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is always done with hollowed palms to make a deep sound. The owner gives this when the dove has reached the farthest point to which she thinks it best for her to go, the judgment for this being determined sometimes by the gaining of the hawk on his prey. The dove may not turn to come home until the signal be heard.

It is well to make an imaginative atmosphere for little children for this game by telling them of the way doves and hawks are trained as pets.

This game is played by little girls in China, and is one reported by Dr. Headland in his charming book on the Chinese Boy and Girl. Some additional points are given here, kindly supplied by Dr. Headland to the author.

LOST CHILD (THE)

10 to 30 or more players.

Schoolroom; parlor; playground; gymnasium.

This is a quiet game designed to test the memory, and makes an interesting variation when players are tired of active games. The players are all seated, with the exception of one, who is sent from the room. Or if the game be played in an open playground, this one player may blind his eyes in a corner of a wall or fence or behind a bush. When this player is well out of sight and hearing, the leader or teacher beckons one of the players, who leaves the group and hides. If in the schoolroom, this may be done under the teacher's desk or in a wardrobe. The rest of the players then change their seats, and the one who is blinding is called back and tries to tell which player is hidden. When successful, this first guesser may be seated and another chosen to blind. Otherwise the first guesser blinds again.

MASTER OF THE RING

2 to 30 or more players.

Playground; gymnasium.

A circle is drawn on the ground. The players stand shoulder to shoulder inside the circle, with arms folded either on the chest or behind the back. The play starts on a signal, and consists in trying to push one's neighbor with the shoulders out of the circle. Any player overstepping the line drawn on the ground drops out of the game. Any player who unfolds his arms or falls down is also out of the game.

The Master of the Ring is he who in the end vanquishes all of the others.

MAZE TAG
(Line Tag; Right Face)

15 to 100 players.

Playground; gymnasium; house party.

All but two of the players stand in parallel lines or ranks, one behind the other, with ample space between each two players and each two ranks; all the players in each rank clasp hands in a long line. This will leave aisles between the ranks, and through these a runner and chaser make their way.

The sport of the game consists in sudden changes in the direction of the aisles, brought about by one player who is chosen as leader and stands aside, giving the commands, "Right face!" or "Left face!" at his discretion. When one of these commands is heard, all of the players standing in the ranks drop hands, face in the direction indicated, and quickly clasp hands with the players who are then their neighbors on the right and left. This brings about a change of direction in the aisles, and therefore necessitates a change of direction in the course of the two who are running.

The success of the game depends largely upon the judgment of the leader in giving the commands, "Right (or left) face!" They should be given quickly and repeatedly, the leader often choosing a moment when the pursuer seems just about to touch his victim, when the sudden obstruction put in his way by the change in the position of the ranks makes necessary a sudden change of direction on his part. The play continues until the chaser catches his victim, or until a time limit has expired. In either case two new players are then chosen from the ranks to take the places of the first runners.

It is a foul to break through the ranks or to tag across the clasped hands.

MENAGERIE

10 to 60 or more players.

Indoors.

This game may be one of the funniest possible for a house party. The players sit around the room or in a circle. One player who has ready wit is chosen to be ringmaster, or there may be different showmen or ringmasters for each group of animals. The ringmaster takes his place in the center, and will be more effective if furnished with a whip. He shows off in turn different troops of animals, pointing out from two to eight players for each troop, according to the number who are taking part. These must come forth into the center of the ring and go through their paces as indicated by the showman. He may thus display the growling and clawing bear, the hopping and croaking frog, the leaping kangaroo, the roaring and ramping lion, the humped camel, the stubborn and braying donkey, the screaming and wing-flapping eagle, the hooking and mooing cow, the neighing and galloping horse, etc.

For instance, the ringmaster may say: "Ladies and gentlemen: I will now exhibit to you a marvelous troup of snorting hippopotami. Such graceful carriage has never before been seen in these ponderous animals. They have learned to gambol in our Northern clime with even greater grace than they showed in their native jungles. They show almost human intelligence. Sit up there!" (cracking his whip) "Snort to the right! Snort to the left!" etc.

When all of the animals in the menagerie have been displayed, they may all join in a circus parade, each retaining his distinctive character.

MIDNIGHT
(Twelve O'clock at Night)

10 to 30 or more players.

Playground; gymnasium; classroom.

One player is the fox and the others sheep. The fox may catch the sheep only at midnight. The game starts with the fox standing in a den marked in one corner of the playground, and the sheep in a sheepfold marked in the diagonally opposite corner. The fox leaves his den and wanders about the meadow (playground), whereupon the sheep also come forth and scatter around, approaching as close to the fox as they dare. They keep asking him, "What time is it?" and he answers with any hour he chooses. Should he say "Three o'clock," or "Eleven o'clock," etc., they are safe; but when he says "Midnight!" they must run for the sheepfold as fast as possible, the fox chasing them. Any sheep caught changes places with the fox, and the game is repeated. When played in a class room, only a few children should be selected for sheep.

This game is enjoyed by children of almost any age.

It affords an excellent opportunity for daring and for finesse. Timid children should be encouraged to take risks, approaching near the fox, and surrounding him on all sides. All should be taught to make the chase varied and difficult for the fox, instead of running in a straight line for the goal. The fox has opportunity for much stratagem in choosing for the moment when he says "Midnight!" one in which the players are standing where he could easily catch or corner them. He may also gain advantage by appearing to start in one direction and suddenly changing to another. These elements add zest to the game, cultivate prowess, and make the children brighter and more alert.

MOON AND MORNING STARS

5 to 20 players.

Out of doors.

This game is played when the sun is shining. One of the players is the moon, and takes her place in a large area of shadow, such as would be cast by a large tree or a house. As the moon belongs to the night, she may not go out into the sunshine.

The other players are morning stars, and as they belong to the daylight, their place is in the sun. The morning stars dance around in the sunlight, venturing occasionally into the shadow where the moon is, saying—

"O the Moon and the Morning Stars,
O the Moon and the Morning Stars!
Who dares to tread—Oh,
Within the shadow?"

The moon tries to catch or tag them while they are in the shadow. Any star so caught changes places with the moon.

This game is played by the little Spanish children.

MOTHER, MAY I GO OUT TO PLAY?

This is one of the old traditional dramatic games and is found in many countries.

One player represents a mother, and the rest are her children, and stand in front of her in a line. One or all of them ask the mother the following question, the mother answering as indicated:—

"Mother, may I go out to play?"

"No, my child; it is such a wet day."

"Look how the sun shines, mother."

"Well, make three round courtesies and be off away."

The children thereupon make three "round courtesies" by whirling around and dipping down suddenly to spread the skirts out. They then run away and pretend to play. Soon they return and knock at the door. The mother asks:—

"What have you been doing all this time?"

"Brushing Jennie's hair and combing Jennie's hair."

"What did you get for it?"

"A silver penny."

"Where's my share of it?"

"The cat ran away with it."

"Where's the cat?"

"In the wood."

"Where's the wood?"

"Fire burnt it."

"Where's the fire?"

"Moo cow drank it."

"Where's the moo cow?"

"Sold it for a silver penny."

"What did you do with the money?"

"Bought nuts with it."

"What did you do with them?"

"You can have the nutshells, if you like."

The last words being rather disrespectful, the mother at once chases the children, calling, "Where's my share of the silver penny?" The players being chased, reply, "You may have the nutshells!" The mother thus catches the children, one after another, and pretends to punish them.

MOTHER, MOTHER, THE POT BOILS OVER!

5 to 11 players.

Indoors; out of doors.

This is a traditional dramatic game.

One player represents an old witch, another a mother, another the eldest daughter, another a pot boiling on the hearth, and the balance are children, named for the days of the week, Monday, Tuesday, etc.

The old witch hides around the corner of a house or other convenient place, and peeps out, while the mother says to her eldest daughter, "I am going away, and I want you to let nothing happen to your sisters." To the others she says, "Monday, you take care of Tuesday, and Tuesday, you take care of Wednesday," etc., until she comes to the last child, when she says, "And Saturday, take care of yourself." Then to the eldest, "Be sure and not let the old witch take any of your sisters. You can also get the dinner, and be sure not to let the pot boil over."

The mother then goes away and stays at a distance out of sight. As soon as the mother has gone, the old witch, stooping, lame, and walking with a stick, comes and raps with her knuckles on the supposed door. The eldest daughter says; "Come in! What do you want?"

Old Witch. Let me light my pipe at your fire; my fire is out.

Eldest Daughter. Yes, if you will not dirty the hearth.

Old Witch. No, certainly; I will be careful.

The eldest daughter lets her in and goes about her work, setting the table or looking on the shelf, when the old witch suddenly stoops down and blows the ashes on the hearth; whereupon the pot makes a hissing sound as though boiling over, and the old witch catches hold of Monday and runs away with her.

The eldest daughter cries out, "Mother, mother, the pot boils over!"

The mother calls back, "Take the spoon and skim it."

"Can't find it."

"Look on the shelf."

"Can't reach it."

"Take the stool."

"Leg's broken."

"Take the chair."

"Chair's gone to be mended."

Mother, "I suppose I must come myself!"

The mother then returns, looks about, and misses Monday. "Where is my Monday?" she demands of

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