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Telling His Faults

"Oh, do, Mr. Sapling," said the beautiful girl at the summer hotel, "do let me read the palm of your hand! I can tell you all your faults."

Mr. Sapling gave an inarticulate gurgle and a roseate flush swept over his countenance as he surrendered his palm to the grasp of the fair enchantress.

"Oh, you're just full of faults, just full of them, Mr. Sapling!" she cried.

Mr. Sapling looked it.

"To begin with," said the beautiful girl, slowly and reflectingly, "you are dreadfully cynical: you hardly believe in anything at all, and you've utterly no faith in us poor women."

The feeble smile that had hitherto kindled the features of Mr. Sapling into a ray of chastened imbecility, was distorted in an effort at cynicism.

"Then your next fault is that you are too determined; much too determined. When once you have set your will on any object, you crush every obstacle under your feet."

Mr. Sapling looked meekly down at his tennis shoes, but began to feel calmer, more lifted up. Perhaps he had been all these things without knowing it.

"Then you are cold and sarcastic."

Mr. Sapling attempted to look cold and sarcastic. He succeeded in a rude leer.

"And you're horribly world-weary, you care for nothing. You have drained philosophy to the dregs, and scoff at everything."

Mr. Sapling's inner feeling was that from now on he would simply scoff and scoff and scoff.

"Your only redeeming quality is that you are generous. You have tried to kill even this, but cannot. Yes," concluded the beautiful girl, "those are your faults, generous still, but cold, cynical, and relentless. Good night, Mr. Sapling."

And resisting all entreaties the beautiful girl passed from the verandah of the hotel and vanished.

And when later in the evening the brother of the beautiful girl borrowed Mr. Sapling's tennis racket, and his bicycle for a fortnight, and the father of the beautiful girl got Sapling to endorse his note for a couple of hundreds, and her uncle Zephas borrowed his bedroom candle and used his razor to cut up a plug of tobacco, Mr. Sapling felt proud to be acquainted with the family.







Winter Pastimes

It is in the depth of winter, when the intense cold renders it desirable to stay at home, that the really Pleasant Family is wont to serve invitations upon a few friends to spend a Quiet Evening.

It is at these gatherings that that gay thing, the indoor winter game, becomes rampant. It is there that the old euchre deck and the staring domino become fair and beautiful things; that the rattle of the Loto counter rejoices the heart, that the old riddle feels the sap stirring in its limbs again, and the amusing spilikin completes the mental ruin of the jaded guest. Then does the Jolly Maiden Aunt propound the query: What is the difference between an elephant and a silk hat? Or declare that her first is a vowel, her second a preposition, and her third an archipelago. It is to crown such a quiet evening, and to give the finishing stroke to those of the visitors who have not escaped early, with a fierce purpose of getting at the saloons before they have time to close, that the indoor game or family reservoir of fun is dragged from its long sleep. It is spread out upon the table. Its paper of directions is unfolded. Its cards, its counters, its pointers and its markers are distributed around the table, and the visitor forces a look of reckless pleasure upon his face. Then the "few simple directions" are read aloud by the Jolly Aunt, instructing each player to challenge the player holding the golden letter corresponding to the digit next in order, to name a dead author beginning with X, failing which the player must declare himself in fault, and pay the forfeit of handing over to the Jolly Aunt his gold watch and all his money, or having a hot plate put down his neck.

With a view to bringing some relief to the guests at entertainments of this kind, I have endeavoured to construct one or two little winter pastimes of a novel character. They are quite inexpensive, and as they need no background of higher arithmetic or ancient history, they are within reach of the humblest intellect. Here is one of them. It is called Indoor Football, or Football without a Ball.

In this game any number of players, from fifteen to thirty, seat themselves in a heap on any one player, usually the player next to the dealer. They then challenge him to get up, while one player stands with a stop-watch in his hand and counts forty seconds. Should the first player fail to rise before forty seconds are counted, the player with the watch declares him suffocated. This is called a "Down" and counts one. The player who was the Down is then leant against the wall; his wind is supposed to be squeezed out. The player called the referee then blows a whistle and the players select another player and score a down off him. While the player is supposed to be down, all the rest must remain seated as before, and not rise from him until the referee by counting forty and blowing his whistle announces that in his opinion the other player is stifled. He is then leant against the wall beside the first player. When the whistle again blows the player nearest the referee strikes him behind the right ear. This is a "Touch," and counts two.

It is impossible, of course, to give all the rules in detail. I might add, however, that while it counts TWO to strike the referee, to kick him counts THREE. To break his arm or leg counts FOUR, and to kill him outright is called GRAND SLAM and counts one game.

Here is another little thing that I have worked out, which is superior to parlour games in that it combines their intense excitement with sound out-of-door exercise.

It is easily comprehended, and can be played by any number of players, old and young. It requires no other apparatus than a trolley car of the ordinary type, a mile or two of track, and a few thousand volts of electricity. It is called:

The Suburban Trolley Car A Holiday Game for Old and Young.

The chief part in the game is taken by two players who station themselves one at each end of the car, and who adopt some distinctive costumes to indicate that they are "it." The other players occupy the body of the car, or take up their position at intervals along the track.

The object of each player should be to enter the car as stealthily as possible in such a way as to escape the notice of the players in distinctive dress. Should he fail to do this he must pay the philopena or forfeit. Of these there are two:

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