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one who caught him continues the game, and when another one gets in the mush pot the first one is permitted to take his seat. The game continues until all have had a run.

The runs should all be very short to make the game go quickly.

Dead Ball

Children stand by desks. A tennis or soft rubber ball is thrown among the players. The child hit sits and is out of the game. The child standing near where the ball falls throws it the next time.

Preliminary Ball

Children stand in rows, facing each other, two rows of desks between them, those on one side having bean bags. On the teacher's counts they throw to those in the row opposite, throwing and catching with both hands. After a given number of throws, they put the left hand behind them, throwing and catching with the right hand; the same with the left hand. This is good muscular training.

Dodge

Players divide into equal groups. One group forms a circle, the other within. Outside group has a volley or an outdoor baseball with which they try to hit the one's (players) within. As soon as one is hit he must immediately join the circle and help hit the others. When all have been tagged in this way, groups change places and repeat. The two players who were last to be hit in the two games are captains to choose up for the next time.

Third Man

Played much like "Three Deep." Players stand in couples, facing each other, couples scattered in any way around the room. The runner is free from being tagged when he steps between the two players of any couple, and the chaser must chase the one toward whom the runner turns his back.

Fox and Chickens

Choose a player to be fox and another to be the mother hen. The players are the chickens and all form in a line behind the mother hen, and each one grasping the waist of the one in front. The fox tries to tag the last chicken; the line, led by the mother hen, turns and tries to keep between the fox and that chicken. When the last chicken is tagged he becomes fox, and the mother hen chooses another player in her place.

Eraser Relay

Place an eraser on the front desk of alternate rows. At a signal to start the first child in each row takes the eraser in both hands and passes it over his head to the child behind him. This continues till the last child receives it. The last child runs forward with it, running down the right aisle. On reaching the front seat, his entire row moves one seat backward, so as to leave an empty seat in front. The runner then sits down in the empty seat and passes the eraser backward with both hands as before stated.

The changing of seats should be on the left side.

The game ends when each child is returned to his own seat.

School-room Tag

Mark a circle on floor in front of desks. Choose a player to be "it." He stands near but not in the circle and calls the names of three players. The players must rise and try to reach the circle without being tagged. They run in any style in either direction.

The first one tagged is "it" and the game continues as before. If none are caught, three more are named. Encourage naming players who have not been called.

The Serpentine Maze

Players all in single file, teacher leading. Each player reaches right hand forward to player next in front and left hand back, grasping hands. March forward, circling to left and winding up into a spiral. When tightly wound, last player should lead, all turn about to left and wind up, circling to right. Several variations should be used later:

1. Same as first method without grasping hands.

2. When wound as far as possible and leave enough space, teach circles right from center of spiral and line follows, passing out in a reverse spiral; this is done first grasping hands and later without.

3. When leader reaches center of spiral, tight wound, she signals to players in some direction and they lift arms, forming arches, under which the line may pass, teacher leading, hands are kept grasped in this case.

Teacher and Class

Similar to "School Ball." A leader is chosen for each group of eight or ten players, the players in a line and the leader eight or ten feet away at the side. A row in the school-room may be taken as a group, with a leader standing in front. The leader tosses the ball or bean bag to the players in turn, beginning at the head. Any player missing goes to the foot. If the leader misses he goes to the foot and the one at the head becomes leader. If the ball goes twice around and the leader does not miss, he goes in the line just above those who have missed and the head player becomes leader.

Blackboard Relay

The competing rows must be placed where there is a blackboard at the front of each row. First player of each row has a piece of chalk. At the signal he runs to the board and makes a mark with the chalk, then he returns to his seat, and hands the chalk to the next player, who runs and marks in his turn. Later, players may be required to make a cross, circles, capital letters, small letters, add columns of numbers, write words, construct sentences. The teacher is the judge as to whether the marks come up to the requirements, and each team is charged with a foul for each defect.

Tag the Wall Relay

This is like "Racing" (See First Grade), but more continuous. Two or more rows compete. The player in the back seat rises at a signal from the teacher, runs forward down the aisle, tags the wall at the front of the room, and returns to his seat. As soon as he has reached his seat the player next in front of him does the same, the relay being complete when each player in turn has run. The line whose front player is seated first wins.

Slow Poke (Indoors)

Alternate rows of children are chosen. On a signal from the teacher, the last children in the alternate rows, run down the aisles, turn to their left; run down the other aisle, turn on reaching their seats, and tag the person who sits in front of them. The person tagged does as the first person did, tagging the person in front only when he reaches his starting place. Each person running when tagged. Equal numbers should be chosen for each row. The object of the game is to see which row is the winner, depending entirely upon alertness, quickness of mind and honesty in playing with fellow students.

TRICKS AND PUZZLES

Any one who wishes to play a trick or show off a puzzle should test it privately, before attempting to show it before company, for often, owing to some slight error, the trick may at first prove a failure, whereas a little practice will soon make one perfect.

The Dancing Egg

Get a hard-boiled egg and place it on the reverse side of a smooth polished plate or bread-platter. If you now turn the plate round while holding it in a horizontal position, the egg, which is in the middle of it, will turn round also, and as the pace is quickened, the egg will move more and more quickly, until it stands up on one end and spins round like a top. In order to be quite sure that the experiment will succeed, you should keep the egg upright while it is being boiled, so that the inside may be hardened in the proper position.

The Magic Thread

Soak a piece of thread in a solution of salt or alum (of course, your audience must not know you have done this). When dry, borrow a very light ring and fix it to the thread. Apply the thread to the flame of a candle; it will burn to ashes, but will still support the ring.

The Swimming Needles

There are several ways of making a needle float on the surface of the water.

The simplest way is to place a piece of tissue paper on the water and lay the needle on it; the paper soon becomes soaked with water and sinks to the bottom, while the needle is left floating on the top.

Another method is to hang the needle in two slings made of threads, which must be carefully drawn away as soon as the needle floats.

You can also make the needle float by simply holding it in your fingers and laying it on the water. This, however, requires a very steady hand.

If you magnetize a sewing-needle by rubbing it on a fairly strong magnet and float it on the water, it will make an extremely sensitive compass; and if you place two needles on the water at the same time, you will see them slowly approach each other until they float side by side, that is, if they do not strike together so heavily as to cause them to sink.

The Bridge of Knives

Three knives may be supported by their handles in the following manner: Place three glasses in a triangle, each side of which must be about the length of one of the knives. The blade of the first knife should rest on the blade of the second, by passing over it near to the point where the handle and blade are joined; the blade of the second passing in the same manner over the blade of the third, which is to be made to rest on the blade of the first. The handles being then carefully placed upon the glasses, a bridge is formed strong enough to bear a considerable weight.

To Balance a Coffee-Cup on the Point of a Knife

The articles necessary for the performance of this trick are very simple, a dinner-fork and an ordinary sized cork being all that are needed. Fix the cork firmly in the handle of the fork, then stick the fork into it so that two prongs shall be on each side of the cup handle, and slope the fork in such a way that its handle will come under the bottom of the cup. The heaviest weight being thus brought underneath, you can hold the cup on the point of a knife, if you very carefully find the exact place on which it will balance.

As the surface of the cup is usually glazed, the hand which holds the knife must not tremble, or the cup will slip off.

You may also obtain the same result by using two knives instead of a fork.

The Obstinate Cork

Take a small cork and ask some one to blow it into a fairly large sized, ordinary bottle that has a neck.

This seems to be quite an easy matter. The one who tries it will probably blow as hard as possible upon the little cork; but, instead of going into the bottle, as expected, it will simply fall down. The harder the puffs or blows, the more obstinate the cork will appear to be; and even if the effect of blowing gently be tried, it will be of no use; the cork will not go into the bottle, much to the amusement of those who are watching. The reason why the cork will not go in is this: The bottle being already full of air, when the cork is blown, more air will be forced into the bottle, and consequently the air inside will be greatly compressed and

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