網頁圖片
PDF
ePub 版

inflated by the wind, will stand out in the shape of a hencoop; therefore I think the French name is the most appropriate. After the little girl has paused a minute, she spins round to the left, and produces the same effect. Sometimes a great many play it together. One, who stands apart, claps her hands as a signal for them to begin; and, if they all keep time in whirling round, and all form their hen-coops at once,

Those who do not

not form it till the The girl who gives

it makes a very pretty sort of dance. succeed in making a hen-coop, or do others have done, must pay a forfeit. the signal, and who is called the Chicken, decides about this. Sometimes half of a company will play, while the other half look on and judge the game. In this case, the Chickens and the Hen-coops take turns.

WHERE IS PRETTY MARGARET?

When the game

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

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

HOLD FAST! AND LET GO !

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

THUS SAYS THE GRAND MUFTI !

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

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

HUNT THE SLIPPER.

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

[graphic]

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

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

HUNT THE RING.

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

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

QUEEN VICTORIA'S TROOPS.

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

[graphic]

each taking hold of the next one's frock; in this manner they pass through the arch, singing

"Open the gates sky high,

And let Queen Victoria's troops pass by!"

By suddenly lowering the arch, the last one is caught; and unless she answers promptly any question put to her, she must pay a forfeit.

« 上一頁繼續 »