
 a part in it, it is wise to put in a convenient room a number 
 of things suitable to dress up in. Then at the last minute 
 there need be no furious running up-stairs to pull things out 
 of closets and boxes, and the unpleasantness will be 
 avoided which sometimes follows when you have taken some- 
 body's best clothes for a rather violent performance. 
 
 Almost the best garment there is for dressing-up purposes 
 is a fur coat. While priceless for Red Eiding Hood's wolf it 
 will make also most of the other animals in the Zoo. A sol- 
 dier's uniform is a great possession, and a real policeman's 
 helmet has made the success of many charades. Most kinds 
 of hat can, however, easily be made on the morning of a party 
 out of brown paper. Epaulettes and cockades are also easily 
 made of the same material. Powder or flour for white hair, 
 some corks for moustaches and beards (you hold them in the 
 candle for a minute and wait till they are cool enough to 
 use), and a packet of safety-pins should be in handy places. 
 Cherry tooth-paste makes serviceable rouge. 
 
 Tableaux Vivants 
 
 " Tableaux Vivants " are a change from acting, but they 
 need, if done at all well, a great deal ^f preparation and re- 
 hearsal, and are therefore perhaps beM T left to older people. 
 
GUESSING, AND ACTING GAMES 109 
 
 But quickly-arranged groups representing (not too seriously) 
 scenes in American history might be good fun. 
 
 Remarks on Acting 
 
 The drawback to all charades and dressing up at a party 
 is that they make away with so much valuable time of the 
 players who are out of the room, and unsettle those who are 
 left in. It should be the first duty of every one taking part 
 in acting at parties to decide quickly on the subject or word, 
 and to perform it quickly. Many and many a party has been 
 spoiled by the slowness of the actors outside. Historical or 
 family scenes with no dressing up and some action are per- 
 haps better than much dressing up and absolute stillness. In 
 "Canute and the Waves," for example, it is better that the in- 
 coming tide should be represented by a boy rolling slowly 
 over the carpet than that there should be nothing but fixed 
 eyes and stern faces. 
 
RAINY-DAY GAMES 
 
RAINY-DAY GAMES 
 
 THIS is a chapter written to meet the needs of 
 eral children shut up together in bad weather. The 
 chapter on " Indoor Occupation and Things to Make '' 
 gives suggestions for a single child, but here are a few sug- 
 gestions for several occupations for a group of children, which 
 do not mean the destruction of the furniture. 
 
 Any one of the games given in the chapter " In the 
 Train " is suitable for rainy days. 
 
 There are of course many games treated elsewhere in 
 this book which can be played on rainy days indoors. Many 
 of the parlor and outdoor games are equally suitable for in- 
 doors. All the card games and back-gammon, checkers, etc., 
 are invaluable resorts in case of a long dreary day, but there 
 are a few other recreations which, in some families are saved 
 for such occasions. 
 
 Bean-Bags 
 
 One of these is the old fashioned game of bean-bag. One 
 rainy morning can be spent in making the outfit. The girls 
 can be occupied in making the cloth bags, from six to ten 
 inches square, partly filled with beans : and the boys in mak- 
 ing the board which is shown in the illustration. 
 
 It should be about three feet square of any sort of boards 
 and propped up at one side so that it forms an inclined plane. 
 Five holes are cut in it, about seven inches square, all but the 
 centre one which is only five inches square. The players stand 
 off from six to twelve feet according as their skill increases 
 with practice and try to throw the bags through the holes. 
 There are various rules for playing the game which you can 
 
 "3 
 
1 14 WHAT SHALL WE DO NOW <? 
 
 arrange to suit yourself, or to make a change. One way is 
 have the bags in sets of six, each six being of one color, dif- 
 ferent from the others. The players stand in a line and all 
 throw at once, trying to get their six bags in the holes as soon 
 
 BEAN-BAG BOARD 
 
 as possible. When they have thrown their bags they rush up 
 to the board, gather up those which have gone wild and run 
 back to the firing line. The one who gets his six bags in first 
 wins the game. A bag thrown through the small centre hole 
 counts as two. 
 
 Another way to play it is to throw in turn, each throw, 
 ing all his six bags one after another. The one who gets most 
 in is the winner. 
 
 Ring- Toss 
 
 Ring-toss is another game in which skill can be acquired 
 only through practice and it is very good for rainy-days. It 
 is really indoor quoits, and is a favorite game for shipboard. 
 Any one with a little patience and care can make the rings 
 
RAINY-DAY GAMES 115 
 
 which are of rope fastened together with slanting seam, 
 wound with string so that there is no bulging, overlapping 
 hump at one side. 
 
 A stake is nailed upright to a board (the stake can be a 
 section of an old broom handle, or a smooth, small, straight 
 
 ROPE RING 
 
 peeled branch of a tree) and the outfit for the game is com- 
 plete. It is played with the same rules as quoits (see "Outdoor 
 Games for Boys "), and a very considerable degree of skill can 
 be obtained by practice. As in pitching quoits, the rings 
 should be thrown with a little level twist to make them whirl 
 about. 
 
 Ring-the-Nail 
 
 A variation of this can be played with common large nails 
 and brass curtain rings. Eight nails are driven into a board 
 in a circle, leaving about an inch sticking up. In the centre, 
 one is driven, standing about three inches tall. Small rings, 
 curtain rings, for instance, are thrown toward this. Each 
 time they encircle one of the lower nails is counted five, and 
 the centre nail ten. 
 
u6 WHAT SHALL WE DO NOW? 
 
 Soap-Bubbles 
 
 A soap-bubble race is easy to arrange and very good fun. 
 An old shawl or blanket is laid on a table or the floor, goals 
 are made at each end of it with piles of books, leaving an 
 opening between, and each person is provided with a pipe for 
 blowing bubbles. One bowl of soap-bubbles is enough for the 
 company (see page 279 on the best way to make lasting soap-bub- 
 bles). The game is to see who can most quickly blow a bubble, 
 deposit it on the woolen cloth at one end and blow it through 
 the goal at the other. Of course you try to direct your puffs 
 so that you will not only blow your own bubble along but will 
 force your opponent's back. 
 
 Another way is to stretch a cord across the room and di- 
 vide into two sides, standing three feet from the cord. At 
 a given signal dip your pipes in the bowl of soap-suds, blow a 
 bubble, and try to blow it over the cord. The side which suc- 
 ceeds in landing most bubbles in the enemy's territory wins. 
 
 Jack-Stones 
 
 A game which is good, quiet fun for a rainy day is Jack- 
 stones. Although not played much nowadays it is very in- 
 teresting and is to indoors what " mumble-the-peg " is to out- 
 doors. It is played usually with small pieces of iron with six 
 little feet : but it can also be played with small pebbles all of 
 a size. All kinds of exercises can be used, many of which you 
 can invent yourself but a few of the commonest are given 
 below. 1. The five stones are thrown up and caught on the 
 back of the hand. 2. Four of the stones are held in the hand 
 while one is thrown up. They must then be laid on the table, 
 or floor, in time to catch the stone before it comes down. It 
 is then thrown up again, and the four stones are picked up 
 either one at a time or all together, and the stone caught again. 
 
 Nearly all the exercises are variations of this. One stone 
 
RAINY-DAY GAMES 117 
 
 is thrown up and different things must be done quickly with 
 the others before it falls again. 
 
 Tying Knots 
 
 Another occupation for rainy days that will interest sev- 
 eral children (as well as one) is puzzling out the construction 
 of some of the simplest sailor's knots. This is a useful and a 
 very desirable accomplishment. Often several together can 
 solve a difficult knot better than one, and after some pro- 
 ficiency^ acquired it is interesting to have a competition to see 
 who can tie them most quickly and perfectly. Every one is 
 supplied with a piece of clothes-line (the best rope for this pur- 
 pose) and some one calls out " Kunning Noose," or " Figure of 
 Eight." Every one must then make this as quickly as pos- 
 sible. 
 
 It is impossible to give directions in words about tying 
 knots. The best way is to get clear illustrations and then 
 work over them until you have mastered the intricacies. A 
 few simple knots are shown here, but there are many books 
 which give an almost endless variety. 
 
 Fia. 1. OVERHAND KNOT 
 
ii8 WHAT SHALL WE DO NOW? 
 
 FIG. 2. HALF-HITCH 
 
 FIG. 3. FIGUEK OF EIGHT 
 
 FIG. 4. COMMON BEND 
 
 FIG. 5. SAILOR'S KNOT 
 
RAINY DAY-GAMES 119 
 
 Fia. 6. RUNNING NOOSE 
 
 Fio. 7. CROSSED RUNNING NOOSE 
 
 FIG. 8. BOWLINE KNOT 
 
120 
 
 WHAT SHALL WE DO NOW 
 
 FIG. 9. DOGSHANK 
 
 Illustrating 
 
 A competitive game which is easy to manage is hit-or- 
 miss illustrating. Any old magazine (the more the better) 
 will furnish the material. Figures, furniture, landscape, ma- 
 chines anything and everything is cut out from the ad- 
 vertisement or illustrations, and put in a box or basket in the 
 middle of the table. Every one is given a piece of paper and 
 a proverb is selected for illustrating. Twenty minutes is al- 
 lowed to choose suitable pictures, to paste them on to sheets 
 of paper and to add, with pencil, accessories that are neces- 
 sary : and then results are compared. The variety and excel- 
 lence of these patchwork pictures are surprising. This can 
 be played during convalescence. It is not necessary to se- 
 lect a proverb for illustrating. Any suggestive title will do. 
 A few that have been found fruitful of varied and spirited 
 pictures are given here. 
 
 A trying moment. 
 
 Companions in misery. 
 
 This is my busy day. 
 
 " I did n't know it was loaded." 
 
 His proudest moment. 
 
 The unhappy experimenter. 
 
 The best of friends. 
 
 A great scare. 
 
 Fine weather for ducks. 
 
 " Won't you have some? " 
 
 " Don't we make a pretty picture ? " 
 
 Too busy to stop. 
 
 No harm done. 
 
 "I did n't mean to do it." 
 
 Stage-struck. 
 
 A great success. 
 
 "See you later." 
 
 A temporary quarrel. 
 
 A narrow escape. 
 
 A happy family. 
 
 The peace-maker. 
 
 A happy mother. 
 
RAINY-DAY GAMES 
 
 121 
 
 Shuffle-Board 
 
 A game which is often played on shipboard can be modi- 
 fied for an indoor, rainy day game very easily. This is shuffle- 
 board, all the outfit for which you can easily make yourself. 
 If you can have a long table that scratching will not injure 
 your board is all ready, but you can easily procure a common, 
 smooth-finished piece of plank, two feet wide, if possible, and 
 
 8 
 
 6 
 
 10 
 
 four feet long. On one end mark a diagram like the preced- 
 ing, about ten inches by eight inches. Mark a line at the 
 other end of the board about four inches from the edge, put 
 your counters on the line and you are ready to play. The 
 counters may be checkers (or any round pieces of wood) or 
 twenty-five cent pieces, or large flat buttons, although discs 
 of lead are the best because the heaviest. Your pusher should 
 
122 WHAT SHALL WE DO NOW? 
 
 be a little tool made especially, like the illustration, about a 
 foot long, and anybody with a jack-knife can whittle a satis- 
 factory " shovel " as it is called. 
 
 But if an impromptu game is desired, your counters may be 
 pushed off with a common ruler, with a long lead-pencil, or 
 even snapped with the finger nail, though this is apt to hurt. 
 Each player has six counters which he plays by three's, thus . 
 one person begins by shoving off three of his counters toward 
 the board on the end, trying to make them fall on the places 
 that count the highest. The next player then shoots three of his 
 counters, trying not only to place his own men well but to dis- 
 lodge his adversary's men if they are in good places. After 
 all have played in turn, the first player shoots his other three 
 counters and so on till all have played again. At the close of 
 each round the board is inspected and each person is credited 
 with the sum of the numbers on which his men rest. The 
 game is continued thus, until some one has reached the limit 
 set, which may be a hundred, or fifty, or any other number ac- 
 cording to the skill of the players. 
 
 The counters of each player may be distinguished from 
 the others by any distinctive sign marked on them. They 
 must not be pushed along but struck a sharp blow with your 
 shovel. The head of your shovel must not pass the line 
 marked for the counters. Counters which rest on, or touch a 
 line do not count. A very considerable degree of skill can be 
 attained in this game and it is a never failing resource on dull 
 days. 
 
 A rainy day is a good time to practice various tricks and 
 puzzles so as to perfect yourself in performing them. 
 
 Balancing Tricks 
 
 There are a number of balancing tricks which are easy an J 
 ingenious. The secret of most such tricks is in keeping the 
 
RAINY-DAY GAMES 
 
 123 
 
 centre of gravity low, and when this idea is once mastered you 
 can invent tricks to suit yourself. For instance a tea-cup can 
 be balanced on the point of a pencil thus : put a cork through 
 the handle of the cup (it should be just large enough to be 
 pushed in firmly) and stick a fork into it, with two prongs on 
 
 FIG. 1 
 
 FIG. 2 
 
 FIG. 4 
 
 FIG. 3 
 
 each side of the handle, and with the handle under the bottom 
 of the cup. (Fig. 1.) The centre of gravity is thus made low, 
 and if you experiment a little and have a little skill, and a 
 steady hand you can balance the whole on a pencil's point. 
 
 Or you can balance a coin edgeway on a needle's point. 
 The needle is stuck firmly into the cork of a bottle, and the coin 
 
124 WHAT SHALL WE DO NOW ? 
 
 is fixed in a slit cut in a cork, in which two forks are stuck. 
 (Fig. 2.) 
 
 The simplest of these tricks is to balance a pencil on the 
 tip of your finger by sticking two pen-knives in it, one on each 
 side. (Fig. 3.) 
 
 A cork with two forks stuck in it can be made to balance 
 almost anywhere on the neck of a bottle from which the con- 
 tents are being poured for instance. (See fig. 4.) 
 
 Amusing toys can be constructed on this principle. 
 Tumbling dolls are made of light wood or cork, glued to the 
 flat side of a half bullet. No matter how often they are knocked 
 flat, they rise again at once. 
 
 The Dancing Egg 
 
 Another good trick that needs a little practice is to make 
 an egg dance. Boil an egg hard, keeping it in an upright 
 position (between cups set in the water or in some other 
 way). Then turn a plate bottom side up and put the egg on 
 it. Turn the plate around, more and more quickly, always 
 holding it flat and level, and the egg will rise on its end and 
 stand quite straight while it spins about. 
 
 The Dancing Pea 
 
 A pea can be made to dance on a column of air as you 
 sometimes see a rubber ball rising and falling in a fountain 
 of water. Take a piece of a clay pipe about three inches long, 
 and make one end into a little rounded cup, by cutting the 
 clay carefully with a knife or file. Then run two small pins 
 cross-wise through a big, round pea, put the end of one pin in 
 the pipe and hold the pipe in an upright position over your 
 mouth. Blow gently through the pipe and the pea will dance 
 up and down. 
 
RAINY-DAY GAMES 125 
 
 The Glass-Maker 
 
 Another trick to play with pins is the glass-making pin. 
 Cut an ordinary rubber band in two, and stick a bent pin 
 through the middle of this. Now hold an end of the elastic 
 in each hand and whirl it rapidly around, stretching it a 
 little. The revolving pin will at once assume the appearance 
 
 THE GLASS-MAKER 
 
 of a tiny glass vase, or tumbler, and the shape can be varied at 
 will. It is best to have a strong ray of light on the pin and 
 the rest of the room darkened. 
 
 Electricity 
 
 Various tricks can be played by means of the electricity 
 in paper. Ordinary sealing wax, rubbed briskly on a coat- 
 sleeve until it is warm will attract bits of tissue paper, or any 
 other soft paper. A variation on jack-straws can be played 
 by means of this trick. Tiny scraps of tissue paper, each 
 numbered, are piled in the centre of the table and each player 
 by means of a piece of sealing wax tries to draw out the great- 
 est number in the shortest time. This is a fascinating game 
 and arranged impromptu in a very short time. The pieces of 
 paper need not be of tissue paper, as any very thin paper will 
 do. They should be about a quarter of an inch wide by an 
 inch long and numbered up to twenty. They must be re- 
 moved from the centre pile and put in piles before the players 
 without touching with the fingers. It will be found that 
 shaking them off the sealing wax is often harder than making 
 
126 WHAT SHALL WE DO NOW? 
 
 them stick to it. Of course an effort should be made to secure 
 those pieces of paper which have the largest numbers on them, 
 as a few of these count more than many of the others. 
 
 Electric dancers are easy to make. Cut little figures out 
 of tissue paper and lay them on the table. Put on each side 
 of them two books and lay a sheet of glass over them about 
 an inch and a half above them. Rub the glass briskly with a 
 flannel cloth and they will jump up and dowri. 
 
 ELECTRIC DANCERS 
 
 A rubber comb rubbed with a silk handkerchief will at- 
 tract small bits of paper, feathers or wool. Various games and 
 tricks can be devised by this means, such as " bringing the 
 dead to life," i. 0., raising paper figures to an upright position 
 from a grave made of books, or a box. 
 
OUTDOOR GAMES FOR GIRLS 
 
O 
 
 OUTDOOR GAMES FOR GIRLS 
 
 UTDOOK games for girls and outdoor games for 
 boys are very often the same, although they are sep- 
 arated here for the sake of convenience. 
 
 Battledore and Shuttlecock 
 
 " Battledore and Shuttlecock " is equally good for one 
 player or for two. The only game to be played is to see how 
 long the shuttlecock can be kept in the air. If you are alone 
 the best way is to set yourself a number, say a hundred, and 
 persevere until you reach it. This can be varied by striving 
 to reach, say, thirty, by first hitting the ball each time as hard 
 as possible, and then hitting it very gently so that it hardly 
 rises at all. 
 
 Jumping Rope 
 
 Ordinary skipping is good enough fun for most of us, but 
 for those who are not satisfied with it there is skipping ex- 
 traordinary, one feat of which is now and then to send the 
 rope round twice before you touch the ground again. To do 
 this, as it cannot be done with a mere rope, you must make a 
 new rope of whipcord, in the middle of which you place a 
 small chain about a foot long. This chain gives the weight 
 necessary for whirling the rope very swiftly through the air. 
 
 Tom Tiddler's Ground 
 
 The player who is first going to be Tom Tiddler stands or 
 sits inside the part of the garden (or room) marked off for him, 
 pretending to be asleep. The others venture on his ground, 
 crying, " Here we are on Tom Tiddler's ground, picking up 
 gold and silver." As Tom still sleeps they grow bolder and 
 
 129 
 
130 WHAT SHALL WE DO NOW <? 
 
 bolder until he suddenly awakens and dashes for them. The 
 one that is caught becomes Tom Tiddler. Tom may not cross 
 the boundary-line. 
 
 Old Stone 
 
 Another " Tom Tiddler's Ground." One player crouches 
 down pretending to be a stone. The others run round about 
 her, gradually, as she shows no sign of life, getting nearer 
 and more bold. The stone suddenly leaps up and begins to 
 chase them, and the one caught is the old stone. 
 
 Hen and Chickens 
 
 Even more exciting than " Tom Tiddler's Ground " is 
 " Hen and Chickens." In this game one player represents a 
 fox and sits on the ground looking sly and hungry. The oth- 
 ers, who are the hen and chickens, form a procession, holding 
 each other's skirts or coats by both hands, and march past the 
 fox, saying in turn 
 
 Chickany, chickany, crany crow, 
 
 I went to the well to wash my toe, 
 
 And when I came back a chicken was dead. 
 
 Then they leave go of each other and stand round the fox, and 
 the leader, the hen, says, " What are you doing, old fox ? " 
 The fox replies, " Making a fire " ; and the conversation goes 
 on like this : 
 
 The Hen : What for? 
 The Fox : To boil some water. 
 The Hen : What is the water for ? 
 The Fox : To scald a chicken. 
 The Hen : Where will yon get it? 
 The Fox : Out of yonr flock. 
 
 With these words the fox springs up and the hen and chickens 
 run in all directions. The chicken that is caught becomes the 
 new fox, and the old fox is the new hen, the leader of the 
 procession. 
 
OUTDOOR GAMES FOR GIRLS 13! 
 
 The same game is played by Essex children with an old 
 woman in place of the fox, and with different words. In this 
 case the hen and chickens make a procession in front of a 
 player who personates an old weeping woman. As they 
 march by, the hen sings 
 
 Chickens, come clock, come clock, come clock, 
 Chickens, come clock, come clock, come clock, 
 The hawks are away and the crows are asleep, 
 It's time that my chickens had something to eat. 
 
 Then they leave go of each other and stand round the old 
 weeping woman, and between her and the hen the following 
 conversation is held : 
 
 The Hen : What are you crying for, my poor old woman ? 
 
 The Old Woman : Because I 've lost my needle. 
 
 The Hen : What do you want a needle for ? 
 
 The Old Woman : To sew a bag with. 
 
 The Hen : What do you want a bag for ? 
 
 The Old Woman : To put salt tn. 
 
 The Hen : What do you want salt for ? 
 
 The Old Woman : To scour a saucepan. 
 
 The Hen : What do you want a saucepan for ? 
 
 The Old Woman : To boil one of your chickens in. 
 
 The old woman then leaps up and tries to catch a chicken, 
 and the hen tries to stop her. 
 
 Other Garden Games 
 
 Many of the games described in other parts of this book 
 are good also for the ,garden ; such as " Still Pond ! No More 
 Moving!" (p. 4), "Puss in the Corner" (p. 7), "Honey-pots" 
 (p. 11), " Nuts in May " (p. 12), " Here I Bake " (p. 13), " Lady 
 Queen Anne " (p. 20), " The Mulberry Bush " (p. 28), and 
 " Looby, Looby " (p. 29). 
 
 Witches 
 
 " Witches " is a home-made game played thus, according 
 to the description of E. H. : " One player is made witch. A 
 
132 WHAT SHALL WE DO NOW? 
 
 good spot is chosen for home, and here the others wait until 
 the witch has had time to hide. The idea is that the country 
 round is preyed upon by the witch, home being the only place 
 where she has no power. The rest of the children have to 
 explore the witch's country without being caught by her. It 
 must be a point of honor to leave no suspicious place unex 
 amined. The child chosen for witch need not be a particularly 
 fast runner, but she must be clever and a good dodger. Any 
 one that the witch succeeds in touching is at once turned to 
 stone and may not stir except as she is moved about by the 
 witch, who chooses a spot to stand her victim in as far re- 
 moved from home as possible. The stone can be released only 
 by some other child finding her and dragging her safely home, 
 where the spell ceases to act. But until actually home the 
 victim remains stone, so that if the rescuer is surprised by the 
 witch and lets go her hold, the stone has to stand where she 
 is left and is so recovered by the witch. The witch must not, 
 of course, guard her prisoners too closely. She ought to try 
 and intercept the rescuers on their way home, rather than 
 spring upon them in the act of finding the stone. But each 
 time the stone is recovered the witch may place her in a more 
 inaccessible spot, so that it becomes more and more dangerous 
 to release her. Sometimes at the end of the game all the 
 children are turned to stone in different parts of the garden, 
 but sometimes, of course, a swift runner will outstrip the witch 
 and drag the victim safely home. A clever witch acts the 
 part too appearing and disappearing suddenly, prowling 
 about in a crouching attitude, making gestures of hate and 
 rage, and so on." 
 
 The Ballad Game 
 
 Another home-made game is described by E. H. thus : 
 " The game is taken from the player's favorite ballads. In our 
 
OUTDOOR GAMES FOR GIRLS 133 
 
 play the eldest of the four players, who was also the best or- 
 ganizer, represented the cruel father. The youngest little girl 
 was the fair damsel. The other two represented the wicked 
 lover and the faithful knight, the part of the faithful knight 
 being taken by the fleetest of the party to balance the combi- 
 nation of the father and the wicked lover. The game begins 
 by the fair damsel being imprisoned in the coach-house because 
 she refuses to marry the wicked lover. (Of course any shed 
 would do.) Here she waits until her knight comes to rescue 
 her, and they escape together, pursued by the other two. If 
 the lovers succeed in getting away the story has a happy end- 
 ing ; but the more dramatic ending is the tragic one, when 
 the faithful knight is overtaken, and after killing the cruel 
 father and the wicked lover, himself dies of his wounds, the 
 fair damsel slaying herself with his sword over his dead 
 body. 
 
 " The interest of this game is greatly increased by having 
 retainers. These are armies of sticks which are planted at 
 particular corners. There must be some mark by which your 
 own retainers can be distinguished from the enemy's. For in- 
 stance, the faithful knight may have peeled sticks and the 
 others unpeeled. If, when charging round the house, you 
 come across a troop of the enemy's retainers, you cannot go 
 on until you have thrown them all down, as they are set to 
 guard the pass. So, if the lovers are escaping and they find 
 their way blocked by the father's retainers (the father and the 
 wicked lover may have separate sets of retainers, in which case 
 the war is always bitterest between the two rivals, as the 
 father's retainers are sometimes spared for the damsel's sake), 
 they have to lose time by first overcoming the retainers and 
 that gives time to their pursuers to come up. But if they are 
 so far in advance that they can stop to set up their own re- 
 tainers in the place of the enemy, it serves to give them 
 
134 WHAT SHALL WE DO NOW ? 
 
 further time to make good their escape, as the others have to 
 wait to overthrow the knight's sticks in their turn. In no case 
 are you allowed to take away your enemy's sticks. If the lovers 
 are overtaken, the rivals have to fight, and meanwhile the 
 father once more carries off and imprisons the damsel." 
 
 Counting-Out Rhymes 
 
 To decide who is to begin a game there are various count- 
 ing-out rhymes. All the players stand in a circle, surround- 
 ing the one who counts. At each pause in the rhyme (which 
 occurs wherever a stroke has been placed in the versions which 
 follow) this one touches the players in turn until the end is 
 reached. The player to whom t he last number comes is to be- 
 gin. This is one rhyme : 
 
 Eeua-a, | deen-a, | dine-a, | dost, | 
 Cat'll-a, | ween-a, | wine-a, | wust, | 
 Spin, | spoil, | must | be | done, | 
 Twiddlum, | twaddlum, | twenty-one. } 
 O- | U- | T | spells | out. | 
 
 Others : 
 
 Intery, | mintery, | cutery | corn, | 
 Apple | seed | and | apple | thorn ; | 
 Wine, | brier, | limber | lock, J 
 Five | geese | in | a | flock ; | 
 Sit and sing | by a spring | 
 O- | U- | T | and | in | again. | 
 
 One-ery, | two-ery, | 
 
 Ziccary | zan ; | 
 Hollowbone, | crack-a-bone, j 
 
 Ninery, | ten ; | 
 Spittery | spot, | 
 
 Must | be | done, | 
 Twiddledum, | twaddledum, 
 
 Twenty-one. 
 
OUTDOOR GAMES FOR GIRLS 135 
 
 Ring | around | a ring-pot, | 
 
 One spot | two spot | three spot | san | 
 
 Bob- tailed | winnie-wack | tittero | tan | 
 
 Ham | Scram | 
 
 Fortune | man | 
 
 Singum | sangnm | Buck ! | 
 
 Daisy Chains 
 
 The old way of making a daisy chain is to split one stalk 
 and thread the next through it up to the head, as in this draw- 
 
 DAISY CHAIN 
 
 ing. That is for out-of-doors. If you are using the chain for 
 decorations indoors, it is perhaps better to cut off the stalks 
 and thread the heads on cotton ; but there seems to be no great 
 need to use daisies in this way at all. 
 
 An ivy chain is made by passing the stalk of one leaf 
 through the point of another and then bending it round and 
 
 IVY CHAIN 
 
 putting it through the point of its own leaf, the hole thus 
 made being used for the stalk of the next, and so on, as in 
 this drawing. 
 
136 WHAT SHALL WE DO NOW ? 
 
 Flower Show 
 
 A flower-show competition is an excellent garden game. 
 A handkerchief on sticks forms the tent. Underneath this is 
 a bed of sand in which the flowers, singly or in groups, can 
 be fixed. Some one can easily be persuaded to come out of 
 the house to act as judge. 
 
 Garden Shop 
 
 Shop in the garden or out-of-doors is played with various 
 things that resemble articles of food. Thus you can get ex- 
 cellent coffee from sorrel, and capital little bundles of rhubarb 
 can be made by taking a rhubarb leaf and cutting the ribs 
 into stalks. Small stones make very good imitation potatoes, 
 and the heads of marguerite daisies on a plate will easily pass 
 for poached eggs. 
 
 Flower Symbols 
 
 In this place a word might be said about some of the 
 curious things to be found in flowers and plants. If you cut 
 the stalk of a brake fern low down, in September, you find a 
 spreading oak tree. The pansy contains a picture of a man 
 in a pulpit. A poppy is easily transformed into an old woman 
 in a red gown. The snap-dragon, when its sides are pinched, 
 can be made to yawn. The mallow contains a minute cheese. 
 By blowing the fluff on a dandelion that has run to seed you 
 can tell (more or less correctly) the time of day. An ear of 
 barley will run up your sleeve if the pointed end is laid just 
 within it ; and an apple's seeds make exquisite little mice. 
 
 Summer Houses 
 
 If the garden has no summer-house or tent a very good 
 one can be made with a clothes-horse and a rug. 
 
OUTDOOR GAMES FOR BOYS 
 
OUTDOOR GAMES FOR BOYS 
 
 THIS book is written for children who need help 
 in amusing themselves. It is natural that there 
 should be some difficulty about thinking of games 
 for indoors, or when there is a problem of a large company to 
 amuse ; but it is hard to imagine any healthy boy, turned 
 loose out of doors, who cannot take care of his own entertain- 
 ment. The number of things to do is without limit and the 
 boy so uninventive as to be at a loss with all outdoors before 
 him must be in a sad way. Hence there has been no effort 
 made in this chapter to make an exhaustive list of outdoor 
 games, only those being given which are suggestive, that is, 
 which can be infinitely varied according to your ingenuity ; 
 which are, so to speak, the first of a series. 
 
 Also, the rules of regular games are not given here (such 
 as baseball, football, hocky, etc.). There are plenty of small 
 manuals, given away with the outfits for these games, which 
 print in much more detail than would be possible here, their 
 principles. More than that, most boys absorb a general 
 knowledge of these games through their pores, and need a 
 book only to settle some small, knotty, disputed point of 
 ruling. 
 
 One of the best things to have when out of doors is a 
 ball. There is no end to the uses one can make of it. 
 
 Ball Games 
 
 The simplest thing to do with a ball is to catch it ; and 
 the quicker one is in learning to catch well the better base- 
 ball player one will become. Ordinary catching in a ring is 
 good, but the practice is better if you try to throw the ball 
 each time so that the player to whom you throw it shall not 
 
140 WHAT SHALL WE DO NOW? 
 
 need to move his feet in order to catch it. This teaches 
 straight throwing too. Long and high throwing and catch- 
 ing, and hard throwing and catching (standing as close to- 
 gether as you dare), are important. There is also dodge- 
 catching, where you pretend to throw to one player and 
 really throw to another and thus take him unawares. All 
 these games can be varied and made more difficult by using 
 only one hand, right or left, for catching. 
 
 Ball Games Alone 
 
 A boy with a ball need never be very lonely. When tired 
 of catching it in the ordinary way he can practice throwing the 
 ball straight into the air until, without his moving from his 
 place, it falls absolutely on him each time. He can throw it 
 up and catch it behind him, and if he has two others (or 
 stones will do) he can strive for the juggler's accomplishment 
 of keeping three things in the air at once. Every boy should 
 practice throwing with his left hand (or, if he is already left- 
 handed, with his right) : a very useful accomplishment. If it 
 is a solid india-rubber ball and there is a blank wall, he can 
 make it rebound at different angles, one good way being, in 
 throwing it, to let it first hit the ground close to the wall's 
 foot. He may also pledge himself to catch it first with the 
 right hand and then with the left for a hundred times ; or to 
 bat it up a hundred times with a tennis racket or a flat bit of 
 board. An interesting game for one is to mark out a golf 
 course round the garden, making a little hole at intervals of 
 half a dozen yards or so, and see how many strokes are needed 
 in going round and getting into each hole on the way. 
 
 Races 
 
 All kinds of races are easy to arrange and these can be re- 
 peated from day to day as your proficiency increases. Here 
 are a few. 
 
OUTDOOR GAMES FOR BOYS 141 
 
 The Spanish race, sometimes called the Wheelbarrow 
 race, is played by forming the boys into two lines, one standing 
 back of the other, and the front row on their hands and 
 knees. At a signal to begin, each boy on the back row takes 
 hold of the ankles of the boy in front of him and lifts his 
 knees off the ground. The boy in front walking on his hands, 
 and the boy behind trundling him along, make the greatest 
 haste possible. The pair who first reach the goal are the 
 winners. 
 
 Kaces may be run, hopping on the right foot, or on the 
 left, or with both together, or with first a hop and then a 
 jump. It is well to appoint one of the boys umpire during 
 these odd races, to see that they are run fairly and none of 
 the rules agreed upon are broken. 
 
 A sack race is fun. Each boy is tied into a gunny 
 sack and shuffles his way to the goal. A substitute for this is 
 the three-legged race, run by two boys. They stand side by 
 side, and the right leg of one is tied to the left leg of the 
 other and so with three legs between them they must some- 
 how get to the goal. 
 
 Hands and knees races, backward races (run with your 
 back to the goal), races with burdens on your back, or balanc- 
 ing a pole across your hand or on the tip of your 
 finger there is no limit to the ones you can invent. 
 
 But the best ones, after all, are the plain old trials of 
 speed. There is no more fun than a good running race, and a 
 walking race is next to it. Bicycle races are apt to be 
 dangerous and a course that is very wide should always be 
 selected. 
 
 Quoits 
 
 Quoits is a game not played as much as it should be by 
 American boys. It is easy to arrange, for although there is 
 
142 WHAT SHALL WE DO NOW? 
 
 an outfit sold in the toy shops, a home-made one is just as 
 good. It consists of a collection of horseshoes and a stake 
 driven in the ground certainly not a difficult appa- 
 ratus to assemble. The stake should not project more than an 
 inch above the ground and the players, according to the 
 grown-up rules, should stand about fifteen yards away from 
 the stake (which is usually called " the hub" ). But for boys 
 the distance from the hub can be determined by your skill. 
 You may increase it as you improve with practice. Every 
 player has a certain number of quoits (horseshoes) and stand- 
 ing at a fixed distance from the hub he tries to pitch them so 
 that they will go as near as possible to the hub. Some very 
 good players can cast a quoit so that it falls about the hub. 
 This is called a " ringer " and counts ten, but it is a rare shot. 
 Every one pitches his quoits and then all go to the hub and 
 reckon up the score. The one whose quoits lie nearest to the 
 hub counts one point for each quoit, but each quoit entitled 
 to count must be nearer the hub than any of the opponents' 
 quoits. This continues until the score is complete. People 
 usually play for eleven. This game can be played with flat 
 stones instead of horseshoes and with any rules that you 
 choose to make. 
 
 Duck on a Rock 
 
 Duck on a Kock is a variation of Quoits which is excel- 
 lent fun. One of the players, chosen by counting out, puts a 
 stone (called in this game the " duck ") about as big as his fist, 
 on the top of a smooth rock and stands near it. All the 
 other players have similar "ducks" and try to dislodge the 
 one on the rock by throwing their stones, or ducks at it. As 
 soon as each has thrown his duck he tries to watch his chance 
 to run up to it and carry it back before the player standing 
 by the rock can touch him. When some one knocks off the 
 
OUTDOOR GAMES FOR BOYS 143 
 
 duck from the rock the " it " (the player by the rock) must 
 put it back before he can tag any of the players. This is 
 therefore, of course, the great time for a rush of all the 
 players to recover their ducks and get back to their own ter- 
 ritory before the " it " can tag them. If any player is 
 touched by the " it " while attempting to rescue his duck he 
 must become " it " and put his duck on the rock. 
 
 Bowling 
 
 Bowling is the best of sports but this usually needs too 
 much apparatus for the average boy to have. Nine pins, 
 however, can be arranged in a rough sort of a way, by setting 
 up sticks and bowling at them with round apples. Your own 
 ingenuity will devise ways to use the materials you find 
 about you. 
 
 Hop-Scotch 
 
 Hop-scotch is a great favorite which scarcely needs a de- 
 scription, although there are various ways of marking the 
 boards. The game is played by any number of persons, each 
 of whom kicks a small stone from one part to another of the 
 diagram by hopping about on one foot. The diagram is 
 drawn on a smooth piece of ground with a pointed stick or on 
 a pavement with a bit of chalk. The most usual figure is 
 given here. 
 
 To begin, a player puts a pebble or bit of wood into 
 the place marked 1, and then, hopping into it with his right 
 foot, he kicks the counter outside the diagram. Then hopping 
 out himself, he kicks it (with the foot on which he is hopping) 
 into the part marked 2. He hops through 1 to 2, kicks the 
 counter out again, and follows it out. This continues until he 
 has kicked the counter in and out of every space in the dia- 
 gram, without stepping on a line, or so casting the counter 
 
144 
 
 WHAT SHALL WE DO NOW 
 
 that it rests on a line. If this occurs he is put back a space, 
 and it is the turn of the next player. Each one plays until he 
 has made a fault, and when it is his turn again, he takes up 
 the game where he left off. The one who first gets through 
 the required figures is the winner. 
 
 8 
 
 There is literally no end to the variations of this game, 
 either in the diagram used or in the rules. Sometimes when 
 people become very skilful they play it backward, and some- 
 times at the end the player is required to place the pebble on 
 his toe and kick it in the air, catching it in his hand. 
 
 Strength Tests 
 
 Various trials of strength are good for boys out of doors, 
 provided rules are fixed and adhered to. Cane-spreeing is good 
 sport, but should only be tried by boys pretty well matched in 
 
OUTDOOR GAMES FOR BOYS 145 
 
 size and strength. A cane (or broom-stick) about three feet 
 long is held by two boys facing each other, each with a hand 
 on each end of the cane, the respective right hands being out- 
 side the lefts, that is, nearest to the end. Then one tries to get 
 the cane away from the other. It sounds simple, but there are a 
 great variety of strategic tricks to be learned by practice. No 
 struggle should last more than two minutes by the watch, when 
 the boys should stop and get breath. The feet are not used, 
 but it is quite allowable to use your body, if you get down on 
 the ground in a sort of wrestling. 
 
 Hare and Hounds 
 
 Hare and Hounds can be played either in the country or 
 the city and is fine fun, although it should be begun with a 
 short run. In the excitement of the chase boys are apt to for- 
 get, and over- strain themselves. The " hares " are two players 
 who have a bag of small paper pieces which they scatter after 
 them from time to time as they run. They are given a 
 start of five or ten minutes and then all the others, who 
 are the " hounds," start after them, tracing their course by 
 the bits of paper. In the city the hares take a piece of 
 
 chalk and mark an arrow on the wall thus ^> showing in 
 
 ivhich direction they have gone. Good stout shoes should 
 be worn to run in, or you will blister your feet. 
 
 Dog-Stick 
 
 A game for city payments or for smooth country roads 
 has so many names that it is difficult to say which is its right 
 one, but a common one is " dog-stick." It is played something 
 like hockey, the aim being to get a ball or counter over your 
 opponent's goal line. The ball in this case is not a ball but a 
 piece of wood which you can make yourself, of an odd shape. 
 It is like a flattened ball with a tail to it. With a club or stick 
 you strike the tail so that the ball springs up in the air and 
 
146 WHAT SHALL WE DO NOW ? 
 
 then before it falls you strike it with your club toward your 
 enemy's goal line. The players are divided into sides who 
 try to defend their goal lines and to send back the ball to the 
 other side. Make your own rules as experience teaches you is 
 fair. 
 
 Other Games 
 
 The endless variations of leap-frog should not be forgot- 
 ten in devising outdoor games: and tournaments of long or 
 broad jumping and high jumping are good. Stilts and the 
 games to be arranged with them are also another great re- 
 source. And the seasons bring, as regularly as flowers and 
 snow, the round of tops, and kites and marbles. Of these last 
 a very summary account is given here as most boys and regions 
 have their own rules. 
 
 Marbles 
 
 The first thing to learn in " Marbles " is the way that the 
 marble should be held. Of course one can have very good 
 games by bowling the marble, as if it were a ball, or holding 
 it between the thumb-nail and the second joint of the first 
 finger and shooting it with the thumb from there ; but these 
 ways are wrong. The correct way is to hold it between the 
 tip of the forefinger and the first joint of the thumb. Mar- 
 bles are divided into "taws," or well-made strong marbles 
 with which you shoot, and " clays," or the ordinary cheap 
 colored marbles at which you aim and with which you pay 
 your losses. 
 
 Ring Taw 
 
 Two or three boys with marbles could never have diffi- 
 culty in hitting on a game to play with them, but the best reg- 
 ular game for several players is " Ring Taw." A chalk ring 
 is made on as level a piece of ground as there is, and each 
 
OUTDOOR GAMES FOR BOYS 147 
 
 player puts a clay on it at regular distances from each other. 
 A line from which to shoot during the first round is then 
 drawn two yards or so from the ring, and the game begins by 
 the player who has won the right of leading off (a real advan- 
 tage) knuckling down on the line and shooting at one of the 
 marbles in the ring. If a player knocks a marble out of the 
 ring, that marble is his and he has the right to shoot again 
 from the place where his taw comes to a stand ; but if in 
 knocking a marble out of the ring his taw remains in it (or if 
 his taw remains in it under any condition whatever), he has to 
 put all the marbles he has won into the ring, in addition to one 
 for a fine, and take up his taw and play no more till the next 
 game. There is one exception to this rule : If only one 
 marble is left in the ring, and if, in knocking it out, a player's 
 taw remains in the ring, he does not suffer, because the game 
 is then over. The other two rules are these : If a player suc- 
 ceeds in hitting the taw of another the owner of that taw not 
 only must leave the game but hand over any marbles he has 
 won. (In no case are taws parted with.) Also, if it happens 
 that only two players are left, and one of these has his taw hit, 
 that ends the game, for the player who hit it not only has the 
 marble of the taw's owner but all the marbles left in the 
 ring too. 
 
 " Ring Taw " can be played by as few as two players ; but 
 in this case they must each put several marbles in the ring. 
 
 To decide which player is to begin, it is customary for them 
 all to aim at the ring from the knuckling-down line, and 
 whichever one places his taw nearest to the middle of the ring 
 has the right to lead. 
 
 Other Games 
 
 Other garden games for boys will be found in the Picnic 
 section. We might mention also " Steps " (p. 4), " Tug of 
 War " (p. 38), and " Potato Races " (p. 40). 
 
PICNIC GAMES 
 
PICNIC GAMES 
 
 A PICNIC may be either a complicated affair which has 
 occupied you all the day before, or the most im- 
 promptu expedition which you arrange on the spur of 
 the minute ; and the last kind are often more fun. Any place 
 out of doors will answer for a picnic, but if possible it should 
 be near water. Anything will answer for a picnic lunch, but 
 it is pleasant, if older people are with you, if you are al- 
 lowed to have fires to do some outdoor cooking. This is al- 
 ways easier than it sounds and adds infinitely to the fun of the 
 lunch. Bacon is one of the easiest things to cook outdoors, all 
 that is needed being a forked stick which you can cut for your- 
 selves. The strip of bacon is impaled on the forks and toasted 
 over the fire, each person cooking his own slice and eating it 
 on bread. Or with two larger forked sticks a steak can be de- 
 liciously broiled for the whole company, or chops can be 
 cooked. It is the easiest and most delightful task to arrange 
 a sort of cooking-hole of stones over which the coffee pot may 
 be set and potatoes may be boiled over another similar hole. 
 You will find that it is far better to have a number of very 
 tiny little fires entirely separated from each other, than one big 
 bonfire which is almost sure to grow unmanageable. It will be 
 seen that it is far easier to take a big piece of bacon (to be 
 sliced after reaching the picnic grounds) a loaf or two of bread 
 and raw potatoes than to spend hours in making sandwiches 
 and packing cake. Beside the things cooked out of doors al- 
 
152 WHAT SHALL WE DO NOW? 
 
 ways taste so much better. Great care should be taken to put 
 out every spark of fire before going home, and to leave no 
 scraps of paper, or egg-shells lying about. These should be 
 burned or buried. 
 
 It, Touch Last, or Tag 
 
 For a short time " It " is a good warming game. It is the 
 simplest of all games. The " It " runs after the others until 
 he touches one. The one touched then becomes " It." 
 
 Touchwood 
 
 The name explains the game, which is played as " It " is 
 played, except that you can be caught only when you are not 
 touching wood. It is a good game where there are trees. It 
 is, of course, not fair to carry a piece of wood. 
 
 Cross Tag 
 
 This is the ordinary " Tag," save that if, while the " It " 
 is chasing one player, another runs across the trail between 
 him and the pursued, the " It " has to abandon the player he 
 was at first after and give chase to the one who has crossed. 
 
 A good variety of tag is " French Tag." The first one 
 caught must join hands with the " It," the next one with him, 
 etc., and so on in a long line all running together. Any one 
 can catch an opponent, but the original "It" must touch 
 him before he can take his place in the line. 
 
 The Little Dog 
 
 The players form a ring, leaving one outside, who passes 
 round it singing, " I have a little dog and he won't bite you," 
 and as he does so, touching each player in turn with a knotted 
 pocket-handkerchief. " And he won't bite you," " And he 
 
PICNIC GAMES 153 
 
 won't bite you," he calls to one after the other, and then sud- 
 denly changes this to " But he will bite you" The player 
 touched when this is said has to run after the toucher with all 
 his might. When caught they change places. 
 
 Hunt the Squirrel 
 
 All the players except one join a ring. This one, with a 
 knotted handkerchief in his hand, walks round the outside of 
 the ring for a while, and then, dropping the handkerchief be- 
 hind one of the players, runs off crying 
 
 Hunt the squirrel through the wood. 
 Now I 've lost him now I 've found him ! 
 Hunt the squirrel through the wood. 
 
 The player behind whom the handkerchief was dropped must 
 catch the squirrel before he can take up the empty place in 
 the ring left by the pursuer. It is more fun if, in dropping 
 the handkerchief, it can be done without the player discover- 
 ing it for a little while. 
 
 The way in which old-fashioned country children play 
 this game (called usually " Drop the handkerchief "), is a little 
 different. As the one with the handkerchief walks around 
 and around the outside of the ring all join in singing, 
 
 "Atisket! A tasket ! 
 A green and yellow basket ! 
 I sent a letter to my love 
 And now I find I 've lost it. 
 I Ve lost it ! I 've lost it ! 
 And where do you think I found it ? 
 Up in the sky, ever so high 
 With angels gathered 'round it." 
 
 As the words " I've lost it ! " are repeated, the player out- 
 side must drop the handkerchief, but no one must look behind 
 him until the verse is ended. Then the one who finds the 
 
154 WHAT SHALL WE DO NOW ? 
 
 handkerchief behind him must try to catch the first one, who 
 in turn tries to slip into the empty place. 
 
 Gaps 
 
 The players form a ring : all except one, who is " It." This 
 one runs round the ring and touches one of the players in the 
 circle. They both set off running immediately in opposite 
 directions, the object of each being to get first to the gap 
 made in the circle by the player who was touched. The one 
 who gets to the gap first remains in the circle, while the other 
 becomes " It." 
 
 Twos and Threes, or Terza 
 
 A very good picnic game. All the players except two 
 form a large ring, standing in twos, one behind another. Of 
 the two who are over, one is the pursuer and the other the 
 pursued ; and the game is begun by the pursued taking up his 
 position (if he can do so before the pursuer catches him) 
 in front of one of the couples in the ring, thus making three. 
 Directly he does this he is safe, and the last player in the little 
 group at the back of him has to run. Whoever is caught be- 
 comes the pursuer, while the one that caught him becomes 
 the pursued until, by standing in front of one of the couples, 
 he transfers that office to another. 
 
 Hide and Seek 
 
 " Hide and Seek," which is perhaps the best out-of-door 
 game without implements, needs no explanation. It is usual 
 to give the player who hides a start of as much time as it 
 takes the others to count a hundred in. Some boys, instead of 
 counting from one to a hundred, divide the sum into ten tens, 
 which are counted thus : 1, 2, 3, 1, 2, 3, 1, 2, 3, 1 ; 1, 2, 3, 1, 2, 
 3, 1, 2, 3, 1 ; and so on. These can be rattled through so 
 
PICNIC GAMES 155 
 
 quickly that your 100 is done and you have started out before, 
 in the ordinary way, seventy would have been reached. 
 
 A customary arrangement to avoid taking the hiders too 
 much by surprise is for the boy who stays at the base and 
 counts a hundred to call out when he finishes 
 
 or simply 
 
 Bushel of wheat ! Bushel of rye ! 
 All that are n't ready call out ' I ' ! " 
 
 "One! Two! Three! 
 Look out for me ! " 
 
 I Spy 
 
 " I Spy " combines " Hide and Seek " and " Tag." One 
 player stays in the base, covers his eyes and counts a hundred, 
 while the others run off and hide. On finishing the hundred 
 the player shouts " Coming ! " and runs out to look for the 
 others. Directly he catches sight of one of them (and they 
 are not hidden so carefully as in " Hide and Seek "), he calls 
 out his name and the place where he has seen him ; as, for in- 
 stance, " Harry ! behind the summer-house ! " If there is no 
 mistake and the name is right (it is very often wrong, in which 
 case the player does not move), Harry has to run out and try 
 and catch the other before he reaches the base. 
 
 Another way is for as many players to seek as to hide. 
 In this case it is agreed beforehand as to how many of the 
 seekers must be caught by the hiders for the game to be won. 
 If the number is given at four and four are caught, the same 
 side have the privilege of hiding again ; but if only three or 
 a smaller number, then the seekers have won and it is they 
 who hide next time. 
 
1 5 6 
 
 WHAT SHALL WE DO NOW 
 
 Chevy, or Prisoner's Base 
 
 There is no better running game than this. Y ou first 
 pick sides and then mark off the two camps and take up your 
 station there. The field is arranged thus : 
 
 Place for 
 
 A's 
 prisoners. 
 
 Place for 
 B's 
 
 prisoners. 
 
 A's Camp. 
 
 B's Camp. 
 
PICNIC GAMES 157 
 
 The game is opened by several of the A side running out 
 to some point immediately in front of the two camps. When 
 ready they call " Chevy." As many of the B side then start 
 out to pursue them, each calling his particular quarry by name. 
 The object of each A man is either to get back before the B 
 man who is after him can catch him, or to tempt the B man 
 into ground so near the A camp that he may be caught. In 
 this aim he is helped by the fact that directly his B pursuer 
 called his name and started out another A man probably called 
 out the name of the B man and started to cut him off. No one 
 is allowed to be pursued by two players at once. 
 
 If caught, the A man has to go to the place reserved for 
 B's prisoners. Directly he gets there he calls " Rescue " ; an A 
 man will then call " Prisoner," and rush out to relieve him ; 
 while a B runner is all ready to intercept this A rescuer if he can. 
 
 The game is good both for runners who can keep it up a 
 long time and for those who can make short, sharp dashes. 
 The first named decoy the enemy out in pursuit, and the 
 others hold themselves ready to dash across in front of the 
 enemy's camp and cut off any one who is across the line. The 
 rule as to shouting the name of the man you have marked 
 down should be kept. 
 
 If there is more than one prisoner they stand just touch- 
 ing hands, in a line which reaches as far as possible toward 
 their own camp, so that the distance between the first prisoner 
 and the rescuer may be shortened. Each new prisoner takes 
 up his place at the back of this line, farthest from the camp. 
 A prisoner is rescued by being touched. 
 
 If one side is much weaker than the other a time comes 
 when it is nearly all taken prisoner, with none to rescue ex- 
 cept by leaving the camp undefended. Directly a camp is left 
 undefended one of the enemy steps in and " crowns " it and 
 claims the game. More often than not, however, a game of 
 
158 WHAT SHALL WE DO NOW ? 
 
 ' l Chevy" is left undecided. It does not matter in the least, 
 for in this game the fun is more in playing than in winning. 
 
 French and English 
 
 For this game the ground must be divided by a path or 
 line into two territories French and English. At the further 
 side of each territory a number of flags handkerchiefs will 
 do must be placed at intervals. The players are then divided 
 into the two nations, and the game consists in each side trying 
 to get the flags from the other side, to guard its own, and to 
 catch the enemy when he is off his own ground. Once a player 
 sets foot upon the enemy's territory he must go on, but he can- 
 not be caught if he has a flag in his hands. If he is caught he 
 becomes a prisoner (as in Chevy), and is only released by being 
 touched by one of his own party. A player cannot redeem a 
 prisoner and take a flag at the same time. The game ends 
 when all the flags of one side have been taken. 
 
 Black Man 
 
 This is rather rough. A line is drawn at each end of the 
 playing place and one player is told off to stand between these 
 lines. The object of the others is to run across, from base to 
 base, without being caught by him : being caught meaning not 
 merely being touched, as in " It," but being really held and 
 stopped. Each one that is caught has to stay in the middle 
 to help catch the others, until no one is left to run across at all. 
 
 The player in the middle calls out to the crowd of players, 
 " What'll you do when the black man comes ? " and they 
 answer, 
 
 " Run righb through 
 And never mind you." 
 
 This is the signal to begin each rush across from one line 
 to the other. 
 
PICNIC GAMES 159 
 
 Stagarino 
 
 " Stagarino " is similar to " Black Man," except that all 
 the players who are caught, and whose business it is to catch 
 the others, join hands. Those that run across have therefore 
 to avoid them or to try and break through the wall of arms. 
 
 Red Rover 
 
 "Bed Rover " is also similar to " Black Man," except that 
 instead of all running at the same time, the " Rover " calls 
 out : 
 
 " Red Rover ! Red Rover ! 
 Let (mentioning name) come over ! " 
 
 at which the one named has to run from one base to the other. 
 If he is caught, he must assist the " Rover " in catching the 
 others. 
 
 Hop, Step, and Jump 
 
 This is a change from ordinary racing. The competitors, 
 instead of running against each other, see which can cover the 
 most distance in a hop, a step, and a jump, or, say, three hops, 
 three steps, and three jumps. It needs an umpire to watch 
 very carefully that the step begins exactly where the hop left 
 off and the jump where the step finished. 
 
 Folio w-My-Leader 
 
 This needs no explaining. It is nearly always good fun 
 for a while, and particularly so if the leader has original ideas. 
 
OUT FOR A WALK 
 
OUT FOR A WALK 
 
 ON country walks, where there is much to see, one 
 should not be in need of ways to make the time seem 
 shorter. And new walks in the town, or walks 
 where there are interesting shop-windows, are not dull. But 
 the same walks again and again can be very tiring ; and it is 
 to help these that the methods which follow have been 
 collected. 
 
 A good walking pastime for two is for one to drive the 
 other. Hoops are a great help (see p. 169) and so are dolls' 
 perambulators. But on many walks nothing of this kind is 
 allowed, and one has to fall back on conversation. Telling 
 stories in turns, or making up stories about passers-by, is use- 
 ful, but it is not every one that is able to do this. 
 
 Roadside Whist 
 
 In the Channel Islands visitors riding about in large 
 wagonettes pass the time by playing a game called " Roadside 
 Whist." The people on the left seat of the carriage take the 
 right side of the road, and those on the right seat take the left. 
 The conductor teaches them the rules at the beginning of the 
 drive. In our case it is better perhaps to make them for our- 
 selves, to suit our own particular country. Let us suppose 
 that 
 
 If you see 
 
 A baby in arms you score 
 
 A baby in a perambulator " 
 
 A white horse 
 
 A ladder against a house 
 
 A woman in a white apron 
 
 A butcher's cart 
 
 A street gate 
 
 A postman 
 
 163 
 
164 WHAT SHALL WE DO NOW ? 
 
 Then there should be a few things for which marks have 
 to be taken off. Let us suppose that 
 
 If you see 
 
 A pug dog you lose 2 
 
 A piebald horse 
 
 An open gate 
 
 A flock of sheep 
 
 A soldier " 
 
 4 
 2 
 3 
 
 10 
 
 No matter what the score is, whichever side sees a cat on 
 a window-ledge wins the game. 
 
 Counting Dogs 
 
 In a town there are other varieties of roadside whist for 
 two players or sides. Counting dogs is one. In this game 
 one takes all the streets leading from the left, the other all 
 from the right. 
 
 Guessing Horses' Tails 
 
 A good game (writes E. R.) while out for a walk is " when 
 you see a horse coming, guess what color his tail is before he 
 can reach you, and then, whoever guesses right, the horse be- 
 longs to him." 
 
 Shop- Windows 
 
 Except in very dull streets shop-windows can be always 
 entertaining. It is interesting to suppose you have so much 
 money say five dollars to spend, or, if you like, an un- 
 limited sum, and choose what you would buy as you pass each 
 shop. E. H. writes: "One little girl used to suppose that 
 she was the eldest of a large family whom she had to provide 
 for, and was always on the lookout for things in the shops 
 that would do for her younger brothers and sisters. For in- 
 stance, if she decided that the family must have new winter 
 clothes, she would first make up her mind how much she could 
 afford and then price the things in the shop-windows. Some- 
 
OUT FOR A WALK 165 
 
 times she would set her heart on a particular cloak for the 
 baby, but could not pretend to buy it till she had seen whether 
 it would leave her enough money for the other children. If 
 she could get all the children dressed fairly nicely for the sum 
 at her disposal she had all the satisfaction of a successful day's 
 shopping. Sometimes the clothes she wanted were too dear, 
 and then she had to decide what was most necessary, what 
 she could make at home, and so on." 
 
 Making Sentences 
 
 It is rather exciting for each player to take a side of the 
 road where there are shops and see which can first complete a 
 given sentence or word from the initial letters of the shop- 
 keepers' names, Christian or surname. In fixing upon a sen- 
 tence it is well to be careful not to have unusual letters, such 
 as Q, or U, or J in it. If this is too difficult all the letters in 
 the shopkeepers' names may be taken, or those in every other 
 name. 
 
 Collecting Jones's 
 
 In Mrs. Meynell's book, The Children, one little girl on 
 her walks collected Jones's that is, shops with the name of 
 Jones over them. If any one else cared for this amusement 
 there would be no need to stick to Jones. 
 
 The Love Alphabet 
 
 In this game you go through the alphabet, applying ad- 
 jectives to your love. " I love my love with an A because he 
 [or she] is so admirable " ; "I love my love with a B because 
 she is so beautiful," and so on, keeping to each letter as long 
 as possible. On pages 88 and 89 will be found more difficult 
 varieties, less suitable, perhaps, to be played when walking. 
 
i66 WHAT SHALL WE DO NOW? 
 
 The Cat Alphabet 
 
 Another alphabet game requires adjectives to be put be- 
 fore the word cat. You begin with A. " An artful cat," one 
 player may say ; and the next, " An avaricious cat." Perhaps 
 " An awful cat," " An adhesive cat," " An arrogant cat," and 
 " An attractive cat," will follow. A is kept up until no one 
 can think of any more ; or if you play in that way until 
 no one can think of any more while ten is being counted. 
 Then B : " A bushy cat," " A bruised cat," " A bellicose cat," 
 " A bumptious cat," and so on. 
 
 Spelling 
 
 In this game the players each contribute a letter toward 
 the spelling of a word, their object being never to be the one 
 to complete it, but to force the next player to do so. Thus 
 (with four players) the first player may say " p," and the next, 
 thinking of " prim," may say " r," and the next, also thinking 
 of " prim," may say " i." But the fourth player, running his 
 thoughts quickly over possible words beginning with " pri," 
 may light upon " prism " and say " s." This saves her, but 
 puts the first player in danger, which is only averted by her 
 thinking of " prison " and saying " o," in which case the next 
 one is bound to be the loser. 
 
 The Grand Mogul 
 
 A favorite old game which can be played as well on a 
 walk as indoors is " The Grand Mogul." " The Grand Mogul 
 does not like E's," says one player ; " what will you give him 
 for dinner ? " Each player answers in turn, but none of the 
 dishes named must contain the letter E, or the player either 
 stands out, or (indoors) pays a forfeit. Thus, the answers to 
 the question may be " apricots," " mutton," or " soup," but 
 not " apples," " beef," or " porridge." On a walk the letter 
 
OUT FOR A WALK 167 
 
 E might be persevered with until every one failed, and then 
 the other vowels might be tried. 
 
 Buz 
 
 This is a counting game in which, whenever the number 
 7 comes, or a multiple of 7, such as 14, 21, 28, 35, or a number 
 with 7 in it, such as 17, 27, 37, the player whose turn it is 
 must say " Buz." Otherwise, out-of-doors, he loses a round or 
 two, or, indoors, he must pay a forfeit. When 70 comes you 
 say " Buz " in the ordinary way, but for 71, 72, 73, 74, 75, 76^ 
 78, and 79 you say " Buz 1," " Buz 2," and so on. For 77 you 
 say " Buz Buz." 
 
 Rhyming Lights 
 
 In this game one player thinks of a word and gives the 
 others a rhyme to it. Thus, she may think of " coal," and she 
 would then say, " I Ve thought of a word that rhymes to pole." 
 The others have to guess what the word is, yet not bluntly, 
 as, " Is it mole ? " but like this : " Is it a little animal that bur- 
 rows ? " " No," says the first player (who thus has a little 
 guessing to do herself), " No, it is not mole." " Is it a small 
 loaf of bread ? " " No, it is not roll." " Is it something you 
 eat bread and milk from ? " " No, it is not bowl." " Is it 
 something you burn ? " " Yes, it is coal." The player who 
 thought of " coal " then finds a word for the others to guess. 
 
 The Apprentice 
 
 The " Apprentice " is an old game for two or any num- 
 ber. One says, " I apprenticed my son to a [mentioning a 
 tradesman or craftsman], and the first thing he sold [or made] 
 was a [mentioning, by its initial only, something peculiar to 
 the trade or craft]. The player who first guesses what the 
 initial stands for then makes a similar remark. Thus, one 
 player may say, " I apprenticed my son to a blacksmith, and 
 
168 WHAT SHALL WE DO NOW ? 
 
 the first thing he made was a D. K." (Door Knocker), 
 Another, " I apprenticed my son to a grocer, and the first 
 thing he sold was S. S." (Soft Soap). Another, u I appren- 
 ticed my son to a gardener, and the first thing he grew was a 
 C. B." (Canterbury Bell). Another, " I apprenticed my son 
 to a firework manufacturer, and the first thing he made was a 
 G. K." (Golden Kain). 
 
 
 
 Towns and Products 
 
 This is a somewhat similar game bearing on geography. 
 Suppose there are three players. One chooses a well-known 
 place, say Boston, and begins, "I know a place where they 
 sell boots," or whatever it may be beginning with B. The 
 next player then knows what letter the place begins with and 
 at once starts thinking of what place it is likely to be. Per- 
 haps she settles on Birmingham, in which case she would say, 
 to indicate that the second letter of the word was " I," " I 
 know a place where they sell isinglass " (or icicles, or ingle- 
 nooks). " No," says the first player, and the third therefore 
 has to try. Perhaps she decides that the place is Brighton, in 
 which case she will say, " I know a place where they sell rock- 
 ets " (or rump-steak or raisins). " No," says the first player 
 again, and then it being her turn she gives them another light 
 on the right word by saying, " I know a place where they sell 
 oranges " (or oil, or ocarinas), and so on, until the place is 
 spelled through. 
 
 Other Games 
 
 Other games suitable to be played when walking are " P's 
 and Q's " (p. 89), " Suggestions " (p. 91), " Clumps " (p. 93), 
 "How, When, and Where" (p. 95), "Coffee-Pot" (p. 95), 
 " Throwing Light" (p. 96), and " Animal, Vegetable, and Min- 
 eral " (p. 96). 
 
OUT FOR A WALK 169 
 
 Hoops 
 
 Iron hoops are the best, but it is a matter of taste whether 
 a stick or a hook is used for them. If the stick is a stout one 
 you get rid of the skidding noise made by the hook, and 
 there is more satisfaction in beating a thing along than in, 
 as it were, pushing it. It should be every one's aim to make 
 the hoop do as much as possible with as little treatment as 
 possible. After a very fast run it is equally interesting to see 
 how slowly a hoop can be made to travel. To make it keep 
 as straight a course as may be is very absorbing. Bought 
 hoops can be strong, but to get exactly what one wants it is 
 necessary to go to a blacksmith. A hoop standing as high as 
 its owner, through which he can run to and fro as it rolls, is a 
 possession which only a blacksmith or working-ironmonger 
 can supply. 
 
 Two in Hoop Games 
 
 Hoop games are few in number, and, with the exception 
 of " Posting," not very exciting. With a large hoop and a 
 small hoop two players can learn to time the pace of a hoop 
 very exactly and then bowl the little one through the big one 
 as it rolls. 
 
 There is also a game called " Turnpikes," in which several 
 players and one hoop take part. The turnpikes, of which 
 there are as many as the players, less the one who begins with 
 the hoop, are two stones an inch or so apart, through which 
 the hoop has to be bowled without touching, the faster the 
 better. If it touches, or misses, the player who has been 
 bowling it gives the hoop to the turnpike holder, who then 
 tries his fortune with it, keeping it until he fails at any of 
 the stones. 
 
 Hoop Posting 
 
 A very good hoop game for several players is " Posting." 
 Tfce idea is that a distance is to be covered (as in the old post- 
 
170 WHAT SHALL WE DO NOW? 
 
 ing days) as quickly as possible by relays of riders, and the 
 first thing to do is to station four posts at various points along 
 the route. Then, when they are ready, each with hoop-stick 
 or hook, the player with the hoop starts and bowls it as fast 
 as he can to the first post. Immediately it reaches him that 
 post takes it on, without stopping the hoop for an instant, to 
 the next, while the first one takes the place left by him ; and 
 so on, as often round the ring as you like. When there is a 
 time-keeper and you post against time it is even better fun. 
 The advantage of standing in a large circle is that the hoop 
 need never be checked ; but if the circle is impossible, you can 
 go up and down a long line, with checks only at each end. 
 
IN THE TRAIN 
 
 Or 
 DURING A WAIT AT A RAILWAY STATION 
 
IN THE TRAIN 
 
 Or 
 DURING A WAIT AT A RAILWAY STATION 
 
 ALONG journey in a train say from NQW York to 
 Chicago can, even if you have a window seat, be 
 very tiring ; but without a window it is sometimes 
 almost unendurable. The hints which follow are mostly 
 adapted for two players, but one or two will be found useful 
 if you are alone with no one to play with. 
 
 The Value of a Map 
 
 A map of the country which the train passes through is 
 an interesting thing to have on a long journey. It tells you 
 the names of the hills and villages you see from the windows 
 and you can very likely fix the exact moment that you cross 
 from one county or state into another. 
 
 Railway Competitions 
 
 Two persons can have good competitions. They can 
 agree beforehand that the game is to go to whichever of them 
 sees the more horses, or cows, or sheep, or men driving, or 
 bicyclists, or rabbits, between two given points, say one station 
 and the next. It is not necessary to be at different windows ; 
 in fact a new kind of excitement comes in if both are at the 
 same window or at windows on the same side, because then in 
 addition to seeing the things there is the fun of not letting 
 the other think you have seen them. 
 
 173 
 
1 7 4 WHAT SHALL WE DO NOW? 
 
 Railway Whist 
 
 This is a kind of " Koadside Whist," the rules for which 
 Will be found on page 163. As has been said there, most 
 players will prefer to draw up their own scoring table ; but 
 the following things and figures may be found useful as a 
 foundation : 
 
 If yon see 
 
 A church it counts . . 3 
 
 A field with sheep " 3 
 
 A field with cows " 2 
 
 A field with horses " 4 
 
 A field with rabbits " 3 
 
 A man u 1 
 
 A woman " 2 
 
 A stile " 4 
 
 An open gate . . 5 
 
 A shut gate . " 2 
 
 An ordinary dog . . 2 
 
 A sheep dog " 6 
 
 A horse and cart " 5 
 
 A hay-wagon " 2 
 
 A pond " 4 
 
 If you see 
 
 A waving hankerchief you lose . . 6 
 
 A hay-stack " . 1 
 
 A red barn " . . 5 
 
 A grocer's wagon . . 1 
 
 Children on a gate " . .10 
 
 Whichever side first sees a black sheep wins, no matter 
 what the score is. Otherwise the scorer of the greatest num- 
 ber of marks is the winner. In " Railway Whist " it is neces- 
 sary for the players to be on different sides of the train. 
 
 Station Observation 
 
 A variety of " Observation " (see page 104) can be played 
 on journeys. While the train is stopping at a station every 
 
IN THE TRAIN 175 
 
 one looks out of the window and notices as many things as 
 possible. When the train starts again each writes as many of 
 these things as he can remember, and the one with the best 
 list wins. 
 
 Games With a Watch 
 
 II you have a watch it is rather interesting to guess the 
 exact time at which the train will reach the next station. 
 The one who guesses nearest becomes the holder of the watch 
 until the next guess is decided. Other things can be done 
 with a watch, particularly if it has a second hand. Guessing 
 the length of a minute is rather interesting, or timing the 
 speed of the train by noting how long it takes to go between 
 the telegraph-poles at the side of the line. 
 
 Hot-Hand 
 
 This is a primitive game, capital for cold weather, for it is 
 well named. It is played by two people, one of whom spreads 
 out his hands flat, palms up. The other puts his, palms down, 
 within about three inches of the other's, and tries to strike 
 them a smart blow. If the first player can withdraw his 
 hands quickly enough so that they are not touched it is his 
 turn to try and strike. As long as the player whose hands 
 are palms down can strike the other's hands he can go on. 
 This is an excellent game for cultivating quickness. The 
 player whose hands are to be struck will find that he can suc- 
 ceed better in escaping the other's blows, if he watches his eyes 
 rather than his hands. 
 
 This can be arranged among many players as a sort of 
 tournament, trying out the players by couples until finally the 
 two best contestants are left to struggle for the championship. 
 This is a good game to play while getting your breath after 
 
1 7 6 
 
 WHAT SHALL WE DO NOW 
 
 skating or at any time out of doors when you are obliged to 
 be quiet, and there is danger of getting chilled. 
 
 Pencils and Paper 
 
 It is well to take a pencil and paper when you go on a 
 long journey. If the train rocks a good deal it is interesting 
 to see which can write a sentence most clearly. There is a 
 way of balancing oneself on the edge of the seat and holding 
 the paper on one's knees which makes for steadiness. It is 
 never too shaky for " Noughts and Crosses." 
 
 Noughts and Crosses or Tit-tat-toe 
 
 " Noughts and Crosses " is playable anywhere ; all that is 
 needed is a piece of paper a newspaper will do and a pen- 
 cil. The framework is first made. Thus : 
 
 One player chooses crosses and the other noughts, and the one 
 who is to begin puts his mark say, a cross in one of the 
 nine squares. The other puts a nought in another of the 
 squares, and so it goes on until either three noughts or three 
 crosses are in a straight line in any direction. Thus, this is 
 the end of a game in which noughts played first and crosses 
 won: 
 
IN THE TRAIN 
 X 
 
 177 
 
 X 
 
 But it often happens that the game is drawn, as in this 
 example, in which noughts played first : 
 
 X 
 
 o 
 
 
 
 
 o 
 
 X 
 
 
 
 X 
 
 X 
 
 A blank book for " Noughts and Crosses," with the frame- 
 work all ready, can now be obtained. It has places for the 
 names of the players, and the date. 
 
 Paper French and English 
 
 " French and English," another game for two, belongs to 
 the family of " Noughts and Crosses," and can be played any- 
 where and on any scrap of paper. You first decide which 
 will be English and which French. Each player then takes 
 one-half of the paper and covers it with, say, sixty dots. It 
 does not matter how many, but there must be the same num- 
 
178 WHAT SHALL WE DO NOW? 
 
 her on each side. Then in a corner each draws a cannon, or 
 draws something that can be called a cannon for the purposes 
 of the game. You then decide how many turns you will have. 
 The game is played by placing the pencil on the cannon, shut- 
 ting your eyes, and dashing the pencil across your enemy's 
 side of the paper, straight or crooked, in any direction you 
 like. Then you open your eyes, count how many dots the 
 pencil line has passed through, and score them down. The 
 player who, at the end of the number of turns settled upon, 
 has gone through the greatest number of dots is the winner. 
 
 " Letters " and Words 
 
 A box of letters is an unfailing help to pass the time. A 
 word will sometimes keep a player puzzling for hours, which 
 is, of course, too long. "Pomegranate," "Orchestra," and 
 " Scythe " are good examples of difficult words. 
 
 You can also take words and sentences seen on the 
 journey, such as " Wait till the train stops," and " Pears' 
 Soap," and see how many words they will make. A more 
 difficult task is to make anagrams of advertisements. " Lip- 
 ton's Teas," for instance, makes " Taste on, lips." 
 
 " Letters " With a Pencil 
 
 The word-making game has been adapted into a writing 
 competition. Each of the company is handed a card which 
 has been prepared for the purpose beforehand by having names 
 of a dozen animals, or towns, or flowers, or birds, or whatever 
 it may be, written on it in what might be called twisted spell- 
 ing. For instance, " butterfly " might be spelled thus, " trelby- 
 fut," and "Manchester" thus, " Tramschene." A certain 
 amount of time is given, and the winner is the player who has 
 found out most words therein. 
 
 A version of this game is to dot out all the letters of the 
 
IN THE TRAIN 
 
 179 
 
 word except the first and the last. You would put 
 
 " Elephant " on the paper thus, E t, and tell your 
 
 companion it was the name of an animal. Or you might 
 
 write " Peppermint " thus, P t, and tell him it was 
 
 the name of a sweet. 
 
 Hanging 
 
 This is a more difficult game, very suitable for a tiring 
 journey. The two players sit side by side, and one of them 
 dots out on a piece of paper the words of a proverb or well- 
 known line of poetry. Thus, " I met a little cottage girl " 
 would be set down in this way : 
 
 Underneath this line a small gallows is erected. Thus : 
 
 The game is for the other player to discover the line. In 
 order to do this he is permitted to ask his opponent for letters. 
 Perhaps he will begin by asking, " May I have an * a,' " be- 
 cause there are few sentences that do not contain an " a." 
 His opponent will then put the first " a " in. Thus : 
 
 Then perhaps another " a " will be asked for, and the line will 
 come out thus : 
 
i8o WHAT SHALL WE DO NOW '? 
 
 Then perhaps an " e " : 
 
 So far all has gone favorably with the guesser, and the 
 gallows is still untouched. But perhaps he will now venture to 
 ask for a consonant (which is much more risky than a vowel), 
 and will say, " May I have an * s ' ? " As there is no " s " in 
 the line the reply will be against it, and the opponent will at 
 once append to the rope of the gallows a small head. 
 Thus : 
 
 This means that the guesser has lost one out of a possible six 
 points, the others being his body, his two arms and two legs. 
 For each letter he asks for in vain he loses one of these, and 
 when all have gone he has lost the game too. Sometimes, 
 however, the quotation can be detected very quickly. 
 
 Other Games 
 
 Many games usually kept for the house can be played in 
 the train. " Old Maid " (see p. 79) is a good train game ; so is 
 " Buz " (see p. 167). A " Fox and Geese " board, or a draught- 
 board, will help to pass the time. 
 
 Food 
 
 Food is a great help toward shortening a long journey. A 
 little picnic every hour, if it is permitted, is something not too 
 
IN THE TRAIN 181 
 
 distant to look forward to, and it may take up ten minutes 
 each time. A larger meal all at once may, of course, be more 
 convenient but, if not, the hourly picnic is worth trying. 
 
 Chinese Gambling 
 
 This is the simplest game possible but will while away 
 endless hours. It is played with nothing but your hands, 
 which are made to assume three positions : one with clenched 
 fist ; one spread out flat ; and one with first and second finger 
 spread apart like the blades of scissors. The first is called 
 " the stone," the second " the paper " and the third " the 
 
 CHINESE GAMBLING 
 
 Yery rapidly both players strike their right hand 
 (clenched) into the left palm three times, and then both at the 
 same instant bring up the right hand in one of the three posi- 
 tions. The winner is determined by this formula : " Scissors 
 cut paper. Stone breaks scissors. Paper wraps stone." 
 That is if you have made your hand " the stone " and your 
 companion "the paper," he wins. But if you had chosen 
 " the scissors " you would have won. The winner must call 
 out the formula that fits the case, " Scissors cut paper " for 
 instance, and count is kept of the number of losses and gains. 
 The one who comes out ahead after a half-hour's contest is the 
 winner of that bout. 
 
PLAYING ALONE, AND GAMES 
 
 IN BED 
 
PLAYING ALONE, AND GAMES IN BED 
 
 Bricks 
 
 AMONG the best toys with which to play alone are 
 bricks, soldiers, balls, battledore and shuttlecock, 
 and dolls. No one needs any hints as how to play 
 with them ; but it might be remarked that ordinary bought 
 bricks being rarely what they should be, it is better, if possi- 
 ble, to get a carpenter to make some of a more useful size, 
 say four inches long, one and a half inches wide, and an inch 
 thick. With a hundred of these you can do almost anything 
 in the way of building, and if made of tough wood they ought 
 to last forever. 
 
 Soldiers 
 
 A good game of soldiers is to see how many shots are re- 
 quired from a cannon to kill the whole regiment. The cannon 
 can either be a spring cannon or a pop-gun, or a pea-shooter. 
 Just at first it is almost impossible not to clear off two or three 
 men with each shot, but later it becomes more difficult and 
 exciting. 
 
 Ninepins 
 
 With a box of ninepins very much the same game can be 
 played. In wet weather, in the hall, a box of large ninepins 
 is invaluable. 
 
186 WHAT SHALL WE DO NOW* 
 
 Spanish Cup and Ball 
 
 A good quiet game to play alone is " Spanish Cup and 
 Bali." A long stick has fastened to it a loop of wire standing 
 
 SPANISH Cup 
 
 out at right angles, thus. To this is attached by a long string 
 a worsted, or a very light rubber bail. The game is to see 
 how many times you can throw the ball up to the ceiling and 
 catch it in the loop of wire as it falls. 
 
PLAYING ALONE, AND GAMES IN BED 187 
 
 Balancing 
 
 All kinds of balancing games are excellent when you are 
 alone and tired of toys. There is no way to acquire profi- 
 ciency in these but by practice, but practice is fascinating work. 
 Try balancing at first a long pole (an old broom-stick handle 
 will do) on the palm of your hand, then on your finger, then 
 on your chin and forehead. The longer the pole, the easier 
 to balance it. Kemember one golden rule. Keep your eyes 
 on the top of the pole. 
 
 Then try balancing a whole broom, or a chair. The 
 practice of balancing is excellent for training yourself in 
 quickness of eye and muscle. 
 
 Of course bricks and soldiers and ninepins, as well as 
 balls (see p. 139), are more interesting when more than one 
 person plays ; but one can pass the time very well with 
 them. 
 
 Bruce's Heart 
 
 Where toys become tedious, games have to be made up ; 
 and in making up games no outside help is needed. At the 
 same time, some games which E. H. describes may perhaps sup- 
 ply a hint or two. " One little girl," she writes, " used to find 
 endless joy in pretending to be Douglas bearing the heart of 
 Bruce to the Holy Land. A long stick in the right hand 
 represented his spear ; a stone in the left hand was the casket 
 containing Bruce's heart. If the grown-ups stopped to talk 
 with some one they met, or if there was any other excuse for 
 running on ahead, the little girl would rush forward waving her 
 stick and encouraging her men (represented by a big dog), 
 and, after hurling her stone as far forward as possible, and 
 exclaiming, ' Lead on, brave heart/ she would cast her spear 
 in the same direction in a last effort against the Moors, and 
 then pretend to fall dead to the ground." This little girl had 
 found the story of Bruce in Tales of a Grandfather, by Sir 
 
i88 WHAT SHALL WE DO NOW * 
 
 Walter Scott. Almost every book will yield people and 
 events to play at. 
 
 The Hotel Camps 
 
 Another little girl whom E. H. knew " once spent a short 
 time in a hotel, and while there divided the other people into 
 camps according to the floor on which they had rooms. The 
 designs in the windows on the various floors represented the 
 badges or heraldic signs of each camp. For instance, one 
 window (they were of colored glass) had a border with eagles, 
 another had gryphons, another lions, and so on. If she met 
 some one of another floor coming in or going out of the hotel, 
 it represented the meeting of two rival bands. If she 
 actually found herself in the elevator with them, it was a 
 dangerous encounter, in which, if they got out first, she had 
 driven them off the field, but if she got out first it was she 
 who was in retreat. If two people of different floors were 
 seen talking together, a truce had been declared, and so 
 
 Block City 
 
 The little book called A Child's Garden of Verses, by 
 R. L. Stevenson, has several poems which describe how a 
 lonely little boy used to play. Thus (in " Block City ") : 
 
 Let the sofa be mountains, the carpet a sea, 
 
 There I '11 establish a city for me, 
 
 A kirk and a mill, and a palace beside, 
 
 And a harbor as well where my vessels may ride. 
 
 Story-Books 
 And (in "The Land of Story-Books ") : 
 
 Now, with my little gun, I crawl 
 All in the dark along the wall, 
 And follow round the forest track 
 Away behind the sofa back. 
 
PLAYING ALONE, AND GAMES IN BED 189 
 
 There, in the night, where none can spy, 
 All in my hunter's camp I lie, 
 And play at books that I have read 
 Till it is time to go to bed. 
 
 The Bed Boat 
 
 That is ordinary play. There is also a poem descnoing 
 play in bed : 
 
 My bed is like a little boat ; 
 
 Nurse helps me in when I embark ; 
 She girds me in my sailor's coat 
 
 And starts me in the dark. 
 
 Thinking Games for Bed 
 
 When more than one sleep in the same room, the time 
 before sleep can be very interesting. Many games which have 
 already been described are suitable for bed, such as " Telling 
 Stories" (p. 99), "I Love my Love" (p. 88), "Spelling" 
 (p. 166), " The Grand Mogul " (p. 166), " Khyming Lights " 
 (p. 167), " The Apprentice " (p. 167), " Towns and Products " 
 (p. 168), "Suggestions" (p. 91), and "Clumps," adapted 
 (p. 93). 
 
 Games by Rote 
 
 On this subject B. K. L. writes : " We made a list, which 
 was stuck on the wall with a different game for each night. 
 One was * I Love my Love with an A ' (see p. 88), which we 
 steadily made up all through the alphabet. Another was 
 
 * Initials,' in which you take turns in saying the initials of 
 people you know, while the other guesses the names. Another 
 was * Twenty Questions,' in which one thinks of something 
 that has to be guessed as quickly as possible, only 'yes' and 
 
 * no ' being given as answers. One very girlish game was like 
 this : suppose you had a little girl with golden hair and blue 
 eyes, and she was going on a visit to London, what sort of 
 frocks would you buy her ? " 
 
190 WHAT SHALL WE DO NOW ? 
 
 The Imaginary Family 
 
 E. H. recommends for girls the "Imaginary Family" 
 game. This is her description of it : " First you have to set- 
 tle the names, ages, and characters of your family, and then 
 you can carry on their adventures every night. One little girl 
 who was devoted to books of travel, and who loved to pore 
 over maps and charts, used to travel with her family every 
 night in whatever country she happened to be interested in at 
 the time. Thus she and a favorite son, Pharaoh, traveled for 
 a long time in California, crossing every mountain-range by 
 the proper passes, exploring every valley, tracing each river 
 to its source, and so on. In the same way she traveled with 
 her family in Central and South America, the Malay Penin- 
 sula, and the South Sea Islands. Another little girl who was 
 very fond of adventure stories carried her family through all 
 sorts of perils by land and sea. At one time they were ship- 
 wrecked and lived like the Swiss Family Eobinson. At 
 another time they were exploring Central Africa, and traveled 
 about with three years' supplies in a gigantic caravan with 
 fifty elephants. Yet another little girl had for her family any 
 characters out of books that particularly fascinated her. Thus, 
 when she was reading The Heroes, her family was reduced to 
 one daughter, Medea, a rather terrible daughter, who needed 
 a great deal of propitiating, and for whose sake all other chil- 
 dren had to be given up. Later on, when the same child was 
 reading Tales of a Grandfather, her family consisted of three 
 sons, Wallace, Bruce, and Douglas. (It is rather a good thing, 
 by the way, to have a very heroic family, especially if you are 
 at all inclined to be afraid in the dark, as they help to keep 
 one's courage up.) Two little girls, who lived in a clergy- 
 man's household, had an imaginary poor family they were in- 
 terested in, and they planned about them every night, how 
 much the father earned, what their rent was, whether the 
 
PLAYING ALONE, AND GAMES IN BED 191 
 
 mother ought n't to take in washing, whether the eldest girl 
 could be spared to go into service, and so on. When they 
 were n't allowed to talk at night they carried the family his- 
 tory on independently and compared notes in the morning." 
 
 Making Plans 
 
 Making plans is always interesting, but particularly so 
 just before Christmas, when presents have to be arranged for. 
 
 For Getting to Sleep 
 
 The favorite way is to imagine that you see a flock of 
 sheep scrambling through a gap in the hedge, and to count 
 them. A variety of this is a desert with a long train of cam- 
 els very far off, coming slowly near, and then passing and 
 gradually disappearing in the far distance. Counting a million 
 is also a good way. 
 
 Games for Convalescents 
 
 A good thing to do in bed when getting better from an 
 illness is to cut out pictures for scrapbooks. Any kind of cut- 
 ting out can be done, as the scissors and paper are very light 
 and do not, therefore, tire the arms. " Patience " (see page 76) 
 is also a good bed game, because it needs very little thought. 
 
 Bed Soldiers 
 
 In A Child's Garden of Verses there is a poem called 
 " The Land of Counterpane," which tells what a little boy did 
 when he was ill, lying among the pillows with his toys : 
 
 And sometimes for an hour or so 
 I watched my leaden soldiers go, 
 With different uniforms and drills, 
 Among the bed-clothes, through the hills ; 
 
 And sometimes sent my ships in fleets 
 All up and down among the sheets, 
 Or brought my trees and houses out 
 And planted cities all about. 
 
192 WHAT SHALL WE DO NOW ? 
 
 China Animals 
 
 Dolls are, of course, perfectly at home in bed when you 
 are ill, but there is even more interest in a menagerie. On 
 this subject it would be difficult to do better than quote from 
 a letter from E. M. R., who has 590 china animals, mostly in 
 families and all named. She began this magnificent collection 
 with a family of monkeys. 
 
 The mother was called Sally, her eldest son Mnngo, the next Pin-ceri, 
 another, eating a nut, Jock, and the youngest, a sweet little girl monkey, Ness. 
 I was soon given a family of three foxes, Reynard, Brushtail, and Whitepad, and 
 from that time to the present my collection has been growing. I soon had 
 enough to fill a shelf in a cabinet, and I turned my doll's-house into a boarding- 
 school for the little animals with a big pig as headmaster. But when my collec- 
 tion rose to 400 animals, I had too many children to be all boarders at the 
 school, so some had to be day-scholars, and the headmaster was changed to a 
 green frog who swam beautifully, and who was assisted by two swans, a duck, a 
 fish, two crocodiles, and a seal, who all swam. Another frog taught the chil- 
 dren swimming by tying a piece of string round their bodies, and dangling them 
 in the water from the edge of a basin. 
 
 The animals' abode was now changed, and they were put into a large cab- 
 inet containing six small shelves and one big one. 
 
 I called the big shelf a town, and the rest villages. The town was called 
 Weybridge : the village where the birds lived, Airsbury ; and that where the 
 dogs were, Canistown. The rest had various other names. At this time an im- 
 portant addition was made to the collection, for a big lion was given me, which 
 I immediately created king ; then came a queen and four princesses, and shortly 
 after a crown prince : another prince, and three more little princesses. 
 
 The royal family was allowed a village all to itself, which was called 
 Kingston, and was given five servants, two nurses, a footman, a housemaid, and 
 a cook. 
 
 As I had now two families of several of the kinds of animals, I determined 
 that they should be married, so, nominating Sally's husband rector, I had sev- 
 eral weddings. I built a church with some bricks I had, and formed a proces- 
 sion up the aisle, to the Wedding March, played on an American organ. 
 
 First came the bride and bridegroom, then the best man and the brides- 
 maids, and last the children of the animals who were to be married, two and 
 two. When the ceremony was over, I marched them all back to their places on 
 the shelf. 
 
 I now made eight laws, and copied them out in an exercise-book, together 
 
PLAYING ALONE, AND GAMES IN BED 193 
 
 with the names of all the animals, the nnmher of men, women, boys, and girls, 
 and the number of married and single families. 
 
 I had had several little separate china animals given me, belonging to none 
 of my families, so I made a law that if any family of their kind came to the col- 
 lection they must adopt these little orphans. 
 
 I also made two acting companies, one of big animals, and one for the chil- 
 dren, with a boar-hound called Sir Philip of Ravenswood for the manager of the 
 first, and a little black and white kid, named Tim, for manager of the 
 second, and at the Christmas of the same year that I formed the two companies 
 I had two plays, the children acting "Hansel and Gretel," and the big animals 
 4 'The Yeomen of the Guard." 
 
 Being now unable to get any fresh families of small animals, I started a col- 
 lection of big china animals, and soon had thirty-five, among whom were a Jersey 
 bull and cow, another brown bull and a brown and white cow, two beautiful 
 horses, several dogs, two donkeys, and two goats. 
 
 These I kept apart from the small animals, in another cupboard ; but I still 
 kept the lion king over them as well, and gave them two big animals, a blood- 
 hound and a St. Bernard, as governors over them. 
 
 Among the small animals I had a very learned-looking pig called Orsino, 
 whom I made doctor, while an old bulldog, Dimboona, to whom I had been 
 obliged to give two wooden legs, was Prime Minister. I also had a treasurer, a 
 rent collector, a steward, and an under-steward. I also made a young boar- 
 hound, called Panther, the son of Sir Philip, keeper of the stables, which con- 
 sisted of ninety-two horses which I had made. 
 
 And this brings the narrative of the growth of my china animal collection 
 up to the present time, when I have 555 small animals and 35 big ones, 590 
 in all. 
 
AT THE SEASIDE 
 
AT THE SEASIDE 
 
 Low Tide 
 
 THE first thing to do on reaching the seaside is to find 
 out when it is low tide. In each twelve hours low 
 tide comes twenty minutes later, and knowing this 
 you can arrange your days accordingly. Nothing is so sad- 
 dening as to run down the beach in the belief that the tide is 
 going out and to find that it is coming in. 
 
 Paddling 
 
 To boys who wear knickerbockers the preparations for 
 paddling are very simple; but girls are not so fortunate. 
 Lewis Carroll (who wrote Alice in Wonderland) took their 
 difficulties so seriously that whenever he went to the seaside 
 to stay he used to have with him a packet of safety-pins for 
 the use of any children that seemed to be in need of them. 
 This piece of though tfulness on his part might determine you 
 to carry them for yourselves. 
 
 A Cork Ship 
 
 Sailing a good boat in the sea is not the best fun, but 
 there is a kind of boat which is very easily made as you sit on 
 the beach, and which is useful to play with when wading, and 
 afterward to throw stones at. You take a piece of cork for 
 the hull. Cut a line down the middle underneath and wedge 
 a strip of slate in for a keel to keep her steady. Fix a pieci 
 of driftwood for a mast, and thread a piece of paper on that 
 for a sail. 
 
 Wet Clothes 
 
 When wading it is just as well not to get your clothes 
 wet if you can help it. Clothes that are made wet with sea- 
 
 197 
 
198 WHAT SHALL WE DO NOW ? 
 
 water, which probably has a little sand in it, are as uncom- 
 fortable as crumbs in bed. There is no reason why you should 
 get them wet if you wade wisely. Sitting among the rocks, 
 running through the water, and jumping the little crisping 
 waves are the best ways to get soaked. 
 
 Rocks 
 
 Seaside places where there are rocks and a great stretch 
 of sand are the best. Rocks make paddling twice as exciting, 
 because of the interesting things in the little pools the 
 anemones, and seaweeds, and shells, and crabs, and shrimps, 
 and perhaps little fish. Sometimes these pools are quite hot. 
 To enjoy the rocks properly you want a net. 
 
 Sand Castles, and Other Sand Games 
 To make full use of the sands a spade is necessary and a 
 pail important. The favorite thing to make is a castle and a 
 moat, and although the water rarely is willing to stay in the 
 moat it is well to pour some in. The castle may also have a 
 wall round it and all kinds of other buildings within the wall. 
 Abbeys are also made, and great houses with carefully ar- 
 ranged gardens, and villages, and churches. Railways with 
 towns and stations here and there along the line are easily 
 made, and there is the fun of being the train when the line is 
 finished. The train is a good thing to be, because the same 
 person is usually engineer and conductor as well. Collisions 
 are interesting now and then. The disadvantage of a rail- 
 way on crowded sands is that passers-by injure the line and 
 sometimes destroy, by a movement of the foot, a whole ter- 
 minus ; it is therefore better at small watering-places that few 
 people have yet discovered. If an active game is wanted as 
 well as mere digging and building, a sand fort is the best thing 
 to make, because then it has to be held and besieged, and per- 
 
AT THE SEASIDE 199 
 
 haps captured. In all sand operations stones are useful to 
 mark boundaries. 
 
 Burying one another in the sand is good at the time, but 
 gritty afterward. 
 
 Seaweed 
 
 Seaweed and shells make good collections, but there is no 
 use in carrying live fish home in pails. The fun is in catching 
 the fish, not in keeping it ; and some landladies dislike having 
 the bath-room used as an aquarium. On wet days seaweed 
 can be stuck on cards or in a book. The best way to get it to 
 spread out and not crease on a card, is to float the little pieces 
 in a basin and slip the card underneath them in the water. 
 When the seaweed has settled on it, take the card out and 
 leave it to dry. The seaweed will then be found to be stuck, 
 except perhaps in places here and there, which can be made 
 sure by inserting a little touch of gum. It is the smaller, 
 colored kinds of seaweed that one treats in this way ; and it is 
 well to leave them for a day in the sun before washing and 
 preparing, as this brings out their color. Tne ordinary large 
 kind of seaweed is useful as a barometer. A piece hung by 
 the door will tell when rain is coming by growing moist and 
 soft. 
 
 Shell Work 
 
 A good use for little shells is to cover small boxes with 
 them. The shells are arranged in a simple pattern and fast- 
 ened on with glue. If the shells are not empty and clean, 
 boil them, and scrub them with an old tooth-brush. 
 
 Good Seaside Friends 
 
 So many interesting things are to be seen at the seaside 
 that there is no need to be always at play. Fishermen will 
 come in with their boats, which need pulling up ; or a net that 
 
200 WHAT SHALL WE DO NOW ? 
 
 has been dropped near the shore will be drawn in from the 
 beach, and you can perhaps help. If the town is not merely 
 a watering-place but also a seaport, it is, of course, better, be- 
 cause then there will be the life of the harbor to watch. To 
 be friends with a lighthouse man is almost as good a thing as 
 can happen ; and if there is both a lighthouse and a ship- 
 builder's you could hardly be more fortunate. 
 
IN THE COUNTRY 
 
IN THE COUNTRY 
 
 THIS chapter has been written more for readers who 
 live in a town and visit the country only during the 
 holidays than for those whose home is always there. 
 Regular country dwellers do not need to be told many of the 
 things that follow ; but none the less there may be a few to 
 find them useful. The principal special attractions of the 
 country are 
 
 In the spring . . . Birds' nests. 
 
 "June. . . . Bee-swarming and hay-making. 
 
 "July .... Sheep-washing and shearing. 
 
 ' ' August . . . Early windfalls and harvest. 
 
 "September. . . | Bl^kberr^nuts, hops, mushrooms, 
 
 Making Friends 
 
 The most important thing to do when staying at a farm- 
 house is to make friends with the principal people. The prin- 
 cipal people are those in charge of the chickens and ducks, the 
 cows and the horses. The way to make friends is to be as lit- 
 tle trouble as possible. 
 
 Exploration 
 
 On reaching the farm, it is well to make a journey of dis 
 co very, in order to learn where everything is. The more one 
 knows about the things in store the size of the barn, the 
 height of the haystacks, the number of horses, the name of 
 the watch-dog, the position and character of the pond, and so 
 forth the simpler will it be, on going to bed, to make plans 
 for the visit. 
 
 203 
 
204 WHAT SHALL WE DO NOW 
 
 Finding Hens' Eggs 
 
 The farmer's wife usually has charge of the chickens and 
 ducks, but very often it is her daughter or a servant. No 
 matter who it is, as soon as she is convinced that you will be 
 careful and thorough she will let you hunt for eggs. This is 
 very exciting, because hens have a way of laying in nests in 
 the wood and all kinds of odd places, hoping that no one will 
 find them and they will thus be able to sit and hatch out their 
 chickens. The hay in the stable is a favorite spot, and under 
 the wood-pile, and among the long grass. Sometimes one over- 
 looks a nest for nearly a week and then finds three or four eggs 
 in it, one of them quite warm. This is a great discovery. 
 Just at first it is easy to be taken in by the china nest-eggs, 
 and to run indoors in triumph with one in your hand. But 
 the farmer's wife will laugh and send you back with it, and the 
 mistake is not likely to be made again. After a while one gets 
 to know the hens personally , and to know the noise which means 
 that they have just laid. Sometimes, if a hen is going to lay 
 just as you come to her nest, she will run off clucking and 
 screaming and lay the egg on the ground. 
 
 Ducks' Eggs 
 
 Ducks' eggs, which are rather larger than hens' eggs, and 
 pale green in color, are often more difficult to find. They 
 have to be hunted for in the grass by the pond. 
 
 Feeding the Chickens 
 
 The farmer's wife also lets her visitors feed the chickens 
 if they are gentle with them and thoughtful. It needs quite 
 a little thought, because if you throw down the grain without 
 thinking, many of the weaker and less greedy ones will get 
 nothing, and many of the stronger and greedier ones will get 
 too much. After a few handfuls you can see which are the 
 weaklings, and after that you can favor them accordingly. A 
 
IN THE COUNTRY 205 
 
 greedy hen is so very greedy that she will always, whatever 
 you do, get more than her share ; but it is possible to snub her 
 a little. The very little chickens and ducklings do not have 
 grain, but soft food, which is put in a saucer and placed inside 
 the coop. It is after they have finished eating that they can 
 most easily be picked up, but one must be very careful not to 
 squeeze them. 
 
 The Dairy 
 
 If the farmer's wife makes her own butter there will be an 
 opportunity to help her. Perhaps she will let you use the 
 skimmer. Turning the churn is not much fun except just 
 when the butter forms. 
 
 Bee-Swarming 
 
 Bees swarm on hot days in the early summer, usually in 
 a tree, but sometimes in a room, if the window is open, and 
 often in a bush, quite close to the ground. When they 
 swarm in a tree you would think a black snow-storm was rag- 
 ing all around it. Every moment the cluster of bees grows 
 larger and larger, until, after half an hour or so, it is quiet. 
 Then the swarm has to be taken. This is the most interesting 
 part, but you must be careful not to be too near in case an 
 accident occurs and the bees become enraged and sting 
 you. 
 
 If the farmer has the new wooden hives with a glass 
 covering he will very likely let you peep in and see the bees 
 at work. Before doing this you certainly ought to read 
 something about their exceedingly wonderful ways. One of 
 the best books is Sir John Lubbock's (Lord Avebury's) Ants, 
 Bees, and Wasps, but most encyclopaedias contain very in- 
 teresting articles on the subject. 
 
206 WHAT SHALL WE DO NOW <? 
 
 The Cows 
 
 The man who looks after the cows is a very valuable 
 friend. He may even let you try to milk, which only 
 specially gifted children ever succeed in doing at all well ; and 
 he will teach you the cows' names (in some farms these are 
 painted up over each stall Primrose, Lightfoot, Sweetlips, 
 Clover, and so on) ; and perhaps he will give you the task of 
 fetching them from the meadow at milking time. 
 
 Sheep 
 
 In a general way sheep are not very interesting, 
 especially in low-lying farms. But though sheep, as a rule, 
 are dull, there are two occasions when they are not at sheep- 
 washing and sheep-shearing. The washers stand up to their 
 knees, or even their waists, in the brook, in oilskin clothes, 
 and seizing the struggling sheep one by one by the wool, plunge 
 them into the water. Shearing is a finer art ; but the sheep is 
 hardly less uncomfortable. He has to be thrown into various 
 positions (on his back for one, and with his head between the 
 shearer's knees for another), while the shears clip-clop all over 
 him. The wool is not taken off in scraps, as our hair is at the 
 barber's, but the whole fleece is removed in one huge piece. 
 
 The Blacksmith 
 
 It may be that while you are at the farm the day will 
 come for having the horses shod, and you may go with them 
 to the blacksmith. The blacksmith is of course a very im- 
 portant person to be friends with ; and people are very fortu- 
 nate if their lodgings in the country are close to a smithy. 
 Some blacksmiths permit their friends to stand right inside 
 the smithy, instead of just at the door, where strangers have 
 to stay. Perhaps the blacksmith will ask you to blow his 
 bellows while he is making a horseshoe, and it may happen 
 that if he has not much work on hand he will make you a 
 
IN THE COUNTRY 207 
 
 hoop that will be far cheaper and stronger than a bought one 
 ( see p. 169 ). In hot weather the flies are so troublesome to 
 horses which are being shod, and make them so restless, that 
 some one has to stand beside them and brush the flies away 
 with a green branch. This job might fall to you. 
 
 Birds'-Nesting 
 
 One of the advantages of being in the country in spring 
 is that that is the time when birds build. In May the weather 
 is not yet sufficiently warm to make sitting about out-of-doors 
 very comfortable, but birds'-nesting can make up for that. It 
 is of no use to say in this book, " Don't take the eggs," be- 
 cause it is possible only for one person here and there to be 
 satisfied with merely finding a nest and then passing on to 
 find another. But it is a pity for any one who is not a 
 serious collector to take more than one egg. For your pur- 
 poses one is enough, and the loss of a single egg rarely causes 
 a bird to desert her nest. Of course if you know for certain 
 that the nest is deserted, it is right to take all. You can find 
 out by visiting it two or three times, and if the eggs remain 
 cold or wet and there is no sign of the bird you may safely 
 feel that she has abandoned them. Birds have so many 
 natural enemies to fear that it is hard that we should harm 
 them too. 
 
 Blowing Eggs 
 
 For blowing eggs a brass or glass blow-pipe is the proper 
 thing, using only one hole, which is made at the side with a 
 little drill. But for your purpose a hole at each end made 
 with a pin is simpler and equally good. In blowing you must 
 be careful not to hold the egg so tightly in the fingers that its 
 sides crush in. Before making the holes it is well to put the 
 egg in a basin of water. If it sinks it is fresh and can be 
 blown easily ; but if it floats it is set that is to say, the 
 
2o8 WHAT SHALL WE DO NOW ? 
 
 young bird has begun to form and blowing will be diffi- 
 cult. In such cases it is wise, if you are using a blow-pipe, to 
 make a largish hole and put a little water in and leave the 
 egg to lie for a day or so ; then blowing it will be not much 
 trouble. But if you have no blow-pipe the best thing to do is 
 to make one good-sized hole in the less interesting side of the 
 egg, and empty it with a bent pin. Then, when it is empty, 
 you can put it in the egg box with the broken side underneath. 
 Country boys often thread birds' eggs on a string which 
 hangs from the ceiling, but the ordinary way is to put them 
 in cotton-wool in a box with cardboard compartments. Mak- 
 ing this box is a good country occupation for wet weather. 
 
 Butterflies 
 
 Butterfly-hunting begins when birds'-nesting is done and 
 the weather is hot. Here again it is not the purpose of this 
 book to go into particulars : the subject is too large. It is 
 enough to say that the needful things are a large net of soft 
 green gauze, a killing-bottle with a glass stopper, a cork-lined 
 box with a supply of pins in which to cany the butterflies 
 after they are dead, and setting boards for use at home. The 
 good collector is very careful in transferring the butterfly 
 from the net to the bottle, lest its wings are rubbed or broken ; 
 and before taking it out of the bottle and putting it in 
 the box you should be quite certain that it is dead. The way 
 to get the butterfly into the bottle is to drive it into a corner 
 of the net and hold it there, and then slip the bottle inside, 
 remove the stopper, and shake the butterfly into it. The 
 stopper should be off as short a time as possible. For hand- 
 books for a butterfly collector see the " Heading " section. 
 
 Collecting Flowers 
 
 A quieter pastime, but a very interesting one, and also 
 one that, unlike egg-collecting and butterfly-collecting, goes on 
 
IN THE COUNTRY 209 
 
 all the year round, is collecting flowers. For this purpose tin 
 cases are made, with straps to hold them from the shoulders, 
 in which to keep the plants cool and fresh ; but there is no 
 need to wait for the possession of one of these. An ordinary 
 box or basket will, if you have not very far to walk, serve 
 equally well. You will also need a press, which can be simply 
 a couple of boards about a foot long and six inches wide, with 
 a good supply of blotting-paper between. The flowers are 
 pressed by spreading them very carefully, to show their beauty 
 to best advantage, between the blotting-paper, and then piling 
 a few books on the boards. The weight need not be very 
 heavy and the blotting-paper should frequently be renewed. 
 You will soon learn how long the pressing need continue, but 
 it is of the highest importance that the flowers are thoroughly 
 dried before you mount them in your album or on separate 
 sheets of paper. The simplest form of mounting is to glue 
 little strips of paper here and there across the stems. A bo- 
 tanical collection is more valuable if the roots of the plants 
 are also included ; and this will make it necessary for you to 
 have a long trowel. For the collector of flowers a handbook 
 is compulsory. Such a book as Alice Lounsberry's The Wild 
 Flower Boole for Young People gives many details of the 
 growth and nature of plants, told with a story that makes the 
 book unusually interesting, and will arouse your enthusiasm to 
 gather wild flowers and see how large a collection of them you 
 can make. 
 
 It is interesting, if you have any skill in painting, to make 
 water-color copies of all the flowers that you find : another 
 good occupation for wet days in the country. 
 
 Nuts and Blackberries 
 
 In nutting you want a hooked stick with which to pull 
 down the branches. For blackberries a hooked stick is not so 
 
210 WHAT SHALL WE DO NOW? 
 
 important, but it is well to have leather gloves. The black- 
 berries ought to be dry when they are picked. Rain takes 
 their flavor away ; so you should wait until the sun comes 
 again and restores it. One thing that you quickly notice is 
 that all blackberries are not after the same pattern. There 
 are different kinds, just as there are different kinds of straw- 
 berry and raspberry. Some are hard and very closely built ; 
 some are loosely built, with large cells which squash between 
 the fingers ; some come between these two varieties ; and there 
 are still others. For eating on the spot the softer ones are the 
 best, but for cooking and for jam the harder ones are equally 
 good. 
 
 In picking blackberries you soon find that it is better to 
 have the sun at your back, because if it shines through the 
 bush into your eyes you cannot distinguish clearly between 
 the shades of blackness. An open basket full of black- 
 berries is a radiant sight. Each of the little cells has a 
 point of light, and thousands of these together are as gay as 
 jewels. 
 
 No one need starve on the open road in September, for 
 there is food on every hedge two good courses. Nuts are 
 there as the standby, the backbone of the meal, and after 
 come blackberries, as pudding or dessert. To pick the two for 
 an hour, and then, resting beneath a tree, to eat until all are 
 gone that is no bad way to have lunch. If you take advice 
 in this matter, you will not crack the nuts with your teeth but 
 between stones. 
 
 Ponds and Sailing Boats 
 
 Near the farm is certain to be either a pond or a stream. 
 If it is a clean and high pond, not in a hollow surrounded by 
 trees, it will be good to sail boats on. Sailing boats on inland 
 water is much better than on the sea, because, with a pond, 
 
IN THE COUNTRY 211 
 
 directly the boat is fairly started on its voyage you can run 
 round the other side and meet it. Even with a very poor pond 
 it is still possible to have a very good time. In buying or 
 making a boat, be sure that the lead along the keel is heavy 
 enough. So little do toy-shop people think of these things 
 that they very often put no lead at all on their boats, and more 
 often than not put too little. Once a boat is properly 
 weighted in this way you are certain to have fun in sailing her, 
 but otherwise it will be useless to try. In boat-sailing it is 
 well to have a long stick with a hook at the end with which 
 to draw the ship to land. For suggestions as to making a use- 
 ful and simple sailing-boat see p. 295. 
 
 Little Boats on a Stream 
 
 Sailing boats in a stream is little good, because there is no 
 steadiness of wind, but ordinary boats will float along in the 
 current splendidly. It is interesting to launch one and follow 
 its adventures from the bank. Sometimes it will be caught in 
 a weed; sometimes an eddy will sweep it into a back water; 
 sometimes, in shooting the rapids, it will be overturned. But 
 a long stick can always put things right. Or one of you will 
 go down the stream to a given point and the other will send 
 down messengers pieces of wood, walnut boats (see p. 298), 
 paper boats (see p. 285), or whatever it may be. 
 
 A Stream's Fascination 
 
 But there is no absolute need for you to have boats in 
 order to enjoy a stream. There are so many other things to 
 do, not the least interesting being to make a dam and stop or 
 divert the course of the water. And when tired of playing it 
 is very good to sit quite still on tne bank and watch things 
 happening : perhaps a water-rat will swim along suspecting 
 nothing, and then, seeing you make a movement, will dive and 
 
212 WHAT SHALL WE DO NOW? 
 
 disappear, and suddenly come into view ever so far away on 
 the other bank. Perhaps a kingfisher will flash by or settle 
 on a branch overhanging the water. Kingfishers grow more 
 rare every year, owing to the merciless and unthinking zeal 
 with which they are shot; and maybe before long there will 
 be no more to be seen anywhere. 
 
 Solitary Watchfulness 
 
 Indeed, to keep absolutely quiet and watch things hap- 
 pening is for many people one of the most delightful occupa- 
 tions which the country holds. When there is no one else to 
 play with it is as good a way of spending the time as can be 
 found. 
 
 Mice and Moles 
 
 In a wood or in any place where there are old leaves, as 
 in a dry ditch, you will usually get through the ear the first 
 tidings of any moving thing. For instance, you will hear a 
 field-mouse rustling long before you can see its queer pointed 
 nose pushing its way through the dead leaves. Or it may be 
 a mole blundering blindly along. If by any chance a mole ia 
 caught in a trap while you are in the country, be sure to 
 examine its little hands and feel the softness of its fur. Per- 
 haps the farm boy will skin it for you. 
 
 Snakes 
 
 Sometimes the rustling is a snake on his way to a sunny 
 spot where he can bask and sleep. Yery slender brown 
 speckled snakes, or blind-worms, are quite harmless, and so 
 are the large grass-snakes, which are something like a mack- 
 erel in lines and markings. The adder, however, which is 
 yellowish brown in color with brown markings and a " V " 
 on his head, is dangerous and should be avoided. 
 
IN THE COUNTRY 213 
 
 Ants 
 
 On p. 205 is given the title of a book about bees. Hardly 
 less wonderful are ants, concerning whom there is much curi- 
 ous information in the same work, the reading of which makes 
 it ten times more interesting to watch an ant-hill than it was 
 before. One sometimes has to remember that it is as serious 
 for ants to have their camp stirred up by a walking-stick as it 
 would be for New York if Vesuvius were tossed on top of it. 
 
 Swallows and Hawks 
 
 In the flight of birds there is nothing to compare for 
 beauty and speed with the swift, or for power and cleverness 
 with the hawk. On moist evenings, when the swifts fly low 
 and level, backward and forward, with a quaint little musical 
 squeak, like a mouse's, they remind one of fish that dart 
 through the water of clear streams under bridges. The hawk, 
 even in a high wind, can remain, by tilting his body at the 
 needed angle, perfectly still in the air, while his steady wide 
 eyes search the ground far below him for mice or little birds. 
 Then, when he sees something, his body suddenly seems to be 
 made of lead and he drops like a stone on his prey. A hawk 
 can climb the sky by leaning with outspread wings against 
 the breeze and cork-screwing up in a beautiful spiral. 
 
 Squirrels 
 
 The time to see squirrels is September and October, when 
 the beech nuts and hazel nuts are ripe. In the pictures he 
 sits up, with his tail resting on his back, holding nuts in his 
 little forepaws ; but one does not often see him like this in 
 real life. He is either scampering over the ground with his 
 tail spread out behind him or chattering among the branches 
 and scrambling from one to another. The squirrel is not seen 
 at his best when he goes nutting. His beautiful swift move- 
 ments are checked by the thickness of the hazels. In a beech 
 
214 WHAT SHALL WE DO NOW ? 
 
 grove he has more liberty to run and leap. Sometimes you 
 will see twenty at once all nibbling the beech nuts on the 
 ground. On hearing you they make for a tree trunk, and, 
 rushing up it for a yard or two, stop suddenly, absolutely 
 still, with fearful eyes, and ears intently and intensely cocked. 
 If you stand equally still the squirrel will stay there, motion- 
 less, like a piece of the tree, for a minute or so, and then, in 
 a very bad temper, disappear from view on the other side of 
 the trunk, and probably, though you run round the tree 
 quickly several times and search every branch with your eyes, 
 never come into sight again. It is a good thing to sit under 
 a tree some distance from the beech trees, making as little 
 movement as possible ; and by and by you will cease to be 
 considered as anything but a regular part of the landscape 
 and the squirrels may come quite close to you. 
 
 A Country Diary 
 
 If you are fond of writing you might find a good deal of 
 interest in keeping a country diary : that is to say, a small 
 note-book in which you set down evening by evening all 
 things seen during the day that seemed to be sufficiently out 
 of the way to be worth recording. 
 
 A Camera in the Country 
 
 Nothing is said in this book about amateur photography, 
 because to own a camera is still the exception rather than the 
 rule, and if once we began to say anything practical about 
 photography we should have to say very much more than the 
 scheme of the volume permits. But we might urge any 
 reader who has a camera .to use it in the country in taking 
 pictures of animal life and old buildings. Old-fashioned farm- 
 houses and cottages are disappearing so rapidly that we ought 
 to keep as many records of them as possible, and well-chosen 
 photographs of animals are not only beautiful pictures, but 
 
IN THE COUNTRY 215 
 
 are also very useful. Mr. Kearton's work in this way, which 
 may be studied in With Nature and a Camera, is extremely 
 valuable. 
 
 Country Books 
 
 In the "Reading" chapter will be found the titles of 
 several books which describe life in the country, and tell you 
 all about the habits of animals, birds, and insects. 
 
DOLLS' HOUSES 
 
DOLLS' HOUSES 
 
 THE most magnificent ready-made dolls' house in the 
 world, with gables and windows, stairs, front garden, 
 and the best furniture, cannot quite make up to its 
 owner for all the delight she has missed by not making it 
 herself. Of course some things, such as cups and saucers, 
 glasses and bottles, saucepans and kitchen utensils, must be 
 bought ; but almost all the really necessary things for house- 
 keeping can be made at home. 
 
 Dolls' Gardens 
 
 One advantage of making the dolls' house yourself is that 
 you can arrange for it to have a garden, a provision rarely 
 made by toy-shops. Grass plots can be made of green baize 
 or other cloth of the right color ; garden paths of sand 
 sprinkled over glue, or of strips of sand-paper ; flower-beds of 
 brown paper, and the flowers of tissue-paper and wire. A 
 summer-house, and a dog-kennel to hold a china dog, might 
 also be added (see p. 241), and, if you have room, stables. 
 
 Garden Chairs and Tables 
 
 Garden seats and tables can be made of cardboard and 
 cork. For a seat, take a card two or three inches long and 
 not quite as broad. Mark it right across, lengthwise, in the 
 middle with a sharp knife, and then half fold it. Tbis will 
 make the back and seat. Glue the seat to four slender corks 
 for legs and paint the whole green. To make a table, glue 
 four cork legs to a strong piece of cardboard. 
 
 219 
 
220 WHAT SHALL WE DO NOW ? 
 
 The House 
 
 A dolls' house can be made of almost any kind of box. 
 For the simplest and smallest kind cigar boxes can be used, 
 and the furniture made of cork, for which directions are given 
 later; or a couple of lo\v shelves in a bookcase or cupboard 
 will do. Much better, however, is a large well-made packing- 
 case divided by wooden and strong cardboard partitions into 
 two, four, or six rooms, according to its size. A specially made 
 box is, of course, best of all ; this should be divided into four 
 or six rooms, and should have a sloping roof to give attic room 
 for boxes and odd furniture. The house can be stained out- 
 side or papered a plain dark color. One or two windows 
 should be cut out of the walls of each room by the carpenter 
 who made the box, and there must be doors between the 
 rooms. A piece of thin glass cut to the right size can be fixed 
 on the windows at home. But before this is done the house 
 must be papered. The best kind of paper is that used by 
 bookbinders for the insides of the covers, because the patterns 
 used are so dainty and small ; but this is not always easy to 
 get. Any small-patterned paper will do, or what is called 
 lining paper, which can be got in every color. The paper 
 must be very smoothly put on with paste. Always start at 
 the top when pressing it to the wall, and smooth it downward 
 gently. Dadoes or friezes can be divided off with the tiny 
 beading which frame-makers use, or with a painted line, which 
 must be straight and evenly done. 
 
 Fireplaces 
 
 Fireplaces, which can be bought or made at home, should 
 be put in next. To make one yourself, take a strong card 
 board-box lid about four inches long and two wide (though 
 the size must depend on the size of the room). Yery neatly 
 cut off a quarter of it. This smaller part, covered with gold 
 
DOLLS' HOUSES 221 
 
 or silver paper, will make the fender. Then cut off both sides 
 of the remaining piece, leaving the strip at the top to form 
 the mantelpiece. Glue the back of the cover to the wall, hang 
 little curtains from the shelf, put some ornaments on it, ar- 
 range the fender in front, and the fireplace is complete. A 
 grate can be imitated in cardboard painted black and red. 
 
 A Furnishing Game 
 
 A splendid game of shop can be played while the furnish- 
 ing is going on : in fact, from the moment you have the bare 
 house a board or sign with " To Let or For Sale " will quickly 
 attract house-hunting dolls, and when a couple have taken it 
 they will have their days full of shopping before it is ready 
 for them. You will, of course, yourself be the manufacturers 
 and shopkeepers. It is well to make out careful bills for 
 everything sold, and the more things you can display in your 
 show-rooms the better. All house-hunting dolls require plenty 
 of money. 
 
 Curtains 
 
 Windows have been mentioned, but they are not by any 
 means a necessity. Yet even if you cannot have windows, 
 you should put up curtains, for they make the rooms prettier. 
 Shades can be made of linen, edged at the bottom with a piece 
 of lace, and nailed on the wall just above the window. During 
 the day these are rolled up and tied. White curtains should 
 be bordered with lace and run on a piece of tape, which can 
 be nailed or pinned on both sides of the window. They will 
 then draw. The heavy inside curtains can be hung on a pen- 
 cil (which may be gilded or left its own color) supported by 
 two picture screws. Fasten these curtains back with narrow 
 ribbons. Some dolls' houses, of course, are fitted with real 
 doors. But if you do not have these, it is perhaps well to 
 hang the doorway with curtains, also on pencils. 
 
222 WHAT SHALL WE DO NOW <? 
 
 Floors 
 
 The floors can be stained or painted either all over or 
 round the edges. Carpets are better not made of ordinary 
 carpet, for it is much too thick, but of colored canvas, or 
 chintz, or thin felt, or serge. A rug made of a plain colored 
 material with a cross-stitch or embroidered pattern around it 
 is very pretty. Fine matting can also be used, and oil-cloth 
 is excellent for the kitchen. 
 
 General Remarks on Furnishing 
 
 In another place in this book (pp. 228-233) will be found 
 instructions for making furniture for very small and simple 
 dolls' houses ; but for a good dolls' house with several good- 
 sized rooms you would probably prefer, for the most part, to 
 use bought things. Square tables are of course easy to make 
 (a cardboard-box lid on four legs is practically the whole 
 thing), and there are other articles which, if you see your way 
 to devise, are better made at home, instructions for which will 
 be found as you read on ; but chairs and round tables and so 
 forth are perhaps most satisfactory when they come from the 
 toy-shop. Both in buying furniture and in making it, it is 
 necessary always to remember the size of the rooms and of the 
 dolls, and the size of whatever furniture you may already 
 have, so as to keep everything in proportion. 
 
 Beds 
 
 Beds can be made of cardboard-boxes of different sizes. 
 The box turned upside down makes the bed itself, and the 
 cover should be fixed upright behind it for curtains to hang 
 from. These curtains and the frill round the bed should be 
 made of any thin material, such as muslin. The mattress, 
 bolster, and pillows are best made of cotton-wool covered with 
 muslin or calico. Sheets may be made also out of muslin ; 
 pillow-cases should be edged with lace ; for blankets you use 
 
DOLLS' HOUSES 
 
 223 
 
 flannel, button-hole-stitched round with colored silk or wool, 
 and the quilt will look best if made of a dainty piece of silk, 
 or muslin over a colored sateen to match the curtains. A tiny 
 
 CARDBOAED Box BEDS 
 
 nightdress case should not be forgotten. Beds for doll chil- 
 dren can be made in the same way out of match-boxes ; and 
 for cozy little cots for babies there are walnut shells. 
 
 Bead Furniture 
 
 Chairs can be made with wire, beads, a little silk or cot- 
 ton material, some cardboard and cotton-wool. To make a 
 
224 WHAT SHALL WE DO NOW <? 
 
 chair in this way, cut a piece of cardboard the size that you 
 want the seat to be. Lay a good wad of cotton-wool over it, 
 and then cover it neatly. On a piece of strong wire thread 
 enough beads to go round the seat of the chair. Sew this 
 firmly to the seat. Then thread beads on four pieces of wire 
 the right length for the legs, and leave a little piece of wire 
 with which to fasten them to the wire round the seat. Then 
 make the back from a longer piece of wire, bent into shape 
 and attached to the seat in the same way, and put a short row 
 of beads across the middle. You will need a pair of tweezers 
 to cut the wire and to finish the fastening securely. 
 
 Pictures 
 
 Pictures for the walls can be made very easily. The pic- 
 ture itself will be a scrap or tiny photograph. This is pasted 
 on a piece of cardboard larger than itself, and round the edge 
 of that you place a strip of whatever colored paper you want 
 for the frame. The picture cord, a piece of cotton, can be 
 glued on the back. More elaborate frames are cut out of 
 cardboard and bound round with colored silk and covered 
 with gold paint. The picture is then stuck into it. 
 
 Bookshelves and Books 
 
 The simplest bookshelves are those that hang from a nail 
 on the wall. They are made by cutting two or three strips of 
 cardboard of the size of the shelves and boring holes at the 
 corners of each. These are then threaded one by one on four 
 lengths of silk or fine string, knots being tied to keep the 
 shelves the right distance apart. Care has to be taken to get 
 the knots exactly even, or the shelf will be crooked. 
 
 Books can be made by sewing together a number of tiny 
 sheets of paper, with a colored cover and a real or invented 
 title. Sometimes these books contain real stories. 
 
DOLLS' HOUSES 225 
 
 Other Articles 
 
 A dolls' house ought to be as complete as possible, and 
 though this will take a long time it is absorbingly interesting 
 work from start to finish. It should be the ambition of the 
 mistress of a dolls' house to have it as well furnished as the 
 house of a grown-up person, and if she looks round the rooms 
 in her own home carefully she will see how many things can 
 be copied. There will be cushions to make, fancy table-cloths 
 for different tables, toilet-covers and towels for the bedroom, 
 splashers to go behind wash-stands, mats in front of them, and 
 roll-towels and kitchen cloths for the kitchen. 
 
 Everything should be made of the thinnest and finest 
 material, cut with the greatest care and sewn with the tiniest 
 stitches. Light and dainty colors are best for a dolls' house. 
 If you have several rooms, it is a good plan to have a pink 
 room, a blue room, a yellow room, and in each room to have 
 everything of different shades of that color and white. Per- 
 haps no material is so useful to the owner of a dolls' house as 
 art muslin. It is soft, cheap, and very pretty. 
 
 Coming to other furniture which can be made at home, we 
 find screens (made of cardboard and scraps), music for the 
 piano, walking-sticks, flowers (made of colored tissue-paper and 
 wire), flower-pots (made of corks covered with red paper), cup- 
 boards to keep linen and glass in (made out of small card- 
 board boxes, fitted with shelves), and many other little things 
 which, if you look round your own home carefully, will be 
 suggested to you. Even bicycles can be imitated in cardboard 
 and placed in the hall. 
 
 The Inhabitants 
 
 As to dolls, the more the merrier. They are so cheap and 
 can be dressed so easily that it seems a great pity not to have 
 a large family and a larger circle of friends who will occa- 
 
226 WHAT SHALL WE DO NOW <? 
 
 sionally visit them. There must be a father and a mother, a 
 baby and some children, servants (in stiff print dresses with 
 caps and aprons), and certainly a bride, who, if her dress can- 
 not be changed for an ordinary one, ought to be kept care- 
 fully hidden, except when there is a wedding. 
 
 Dressing Dolls 
 
 It is rather difficult to dress these tiny dolls so that their 
 clothes will take off and on, but it is much better to do so if 
 possible. In any case they can have capes and hats which 
 take off. The thinnest materials make the best underclothes, 
 but stiff material for dresses makes it possible to stand the 
 dolls up. Glove buttons, and the narrowest ribbons, tapes, 
 and laces, are useful things to have when you are dressing 
 dolls'-house dolls. 
 
 Dolls' Dinner Parties 
 
 Dolls occasionally require parties. The food may be real 
 or imitation. If real, such as currants and raisins, sugar and 
 candied peel, it is more amusing at the moment ; but if imi- 
 tation, you have a longer time of interest in making it. Get 
 a little flour, and mix it with salt and water into a stiff paste, 
 like clay. Then mould it to resemble a round of beef, a 
 chicken, a leg of mutton, potatoes, pies, or whatever you want, 
 and stand it in front of the fire to dry. When dry, paint (in 
 water-color) to resemble these things still more. If there is 
 clay in the garden, you can make all these things from that, 
 and many others too. 
 
 Dolls' Flats 
 
 Just as people live not only in houses but in flats, so may 
 there be dolls' flats as well as dolls' houses. A dolls' flat con- 
 sists of a board on which the outline of the rooms is made 
 
DOLLS' HOUSES 
 
 227 
 
 with single bricks. For example, a four-roomed flat might be 
 arranged like this 
 
 
 
 
 
 ii ii i r r 
 
 I \: \ \ T . 1 
 
 "i 
 
 Kitchen 
 
 
 tf.^ 
 
 - 
 
 I "I 1 1 { ! |:v.;.r 
 
 M 
 
 TJ -* "7 "D S^C^T'OO'T 
 
 rz<3d6 /coo/rt *-* 
 
 DD 
 
 : i i ^ i \ \ \ i u 
 
 
 A DOLL'S APARTMENTS 
 
 To lay the bricks on a board is not necessary. They can be 
 laid on the floor equally well, except that when you have done 
 playing you will have then to put them away again, whereas 
 if placed on a board they can be left till next time. Nor is 
 there any reason why the walls should not be higher than a 
 single brick ; that is merely a matter of taste. Once the walls 
 are ready the furniture and dolls can be put in in the ordinary 
 way. 
 
 Smaller Dolls' Houses 
 
 So far we have been considering larger dolls' houses. 
 But there are also smaller ones, which naturally require much 
 smaller furniture. These dolls' houses can be made of card- 
 board (as described on p. 237 and on), or they can be merely 
 small boxes even cigar boxes ; and the dolls and furniture in 
 them can be, if you like, all paper, or made of materials in 
 ways that are now suggested. 
 
228 WHAT SHALL WE DO NOW * 
 
 Cork and Match-box Furniture 
 
 This furniture, if very neatly made, can be very successful, 
 and it costs almost nothing. Plain pins will do quite well, 
 although the fancy ones are much prettier. Velvet or thin 
 cloth is best for the dining-room furniture ; silk for the draw- 
 ing room ; and some light-colored cotton material for the bed- 
 rooms. 
 
 Materials 
 You will need - 
 
 Several good-sized corks, or pickle corks, for the larger things. 
 Some pieces of fancy silk or velvet. 
 
 A number of strong pins of different sizes. (The fancy pins with large white, 
 black, and colored heads are best.) 
 
 Some wool, silk, or tinsel which will go well with the silk or velvet. 
 A strong needle and a spool of cotton. 
 
 Chairs 
 
 Cut a round or square piece of cork about quarter of an 
 inch thick and one inch across. Cover it with a piece of silk 
 
 CORK ARM-CHAIR 
 
 or velvet, making all the stitches on that side of the cork 
 which will be the under side of the seat. For the legs put a 
 
DOLLS' HOUSES 229 
 
 pin firmly into each corner. Wind a little wool or silk firmly 
 round each leg, finishing it off as neatly as possible. The 
 back of the seat is made by sticking four pins rather closely 
 together and winding the wool or silk in and out of them. 
 Fasten the wool with a tiny knot both when you begin wind- 
 ing and when you finish. Armchairs are made in the same 
 way, except that they are rather larger, and arms made of 
 small pins are added. 
 
 Chestnut Chairs 
 
 Yery good dining-room chairs can be made of chestnuts. 
 The flatter side of the nut is the seat, and in this are stuck 
 
 CHESTNUT CHAIE 
 
 pins for the back (and arms if necessary), which maybe bound 
 together with gold or silver tinsel. Other pins are stuck in 
 underneath for legs. 
 
 Sofas 
 
 For a sofa a piece of cork about two inches long and half 
 an inch thick is needed. This must be covered, and then 
 quite short pins stuck in for legs. Put a row of short pins 
 
230 WHAT SHALL WE DO NOW ? 
 
 along one side and the two ends, and wind the wool neatly in 
 and out of them. 
 
 Tables 
 
 Bound tables can be made best of different-sized pieces of 
 cork, with very strong pins for legs ; and square ones of the 
 outside of a wooden match-box, with four little medicine- 
 
 FANCY TABLE 
 
 bottle corks glued under it for legs. In either case it is 
 most important to have the legs well fixed on and of exactly 
 the same length. It is not necessary to cover a table, but a 
 table-cloth of silk, either fringed, or hemmed with tiny stitches, 
 and a white table-cloth for meals, should be made. 
 
 Fancy tables can be made by taking a flat round cork 
 and sticking pins into it at regular intervals all round. Weave 
 silk or tinsel in and out of the pins until they are covered. 
 (See above.) 
 
 Foot-Stools 
 
 Several small pieces of cork may be covered to make 
 foot-stools. 
 
 Standard Lamp 
 
 A serviceable standard lamp can be made by taking a 
 small empty cotton spool, gilding or painting it, and fixing 
 the wooden part of a thin penholder firmly into it. On the 
 top of it glue a round piece of cork, on which a lamp-shade, 
 
DOLLS' HOUSES 231 
 
 made of one of the little red paper caps that chemists put on 
 bottles, can be placed. 
 
 Bedroom Furniture Materials 
 You will need 
 
 Two large wooden match-boxes. 
 Several corks of different sizes. 
 
 Some pieces of chintz, of cotton material, flannel, linen, oil-cloth, and a 
 little cottou-wool. 
 
 An empty walnut shell. 
 
 Several wooden matches with the heads taken off. 
 
 Pins of different sizes. 
 
 Wool, silk or tinsel, for the backs of the chairs. 
 
 A tube of glue. 
 
 Beds 
 
 To make a bed, take the inside of a match-box and cut 
 away the bottom of it. Then take two matches and glue 
 them to the two corners at the head of the bed so that a por. 
 
 MATCH-BOX BEDSTEAD 
 
 tion sticks out below the bed for legs and above the bed for a 
 railing. Cut two more matches to the same length as these 
 others, less the part of them that serves for legs, and fasten 
 
232 WHAT SHALL WE DO NOW ? 
 
 these at equal distances from each other and from the two 
 others already glued in position. Along the top of these 
 place another match for a rail, and the head of the bed is 
 done. For the foot of the bed repeat these operations ex- 
 actly, except that all the upright matches must be a little 
 shorter. Then cut off one end of the bottom of the box and 
 fit it in to form the part of the bed that takes the mattress. 
 The bedstead, when made, should be like the one in the ac- 
 companying picture. A little mattress must now be made to 
 fit the bed exactly ; it can be stuffed with cotton- wool or 
 bran. A pillow, blankets, sheets, and a fancy coverlet may 
 also be made, and a very thin and tiny frill should be put 
 right round the bed to hide the box. 
 
 A very pretty baby's cradle can be made out of half a 
 walnut shell. It should be lined, and curtains should be 
 hung from a match fastened upright at one end of the shell. 
 
 Dressing-Tables 
 
 The outside of the same match-box that was used for the 
 bed will make a dressing-table. Stand it up on either side of 
 its striking sides, and glue or sew a piece of light-colored thin 
 material all round it, and then over this put a muslin frill. 
 Make a little white cloth to lay on the top of the table. The 
 looking-glass is made by fixing a square of silver paper in a 
 cardboard frame. 
 
 Washstands 
 
 Take the inside of another match-box and stand it up on 
 one of its sides. Then take five or six matches and cut them 
 to that length which, when they are glued in an upright row 
 at equal distances apart to the back of the match-box, will 
 cause them to stand up above the top of it about a third of an 
 inch. On the tops of them then lay another match to make a 
 little railing. Cover the box as you did the dressing-table. 
 
DOLLS' HOUSES 
 
 233 
 
 Put a little mat of oil-cloth on the top of the box, and make 
 another large one to lay in front of it. Proper jugs and 
 
 MATCH-BOX WASHSTAND 
 
 basins will, of course, have to be bought, but an acorn cup or 
 small shell makes a very good toy basin. 
 
 Wardrobes 
 
 The wardrobe is made by standing the inside of a match- 
 box on end, fixing inside several little pegs made of small 
 pieces of match stuck in with glue, and hanging two little 
 curtains in front of it. If, when done, it seems too low, it 
 may be raised on four little corks. 
 
 Towel-Rack 
 
 A towel-horse can easily be made with six long pins and 
 two small pieces of cork. 
 
 TOWEL RACK 
 
234 WHAT SHALL WE DO NOW ? 
 
 Clothes-Basket 
 
 To make a clothes-basket, take a round piece of cork 
 about a quarter of an inch thick and stick pins closely together 
 
 CLOTHES BASKET 
 
 all round it, as in the above picture. Then weave wool in 
 and out of them. 
 
DOLLS' HOUSES AND DOLLS OF 
 CARDBOARD AND PAPER 
 
DOLLS' HOUSES AND DOLLS OF 
 CARDBOARD AND PAPER 
 
 ACAKDBOAED house, furnished with paper furniture 
 and occupied by paper dolls, is a very good substitute 
 for an ordinary dolls' house, and the making of it is 
 hardly less interesting. The simplest way to make a card- 
 board house is to cut it all (with the exception of the parti- 
 tion and the roof) in one piece. 
 
 The plan given here is for a two-roomed cottage, the 
 measurements for which can be multiplied to whatever size 
 you like (or whatever is the utmost that your sheet of card- 
 board will permit). The actual model from which this plan 
 was made (the house was built from a royal sheet of Bristol 
 board) had a total floor measurement of 8 inches by 14. The 
 end walls were 5 inches high, the side walls 5 inches, sloping 
 up to 7 in the middle, and the partition was 7 inches. The 
 roof was slightly wider than the floor, in order to make wide 
 eaves, and as much longer as was needful not only for the 
 eaves but also to allow for the angle. 
 
 The first thing to do is to rule the outline of the cottage. 
 All the measurements must be most accurately made, as the 
 slightest incorrectness will keep the house from fitting together 
 properly. Then cut it out. When this is done, draw the win- 
 dows and doors. Then lay your cardboard on a board, and 
 run your knife along each side of the windows and the three 
 free sides of the doors until the card is cut through. A ruler 
 held close to the penciled line will make your knife cut 
 straight. The bars across the windows can be made of strips 
 of paper glued on afterward. If the doors have a tiny 
 piece shaved off each of the cut sides, they will open and shut 
 easily. 
 
 237 
 
238 WHAT SHALL WE DO NOW <? 
 
 To make the front door open well, outward, the hinge 
 line of the door (KK) should be half cut through on the inside. 
 The hinge can be strengthened by gluing a narrow strip of 
 paper or linen along it. At the three points marked H make 
 small slits through which to put the tags, marked G, of the 
 partition wall. 
 
 All drawing and painting must be done on both sides 
 while the house is still flat. The doors inside will need 
 handles and keyholes. Small pieces of mica can be glued 
 over the windows instead of glass. 
 
 Little curtains of crinkly tissue-paper can also be made, 
 and, if you like, the walls can easily be papered with colored 
 paper pasted on. This will cause some delay, however, for it 
 must be well pressed. Instead, wall-paper patterns could be 
 painted on. 
 
 Outside that is, on the underside of the cardboard 
 there is a great deal to do. Both walls and roof can be 
 painted, and tiles, bricks, and creepers imitated. The front 
 door should have a knocker and a letter-box, and around both 
 the door and the windows should be imitation framework. 
 As the upright joints of the four walls will be made of linen 
 painted to imitate brick- work or stone- work, you need not 
 carry the painting of the walls quite to the edges, because 
 these will be covered by the joints. It is best to paint the 
 joints before you stick them on. 
 
 Before turning the card over again, run your knife along 
 the four sides of the floor to assist the bending up of the walls. 
 Do not on any account cut through ; merely make a half cut. 
 
 When you have drawn and painted all you can think of 
 to make the house complete and pretty, take your strips of 
 linen, for the fastening of the walls, crease them in half, 
 lengthwise, and glue one half to the outside of the edge of the 
 walls marked CB and DE in the plan. When this is quite 
 
DOLLS' HOUSES 
 
 CARDBOARD DOLLS' HOUSE 
 
240 WHAT SHALL WE DO NOW ? 
 
 dry, bend the back wall and the two side walls up, and glue 
 the free sides of the strips to the wall marked AB and EF, 
 holding the walls firmly together until well stuck. Strengthen 
 the fold LM, which has to serve as a hinge for the front of 
 the house, with a strip of linen glued underneath. The 
 sides of the front wall must remain unattached, as that forms 
 the opening. It can be kept closed by a strong pin slipped 
 through the roof. 
 
 APPEARANCE OF HOUSE WHEN COMPLETE 
 
 The Partition 
 
 Now for the partition. Put the three tags G G G 
 through the slits H H H and glue them firmly down on the 
 outside. (These will have to be touched up with paint.) The 
 roof must then be put on. Cut out a slit N an inch long to fit 
 the tag on the partition, also marked N. Run your knife 
 along the dotted line underneath, and fold it to the necessary 
 angle to fit the sloping walls. Where the roof touches the 
 end walls it must be fastened on with strips of linen or paper, 
 which have been folded in the same way as before and one 
 half fastened securely to the walls. It is important to let it 
 get quite dry before gluing the other half to the roof. 
 
DOLLS' HOUSES 
 
 I. 
 
 DOG KENNEL (Fig. 1) AND ROOF (Fig. 2) 
 
242 WHAT SHALL WE DO NOW? 
 
 The Chimney 
 
 The chimney, of which the illustration is the actual size, 
 is the last thing to be made. First paint, and then fold the 
 two side pieces downward, cut out the three little holes 
 and put into them three chimneys, made by folding small 
 pieces of paper, painted red, round a penholder, and gluing 
 their edges together. The chimney is fixed to the sloping 
 roof with very small pieces of glued paper. Kemember 
 that all the pieces of paper used as fastening ought to be 
 touched up with paint. The chimney in the drawing of the 
 complete house on page 240 is put at the side of the roof, but 
 it may even better go in the middle. 
 
 The Garden 
 
 The cottage can then be fixed to a piece of wood or paste- 
 board, to form its garden and add to convenience in moving it 
 about. A cardboard fence and gate can be cut out and 
 painted green. A path to the front door is made by covering 
 a narrow space of the cardboard with very thin glue over 
 which, while it is wet, sand is sprinkled to imitate gravel. 
 Moss will do for evergreens, and grass plots can be made of 
 green cloth. A summer-house, garden chairs and tables are 
 easily cut out of cardboard. So also are a rabbit-hutch, 
 pump, dove-cot, and dog-kennel. A plan of a dog-kennel, 
 actual size, is given. 
 
 Another Way 
 
 It is, of course, possible to make a house of several pieces 
 instead of one. The walls and floors can be made separately 
 and joined with linen strips ; but this adds to the difficulty of 
 the work and causes the houses to be less steady. Cardboard 
 bouses can also be made with two floors. 
 
DOLLS' HOUSES 243 
 
 " The House That Glue Built " 
 
 A novel kind of paper house has been gotten out in book 
 form. It is called The House That Glue Built^ and consists 
 of pictures of rooms, without furniture, which is shown on 
 separate sheets. The object is to cut out the furniture, ar- 
 range it and paste it in its proper place. The illustration 
 shows the library, and the furniture for it. There is also a 
 sheet of dolls to be cut out, who represent the owners of the 
 house. Two other books on the same order are The Fun 
 That Glue Made and Stories That Glue Told. They are all 
 easily put together, and are lots of fun. 
 
 Paper Furniture 
 
 Everything required for the furnishing and peopling of a 
 cardboard dolls' house can be made of paper; and if colored at 
 all cleverly the furniture will appear to be as solid as that of 
 wood. After cutting out and joining together one or two of 
 the models given in the pages that follow, and thus learning 
 the principle on which ^aper furniture is made, you will be 
 able to add all kinds of things to those mentioned here or to 
 devise new patterns for old articles, such as chairs and desks. 
 
 Glue and Adhesive Tape 
 
 Two recent inventions of the greatest possible use to the 
 maker of paper furniture are fish-glue which gets dry very 
 quickly and is more than ordinarily strong, and adhesive tape. 
 Glue can be bought for very little, and adhesive tape, which is 
 sold principally for mending music and the torn pages of 
 books, is put up in inexpensive spools. 
 
 Home-Made Compasses 
 
 A pair of compasses is a good thing to have ; but you can 
 make a perfectly serviceable tool by cutting out a narrow 
 strip of cardboard about four inches long and boring holes at 
 
244 WHAT SHALL WE DO NOW <? 
 
 intervals, of a quarter of an inch, through which the point of 
 a pencil can be placed. If one end of the strip is fastened to 
 the paper with a pin you can draw a circle of what size you 
 want, up to eight inches across. 
 
 Materials 
 
 These are the materials needed when making paper fur- 
 niture : 
 
 A few sheets of stiff note-paper or drawi ng-/paper. Scissors. A penknife. 
 A ruler (a flat one). A mapping-pen. A box of paints. A board to cut out 
 on. Adhesive tape or stamp-paper. Glue. 
 
 Tracing 
 
 If the drawings are to be traced, tracing-paper, or trans- 
 parent note-paper, and a sheet of carbon-paper, will also be 
 needed. To trace a drawing, cover it with paper and draw it 
 exactly. Then cover the paper or cardboard from which you 
 wish to cut out the furniture with a piece of carbon-paper, 
 black side down, and over that place your tracing. Draw over 
 this again with a very sharply pointed pencil or pointed stick, 
 and the lines will be repeated by the carbon-paper on the under 
 sheet of paper. 
 
 The furniture, for which designs are given in this chapter, 
 can be made of stiff note-paper, Whatman's drawing-paper, or 
 thin Bristol board. The drawings can be copied or traced. 
 In either case the greatest care must be taken that the meas- 
 urements are minutely correct and the lines perfectly straight. 
 A slip of paper is a very good thing to measure with. 
 
 Enough designs have been given to show how most dif- 
 ferent kinds of furniture can be made. These can, of course, 
 be varied and increased by copying from good furniture lists ; 
 while many little things such as saucepans, dishes, clocks, and 
 so forth, can be copied from stores lists and added to the few 
 that are given on p. 248. 
 
THE LIBRARY AND FURNITURE FROM 
 "THE HOUSE THAT GLUE BUILT" 
 
 (Facing page 244) 
 
DOLLS' HOUSES 245 
 
 These small articles are cut out flat, but an extra piece of 
 paper is left under each, which, when bent back, makes a 
 stand. 
 
 General Instructions 
 
 The front legs of chairs, the legs of tables, and the backs 
 of furniture must be neatly joined together by narrow strips 
 of stamp-paper or adhesive tape. To do this, cut a strip of the 
 right size, crease it down the middle, and stick one side. 
 Allow this to dry, before you fix the other. 
 
 Wherever in the pictures there is a dotted line, it means 
 that the paper is to be folded there. It will be easily seen 
 whether it is to be folded up or down. 
 
 Before the furniture is folded it should be painted. 
 Wood, iron, brass, and silk can all be imitated in color. 
 
 In cutting out small spaces of cardboard as between the 
 bars of a chair lay the card on a board, and keeping your 
 knife, which should be sharp at the point, against a flat ruler, 
 run it again and again along the lines you want to cut, until 
 you have cut through. If your furniture is made of paper, the 
 spaces can be cut out with finely pointed scissors, taking care 
 to start in the middle of the space, for the first incision is sel- 
 dom a clean one. 
 
246 
 
 WHAT SHALL WE DO NOW ? 
 
 KITCHEN TABLE 
 (Cut out the oblong parts marked A A.) 
 
DOLLS' HOUSES 
 
 247 
 
 J 
 
 E 
 
 KITCHEN RANGE AND KITCHEN CHAIR 
 (A is turned up to form a shelf for saucepans ; B is glued down over the back.) 
 
248 WHAT SHALL WE DO NOW 
 
 SCREEN 
 
 (To be made of one piece of paper folded into three equal parts and cut out 
 accordance with the illustration. ) 
 
 3AOJ 
 
 VARIOUS POTS AND PANS 
 (Under part to be folded back for a stand.) 
 
DOLLS' HOUSES 
 
 249 
 
 DINING- ROOM TABLE AND CLOTH 
 
250 
 
 WHAT SHALL WE DO NOW? 
 
 
 SIDEBOARD 
 
DOLLS' HOUSES 
 
 251 
 
 SOFA AND AKM-CHAIB 
 (The corners must be fastened to the sheet by very narrow strips of paper.) 
 
252 WHAT SHALL WE DO NOW 
 
 WOODEN BEDSTEAD 
 
DOLLS' HOUSES 
 
 CO 
 
 WARDKOBE 
 
 (Join the sides AB and AB, and then bend the top down, glueing the flap, 
 C to the back of the wardrobe.) 
 
254 WHAT SHALL WE DO NOW ? 
 
 DRESSING TABLE 
 
DOLLS' HOUSES 
 
 255 
 
 WASHSTAND 
 
WHAT SHALL WE DO NOW 
 
 BOCKING-CHAIB, TOWEL RACK, AND CHAIR 
 
DOLLS' HOUSES 
 
 2 57 
 
 
 CHILD'S HIGH CHAIE AND COT 
 
 (In the chair the lines AB and BA must be cut. In the cot the four pieces 
 marked A are cut out on their sides and bent down to form legs.) 
 
258 WHAT SHALL WE DO NOW ? 
 
 Paper Dolls 
 
 Paper dolls are not as good to play with as proper dolls. 
 One can do much less with them because they cannot be 
 washed, have no hair to be brushed, and should not sit down. 
 But they can be exceedingly pretty, and the keeping of their 
 wardrobes in touch with the fashion is an absorbing occupa- 
 tion. Paper dolls are more interesting to those who like paint- 
 ing than to others. The pleasure of coloring them and their 
 dresses is to many of us quite as interesting as cutting out and 
 sewing the clothes of ordinary dolls. 
 
 Making Paper Dolls 
 
 The first thing to do is to draw the doll in pencil on the 
 cardboard or paper which it is to be cut from. If you are not 
 good at drawing, the best way is to trace a figure in a book or 
 newspaper, and then, slipping a piece of carbon-paper (which 
 can be bought for a penny or less at any stationer's) between 
 your tracing-paper and the cardboard, to go over the outline 
 again with a pencil or a pointed stick. On uncovering the 
 cardboard you will find the doll there all ready to cut out. 
 It should then be colored on both sides, partly flesh color and 
 partly underclothes. 
 
 The Dresses 
 
 The dresses are made of sheets of note-paper, the fold of 
 which forms the shoulder pieces. The doll is laid on the 
 paper, with head and neck lapping over the fold, and the line 
 of the dress is then drawn a little larger than the doll. A 
 bmail round nick to form the collar is cut between the shoul- 
 ders of the dress, and a slit is made down the back through 
 which the doll's head can be passed. After the head is through 
 it is turned round. (Of course, if the dress is for evening the 
 place which you cut for the neck must be larger, and in this 
 case no slit will be needed.) All the details of the dresses, 
 
DOLLS' HOUSES 
 
 259 
 
 which can be of original design, or copied from advertisements 
 and fashion plates, must be drawn in in pencil and afterward 
 painted. Hats, trimmed with tissue-paper feathers or ribbons, 
 are made of round pieces of note-paper with a slit in them just 
 big enough for the tip of the doll's head to go through. The 
 illustrations on pp. 260 and 261 should make everything clear. 
 
 Other Paper Dolls 
 
 Simpler and absolutely symmetrical paper dolls are made 
 by cutting them out of folded paper, so that the fold runs 
 right down the middle of the doll. By folding many pieces 
 of paper together, one can cut out many dolls at once. 
 
 Walking Dolls 
 
 Walking ladies are made in that way; but they must 
 have long skirts and no feet, and when finished a cut is made 
 
 WALKING PAPER DOLLS 
 
 in the skirt as in the picture and the framework thus pro- 
 duced is bent back. When the doll is placed on the table and 
 gently blown it will move gracefully along. 
 
260 WHAT SHALL WE DO NOW 
 
 PAPEB MOTHEB AND CHILD, WITH CLOTHES FOB EACH 
 
DOLLS' HOUSES 
 
 261 
 
 A PAPER GIRL WITH Six CHANGES 
 
262 WHAT SHALL WE DO NOW <? 
 
 Tissue- Paper Dresses 
 
 Dresses can also be made of crinkly tissue-paper glued 
 to a foundation of plain note-paper. Frills, flounces, and 
 sashes are easily imitated in this material, and if the colors are 
 nell chosen the result is very pretty. 
 
 Rows of Paper Dolls 
 
 To make a row of paper dolls, take a piece of paper the 
 height that the dolls are to be, and fold it alternately back- 
 ward and forward (first one side and then the other) leaving 
 about an inch between each fold. Press the folds together 
 tightly and cut out the half of a doll, being careful that the 
 arms are continued to the edge of the fold and are not cut off. 
 Open out and you will have a string of paper dolls. 
 
 Other articles to be made from paper and cardboard will 
 be found on pp. 284-291. 
 
PLAYHOUSES OF OTHER PEOPLES 
 
PLAYHOUSES OF OTHER PEOPLES 
 
 IT is not in the least necessary to confine yourself to mak- 
 ing playhouses that are like the houses you live in or see 
 about you, for with a little ingenuity you can construct 
 bits of all sorts of strange countries right in your play-room. 
 In one of the schools in New York City the children study 
 geography and history of certain kinds by making with their 
 own hands scenes from the places about which they study. 
 
 One of the most valuable materials for making these play- 
 houses is ordinary modeling clay. You can buy fifty pounds 
 for from fifty cents to a dollar, and with this you are equipped 
 to make almost anything you can see in pictures. Put the 
 cla}' (if bought dry) into a jar, pour over it clear water, and 
 stir it up with a stick until perfectly smooth and about the 
 consistency of hard butter. The first thing to do is to make a 
 supply of bricks for building. This should be shaped like real 
 bricks and about two inches long. Smaller ones are also pos- 
 sible if you wish to have your settlement on a very small 
 scale. These should be made as regularly as possible and as 
 nearly of the same size. After a little practice one becomes 
 very expert in this simple art. They should then be dried in 
 the sun and are ready to use, though they must be handled 
 carefully. If you can obtain terra-cotta clay, and have it 
 baked hard you will have real bricks that will outlast your 
 play-time. 
 
 A Pueblo Settlement 
 
 Suppose now that you have been reading about the life 
 of the Pueblo Indians in our Southwest, and you have a pi& 
 ture of one of their singular settlements. The accompanying 
 
 265 
 
266 WHAT SHALL WE DO NOW ? 
 
 picture shows what was done in the way of constructing such 
 a settlement by a class of school children, none of whom were 
 over eight years old. You can model little clay Indian in- 
 habitants and paint them as you please, to represent their 
 brown skins and bright-colored clothes. If you can have a 
 box with a little earth in it to set before your Pueblo village 
 you can sow wheat seed, or mustard, and model Indians 
 working in the fields with their crude plows. Anything of 
 which you can find a picture can be reproduced. Indian vil- 
 lages and camps are easy to make and interesting. And 
 once you are started on Indian life it may be fun to make 
 yourselves Indian costumes. The costumes in the picture 
 shown were made by the boys who wear them. By looking 
 closely at them you can copy them. 
 
 An Esquimau Village 
 
 Another class in the same school painted their bricks 
 white to represent blocks of snow and made an Esquimau 
 village. This is fascinating and easy to do. Or, the rounded 
 huts can be modeled all in one piece directly from the clay. 
 Any book describing the life of dwellers in the Arctic region 
 will tell you how they make their houses and you can make 
 tiny imitations of them that will be infinite fun to construct 
 and the admiration of all your friends when finished. Cotton- 
 wool can be used for snow (powdered isinglass also is pretty), 
 and bits of broken mirror for ice-ponds. Little sleds can be 
 made on which to put your Esquimau hunter, who may be 
 one of the white-fur-clad dolls so cheaply bought in toy-stores. 
 Or you can model a little doll just the right size to be enter- 
 ing the door of your tiny rounded white hut. 
 
 A Filipino Village 
 
 Or if you get tired of living near the Arctic circle you 
 can sweep your table clean of Esquimau dwellings and con- 
 
AN ESQUIMAU SLED 
 
 INDIAN COSTUMES 
 
 (Facing page 266) 
 
PLAYHOUSES OF OTHER PEOPLES 267 
 
 struct a Filipino village. For these you do not need bricks 
 (which can be given a rest and put away in a box) but little 
 splints of wood the same size and length which you can make 
 yourself with a knife. Make a little thin floor of damp clay 
 (but drier than you use it to model with) and stick your 
 upright pieces in this in the shape of the house you wish to 
 make. When the clay has hardened they are held quite firm 
 and you can make a wattled hut by weaving long straws or 
 grasses in and out to form your walls. A thatched roof can 
 also be made of long grasses, tied in little bunches and laid 
 close together all sloping down from the ridge-pole. Almost 
 every magazine of a few years back has in it pictures of 
 Filipino villages which will furnish you with models to copy. 
 According to the size of the table or board on which you 
 make your settlements you can have more or less extensive 
 tropical country, surrounding your village. Mountains can 
 be made of the clay, covered with moss or grasses to represent 
 the jungle and a river with overhanging trees arranged with 
 bits of broken looking-glass, and twigs with tiny scraps of 
 green tissue paper glued to them for leaves. The exercise of 
 your own ingenuity in using all sorts of unlikely materials 
 which you will find all about you is the best part of this 
 game. 
 
 After you have decided to change the climate and char- 
 acter of your village, the clay used may be broken up and put 
 back in your jar, wet again, stirred smooth and is all ready to 
 begin again. Great care should be taken that it is kept clean, 
 that bits of wood or glass be not left in it, or you may cut or 
 prick your fingers in handling it. 
 
 A Dutch Street 
 
 You cannot only wander from one climate and from one 
 nationality to another, but from one century to another. If 
 
268 WHAT SHALL WE DO NOW <? 
 
 you are studying early American history nothing is more fun 
 than to make a street in an old Dutch settlement. Your 
 bricks are painted red for this. Almost any history-book will 
 have pictures of one or two old Dutch houses which will show 
 you the general look of them. They are harder to construct 
 than the ruder huts of savages and may need to be held to- 
 gether with a little use of damp clay. It is interesting to try 
 and reconstruct old Dutch Manhattan, from the maps and 
 pictures, showing the bay and the walk on the Battery. 
 
 Or if you are interested in Colonial New England, make 
 a settlement of log-houses with the upper story overhanging 
 the first. On any walk you can pick up enough small sticks 
 to use as logs after trimming and measuring. 
 
 Other possibilities in this line are suggested below. You 
 will have more fun in working them out yourself than if you 
 are told just how to proceed. A Roman arena with gladi- 
 ators fighting and a curtain which may be drawn to keep off 
 the sun. A little fishing-village beside the sea (a large pan of 
 water) with tiny nets spread out to dry and little walnut shell 
 boats drawn up on the sandy beach. 
 
 A farmhouse, barn, pig-pen, dog-kennel, carriage-house 
 and the like. A very pretty settlement can be made of this 
 with fields of growing grain, brooks, water-wheels, etc. 
 
 All the animals of a farm can be modeled and painted. 
 When they are skilfully made they are very pretty and add 
 much to the picture and when they are done unskilfully it is 
 fun to have people guess what they were meant for. How- 
 ever, with a little practice very presentable animals can be 
 modeled. It is easier to make them in clay than to draw 
 them. 
 
 ^ gyP s y camp, with tents and open fires (bits of yellow 
 and red tissue-paper), under a black kettle (made of clay and 
 painted) swung on a forked stick, can easily be made. 
 
PLAYHOUSES OF OTHER PEOPLES 269 
 
 Of course with tin or lead soldiers the number of games 
 one can invent with these tiny settlements is innumerable. 
 One favorite with some children is the attack and capture of 
 the Filipino village by American troops. Sometimes it is 
 burned, and this is always a stirring spectacle. Indeed with 
 tin soldiers (which are just now unjustly out of favor) one's 
 range of subjects is unlimited, and one always has plenty of in- 
 habitants for any settlement. An army post can be made, 
 with a fort and barracks and a wide green parade ground 
 with the regiment drawn up in line for dress-parade. A tiny 
 American flag flutters from the flag-pole and after the sunset 
 gun booms (a fire-cracker exploded or only some one striking 
 a blow on a tin pan) it can be lowered to the ground while 
 the best whistler of the company executes " The Star-Spangled 
 Banner." 
 
INDOOR OCCUPATIONS AND THINGS 
 TO MAKE 
 
INDOOR OCCUPATIONS AND THINGS 
 TO MAKE 
 
 Painting 
 
 PAINTING is an occupation which is within almost 
 everybody's power, and of which one tires very slowly 
 or perhaps not at all. By painting we mean coloring 
 old pictures rather than making new ones, since making new 
 ones from nature or imagination require separate gifts. 
 On a wet afternoon or, if it is permitted, on Sunday after, 
 noon coloring the pictures in a scrapbook is a very pleasant 
 and useful employment. After dark, painting is not a very 
 wise occupation, because, in an artificial light, colors cannot 
 be properly distinguished. 
 
 All shops that sell artists' materials keep painting-books. 
 But old illustrated papers do very well. 
 
 Flags 
 
 An even more interesting thing to do with a paint-box is 
 to make a collection of the flags of all nations. And when 
 those are all done, you will find colored pages of them in 
 any large dictionary, and elsewhere too, you might get pos- 
 session of an old shipping guide, and copy Lloyd's signal code 
 from it. 
 
 Maps 
 
 Coloring maps is interesting, but is more difficult than 
 you might perhaps think, owing to the skill required in laying 
 an even surface of paint on an irregular space. The middle 
 of the country does not cause much trouble, but when it 
 comes to the jagged frontier line the brush has to be very 
 
 273 
 
274 WHAT SHALL WE DO NOW <? 
 
 carefully handled. To wet the whole map with a wet brusk 
 at the outset is a help. Perhaps before starting in earnest on 
 a map it would be best to practice a little with irregular- 
 shaped spaces on another piece of paper. 
 
 Magic-Lantern Slides 
 
 If you have a magic lantern in the house you can paint 
 some home-made slides. The colors should be as gay as pos- 
 sible. The best home-made slides are those which illustrate a 
 home-made story ; and the fact that you cannot draw or paint 
 really well should not discourage you at all. A simpler way 
 of making slides is to hold the glass over a candle until one 
 side is covered with lamp black and then with a sharp stick to 
 draw outline pictures on it. 
 
 Another way is to cut out silhouettes in black paper, or 
 colored tracing-paper, and stick them to the glass. In copy- 
 ing a picture on a slide put the glass over the picture and 
 draw the outline with a fine brush dipped in Indian ink. 
 Then paint. All painting on slides should be covered with 
 fixing varnish, or it will rub off. 
 
 Illuminating 
 
 As a change from painting there is illuminating, for 
 which smaller brushes and gold and silver paint are needed. Il- 
 luminating texts is a favorite Sunday afternoon employ- 
 ment. 
 
 Pen and Ink Work 
 
 There is also pen and ink drawing, mistakenly called 
 "etching," for which you require a tiny pen, known as a 
 mapping pen, and a cake of Indian ink. If the library con- 
 tains a volume of old wood-cuts, particularly Bewicks Birds 
 or Bewick's Quadrupeds, you will have no lack of pictures 
 to copy. 
 
INDOOR OCCUPATIONS 275 
 
 Chalks 
 In place of paints a box of chalks will serve very well. 
 
 Tracing 
 
 Smaller children, who have not yet learned to paint 
 properly, often like to trace pictures either on tracing paper 
 held over the picture, or on ordinary thin paper held over the 
 picture against the window pane. 
 
 Pricking Pictures 
 
 Pictures can also be pricked with a pin, but in this case 
 some one must draw it first. You follow the outline with 
 little pin pricks close together, holding the paper on a cushion 
 while you prick it. Then the picture is held up to the 
 window for the light to shine through the holes. 
 
 Easter Eggs 
 
 Home-made Easter eggs are made by painting pictures or 
 messages on eggs that have been hard-boiled, or by merely 
 boiling them in water containing cochineal or some other 
 coloring material. In Germany it is the custom for Easter 
 eggs to be hidden about in the house and garden, and for the 
 family to hunt for them before breakfast a plan that might 
 very well be taken up by us. 
 
 Spatter.-Work 
 
 Paper and cardboard articles can be prettily decorated 
 by spatter-work. Ferns are the favorite shapes to use. You 
 first pin them on whatever it is that is to be ornamented in this 
 way, arranging them as prettily as possible. Then rub some 
 Indian ink in water on a saucer until it is quite thick. Dip an 
 old tooth-brush lightly into the ink, and, holding it over the 
 cardboard, rub the bristles gently across a fine tooth comb. 
 This will send a spray of ink over the cardboard. Do this 
 
276 WHAT SHALL WE DO NOW ? 
 
 again and again until the tone is deep enough, and try also to 
 graduate it. It must be remembered that the ink when dry 
 is much darker than when wet. Then remove the ferns, when 
 under each there will be a white space exactly reproducing 
 their beautiful shape. If you like you can paint in their veins 
 and shade them ; but this is not really necessary. Colored 
 paints can be used instead of Indian ink. 
 
 Scrapbooks 
 
 Making scrapbooks is always a pleasant and useful en> 
 ployment, whether for yourself or for children in hospit- 
 als or districts, and there was never so good an opportunity 
 as now of getting interesting pictures. These you select from 
 odd numbers of magazines, Christmas numbers, illustrated 
 papers, and advertisements. Scraps are very useful to fill up 
 odd corners. In choosing pictures for your own scrapbook it is 
 better to select only those that you really believe in and can 
 find a reason for using, than to take everything that seems 
 likely to fit. By choosing the pictures with this care you 
 make the work more interesting and the book peculiarly your 
 own. But in making a scrapbook as a present for some one 
 that you know, you will, of course, in choosing pictures, try 
 to put yourself in his place and choose as you think that he 
 would. 
 
 Empty scrapbooks can be bought ; or you can make one 
 by taking (for a large one) an old business ledger, which some 
 one whom you know is certain to be able to give you, or (for 
 a small one) an ordinary old exercise-book, and then cutting 
 out every other page about half an inch from the stitching. 
 This is to allow room for the extra thickness which the 
 pictures will give to the book. Or you can sew sheets of 
 brown paper together. 
 
 For sticking on the pictures, use paste rather than gum 5 
 
INDOOR OCCUPATIONS 277 
 
 and when it is done, press the book under quite a light 
 weight, with sheets of paper between the pages. 
 
 Scrapbooks for Hospitals 
 
 Children that are ill are often too weak to hold up a large 
 book and turn over the leaves. There are two ways of saving 
 them this exertion and yet giving them pleasure from 
 pictures. One is to get several large sheets of cardboard and 
 cover them with pictures and scraps on both sides, and bind 
 them round with ribbon. These can be enclosed in a box and 
 sent to the matron. She will distribute the cards among the 
 children, and when they have looked at each thoroughly they 
 can exchange it for another. Another way is to use folding 
 books which are more easy to hold than ordinary turning-over 
 ones, and you can make them at home very simply by covering 
 half a dozen or more cards of the same size (post-cards make 
 capital little books) with red linen, and then sewing them edge 
 to edge so as to get them all in a row. In covering the cards 
 with the linen red is not compulsory, but it is a good color 
 to choose it is better to paste it on as well as to sew it 
 round the three edges (a fold will come on one side), because 
 then when you stick on the pictures they will not cockle up. 
 Pictures for hospital scrapbooks should be bright and gay* 
 Colored ones are best, but if you cannot get them already 
 colored you can paint them. Painting a scrapbook is one of 
 the best of employments. 
 
 Composite Scrapbooks 
 
 Sometimes it happens that you get very tired of one of 
 the pictures in your scrapbook. A good way to make it fresh 
 and interesting again is to introduce new people or things. 
 You will easily find among your store of loose pictures a 
 korse and cart, or a dog, or a man, or a giraffe, which, when 
 
278 WHAT SHALL WE DO NOW? 
 
 cut out, will fit in amusingly somewhere in the old picture. 
 If you like, a whole book can be altered reasonably in this 
 way, or made ridiculous throughout. 
 
 Scrap-Covered Screens 
 
 A screen is an even more interesting thing to make than 
 a scrapbook. The first thing to get is the framework of the 
 screen, which will either be an old one the covering of which 
 needs renewing, or a new one made by the carpenter. The 
 next thing is to cover it with canvas, which you must stretch 
 on tightly and fasten with small tacks ; and over this should 
 be pasted another covering of stout paper, of whatever 
 color you want for a background to the pictures. Paste 
 mixed with size should be used in sticking it. After the pic- 
 tures are all arranged they should be stuck with the same 
 material, and a coat of paper varnish given to the whole, so 
 that it can be cleaned occasionally. 
 
 Collecting Stamps 
 
 Stamp-collecting is more interesting if money is kept out 
 of it and you get your stamps by gift or exchange. The best 
 way to begin is to know some one who has plenty of foreign 
 correspondence and to ask for all his old envelopes. Nothing 
 but time and patience can make a good collection. To buy it, 
 is to have little of the collector's joy. 
 
 Postage-Stamp Snakes 
 
 Old American stamps can be used for making snakes. 
 There is no need to soak the stamps off the envelope paper : 
 they must merely be cut out cleanly and threaded together. 
 A big snake takes about 4,000 stamps. The head is made of 
 black velvet stuffed with cotton wool, and beads serve for 
 eyes. A tongue of red flannel can be added. 
 
INDOOR OCCUPATIONS 279 
 
 Puzzles 
 
 If you have a fret saw, and can use it cleverly, you can 
 make at home as good a puzzle as any that can be bought. 
 The first thing to do is to select a good colored picture, and 
 then to procure from a carpenter a thin mahogany board of 
 the same size. Mahogany is not absolutely necessary, but it 
 must be some wood that is both soft and tough. Deal, for in- 
 stance, is useless because it is not tough, and oak is useless be- 
 cause it is not soft. On this wood you stick the picture very 
 firmly, using weak glue in preference to paste or gum. 
 When it is quite dry you cut it up into the most difficult frag- 
 ments that you can. It is best to cut out the border so that 
 each piece locks into the next. This will then be put together 
 first by the player and will serve to hold the picture together. 
 After the puzzle is cut up it is well to varnish each piece with 
 paper varnish, which keeps it clean and preserves it. 
 
 A simple puzzle can be made by pasting the picture on 
 cardboard and cutting it up with scissors or a sharp knife. 
 
 Soap Bubbles 
 
 For blowing bubbles the long clay pipes are best. Before 
 using them, the end of the mouthpiece ought to be covered 
 with sealing-wax for about an inch, or it may tear your lips, 
 Common yellow soap is better than scented soap, and rain- 
 water than ordinary water. A little glycerine added to the 
 soap-suds helps to make the bubbles more lasting. On a still 
 summer day, bubble-blowing out-of-doors is a fascinating and 
 very pretty occupation. 
 
 Shadows on the Wall 
 
 Shadowgraphy nowadays has progressed a long way from 
 the rabbit on the wall ; but in the house, ambition in this ac- 
 complishment does not often extend further than that and one 
 
280 
 
 WHAT SHALL WE DO NOW 
 
 or two other animals, and this is why only the rabbit, dog, 
 and swan are given here. The swan can be made more inter- 
 esting by moving the arm which forms his neck as if he were 
 
 SHADOWS ON THE WALL 
 
 prinking and pluming, an effect which is much heightened by 
 ruffling up and smoothing down the hair with the fingers form- 
 ing his beak. To get a clear shadow it is necessary to have 
 only one light, and that fairly close to the hands. 
 
 Skeleton Leaves 
 
 Leaves which are to be skeletonized should be picked from 
 the trees at the end of June. They should be perfect ones of 
 full growth. It is best to have several of each kind, as some 
 are sure to be failures. Put the leaves in a big earthenware 
 dish or pan, fill it with rain-water, and stand it in a warm and 
 
INDOOR OCCUPATIONS 281 
 
 sunn} 7 place the purpose of this being to soak off the green 
 pulpy part. There is a great difference in the time which this 
 takes : some fine leaves will be ready in a week, while others 
 may need several months. Look at the leaves every day, and 
 when one seems to be ready slip a piece of cardboard under it 
 and shake it about gently in fresh cold water. If any green 
 stuff remains, dab it with a soft brush and then put it into an- 
 other basin of clean water. A fine needle can be used to take 
 away any small and obstinate pieces of green. It is now a 
 skeleton and must be bleached according to the following di- 
 rections : Pour into a large earthenware jar a pint of water 
 on half a pound of chloride of lime. Mix thoroughly, break- 
 ing up any lumps with the hand. Add two and a half quarts 
 of water, cover over, and leave for twenty-four hours. Then 
 pour off the solution, leaving the sediment behind. Dissolve 
 two pounds of soda in one quart of boiling water, and pour it, 
 while on the boil, over the chloride solution. Cover it, and 
 leave for forty-eight hours ; then decant into bottles, being 
 careful to leave all sediment behind. 
 
 Fill an earthenware dish with this solution, lay the leaves 
 in it, and cover tightly. The leaves will be bleached in six to 
 twelve hours. They should be taken out directly they are 
 white, as the lime makes them very brittle. After bleaching, 
 rinse the leaves in cold water, float them on to cards, and dry 
 between blotting-paper, under a heavy weight. 
 
 Ferns 
 
 It should be noted that if you intend to skeletonize ferns, 
 they should not be picked before August, and they must be 
 pressed and dried before they are put into the bleaching solution, 
 in which they ought to stay for three or four days. The solution 
 should be changed on the second day, and again on the fourth. 
 After bleaching they can be treated just as the leaves are. 
 
282 WHAT SHALL WE DO NOW ? 
 
 Wool Balls 
 
 Cut out two rings of cardboard, of whatever size you like, 
 from one inch in diameter up to about four inches. A four- 
 inch ring would make as large a ball as one usually needs, and 
 a one-inch ring as small a one as could be conveniently made. 
 The rim of the largest rings should not be wider than half an 
 inch. Take a ball of wool and, placing the cardboard rings 
 together, tie the end of it firmly round them. Then wind the 
 wool over the rings, moving them round and round to keep it 
 even. At first you will be able to push the ball through the 
 rings easily, but as the wool is wound the hole will grow 
 smaller and smaller, until you have to thread the wool through 
 with a needle. To do this it is necessary to cut the wool into 
 lengths, which you must be careful to join securely. Go on 
 until the hole is completely filled and you cannot squeeze 
 another needle through. Then slip a pair of scissors between 
 the two rings and cut the wool all round them ; and follow 
 this up quickly by slipping a piece of string also between them 
 and tying it tightly round the wool that is in their midst. 
 This is to keep the loose ends, which were made directly you 
 cut the wool with the scissors, from coming out. All that is 
 now necessary is to pull out the cardboard rings and shape the 
 ball a little in your hands. The tighter the wool was bound 
 round the cards, the smaller and harder the ball will be and 
 the more difficult will it be to cut the wool neatly and tie it. 
 Therefore, and especially as the whole purpose of a wool ball 
 is softness and harmlessness, it is better to wind the wool 
 loosely and to use thick wool rather than thin. 
 
 Wool Demons 
 
 To make a " Wool Demon," take a piece of cardboard as 
 wide as you want the demon to be tall, say three inches, and 
 wind very evenly over it wool of the color you want the 
 
INDOOR OCCUPATIONS 283 
 
 demon to be. Scarlet wool is perhaps best. Wind it about 
 eighty times, and then remove carefully and tie a piece round 
 about half an inch from the top to make the neck. This also 
 secures the wool, the lower looped ends of which can now be 
 cut. When cut, gather up about twenty pieces each side for 
 the arms, and, holding them firmly, bind them round with 
 other wool, and cut off neatly at the proper length. Then tie 
 more wool round to form the body. The legs and tail are 
 made in the same way as the arms, except that wool is wound 
 round the legs, beginning from the feet and working upward, 
 only to the knees, leaving a suggestion of knickerbockers. 
 Eyes and other features can be sewn on in silk. 
 
 Bead-Work 
 
 Among other occupations which are not in need of careful 
 description, but which ought to be mentioned, bead-work is 
 important. It was once more popular than it now is ; but 
 beads in many beautiful colors are still made, and it is a pity 
 that their advantages should be neglected. Bead- work lasts 
 longer and is cleaner and brighter than any other form of 
 embroidery. Perhaps the favorite use to which beads are now 
 put is in the making of napkin-rings. Bead-flowers are made 
 by threading beads on wire and bending them to the required 
 shapes. Boxes of materials are sold in toy-shops. 
 
 Post-Office 
 
 " Post-Office " is a device for providing the family with a 
 sure supply of letters. The first thing to do is to appoint a 
 postmaster and fix upon the positions for the letter-boxes. 
 You then write letters to each other and to any one in the 
 house, and post them where you like ; and at regular times 
 the postmaster collects them and delivers them. 
 
284 
 
 WHAT SHALL WE DO NOW 
 
 The Home Newspaper 
 
 In " The Home Newspaper," the first thing to do is to 
 decide on which of you will edit it. As the editor usually has 
 to copy all the contributions into the exercise-book, it is well 
 that a good writer should be chosen. Then you want a good 
 title. It is better if the contributors are given each a depart- 
 ment, because that will make the work more simple. Each 
 number should have a story and some poetry. Home news- 
 papers, as a rule, come out once a month. Once a week is too 
 often to keep up. There is a good description of one in a 
 book by E. Nesbit, called The Treasure-Seekers. 
 
 Paper and Cardboard Toys A Cocked Hat 
 To make a cocked hat, take a sheet of stiff paper and 
 double it. Then fold over each of the doubled corners until 
 
 FIG. l 
 
 they meet in the middle. The paper will then resemble Fig. 1 
 Then fold AB AB over the doubled corners ; fold the corres. 
 ponding strip of paper at the back to balance it, and the 
 cocked hat is ready to be worn. If it is to be used in charades, 
 it is well to pin it here and there to make it secure. 
 
INDOOR OCCUPATIONS 
 
 285 
 
 Paper Boats 
 
 If the cocked hat is held in the middle of each side and 
 pulled out into a square, and the two sides are then bent back 
 
 FIG. 2 
 
 to make another cocked hat (but of course much smaller) ; and 
 then, if this cocked hat is also pulled out into a square, it will 
 
 FIGS. 
 
 look like Fig. 2. If the sides A and A are held between the 
 finger and thumb and pulled out, a paper boat will be the 
 result, as in Fig. 3. 
 
286 
 
 WHAT SHALL WE DO NOW 
 
 Paper Darts 
 
 Take a sheet of stiffish paper about the size of this page 
 and fold it longways, exactly double. Then fold the corners 
 of one end back to the main fold, one each side. The paper 
 sideways will then look as in Fig. 1. Then double these 
 
 PAPER DARTS 
 
 folded points, one each side, back to the main fold. The paper 
 will then look as in Fig. 2. Repeat this process once more. 
 The paper will then look as in Fig. 3. Compress the folds 
 very tightly, and open out the top ones, so that in looking 
 down on the dart it will have the appearance of Fig. 4. The 
 dart is then ready for use. 
 
 Paper Mats 
 
 Take a square piece of thin paper (Fig. 1), white OP 
 colored. Fold it in half (Fig. 2), and then again in half 
 
 rx.s*. 
 
 PAPER MATS 
 
 (Fig. 3), and then again from the centre to the outside corner, 
 when it will be shaped as in Fig. 4. If you want a round 
 mat, cut it as marked by the dotted line in Fig. 4 ; if square, 
 
INDOOR OCCUPATIONS 
 
 287 
 
 leave it as it is. Remember that when you cut folded paper 
 the cuts are repeated in the whole piece as many times as 
 there are folds in the paper. The purpose of folding is to 
 make the cuts symmetrical. Bearing this in mind cut Fig. 4 
 as much as you like, as suggested by Fig. 5. Perhaps it 
 would be well to practice first of all on a rough piece. The 
 more delicate the cuts the prettier will be the completed mat. 
 
 Paper Boxes 
 
 Take an exactly square piece of paper (cream-laid note- 
 paper is best in texture), and fold it across to each corner and 
 press down the folds. Unfold it and then fold each corner 
 exactly into the middle, and press down and unfold again. 
 The lines of fold on the paper will now be seen to run from 
 corner to corner, crossing in the middle, and also forming a 
 
 PAPER BOXES 
 
 square pattern. The next thing is to fold over each corner 
 exactly to the line of this square on the opposite half of the 
 paper. When this is done, and the paper is again straight- 
 ened out, the lines of fold will be as in Fig. 1. Cut out the 
 triangles marked X in Fig. 1, and the paper will be as in 
 
288 WHAT SHALL WE DO NOW ? 
 
 Fig. 2. Then cut along all the dotted lines in Fig. 2, and 
 stand the opposite corners up to form the sides and lid of 
 the box : first A and B, which are fastened by folding back 
 the little flaps at the tip of A, slipping through the slit at the 
 tip of B, and then unfolding them again ; and then C and D, 
 which are secured in the same way. 
 
 Cardboard Boxes 
 
 Cardboard boxes, of a more useful nature than paper 
 boxes, are made on the same principle as the house described 
 on p. 239, and the furniture to go in it, as described later in 
 the same chapter. The whole box can be cut in the flat, out 
 of one piece of cardboard, and the sides afterward bent up 
 and the lid down. Measurements must of course be exact. 
 The prettiest way to join the sides is to use thin silk instead 
 of paper, and the lid may be made to fasten by a little bow 
 of the same material. 
 
 Scraps and Transfers 
 
 Paper boxes, when finished, can be made more attractive 
 by painting on them, gluing scraps to them, putting trans- 
 fers here and there, or covering them with spatter-work 
 (see p. 275). Scraps can be bought at most stationers' in a 
 very great variety. Transfers, which are taken off by 
 moistening in water, pressing on the paper with the slithery 
 clouded surface downward, and being gently slipped along, 
 used to be more common than they now are. 
 
 Directions how to make many other paper things will be 
 found on pp. 243-262. 
 
 Ink Sea-Serpents 
 
 Dissolve a teaspoonful of salt in a glass of water, dip a 
 pen in ink and touch the point to the water. The ink de- 
 scends in strange serpent-like coils. 
 
INDOOR OCCUPATIONS 289 
 
 A Dancing Man 
 
 The accompanying picture will show how a dancing 
 man is made to dance. You hold him between the finger 
 
 A DANCING MAN 
 
 and thumb, one on each side of his waist, and pull the string. 
 The hinges for the arms and legs, which are made of card- 
 board, can be made of bent pins or little pieces of string 
 knotted on each side. 
 
 Velvet Animals 
 
 The fashioning of people and animals from scraps of 
 velvet glued on cardboard was a pleasant occupation which 
 interested our great-grandfathers and great-grandmothers 
 when they were children many years ago. A favorite picture 
 was of a boy and a St. Bernard, in which the boy's head, 
 hands, collar, and pantaloons, and the dog, were made of white 
 velvet painted. The boy's tunic was black velvet, and its belt a 
 
290 WHAT SHALL WE DO NOW ? 
 
 strip of red paper. The dog's eye was a black pin-head. The 
 whole was mounted on a wooden stand with wooden supports 
 at the back, one running up to the boy's head and the other 
 to the tip of the dog's tail. With some scraps of white and 
 black velvet, and a little patience and ingenuity, one could 
 make all the animals on a farm and many in the Zoo. 
 
 Hand Dragons 
 
 All the apparatus needed for a " Hand Dragon " consists 
 of a little cardboard thimble or finger-stall, on which the 
 features of a dragon have been drawn in pen and ink or color. 
 This is then slipped over the top of the middle finger, so that 
 
 HAND DRAGONS 
 
 the hand becomes its body and the other fingers and thumb 
 its legs. "With the exercise of very little ingenuity in the 
 movement of the fingers, the dragon can be made to seem 
 very much alive. The accompanying picture should explain 
 everything. 
 
 Yarious games can be played with the fingers. Tiny 
 caps and hats can be made, features drawn with ink on the 
 fingers and little tissue paper dresses made. A whole play 
 can be acted or sung by these tiny finger marionettes. 
 
 Other Uses for Cardboard 
 
 Once you have begun to make things out of cardboard, 
 you will find no end to its possibilities and should be in no 
 
INDOOR OCCUPATIONS 291 
 
 more need of any hints. After building, furnishing, and 
 peopling a dolls' house, a farm or a menagerie would be an 
 interesting enterprise to start upon. E. M. R. has a stud of 
 ninety-two horses, each named, and each provided with a 
 horse-cloth, a groom, and harness. She has also several 
 regiments of soldiers and a staff of nurses, all cut from card- 
 board and painted. She chooses her horses from Country Life, 
 or some such paper, and copies them. Another enthusiast has 
 a cardboard theatre in which plays and pantomimes are per- 
 formed. 
 
 It might be added that cardboard figures can be made to 
 stand up either by leaving a strip of cardboard at the bottom, 
 in which teeth can be cut and bent alternately one way or 
 the other, or by slipping the feet into grooves cut in little 
 blocks of wood. 
 
 Cardboard Cut-Outs 
 
 There are a great many cut-outs issued nowadays, which 
 may be bought for a small sum at any toy shop. Perhaps 
 the best among these are " The Mirthful Menagerie," " The 
 Agile Acrobats " and " The Magic Changelings." " The 
 Mirthful Menagerie " when properly cut out and pasted to- 
 gether, make a lot of animals that have thickness as well as 
 length and height ; " The Agile Acrobats " can be made to 
 assume almost any position, and in " The Magic Changelings," 
 Little Red Riding Hood, for instance, can be changed into 
 the wolf, and then back again ! 
 
 Books of cut-outs are also made, in which the books are 
 intact after the cut-outs have been removed. "The New 
 Mother Goose " gives illustrations of many of the Mother 
 Goose rhymes to be cut out and pasted together, and has 
 a story and other pictures besides. " The Electric Fire 
 Fighters " is on the same order, only in this case the pictures 
 
292 WHAT SHALL WE DO NOW <? 
 
 to be put together are of the Electric Fire-Engine, the Electric 
 Water-Tower, etc. They are all easily made, and are fascinat. 
 ing games for stormy weather, or for indoor games at any 
 time. 
 
 Particulars of " Snap " cards and other home-made cards 
 will be found on pp. 77 and 78. 
 
 Kites 
 
 In China, and to some extent in Holland, kite-flying is not 
 the pastime only of boys, but of grave men. And certainly 
 grave men might do many more foolish things. To feel a 
 kite pulling at your hands, to let out string and see it climb 
 higher and higher and higher into the sky this is a real joy. 
 For good kite-flying you want plenty of room and a steady 
 wind ; hence a big field is the best place, unless you are at the 
 seaside when there is a wind off the land, in which case you 
 can fly your kite from the beach. To make an ordinary, 
 serviceable kite, take two laths (which can be bought for a 
 penny from any builder), one three feet long (A A in the pic- 
 ture) and the other two feet (BB). Screw BB with two 
 screws exactly in the middle, at right angles to A A, at C, a 
 foot from the top. Then take some stout twine of good 
 quality and make the outline of the kite by tying it securely 
 to the ends of each of the laths. Next take the thinnest un- 
 bleached calico you can find, stretch it fairly tightly, and sew 
 it over the strings. (Or strong but light paper will do, pasted 
 over the string.) Make a hole (D) through the upright lath 
 and calico, midway between the cross-piece and the top, and 
 another hole (E) about fifteen inches below the cross-piece, 
 and tie a strong string, two and a half feet long, to these 
 holes, with a loop (F) in it a foot from the top hole. To this 
 loop you will tie the string of the kite. The tail (G) is made 
 of pieces of paper about six inches long, rolled tightly and 
 
INDOOR OCCUPATIONS 
 
 293 
 
 tied at distances of a foot. Its exact length will depend on 
 the strength of the wind and can be determined only by ex. 
 perience, but, roughly speaking, it should be five times the 
 height of the kite, or, with the kite which we are making, 
 fifteen feet long. It is best to have the tail in two or three 
 
 A 
 
 A KITE 
 
 pieces, and then it can be lengthened or shortened at will. 
 For instance, if the kite plunges in the air and will not keep 
 steady, the tail is not long enough ; but if it will go up only a 
 little way, the tail is probably too long. Be sure to have 
 plenty of string, carefully wound, so that there will be no 
 
294 WHAT SHALL WE DO NOW ? 
 
 TO FEEL A KITE PULLING AT YOUR HANDS THI8 IS REAL JOY 
 
INDOOR OCCUPATIONS 295 
 
 hitches in paying it out. When starting a kite you need the 
 help of some one who will stand about thirty yards away, 
 holding the kite against the wind, and throw it straight up 
 when you have the line tight and give the signal. If it does 
 not rise it may be well for you to run a few yards against the 
 wind. At first you must not pay out line very rapidly, but 
 when the kite is flying steadily you may give it, also steadily, 
 all the string it wants. 
 
 Kite Messengers 
 
 A messenger is a piece of cardboard or paper with a 
 good-sized hole in it, which you slip over the string when the 
 kite is steady, and which is carried right up to the kite by the 
 wind. 
 
 A Simple Toy Boat 
 
 The following directions, with exact measurements, apply 
 to one of the simplest home-made sailing-boats. Take a piece 
 of soft straight-grained pine, which any carpenter or builder 
 will let you have, one foot long, four inches wide, and two 
 inches deep. On the top of the four-inch side draw an out- 
 line as in Fig. 1, in which you will be helped by first dividing 
 the wood by the pencil line AB, exactly in the middle. Then 
 turn the block over and divide the under four-inch side with 
 a similar line, and placing the saw an eighth of an inch each 
 side of this line, cut two incisions right along the wood about 
 a quarter of an inch deep. The portion between these two 
 incisions forms the keel. Then carry the line up the middle 
 of the end A, and repeat the incisions as along the bottom, 
 these making the boat's stem-post. Next turn to the top 
 again, and make a line, similar to the dotted line CC in Fig. 1, 
 about three-eighths of an inch inside the outline of the boat, 
 and then carefully hollow out with a gouge everything inside 
 this dotted line. It must be very carefully done; it is better, 
 
296 
 
 WHAT SHALL WE DO NOW 7 
 
 indeed, to err on the side of not hollowing her out enough, 
 and then a little more can be removed afterward. Next 
 shape the outside, first with a saw and then with a chisel, 
 again using the utmost care. Try to give her a fine bow, or 
 "entry," and a good clean stern, or " run." If the boat were 
 cut in two crossways in the middle, the section ought to re 
 
 A TOY BOAT 
 
 semble that in Fig. 2. This flat "floor" will be graduated 
 away to nothing at bow and stern. Next fix on the lead keel 
 (see K in Fig. 3), which should be a quarter of an inch thick, 
 a quarter of an inch deep at the bow, and three-quarters at 
 the stern, fastened on with four long thin screws. Next make 
 the deck, which should not be more than an eighth of an inch 
 thick and should fit very closely at the edges. 
 
 The mast (C), which should be about three-eighths of an 
 inch in diameter at the foot, and should taper slightly, must 
 stand one foot above the deck, and pass through the deck four 
 
INDOOR OCCUPATIONS 297 
 
 and a half inches from the bow. First pass it through the 
 hole in the deck and place it in position, leaning a little back 
 from the bows ; then slip up the deck and mark the place in 
 the bottom of the boat where the mast rests, and there fix, 
 with four small brass screws, a block of wood with a hole in 
 it, into which the mast can be firmly " stepped." Then on the 
 upper side of the deck, just in front of the mast-hole, screw a 
 small eyelet. This is to hold the line called the foresail sheet 
 (L), but as the deck is only an eighth of an inch thick you 
 
 A TOY BOAT 
 
 must place a little block of wood under the deck, into which 
 the eyelet can be screwed. Directly this is done, the deck is 
 ready to be screwed firmly to the boat with brass screws. If 
 you are in any doubt as to its being water-tight, you had bet- 
 ter bore a hole in it and put a cork in, so that you can tip it 
 up and empty it after each voyage. 
 
 The bowsprit (J), a quarter of an inch in diameter, should 
 be three and a half inches long, two inches of which project 
 beyond the bow. Screw it firmly to the boat. You have 
 now to shape the boom (F) and gaff (D), which must have a 
 fork at the end, as in Fig. 4, to embrace the mast, the ends of 
 this fork being joined by string. The boom should be eight 
 and a half inches long and three-eighths of an inch in diam 
 
298 WHAT SHALL WE DO NOW * 
 
 eter, and the gaff five inches long and a quarter of an inch in 
 diameter. The gaff is kept in position, about three inches 
 from the mast-head, by the throat halyards and peak halyards, 
 to which we now come. The peak halyards (H), throat hal- 
 yards (G), and foresail halyards (F) should be of very fine 
 fishing-line. After being tied respectively to the gaff and 
 foresail, they pass through small holes in the mast, down to 
 eyelets screwed into the bulwarks on each side of the mast. 
 
 The foresail sheet (L) and main sheet (M), which are some 
 four inches long, are hitched to eyelets screwed into the deck 
 amidships, one just in front of the mast, as already explained, 
 and the other about two inches from the stern. The sails must 
 be of thin calico, neatly hemmed round. Both sails should 
 come to about three inches of the head of the mast. The 
 foresail is fastened only to the tip of the bowsprit, the foresail 
 halyards, and foresail sheet; the mainsail to the gaff, all 
 along, and to each end of the boom. 
 
 Nothing has been said about a rudder, because a boat 
 built and rigged in the manner described would balance her- 
 self, and so keep on any course on which she was laid. With 
 a very little wind she ought to cross and recross a pond with- 
 out any hitch, all that will be necessary being to let the sails 
 have plenty of play, by loosening the foresail sheet and main 
 sheet, and to give her a steady push. 
 
 Walnut Shell Boats 
 
 To make a boat from a walnut shell, you scoop out the 
 half shell and cut a piece of cardboard of a size to cover the 
 top. Through the middle of this piece of cardboard you 
 thrust a match, and then, dropping a little sealing-wax into 
 the bottom of the shell, and putting some round the edge, you 
 fix the match and the cardboard to it. A sail is made by 
 cutting out a square of paper and fastening it to the match by 
 
INDOOR OCCUPATIONS 299 
 
 means of two holes; but the boat will swim much better 
 without it. 
 
 Walnut Fights 
 
 Here it might be remarked that capital contests can be 
 had with the empty halves of walnut shells. A plate is turned 
 upside down, and the two fighters place their walnuts point to 
 point in the middle. At the given word they begin to push, 
 one against the other, by steady pressure of finger and thumb 
 on the stern of the shell. The battle is over when the prow 
 of one shell crashes through the prow of the other. This 
 always happens sooner or later, but sometimes the battles are 
 long and severe. At the end of each contest the number of 
 shells defeated by the victor should be marked on it, and it 
 should be carefully kept for the next conflict. At school we 
 used to have tremendous excitement when two champions 
 met, a walnut with a record of 520, for instance, and another 
 with TOO. The winner in such a battle as this would, of 
 course, be numbered 1,221, because you always add not only 
 your defeated adversary to your score, but all his victims too. 
 
 Suckers 
 
 A sucker is a round piece of strong leather. Thread a 
 piece of string through the middle, and knot the string at the 
 end to prevent it being pulled through. Soak the sucker in 
 water until it is soft, and then press it carefully over a big 
 smooth stone, or anything else that is smooth, so that no air 
 can get in. If you and the string are strong enough, the 
 sucker will lift great weights. 
 
 Skipjacks 
 
 The wish-bone of a goose makes a good skipjack. It 
 should be cleaned and left for a day or two before using. 
 Then take a piece of strong thin string, double it, and tie it 
 
300 
 
 WHAT SHALL WE DO NOW 
 
 firmly to the two ends of the wish-bone, about an inch 
 from the end on each side. Take a strip of wood a little 
 shorter than the bone, and cut a notch round it about half an 
 inch from one end. Then slip it half way between the double 
 
 A SKIPJACK 
 
 string, and twist the string round and round until the resist- 
 ance becomes really strong. Then pull the stick through to 
 the notch, into which the string will settle, and tie it at each 
 side, so that it is not likely to slip either way. A little piece 
 of cobblers' wax must be put on the bone on the other side to 
 that where the stick naturally touches. Pull the stick right 
 over to stick on the wax, and lay the skipjack, stick down- 
 ward, on the ground. In a little while the wax will give way, 
 and the wish-bone will spring high into the air. 
 
 A Water-Cutter 
 
 The cut-water is best made of tin or lead, but stout card- 
 board or wood will serve the purpose. First cut the material 
 into a round, and then make teeth in it like a saw. Thus : 
 
 A WATER-CUTTER 
 
 Then bore two holes in it, as in the drawing, and thread 
 strings through them, tying the strings at each end. Hold the 
 
INDOOR OCCUPATIONS 301 
 
 strings firmly, and twist them a little. Then, by pulling at 
 them to untwist them, the cut- water will be put in motion, 
 first one way, while they are being untwisted, and then the 
 other, while they twist up again. If held just over a basin 
 of water, the notches will send spray a great distance, but you 
 must be careful to dip them only when the cut- water is revolv- 
 ing away from you, or you will be soaked. 
 
 Whistles 
 
 With a sharp knife a very good whistle can be made of 
 hazel or willow, cut in the spring or early summer. A piece 
 of wood about three inches long should be used. Remember 
 what an ordinary tin whistle is like, and cut the mouthpiece 
 at a similar angle, and also cut a little nick out of the bark, in 
 the place of the hole immediately beyond the mouthpiece in 
 the metal instrument. Then cut all round the bark about an 
 inch from the other end of the stick, hold the bark firmly 
 with one hand clasped round it, and hold the inch at the 
 opposite end firmly with the fingers of the other, and pull. The 
 greater portion of bark should slide off quite easily. You will 
 then have a tube of bark about two inches long, and a white 
 stick about three inches long, with an inch of bark remaining 
 on it. Cut from the mouthpiece end of this stick as much as 
 exactly fits between the end and the little nick in the bark 
 which you have already made. Shave the top until it is flat 
 (just as in an ordinary whistle), and place it inside the bark 
 again. Then cut off from the white part of the stick all but 
 a quarter of an inch : fit this into the other end of the bark 
 tube, and you ought to get a good shrill whistle. It will be 
 better if you keep a pea inside. 
 
302 WHAT SHALL WE DO NOW ? 
 
 Christmas Evergreen Decorations 
 Getting ready for Christmas is almost as good as Christ 
 mas itself. The decorations can be either natural or artificial 
 or a mixture of both. In using evergreens for ropes, it is best 
 to have a foundation of real cord of the required length, and 
 tie the pieces of shrub and ivy to it, either with string or 
 floral wire. This prevents any chance of its breaking. For 
 a garland or any device of a definite shape, the foundation 
 could be a stiffer wire, or laths of wood. Ivy chains are 
 described on page 135. 
 
 Paper Decorations 
 
 The simplest form of paper chain is made of colored 
 tissue paper and glue. You merely cut strips the size of the 
 links and join them one by one. 
 
 For paper flowers, paper and tools are especially made. 
 But for the purposes of home decoration ordinary tissue 
 paper, wire, glue, and scissors will serve well enough. 
 
 Mottoes 
 
 Mottoes and good wishes can be lettered in cotton wool 
 on a background of scarlet or other colored linen or lining 
 paper. Scarlet is perhaps the most cheery. Or you can make 
 more delicate letters by sewing holly berries on to a white 
 background ; and small green letters can be made by sewing 
 box leaves on a white background. For larger green letters 
 and also for bordering, holly leaves and laurel leaves are good. 
 Cotton-wool makes the best snow. 
 
 Christmas Trees. 
 
 In hanging things on the Christmas tree you have to be 
 careful that nothing is placed immediately over a candle, nor 
 should a branch of the tree itself be near enough to a candle 
 
INDOOR OCCUPATIONS 303 
 
 to catch fire. After all the things are taken off the tree there 
 is no harm in its burning a little, because the smell of a burn- 
 ing Christmas tree is one of the best smells there is. To put 
 presents of any value on the tree is perhaps a mistake, partly 
 because they run a chance of being injured by fire or grease, 
 and partly because they are heavy. The best things of all are 
 candles, as many as possible, and silver balls which reflect. 
 On the top there should, of course, be either a Father Christ- 
 mas, or a Christ child, as the Germans, who understand 
 Christmas trees even better than we do, always have. For 
 lighting the candles a long taper is useful, and for putting 
 them out, an extinguisher tied to a stick. 
 
 Bran-Tubs or Jack Horner Pies 
 
 Bran-tubs or Jack Horner Pies are not so common as 
 they used to be, but there is no better way of giving your 
 guests presents at random. As many presents as there are 
 children are wrapped up in paper and hidden in a tub filled 
 with bran. This is placed on a dust-sheet, and the visitors 
 dip their hands in and pull out each a parcel. The objection 
 to the bran-tub is that boys sometimes draw out things more 
 suitable for girls. This difficulty could be got over by having 
 two tubs, one for girls and one for boys. Sometimes the rib- 
 bon of each parcel is long and falls over the edge of the dish. 
 The boys take one color ribbon, and the girls the other, and 
 all pull at the same time. 
 
 Philopenas 
 
 Two games with nuts and cherries may as well go at the 
 end of this section as anywhere else. Almonds sometimes 
 contain double kernels. These are called Philopenas, and you 
 must never waste them by eating both yourself, but find some 
 one to share them with. There are several ways of playing. 
 
304 WHAT SHALL WE DO NOW <? 
 
 One is " Yes or No," in which the one who first says eithei 
 " yes " or " no " must pay a forfeit to the other. Another is 
 " Give and Take," in which the one that first takes something 
 that the other hands him is the loser. Or whichever of you 
 first says to the other " Good morning, Philopena," on the 
 following day, or the next time you meet, wins a present. Or 
 this is sometimes played that whoever first answers a question 
 put to him by the other must pay a forfeit. Of course this 
 makes great fun in trying to invent and evade plausible 
 questions. 
 
 Cherry Contests 
 
 Cherry-eating races can be very exciting. The players 
 stand in a row with their hands behind them, and a number 
 of long-stalked cherries are chosen from the basket and placed 
 by the tip of the stalk between their teeth. At the word of 
 command the players begin their efforts to draw the cherry 
 up by the stalk into their mouths. All heads must be held 
 down. 
 
CANDY-MAKING 
 
CANDY-MAKING 
 
 Utensils 
 
 FOR making candy you will need an enamel or earthen- 
 ware saucepan ; a long wooden spoon ; one or two old 
 soup-plates or dishes ; a bowl, if there is any mixing to 
 be done ; a cup of cold water for testing ; a silver knife ; and, 
 if you are not cooking in the kitchen, a piece of oil-cloth or 
 several thicknesses of brown paper to lay on the table. 
 
 General Directions 
 
 Butter the dish into which the candy is to be poured be- 
 fore you begin to cook. To do this put a little piece of butter 
 on a piece of clean soft paper and rub it all over the dish. 
 
 Always stir round the edge as well as the middle of the 
 saucepan. Stir slowly but continually, for candy burns very 
 quickly if left alone. 
 
 The flavoring should be added just before taking the 
 saucepan off the fire. 
 
 To find out if your taffy or candy has boiled long enough, 
 drop a little in the cup of cold water. If it at once becomes 
 crisp and hard, it is done. 
 
 Before your candy is quite cold, mark it with a silver 
 knife into squares. This will make it break up more easily 
 and neatty when cold. 
 
 Barley Sugar 
 
 1 lb. powdered sugar. $ a pint of water. 
 
 The white of an egg. a lemon. 
 
 Dissolve the sugar in the water, and add the well-beaten 
 white of an egg (this must be done before the mixture is 
 heated). Then put on the fire in a strong saucepan. Remove 
 all scum as it rises, and when the syrup begins to look clear r 
 
 307 
 
308 WHAT SHALL WE DO NOW <? 
 
 take off the fire and strain through muslin. Put the syrup 
 back into the saucepan and let it boil quickly until you find 
 by testing it that it is done. Then add the juice of the lemon 
 and pour on to a buttered dish. Before the mixture sets cut 
 it into strips and twist. 
 
 Chocolate Caramels 
 
 1 tea-cup golden syrup. 2 oz. butter. 
 
 1 tea-cup brown sugar. 4 oz. powdered chocolate. 
 
 1 tea-cup milk. A pinch of salt. 
 
 16 drops vanilla. 
 
 Boil all together for half an hour, stirring continually. 
 
 Cocoanut caramels are made in the same way, except 
 that 1 oz. of grated or desiccated cocoanut is used instead of 
 the chocolate. 
 
 Cocoanut Cream 
 1 Ib. granulated sugar. 4 oz. grated cocoanut. 
 
 Melt the sugar with as little water as possible. Continue 
 to let it boil gently until the syrup begins to return to sugar 
 again. Directly this happens put in the cocoanut and mix 
 thoroughly. Pour the mixture into a flat dish or tin. 
 
 Cocoanut Cream (another way) 
 1 oocoanut, grated. $ a cup of cocoanut-milk. 
 
 1 Ib. granulated sugar. 1 oz. butter. 
 
 Put the sugar, cocoanut-milk, and butter into a saucepan. 
 When they boil, add the cocoanut gradually. Boil for ten 
 minutes, stirring all the time. Pour the mixture into a basin 
 and beat till nearly cold, then turn out into a dish. 
 
 Cocoanut Drops 
 
 } Ib. cocoanut, grated. J Ib. white sugar. 
 
 The whites of 2 eggs, well beaten. 
 
 Mix well together and bake in drops on buttered paper 
 for fifteen minutes. 
 
CANDY-MAKING 309 
 
 Cream Caramels 
 
 1 tin Nestles milk. 2 oz. butter. 
 
 1 Ib. soft white sugar. Vanilla. 
 
 Melt the sugar with a very little water, and when boil- 
 ing add the butter and Nestle's milk. Stir continually, as the 
 mixture burns very easily, for fifteen minutes. Try in water 
 to see if it will set. Add the vanilla, pour into a dish, and 
 beat until nearly cold. 
 
 One ounce of cocoanut or 2 of grated chocolate can be 
 used instead of vanilla to flavor the above. 
 
 Fruit Cream 
 
 1 cocoanut, grated. 
 
 1J Ib. granulated sugar, moistened with a little cocoanut-milk. 
 
 Put the sugar in a saucepan and let it heat slowly. Then 
 boil rapidly five minutes ; add grated cocoanut, and boil ten 
 minutes. Stir constantly. Put a little on a cold plate, and if 
 it makes a firm paste, take from fire. Pour part of it into a 
 large tin lined with greased paper ; and add to what remains 
 in the saucepan, chopped blanched almonds, candied cherries, 
 nuts, etc. Pour this over the other cream, and cut in bars. 
 
 Pop- Corn 
 
 The corn has to be " popped " over a clear fire in a little 
 iron basket with a long handle. The corn is put in the basket 
 and shaken continually, and in time each grain pops suddenly 
 and becomes a little irregular white ball. These can be eaten 
 with salt, or rolled in a sweet syrup (colored and flavored as 
 you like it best) made of y 2 Ib. of white sugar boiled for ten 
 minutes with a very little water. 
 
 The Plainest Toffee 
 3 oz. butter. 1 Ib. brown sugar. 
 
 Stir until done. 
 
310 WHAT SHALL WE DO NOW? 
 
 Another Toffee 
 
 1 lb. raw sugar. 2 small tablespoonfuls of syrup. 
 
 lb. butter. The juice of half a lemon. 
 
 Half a teaspoonful of powdered ginger. 
 
 Melt the butter in a saucepan, and then add the sugar, 
 syrup, and ginger. Stir continually, adding a little lemon 
 juice every now and then. Boil for ten minutes, and then 
 test in cold water. 
 
 Two ounces of blanched and split almonds can be added 
 to the above. The almonds should either be mixed with the 
 toffee just before taking it off the fire, or else a well-buttered 
 dish should be lined with them and the toffee poured over. 
 
 To blanch almonds, put them in a bowl and cover them 
 with boiling water. Put a saucer over the bowl to keep the 
 steam in, and leave for about three minutes. Then take out 
 the almonds one by one and rub off their brown skins be- 
 tween your fingers. 
 
 Everton Toffee 
 
 1 lb. brown sugar. 1 small cup of water. 
 
 * lb. of butter. 
 
 Boil the water and sugar together very gently until the 
 sugar is melted. Then add the butter and boil all together 
 for half an hour. 
 
 Molasses Candy 
 
 lb. molasses. lb. brown sugar. 
 
 2oz. butter. 
 
 Boil all together for half an hour. 
 
 Nut Candy 
 
 1 pint of chopped nuts. 3 oz. butter. 
 
 $ lb. brown sugar. Juice of one lemon. 
 
 Tablespoonful of water. 
 
 Boil everything, except the nuts, for twenty minutes, 
 
CANDY-MAKING 311 
 
 stirring all the time. Test, and if done, add the nuts. Stir 
 them in thoroughly and pour off into a dish. 
 
 Nut Candy (another way) 
 
 \ lb. brown sugar. 6 oz. butter. 
 
 3 oz. chopped nuts. 
 
 Melt the butter in a saucepan, then add the sugar. Boil 
 from ten to fifteen minutes and then add the nuts. Walnuts, 
 Brazil nuts, almonds, or peanuts (which have been baked) 
 may be used. 
 
 Peppermint Candy 
 
 1 lb. syrup. 2 oz. butter. 
 
 1 small teaspoonful of essence of peppermint. 
 
 Boil the butter and syrup very gently until the mixture 
 hardens when tested in water. Add the peppermint and pour 
 into well-buttered dishes. 
 
 Stuffed Dates, etc. 
 
 Yery dainty and good sweets can be made without cook- 
 ing at all. All that is necessary is to have a certain amount 
 of cream with which to stuff or surround stoned dates, cherries, 
 and French plums, or walnuts and almonds. 
 
 The cream is made in this way. Put the white of an egg 
 and one ta blespoonf ul of water into a bowl, and into this stir 
 gradually 1 lb. of confectioner's sugar (confectioner's sugar or 
 " icing " is the only kind that will do), working it very smooth 
 with a spoon. This will make a stiff paste, which can be 
 moulded into whatever shape you please. The cream can 
 then be divided into different portions, and each portion 
 flavored as you like best. A few drops of vanilla or lemon 
 juice, a little grated cocoanut or chocolate, or some pounded 
 almonds, make excellent flavorings. Part of it can be 
 colored pink with cochineal, or green with spinach-coloring. 
 
312 WHAT SHALL WE DO NOW? 
 
 When this is done, stone some dates, French plums, or 
 raisins, or blanch some almonds and slit them in two, or have 
 ready a number of the dried walnuts which can be bought at 
 any grocer's. Only the perfect halves must be used. Form 
 some of the cream into little balls and put it between two 
 walnut halves or two almond halves, or stuff the other fruit 
 with it. Trim all the sweets very neatly with a knife and 
 roll them in granulated sugar. This is prettier when it has 
 been colored pink or green, but there is no necessity to do so. 
 
 To color the sugar, mix about 1 oz. with a few drops of 
 green or pink coloring ; dry it thoroughly, and, if the grains 
 are not quite free, put the sugar between some paper and roll 
 it, or crush with an iron. 
 
 Another richer mixture for filling dates, etc., can be made 
 as follows : Mix y 2 Ib. of ground almonds with 1 oz.of ground 
 pistachios. Beat the whites of 3 eggs to a stiff froth and add 
 the almonds and y 2 Ib. of confectioner's sugar. Color with 
 green. Almonds can be bought already ground. 
 
GARDENING 
 
GARDENING 
 
 Introductory 
 
 ALTHOUGH young America is growing more and 
 more fond of out of-doors, the lovely old occupation of 
 gardening is less a favorite than formerly : and this 
 is a great pity, for if one loves flowers, nothing so repays 
 labor as gardening. Nor is it necessary to have a large tract 
 of ground to cultivate. Indeed a tiny piece, well tended, is 
 both more interesting and more successful. A corner of a 
 city back-yard even a window-box can be a source of never- 
 failing entertainment ; although of course a little plot of rich 
 earth in one part of a lawn or country garden, lends itself to 
 greater and more extensive plans. The important thing 
 about growing plants is to like to do it. If you are impatient 
 of routine and neglectful you should not be intrusted with 
 plants any more than with animal pets, for they are both en- 
 tirely dependent on your care. 
 
 It is your business, as a gardener, to know everything you 
 can about your flowers. A gardener should be able to recog- 
 nize seeds as well as seedlings ; to know what treatment each 
 flower likes best ; and to exercise a special care for tender 
 plants which need protection until there is no longer any 
 danger of frost. The beauty of a flower depends very much 
 upon its content. Many flowers need particular soils ; some 
 need dry soil, some moisture, some shade, and some sun ; and 
 the gardener, who is a kind of mother to the flowers, will 
 have to remember all those things. In return, the flowers, 
 
316 WHAT SHALL WE DO NOW ? 
 
 which have a real sense of gratitude to those who care for 
 them tenderly, will do their best to grow beautiful. 
 
 It is best to begin with a few flowers and to learn all 
 that one can about these. Annuals will scarcely ever fail if 
 carefully sown in good soil. In making your choice, choose 
 so that you will have flowers from spring to autumn. Peren- 
 nial plants are the most satisfactory of all to grow ; for once 
 planted they need only a very little attention and increase in 
 size each year. Bulbs produce some of the most beautiful 
 flowers and are very easy to grow. But great care must be 
 taken not to dig into them after their blossoms have died 
 down. 
 
 Besides those flowers for the growing of which directions 
 are hereafter given there are many tender ones which must be 
 raised in frames. This is a part of gardening which can 
 well be left until later and upon which instructions can be 
 found in any more advanced book on horticulture. 
 
 Color in the Garden 
 
 In arranging a garden, select flowers which will keep it 
 full of blossom from May to October, and remember when 
 planting and sowing that some colors are more beautiful to- 
 gether than others. The color arrangement of a garden is 
 always difficult, but one must learn by experience. Scarlet 
 and crimson, crimson and blue, should not be put together, 
 and magenta-colored flowers are never satisfactory. Whites 
 and yellows, and whites and blues, are always suitable to- 
 gether, and for the rest you must please yourself. 
 
 The Use of Catalogues 
 
 A good catalogue gives illustrations of most flowers, and 
 in many cases its cultural directions are very helpful. As an 
 extension of the notes that follow nothing could be more use- 
 ful than two or three catalogues issued by good growers. 
 
GARDENING 317 
 
 Gardening Diaries 
 
 It is a good thing for a gardener to keep a diary. At the 
 beginning of the book he would make a plan of the garden, to 
 scale : that is to say, allowing one inch, or more, in the plan 
 for every foot of bed. In this plan would be marked the po- 
 sition of the bulbs and perennial plants. The diary would 
 take note of everything that happened in the garden. The 
 sowing of seeds would be recorded ; also when the seedlings 
 first appear ; when they are thinned out, and when they blos- 
 som : in fact, everything to do with the life of the plants. A 
 little collection of drawings of seedlings would be of great 
 use in helping to distinguish them another year. At the end 
 of the book might be written the names of any plants that the 
 owner would like to have, or any special information about 
 the culture of a plant, or the description of some arrangement 
 which had been admired in another garden. 
 
 Flower-Shows 
 
 Where several children have gardens in the same big 
 garden, or the same neighborhood, a flower-show is very in- 
 teresting to hold now and then. To do this it is needful first 
 to find some one willing to act as judge, and if agreeable 
 to give several small prizes in addition to certificates of merit. 
 The different things for which prizes are offered will depend, 
 of course, upon what the competitors can grow. There might 
 be prizes for different flowers, for collections of flowers, and 
 for lettuces or radishes, if there are enough competitors who 
 grow such things. But the most important prize would go 
 perhaps to the owner of the best-kept garden. Another for 
 the bent arrangement of bunches of flowers, garden and wild, 
 might lead to some very pretty bouquets. 
 
318 WHAT SHALL WE DO NOW? 
 
 Tools 
 
 For simple gardening the following tools are needed : 
 spade, trowel, hoe, rake, watering-can with a tine rose, syringe. 
 They should all be strong and good. Besides these tools you 
 will need either wooden labels or other home-made means of 
 marking seeds, some strong sticks to use as supports for tall- 
 growing plants, and tape to tie them up with. A pair of 
 gloves any old ones will do is very necessary. 
 
 Watering 
 
 Plants should never be watered when the sun is shining 
 on them. Early morning in spring, and late afternoon or 
 early evening in summer, is the best time. It is best to water 
 with water which has had the chill taken from it by standing 
 in the sun or in the house. In watering seedlings and tiny 
 plants, keep the rose on your watering-can; but with big 
 plants it is better to take off the rose and pour the water 
 gently, waiting every now and then for it to sink in round 
 their roots. If the ground is very dry and baked, break up 
 the surface of it round the plants with a rake, or push a fork 
 carefully into the earth. This will help the water to sink in. 
 
 Water very regularly during hot and dry weather. It is 
 very hard on your plants to give them a splendid drink one 
 day and to forget all about them for a week. 
 
 Ferns should have a gentle spray bath every afternoon if 
 you want to keep them fresh and green, and all leaves look 
 the brighter for a shower from your watering-can. 
 
 Perennial plants, annuals, and rose-trees will greatly 
 benefit if watered with slop-water while they are flowering. 
 
 Wall Pockets 
 
 If your garden is very small, but is against a sunny wall, 
 the growing room can be increased by fixing a number of 
 
GARDENING 319 
 
 pockets, made of wood or of flower-pots, against the wall. 
 These should be filled with good soil, and in them wallflowers, 
 pinks, bulbs of different kinds, Wandering Jew, and some 
 varieties of wild-flowers, etc., can be planted. 
 
 Borders 
 
 The first thing to do when a plot has been given to you, 
 is to mark it off clearly with a border. There are several 
 ways of doing this. Gardens are sometimes bordered with 
 escallop shells, which are neat enough but seem rather out of 
 place among flowers. Tiles make another tidy artificial bor- 
 der ; but the best is made of natural rough stones from six to 
 twelve inches long. These stones, which should be sunk into 
 a groove, are soon covered with patches of green moss, and 
 if between their irregular ends you drop a few seeds of low 
 growing annuals, such as candytuft ; or plant little pieces of 
 thyme, blue forget-me-not, or any kind of rockfoil or stone- 
 crop, the border will become one of the prettiest things in the 
 garden. If you prefer a growing boundary, a very nice stiff 
 little hedge can be made by sowing endive in a line all round 
 the garden, and, after allowing it to run to seed, cutting and 
 trimming it. But of course there is no natural border to com- 
 pare with box ; but to get a good box hedge is a tedious 
 matter. 
 
 Annuals 
 
 The seeds of all annuals can be sown from March until 
 June according to the locality. Any one in the neighborhood 
 who has gardened for some years can tell you when to plant 
 better than any catalogue. The seeds of favorite flowers 
 should be sown several times at intervals of a fortnight, so 
 that you may have a succession of them through summer and 
 autumn. 
 
320 WHAT SHALL WE DO NOW ? 
 
 Preparations for Sowing 
 
 Before sowing any seeds, see that the soil is nicely broken 
 up, and remove any stones. 
 
 When you have decided where to sow the different seeds, 
 take away a little earth from each place and sow the seeds 
 very thinly remembering that each plant must be from four 
 inches to twelve inches apart ; cover lightly with the earth 
 you took out and press it down firmly with your trowel. 
 Then mark the place with little pieces of white wood, on 
 which the names of the seeds have been written with an in- 
 delible pencil. It is much easier to sow the tiny seeds thinly 
 if you first mix them with a little sand. These must be only 
 just covered by a very fine sprinkling of earth ; but sweet-pea 
 and nasturtium must be sown deeper. 
 
 Thinning Out and Transplanting 
 
 Begin to thin out the seedlings very soon after they ap- 
 pear, and be very careful not to pull up too many. It is 
 easiest to thin out when the soil is wet. When the seedlings 
 are two inches high only those which you wish to keep should 
 be left in. It is not very easy to say exactly how much room 
 to leave the different plants, but plants which will be siy 
 inches high should be about three inches apart ; those which 
 will be one foot high about six inches, and so on. Godetia, 
 nasturtium, love-in-a-mist, sweet-pea, cornflower, and larkspur 
 seedlings can be transplanted when about two inches high, if 
 you find you want them where they have not been sown. To 
 do this water the ground well first, and then pull the seed- 
 lings out so gently that none of their tiny fibrous roots are 
 snapped ; and, if possible, bring away a little earth with each. 
 Re-plant them as quickly as you can, making for each a little 
 hole big enough for the roots to spread out in. Hold the 
 seedling in position, and fill in with very moist earth ; or else, 
 
GARDENING 321 
 
 after you have made the hole, fill it up with water, then put 
 back some of the earth and stir it up into a sort of paste, and 
 put the seedling in this, filling up the hole with the rest of 
 the earth. Seedlings that have been transplanted must be 
 kept moist until they have taken a good start, and if possible 
 they should be shaded with a branch of evergreen, for they 
 droop very quickly in the heat. 
 
 All seedlings must be watered gently and often. If you 
 notice how quickly the sun dries the surface of the ground, 
 you will see how necessary it is to keep the ground moist un- 
 til the roots get bigger and go down deep into the earth. 
 
 Weeds and Seedlings 
 
 It is most important to know what the baby-plants will 
 look like when they come up, because one has to weed hard 
 in the warm showery weather, and if one is not careful, mig- 
 nonette, sweet-peas, and poppies may go on the rubbish heap, 
 and chickweed and purseley be left on the flower-bed ; which, 
 although it is what the birds like, will, later, be very dis- 
 heartening to you. Of course, if your seeds are well marked, 
 there will be less difficulty, but even then weeds will come up 
 amongst them. The only safe way is to get to know the ap- 
 pearance of all the seedlings, and to help you to remember it 
 is a good thing to make little drawings of them in your gar- 
 den note-book. 
 
 Autumn Sowing 
 
 Some seeds, such as cornflowers, godetias, and poppies, 
 can be sown in the autumn. They will stand the winter as a 
 rule and will make finer plants and blossom earlier than if 
 sown in spring. They should be sown thinly in open ground. 
 
 Anv good catalogue will give you a list of annuals suit- 
 
322 WHAT SHALL WE DO NOW ? 
 
 able for your purposes and with a little advice from an oldei 
 gardener you will have no difficulty in selecting wisely. 
 
 Biennials 
 
 These are best sown in May. If the garden is full 
 they may be sown in an ordinary wooden box filled with sev- 
 eral inches of good earth. Transplant them to their perma- 
 nent places later on. 
 
 Remember that all plants will flower for a much longer 
 time if the flowers are kept cut and any faded ones taken off. 
 
 Saving Seed 
 
 The best seed is saved from plants set apart for that pur- 
 pose ; for good seed comes from the first and finest flowers and 
 not from those left over at the end of the flowering season. 
 These plants should be sown in a little patch by themselves 
 should be allowed to run to seed, and carefully tended until 
 the seed-pods are ripe enough to be gathered. If, therefore, 
 you have not a large garden, it is best to buy most of your 
 seed each year, using a little of your own, from which, how- 
 ever, you must not always expect the finest flowers. If you 
 have no wish to keep any of your flowers merely for seeding 
 purposes but still want, while getting flowers from them, also 
 to save a few seeds, the thing to do is to mark one or two of 
 the finest blossoms with a tiny piece of wool or silk (it is 
 better when it is the color of the flower) and let it go to seed. 
 Take special care of the plant, and cut off all other flowers as 
 you wish to gather them. Watch the seed-pods when they 
 are formed, and when they are ripe that is, brown and dry 
 cut them off, break them open, and spread the seeds out. 
 Look them over very carefully to see that there are no maggots 
 amongst them, and if they are at all damp leave them in a 
 warm place until they are dry. Then make them up in little 
 
GARDENING 323 
 
 packets, clearly labeled with their names, colors, and the date, 
 and put them away in a dry place until next spring. In sav- 
 ing sunflower seeds choose your best sunflower, and when the 
 petals have fallen tie it up in muslin, or else the birds will 
 steal a inarch on you. In gathering sweet-pea pods one has 
 to be rather clever, because when they are quite ripe they 
 burst open and the seeds fly out suddenly, sometimes just as 
 one is going to cut them. In one poppy pod there are hun- 
 dreds of seeds, enough to stock a garden, and the same is the 
 case with the pretty pods of love-in-a-mist. Nasturtium seeds 
 should be picked up when they fall on the ground, and spread 
 out until quite brown and dry. Cornflowers, which have 
 little seeds like shaving-brushes, generally sow themselves, 
 and marigolds do too, but they are both easy to save. In 
 choosing a place in which to keep seeds through the winter 
 remember that damp is not the only danger. Mice enjoy 
 them thoroughly. 
 
 Perennials 
 
 Perennials are plants which, although they die down in 
 winter, come up again and blossom every following spring 
 or summer. They can be grown from seed, but, with a few 
 exceptions, this is a long and troublesome part of gardening, 
 and it is best to get them from friends or from a nurseryman. 
 
 Planting Perennials 
 
 The best months for planting perennials are November, 
 February, and March. Dig a hole large enough to take the 
 roots when well spread out, hold your plant in position, with 
 the junction of stem and root just below the level of the earth, 
 and fill in gently with fine soil, pressing it down firmly all 
 round the plant, and if there is danger of frost protect the 
 plants with straw, bracken, or a mulching of manure. Never 
 rater if there is any likelihood of frost. 
 
324 WHAT SHALL WE DO NOW ? 
 
 Here follow some general remarks concerning the treat- 
 ment of perennials through the spring, summer, and au- 
 tumn : 
 
 Slugs 
 
 In the spring, slugs, which eat the tender new leaves of 
 many plants, can be kept away by sprinkling coal-ash around 
 them. 
 
 Watering 
 
 In hot weather, water perennials regularly and well, 
 breaking up earth around them so that the water sinks in 
 easily. 
 
 Supports 
 
 All tall-growing perennials will need stakes to support 
 them. Care must be taken not to injure the roots when 
 putting these in. The stalks can be tied with twine. 
 
 Dividing 
 
 Perennials can be divided if they grow too large. With 
 summer-flowering plants this should be done in October or 
 November, and with spring-flowering plants in June. In 
 dividing you simply dig up the plant and break off as much 
 of it as you want, being careful not to injure the roots. As, 
 however, there are many plants which, to be divided, must be 
 cut, and as this is an operation which requires some skill and 
 knowledge, it would perhaps be better to take advice. 
 
 Perennials From Seed 
 
 Snapdragon, wallflower, pansies, and hollyhocks are very 
 easily grown from seed. They can be sown in June (wall- 
 flowers are best sown in April) in boxes, and thinned out and 
 transplanted to permanent places as soon as they are large 
 enough. They will blossom the following year. 
 
GARDENING 325 
 
 Seedlings 
 
 Seedlings of most perennials can be bought for a few 
 cents a dozen. They should be planted as quickly as possible 
 and watered well, and they will flower the following year. 
 
 Consult a good nurseryman's catalogue for a list of hardy 
 perennials, as for the annuals. 
 
 Bulbs General Remarks 
 
 A garden that is planted only with bulbs, or with bulbs 
 and a few ferns, can be kept beautiful all the year round. 
 Many of our loveliest flowers come from bulbs, and they are 
 easy to grow and interesting to watch from the moment that 
 the first leaf-tips push through the earth until they die down. 
 The position of all bulbs should be very carefully marked on 
 the beds and in your garden-plan, so that you will not cut or 
 injure them when digging your garden over. 
 
 The first bulbs to come through the snow sometimes 
 are the snowdrops, single and double, crocuses yellow, pur- 
 ple, lilac, and striped and then the tiny bright blue squills ; 
 and a little later the yellow daffodil and white narcissus, hya- 
 cinths, and tulips of every kind. Then white, red, and pur- 
 ple anemones, ranunculi, and wax-like Stars of Bethlehem. 
 In June there are wonderful irises and tall spikes of summer- 
 flowering gladiolus red and white and later still the tall 
 garden lilies. There are many of these lilies, and all of them 
 are exceedingly beautiful. Two kinds should be in all gardens 
 - the white Madonna lily, and the orange tiger lily. All the 
 bulbs that have been mentioned cost very little and can be 
 grown very simply. And all bulbs that have been mentioned 
 can remain untouched for many years unless they exhaust the 
 soil around them (when, instead of increasing as they should 
 each year, the plants become poorer and smaller). 
 
 Never move a bulb when it is in active growth : after the 
 leaves have died down is the right time. 
 
326 WHAT SHALL WE DO NOW ? 
 
 Leaf-mould mixed with your garden soil will help to give 
 you fine flowers. 
 
 If the leaves of the bulbs are attacked by slugs, as they 
 often are, sprinkle a little wood-ash all around them. 
 
 Planting Bulbs 
 
 For planting bulbs choose a day when the earth is dry, 
 and make your holes with a trowel. If you want to make a 
 clump of bulb-plants, take away the earth to the right depth 
 from the whole area you wish to fill, place your bulbs in posi- 
 tion, points upward, and cover over, pressing the earth firmly 
 down. 
 
 In planting a bulb in a hole made for it by a trowel, be 
 very careful to see that it is resting on earth, and is not 
 " hung," that is to say, kept from touching the earth under- 
 neath because of the narrowness of the hole. 
 
 All bulbs may be protected during the winter by laying 
 hay or straw over them. This must be neatly pegged down, 
 and removed in March. 
 
 Cutting Leaves 
 
 Never cut all the leaves of plants growing from bulbs, but 
 allow those that are unpicked to die down naturally. If they 
 look very untidy, as the leaves of the Star of Bethlehem 
 always do, tie them up tightly. Seeds of annuals can always 
 be sown among bulbs, and they will hide dying leaves and fill 
 up the places that are left vacant. 
 
 Shades 
 
 " Shades " are subterranean gardens : holes in the ground, 
 some eighteen inches deep and about a foot square (or larger), 
 the sides of which are covered with moss and little ferns. At 
 the bottom you can sink a pot or a tin, which must always 
 be kept filled with water. It is more interesting if a toad 
 
GARDENING 327 
 
 or a frog lives there. Over the hole stands a shade made of 
 glass and wood, which, together with the water, keeps it cool 
 and moist. 
 
 Kitchen Gardens 
 
 If you want to grow other things besides flowers, lettuces, 
 radishes, and mustard and cress are interesting to raise. 
 Strawberries, too, are easy to cultivate, but they need some 
 patience, as the first year's growth brings very few berries. 
 In sowing the seeds of lettuce, radish, and mustard and cress, 
 follow directions given for sowing flower seeds on page 320. 
 If you want to grow even the few things mentioned, which 
 need only very simple culture, the soil of the garden must 
 be good. 
 
 Lettuce 
 
 Sow a few seeds of lettuce very thinly in a line once every 
 three weeks. When the seedlings, which should be protected 
 from birds by netting, are three inches high, thin them out, 
 leaving one foot between each plant. The seedlings that are 
 pulled up can be transplanted or eaten. Transplanted let- 
 tuces should be shaded during hot weather and given plenty 
 of water. During dry and hot weather you may water let- 
 tuces every day. 
 
 Radishes 
 
 Sow a few radish seeds thinly once every three weeks, 
 and cover very lightly with earth. These seedlings also must 
 be protected by netting from birds, and must have plenty of 
 water, or the radishes will become stringy and poor. In 
 summer sow in a shady place. 
 
 Mustard and Cress 
 
 Mustard and cress seed can be sown at any time and is 
 almost sure to be successful. In very hot weather sow in the 
 
328 WHAT SHALL WE DO NOW ? 
 
 shade, or protect from the sun in the middle of the day. The 
 cress should always be sown three days before the mustard. 
 It is a favorite device to sow one's name in mustard and cress. 
 For other ways of treating it, see page 332. 
 
 Strawberries 
 
 Plant strawberries carefully in August or September. 
 Dig a hole for each plant and spread the roots well out. Hold 
 the plant while filling in the earth, so that that part of it 
 where root and stem join comes just below the soil. Each 
 plant should be eighteen inches from its neighbor. Cut off all 
 runners that is, the long weedy stems which the plants 
 throw out in spring, and water well if the weather is dry. 
 Protect the strawberries from birds, and watch very carefully 
 for slugs, which are greedy straw berry -eaters. When the 
 fruit begins to form, lay some straw on the earth under and 
 between the plants. This will keep the berries clean. 
 
 Town Gardens 
 
 So far, we have been speaking of gardens in the country, 
 or, at any rate, not among houses. There are many more 
 difficulties to contend with in town gardening ; there is more 
 uncertainty, and often less reward for the greatest care, than 
 in country gardening ; but the flowers that do grow seem so 
 sweet between dull walls and under smoky chimneys, that one 
 can forget how much more luxuriant they could be in other 
 circumstances. 
 
 Flowers for Towns 
 
 The following list of annuals, perennials, and bulbs which 
 grow well in the heart of towns, though it is not complete, 
 contains enough plants to fill a garden : 
 
GARDENING 329 
 
 ANNUALS. PERENNIALS. BULBS. 
 
 Alyssum. Jap. Anemones. Crocuses. 
 
 Candytuft. Campanulas. Daffodils. 
 
 Collinsia. Delphiniums. Hyacinths. 
 
 Coreopsis. Flags. Madonna Lilies. 
 
 Mignonette. Gaillardias. Squills. 
 
 Nasturtiums. Pinks. Spanish Irises. 
 
 Poppies. Sunflowers. Tulips. 
 
 Sunflowers. Wallflowers. Winter Aconite. 
 
 In addition to the plants mentioned above, hardy ferns 
 grow well, and so do lilies of the valley, and stonecrops and 
 saxifrages. Wandering Jew will also thrive, and the canary 
 creeper grows as well in town as in the country. 
 
 In summer, geraniums, fuchsias, heliotrope which must 
 be well watered pansies, lemon verbena, and scented gera- 
 niums, can be planted out. 
 
 Roses do not do very well in towns ; but hardy ones will 
 grow quite enough flowers to make the possession of them a 
 great delight. 
 
 Indoor Gardening and Window Boxes Precautions 
 A window full of flowers and green plants makes all the 
 difference to a room. There are always certain difficulties 
 about growing plants in a room ; but these may, however, be 
 partly overcome. One is the great change of temperature 
 between day and night in winter ; another is the very evil 
 effect of gas on plants ; and a third is the presence of dust. 
 The difference of temperature is met to a great extent by 
 taking the flowers away from the window at night and putting 
 them in the middle of the room. This is specially necessary 
 when there is any danger of frost. If gas is burned in the 
 room where plants are all da}% it is wise at evening to take 
 the trouble to move them into another room, for nothing 
 injures them more. As to dust, ferns and plants which have 
 
330 WHAT SHALL WE DO NOW? 
 
 smooth leaves should be gently sponged with warm watei 
 once a week, or else the pores will be so choked that the plants 
 will not be able to breathe. Those plants which cannot be 
 sponged, such as fine-leafed ferns, geraniums, etc., should be 
 gently sprayed occasionally, or, in warm weather, placed out- 
 of-doors during a soft shower. When a room is being cleaned, 
 the plants should either be taken away or covered with soft 
 paper. 
 
 The window chosen for your plants should be a sunny 
 one and as draughtless as may be. It should not be opened 
 unless the day is very mild. One thing to remember is that 
 wherever the plants are they should have as much sun, as 
 equal a temperature, and as little draught as possible. 
 
 Watering 
 
 No exact rule can be given for watering ; but it should 
 be noted that water ought never to be allowed to stand in the 
 saucers. In winter, one good watering a week with luke- 
 warm water, applied in the morning, will be sufficient. In 
 spring, when the plant is more active, more water will be 
 needed, and in summer constant attention must be given to 
 watering. Kemember, that not only the surface but the 
 whole soil needs moistening. 
 
 Flower-Pots 
 
 In spring time, if the plants seem to have outgrown their 
 pots, or if they are not thriving well, re-pot them in larger 
 pots with the best earth you can get. Water well after re- 
 potting. 
 
 Turn the plants round every day, as the sun always draws 
 them toward it. 
 
GARDENING 331 
 
 Indoor Plants 
 
 A list follows of suitable plants to be grown indoors. 
 Green plants are mentioned first. 
 
 Aspidistra. Of all green giants the aspidistra is the 
 best to grow indoors. (This plant indeed is so hardy that it 
 will stand not only draught but even a certain amount of gas.) 
 Its smooth, beautiful leaves should be carefully sponged every 
 week. 
 
 India-rubber Plant. The india-rubber plant is a verj 
 handsome, smooth, bright-leaved plant. It should not be 
 given too much water. 
 
 Ferns. Several hardy ferns grow well in a window. 
 The maidenhair is very beautiful while it lasts, but it is a 
 poor thing the second year unless it can be put into a green- 
 house and cared for. 
 
 Ivy. Small-leaved variegated ivy will grow under al- 
 most any conditions. Its leaves should be kept clean. If 
 grown up a small trellis it is very pretty. 
 
 Japanese Fern Balls. In February and March one can 
 buy Japanese fern balls. The balls have to be soaked for 
 two or three hours in water (rainwater if possible) and then 
 drained and hung up in a window where there is not too much 
 sun. They should be watered three times a week. Gradually 
 the delicate ferns will grow and unfold until the whole ball is 
 a mass of green. In November they should be put away in a 
 cool dark place until the following February, when they can 
 be started again. 
 
 Miniature Trees. Fine little trees can be grown from 
 chestnuts, beechnuts, acorns, and hazel-nuts. Collect the nuts 
 as they fall and leave them in a dark place, until about two 
 weeks before Christmas, when you lay them in bowls full of 
 wet moss or in pots filled with earth, and put them in a warm 
 dark place near hot pipes, or in a warm cupboard. This 
 
332 WHAT SHALL WE DO NOW <? 
 
 warmth will start the root growth. When the root is two 
 inches long, fill a bowl with moss or pebbles, lay the nuts on 
 the top so that they are only half covered, with the roots down- 
 ward, and keep in a room where they will have plenty of 
 light. Water frequently but do not let much water stand in 
 the bowl. 
 
 Wheat or Canary Seed. Wheat or canary seed can be 
 sown in any kind of dish, the bottom of which is covered with 
 wet moss. Sow the seed thickly and then keep the dish in a 
 dark cupboard until the seedlings are about two inches high. 
 Then place it in a sunny window. The seed, which will take 
 about three weeks to grow, makes a beautiful patch of clear 
 light green in a room. Keep the moss wet. 
 
 Mustard and Cress can be sown in pots or on pieces of 
 wet flannel. 
 
 Campanulas. Blue and white campanulas are grown 
 in almost every cottage window, and they are very beautiful 
 and graceful. They can be grown in pots, but are prettiest 
 in baskets from which to hang down. 
 
 Fuchsias and Geraniums. Both fuchsias and geraniums 
 are gay and delightful plants for a room. Good kinds should be 
 bought in early summer and well watered. In winter the 
 plants should be kept in a cool dark place, until with the com- 
 ing of spring they begin to grow again. Both can very easily 
 be increased by cuttings. To do this take off a shoot of about 
 four inches long, cutting it off just below a joint. Then pull 
 off the leaves just above the joint and put it into some earth 
 in a sunny corner and water it well. In about a month roots 
 will have formed and it can then be potted. 
 
 Bulbs. Bulbs, such as tulips, iris, daffodils, crocuses, 
 scillas, and snowdrops, can be grown in pots or deep earthen- 
 ware saucers that have been filled with cocoanut fibre. This 
 can be bought at any florist's. A little shell, shingle, or sand, 
 
GARDENING 333 
 
 can be mixed with the fibre, and a piece of charcoal should 
 be put at the bottom of the pot to keep it sweet. The bulbs 
 need only to be covered with a thin layer of damp fibre. 
 Water regularly, as they must never get dry. If your pot 
 has no drainage hole it is a good thing a little while after 
 watering to turn it gently on one side so that any water 
 which has not been soaked up by the fibre can run off. 
 
 Bulbs can also be grown indoors in earth. Plant them 
 in October just below the soil, and keep them in a cool dark 
 place until they have made a little growth. Then bring to a 
 sunny window. Horsfieldii narcissus, poly an thus- flowered 
 narcissus, and yellow jonquils, grow well, and so do tulips, 
 hyacinths, and crocuses. In a sunny window the Scarborough 
 lily ( Vallota purpurea) can be grown. It is a very gorgeous 
 and imposing red flower which blossoms in August and Sep- 
 tember. It should be planted in autumn and plenty of room 
 allowed for its roots. 
 
 The Good-Luck Lily, which is a strong and beautiful 
 polyanthus narcissus, can be grown in bowls filled with peb- 
 bles and water. Fill the bowl almost to the top with clean 
 pebbles (which can be brought from the seashore), and among 
 them plant the bulbs and fill up with water which must be 
 added to as it evaporates. Among the pebbles put two or 
 three pieces of charcoal. 
 
 Bulbs in Glasses 
 
 Hyacinths and daffodils can also be grown in glasses filled 
 with water, either glasses sold for the purpose, or any kind 
 into the necks of which the bulbs will fit. The bulb should 
 be placed in the glass in October, and should not quite touch 
 the water. Use good fresh water and put a little piece of 
 charcoal in the glass. Change the water once a week. In 
 warm sunny weather the hyacinths can be put out of doors 
 for a little while every day. 
 
334 WHAT SHALL WE DO NOW ? 
 
 Window Boxes 
 
 One cannot grow very many things in a window box, but 
 it is most interesting to grow a few. In a, town it is often all 
 the garden that many people possess. 
 
 The length of a window-box will depend on the size of 
 the window. Its depth should be ten inches at least. At the 
 bottom of the box some cinders or other rough material 
 should be put, and then it should be filled up with the best 
 earth you can get. And because of the difference it makes to 
 the growth of your flowers it is worth while to take a great 
 deal of trouble in getting good, rich mould. The earth may 
 be kept level, or heaped up at one or both ends, and a few 
 stones added to make a tiny rockery, in which you can grow 
 small saxifrages and other rock plants. 
 
 Flowers for Window-Boxes 
 
 Nasturtiums and canary creeper can climb up a little 
 trellis made of sticks at each end of the box, or they can cling 
 to strings fixed to the box and nailed high up at the side of 
 the window. Wandering Jew or ivy-leaved geranium will 
 fall over the front of the box and make it look very gay. 
 Bulbs, such as winter aconite, squills, snowdrops, a few 
 daffodils, tulips and irises, will grow well in boxes. These 
 should be planted rather deep. Then primroses and forget- 
 me-nots can be planted, and in May a border of lobelia, one 
 or two geraniums, pansies, fuchsias, a plant of lemon verbena, 
 and some musk. Mignonette, Virginia stock, collinsia, should 
 be sown in spring in little patches or lines. 
 
 Keep the leaves of all the plants as clean as possible by 
 gentle watering with a rose. Never let the earth get dry 
 from neglect, or sodden from too much watering ; yet water 
 well, for driblets only affect the surface, and it is the roots far 
 down in the box that need moisture. 
 
GARDENING 335 
 
 Cutting Flowers and Packing Them Flowers for Post 
 It is best, if possible, to pick flowers the day before you 
 want to send them off. Pick them in the afternoon, sort 
 them and bunch them up, and then stand them in water right 
 up to their heads, and keep them there over night. A basin 
 is the best thing to put the flowers in, unless the stalks are 
 very long, and a jam-pot or two in the water will help to keep 
 them from tumbling over and drifting about. Be very careful 
 that the blooms do not touch the water. Keep the flowers in 
 water until you are ready to pack them. Tin boxes are best 
 to send flowers away in ; but generally one has to use card- 
 board ones. Choose the strongest you can find and line it 
 with two sheets of paper, one across and one long ways, and each 
 long enough to fold over when it is full. Then line again 
 with some big cool leaves or moss. Dry the flowers and pack 
 them as tightly as possible, taking great care not to crush the 
 petals. Cover them with a few more leaves and fold the 
 paper over. Then wrap up the box, remembering to write 
 the address on a label tied at one end of the box, so that the 
 postmark will not be stamped on the box itself and perhaps 
 break it. 
 
 Picking Flowers 
 
 "When you are picking flowers to send away, never pick 
 old ones. Buds are best generally, especially in the case of 
 poppies ; but they should be buds just on the point of opening. 
 Always use scissors to cut flowers with. A very slight tug at 
 a little plant in dry weather pulls its roots out of the ground. 
 Cut the flowers with long stems and with some of their green 
 leaves, and at the top of the box that you are sending away 
 it is pleasant always to put something which smells very 
 sweetly lemon verbena, or mignonette for that first sweet 
 scent is one of the very best things about receiving a present 
 of this kind. 
 
336 WHAT SHALL WE DO NOW <? 
 
 The Reception of Flowers 
 
 When flowers are sent to you, each stem should be cut 
 with a slanting cut before you put it in water. Flowers with 
 very thick or milky stems should be slit up about half an inch, 
 and woody stems are best peeled for an inch or two. Put the 
 flowers deep into water that has had the chill taken off it. 
 Always put flowers in water as quickly as possible after they 
 are picked. Change the water every day, and recut the stems 
 if they look at all brown or dry. 
 
PETS 
 
PETS 
 
 IN no case do the following hints as to the care and char- 
 acter of pets go so far as they might. But they lay 
 down broadly the most useful rules. In cases where a 
 dog or bird is really ill, and ordinary remedies and treatment 
 do not help, the advice of some one who knows should be 
 asked. It is because all children are in touch with some one 
 who knows, that this chapter is not longer. The aim of the 
 writer of most of the notes which follow has been to describe 
 those creatures which are most commonly kept as pets, with a 
 few suggestions as to their care in ordinary health. 
 
 Dogs : Their Care and Food 
 
 All dogs need plenty of exercise ; indeed it is scarcely 
 possible to give them too much when once they are over six 
 months of age. After twelve months they can follow a 
 horse, but a bicycle as a rule is too fast for a dog, and the ex- 
 cessive exertion is likely to make them ill. Plenty of fresh 
 air and freedom are necessary, and your dog should never be 
 chained except at night, when he should have a snug bed 
 away from any draught. The house is the best place for a 
 dog to sleep, but should he live in a kennel it must be a 
 roomy one, filled two or three times a week with clean straw 
 and raised from the ground about six inches so that it will 
 keep dry. Kennels with runs in front are the best, as then 
 the dog need never be chained. In these there should be a 
 wooden bench for him to lie on, sheltered by a sloping roof. 
 An earthenware trough of clean water he must always have, 
 and most dogs will do best if they are fed twice a day : a light 
 
 339 
 
340 WHAT SHALL WE DO NOW ? 
 
 breakfast of biscuit or brown bread and a good dinner of 
 scraps or dog-biscuit soaked in gravy with vegetables and 
 plenty of rice. A rounded leather collar is best for dogs with 
 long hair, as it does not show so much or spoil the coat, but 
 for smooth-coated dogs a flat plain collar is best. 
 
 Washing Dogs 
 
 Dogs should not be washed very often, nor will this be 
 necessary if they are well brushed every day. A stable 
 dandy-brush is best for short-coated dogs, and a hard hair- 
 brush, or one of those with metal bristles, which can be 
 bought in most saddlers' shops, for long-coated ones. 
 
 Common yellow soap and soft thick towels should be 
 used when your dog really needs a bath. Have a pailful of 
 warm water, a pitcher to dip it up with, a piece of mild yellow 
 soap, and a pail of cold water. Pour a little warm water over 
 the dog, beginning with his back, shoulders, and sides, and 
 finish with his head, rubbing the soap into a lather all over 
 him at the same time. Be careful not to let any water into 
 his ears, or soap into his eyes. Next rinse the soap well out of 
 his coat with the warm water, beginning with the head. 
 Then pour the cold water all over him and let him shake him- 
 self well. Kub him dry with towels and give him a run on 
 grass. Big dogs must be washed in a yard, but you can put a 
 little one in the tub indoors. All dogs are better for some- 
 thing to eat after a bath. To swimmers a plunge in a pond 
 or river is good exercise and a tonic ; but dogs should not be 
 thrown in. 
 
 Feeding Puppies 
 
 Puppies at first need feeding five times a day. At four 
 months old four meals will do. At twelve months they settle 
 down into grown-up dogs, and the two meals are sufficient. 
 
PETS 341 
 
 Do not feed them later than six o'clock, and always give them 
 a walk after their last meal. A few dry dog-biscuits when 
 they go to bed will do no harm, and a large mutton or beef 
 bone now and then will do them good, but small bones are 
 very dangerous, as they splinter and may kill or seriously 
 injure the dog. 
 
 Distemper 
 
 Young dogs are almost sure to have distemper, and if a 
 puppy about six or eight months old is depressed and quiet, 
 and his eyes look inflamed, you should put him away by him- 
 self at once, sew him up in thick warm flannel, bathe his eyes 
 with cold tea, and attend very carefully to his diet. It will 
 be difficult to make him eat, but you must coax him and even 
 pour strong beef- tea or milk down his throat, for if he does 
 not eat he will have no strength to fight the disease. Tripe is 
 the best food for him if he will take it, but try everything to 
 tempt him, and give him as much as he will take. When you 
 take your patient for a walk (and he will need exercise) do 
 not take him where he may meet other dogs, for distemper is 
 very infectious. Put an extra coat over him, wrapping it 
 well round his throat and chest. Distemper is a fever, and 
 the risk of chill is very great ; it means inflammation of some 
 sort from which the dog being weak is not likely to recover. 
 It is always best to call in a veterinary surgeon when a dog 
 shows symptoms of distemper. 
 
 Tricks for Dogs 
 
 If your dog is a terrier there is no end to the tricks you 
 can teach him. Always begin by teaching him to " trust," 
 for it is the foundation of his training, and he will learn it 
 before he is two months old. Do not keep him " on trust " 
 for more than a second or two at first, but gradually make 
 the time longer, until he will let you leave the room and not 
 
342 WHAT SHALL WE DO NOW <? 
 
 touch the biscuit until you return. Then you can teach him 
 to die, and waltz, sing, ask, box, and beg. Treat him always 
 with patience and firmness; be quick to reward but never 
 give in to him. You will, of course, bear in mind the char- 
 acter of the dog in teaching him tricks. Dogs of dignified 
 nature, such as St. Bernards, mastiffs, Great Danes, and deer- 
 hounds, for example, you would not labor to transform into 
 performers. The best dogs of all for teaching elaborately 
 are poodles. 
 
 What is Due to Dogs 
 
 Do not overdo your mastership. Remember that a dog 
 needs much liberty and independence to develop his individu- 
 ality, and an enterprising puppy learns more by observation 
 and experience in a week than a pampered lap-dog does in his 
 whole life ; he learns self-reliance, but he will always run to 
 his master or mistress in any real difficulty, and you who are 
 his master or mistress must be wary not to misunderstand or 
 disregard him, for he needs sympathy and love, and if he 
 does not get them he either becomes cowed and stupid or a 
 ne'er-do-weel. 
 
 Buying Dogs 
 
 If you wish to buy a dog, the best way is to get the cata- 
 logue of some big dog show, and find the address of a well- 
 known breeder of the kind of dog you wish to have. If you 
 write to him and tell him exactly what you want he will 
 probably send you a suitable puppy at a fair price. If you 
 think of buying through an advertisement, have the dog on 
 approval first. Another objection to buying a dog at all 
 casually is that you will not know either his temper, which is 
 generally inherited, or his age. In all cases it is best to buy 
 puppies and train them yourself. This means a good deal of 
 trouble at first, and takes time and patience, but the younger 
 
PETS 343 
 
 the puppy the easier he is to train. The best age is about 
 five weeks old. With constant attention day and night for a 
 few weeks you will have a perfectly trained dog who will be 
 a perfect companion to you for years. 
 
 Brief descriptions of some of the best known dogs are 
 here given, beginning with terriers : 
 
 The Bull-Terrier 
 
 The bull-terrier is very discriminating in his attachments 
 and does not easily lose his temper, or, as a rule, fight, unless 
 he is unduly excited. He is such a nervous dog that if he is 
 roughly treated he is apt to become a coward, but there is no 
 truer, more faithful friend than a properly trained terrier of 
 this breed. 
 
 The Fox-Terrier 
 
 The fox-terrier is often a restless fidgety dog in a house ; 
 indeed, to keep him much in the house seems to affect his in- 
 telligence. He fights readily, but a strong master can alter 
 that. In sharpness and brightness and hardiness he is not to 
 be beaten, and no dog is more inquisitive and full of spirits. 
 Perhaps of little dogs he is the best. 
 
 The Irish Terrier 
 
 The greatest fault of the Irish terrier is his fondness for 
 barking unnecessarily ; but he is particularly intelligent, 
 active, and vigorous, and will learn any trick your ingenuity 
 can devise for him. 
 
 Other Terriers 
 
 There are many other terriers the Skye, with coat 
 nearly sweeping the ground ; the black and tan, the Welsh 
 terrier, and others less well known ; but for pluck, brains, and 
 fidelity, it is impossible to beat bull-terriers. 
 
344 WHAT SHALL WE DO NOW ? 
 
 Spaniels 
 
 Of all spaniels the Clumber is the most intelligent and 
 beautiful ; he is also, although not a very demonstrative dog, 
 very sincere in his devotion to his master. 
 
 The Cocker is a small spaniel: an active, merry little 
 fellow who can be taught to retrieve. The black spaniel and 
 the liver-colored Sussex are, like the Clumber, of the oldest 
 and best breeds, and the Sussex variety makes an excellent 
 house dog. He is quiet and dignified and has very good 
 manners. The common Norfolk spaniel is intelligent, a good 
 water dog, and a faithful companion. A satisfactory puppy 
 should not cost more than five dollars. He and the Cocker 
 are the best of the spaniels as pets, although these two breeds 
 are also capable of good work in the field if carefully trained. 
 
 The Retriever 
 
 Retrievers occasionally make good companions, but for 
 the most part they are dogs of one idea retrieving and 
 have little interest in using their intelligence in any other 
 direction. 
 
 Setters 
 
 The setter is a wise and affectionate animal. He is full 
 of spirit and needs careful training, but train him well as a 
 puppy and you will be able to take him everywhere with 
 you, for he is a very gallant and courteous gentleman. In 
 color the English setter varies with the different breeds. The 
 Gordon setter is black and tan, and the Irish is red. 
 
 The Collie 
 
 The reputation for uncertain temper which collies have is 
 not well grounded. They are excitable, it is true, and apt to 
 snap if you romp too long and wildly with them, and they do 
 not take correction kindly ; but people who have owned 
 
PETS 345 
 
 many specimens of this beautiful breed testify to having 
 found them always loving and sagacious. A collie should al- 
 ways belong to one person ; many masters make him too 
 universal in his affections, and under these circumstances he 
 does not develop intelligently. The collie at work is the 
 wisest of dogs, he knows each individual sheep in his care, 
 and in snow or mist will bring every one to the fold before 
 he rests. 
 
 Collies may be taught to play hide-and-seek a game 
 they are very fond of. First hide a ball in the room and 
 help the dog to find it, and by degrees he will find anything 
 by himself and will seek all over the house and garden. 
 Among bad habits many collies have the serious one of run- 
 ning round and barking at horses. This should be checked by 
 keeping the dog strictly to heel where he is likely to meet 
 any traffic. 
 
 The Sheep Dog 
 
 The old English bob-tailed sheep dog is a bouncing, 
 rough-and-ready fellow. He is not suitable for a house dog, 
 but he is honest and true and a good worker, and one can get 
 extremely fond of him. 
 
 The Newfoundland 
 
 The Newfoundland is one of the grandest of beasts. The 
 true Newfoundland is black all over, except for a white star 
 on the chest, and he stands at least twenty-seven inches at the 
 shoulder. The black-and-white specimens are called Landseer 
 Newfoundlands, on account of the famous painter's fondness 
 for them. In character these dogs are dignified and magnan- 
 imous, and they are particularly good with children. Many 
 stories are told of their gallant efforts in saving life from 
 drowning. The Newfoundland is used for draught in the 
 island from which he takes his name. 
 
346 WHAT SHALL WE DO NOW * 
 
 The Mastiff 
 
 The mastiff is the best of all guards ; it is more pure in- 
 stinct with him to guard his master's property than it is with 
 any other breed. He is honest through and through, and as 
 a rule he is gentle and a good companion. 
 
 The Bull-Dog 
 
 The bull-dog is stupid and not particularly affectionate. 
 Although excitable he is not quarrelsome or savage, and if 
 reasonably treated no doubt would make a quiet, faithful pet. 
 A not too highly bred bull-dog is likely to be more intelligent 
 than his very blue-blooded relations. 
 
 The St. Bernard 
 
 The most majestic of dogs is the St. Bernard. He is 
 high-couraged and sagacious and very discriminating in his 
 devotion. Once your friend, he is always your friend. Al- 
 though with you he never makes a mistake, he is apt to growl 
 at strangers, and is not to be relied on to be polite to visitors. 
 If you have one of the rough-coated variety you must groom 
 him regularly and take great care of him, as he is a delicate 
 dog and subject to weakness in the back and hind legs if he is 
 allowed to get wet or lie on damp ground. 
 
 The Great Dane 
 
 The Great Dane, or boarhound, is a powerful and active 
 dog. His appearance is suggestive almost of a wild beast, 
 and he is particularly well fitted to act as guard. He is gentle 
 and manageable with those he knows, and his great courage, 
 intelligence, and strength make him a most desirable com- 
 panion. 
 
 Hounds 
 
 Of hounds that hunt by sight we have the English Grey- 
 hound, swiftest of dogs, but neither very intelligent nor af- 
 
PETS 347 
 
 fectionate ; the Scotch Deerhound, dignified and very devoted 
 to his master, and a wonderful jumper over gates and walk- 
 ing-sticks ; and the Irish Wolf-hound, bigger and less graceful 
 than either of the others, but with a great big heart and 
 noble courage. Gelert was of this breed. There is also the 
 Borzoi, whose appearance is a combination of greyhound and 
 setter, a very beautiful but rather stupid animal. Finally, 
 there is the Bloodhound, remarkable for great intelligence, 
 good temper, and fidelity. He is one of the finest of dogs, 
 wise and self-reliant and capable of the truest devotion to 
 his master. He seldom or never fights, but is full of courage 
 in spite of his naturally nervous disposition. 
 
 Toy Dogs 
 
 Toy dogs are fairly intelligent, but noisy and wayward. 
 They cannot be recommended as interesting pets, since they 
 have little originality ; but they can be taught tricks, and if 
 treated sensibly and not pampered, no doubt they would de- 
 velop more intelligence. The best of the toy dogs are Pugs, 
 toy Pomeranians, the King Charles' Spaniel (black and tan 
 in color), and the Blenheim spaniel (white and chestnut). 
 
 The Pomeranian 
 
 The Pomeranian is a sharp and rather snappy dog, not 
 remarkable for either great intelligence or amiability ; but, as 
 with all breeds, there are individual exceptions to this rule. 
 
 Poodles 
 
 Poodles are intelligent and the best of all dogs for learn- 
 ing tricks. They are also very expensive. 
 
 Mongrels 
 
 Mongrels can be the best of friends. They are often 
 more original and enterprising than their too highly-bred 
 
348 WHAT SHALL WE DO NOW <? 
 
 cousins, and they are very self-reliant ; but as a rule they are 
 not so courageous nor so steadfast as a well-bred dog. The 
 chief advantage of possessing a mongrel is that dog-stealers 
 are less likely to be tempted by him, and you can give him 
 more freedom, which will make him more interesting and 
 intelligent than a dog you need to shut up and look after care- 
 fully. 
 
 Cats 
 
 There is very little to say about cats, except that they 
 need much petting and plenty of milk and tit-bits. They 
 should always have a warm bed in a basket or chair. They 
 should never be allowed to stay out-of-doors at night. 
 
 Wild Rabbits 
 
 Of all rabbits the brightest and most intelligent, as a 
 pet, is the wild rabbit. If you can get two or three baby wild 
 rabbits and feed them on milk, they will grow up very tame. 
 We heard recently of two small wild rabbits that were taken 
 out of the nest and brought up by hand. They and their mis- 
 tress and a collie pup would play together, and they ran about 
 the room, racing over the floor and furniture. In the summer 
 one escaped from the coop on the law"n in which they were 
 shut up, so the other was turned loose too. They would both 
 come out of the bushes when called, run about over one's 
 dress, and hunt pockets for oats or bits of apple, and would 
 still play with their old friend the collie. It is sad to tell of 
 their death, which they met at the jaws of a strange dog who 
 came marauding. They did not recognize in him an enemy, 
 and easily fell his victims. 
 
 Tame Rabbits 
 
 The long-haired Angora variety of rabbit is intelligent 
 and very handsome. These need regular grooming and great 
 
PETS 349 
 
 care, or their long coat gets matted and frowsy. Belgian 
 hares are big, powerful animals, rather apt to be uncertain in 
 temper, but they have beautiful glossy coats and are enter- 
 prising and amusing. The lop-eared rabbit is a stately beast 
 and less brisk than his prick-eared relations. The Himalayan 
 rabbit has no connection with the mountain chain from which 
 it has its name, is white, with all its extremities nose, ears, 
 tail, and feet black or very dark in color. The Dutch rab- 
 bits are small. The body is colored, but the neck, forelegs, 
 and jaws are white. But to the ordinary owner of a rabbit 
 in a hutch, particular variety does not matter very much. 
 
 Rabbits' Hutches 
 
 A good hutch can be made of a grocer's box, by covering 
 the open front partly with bars or wire netting and making a 
 door. The hutch should stand on legs, or at any rate should 
 be raised from the ground, and holes should be bored in the 
 bottom for drainage. Then put in clean straw, and it is ready 
 for the rabbit. In cold or wet weather and at night, it is well 
 to throw a cloth over the hutch for warmth. The hutch must 
 be well ventilated, and it should be made in two compartments, 
 one to admit plenty of light, and the other dark. It should 
 be made so that the animal may be confined in either com- 
 partment while the other is cleaned out. 
 
 Food and Exercise 
 
 Bran, grain, and vegetables such as peas, parsley, car- 
 rots, turnip-tops, but not much cabbage serve for rabbits' 
 food. It is advisable to vary it occasionally. The leaves 
 should not be wet, but a dish of clean water may always stand 
 in the hutch. 
 
 The animal should be allowed at least half an hour's run 
 day, precautions being taken against its burrowing 
 
350 WHAT SHALL WE DO NOW ? 
 
 habits, and against its finding anything poisonous to eat 
 More than one family should not be allowed out at the same 
 time, as they are very pugnacious. Most diseases are the re- 
 sult of neglect in cleaning out the hutch regularly and thor- 
 oughly. Rabbits which most nearly approach the wild in 
 color are hardiest. 
 
 Teaching Rabbits 
 
 If you find you have an intelligent rabbit who quickly 
 learns to come to you when you call him by name, you will 
 find, with patience, you can teach him that when you say 
 " On trust," he must not touch the dainty you offer him, and 
 that " Paid for " means he may have it. He will also learn to 
 " die," and shake hands when you tell him to do so. 
 
 Guinea-Pigs 
 
 Guinea-pigs need treatment and housing similar to rab- 
 bits. 
 
 Squirrels 
 
 In buying a squirrel make sure it is a young one, because 
 whereas a young one is difficult enough to tame, an old one is 
 not to be tamed at all. Unless you can give him a really 
 large cage, with room for a branch on which he may leap 
 about, it is cruel to keep a squirrel at all, so beautifully free 
 is his nature. A little side compartment containing a revolv- 
 ing wheel should be added. Your only chance of taming him 
 is to be extremely quiet and gentle in all your visits to the cage 
 and in giving him his food nuts, acorns, grain, cold boiled 
 potatoes, dry bread, and now and then a small piece of cooked 
 meat. A very charming account of what it is possible to do 
 with tame squirrels will be found in a little book called Billy 
 and Hans, by Mr. W. J. Stillman. 
 
PETS 351 
 
 Mice 
 
 Mice should have a cage with two compartments, one of 
 which should have a door in the woodwork but no wires. In 
 this room should be a bed of hay. The natural food of mice 
 is grain, but in captivity they are generally fed on bread and 
 milk and slices of apple. They can be tamed to a small ex- 
 tent, but for the most part they do no more than run round a 
 wheel, although if other gymnastic contrivances are offered 
 them they will probably do something with them. Dormice 
 (to whose food you may add nuts) sleep through the winter 
 months, and are therefore not very interesting for more than 
 half the year. 
 
 Turtles 
 
 A turtle is rather an interesting animal to keep, al- 
 though he will not do much in return. Even in summer they 
 have a curious way of disappearing for weeks together, and 
 in winter, of course, you see nothing of them. An ordinary 
 mud turtle is often seen moving slowly along the roads after 
 a rain. He can be carried home by turning him over on his 
 back but be careful to keep your fingers away from his 
 snapping mouth. As a rule they can feed themselves, and 
 they also have the happy knack of doing without food alto- 
 gether for long periods, so that you need not be anxious. 
 
 Fish 
 
 Bowls of goldfish are not uncommon, but few people 
 seem to care for fish of other kinds. And yet a little aqua- 
 rium can be stocked for a small sum and is a most interest- 
 ing possession. One small tank of young bream, for example, 
 can be a perpetual and continually fresh delight. Let the 
 tank have cloisters of rockwork and jungles of weed, so that 
 hiding may be possible, and then watch the smaller fish 
 at their frolics. Young trout are hardly less beautiful, and 
 
352 WHAT SHALL WE DO NOW* 
 
 very easy to keep healthy, in spite of general opinion to the 
 contrary. The important thing is to maintain a current of 
 water through the tank. The old way was to carry the over- 
 flow down a pipe in the centre through its surface opening, 
 but an improvement on this system is for the leakage to be at 
 the bottom of the tank and the inflow at the top. Young 
 perch are beautiful too, and tench, and dace, and roach, 
 and all are hardy. Feeding them is very simple. The shop 
 from which you buy the fish will keep you supplied with the 
 proper food. The American catfish, with its curious antenna3 
 or whiskers, and its gleaming eyes, set as by a jeweler, is more 
 wonderful, and not a whit more difficult to keep. But to be 
 amused by such unfamiliar neighbors as a tankful of fish there 
 is no real need either to stray abroad or to spend any money. 
 The ordinary minnow, which you can catch in any stream and 
 pop into a jar, will serve to introduce you to a new world 
 a world of silent progressions, of incredible celerities, of 
 amazing respirations. 
 
 Silkworms 
 
 Silkworms, if kept at all, ought to be taken seriously and 
 used for their true purpose. That is to say, you really ought 
 to wind their silk carefully. Few owners of silkworms in 
 this country seem to trouble to do this. Silkworms' eggs can 
 be bought of any naturalist, or some one who keeps silkworms 
 will willingly give you some. The time is about the end of 
 April. They are usually laid on scraps of paper, and these 
 you put in shallow paper and cardboard trays covered with 
 gauze, and place them in the room where the sun can reach 
 them. As the worms hatch out you must move them it is 
 done best with a small paint brush to another tray or trays 
 and keep them supplied with fresh mulberry leaves or lettuce. 
 The worms continue to grow for about a month, and then, 
 
PETS 353 
 
 when full-sized, they prepare to spin. You may know that 
 this time is reached by their refusal to eat, and you must then 
 make a little paper toilet, about two inches deep, for each 
 worm, and drop it in. You have now nothing to do (except 
 to watch the worms regularly) for some weeks, in which time 
 the cocoon has been finished and the worm has become a 
 chrysalis. When the chrysalis inside the cocoon rattles the 
 time has come to wind the silk, or the moth will shortly 
 emerge and eat it. The outside of the cocoon is useless and 
 can be removed by placing the cocoon in warm water. Once 
 that is out of the way, the silk can be wound on a card. 
 The moth soon afterward appears and, after growing to its 
 full size, lays its eggs some two hundred and dies. It 
 must be remembered that with silkworms a little practical 
 demonstration from any one who has kept them is worth 
 much more than many pages of hints. One thing is of the 
 highest importance, and that is constant attention. Silk- 
 worms must never be neglected. 
 
 Other Caterpillars 
 
 Silkworms are more useful but not more interesting than 
 many other caterpillars which can be hatched from eggs. The 
 Privet Hawk Moth, for example, is very easily bred, and a 
 very beautiful creature it is when in full plumage. But for 
 information on this subject you must go to more scientific 
 books. 
 
 Pigeons 
 
 Pigeons are not exactly pets, for they rarely do more than 
 come to you for their food, just as chickens do, but they are 
 beautiful creatures and no country roof is quite complete with- 
 out them, and a dove-cot is a very pretty and homely old- 
 fashioned object. Usually, however, the birds are given a 
 portion of a loft. Whatever the nature of their home, it 
 
354 WHAT SHALL WE DO NOW? 
 
 must have separate compartments for each pair of pigeons and 
 must be warm. If a loft is used there should be sand or gravel 
 on the floor, with a little lime to assist the formation of the 
 shells of the pigeons' eggs. The place should be kept clean, 
 and you must guard against rats and cats. Pigeons eat peas 
 and pigeons'-beans and most kinds of grain. If they fly loose 
 they will find out other food, such as green meat, for them- 
 selves. But if you keep them at home you ought to give them 
 some. They should have a dish of water in a regular place. 
 New pigeons should be shut up by wiring in their house for a 
 fortnight before you give them their liberty, or they will fly 
 away. They do not care for hay or straw in their boxes, but 
 will make a nest in their own way when they need one. 
 Pigeons are of many kinds, the commonest of which is per- 
 haps the Runt, and the prettiest a white Fan tail. Any one 
 who takes up pigeons except merely for the pleasure of own- 
 ing one or two should read up the subject carefully. 
 
 Doves 
 
 Doves, which are happier when kept in pairs, require the 
 same food as pigeons. As a rule they are kept in wicker 
 cages. They are not very interesting. 
 
 Parrots 
 
 Parrots are most companionable pets, and, next to a dog, 
 quite the most interesting and intelligent. They are always 
 cheerful : whistling, singing, and talking. The gray parrot is 
 the best talker, and speaks much more distinctly than any 
 other kind, but the Blue-fronted Amazon is more amusing and 
 far better-tempered as a rule. These birds are very beautiful, 
 with bright green plumage and touches of yellow and red, 
 and a blue patch on the forehead. The best food for parrots 
 is parrot seed, on which they may be fed entirely, and they 
 should never be allowed dainties except nuts, fruit, and a little 
 
PETS 355 
 
 piece of sugar. In the summer time sprinkle your parrot with 
 water through a fine hose every morning, but in the winter 
 do so only when he asks for a bath by trying to get into the 
 water basin. As to talking, parrots will pick up far more 
 readily any words they hear by accident than any that you 
 set yourself to teach them. They will also get by heart in 
 this way a few bars of a whistled tune. When parrots are 
 apparently spiteful it often proceeds much more from nervous- 
 ness than from vice. If frightened they will peck anything 
 near them. It is important to have a thick baize cover for 
 your parrot's cage, and to put this over it directly the lamps 
 are lit. 
 
 Smaller Cage Birds 
 
 Before coming to the different kinds of birds which you 
 can keep, a few general words about their care ought to be 
 said. Remember that with them, as with all pets, the most 
 important of all rules is perfect cleanliness. The best cages 
 are wooden ones with unpainted wires, and the perches should 
 be of different thicknesses, as, if they are all one size, the bird 
 is likely to get cramp in his feet. Once in a week at least the 
 perches and tray should be scrubbed with very hot water with 
 soda in it, but they must be dried thoroughly before they are 
 put back into the cage ; therefore if possible it is best to have 
 two sets of perches and to use them alternately. A thick 
 layer of red sand or shell gravel should be sprinkled on the 
 tray, and occasionally a pinch of maw-seed thrown on it. 
 
 Baths 
 
 All birds should have a bath given them. They like best 
 a shallow glass dish, which should be put in the cage when 
 the tray is out. It is a good plan to put a biscuit-tin lid on 
 the floor of the cage to prevent the bird from making the 
 woodwork wet. Other rules in the care of all birds are 
 
356 WHAT SHALL WE DO NOW <? 
 
 never let them be in a draught, but do not keep them in a 
 very warm place. Cover them with a white cloth at night, 
 and in cold weather put a shawl over that. 
 
 Food 
 
 Seed-eating birds do best if they are fed on canary seed 
 and a little summer rape, with now and then a few hemp- 
 seeds, some Hartz mountain bread, and a bit of groundsel or 
 water-cress that has been well washed. If they look dull and 
 sit in a puffed-up little heap, a drop of brandy in their water 
 often does good ; and, should they show signs of asthma, try 
 chopped, hard-boiled egg, with a few grains of cayenne 
 pepper, and a bit of saffron or a rusty nail in the water. 
 These are also good when the bird is moulting. For insect- 
 eating birds you must buy meal-worms and ants 5 eggs, and 
 thrushes and blackbirds need earth-worms as well. 
 
 Tricks 
 
 Some birds are easily taught tricks. We remember a red- 
 poll who would draw his water up from a well in the cage in 
 a little bucket ; but if you teach your bird to do this you must 
 be careful to watch him, in case the string gets twisted and 
 the bucket does not reach the water, when your pet will suffer 
 terribly from thirst. He will also learn to pull his seed-box 
 up an inclined board if you put it day by day a little farther 
 from him, so that he must draw the string to get his food. 
 It is better to take a long time in training birds, and tempt 
 them with any dainty they care most for, such as water-cress, 
 groundsel, chickweed, or hemp-seed, as otherwise you must 
 starve the bird first, or he will not trouble to get the seed. 
 This means a certain amount of cruelty and cannot be 
 right. 
 
PETS 357 
 
 Canaries 
 
 The favorite cage-bird is the canary, which, though a 
 foreign bird, is kept in this country in greater numbers than 
 any other bird, and is also bred here. One has to be very 
 well posted up in the nature of the bird to be protected 
 against deception when buying it ; and you ought therefore, 
 in getting a canary, to find some one competent to buy what 
 you want. 
 
 Canaries must be kept carefully. They cannot stand 
 much air. Be particular that the cage does not hang in a 
 draught, and let it be large enough for comfort. When even- 
 ing comes it is kinder to take the cage out of a room in which 
 there will be much light and noise, and put it somewhere dark 
 and quiet, as the air of a room where gas is burned is not 
 good for it. But if moving the cage is not convenient, lower 
 it to a position below the level of the burners and cover it up 
 with a thick cloth. By day the cage should be hung in the 
 sunshine if possible, but if the sun is very hot a green gauze 
 cover ought to protect the bird a little. If the bird's singing 
 is too lusty as sometimes happens a handkerchief thrown 
 over the cage will check it ; but this seems rather hard treat- 
 ment. 
 
 In feeding canaries follow the rules on p. 356, but you 
 may put a lump of sugar between the bars now and then, or 
 a sprig of groundsel or water-cress. Do not give them cake ; 
 it is no real kindness. 
 
 When they are moulting, canaries (and other birds too) 
 need rather more attention. Give them a little richer food, 
 such as chopped-up eggs, and put some saffron in the water. 
 There is a kind of insect called the red mite which often 
 attacks canaries. It is not the rule by any means that canaries 
 should be thus troubled many escape but it may happen. 
 If you cannot account for the bird's despondency in any other 
 
358 WHAT SHALL WE DO NOW? 
 
 way, catch it and look at its skin under the feathers of the 
 breast and the under part of the wings. If there are little red 
 spots, it means that the red mites have found out the cage, 
 and you must wash the bird every day with a weak solution 
 of white precipitate powder about twelve grains to a small 
 glass of warm water and either wash the cage too with a 
 stronger solution, or, if it is a wooden one, destroy it. Now 
 and then you ought to clip their claws, if they seem too long. 
 
 The Love-Birds 
 
 The love-birds feed almost entirely on millet or canary 
 seed, and they like a sod of grass in their cage. They are 
 bright little birds, but are naturally very wild and need much 
 petting if you wish to tame them. Once tamed, however, 
 they are very confiding and amusing. 
 
 The Cardinal 
 
 One of the most beautiful of cage-birds is the red-crested 
 cardinal. He is quite hardy and eats seeds and insects im- 
 partially, thriving on canary, millet, and a little hemp-seed, 
 with meal-worms now and then. He should always have a 
 very large cage, or he will spoil his plumage. His song is 
 sweet and strong. 
 
 Wax-Bills 
 
 "Wax-bills eat millet-seed, canary seed, and a little soaked 
 bread and sponge-cake. 
 
 Other Foreign Birds 
 
 Java sparrows are pretty creatures, although they do very 
 little for you. Perhaps the most attractive of small foreign 
 birds is the avadavat, a tiny, perky little soldier. These live 
 quite comfortably together; and indeed, if it is permitted, 
 you should certainly, for the non-singing birds, have a large 
 
PETS 359 
 
 cage and keep many such birds in it rather than put them in 
 small cages. They will be far happier. 
 
 The Chaffinch 
 
 The chaffinch has to re-learn his song every spring, and 
 for a fortnight or more you will hear him trying his voice 
 very sweetly and softly, but as soon as he has acquired his 
 song in perfection, it will be so strong and piercing that on 
 fine days he often has to be banished from the sitting-room. 
 He should not, however, be exposed too much to sun and 
 wind ; a cloth thrown over half the cage will make a shelter. 
 The chaffinch is another bird that should never be put in a 
 bell-shaped cage. He should occasionally have flies and other 
 insects given him. He is lively and hardy and a very gay 
 companion. 
 
 The Goldfinch 
 
 We remember a goldfinch that became very tame, perch- 
 ing on his owner's hands and taking seed from her lips. 
 Goldfinches should never be kept in bell-shaped cages 
 which make them giddy but should have one with a square 
 flat top. Along this they will run head downward. They 
 are such active birds that they need plenty of space. They 
 chatter all day long and are very cheery, and they are very 
 beautiful in their brown, gold, and scarlet coats. In a wild 
 state the goldfinch feeds chiefly on the seeds of weeds and 
 thistles, groundsel, and dandelion, and he is therefore a friend 
 to the farmer, but in captivity he will thrive on canary and 
 German rape with several hemp-seeds daily, and now and 
 then lettuce, thistle-seed, and fruit. 
 
 The Bullfinch 
 
 The bullfinch is squarely built, with a black head and 
 pink breast. No bird can be more affectionate and intelligent, 
 
360 WHAT SHALL WE DO NOW ? 
 
 He will learn to pipe tunes if you put him in the dark and 
 whistle a few bars of some easy melody to him over and over 
 again ; and he soon gets a number of fascinating tricks. 
 After a while you will be able to let him out of the cage at 
 meal-times, when he will hop about from plate to plate and 
 steal little tit-bits. No bird is so fond of sitting on its 
 owner's shoulder as the bullfinch can be. Also, unhappily, 
 few birds are so liable to fatal illness. A bullfinch can be 
 apparently quite well one minute and the next you find him 
 lying at the bottom of the cage. Over-eating is often the 
 cause of his death, so that one must be careful. Hemp-seed 
 and apple-pips, for instance, which he loves, should be given 
 in moderation. Rape and millet, lettuce and ripe fruit suit 
 him best. Gardeners are great enemies of this sturdy little 
 bird on account of the damage he does amongst fruit-trees, 
 but he probably does a great deal more good than he does 
 harm by eating insects which are fatal to plants. 
 
 The Yellow Bunting 
 
 The yellow bunting (or yellow hammer) can be a pet ; 
 and he has the sweetest little whispering song. If you have 
 a caged bunting, his seed should be soaked in cold water for 
 some hours before it is given to him, and he must have the 
 yoke of a hard-boiled egg, meal-worms, ants' eggs, and any 
 insects you can catch for him. He must also have plenty of 
 opportunities for bathing, and as much fresh air without 
 draughts as possible. 
 
 The Blackbird 
 
 The blackbird is delicate when caged and must have 
 plenty of nutritious food, bread and milk, boiled vegetables, 
 ripe fruit, insects, and snails. He is a thirsty bird and needs 
 plenty of water. 
 
PETS 361 
 
 Birds of all kinds especially like cocoanut (though they 
 will come to the window-sill simply for bread crumbs). The 
 cocoanut should be sawn in two, and a hole bored through 
 each half, about an inch from the edge. A strong string is 
 then threaded in and they are hung from the bough of a tree. 
 They should be hung rather high up, on a bough reaching as 
 far out from the trunk as possible, so as to avoid all risk from 
 the cat. The birds frequent elm-trees more than any others, 
 because the rough bark contains many insects, but you may 
 choose any kind of tree, as close to your windows as you like. 
 The birds will keep pecking at the cocoanut all day long and 
 will soon want a new one. If you have no tree near the 
 house you might fasten a cord across the outer frame of your 
 window and tie the pieces of nut to that. The birds would 
 soon find out the cocoa-nut and come to it, and bread crumbs 
 could also be put on the window-sill to attract them. Or, if 
 you have a veranda, they could be hung up there, if you 
 could make them safe from the cat. Mrs. Earle, in her book 
 More Pot-Pourri from a Surrey Garden, gives elaborate 
 directions for an arrangement in a veranda or balcony of 
 cocoanuts, etc., for the birds. Lumps of fat will do as well 
 as cocoanut. Some birds also greatly love a bone to pick at 
 an uncooked one with plenty of fat on it, which the butcher 
 will probably be glad to give you if you ask him and explain 
 its purpose. It can be hung up in a tree or merely laid on 
 the window-sill. 
 
 The Robin 
 
 In the ordinary way one would not keep robins at all. 
 They are so tame and fond of the company of human beings 
 that they will come regularly to the door for crumbs every 
 morning and never be far off at any time. But if a wounded 
 robin is found or a nest is abandoned (probably owing to the 
 
362 WHAT SHALL WE DO NOW ? 
 
 death of the mother at the cat's hands) just before the young 
 birds are ready to fly, you might pop them in a cage. They 
 do not often thrive long in captivity, even if the confinement 
 does not seem irksome, but to keep one until it was strong 
 enough to be let loose would be a kindness. Still there have 
 been many cases of happy tame robins. The best food for 
 them is bread crumbs, grated carrot, yoke of egg and sponge- 
 cake mixed together, the carrot making the mixture moist 
 enough. A few insects daily are advisable. Robins are such 
 quarrelsome birds that it is impossible to keep two of them in 
 an aviary, or even to keep one robin with birds weaker than 
 himself. Perhaps the best way to treat a pet robin is to let 
 him fly all over the house in the winter. He may one day fly 
 away altogether in the spring, but if he is alive he is almost 
 certain to come back again when the cold weather begins. 
 
 Garden Robins 
 
 Robins in the garden are so pretty, so cheeky, so sweetly 
 musical, and are so friendly to man (in spite of their arrogance 
 and selfishness among birds) that they ought to be encouraged. 
 As the only way of encouraging wild birds is to feed them, 
 we have to try and give them what they like best. Robins 
 are quite content with bread crumbs only. They will eat sop 
 if they can get nothing else ; but they prefer crumbs, and not 
 too dry. For an especial treat they like fat bacon beyond 
 everything : cooked bacon, that has been boiled, not fried. 
 It should be mixed up very small, and the bread also crumbled 
 into tiny morsels, for robins like to eat very nicely and 
 daintily. Robins are pleased to have crumbs given them all 
 the seasons through, though in the autumn they can very well 
 take care of themselves. 
 
 Each robin has his own special domain, which any other 
 robin invades at his peril. The robins that come to the 
 
PETS 363 
 
 window for food are those that belong to that particular 
 side of the house and no other. This means that there 
 are other robins in different parts of the garden which 
 will have to be fed in their own special localities. You 
 will soon find out where these are, even if you have 
 not already been guided to them by their songs. Kobins 
 like their food scattered always in the same place, or 
 under the same tree, and, as nearly as you can, at the 
 same time. Then you will find them on the lookout for 
 you, and if you take always the same basket (a rather shallow 
 flat one which stands firmly) and, putting it on the ground, 
 go a few steps away, you will see them hop into it. After a 
 few days they will probably get tame enough to come into 
 the basket while it is in your hand ; only you must have a 
 little patience at first, and hold it very still, and of course 
 you must not have previously scattered any food on the 
 ground. 
 
 Birds in the Garden 
 
 This brings us to the other garden birds which we have 
 no wish to put in cages, but which it is well to be as kind to 
 as possible. In winter, when there is a frost, to feed them is 
 absolutely necessary ; but at all times it is well that they 
 should know that you are not enemies (of which they have so 
 many), but their friends. The following notes, together with 
 the foregoing passage on feeding robins, on birds in the gar- 
 den have been prepared for this book : 
 
 "Birds are grateful all the year through for a shallow 
 pan of water, which they can drink from and use also as a 
 bath. And the bees, too, will be glad to come and get a sip 
 of water, for they also are thirsty things. A small round 
 yellow earthenware pan is excellent for the thrushes and 
 blackbirds, but it is as well to provide a smaller one, say an 
 
364 WHAT SHALL WE DO NOW <? 
 
 ordinary shallow pie-dish, for the robins and little birds. 
 These should be refilled twice a day, at least, in summer time. 
 You can place the pans on the grass or path, where you can 
 see them comfortably from the house, but not nearer than 
 you can help, because the blackbirds are rather shy, and it 
 would be a pity to make drinking too great an adventure for 
 them. 
 
 "Birds are thankful for a little feeding right through the 
 spring, both when the mother bird is sitting on the nest and 
 the father has to forage for two, and when the young ones 
 are hatched and there are at once many more mouths to fill. 
 In the summer too, if it should be unduly wet and cold, or 
 unduly hot and dry, and grubs and insects scarce, the young 
 birds are pleased to find a meal ready for them. But in the 
 winter it is a positive duty to feed the birds ; for remember 
 that when the ground is covered with snow, or frozen hard, 
 they can get no insects, and thus, after all the berries have 
 gone, they will starve unless they are helped with other food. 
 
 " Almost every household has enough waste scraps, if 
 they are collected carefully, to give the birds a good meal 
 once a day. Bread, of course, will form the chief part, but 
 nothing comes amiss to them, however tiny. Morsels of suet, 
 dripping, shreds of fat, meat, and fish, and cheese rind also, 
 all mixed up together, are an especial treat. The mince 
 should be well mixed with the bread crumbs, or all may not 
 get a fair share. Crusts, or any hard, dry bits of bread, can 
 be scalded into sop (though, unlike chickens, wild birds do 
 not seem to like it hot), and a little piece of dripping or fat, 
 soaked with the sop, makes it more tasty for them. If the 
 supply of bread be short, the birds will be very pleased with 
 chickens' rice. It should be the 'second quality ' kind, in the 
 brown husk, which can be procured from most corn-dealers. 
 But this is hardly necessary excepting in a long hard frost. 
 
PETS 365 
 
 Starlings are especially fond of bones, and they will esteem it 
 a favor if any which have been used in making soup, and are 
 not required for the dog, are thrown out to them on the 
 ground. Their joyous chattering over them is quite cheer- 
 ing, even on the dreariest winter's day. They are also grate- 
 ful for the rind of a ham or piece of bacon, after it has been 
 boiled. This should be thrown out to them whole, not cut up 
 in little pieces. They are equally fond of the bones and skin 
 remains of a ' dried ' haddock. 
 
 " For the bolder birds, such as robins, you will like to 
 put some food on the window-sills, and also on the path or 
 grass close to the house. But remember the more timid ones, 
 and scatter it in other parts of the garden as well. 
 
 " Sparrows, of course, deserve their food as well as any of 
 the others; but it is rather hard to see them taking every 
 morning much more than their share, while the less coura- 
 geous or impudent birds (who also sing to you) get none. It 
 seems impossible to prevent this, though Mr. Phil. Robinson, 
 in his book Garden^ Orchard, and Spinney (in the chapter 
 entitled ' The Famine in my Garden ' ), recommends scatter- 
 ing some oatmeal mixed with a few bread crumbs on one side 
 of the house, to keep the sparrows occupied, whilst you feed 
 tbe other birds elsewhere. Sparrows, however, have a way 
 of being on every side of the house at once. Still, if you feed 
 your birds daily, and as nearly at the same time as possible 
 (they like it as soon as may be after your own breakfast), you 
 will find them on the lookout for you, and they will manage 
 to get a good share, if they all start fair, in spite of the spar- 
 rows. In a hard frost they are thankful for a second meal, 
 but it should not be later than two o'clock, because birds go 
 to bed very early in cold weather, and the food would be 
 frozen too hard for them to be able to eat it next morning. 
 
 " One word more. There is great danger of birds being 
 
366 WHAT SHALL WE DO NOW? 
 
 caught by a cat while they are busy with their food, especially 
 if near the bushes. The only possible protection against this 
 which you can take is to see that your own cat is indoors and 
 is therefore not the offender." 
 
READING 
 
READING 
 
 ALL persons who care very much for reading will find 
 their way naturally to the books most likely to please 
 them ; left alone in a library they are never disap- 
 pointed. For them no advice is necessary. Nor is advice im- 
 portant to those who have opportunities to compare notes on 
 reading with friends who have similar tastes. For instance, 
 two boys may fall to talking of books. "Have you read 
 David Balfour f " one will say. " No ; who 's it by ? " 
 " Stevenson." " What else did he write ? " " Well, he wrote 
 Treasure Island" " I 've read that. If David Balfour is 
 anything like that, I must get it." He gets it ; and thus, 
 either by asking others whose taste he can trust, or by going 
 steadily on through each author who satisfies him, -he will 
 always have as much good reading as he needs. 
 
 But there are still other readers who have no real in- 
 stinct for books, or no memory for authors' names, or few 
 opportunities of comparing notes for whom a list of books 
 that are worth trying, books which have been tested and 
 found all right by thousands of readers, ought to be very use- 
 ful. In the following pages a list of this kind has been drawn 
 up. It is very far indeed from anything like completeness 
 many good authors are not mentioned at all, and others have 
 written many more books than are here placed under their 
 names but those chosen are in most cases their best, and it will 
 be very easy for readers who want more to find out other titles. 
 The books named are for the most part not new. But before 
 children read new books they read old ; the new ones 
 come later. What is suggested here is a ground-work. 
 Moreover, there are so many ways for new books to suggest 
 
 569 
 
370 WHAT SHALL WE DO NOW ? 
 
 themselves that to attempt the impossible task of keeping 
 pace with tjem here was unnecessary. 
 
 Girls are such steady readers of what are called boys' 
 books, and boys are occasionally so much interested in what 
 are called girls' books, that the two groups have not been 
 separated. All that has been done is to describe the nature 
 of each division of stories. 
 
 Fairy Tales 
 
 Nearly all the best old fairy tales are to be found in Mr. 
 Andrew Lang's collections, of which six are mentioned : 
 
 The Blue Fairy Book The Green Fairy Book. 
 
 The Red Fairy Book. The Yellow Fairy Book. 
 
 The Pink Fairy Book. The Orange Fairy Book. 
 
 Many families do very well with merely 
 
 Grimm's Fairy Tales. Andersen's Fairy Tales. 
 
 The Arabian Nights. JEsop'a Fables. 
 
 These are traditional. First favorites among English whim- 
 sical tales are, of course, 
 
 Alice's Adventures in Wonderland . . By Lewis Carroll. 
 Through the Looking-glass . . . " " " 
 
 of which there is no need to speak, nor of 
 
 The Water-Babies .... By Charles Kingsley. 
 
 The King of the Golden River . " John Ruskin. 
 
 The Rose and the Ring . . . " W. M. Thackeray. 
 
 And among other good stories are 
 
 Fairy Tales By Alexandra Dumas. 
 
 Mopsa the Fairy " Jean Ingelow. 
 
 Prince Prigio " Andrew Lang. 
 
 The Gold of Fairnilee .... " " 
 
 Twenty Best Fairy Tales .... " Lucy Perkins. 
 
 The Bee-Man of Orn " Frank R. Stockton. 
 
 The Clocks of Rondaine . . . . " " 
 
 Old-Fashioned Fairy Tales . " Mrs. Ewing. 
 
READING 371 
 
 Lewis Carroll's " Bruno's Kevenge," the story which was 
 the beginning of Sylvie and Bruno, is perfect in its way. 
 
 Legendary Tales 
 
 CLASSICAL 
 
 The Heroes By Charles Kingsley. 
 
 A Wonder Book .... " Nathaniel Hawthorne. 
 
 Tangle wood Tales .... " " " 
 
 The Story of the Odyssey . . " Rev. A. J. Church. 
 
 The Story of the Iliad " " " 
 
 Stories from Homer " " " 
 
 ROMANTIC 
 
 The Morte D' Arthur ... By Sir T. Malory. 
 
 Tales from Shakespeare . . . " Charles and Mary Lamb, 
 
 Puck of Pook's Hill . . . u Rudyard Kipling. 
 
 Stories from the Faerie Queen . " Mary Macleod. 
 
 Heroes of Chivalry and Romance . " Rev. A. J. Church. 
 
 Stories of the Magicians . . " 4< " 
 
 Olaf the Glorious .... " Robert Leighton. 
 
 Robin Hood " Howard Pyle. 
 
 Men of Iron " " 
 
 Canterbury Tales . . . . " Chaucer. 
 
 Robin Hood : His Deeds and Adventures, " Lucy Perkins. 
 
 Ballads in Prose .... " Mary Macleod. 
 
 Forgotten Tales of Long Ago . " E. V. Lucas. 
 
 Old Fashioned Tales ... " " " 
 
 Tales from Maria Edgeworth. Intro- 
 duction " Austin Dobson. 
 
 Tales from the Canterbury Pilgrims. 
 
 Retold " J. H. Darton. 
 
 The Book of King Arthur . . " Mary Macleod. 
 
 Midsummer Night's Dream for Young 
 
 People " Lucy Perkins. 
 
 The Wonder Book of Old Romance. 
 
 Here also we might place Gulliver's Travels. 
 
 Verse and Poetry 
 
 Our first acquaintance with poetry is made through nurs~ 
 ery rhymes. Many collections of nursery rhymes may be 
 
372 WHAT SHALL WE DO NOW ? 
 
 had. And there are also a number of very charming picture 
 books of simple verse, suitable for small readers, such as Miss 
 Kate Greena way's 
 
 Mother Goose. Under the Window. 
 
 Marigold Garden. A. Apple Pie. 
 
 Mr. Walter Crane's 
 
 Baby's Opera, Baby's Bouquet, 
 
 and various toy books. 
 
 Four favorite books of comic verse are Edward Lear's 
 
 Book of Nonsense. More Nonsense. 
 
 Nonsense, Songs and Stones. 
 
 Four books, more recent, which come nearer to poetry than 
 anything already mentioned, are 
 
 Verses for Children ... By Mrs. Ewing. 
 
 Sing Song " Christina G. Rossetti. 
 
 Lilliput Lyrics . . . . " W. B. Rands. 
 A Child's Garden of Verses . . " R. L. Stevenson. 
 
 A large collection of verse of the kind already described, with 
 the addition of ballads, open-air rhymes, animal verses and 
 other matter intended to pave the way to real poetry 
 exists in 
 
 A Book of Verses for Children. 
 Another Book of Verses for Children, 
 
 compiled by E. Y. Lucas. After these, we come to collections 
 containing real poetry, two excellent ones being 
 
 The Blue Poetry Book .... By Andrew Lang. 
 A First [Second and Third] Poetry Book, " M. A. Woods. 
 
 There is also 
 
 Lyra Heroica By W. E. Henley, 
 
 a collection for boys. Selections from Tennyson, Browning, 
 and other poets, intended for children, have been made, but 
 most young explorers of poetry like to have the complete 
 
READING 373 
 
 works and hunt for themselves. Other popular books of 
 poetry are 
 
 The Golden Treasury of Songs and Lyrics. 
 Poems Every Child Should know. 
 
 Mr. C. R. D. Patmore's Children's Garland from the Best Poeta. 
 Miss Agnes Repplier's Book of Famous Verse. 
 H. E. Scudder's American Poems. 
 
 The " Original Poems," and Others . By Jane and Ann Taylor. 
 National Rhymes for the Nursery . " George Saintsbury. 
 The Ballad Book . . . . " W. Allingham. 
 Lays of Ancient Rome . . . " Lord Macaulay. 
 Lays of the Scottish Cavaliers . . *' W. E. Aytoun. 
 The Percy Reliques. A Thousand and One Gems of Poetry. 
 
 Scott. Longfellow. Hood. 
 
 Many boys also like the humorous stories in Barham's 
 Ingoldsby Legends. 
 
 Books About Children 
 
 To this section, which is suited more particularly for 
 girls, belong a large number of stories of a very popular kind : 
 stories describing the ordinary life of children of to-day, with 
 such adventures as any of us can have near home. Years ago 
 the favorites were 
 
 The Fairchild Family . .By Mrs. Sherwood. 
 
 Sandlord and Merton . . . . ' Thomas Day. 
 
 But these are not read as they used to be, partly because taste 
 has changed, and partly because so many other books can now 
 be procured. But fifty and more years ago they were in 
 every nursery library. 
 
 The Swiss Family Robinson, 
 
 the most famous family book of all, will be found in the ad 
 venture section, to which perhaps really belong 
 
 Feats on the Fiord, The Settlers at Home, 
 
 by Harriet Martineau, although these two, and 
 
 The Crofton Boys 
 
374 WHAT SHALL WE DO NOW ? 
 
 may be included here. Here also belong Maria Edgeworth's 
 
 Moral Tales for Young People, The Parent's Assistant, 
 
 which, although their flavor is old-fashioned, are yet as inter- 
 esting as ever they were. 
 
 Another writer whose popularity is no longer what it was 
 is Jacob Abbott, the author of a number of fascinating stories 
 of home life (on farms and in the country) in America in the 
 middle of last century. The Franconia stories are these : - 
 
 Beechnut. Mary Erekine. 
 
 Wallace. Mary Bell. 
 
 Madeline. Stuyvesant. 
 
 Caroline. Agnes. 
 
 And this is the Kollo series, intended by Mr. Abbott for rathei 
 younger readers : 
 
 The Little Scholar Learning to Talk. Rollo at Work. 
 
 Rollo Learning to Read. Rollo at School. 
 
 Rollo at Play. Rollo's Vacation. 
 
 A list of other books, which come more or less rightly 
 under the head of "Stories about Children" follows, the 
 earlier ones being better suited to younger readers, and the 
 later ones to older, the age aimed at in this chapter (and 
 indeed in the whole book), ranging from five to fifteen. 
 
 By Kate Douglas Wiggin : 
 
 Polly Oliver's Problem. Timothy's Quest. 
 
 By Louisa M. Alcott : 
 
 Little Women. Little Men. 
 
 Good Wives. Jo's Boys. 
 
 Eight Cousins. An Old-Fashioned Girl. 
 
 Rose in Bloom. Aunt Jo's Scrap Bag. 
 
 Spinning- Wheel Stories. Comic Tragedies. 
 
 The Little Pepper Series, and the Elsie Books. 
 
READING 
 
 375 
 
 By Mrs. Frances Hodgson Burnett : 
 
 Little Lord Fauntleroy. 
 Editha's Burglar. 
 
 By Mrs. Whitney : 
 
 We Girls. 
 
 Faith Gartney's Girlhood. 
 
 By Gelett Burgess : - 
 
 Goops, and How to be Them. 
 
 More Goops, and How Not to be Them. 
 
 The Captain's Youngest. 
 Sara Crew. 
 
 The Gayworthys. 
 Leslie Goldthwaite. 
 
 Goop Tales. 
 
 The Lively City o'Ligg. 
 
 The Burgess Nonsense Book. 
 
 This section is necessarily more incomplete than any of 
 the others, since it is impossible to keep pace with the great 
 number of stories of this kind which are published every 
 Christmas. But a few more may be added : 
 
 Stories Told to a Child . 
 
 The Lost Child .... 
 
 Helen's Babies .... 
 
 The Treasure-Seekers . 
 
 Holiday House .... 
 
 Deeds of Daring done by Girls 
 
 Children of Other Days 
 
 Paleface and Redskin 
 
 The Silver Skates .... 
 
 Molly and Oily . 
 
 Sweetheart Travelers 
 
 Sir Toady Crusoe .... 
 
 Sir Toady Lion .... 
 
 No Relations .... 
 
 Jogging 'Round the World 
 
 A Little Daughter of the Revolution 
 
 A Little Colonial Dame . 
 
 The House of the Red Fox 
 
 The Would-be Witch 
 
 Little Barefoot .... 
 
 Indian Boys and Girls . 
 
 Japanese Child Life 
 
 Little Japs at Home . . . 
 
 Jap Boys and Girls . . . 
 
 By Jean Ingelow. 
 " Henry Kingsley. 
 " John Habberton. 
 " E. Nesbit. 
 " Catherine Sinclair. 
 
 " N. Hudson Moore. 
 
 <( 
 
 " F. Anstey. 
 
 " M. M. Dodge. 
 
 " Mrs. Humphry Ward. 
 
 " S. R. Crockett. 
 
 Hector Malot. 
 Edith Dunham. 
 
 " Miriam Byrne. 
 
 n 
 
 From the German of Auerbaoh, 
 . By Alice Haines. 
 
376 WHAT SHALL WE DO NOW ? 
 
 According to Grandma .... By Alice Hainea. 
 When Grandma was Little . . . " " 
 What Grandma Says ....""" 
 
 Here also belong many of the stories of Miss Yonge, and we 
 might perhaps place Uncle Tom 1 8 Cabin here too. 
 
 Boy and Schoolboy Stories 
 
 In this section are placed stories of modern boys, either 
 at home or at school, and their ordinary home or school ad^ 
 ventures. Among the best are 
 
 Tom Sawyer . . By Mark Twain. 
 
 and 
 
 Bevis ... By Richard Jefferies. 
 
 Others are 
 
 The Story of a Bad Boy By T. B. Aldrich. 
 
 My Boyhood " H. C. Barkley. 
 
 The Swan and her Crew " G. C. Davies. 
 
 Captain Chap " Frank R. Stockton. 
 
 The Tinkham Brothers' Tidemill . . . . " J. T. Trowbridge. 
 
 The best school story will probably always be 
 
 Tom Brown's School Days . . By T. Hughes. 
 
 Among the books of this kind meant rather for grown 
 up readers, but read also by boys, are - 
 
 Huckleberry Fin . . .By Mark Twain. 
 Frank Fairlegh . . . . " F. E. Smedley. 
 The Interpreter . . . . " Whyte Melville. 
 The Human Boy . . . . *' Eden Phillpots. 
 ViceVersA "P. Anstey. 
 
 Adventure Stories 
 
 This is the largest group of books usually described as 
 " for boys," although girls often read them too with hardl} 
 less interest. The first place in this class will probably al- 
 ways be held by Defoe's 
 
 Robinson Crusoe, 
 
READING 377 
 
 and it is likely that most votes for second place would go to 
 The Swiss Family Robinson. 
 
 After these we come to modern authors whose books have 
 been written especially for boys, first among whom is the late 
 Mr. E. M. Ballantyne, the author of, among numerous other 
 books, 
 
 The Coral Island. The Iron Horse. 
 
 The Gorilla Hunters. Fighting the Flames. 
 
 The Dog Crusoe. Erling the Bold. 
 
 The Pirate City. Martin Rattler. 
 
 Ungava. The Fur Traders. 
 
 The Wild Man of the West. The Red Man's Revenge. 
 
 Many of Ballantyne's readers make a point of going through 
 the whole series of his books. The other titles can be col- 
 lected from the advertisement pages at the end of these 
 volumes. With K. M. Ballantyne is usually associated the 
 name of the late W. H. G. Kingston (" Kingston and Ballan- 
 tyne the brave," Stevenson called them in the verses at the 
 beginning of Treasure Island, another book which comes 
 high in this section). Kingston's stories were also very num- 
 erous, but it will serve our purpose here to mention only the 
 following six : 
 
 Peter the Whaler. The Three Commanders. 
 
 The Three Midshipmen. The Three Admirals. 
 
 The Three Lieutenants. From Powder-Monkey to Admiral. 
 
 Several authors have carried on Ballantyne and Kingston's 
 work. Chief among these are Mr. G. A. Henty and Mr. 
 G. Manville Fenn. Here are six of Mr. G. A. Henty's 
 stories : 
 
 Out on the Pampas. In the Heart of the Rockies. 
 
 The Young Colonists. Maori and Settler. 
 
 The Young Franc-Tireurs. Redskin and Cowboy. 
 
378 WHAT SHALL WE DO NOW ? 
 
 And here are eight of Mr. G. JVIanville Fenn's : 
 
 Brownsmith's Boy. The Golden Magnet. 
 
 Bunyip Land. Fix Bay'nets. 
 
 Bevon Boys. Jungle and Stream. 
 
 Dick o- the Fens. Meuhardoc. 
 
 Mr. Max Pemberton, author of 
 
 The Iron Pirate. The Impregnable City. 
 
 "Q." (Mr. Quiller Couch), author of 
 
 Dead Man's Rook. The Silver Spur, 
 
 and Mr. David Kerr, author of 
 
 The Boy Slave in Bokhara Cossack and Czar. 
 
 Lost Among the White Africans. Old Tartar Deserts. 
 
 The Wild Horseman of the Pampas Prisoner among Pirates. 
 
 Jules Yerne is a French writer, but his stories have al- 
 ways quickly been translated into English, many of them by 
 Mr. Henry Frith. Their titles are a good guide to their subject, 
 for Jules Yerne goes to science for some wonderful invention, 
 such as a submarine boat or a flying machine, and then sur- 
 rounds it with extraordinary adventures. Among his best 
 books are 
 
 Twenty Thousand Leagues under The Clipper of the Clouds. 
 
 the Sea. From the Earth to the Moon. 
 
 Round the World in Eighty Days. The Mysterious Island. 
 
 Five Weeks in a Balloon. A Journey to the Centre of the 
 The English at the North Pole. Earth. 
 
 First of English inventors of fantastic stories of adven- 
 ture is Mr. Eider Haggard. His three most popular books 
 are 
 
 King Solomon's Mines. She. Allan Quatermain. 
 
 The books already named, with the exception of Robin- 
 son Crusoe, were written especially for boys. Other books 
 which were not so intended, but have come to be read more 
 
READING 379 
 
 by boys than any one else, include Fenimore Cooper's Indian 
 stories, of which these are four : 
 
 The Last of the Mohicans. The Deerslayer. 
 
 The Pathfinder. The Bee Hunters. 
 
 Other Indian stories are those of Gustave Aimard, translated 
 from the French, among which are these : 
 
 The Last of the Incas. The Gold-Seekers. 
 
 The Trail Hunter. The Red River Half-Speed. 
 
 The Indian Scout. The Border Rifles. 
 
 The Trappers of Arkansas. 
 
 These are, of course, North American tales. Other North 
 American tales are those of Captain Mayne Keid, which in- 
 clude 
 
 The Boy Hunters. The Desert Home. 
 
 The Boy Slaves. The Forest Exiles. 
 
 Bruin, or The Grand Bear Hunter. The Giraffe Hunters. 
 
 The Bush Boys. The Headless Horseman. 
 
 The Castaways. The Rifle Rangers. 
 
 The White Chief. The Scalp Hunters. 
 
 In this section belong the books of Mr. George Bird Grinnell, 
 author of 
 
 Jack in the Rockies Jack Among the Indians. 
 
 Jack, the Young Ranchman. Jack, the Young Canoeman. 
 Jack, the Young Trapper. 
 
 Also Harold Bindloss' 
 
 The Young Traders. 
 
 And to this section belong also stories of the sea, several of 
 which have already been mentioned. High among these are 
 Captain Marryat's 
 
 Poor Jack, Masterman Ready, 
 
 together with many of his tales intended originally for older 
 readers, such as 
 
 Jacob Faithful. Peter Simple. 
 
 Mr. Midshipman Easy. Snarleyyow, 
 
380 WHAT SHALL WE DO NOW ? 
 
 Mr. Clark Russell's stories : 
 
 The Wreck of the "Grosvenor." An Ocean Free-Lance. 
 
 The Golden Hope. The Frozen Pirate. 
 
 Here also belong Mr. Kipling's 
 
 Captains Courageous, 
 
 and an old sea favorite 
 
 Two Years Before the Mast . . . By R. H. Dana. 
 
 Other good sea books, not fiction : 
 
 My First Voyage By W. Stones. 
 
 The Voyage of the " Sunbeam " . . " Lady Brassey. 
 
 The Cruise of the " Cachalot . . . " F. T. Bullen. 
 
 The Cruise of the " Falcon " . . . " E. F. Knight. 
 
 Historical Stories for Boys 
 
 New historical stories are published in great numbers 
 every year. The most popular author of this kind of book 
 for boys is Mr. G. A. Henty, among whose very numerous 
 historical tales, all good, are 
 
 At Aboukir and Acre. The Lion of St. Mark. 
 
 At'Aginoourt. Maori and Settler. 
 
 Bonnie Prince Charlie. St. Bartholomew's Eve. 
 
 By Right of Conquest. Under Drake's Flag. 
 
 The Dash for Khartoum. With Clive in India. 
 
 In the Reign of Terror. With Frederick the Great 
 
 With Moore at Corunna. With Lee in Virginia. 
 
 By Kev. A. J. Church 
 
 The Chantry Priest of Barnet. Stories from English History. 
 
 The Count of the Saxon Shore. With the King at Oxford. 
 
 Other good historical tales : 
 
 Stories from Froissart ... By Henry Newbolt. 
 
 The Scottish Chiefs .... " Jane Porter. 
 
 The Children of the New Forest . " Captain Marryat. 
 
 A Monk of Fife .... " Andrew Lang. 
 
 Grettir the Outlaw .... " Baring Gonld. 
 
READING 381 
 
 The Story of Burnt Njal ... By Sir George Dasettt. 
 Lorna Doone . . . . . u R. D. Blackmore. 
 
 In Old Egypt " H. P. Mendes. 
 
 An Island Story . . . . " H. E. Marshall. 
 
 Scotland's Story . . . . " " " 
 
 By K. L. Stevenson 
 
 The Black Arrow. Kidnapped. David Balfour. 
 
 By Charles Kingsley 
 
 Hereward the Wake. Westward Ho! 
 
 By Conan Doyle 
 
 Micah Clarke The White Company. 
 
 The Refugees. 
 
 By Stanley J. Weyraan 
 
 The House of the Wolf. The Man in Black. 
 
 Under the Red Robe. A Gentleman of France. 
 
 By Mr. Andrew Balfour 
 
 By Stroke of Sword. To Arms ! 
 
 By Mark Train - 
 
 The Prince and the Pauper. Personal Recollections of Joan of Arc. 
 
 There are also historical stories more particularly in- 
 tended by their authors for grown-up readers, but which boys 
 and girls can, however, find quite interesting enough, even if 
 much has to be skipped. First among these are Sir Walter 
 Scott's novels : 
 
 Ivanhoe. Rob Eoy. 
 
 Kenilworth. The Abbot. 
 
 Woodstock. The Monastery. 
 
 Quentin Durward. The Talisman. 
 
 Other writers and books follow. By Alexandre Dumas 
 The Three Musketeers. Marguerite de Valois. 
 
 Twenty Years After. Chicot the Jester. 
 
 The Vioomte de Brageleonne. The Forty-five Guardsmen. 
 
382 WHAT SHALL WE DO NOW? 
 
 By Charles Dickens 
 
 Barnaby Rudge. A Tale of Two Cities. 
 
 By Lord Lytton 
 
 Rienzi. The Last of the Barons. 
 
 Harold. The Last Days of Pompeii. 
 
 Animal Books 
 
 First among the animal books are Mr. Kipling's two 
 Jungle Books. Two other beast stories by Mr. Kipling are 
 " Moti Guj, Mutineer," the tale of a truant elephant, which is 
 in Life's Handicap and " The Maltese Cat," a splendid tale 
 of a polo pony, which is in The Day's Work. Next to these 
 comes Mr. E. Thompson-Seton's Wild Animals I Have 
 Known. The lives of animals by themselves, or by some one 
 who knows everything about them, are always favorite books 
 with small readers. Among the best are these : 
 
 Black Beauty (the story of a horse) By Mrs. Sewell. 
 
 Conrad the Squirrel . . . " the author of Wandering Willie. 
 
 The Story of the Red Deer . . " J. W. Fortescue. 
 
 Every Inch a King (the story of a dog) " Anon. 
 
 The Lives of the Hunted . . " E. Thomson-Seton. 
 
 The Trail of the Sandhill Stag . " " " 
 
 The Adventures of a Siberian Cub " Leon Golschmann. 
 
 The Autobiography of a Grizzly. " E. Thompson-Seton. 
 
 The best tale of a bear is perhaps Bret Harte's " Baby Syl- 
 vester," which will be found in one of his volumes of short 
 stories. Good animal stories are scattered about other collec- 
 tions of short stories. In Mr. Anstey's Paleface and Redskin 
 are stories of dogs. 
 
 Mr. Lang's 
 
 Red Book of Animal Stories 
 
 has both dogs and cats in it, and many other creatures too. 
 Here also should be placed Mr. Warde Fowler's 
 
 Tales of the Birds. 
 
READING 383 
 
 Other very popular animal books are Mr. Joel Chandler 
 Harris's 
 
 Nights with Uncle Remus, Mr. Rabbit at Home, 
 
 Uncle Remus and Brer Rabbit (largely illustrations), 
 
 and the same author has written also 
 
 The Story of Aaron, Aaron in the Wild Woods, 
 
 which are stories not only of animals, but of people too ; and 
 here, perhaps, may be placed jEsop's Fables. 
 
 Wood Magic . . . By Richard Jefferies 
 
 is an attempt to do for English wild life somewhat the same 
 service that Mr. Kipling performed for India. 
 
 Other open air and animal books are : 
 By the Eev. J. G. Wood 
 
 By Back-yard Zoo. Pet Land. 
 
 Pet Land revisited. A Tour Round My Garden. 
 
 Also 
 
 Curiosities of Natural History . . By Frank Buckland. 
 
 White's Selborne Edited by Frank Buckland. 
 
 Wanderings in South America . . By Charles Waterton. 
 
 Wild Traits in Domestic Animals . - " Louis Robinson. 
 
 The Voyage of the " Beagle " . . " Charles Darwin, 
 
 Ants, Bees, and Wasps . . . . "Sir John Lubbock. 
 On the Senses, Instincts, and Intelligence (Lord Avebury). 
 
 of Animals " " " 
 
 Bob, Son of Battle " " " 
 
 A series of very interesting scientific books, under the 
 general title " The Komance of Science," is published by the 
 Society for Promoting Christian Knowledge. Among these 
 volumes are 
 
 The Making of Flowers .... By Professor Henslow. 
 
 The Birth and Growth of Worlds . . " Professor Green. 
 
 Spinning Tops . . . . . " Professor Perry. 
 
 Time and Tide " Sir Robert Ball. 
 
384 WHAT SHALL WE DO NOW ? 
 
 The same publishers also issue a series of " Natural History 
 Rambles," including 
 
 In Search of Minerals . . . . By D. T. Ansted. 
 
 Lane and Field " the Rev J. G. Wood. 
 
 Ponds and Ditches " M. C. Cooke. 
 
 Underground " J. E. Taylor. 
 
 The Woodlands " M. C. Cooke. 
 
 The Sea-shore " Professor Duncan. 
 
 There is also a new series, called " The Wonder Books of 
 Science," of which 
 
 The Wonder Book of Volcanoes and Earthquakes, and 
 The Wonder Book of the Atmosphere 
 
 are the first. 
 
 Other good scientific yet very entertaining books : 
 
 The Fairyland of Science . . . By A. B. Buckley. 
 Through Magic Glasses .... " 
 
 Life and Her Children . . . . " " " 
 
 The Romance of the Insect World . . " Miss L. Badenoch. 
 
 The Ocean MM 
 
 Glaucus " Charles Kingsley. 
 
 Madam How and Lady Why ... " " 
 
 The Old Red Sandstone .... " Hugh Miller. 
 
 The Testimony of the Rooks . 
 
 Homes without Hands . . . . " Rev. J. G. Wood. 
 
 Sun, Moon, and Stars . . . . "A. Giberne. 
 
 The Story of the Heavens ... u Sir Robert Ball. 
 
 Other Worlds than Ours . . . " R A. Proctor. 
 
 The Orbs around Us .... 
 
 The Boys' Book of Inventions . . " R. S. Baker. 
 
 Extinct Animals " E. Ray Lankester. 
 
 Electricity for Young People . . " Tudor Jenks. 
 
 History 
 
 A good deal of more or less truthful history will be found 
 in the section given to historical tales (see page 380). Here 
 follows a small list of more serious historical books which also 
 are good reading : 
 
READING 
 
 385 
 
 Tales of a Grandfather . 
 
 Stories from English History . 
 
 Lives of the Queeus of England 
 
 Cameos from English History (several series) 
 
 Stories from Roman History . 
 
 Deeds that Won the Empire . 
 
 Fights for the Flag .... 
 
 By Sir Walter Scott. 
 " Kev. A. J. Church. 
 " Agnes Strickland. 
 
 C. M. Younge. 
 
 Mrs. Beesley. 
 
 W. H. Fitchett. 
 
 Books of Travel 
 
 It is not important that travel books 
 should be written especially for young 
 readers. Almost all records of travel 
 contain some pages of interest, what- 
 ever the remainder may be like. The 
 fact that 2 book describes wanderings 
 in a far country is enough. 
 
 But the books by Commander Rob- 
 ert E. Peary and his wife deserve 
 mention. 
 
 Snowland Folk. 
 The Snow Baby. 
 Children of the Arctic. 
 
 The Treatment of Library Books 
 On this page is given a copy of the 
 
 book mark which a clergyman, Mr. 
 
 Henry Maxson, prepared for the use 
 
 of the readers in the children's section 
 
 of a library in Wisconsin. 
 
 BOOK MARK 
 
 ONCE upon a time a Library 
 Book was overheard talking 
 to a little boy who had just 
 borrowed it. The words 
 seemed worth recording, and 
 here they are: 
 
 " Please don't handle me 
 with dirty hands. I should 
 feel ashamed to be seen when 
 the next little boy borrowed 
 me. 
 
 " Or leave me out in the 
 rain. Books can catch cold 
 as well as children. 
 
 " Or make marks on me 
 with your pen or pencil. It 
 would spoil my looks. 
 
 " Or lean on me with your 
 elbows when you are reading 
 me. It hurts. 
 
 " Or open me and Jay me 
 face down on the table. You 
 wouldn't like to be treated so. 
 
 " Or put in between my 
 leaves a pencil or anything 
 thicker than a single sheet of 
 thin paper. It would strain 
 my back. 
 
 " Whenever you have fin- 
 ished reading me, if you are 
 afraid of losing your place, 
 don't turn down the corner of 
 one of my leaves, but have a 
 neat little Book Mark to put 
 in where you stopped, and 
 then close me and lay me 
 down on my side, so that I 
 can have a good, comfortable 
 rest. 
 
 " Remember that I want to 
 visit a great many other little 
 boys after you have done 
 with me. Besides, I may 
 meet you again some day, 
 and you would be sorry to see 
 me looking old and torn and 
 soiled. Help me to keep 
 fresh and clean, and I will 
 help you to be happy." 
 
APPENDIX OF HOLIDAY GAMES 
 
HOLIDAY GAMES 389 
 
 The following games have been selected with the hope that 
 the holiday hostess may find among them delightful suggestions 
 or even ready-made programs for holiday parties. In addition 
 to the new games appropriate to each day, page references are 
 given to other games in the volume especially suited to the cele- 
 bration in question, and the chapter on Games for a Party gives 
 many others which will make merriment on any occasion. 
 
 NEW YEAR'S DAY 
 January 1 
 
 Ships of Fortune 
 
 The Ships of Fortune take a little trouble to prepare but are 
 well worth it in fun. Make, according to the directions given on 
 page 298, as many walnut shell boats as you expect to have 
 guests. Omit the sails. Fill a large, low tub or pan more than 
 half full of water and gather the fortune-seekers about it on the 
 floor, presenting each with a boat, marked in some way with a bit 
 of color to identify it. Then each lights his candle and the 
 shells are launched simultaneously on the "sea of life." The 
 fate of his boat is supposed to indicate the owner's course dur- 
 ing the coming year. If the light burns steadily to the end and 
 the boat rides safely, a happy, successful year is predicted; if 
 two boats travel side by side, or cross each other's path, the same 
 is foretold for their owners; if a boat clings to the side of the 
 tub it shows the owner will not travel, and vice-versa. The 
 watchers can invent much laughable prophecy, according to the 
 movements of the little fleet. It is a good plan to stir the water 
 with a stick, or gently move the tub occasionally to create re- 
 newed activity. 
 
 New Year Resolutions 
 
 This is a trick game which requires two initiated players, 
 one of whom professes to be able to guess a New Year resolution 
 
390 WHAT SHALL WE DO NOW? 
 
 of each person present. Each person writes a resolution on a 
 slip of paper, folds it and puts it in a hat. The hat, containing 
 all the resolutions, folded alike, is placed before the "seer." 
 This person has previously and secretly learned from the other 
 person in the secret the exact wording of his resolution. He 
 begins by taking out one of the papers and before opening it an- 
 nounces the resolution he has previously learned. He asks if any 
 one made such a resolution, the person admits it, and the seer, 
 opening the paper, triumphantly repeats the words, at the same 
 time memorizing the resolution that is actually written on the 
 paper he has drawn. He then proceeds as before, each time, 
 while seeming to confirm his guess, learning the next resolution. 
 Of course, no one must be allowed to look over his shoulder and 
 he must not be required to show the papers. If he manages 
 cleverly the audience is truly amazed at his mystic power. 
 
 Testing the Fates 
 
 Place twelve lighted candles in a row or large circle on the 
 floor, each candle being of a different color and labeled to rep- 
 resent a different month of the year. Each player in turn then 
 jumps over the candles and if he succeeds in jumping over all 
 without putting out one, he is assured of happiness and prosperity 
 throughout the year. But if he extinguishes one or more of 
 them he will suffer some ill luck in the month represented by 
 that candle. 
 
 New Year Spin the Platter Game 
 
 This is played according to the directions for Spin the Plat- 
 ter given on page 17, except that the players, instead of taking 
 numbers or names of towns, each represent a month of the year. 
 
 Charades and tableaux always make fun for an indoor 
 holiday celebration, especially for family groups of old and 
 young. Descriptions of some of these games are given on pages 
 106-109. 
 
HOLIDAY GAMES 39 1 
 
 LINCOLN'S BIRTHDAY 
 February 12 
 Who Am I? 
 
 An excellent game to open a large party, particularly if the 
 guests are not all acquainted, is a historical character guessing 
 game. Provide a large number of slips, each bearing the name 
 of some well-known person in United States history. Pin one 
 on the back of each arrival, being sure that he or she does not 
 see the name. The person must then guess who he is, by asking 
 questions about himself of the other guests. As soon as he 
 guesses the name on one slip he may have another, and a prize 
 may be given to the person guessing the greatest number. 
 
 (This game is also adaptable to a literary party, by using 
 names of books and authors.) 
 
 Lincoln Anagrams 
 
 Give each player a slip bearing the anagrams listed on the 
 left below, plainly printed with space opposite each for the 
 solution, to be made by rearranging the letters to spell some 
 word connected with Lincoln's history. 
 
 1. nillocn (Lincoln) 
 
 2. enykuctk (Kentucky) 
 
 3. macirean (American) 
 
 4. ohtens bea (Honest Abe) 
 
 5. airl pertilts (rail splitter) 
 
 6. luribacepn ( Republican ) 
 
 7. warely (lawyer) 
 
 8. renpetids ( president ) 
 
 9. aervyls (slavery) 
 
 10. oftr ertmus (Fort Sumter) 
 
 11. tobialnio (abolition) 
 
 12. utetgygbsr ( Gettysburg) 
 
 Breaking the Chain 
 Several children chosen as slaves stand in the center of a 
 
392 WHAT SHALL WE DO NOW? 
 
 circle made by the other players with linked arms and hands 
 clasped in front. The slaves then try to break free as the chain 
 revolves about them. When all are free a new lot of slaves may 
 be chosen. 
 
 The game entitled Pictures and Titles on page 55 may be 
 adapted to Lincoln's birthday by calling for drawings of scenes 
 in Lincoln's life. 
 
 ST. VALENTINE'S DAY 
 
 February 14 
 St. Valentine's Post 
 
 One of the players is chosen as postman, while the leader 
 of the game is the postmistress. The postman is blindfolded 
 and seated in the center of a circle of seated players. There 
 should be no empty chair. The postmistress whispers to each 
 person in the circle the name of a city or town on a list prepared 
 beforehand. She then stands outside the circle and calls, "I 
 have sent a Valentine from New York to San Francisco!" and 
 the players representing those cities must exchange places, while 
 the blind postman tries to catch one of them. When he succeeds 
 he is rewarded with a Valentine in an envelope bearing his name 
 and the person caught takes his place as postman. It is well to 
 play until each one has received a Valentine. These should be 
 prepared beforehand, one for each guest. 
 
 A Heart Hunt 
 
 A heart hunt, similar to the familiar peanut hunt, makes 
 an attractive opening game for a Valentine party. The hearts 
 may be small ones cut from red cardboard or tiny candy hearts, 
 and should be hidden in every conceivable nook and cranny 
 throughout the rooms devoted to the party, before the guests 
 
HOLIDAY GAMES 393 
 
 arrive. Each hunter should be provided with a small heart- 
 haped paper basket in which to collect the hearts. 
 
 The game is made somewhat more exciting by using differ- 
 ent colored hearts, rated differently ; for instance, a white heart 
 counting 1, a blue one 2 and a red one 3. The player with the 
 highest ''score" at the end of five (or ten) minutes will be the 
 winner, regardless of the number of hearts. 
 
 Cupid Is Coming 
 
 This is a good game for a quiet interval in a Valentine 
 party. Seat the players in a circle. The leader then says, 
 1 ' Cupid is coming, ' ' and the person at her left must provide an 
 adverb beginning with A describing how he is coming, for in- 
 stance, ''absurdly" or "adoringly" or "agilely." The next 
 player gives an adverb beginning with B, the next C, and so on 
 through the alphabet. Great rapidity must be insisted upon 
 and forfeits required of players who are not ready. 
 
 Other games suitable for this day are Ruth and Jacob on 
 page 23, Consequences on pages 68 and 69, and I Love My Love 
 on page 88. 
 
 WASHINGTON'S BIRTHDAY 
 
 February 22 
 Washington Pi 
 
 Supply each player with a pencil and a card containing the 
 list of Washington anagrams given on the left below, the object 
 being to guess and write the solutions opposite. At the end of 
 ten minutes the correct answers are read and the person having 
 a perfect list is proclaimed winner. 
 
 1. astighownn (Washington) 
 
 2. burrefay (February) 
 
 3. hyrecr eret (cherry tree) 
 
394 WHAT SHALL WE DO NOW? 
 
 5. ariottp (patriot) 
 
 6. mettsaans (statesman) 
 
 7. tomun nervon (Mount Vernon) 
 
 8. derpneist (president) 
 
 9. ulernoiovt (Revolution) 
 
 10. lealvy reogf (Valley Forge) 
 
 11. ealwadre ( Delaware ) 
 
 12. rafbet fo ish utorcny (Father of his country) 
 
 A Hatchet Hunt 
 
 This is similar to the Heart Hunt described among the 
 Valentine's Day games, but instead of concealed hearts, several 
 hundred little cardboard hatchets are used, the number of 
 minutes set for the hunt depending on the quantity hidden and 
 the difficulty of their hiding places. 
 
 The games of Who Am I ? and Pictures and Titles described 
 for Lincoln's Birthday are also suitable for "Washington's 
 Birthday. The Yes and No games described on page 94 are 
 easily adapted to Washington subjects. 
 
 APRIL FOOL'S DAY 
 
 April 1 
 
 Obstacle Race 
 
 Uninitiated players must volunteer for this race which may 
 be prepared for two or more contestants, according to the space 
 available. Clear a space down the center of the room and place 
 a row of similar obstacles for each contestant, the articles in 
 each row being three or four feet apart. These articles are a 
 sofa cushion, a lighted candle, and a bowl of water. After 
 the contestants have seen the obstacles and measured the dis- 
 tance with their eyes, they are blindfolded and told to walk to 
 the end of the course, avoiding the obstacles. As soon as their 
 
HOLIDAY GAMES 395 
 
 eyes are covered all the articles are quickly and silently re- 
 moved, making the efforts to avoid them irresistibly laughable. 
 
 An April Tableau 
 
 A large mirror or pier glass is necessary for this trick. It 
 should be placed in a bay window or doorway behind curtains 
 that can be readily drawn aside at the right moment. It is 
 better to prepare this trick in an out of the way corner or to 
 place a table before the curtain so that no one will investigate 
 too soon. At the chosen moment arrange the spectators before 
 the curtained mirror in a close group, sitting, kneeling and 
 standing, so that all may see. When all are ready, pull the cur- 
 lain back and disclose the reflected tableau of expectant "April 
 fools." "We are April Fools" may be written in soap at the 
 top of the mirror beforehand. 
 
 Circus Peep Show 
 
 The peep show is made by cutting away the ends of a box 
 about two and a half feet long and a foot and a half high, and 
 substituting gay curtains at each end. Paste translucent paper 
 over the top of the box, leaving a space in the center for an ad- 
 justable cardboard slide. Place the box on a stand or table 
 (about chin height of the intended spectators) in a good light. 
 Prepare a list of circus animals and characters and announce 
 exhibition of two at a time for instance, ''the fierce lion and 
 the lady trainer" or "the funniest clown on earth and the 
 biggest elephant." Select a girl and a boy for the first view 
 and let them simultaneously draw the curtains at each end of 
 the box. Withdraw the slide from the center at the same 
 instant, and the "fierce lion" and the "lady trainer" confront 
 each other. They must of course, keep the secret and enjoy 
 the joke on the succeeding couples to "peep." (A pretense 
 
396 WHAT SHALL WE DO NOW? 
 
 at rearranging the show should be made before announcement 
 of each new exhibit.) 
 
 Other games suited to April Fooling are The Donkey's 
 Tail, and The Blind Feeding the Blind on page 5, Blowing Out 
 the Candle on page 6, The Whistle on page 8, The Concerted 
 Sneeze on page 27, Old Maid's Birthday on page 81, and Mak- 
 ing Obeisance and Mesmerism on page 99. 
 
 EASTER 
 Variable between March 22 and April 25 
 
 The Giant Cobweb 
 
 This game is always a favorite, though it takes consider- 
 able trouble to prepare. From the claws of a huge paper 
 spider suspended in the center of the room hang as many ends 
 of colored twine as there are guests. Each person is told to 
 follow the string until he comes to the end, winding as he goes. 
 The balls have been previously wound among table and chair 
 legs, around doorknobs, in and out the stair rails in fact every- 
 where in the most complicated manner possible. An Easter 
 egg or small gift should be tied to the hidden end of each 
 string. 
 
 An Egg Hunt 
 
 An egg hunt, similar to that described as a Heart Hunt 
 in the Valentine games, is always successful at an Easter party. 
 Either colored paper eggs or tiny candy eggs may be used. 
 
 Easter Ribbon Race 
 
 This is a contest for two or more players. If three are to 
 play at a time, place three similar chairs at the end of the room 
 and to the back of each fasten a strip of crepe paper (or colored 
 cheesecloth) four or five yards long and an inch and a half 
 
HOLIDAY GAMES 397 
 
 wide. Stretch these "ribbons" as far as they will go and give 
 an end to each contestant, being sure the strips are exactly the 
 same length. Supply each with a good pair of scissors and at 
 a given signal let all begin to cut through the center of the 
 strip toward the chair. The one who reaches the chair first 
 without cutting off the edge of the strip wins. 
 
 An Egg Race 
 
 For the egg race select leaders for two even sides. Place 
 six hard boiled Easter eggs in a row, about a foot apart, on 
 each side of the room, with a basket at the end of each row. 
 The leader of each side is provided with a large wooden spoon 
 (these must be alike) and at a given signal starts to pick up 
 the eggs in his row and place them in the basket. Having done 
 this, he replaces the eggs as they were, on the floor and hands 
 the spoon to the next player on his side, who repeats the proc- 
 ess. The side which first finishes wins. Any help from the 
 other hand or the foot disqualifies a player and she must begin 
 again. 
 
 The Dancing Egg on page 124 and Hen and Chickens on 
 page 130 are other appropriate Easter games. 
 
 MAY DAY 
 
 May 1 
 
 Nothing is more appropiate to May Day than the delight- 
 ful old English May Day games, of which a number are given 
 in this volume. Nuts in May, page 12, London Bridge, page 
 15, Lady Queen Anne, page 20, The Mulberry Bush, page 28, 
 Looby, Looby, page 29, The Muffin Man, page 32, Tom Tiddi- 
 ler's Ground, page 129, Hen and Chickens, page 130, and Hunt 
 the Squirrel, page 153 are especially appropriate. 
 
398 WHAT SHALL WE DO NOW'? 
 
 INDEPENDENCE DAY 
 
 July 4 
 
 What Will You Bring to the Picnic? 
 
 A trick game that is most successful if the leader alone 
 knows the secret, till it is guessed. He should announce that 
 he intends giving a picnic but that it depends upon what two 
 articles each guest decides to contribute toward the lunch, 
 whether or not he shall be invited. The leader, who, by the 
 way, must be well-enough acquainted with the company to know 
 the initials of each one present, proceeds to ask each in turn 
 what he or she will contribute. If, in answer to the question, 
 ''What will you bring to the picnic ?" a person names articles 
 which do not begin with the initial of either her first or last 
 name, she is told she may not go, but if, for instance, her name 
 is Sally Jones and she chooses to bring sandwiches and peaches, 
 she is made welcome. If she should select sandwiches and jelly 
 she is made doubly welcome! Each player answers the ques- 
 tion, the object being for the company to guess the cause for 
 acceptance or rejection of their contributions. 
 
 Red, White and Blue Toss 
 
 Out of heavy cardboard cut nine discs about five inches in 
 diameter, and paint, or cover them with red, white and blue 
 paper, making three of each color. The game consists of throw- 
 ing these into a basket from a distance of six feet. A waste 
 paper basket will do. To play it by sides, mark the distance 
 of six feet from opposite sides of the basket, assigning a side 
 to each team. Each team then plays five rounds, ninety being 
 the highest possible score for each player, a red disc in the bas- 
 ket counting 1, a white disc 2 and a blue, 3. The sides should 
 alternate in play, each individual player throwing all nine discs 
 and making her score to be reckoned in her team's total. The 
 
HOLIDAY GAMES 399 
 
 greatest total score of all the players on a side wins the con- 
 test. Of course, the game may be played without sides, the 
 single winner of the highest score being victor. 
 
 Battle Guessing Contest 
 
 A quiet interval in a Fourth of July party may be pro- 
 vided in guessing Battle anagrams. Give each player a pencil 
 and a card bearing the mixed letters, given below, of the names 
 of famous battles. The person guessing the most battles by 
 rearranging the letters, should receive a prize. If the players 
 are younger children it would be well to confine the list to 
 familiar battles of United States history, substituting these for 
 the European battles on the list below. 
 
 1. hortaman (Marathon) 
 
 2. rolawote (Waterloo) 
 
 3. geixontln (Lexington) 
 
 4. redunv (Verdun) 
 
 5. yeccr (Crecy) 
 
 6. taghinss (Hastings) 
 
 7. alimna (Manila) 
 
 8. moleepythar (Thermopylae) 
 
 9. surteggytb (Gettysburg) 
 
 10. renbuk'lihl (Bunker Hill) 
 
 11. motapxopat (Appomatox) 
 
 12. wooyrktn (Yoi-ktown) 
 
 Flag Contest 
 
 Display the flags of fifteen or twenty different countries 
 on a strip of white canvas or a plain wall, numbering each, and 
 retaining a correct list of the flags numbered correspondingly. 
 The players are provided with paper and pencil and pass before 
 the flags, writing the name of the country to which each be- 
 longs opposite its number. The person identifying the greatest 
 number wins. 
 
400 WHAT SHALL WE DO NOW? 
 
 A Torpedo Hunt 
 
 For the torpedo hunt, each player is provided with 
 a paper bag in which to collect torpedoes, hidden within a 
 specified area. A prize of a flag may be given to the finder of 
 the greatest number, and the torpedoes and bags be utilized 
 rn a grand salute to the prize. 
 
 Old Soldier, page 13, The Sergeant, page 24, and Tug of 
 "War, page 38, as well as all the games in the chapter on Out- 
 door Games for Boys, are suitable for an Independence Day 
 party. 
 
 HALLOWE'EN 
 
 October 31 
 
 The Three Bowls of Fortune 
 
 Place in a row on a table three bowls, one empty, one con- 
 taining clear water, and the other milky water. The girl wish- 
 ing to try her fortune is blindfolded, turned-about three times 
 and led to the bowls. She is then told to put her left hand into 
 one of them. If she touches the clear water she will marry a 
 bachelor ; if the milky water, a widower ; if the empty bowl, she 
 will remain unmarried. This ceremony should be repeated 
 three times, and the hand dipped twice in the same bowl to 
 make the test doubly sure. 
 
 A Raisin Race 
 
 This provides lots of fun for the spectators as well as for 
 the performers. In the exact center of a piece of clean white 
 string one yard long a large fat raisin is tied securely. The 
 two contestants with hands tied or clasped behind them then 
 chew the two ends of the string simultaneously. The one who 
 reaches the raisin first wins. 
 
HOLIDAY GAMES 401 
 
 The Ring and the Goblet 
 
 The equipment for this fortune telling experiment is a 
 wedding ring or light key, a long hair plucked from the ex- 
 perimenter's head, and a glass containing a little water. Pass 
 the hair through the ring so that the ring will swing freely in 
 the glass, then say the alphabet slowly. The letters on which 
 the ring strikes the glass will spell the name of the experi- 
 menter's fate. 
 
 Other games suitable for a Hallowe'en frolic are Shadow 
 Buff on page 5, Blow Out The Candle and Apple-Snapping on 
 page 6, Eyes, Making Obeisance, and Mesmerism on page 
 99, the Thought Reading Tricks on pages 100 and 102, Witches 
 on page 131, The Cat Alphabet on page 166, and Shadows On 
 The Wall, page 279. 
 
 THANKSGIVING DAY 
 The Last Thursday of November 
 
 The Headless Turkey 
 
 This game is an adaptation of The Tailless Donkey, par- 
 ticularly appropriate to Thanksgiving Day. A large silhouette 
 of a headless turkey cut from black paper or muslin and pasted 
 on a sheet, is tacked firmly across a doorway or upon a wall. 
 Each member of the party is given a pin and a black muslin 
 turkey head which if rightly placed will fit the turkey. Then 
 each in turn is blindfolded at the opposite side of the room, 
 turned three times, and directed toward the turkey. The ef- 
 forts to pin the head on the right spot are most amusing. 
 
 A Nut Race 
 
 The Potato Race described on page 40 makes a good Thanks- 
 giving game, and a more difficult and exciting adaptation of 
 this is A Nut Race, played similarly, but with nuts picked up 
 and carried to the goal on the end of a dinner knife. 
 
402 WHAT SHALL WE DO NOW? 
 
 Charades and tableaux as described on pages 106-109 are 
 also recommended for family fun on Thanksgiving Day. 
 
 CHRISTMAS DAY 
 
 December 25 
 
 The Night Before Christmas 
 
 This is an adaptation of Family Coach (see page 33) suit- 
 able for a Christmas party. The players sit in a large circle and 
 to each one is whispered a word occurring in Moore's well 
 known <<7 Twas the Night Before Christmas, " such words, for 
 instance, as house, mouse, reindeer, mama, Donner, Blitzen, 
 stocking, etc. If there are few players, two or even three words 
 can be given to each. Then the person in the center of the ring 
 reads or repeats the poem and each player as her word is men- 
 tioned, rises and turns around. At any time the reader is 
 privileged to cry "St. Nicholas!" when all must change seats 
 and the reader tries to secure one. If she is successful the 
 player who is left standing must continue the story. 
 
 Christmas Stockings 
 
 Pin or araw on a sheet tacked to the wall a full sized fire 
 place with a mantelpiece but do not make it too high if the 
 players are to be small children. Provide each player with a 
 small empty stocking and a pin, blindfold each in turn and 
 tell him to hang the stocking on the mantelpiece. If he succeeds, 
 drop a small toy into the stocking before removing the handker- 
 chief from his eyes. If the stocking is out of place it remains 
 empty unless a second try for the unsuccessful is agreed upon. 
 
 Christmas Music 
 
 Magic Music as described on page 9 may be made especially 
 appropriate for a Christmas party by choosing a hollyberry a 
 
HOLIDAY GAMES 
 
 the object to be sought and playing Christmas music during 
 the search. 
 
 What Do I See? 
 
 This is a good memory game for any occasion but there is 
 particular fun in it when Christmas gifts received are on dis- 
 play. On a table place a collection of from 25 to 30 articles. 
 The following are suggested unless a collection of Christmas 
 gifts is available: A spool of thread, a pair of scissors, a pic- 
 ture frame, a thimble, a knife, a pencil, a paper weight, a box, 
 a book, in fact any easily recognizable objects. Let all the 
 players examine the articles for three minutes, then cover them 
 carefully out of sight. Give each player a pencil and paper 
 and let him make a list of as many of the things as he can re- 
 member. The best memory wins the prize. 
 
 Blowing Out The Candle on page 6 may be played with 
 lighted candles of a Christmas tree. Bag and Stick on page 7 
 is also a good Christmas game. 
 
 THE END 
 
INDEX OF HOLIDAY GAMES 
 
 Anagrams, Lincoln, 391 
 Apple snapping, 6 
 April tableau, an, 395 
 
 Bag and stick, 7 
 Battle guessing contest, 399 
 Blind feeding the blind, 5 
 Blowing out the candle, 6 
 Breaking the chain, 391 
 
 Cat alphabet, 166 
 Charades, 106 
 Christmas music, 402 
 Christmas stockings, 402 
 Circus peep-show, 395 
 Cobweb, giant, the, 396 
 Concerted sneeze, the, 27 
 Consequences, 68-69 
 Cupid is coming, 393 
 
 Dancing egg, the, 124 
 Donkey's tail, the, 5 
 
 E 
 
 Easter ribbon race, 396 
 Egg hunt, an, 396 
 Egg race, an, 397 
 Eyes, 99 
 
 P 
 
 Flag contest, 399 
 Fortune, three bowls of, 400 
 ships of, 389 
 
 G 
 Giant cobweb, the, 396 
 
 H 
 
 Hatchet hunt, a, 394 
 Headless turkey, 401 
 Heart hunt, a, 392 
 Hen and chickens, 130 
 Hunt the squirrel, 153 
 Hunt, egg, an, 396 
 
 hatchet, a, 394 
 
 heart, a, 392 
 
 torpedo, 400 
 
 I love my love, 88 
 
 Lady Queen Anne, 20 
 Lincoln anagrams, 391 
 London bridge, 15 
 Looby, looby, 29 
 
 M 
 
 Making obeisance, 99 
 Mesmerism, 99 
 Muffin man, the, 32 
 Mulberry bush, the, 28 
 Music, Christmas, 402 
 405 
 
406 
 
 INDEX 
 
 N 
 
 New Year resolutions, 389 
 New Year spin the platter game, 
 
 390 
 
 Night before Christmas, 402 
 Nut race, 401 
 Nuts in May, 12 
 
 S 
 
 Sergeant, the, 24 
 Shadow buff, 5 
 Shadows on the wall, 279 
 Ships of fortune, 389 
 St. Valentine's post, 392 
 
 Obstacle race, 394 
 Old maid's birthday, 81 
 Old soldier, 13 
 
 Peep-show, circus, 395 
 Pictures and titles, 55 
 Post, St. Valentine's, 392 
 Potato race, 40 
 
 R 
 
 Race, Easter ribbon, 396 
 
 egg, an, 397 
 
 nut, 401 
 
 obstacle, 394 
 
 potato, 40 
 
 raisin, 400 
 Raisin race, 400 
 Red, white and blue toss, 398 
 Resolutions, New Year, 389 
 Ring and the goblet, 401 
 Ruth and Jacob, 23 
 
 Tableau, April, an, 392 
 Tableaux, 108 
 Testing the fates, 390 
 Three bowls of fortune, 400 
 Thought reading tricks, 100-102 
 Tom Tiddler's ground, 129 
 Torpedo hunt, 400 
 Tricks, thought reading, 100-102 
 Tug of war, the, 38 
 
 W 
 
 Washington Pi, 393 
 What do I see? 403 
 What will you bring to the picnic? 
 
 398 
 
 Whistle, the, 8 
 Who am I? 391 
 Witches, 131 
 
 Yes and No, 94 
 
INDEX 
 
 ACROBATIC impossibilities, 36 
 Acrobatics, drawing-rooin, 35-41 
 Acrostics, 59 
 Acting initials, 97 
 
 games, 97-109 
 
 proverbs, 97 
 
 verbs (Dumb Crambo), 98 
 Adders, 212 
 Adhesive tape, 243 
 Adventure, stories of, 376 
 Advertisements, 21 
 Almonds, how to blanch, 310 
 Alphabet, the cafe, 166 
 Alphabet, the love, 88, 165 
 Alphabet, the ship, 87 
 Anemone, 325 
 Angora rabbits, 348 
 Animal, vegetable and mineral, 96 
 Animals, books about, 382 
 
 China, 192 
 
 composite (drawing game), 51 
 
 invented (drawing game), 54 
 
 velvet, 289 
 
 Annuals, treatment of, 319-323 
 Ants, 213 
 Apple-snapping, 6 
 Apprentice, the, 167 
 Arm-chair (model), 251 
 Aspidistra, 331 
 Auctioning prizes, 43 
 Autumn sowing of seedlings, 321 
 Avadavats, 358 
 
 BAG and stick, 7 
 Balancing, 187 
 Balancing tricks, 122 
 Ball games, 139 
 
 wool, 282 
 
 Ballad game, the, 132 
 Balloon, 39 
 Barley Sugar, 307 
 Baths for birds, 355 
 Battledoor and shuttlecock, 129 
 Bead furniture for dolls' houses, 223 
 Bead-work, 283 
 Bean bags, 113 
 Bed boat, the, 189 
 
 games, 185-193 
 
 soldiers, 191 
 
 thinking games for, 189 
 Beds for dolls' houses, 222 
 
 matchbox, 231 
 Bedstead (model), 252 
 Bees, 205 
 Belgian hares, 349 
 Bicyclist, the, 34 
 Biennials, treatment of, 322 
 Bingo, 27 
 Birds, large and cage, 355-366 
 
 in the garden, 363-366 
 Birds' -nesting, 207 
 Birthday, the old maid's, 81 
 Blackberrying, 209 
 Blackbird, the, 360 
 Black man, 158 
 Blacksmith, the, 206 
 Blenheim spaniels, 347 
 Blind feeding the blind, the, 6 
 Blind games, 3-5 
 Blind man's buff, 3 
 
 played with spoons, 3 
 
 407 
 
408 
 
 INDEX 
 
 Blind man's wand, 4 
 Blind worms, 212 
 Block city, 188 
 Bloodhound, the, 347 
 Blowing eggs, 207 
 Blowing out the candle, 6 
 Boat, a simple toy, 295 
 Boats, paper, 285 
 
 on a stream, 211 
 
 sailing, 210 
 
 walnut shell, 298 
 Book mark, 385 
 Books 
 
 and bookshelves for a doll's house, 
 224 
 
 about animals, 382 
 
 about boys, 376 
 
 of adventure, 376 
 
 about children, 373 
 
 of fairy tales, 370 
 
 historical, 380-382, 384 
 
 of poetry, 371 
 
 about the sea. 379 
 
 of travel, 385 
 
 of legendary tales, 371 
 Borders for a garden, 319 
 Borzoi, the, 347 
 Bowling, 143 
 Boxes, cardboard, 288 
 
 for collections of eggs, 208 
 
 for dolls' houses, 220 
 
 paper, 287 
 
 Boy and schoolboy stories, 376 
 Boys' toys, 292-301 
 Bran-tubs. 303 
 Bream, 351 
 Bricks, 185 
 Bruce 's heart, 187 
 Bubbles, soap, 116, 279 
 Buff, 26 
 
 Buff, blind man's, 3 
 Buff, shadow, 5 
 Bulbs, treatment of, 325-326 
 
 in cocoannt fibre, 333 
 
 in glasses, 333 
 
 in pots, 332 
 Bull dog, the, 346 
 Bullfinch, the, 359 
 Bull terrier, the, 343 
 Bunting, the yellow, 360 
 Buried names, 63 
 
 Butterfly hunting, 208 
 Butter making, 205 
 Buying dogs, 342 
 Buz, 167 
 
 CAGE birds, 355-366 
 Cages for birds, 355 
 Campanulas, 332 
 Canaries, 357 
 
 seed, 332 
 Candle-blowing, 6 
 Candle lighters, the, 38 
 Candy-making, 307-312 
 Candy, molasses, 310 
 
 nut, 310 
 
 peppermint, 311 
 Caramels, 308 
 
 cream, 309 
 Cardboard and paper furniture : 
 
 drawings of, 241-257 
 
 arm-chair, 251 
 
 bedstead, 252 
 
 chair, 256 
 
 cot, 257 
 
 cut-outs, 291 
 
 dining-room table, 249 
 
 dressing-table, 254 
 
 high chair, 257 
 
 kitchen chair, 247 
 range, 247 
 table, 246 
 pots and pans, 248 
 
 rocking-chair, 256 
 
 screen, 248 
 
 sideboard, 250 
 
 sofa, 251 
 
 towel-rack, 256 
 
 wardrobe, 253 
 
 washstand, 255 
 Cardboard and paper toys, 284-292 
 
INDEX 
 
 409 
 
 Cardboard boxes, 288 
 
 dolls' houses, 237-243 
 
 uses for, 290 
 Card games, 77-83 
 Cardinal, the, 358 
 Cards for patience, 76 
 
 for snap, 77 
 Cards, hat and, 38 
 Catalogues, gardening, 316 
 Cat alphabet, the, 166 
 Catching balls, 140 
 Caterpillar game, 11 
 Caterpillars, 353 
 Cat-fish, the American, 352 
 Cats, 348 
 Chaffinch, the, 359 
 Chair (model), 256 
 Chairs, chestnut, 229 
 
 cork, 228 
 Chalks, 275 
 
 Characteristics, prophecies and, 80 
 Charades, 106 
 Cherry contests, 304 
 Chevy, 156 
 
 Chickens, feeding the, 204 
 Child's Garden of Verses, A, 188 
 Children, books about, 373 
 China animals, 192 
 
 nest-eggs, 204 
 Chinese gambling, 181 
 Chitterbob, 31 
 Christmas, 302-303 
 
 trees, 302 
 
 Clap in, clap out, 15 
 Clothes-basket, a doll's house, 234 
 Clothes-horse, summer house, 136 
 Clumber spaniel, the, 344 
 Clumps, 93 
 Coach, family, 33 
 Cobbler, the, 14 
 Cocked hat, paper, 284 
 Cocker spaniel, the, 344 
 Cocoanut cream, 308 
 
 drops, 308 
 
 fibre for bulbs, 332 
 Coffee-pot, 95 
 Collars for dogs, 340 
 Collecting Jones's, 165 
 Collections of china animals, 192 
 
 of flags, 273 
 
 of flowers, 208 
 
 Collections, continued 
 
 of stamps, 278 
 Collie, the, 344 
 Color in a garden, 316 
 Coloring maps, 273 
 
 pictures, 273 
 
 Compasses, home-made, 243 
 Competitions, guessing, 103 
 
 railway, 173 
 Composite animals (drawing game), 51 
 
 scrap books, 277 
 
 stories, 70 
 
 Concerted sneeze, the, 27 
 Concerts, the topsy-turvy, 105 
 Consequences, 68 
 
 an extended form of, 69 
 Contests, cherry, 304 
 Convalescents, games for, 191 
 Copying woodcuts, 274 
 Cork and matchbox furniture, 228-234 
 
 ships, 197 
 Cot (model), 257 
 Counting dogs, 164 
 
 a million, 191 
 
 Counting imaginary flocks of sheep, 191 
 Counting-out rhymes, 134 
 Country books, 215 
 Country, employment in the, 203-215 
 Cows, 206 
 
 Cradle, a walnut, 232 
 Cream caramels, 309 
 
 cocoanufc, 308 
 
 stuffing for dates, 311 
 Cress, mustard and, 327, 332 
 Crocuses, 325 
 Crosses, noughts and, 176 
 Cross questions, 22 
 Cross-tag, 152 
 Cumulative games, 29-31 
 Curtains for cardboard dolls' houses, 
 238 
 
 dolls' house, 221 
 Cushion, 14 
 
 Cutting flowers, 335-336 
 Cutting out pictures, 191 
 Cutting leaves, 326 
 
4io 
 
 INDEX 
 
 DAFFODILS, 325, 333 
 Dairy, the, 205 
 Daisy chains, 135 
 Dancing dwarf, the, 105 
 Dancing egg, the, 124 
 Dancing man, a, 289 
 Dancing pea, the, 124 
 Darts, paper, 286 
 Dates, stuffed, 311 
 Day's shopping, the, 14 
 Decorations, evergreen, 302 
 
 paper. 302 
 
 Deerhouud, the Scotch, 347 
 Deer Stalking, 6 
 Demons, wool, 282 
 Diaries, country, 214 
 
 gardening, 317 
 
 Dining-room table (model), 249 
 Dinner parties, dolls', 226 
 Distemper, treatment of, 341 
 Ditto game, the, 26 
 Dividing perennials, 324 
 Dog-stick, 145 
 Dogs, counting, 164 
 
 exercising. 339 
 
 food for. 33!) 
 
 how to buy. 342 
 
 how to teach tricks, 341 
 
 the various kinds of, 343-348 
 
 treatment of, 339-343 
 
 washing, 340 
 Dogs' collars, 340 
 
 kennel (cardboard), 241 
 Dolls for dolls' houses, 225 
 
 dressing, 226 
 
 paper, 258-262 
 
 rows of paper, 262 
 
 walking, 259 
 Dolls' dinner parties, 226 
 
 flats, 226 
 
 garden seats and tables, 219 
 
 houses, 220 
 cardboard, 237-243 
 chimney, 242 
 partition, 240 
 small, 227 
 
 house beds, 222 
 bookshelves, 224 
 cupboards, 225 
 curtains, 221 
 
 Dolls house, continued 
 
 fireplaces, 220 
 
 floors, 221 
 
 gardens, 220, 242 
 
 pictures, 224 
 
 screens, 225 
 
 wall papers, 220 
 Donkey's tail, the, 5 
 Dots, five, 47, 48 
 Double acrostics, 60 
 Doves, 354 
 Dragons, hand, 290 
 Drawing games, 47-56 
 Drawing-room acrobatics, 35-41 
 Drawings, eyes-shut, 50 
 Drawing tricks, 51 
 Dresses for paper dolls, 258 
 Dressing dolls, 226 
 Dressing the lady, 13 
 Dressing-table (model), 254 
 table, matchbox, 232 
 up for charades, 108 
 Dock on a rock, 142 
 Ducks' eggs, 204 
 Dumb Crambo, 98 
 
 performances, 107 
 Dutch rabbits, 349 
 Dutch street, a, 267 
 Dwarf, the dancing, 105 
 
 EASTER eggs, 275 
 Eggs, blowing, 207 
 
 ducks', 204 
 
 Easter, 275 
 
 hens', 204 
 
INDEX 
 
 411 
 
 Electricity, 125 
 Elements, the, 90 
 Employments, guessing, 98 
 Esquimau village, a, 266 
 Evergreen decorations, 302 
 Everton toffee, 310 
 Exercising dogs, 339 
 Exploration, 203 
 Eyes, 99 
 Eyes-shut drawings, 50 
 
 FAIRY-TALE books, 370 
 Family coach, 33 
 
 specimen story, 33 
 Family, the imaginary, 190 
 Fan tail pigeons, 354 
 Farmyards, 203 
 Feather, the, 21 
 Feeding chickens, 
 Fern halls, 331 
 Ferns, 331 
 
 skeleton, 281 
 Fights, walnut shell, 299 
 Filipino village, a, 266 
 Fire-huckets, 40 
 Fireplaces for dolls' houses, 220 
 Fish, 351 
 Five dots, 47-48 
 Fives, 61 
 
 Flags, collection of, 273 
 Floors in dolls' houses, 222 
 Flower pots, 330 
 Flower shows, 136, 317 
 Flower symbols, 136 
 
 Flowers, collecting, 208 
 
 cutting, 335 
 
 for a doll's house, 225 
 
 packing, 335 
 
 painting, 209 
 
 for town gardens, 328 
 
 for window boxes, 334 
 Fly away, 23 
 Follow my leader, 159 
 Food for birds, 356 
 
 for chickens and ducks, 204 
 
 for dogs, 339 
 
 for puppies, 340 
 
 for rabbits, 349 
 
 for wild birds, 359, 361, 365 
 
 on a railway journey, 180 
 Football, parlor, 39 
 Foot-stools, cork, 230 
 Forfeits, 41 
 Fowls, trussed, 37 
 Fox terrier, the, 343 
 French and English, 158 
 
 (paper). 177 
 French tag, 152 
 French Blind Man's Buff, 4 
 Fruit cream, 309 
 Fuchsias, 332 
 
 Furnishing dolls' houses, 222 
 Furnishing game, a, 221 
 
 GAMES with a ball, 139 
 by rote, 189 
 drawing, 47- 56 
 in bed, 185-193 
 with cards, 75-83 
 
412 
 
 INDEX 
 
 Games, continued 
 for convalescents, 191 
 for a journey, 173-181 
 for a party, 3-43 
 for a picnic, 151-159 
 quotation, 92 
 rainy-day, 113-126 
 table, 75-83 
 thinking, guessing, and acting, 87- 
 
 109 
 
 for a walk, 163-170 
 with a watch, 175 
 writing, 59-72 
 yes and no, 94-96 
 Gambling, Chinese, 181 
 Gaps, 154 
 
 Garden, dolls' house, 219, 242 
 kitchen, 327 
 shop, 136 
 town, 328 
 
 Gardening catalogues, 316 
 diaries, 317 
 tools, 318 
 General post, 17 
 Geraniums, 332 
 Ghosts of My Friends, 50 
 Glasses, bulbs in, 333 
 Glass-maker, the, 125 
 Going to Jerusalem, 10 
 Goldfinch, the, 359 
 Gold fish, 351 
 Good fat hen, a, 30 
 Good luck lily, 333 
 Gordon setter, 344 
 Gossip, 21 
 Grab, 78 
 
 Grand Mogul, the, 166 
 Grand Mufti, the, 25 
 Grass snakes, 212 
 Great Dane, the, 346 
 Greyhound, the, 347 
 Guessing competitions, 103 
 employments. 98 
 games, 93-104 
 numbers, 102 
 quantities, 104 
 results, 102 
 scents, 104 
 
 the color of horses' tails. 164 
 Guinea pigs, 350 
 Gypsy camp, 268 
 
 H 
 
 HAND dragons, 290 
 
 Hanging, 179 
 
 Hare and hounds, 145 
 
 Hat and cards, 38 
 
 Hate, cocked, 284 
 
 Hawks, 213 
 
 Heads, bodies and tails, 54 
 
 He can do little who can't do this, 8 
 
 Hen and chickens, 130 
 
 Hen, a good fat, 30 
 
 Hens' eggs, where to look for, 204 
 
 Here I bake. 13 
 
 Hide and seek, 154 
 
 Hieroglyphics, or picture-writing, 62. 
 53, 55 
 
 High chair (model), 257 
 
 High skip, 38 
 
 Himalayan rabbits, 349 
 
 Hish ! hash ! hosh ! 27 
 
 Historical stories, 380-382 
 
 History books. 385 
 
 Hives, bee, 205 
 
 Hold fast ! Let go ! 24 
 
 Home newspaper, the, 284 
 
 Honey-pots, 11 
 
 Hoop games for two, 169 
 posting, 169 
 
 Hoops, 169 
 
 Hop-scotch, 143 
 
 Hop, step, and jump, 159 
 
 Hospitals, scrap books for, 277 
 
 Hot and cold, 9 
 
 Hot hand, 175 
 
 Hotel game, an, 188 
 
 Hounds, 346 
 
 Houses, cardboard, 237-242 
 dolls', 220 
 
 House that glue built, the, 243 
 
 Bow, when, and where, 95 
 
INDEX 
 
 Hunting for eggs, 204 
 Hunt the ring, 19 
 Hunt the slipper, 7 
 Hunt the squirrel, 153 
 Hunt the thimble, 9 
 Hutches, rabbit, 349 
 Hyacinths, 325, 333 
 
 JACK HORNEB pies, 303 
 
 Jack-stones, 116 
 
 Japanese fern balls, 331 
 
 Java sparrows, 358 
 
 John Ball, 31 
 
 Jinglers, 3 
 
 Jolly miller, the, 10 
 
 Jones's, collecting, 165 
 
 Journeys, games to play on, 173-181 
 
 Judge and Jury, 22 
 
 Jumping Rope, 129 
 
 ILLUMINATING, 274 
 Illustrated papers, painting, 273 
 Illustrating, 120 
 I love my love, 88, 165 
 Imaginary family, the, 190 
 Improbable stories, 70 
 India-rubber plant, 331 
 Indoor gardening, 329-334 
 
 occupations and things to make, 273 
 
 painting, 273 
 
 plants, 331 
 Initials, 65, 189 
 
 acting, 97 
 
 Ink sea-serpents, 288 
 Invented animals (drawing game), 54 
 Irises, 325 
 Irish setter, 344 
 
 terrier, 343 
 I spy, 155 
 It, 152 
 Ivy, 331 
 
 chains, 135 
 
 KILLING butterflies, 208 
 King Charles spaniel, 347 
 Kingfishers, 212 
 Kitchen gardens, 327 
 table (model), 246 
 chair 247 
 
 range " 247 
 pots and pans, 248 
 Kitchen utensils, 18 
 Kite messengers, 295 
 Kites, 292 
 Knots, 117-120 
 
414 
 
 INDEX 
 
 LADY QUEEN ANNE, 20 
 Lamp for small dolls' house, 230 
 Land of counterpane, the, 191 
 Land of Story-books, the, 188 
 Laughter, 26 
 Leaves, skeleton, 280 
 Legendary tales, 371 
 Letter games, 75 
 Letters and telegrams, 63 
 
 and words, 178 
 
 with a pencil, 178 
 Lettuce, 327 
 Lights, rhyming, 167 
 Lists, 62 
 
 Little dog, the, 152 
 Looby, looby, 29 
 Log Houses, 268 
 
 London Bridge is Falling Down, 15 
 Love alphabet, the, 88, 165 
 Love-birds, 358 
 Low-tide, 197 
 Lubbock, Sir John, on bees, 205 
 
 Making friends, 203 
 Making plans, 191 
 Making obeisance, 99 
 Making sentences, 165 
 Man, a dancing, 289 
 Mandarins, the, 25 
 Maps, coloring, 273 
 
 on a journey, 173 
 Marbles, 146 
 Mastiff, the, 346 
 Mats, paper, 286 
 Menageries, 192 
 Mi'Miierism, 99 
 Messengers, kite, 295 
 Mice, 212 
 
 pet, 351 
 
 Milking cows, 206 
 Million, counting a, 191 
 Miniature trees, 331 
 Minnows, 352 
 Missing information, 67 
 Mogul, the Grand, 166 
 Molasses candy, 310 
 Moles, 212 
 Mongrels, 347 
 Mottoes for Christmas, 302 
 Moulting, 357 
 
 Mounting pressed flowers, 20$ 
 Muffin man, the, 32 
 Mufti, the Grand, 25 
 Mulberry bush, the, 28 
 Music, dolls', 225 
 Music, magic, 9 
 Mustard and cress, 327, 332 
 My lady's clothes, 13 
 My right-hand neighbor, 94 
 My thought, 89 
 
 M 
 
 MADONNA lilies, 325 
 Magic-lantern slides, 274 
 Magic music, 9 
 
INDEX 
 
 415 
 
 Old soldier, 13 
 
 Old stone, 130 
 
 Oranges and lemons, 15 
 
 Orchestra, 29 
 
 Outdoor games for boys, 139-147 
 
 Outdoor games for girls, 129-136 
 
 Outlines, 47, 49 
 
 N 
 
 NARCISSUS, 325, 333 
 Natural history books, 382 
 Neighbor, my right-hand, 94 
 Neighbors, 15 
 Newfoundland dogs, 345 
 Newspaper, the, 71 
 Newspaper, the home, 284 
 Ninepins, 185 
 Norfolk spaniel, 344 
 Noughts and crosses, 176 
 Numbers, guessing, 102 
 Nut candy, 310, 311 
 Nuts in May, 12 
 Nutting, 209 
 
 OBSERVATION, 104 
 
 for railway journeys, 174 
 Occupations, indoor, 273-304 
 Old bachelor, 79 
 Old maid, 79 
 Old maid's birthday, the, 81 
 
 P's AND Q's, 89 
 
 Packing flowers, 335 
 Paddling, 197 
 Painting, 273 
 
 cardboard dolls' houses, 238 
 
 cardboard furniture, 245 
 
 dolls' house food, 226 
 
 eggs for Easter, 275 
 
 flags, 273 
 
 flowers, 209 
 
 magic-lantern slides, 274 
 
 maps, 273 
 Paper boats, 285 
 
 boxes, 287 
 
 and cardboard toys. 284-292 
 
 darts, 286 
 
 decorations, 302 
 
 dolls, 258-262 
 
 French and English, 177 
 
 furniture, 243-257 
 
 mats, 286 
 
 Papers for dolls' houses, 220 
 Parlor football, 39 
 
416 
 
 INDEX 
 
 Parrots, 354 
 
 Party, games for a, 3-43 
 Patience or Thirteeiis, 76 
 Pen and ink work, 276 
 Peppermint candy, 311 
 Perch, 352 
 
 Perennials, treatment of, 323 
 Pets, 339-366 
 Philopenas, 303 
 Photography, 214 
 Picking flowers, 335 
 Picnic games, 151-159 
 Pictures and titles, 55 
 Pictures, coloring, 273 
 
 for dolls' houses, 224 
 
 pricking, 275 
 
 tracing, 275 
 Pictures to order, 54 
 Picture-writing, or hieroglyphics, 52, 
 
 53, 55 
 Pig, 79 
 Pigeons, 353 
 Ping-pong, 75 
 Plain toffee, 309 
 Plans, making, 191 
 Planting bulbs, 326 
 
 perennials, 323 
 
 seedlings, 320 
 Plants, window, 329 
 
 indoor, 331 
 
 Playhouses of other peoples, 265-269 
 Poetry books, 371 
 Pomeranian, the, 347 
 Ponds, 210 
 Poodles, 347 
 Pop-corn, 309 
 Pop-guns, 185 
 Postage-stamp collections, 278 
 
 snakes, 278 
 Post office, the, 283 
 Potato races, 40 
 Pots and pans (models), 248 
 Predicaments, 71 
 Pressing flowers, 209 
 Pricking pictures, 275 
 Prisoner's base, 156 
 Prize, auctioning, 43 
 Products, towns and, 168 
 Prophecies and characteristics, 80 
 Proverbs, 96 
 
 acting, 97 
 
 Proverbs, continued 
 
 shouting, 97 
 
 Pueblo settlement, a, 265 
 Pugs, 347 
 
 Puppies, how to feed, 340 
 Puss in the corner, 7 
 Puzzles, 279 
 
 QUANTITIES, guessing, 104 
 Queen Anne, Lady, 20 
 Quoits, 141 
 Quotation games, 92 
 
 RABBITS, wild, 348 
 
 tame, 348 
 Races, 140 
 Races, potato, 40 
 
 soap-bubble, 116 
 
 Spanish, or wheelbarrow, 141 
 
 tissue-paper, 39 
 Radishas, 327 
 Railway competitions, 173 
 Railway whist, 174 
 Rainy-day games, 113-126 
 Reading, 369-385 
 Red rover, 159 
 
INDEX 
 
 417 
 
 Remarks on acting, 100 
 Retriever, the, 344 
 Rhymed replies, 67 
 Rhymes, counting out, 134 
 Rhyming games, 92 
 Rhyming lights, 167 
 Riddles, 66 
 Ring, hunt the, 19 
 Ring taw, 146 
 Riug-the-uail, 115 
 Ring-toss, 114 
 Roadside whist, 163 
 Robin's Alive, 27 
 Robin, the, 361 
 Rocking-chair (model), 256 
 Rocks, 198 
 
 Rows of paper dolls, 262 
 Runt pigeons, 354 
 Russian scandal, 21 
 Ruth and Jacob, 2c 
 
 SAILING boats, 197, 210 
 Saint Bernard, the, 346 
 Sand castles, 198 
 
 games, 198 
 Saving seed, 322 
 Scandal, Russian, 21 
 Scarborough lily, 333 
 Scents, guessing, 104 
 Schoolboy stories, 376 
 Science, books about, 383 
 Scrap-books, 191, 276 
 
 covered screens, 278 
 Scraps and transfers, 288 
 Screen (model), 248 
 Screens covered with scraps, 278 
 
 for dolls' houses, 225 
 Sea-Serpents, ink, 288 
 Seaside friends, good, 199 
 Seaside employments, 197-200 
 
 Seaweed, 199 
 
 Seedlings, perennials, 325 
 
 general remarks on, 321 
 Seed, sowing, 322 
 Sentences, making, 165 
 Sergeant, the, 24 
 Setters, 344 
 
 Setting-boards for butterflies, 208 
 Shades, 326 
 Shadow buff, 5 
 Shadows on the wall, 279 
 Shearing sheep, 206 
 Sheep, 206 
 
 counting imaginary flocks of, .1 91 
 
 dog, the, 345 
 
 shearing, 206 
 
 washing, 206 
 Shell work, 199 
 Ship alphabet, the, 87 
 Ships, cork, 197 
 Shop, game of, 221 
 
 in the garden, 136 
 Shopping, the day's, 14 
 Shop windows, 164 
 Shouting proverbs, 97 
 Shuffle board, 121 
 Sideboard (model), 250 
 Silkworms, 352 
 Simon says thumbs up, 24 
 Simple acrostics, 59 
 Skeleton ferns, 281 
 
 leaves, 280 
 Skipjacks, 299 
 Skye terrier, the, 343 
 Sleep, ways of getting to, 191 
 Slugs, 324 
 
 Small dolls' houses, 227 
 Snakes, 212 
 
 postage stamp, 228 
 Snap, 77 
 Snap cards, 78 
 Sneeze, the concerted, 27 
 Snowdrops, 325 
 Soap-bubbles, 116, 279 
 Sofa (model), 251 
 Sofas, cork, 229 
 Soldiers, 185, 191 
 Solitary watchfulness, 212 
 Sowing seeds, 320 
 Spaniels, 344 
 Spanish cup and ball, 186 
 Sparrows, 365 
 
4i8 
 
 INDEX 
 
 Spatter-work, 275 
 
 Spelling game, 166 
 
 Spin the platter, 17 
 
 Spoons, blind man's buff played with, 3 
 
 Squills, 325 
 
 Squirrels, wild, 213 
 tame, 350 
 
 Stagariuo, 159 
 
 Stamps, collecting, 278 
 
 Star of Bethlehem, 325 
 
 Starlings, 365 
 
 Station Observation, 174 
 
 Statues, 26 
 
 Steps, 4 
 
 Stevenson, R. L., 188 
 
 Still Pond ! No More Moving, 4 
 
 Stir the mash, 11 
 
 Stool of repentance, 98 
 
 Stories, composite, 70 
 improbable, 70 
 about schoolboys, 376 
 telling, 93, 163 
 
 Story books, 188 
 
 Story for Family coach, 33 
 
 for Old maid's birthday, 82 
 Story game, 70 
 Strawberries, 328 
 Streams, 211 
 Strength tests, 144 
 Stuffed dates. 311 
 Suckers, 299 
 
 Sugar, Barley, how to make, 307 
 Sugar, how to color, 312 
 Suggestions, 91 
 Summer-houses, 136 
 Sussex spaniel, the, 344 
 Swallows. 213 
 Swarming of bees. 205 
 Sweet-making, 307-312 
 
 TABLEAUX vivante, 108 
 
 Table games, 75-83 
 
 Tables, cork, 230 
 
 Tag, 152 
 
 Teapot, 95 
 
 Telegrams, 64 
 
 Telling stories, 93 
 during walks, 163 
 
 Terriers, 343 
 
 Terza, 154 
 
 Thimble, 9 
 
 Thinking games, 87-93 
 for bed, 189 
 
 Thirteens, or Patience, 76 
 
 Thought, my, 89 
 
 Thought-reading tricks, 100 
 
 Throwing light, 96 
 
 Tides, 197 
 
 Tiger-lilies, 325 
 
 Tissue-paper dresses for dolls, 262 
 races, 39 
 
 Titles, pictures and, 55 
 
 Tit-tot-toe, 176 
 
 Toffee, almond, 310 
 Everton, 310 
 plain, 309 
 
 Tom Tiddler's ground, 129 
 
 Tools for gardening, 318 
 
 Topsy-turvy concert, the, 105 
 
 Touch last, 152 
 
 Touchwood, 152 
 
 Towel-rack, cork, 233 
 
 (model), 256 
 Town gardens, 328 
 Towns and products, 168 
 Toy boate, 295 
 
 dogs, 347 
 
 Toys for boys, 292-301 
 Tracing, 244 
 Tracing pictures, 275 
 Train, games to play in the, 173-181 
 Transfers, 288 
 Transplanting flowers, 320 
 Travel, books of, 385 
 Traveller, the, 34 
 Trees, miniature, 331 
 
 Christmas, 302 
 
 Tricks, how to teach birds, 356 
 balancing, 122 
 how to teach dogs, 341 
 
INDEX 
 
 419 
 
 Tricks, continued 
 
 drawing, 51 
 
 thought-reading, 100 
 Trout, 351 
 Trussed fowls, 37 
 Tug of war, 38 
 Tulips. 325 
 Turtles, 351 
 Twenty questions, 189 
 Twos and threes, or Terza, 154 
 Tying knots, 117 
 
 u 
 
 UNISON games. 26 
 Up Jenkins, 18 
 Utensils, kitchen, 18 
 kitchen (models), 248 
 for sweet-making, 307 
 
 VELVET animals, 289 
 Verse and poetry books, 371 
 
 Walnut fights, 299 
 
 shell boats, 298 
 Wand, blind man's, 4 
 Wardrobe, matchbox, 233 
 
 (model), 253 
 Washing dogs, 340 
 
 sheep, 206 
 Washstand, 232 
 
 (model), 255 
 
 Watch, games to be played with a, 175 
 Water-cutters, 300 
 Watering flowers, 318 
 
 perennials, 324 
 
 seedlings, 320 
 
 window boxes, 334 
 
 window plants, 330 
 Wax-bills, 358 
 Weeds, 321 
 
 Welsh terrier, the, 343 
 Wet clothes, 197 
 Wheat, 332 
 
 When my ship comes in, 87 
 Whist, railway, 174 
 Whist, roadside, 163 
 Whistle, the, 8 
 Whistles, 301 
 Wiggles, 49 
 Wild birds, feeding the, 361 
 
 rabbits, 348 
 Window boxes, 329, 354 
 
 plants, 329 
 Windows, shop, 164 
 Witches, 131 
 Wool balls, 282 
 
 demons, 282 
 Word -making, 178 
 Writing games, 59-72 
 
 W 
 
 WALKING dolls, 259 
 
 games to play when out, 163-17C 
 Walking Spanish, 39 
 Wall-pockets, 318 
 
 YELLOW bunting, 360 
 Yes and no games, 94-96 
 
AP 
 
 14 DAY USE 
 
 RETURN TO DESK FROM WHICH BORROWED 
 
 LOAN DEPT. 
 
 This book is due on the last date stamped below, or 
 on the date to which renewed. 
 
 
 
 Renewed books are subject to immediate recall. 
 
 17May'60hR 
 
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 (A9562slO)476B 
 
 General Library 
 
 University of California 
 
 Berkeley 
 
19637 
 
 THE UNIVERSITY OF CALIFORNIA LIBRARY