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Chapter XI: Part I: Easy Games Without Toys (4)

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The Apple Mill is made by boring a hole in a nut, just large enough to pass a thin skewer through; the kernel should then be extracted, and another hole bored in the side of the nut, as A in the annexed figure. A skewer should next be cut or thinned, leaving it large enough at the top to form a head, as shown in the cut. A piece of string is then to be tied to the skewer, and passed through the hole in the side of the nut at A, and an apple stuck on the end of the skewer. The mill being now complete in all its works, it should be twirled round in the same manner as the humming top to wind up the string, holding the nut stationary between the forefinger and thumb of the left hand; when this is done, the string must be pulled out quickly, and the mill will immediately spin round. When an apple cannot be procured, a small potato will serve equally well.

AUNT SALLY.

This amusing game is of a very simple character, consisting essentially in throwing at a small object. Aunt Sally herself is composed of a head and bust cut out of a solid block of wood, and generally carved with negro features, and painted black. In the middle of her nose, or between her lips, a hole is bored, into which is stuck a short pipe. To break it is the object of the game. An iron rod serves to support the wooden figure at a proper elevation from the ground; and when in gala costume, Aunt Sally is usually arrayed in a mob cap and a petticoat. The mode of playing the game is as follows:--

The iron rod is stuck in the ground, a pipe put into the old lady’s mouth, and a line drawn upon the ground, at twelve, sixteen, or more paces. At this line the players stand, and each is furnished with three short cudgels, about eighteen inches in length, which they hurl at Aunt Sally’s head, in hopes of hitting the pipe. The best plan is to throw the cudgels underhand, giving them a rapid rotatory movement at the same time. Some persons insert an additional pipe into each ear; but this is an innovation, and leads to careless throwing. It is better to hang a sheet, net, or large cloth behind Aunt Sally, in order to catch the sticks, and save the trouble of continually fetching them from a distance. Within doors, the iron rod is furnished with a loaded pedestal.

BATON,

Or, “Throwing Sticks.” This very popular game among the Greeks was by them called Kyndalismos. It was played with short batons, and required considerable strength and quickness of eye. With us the game is played in much the same manner as the Greeks played it. A stick is fixed in a kind of cup or hole, about six inches deep, in a loose moist soil, and the players consist of the Keeper and Throwers. The Keeper places on the top of the stick some article, such as an apple or orange, and the Throwers endeavour to knock it off, by throwing at it with short thick sticks, or batons; whoever succeeds in doing this claims the prize, whenever it falls without the hole. The Thrower will soon find in his play, that to hit the stick is of little importance, as from the perpendicular line of gravity which the apple or orange will take in its descent, it is almost certain to fall into the hole. The aim, therefore, should be to strike the object from the stick. This game is very common at fairs and similar places, and three sticks, with articles upon them, are usually set up, but which offer no advantage to the throwers.

CAT.

Tip Cat, although not altogether a nice pastime, ought to be noticed here. It is a dangerous game, and should be played with great caution on the part of the players. It is a rustic game, well known, and generally goes by the name of Cat. It is played with a cudgel or bludgeon, resembling that used for trap-ball. Its name is derived from a piece of wood called a “Cat,” of about six inches in length, and an inch and half, or two, in diameter, diminished from the middle to both the ends, being of the shape of a spindle or double cone; by this contrivance the places of the trap and ball are at once supplied, for when the Cat is laid upon the ground, the player with his stick tips it at one end by a smart stroke, which causes it to rise in the air with a rotatory motion, high enough for him to strike it as it falls, in the same manner as he would a ball.

There are various methods of playing the game of Cat. The first is exceedingly simple, and consists in making a large ring upon the ground, in the middle of which the striker takes his station. His business is to beat the Cat over the ring; if he fails in so doing he is out, and another player takes his place; if he is successful, he judges with his eye the distance the Cat is driven from the centre of the ring, and calls for a number at pleasure to be scored for the game: if the number demanded be found, upon measurement, to exceed the same number of lengths of the bludgeon, he is out; on the contrary, if it does not, he obtains his call.

The second method of playing Cat is to make four, six, or eight holes in the ground, in a circular direction, and as nearly as possible at equal distances from each other, and at every hole is placed a player with his bludgeon. One of the opposite party who stands in the field tosses the Cat to the batsman who is nearest him, and every time the Cat is struck the players are obliged to change their situations, and run once from one hole to another in succession. If the Cat be driven to any very great distance, they continue to run in the same order, and claim a score of one towards the game every time they quit one hole and run to another. But if the Cat be stopped by their opponents, and thrown across between any two of the holes, before the player, who has quitted one of them, can reach the other, he is out.

CAT AND MOUSE.

This sport, which is of French origin, is for two players only. Both being blindfolded, they are tied to the ends of a long string, which is fastened by a loose knot in the middle to a post, and, as the knot is very slightly tied, the players are enabled to move about with facility. The player who takes the part of the “mouse” scrapes two pieces of wood together, so as to make a grating noise, and for which purpose the edges of one of the pieces of wood are notched: the sound attracts the other player, who represents the “cat,” and he immediately uses his utmost efforts to catch his prey, by following the noise as well as he can, the “mouse” at the same time struggling about, in order to escape being caught.

KNOCK-’EM-DOWN,

A similar game to Aunt Sally, but a simpler one, is made by scooping a hole in the ground, and placing in it an upright stick; on the top of it is placed a stone, or similar substance. The player then retires to a distance, and flings at the stone with cudgels or balls, the latter being preferable. If the stone falls into the hole, the player only counts one towards the game; but if it falls outside the hole, he counts two. This is a capital game for the seaside, and can be played upon the sands. This game is almost similar to Baton.

PEA-SHOOTERS.

The pea-shooter is a tube of metal, through which a pea may be propelled with great force by a puff of air from the mouth. The ordinary tin pea-shooters sold in the shops are comparatively worthless. We should advise the reader to procure a straight piece of brass tube from two to four feet long, and get a brazier to tin one end of it, so that the brass may not corrode when placed in the mouth. With such a tube peas, pellets of clay, and other projectiles may be shot with great precision to a considerable distance. The game of puff and dart is played with a long brass tube, and a small dart having a needle point. The dart is blown through the tube at a target, on which there are divisions bearing different numbers.

QUOITS.

The game of Quoits is very excellent. It seems to have derived its name from the ancient discus, and with us in the present day is a circular plate of iron perforated in the middle, not always of one size, but larger or smaller to suit the strength or convenience of the several candidates.

To play at Quoits an iron pin called a hob is driven into the ground within a few inches of the top, and at the distance of eighteen or twenty yards, as may be agreed upon, a second pin of iron is also fixed. The players are generally divided into parties, and the players pitch the quoits from hob to hob; those who pitch the nearest reckoning towards the game. But the determination is discriminately made; for instance, if a quoit belonging to A lies nearest to the hob, and a quoit belonging to B the second, A can claim but one towards the game, though all his other quoits be nearer to the hob than all the other quoits of B, because one quoit of B being the second nearest to the hob, cuts out, as it is called, all behind it. If no such quoit had interfered, then A would have reckoned all his as one each. Having all cast their quoits, the players walk to the opposite side, and determine the state of the play. Then taking their stand there, throw their quoits back again, and continue to do so alternately, till the end of the game. A quoit that falls with its flat side upward does not count.

NINE-PINS.

This game, as its name denotes, is played by means of nine pins, which are set up in a regular order, the aim of the players being to throw down as many as possible in the fewest attempts. Each player is permitted to throw three times at the pins, and if he can knock them all down in two throws, it is called a “single,” and they are again set up for his last throw; or, if he can knock them down in one throw, it is called a “double,” and they are set up. A heavy wooden ball, called a “bowl,” is used to throw at the pins.

SKITTLES.

Skittles is played in a manner somewhat similar to the preceding game, but the number of pins is only four. These are very large, and are arranged on a square framework, so as to present one of the angles to the player. The bowl used for playing this game is of the shape of a cheese, and is usually made of lignum vitæ, as being very heavy and hard wood. The game requires more bodily strength than nine-pins, as the bowl must be thrown upon the skittles, and not rolled up to them.

The best play is to throw the bowl with a round-handed swing of the arm, so as to strike the nearest skittle at the right of its upper third. The ball then springs to the second skittle, and from this generally twists to the third, while the fourth skittle is sent down by the roll of the one first struck. It is very difficult to make this throw successfully, and many players prefer driving down the first and third skittles with a straightforward shoot, and then making their second ball spring across from the second to the fourth. This latter stroke appears very difficult, but is soon learnt; the great point being to throw the bowl high, so that it may drop as perpendicularly as possible on the left of the upper third of the second skittle. In the long run, the constant repetition of this practice will overbalance occasional brilliancy of play.

DUTCH-PINS.

This game is nothing more than a modification of nine-pins; the pins being higher, and the centre one bearing the name of king, and a crown upon its head. The great point in this game is to strike the king out of the board without knocking down any of the subjects. If this can be done, the game is won. In all other cases, the king counts for no more than any of his subjects.

THROWING THE HAMMER.

This is a good athletic sport, but the Hammer can scarcely be called a toy. The hammer used by rustics is generally the sledge-hammer of the blacksmith, with a head weighing some twelve or fourteen pounds. The players are all single and do not join in parties, and the prize is given to him who makes the greatest number of long throws in a dozen. It does not merely require strength to throw the sledge-hammer, but a nice calculation of the area which the Hammer has to pass over in its flight, combined with the strength of the thrower.

THE BOOMERANG.[1]

This instrument is a curved piece of wood, flat on one side, and slightly rounded on the other. It is used by the natives of New South Wales, who can throw it so dexterously as to kill a man behind a tree, where he may have fled for safety. It should be held horizontally in throwing it, and cast by bringing the arm backwards, and after making a variety of curves it will come back again to the person who send it. If skilfully thrown, it may be made to go in almost any direction the thrower pleases.

[1] The instrument represented in the cut is the Australian boomerang.
Those used in England have a sharper curve.

THE SKIP-JACK, OR JUMP-JACK.

The skip-jack is manufactured out of the merry-thought of a goose, which must, of course, be well cleaned before it is used. A strong doubled string must be tied at the two ends of the bone, and a piece of wood about three inches long put between the strings, as shown in the marginal illustration, and twisted round until the string acquires the force of a spring. A bit of shoemaker’s wax should then be put in the hollow of the bone at the spot where the end of the piece of wood touches, and when the wood is pressed slightly on the wax the jack is set; it adheres but a very short time, and then springs forcibly up. The skip-jack is placed on the ground with the wax downwards, and in some parts of the country it is usual to call out, “Up, Jack!” or “Jump, Jack!” just before it springs.

THE SLING.

The art of slinging, or of casting stones with a sling, is of very high antiquity. We see it represented on the Nimroud monuments, and the feat of the divine youth, David, is familiar to every one. In the earliest times there were bands of slingers, and probably whole regiments of them, and there is little doubt that the art of slinging preceded that of archery. The former seemed, however, to belong to the Asiatic, as the latter did to the European nations. Our Saxon ancestors, also, seem to have been skilful in their manner of holding the sling. Its form is preserved in several of their paintings, and the manner in which it was used by them, as far back as the eighth century, may be seen in the annexed cut. We have also sufficient testimony to prove, that men armed with slings formed part of the Anglo-Norman soldiery.

In country districts, slinging of stones is a common sport; and the sling so used consists simply of a piece of leather cut into the subjoined form, to which are affixed two cords, one having a loop. In using it, leather is suffered to hang from the strong downwards; the slinger places his little finger in the loop, and holds the other end in his hand, and then putting the stone in the hole of the sling at A, which prevents its falling, whirls the whole round for three or four times, to obtain a strong centrifugal force, and suddenly letting go of that part of the sling held in his hand, the stone flies forward with inconceivable rapidity, making a twanging sound in the ear as it flies. Slinging is a very good exercise for imparting strength to the arm, but young slingers should be very careful where they send their stones, or they may do much damage.

If any of my readers may wish to construct a better kind of sling, they may do it in the following manner:--Get a currier to cut a piece of very strong buckskin leather in this shape, the centre being cut into bars. Two long strips of the same leather are then cut of this shape,

two cuts being made along them, so as to leave three leather cords. These are plaited together, and the flat ends firmly sewn to the centrepiece. The shape will then be this:

A sling made on this principle will carry a stone of a pound weight. The loop and point should be whipped with silk. The accuracy that can be obtained with such a weapon is astonishing, only the missiles should always be leaden bullets of the same weight--two or three ounces being the best average weight. At the school where my boyhood was spent, we used to send such bullets just over the weather-cock of one of the loftiest spires in England, and stripped a chestnut-tree of its blossoms. One year there was a solitary blossom on the top of the tree, which defied our efforts for many days. The blossoms were soon knocked off, but the green stalk resisted the blows for a long time. It was battered to pieces, but bent to the strokes, and had to be knocked off in fragments. I mention this to show the accuracy of aim that can be attained by practice.

WALKING ON STILTS.

Among the Swiss, and in several districts in the South of France, walking on stilts is not only an amusing, but a useful, practice, as by means of these crane-like legs men and women transform themselves into the order of “Waders,” emulating the long-legged storks and herons, and can cross over marshes and flooded grounds without wetting their feet. Stilts are easily made, being nothing but a pair of poles, with a wooden step at the sides for the feet to stand on. The poles are kept in their proper place by the hands. A little practice will soon render a youth “easy on his stilts,” and they may be made an amusing and healthy exercise.

THE SUCKER.

The sucker is a toy of the simplest construction imaginable; it is made by merely cutting a circular piece out of some tolerably stout leather, boring a hole in its centre, and then passing a string through the hole, taking the precaution to make a large knot at the end of the string, to prevent its being drawn completely through the hole. Before using the sucker, it must be steeped in water until it becomes quite soft and pliable. If its smooth, moist surface be now pressed so closely against the flat side of a stone or other body, that the air cannot enter between them, the weight of the atmosphere pressing on the upper surface of the leather will cause it to adhere so strongly, that the stone, if its weight be proportioned to the extent of the disc of leather, may be raised by lifting the string. If the sucker could act with full effect, every square inch of its surface would support about the weight of fourteen pounds. The feet of the common house-fly are provided with minute natural suckers, by aid of which the insect is enabled to run up a smooth pane of glass and walk along the ceiling.

* * * * *

Our young readers will in all probability remark that we have laid but little stress on games with toys, and that comparatively few toys have been mentioned. We have done so intentionally, because the book is written expressly for boys, and those, English boys. Now an English boy always likes a toy that will _do_ something. For example, he cares not one farthing for all the elegant imitations of guns in the world, as long as he can have his pea-shooter; and the walnut stock, the glittering decorations, and the burnished but useless barrel of the toy gun, are nothing in his eyes, when compared with the plain tin barrel of his beloved pea-shooter, which will throw a missile with rifle-like accuracy of aim.

For these reasons, we have mentioned but very few toys, looking with contempt upon those innumerable fabrications that find their place in the windows of toy-shops, and in ninety-nine cases out of a hundred are only purchased for the immediate gratification of spoilt children, who unconsciously illustrate the real objects of toys, by pulling them to pieces, and converting the fragments to unexpected uses.

EASY GAMES WITH TOYS.

INDOOR.

There are many elaborate toys which are not included under this head, as they are always sold with printed directions for using them. The games which follow are played with toys of the simplest construction, many of which may be easily manufactured by the reader.

BATTLEDORE AND SHUTTLECOCK.

This game is so well known as to require but little remark. The Battledores may be purchased at the toy-shops, as may also be the Cocks; but many of our young friends who know anything about carpentry may easily make both for themselves. The Battledores can be cut out with a key-hole saw into the subjoined shape. They should be about a quarter of an inch thick, the handles about six inches long, and the “spades” of about five inches long, and five broad. The Shuttlecock may be made by cutting a piece of cork into the following form, and placing a small brass nail at its lower end. The top should be plumed with five feathers standing outwards from the rim, being fastened by a little gum into small holes cut therein. The practice of the game is for two players to beat the Cock backwards and forwards from one to the other, and the one that lets it fall, by failing to strike it with his bat, is to give to the other a pea, bead, pin, or some other small article. Some foreigners, particularly the Chinese, play at this game with the toes, hands, elbows, and other parts of the body, and will keep the Cocks up in a most amusing manner, in the midst of many grotesque gestures.

BANDILOR.

This toy is simply a wheel or pulley of hard wood, having a very deep groove, round which a strong but fine cord is wound. The player holds the free end of the cord between his finger and thumb, gives a rapid rotatory motion to the bandilor, by allowing it to fall towards the ground; by a sudden jerk he now tightens the cord in the groove, and the toy rises towards his hand. A little practice will enable any one to keep the bandilor in motion for a considerable time by causing it to rise and fall alternately.

CUP AND BALL.

A ball of ivory or hard wood is attached to a stem of the same substance, having a shallow cup at one end and a point at the other. The player holds the stem in his right hand, as shown in the figure; and, having caused the ball to revolve by twirling it between the finger and thumb of his left, he jerks it up and catches it either in the cup, or upon the spike, to receive which a hole is made in the ball. We need scarcely say that the latter feat can only be performed by a skilful player. Cup and Ball was the favourite pastime at the court of Henry III. of France.

THE CUTWATER.

The Cutwater is a circular piece of sheet lead, notched like a saw round the edge, and having two holes pierced in it at some distance from each other, through which is passed a piece of string, the two ends being afterwards tied together. The annexed figure shows this toy, and the way it is to be held by the player. To set the Cutwater in action, the double string must be alternately pulled and slackened. Every time the string is relaxed the disc revolves, in consequence of the impetus it has acquired from the previous pull; and every time the string is tightened, it whirls round in an opposite direction, as the double string is then untwisted. If the edge of this toy be dipped in water, it may be made to sprinkle the bystanders and the player; hence its title of “Cutwater.”

FOX AND GEESE.

Fifteen ordinary draughtsmen compose the flock of geese. The fox may either be two draughtsmen placed one upon another, or any small object which may be at hand. The game is played on a board marked as shown in the annexed engraving. The fox is placed in the middle of the board, and the geese on the points on one side of it, as shown in the illustration. The game is to confine the fox to some spot on the board, so that there shall be either the edge of the board or else two rows of men round him. When the fox cannot escape, the game is done, and the player of the geese wins; but when one of the geese is left on a point next to that occupied by the fox, and is not supported by another goose behind, or by the edge of the board, the fox can take it, and by jumping over its head to the next space, he may, perhaps, escape the persecutions of some of the others, as all the geese are compelled to move forwards towards the end of the board that was unoccupied at the commencement of the game. The fox is allowed to move either backwards or forwards. Neither fox nor goose must be moved more than one space at a time. If the fox neglects to take when he has a chance, he is huffed, and one of the captured geese is restored to the back of the board. The fox should avoid getting into the lower square of the board if possible, as he will find it difficult to extricate himself from a position which can be so easily blockaded.

There is another method of playing fox and geese on a chessboard; namely, with four white men, representing the geese, and one black one, representing the fox.

The geese are ranged on the four white squares nearest one player, and the fox may be placed where his owner pleases. The best place for him is that marked in the diagram, as he can manœuvre in a very puzzling way.

The geese can only move forward, and the fox moves either way. The object of the geese is to pen up the fox so that he cannot move, and the fox has to break through.

If the game is properly played, the geese must win, the secret being to keep them all in line as much as possible. The fox tries to prevent this plan from being followed up; and if he can succeed in doubling the geese, or getting one to stand before another, he is nearly sure to pass through them.

GOOSE.

To play at Goose a board must be made containing sixty-three circles, placed so as to form some resemblance to the shape of a goose, and numbered consecutively. Two dice and a box, and as many counters as there are players, are required. Each player in turn throws the dice, and according to the number he throws, so he reckons, counting from No. 1, and placing his counter on the number he obtains. The player who first reaches sixty-three wins the game. But mark; he must throw sixty-three exactly, or else he has to count the surplus number back from sixty-three. For instance, suppose when at sixty he throws eight, this makes sixty-eight, five over sixty-three. The player must, therefore, take five back from sixty-three, and leave his counter at fifty-eight. The game is called Goose from the fact that a goose is usually drawn on every fourth and fifth ring; and the player who lands on one of these, scores double the number he has just thrown. Several obstacles occur, however, on the journey. On one ring is drawn a bridge, to pass which a toll of one counter must be paid. A little farther on is an inn, where the player halts for two turns and pays two to the pool; but if he fall into the pond, the unfortunate wight has to stay there until another player tumbles in too, when he is allowed to proceed on his journey. The last hindrance is a gloomy prison, in which the same rule holds good, except that the relieving party, instead of going on as in the case of the pond, remains in durance vile until somebody else enters the prison-house. Other obstacles may be inserted at the players’ option.

HEAD, BODY, AND LEGS.

One player takes an oblong piece of paper, and having divided it into three equal parts by folding, he sketches a comic _head_, either with pen or pencil, in the upper space; he then doubles the paper over, and hands it to another, who draws a _body_ in the middle compartment, folds the paper over once more, and passes it to a third, who completes the figure by drawing a pair of _legs_ in the lower space. The player who draws the head, must continue the neck a little way into the middle space, and he who sketches the body must just commence the legs in the lower compartment; this arrangement insures the connexion of head, body, and legs. Our first illustration shows how the paper is to be folded over for drawing the different parts of a figure. Each player should be provided with a pen or pencil, and a few pieces of paper; having drawn a head, he should fold his sketch in a proper manner and pass it to his right-hand neighbour; in this way a number of figures may be finished simultaneously. A knowledge of drawing is not expected of any player, as the crudest notion of a head, a body, or a pair of legs, will fully meet the requirements of the game. Those who have never played at Head, Body, and Legs, can have no idea of the absurd combinations that spring from the independent labours of the different players; thus, a man’s body will sometimes get joined to a donkey’s head, and be supported by the legs of an ostrich.

KNUCKLE-BONES.

This game is played with five little bones from a sheep’s trotter. One player tosses up the knuckle-bones, sometimes one at a time, sometimes all together, and catches them either in the palm or on the back of his hand, according to certain rules. Should he fail to perform one of the tricks properly, he must hand the bones to his opponent, who attempts to go through the same series of manœuvres with them. When the first player regains the bones through the unskilful play of his adversary, he once more attempts the feat he failed to accomplish before, and if he succeeds he tries to pass through the subsequent stages of the game. The player who first arrives at the end of the regulated series of tricks wins the game. It would be impossible to give the reader a clear idea of the manner of performing each trick without the aid of diagrams. In almost every school may be found an experienced player at knuckle-bones, whose directions will be of more value than any remarks we can make, though we were to devote a couple of pages to this pastime. In some parts of England a similar game, called “Jackstones,” is played with small round pebbles.

MERELLES, OR NINE MEN’S MORRIS.

This is an ancient English game, and ought not to be laid aside; so we resuscitate it for the benefit of young England. It used to be played in England on the ground with stones, but may be played best on a table indoors. The form of the merelle-table, and the lines upon it, as it appeared in the fourteenth century, are here represented. These lines are still the same. The black spots at every angle and intersection of the lines are the places for the men to be laid upon. The men are different in form and colour, for distinction sake. The manner of playing is briefly thus: Two persons, having each of them nine pieces, or men, lay them down alternately, one by one, upon the spots; and the business of either party is to prevent his antagonist from placing three of his pieces so as to form a row of three without the intervention of an opposing piece. If a row be formed, he that made it is at liberty to take up one of his competitor’s pieces from any part he thinks most to his advantage; excepting he has made a row, which must not be touched if he have another piece upon the board that is not a component part of that row. When all the pieces are laid down, they are played backwards and forwards in any direction that the lines run, but can only move from one spot to another at one time. He that takes all his antagonist’s pieces, is the conqueror.

PAPER DART.

To form this dart you must take an oblong piece of paper, and fold it down the middle lengthwise; then double each of the lower corners up to the middle crease, and fold the doubled paper over to the same mark; you must now turn each folded side outwards, and your dart will resemble the annexed figure. The paper dart, when thrown from the hand, rarely hits the object aimed at, as it generally makes a graceful curve in passing through the air. Boys sometimes amuse themselves by fighting sham battles with these harmless weapons.

THE POPGUN.

The best Popguns are made of a strong straight piece of elder-tree, which ought to be cut from an inner branch, and should be about six inches long. The pith of this should be pierced out by an iron ramrod fitting the hole; and when the inside is made thoroughly smooth by rubbing the rod up and down, it is ready for use. The pellets are made with moistened tow--brown paper is a nasty thing to put into the mouth, and we shall never advise the use of it. When the pellet is prepared, it should be laid over the mouth of the gun in such a quantity as to require squeezing and plugging in. The first pellet should be driven through the gun to its other end; the second pellet is to be driven in, in a similar manner to the first, and then it is forced through the gun: the air between the pellets being incompressible beyond a certain point, forces out the lower pellet with a loud “pop;” hence the the term “Popgun,” which has been applied to them. Popgun-playing is not a very healthy exercise, the pressing of the rammer against the pit of the stomach frequently leading to derangement of that organ. To prevent this, the lad who plays at popgun should have a small round board slung over his neck by a string, hanging as low as the pit of his stomach, like a “conductor’s ticket,” against which he should press the handle of his ramrod when he fires off his popgun.

PUSH-PIN.

This trifling game is usually played by two boys. Each player places a pin on the table, and then endeavours to push one pin across the other with his finger-nail; should he succeed, both pins become his property. At starting, the pins must be placed head to head, and the players push alternately. Sometimes each player puts down two, three, or even more pins.

SCHIMMEL.

To play this amusing game, which is of German origin, it is necessary to be furnished with five cards, on which are painted the figures of a white horse, an inn, a bell, a hammer, and a bell and hammer; with eight little ivory cubes marked on one side only, six numbered 1, 2, 3, 4, 5, 6, and the other two marked, one with a bell and the other with a hammer; with a box for throwing the dice, a hammer for disposing of the cards by auction, and a proportionate quantity of counters for the players. The cards, dice-box, and auctioneer’s hammer, are shown in the annexed illustration. Any youth who can draw may easily prepare the cards; the cubes may be procured from an ivory-worker’s and may be marked with ink. The game can be played by as many persons as are present. The counters are to be distributed by one of the players who holds the office of cashier, their value having been previously determined upon by the players. This being done, twelve are to be deposited by each player in the pool. The cashier then disposes of the five cards separately to the highest bidders, the produce of which is also to be placed in the pool. The white horse is by far the most valuable card, and therefore fetches the highest price in counters. The inn ranks next, and is usually purchased by the most speculative player, as its value depends upon circumstances. The bell and the hammer generally fetch the same number of counters, these cards being equally valuable, and the card upon which both bell and hammer are painted fetches about half the number that is given for one of the single figures. The bidders are not bound to confine themselves to the number of counters dealt out to them at the beginning of the game; should they exceed it, they may pay the remainder of the debt by instalments out of their receipts in the course of the game.

Each person is at liberty to purchase as many cards as he may think proper.

The dice are then to be thrown by the players alternately, beginning with the holder of the white horse, any one being allowed to dispose of his throw to the highest bidder. When all blanks are thrown, each of the players pays one to the holder of the white horse, and he pays one to the inn. If with the blanks the bell, or hammer, or the bell and hammer together are thrown, the possessor of the card so thrown pays one to the white horse.

When numbers accompany the bell, hammer, or bell and hammer, the cashier is to pay the counters, to the amount of numbers thrown, to the holder of such card, from the pool; but if numbers are thrown unaccompanied, the cashier then pays to the thrower.

When the pool is nearly empty there arises an advantage to the inn, for if a player throws a figure greater than the quantity contained in the pool he pays the overplus to the inn; thus: suppose 4 are in the pool, if the players throws 10, he is to pay 6 to the inn; and if 2 are thrown, those 2 are paid to him from the pool, and so on till a figure is thrown which clears the pool, and so concludes the game.

If all blanks are thrown after the inn begins to receive, the players pay nothing, but the owner of the white horse pays one to the inn; and should the bell, &c. be thrown with the blanks, the holder of that card pays one to the inn; and if numbers accompany the bell, &c. the holder of that card must pay to the inn the number thrown above those remaining in the pool. Nuts are sometimes used as counters, and the players keep their winnings. Sometimes the cashier receives a halfpenny or a penny a dozen for the counters, and when the game is finished the receipts are divided among the players according to their winnings. Those who do not hold cards frequently find themselves richer at the close of the game than their speculative companions, whose winnings do not always exceed the price paid for their cards.

SPELICANS.

Spelicans are made of thin pieces of ivory cut into different forms, some being like spears, others saws, bearded hooks, &c.; of some of the patterns there are duplicates, whilst of others only one. Each pattern has a value assigned to it, the lowest being five, and the highest forty; the numbers do not run in regular succession--as five, six, seven, eight--but irregularly, as five, sixteen, twenty-five. Hooks, made of bone, are used pointers.

The game is played as follows:--One player should take up all the spelicans in a bundle, and holding them at a little height from the table, let them fall down in a confused heap on it; each player must then try alternately to take away a spelican from the heap without moving any of the others, and this it is generally very easy to accomplish at the first, for the top ones are mostly unconnected with the rest, but as the players proceed it requires some tact to jerk them out, with the help of the hook, made pointed for that purpose. The player who, at the entire removal of the heap, has the greatest number of spelicans, wins the game. Should any of the spelicans, while being removed shake the others, they must be put back into the heap again. It is usual in some places, instead of each player removing a spelican alternately, for one to continue lifting up the spelicans until he happens to shake one, when another player takes his turn until he in like manner fails, when another tries his fortune; and so the game continues, until all the spelicans are withdrawn.

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Every Boy's Book: A Complete Encyclopædia of Sports and AmusementsChapter XI: Part I: Easy Games Without Toys (4)

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