Games for Little Children.
DANCE, THUMBKIN, DANCE! is a game by which an older person can amuse a number of little children. It is played by holding up the hand and bending thumb and fingers in the following manner. First, put the thumb in motion, singing in a lively tune, “Dance, thumbkin, dance;” then keep the thumb still and move the four fingers, singing, “Dance, ye merry men, every one, for thumbkin he can dance alone.” Then move the forefinger and sing, “Dance, foreman, dance!” Then move all the fingers, singing, “Dance, ye merry men, every one, for foreman he can dance alone.” Then keep the second finger in motion, singing, “Dance, middleman, dance!” Then move all the fingers, singing, “Dance, ye merry men, every one, for middleman he can dance alone.” Then in the same manner repeat the process with the two other fingers, calling the third finger “ring-man,” and the fourth finger “little-man.” When these changes are done rapidly, it entertains even babies.
UNCLE JOHN.
All the children who join this game must stand in a circle holding each others’ hands, and as they walk or dance around they sing the following words:
“Uncle John is very sick. What shall we send him?
A piece of pie, a piece of cake, a piece of apple dumpling.
What shall we send it in? In a golden saucer.
Who shall we send it by? By the king’s daughter.
D-o-w-n, down.”
Then all must kneel down as quickly as possible, and rise up at once, the one who is the last to kneel must, when they all rise, whisper to some one a girl’s or boy’s name, and then all join in the circle, the one who knelt last facing outwards. Then they all repeat as follows, making use of the name whispered:
“J—— B—— so they say
Goes a courting night and day,
Sword and pistol by his side,
M—— L—— shall be his bride,
She has sparks, one, two, three,
I can tell you who they be,
Joel, Toel, half a day,
Exel, Toel, turn away.”
All again commence to sing “Uncle John is very sick,” &c., this continues until each one faces outwards in turn or they are weary of it.
MOTHER GOOSE.
This is a new and amusing game for little children. One among their number must be chosen to take the part of “Mother Goose,” and she must arrange her forces in a line, and place a cricket in the centre of the room. She then leads off, clapping her hands and dancing slowly, saying, “Hi, diddle, diddle, the cat’s in the fiddle.” All must follow her, saying and acting exactly as she does, on penalty of a forfeit. She then imitates the mewing of a cat and all imitate her. She then repeats “the cow jumped over the moon,” and “Mother Goose” runs and jumps over the cricket, all the others following her. Again they pass round the room singing, “The little dog laughed to see the sport.” Suddenly she stops and laughs heartily, each one imitating her, and away they go again, singing, “The dish ran away with the spoon.” “Mother Goose” then claps her hands as a signal for all to run, and off they start, she after them; if she succeeds in catching one, she cries out, “Here is Mother Goose,” and all assemble round her, and the play commences again. If played in the open air, it is well to have some post or tree as a goal, and if “Mother Goose” does not catch some one before it is reached, she has to act her part again.
“CLAP OUT AND CLAP IN.”
All the girls in the party arrange themselves behind chairs, sofas, ottomans, &c., all the boys being sent out of the room, one girl stands as door-keeper. Some girl then calls out the name of a boy whom she wishes to take the seat in front of her, the door-keeper opens the door and calls out the name. The boy called enters and the door is shut; he looks all around wondering who has chosen him, and finally takes a seat. If he happens to sit down in front of the girl who called his name she kisses him, and he keeps his seat; but if not, as is most likely to be the case, they all clap him out, and away he goes. Another is then chosen and the same thing is gone through; sometimes a favorite boy will be called in a number of times before he guesses correctly. When all the girls have taken their turn in calling, they leave the room, and the boys take their stand behind the seats, and the girls are called in.
FINGERS AND THUMBS.
Three [fingers, one thumb,] keep moving. Three, &c.
Four [fingers, one thumb,] keep moving. Four, &c.
Five [fingers, one thumb,] keep moving. Five, &c.
Six [fingers, one thumb,] keep moving. Six, &c.
Seven [fingers, one thumb,] keep moving. Seven, &c.
Eight [fingers, one thumb,] keep moving. Eight, &c.
Eight [fingers, two thumbs,] keep moving. Eight, &c.
Eight [fingers, two thumbs and one arm,] keep moving. Eight, &c.
Eight [fingers, two thumbs and two arms,] keep moving. Eight, &c.
Eight [fingers, two thumbs, two arms and one foot,] keep moving. Eight, &c.
Eight [fingers, two thumbs, two arms, and two feet,] keep moving. Eight, &c.
Eight [fingers, two thumbs, two arms, two feet, and your head,] keep moving. Eight, &c.
The words in brackets must be sung on one note, as in chants; and each line must be repeated three times, as arranged under the above notes. The person selected to commence this game must arrange all the players in a circle, either seated or standing as he directs. Each must follow the motions of the leader, and join him in singing. When the leader is ready to commence the game he must clap his hands. He then begins to move his fore-finger and thumb, and sings the words as arranged at the beginning of these directions. All the motions he makes must correspond with the words he sings, and each player must imitate his motions, and continue them through the game. All the fingers, thumbs, arms, feet and heads in the room will soon be in motion. The effect of this game is quite laughable. The persons joining in this play can recite the words without singing, if they prefer.
“YOU ARE NOTHING BUT A GOOSE.”
This play consists in telling a story for the amusement of little children, and at the same time drawing figures on a slate or paper in illustration of it. For instance, “An old man and his wife lived in a little cabin. I will draw it with my pencil, so that you may know it. There it is, (here make a picture of the cabin.) This cabin had a window, which I will make thus, (here put in the window.) Near the window was a projecting door, like this, (here put in the door.) On the side opposite the door was a road, bordered on one side by a hedge, (draw the road and hedge.) This road terminated in a large pond, (mark out the pond,) and herbs grew round it, (mark them.) One night some robbers came to the further end of the pond, (make some marks for robbers.) The old woman heard them and told her husband to get up and see what was the matter. The old people walked down to the side of the pond, (make marks for the old people on the side of the pond.) Each of them held out a hand to caution the other to keep silence, (mark the hands.) But they did not hear anything, for the robbers had taken fright and had run away. After standing out in the cold for a long time, the old man said to his wife, ‘Go along back to the house, you are nothing but a goose.’ At this point you hold up your paper and it will be seen that you have made a picture of a goose. The subjoined cut illustrates the progress of the picture.”
While telling the story you must be careful that the lookers-on see the growing picture sideways, or upside down; otherwise they may suspect your design before the picture is complete. Other simple stories can be illustrated in like manner.
BUZZ.
Promptness is very necessary in this game. Any number of children excepting seven, both girls and boys, seat themselves round a table, or in a circle. One begins the game by saying, “One!” the child on the left says “two!” so on till they come to seven, which number must not be mentioned, but in place thereof the word “Buzz!” Whenever a number occurs in which the figure seven is used or any number into which seven may be multiplied, “Buzz” must be used instead of that number. Such are the numbers, 7, 14, 17, 21, 27, 28, 35, 37, 42, &c., &c. Any one mentioning a number with seven in it instead of “Buzz,” or calling out of turn, or naming a wrong number, must pay a forfeit. After she has paid her forfeit, she calls out, “One!” and so it goes round again to the left. When by a little practice the circle gets as high as seventy-one, then, “Buzz one,” “Buzz two,” &c., must be used, and for seventy-seven, “Buzz-Buzz,” and so on. If the person whose turn it is to speak delays longer than while any one of the circle can moderately count five, she must pay a forfeit.
THE PUZZLE WALL.
FIGURE ONE.
FIGURE TWO.
Suppose there was a pond, around which four poor men build their houses, as in figure one. Suppose four wicked rich men afterward built houses around the poor people, as in figure two, and wished to have all the water of the pond to themselves. How could they build a high wall, so as to shut out the poor people from the pond? You might try on your slate a great while and not do it. I will show you:
DOLLS.
Give your girls a number of substantial dolls to play with, and pieces of cotton cloth, calico or muslin-delaine, ribbons, &c., with which to make dresses; and do not buy elegantly dressed dolls, which can only be used on great occasions. I will tell you how a little girl I once knew played dolls. Her first doll was a “rag baby” that her aunt made and dressed for her, like a real child. She had even a night-dress and cap. She would amuse herself by hours together, dressing, undressing and singing it to sleep; she would have it in her arms every night. As she grew older she carefully treasured all bits of finery, and everything she could manufacture into clothing for her doll. A little girl lived near and they used to visit daily with their dolls. Christmas always added to their treasures, and they finally concluded to join forces and commence a baby-house on a large scale in a spare room. They had a parlor, dining-room, bed-rooms, kitchen and pantry, all completely furnished, and a dozen nice dolls. Every leisure moment was spent in this baby-house. They had regular washings and ironings. They had little tubs and flat-irons of their own. They baked bread, cookies and ginger-cakes, for their mother’s cook would good-naturedly show them how to mix and make wee bits of loaves. A thimble was often used as a cookie or biscuit cutter.
Such plays give girls a taste for domestic employments, and aid them in becoming good housekeepers, and good housekeeping is always a desirable and sometimes a very necessary accomplishment.
They would often “play school,” and in asking questions, and answering for their dolls, the lessons they were taught at school, were more firmly impressed on their minds.
If they had birthday parties, company was always invited at two; and their “party” (that is, refreshments,) were served at half-past four in Winter, and five in Summer. Beaux they did not think of. If little boys joined them, they were their playmates, and no more. They always took their dolls, and after playing simple games they would resort to them as their chief amusement.
BOYS.
If boys desire a hammer, nails, boards, &c., do not deny them. When a baby girl commences to play with a doll, a baby boy will pound, or pretend to hammer nails, or drive horses. It is useless to attempt to make boys love quiet sports. Set aside some spare spot in your house, where the noise will not disturb your household, or, what is better, build a little work-room especially for their use. It will be money well invested. Thus by early cultivating their tastes and by giving them employment, seed may be sown which will yield an abundant harvest.
Mothers! do not, by yielding to your over-sensitive nerves, stupefy your boys. If they are good for anything, they must and will make a noise. It is better to let them have a place of their own, but you should frequently inspect their work or play, and let them see you are interested in all they do. If they make you a flower frame, praise it, and if they show a taste for mechanics suggest to them other useful articles to be constructed, such as boxes, silk-winders, &c. When you make presents give them tools. Encourage them also by judicious rewards, to keep their room neat and their tools in order.
The following simple directions for making a few useful articles may be of service to boys who like to exercise their mechanical ingenuity.
Flower Frames.
Simple frames are made by taking two long narrow strips of wood and several small ones of different lengths, and nailing the latter to the long ones at equal distances apart, or a still better way is to make holes in the long strips and insert the ends of the short ones. When they are finished paint them green. These frames can be made in the form of a partly opened fan. A square frame can easily be made. The prettiest frames are made of willows, wire, or rattans. Take strips of wood and burn or bore holes through them at equal distances. Then insert the wire, or rattan, or willow, and twist them around in different forms, fastening the ends firm; then paint or varnish them.
Boxes.
Pretty boxes can be made of any common wood, by simply staining them with asphaltum varnish. Then varnish with several coats of copal. After they are well dried, take some pumice-stone and polish them. If necessary, varnish carefully once again. Your common pine wood will then be turned into black walnut, highly polished. Picture frames, brackets, little book-racks, stands, crickets, and even sleds and wagons can easily be made by an ingenious boy, and stained in this manner or painted. Your sisters can ornament them with leather work made to imitate carved wood. If you are puzzled in making any of these articles, go to any workshop and the workmen will tell you how to make them, if you speak properly to them. Never say, my dear boys, you have nothing to do.
PLAY-GROUND RHYMES.
These are used by boys and girls in selecting the leaders of their games, instead of drawing lots. The following rhymes are in common use:
One is all, two is all,
Zick is all, zan;
Bob-tail vinegar,
Tickle ’em, tan.
Harum-scarum,
Virginia Marum,
Tee-taw-buck.
Little boy driving cattle,
Don’t you hear his money rattle?
One, two, three—out goes he.
Aina, maina, ickery on
Feelsa, folsa, Nicholas John
Quever, quaver, English naver,
Stingum, stangum, jollo buck.
Aina, maina, mona, mike,
Barcelona, bona, strike;
Airy, wairy, dina, snack,
Harico, barico, wee, wa, wack.
One-ry, two-ry, dis-cum dary,
Hackibo, crackibo, Henry Lary;
Dis-cum dandy, American time,
Humelum, jumelum, twenty-nine.
Hitum, titum, little Kitty,
Hop-um, skip-um, jumpey daily;
Roly, poly, dilly, dally,
He, hi, ho, diddle-dum buck.
Lo-po, hi, do, de, ti, to, tu,
Hany, wany, zany zan, you’re the man.
FORFEITS.
A great many games for children and older persons end in forfeits. A few hints in regard to them may be of service. It is very foolish for any one to join a game unless he is willing to forget himself for the time, and join heartily in it. The game of forfeits, if well played, is amusing to old and young. Every one should be willing to redeem his or her forfeit without stopping to think whether it is foolish or not. A good, hearty laugh is healthful, and every sensible person ought to be willing to take his turn in amusing the company. A whole game may be ruined by the absurd actions of some one who foolishly refuses to redeem his forfeit, for fear of lowering his dignity or making himself ridiculous.
In choosing a judge of forfeits, it is necessary to select a person of quick perceptions and ready wit. The judge must be prompt in giving his decisions, and they who redeem their forfeits must be as expeditious as possible. Promptness is necessary to the success of all games. The following list of forfeits, collected from various sources, may assist the judge:
Let the judge give out a line with which the one who owns the forfeit shall make another line to rhyme, no matter how absurdly.
Laugh first, sing next, then cry, and lastly whistle.
Place your hands behind you and guess who touches them; you are not to redeem your forfeit till you guess right.
Stand with your heels and back close to the wall, then stoop without moving your feet, and pick up the forfeit.
Say “Quizzical, quiz, kiss me quick,” nine times without a mistake.
Ask the person who owns the forfeit, what musical instrument he likes best; then require him to give an imitation of it.
Ask the person what animal he likes best; then require him to imitate it, either by action or sound.
If a gentleman, he must put on a lady’s bonnet, and imitate the voice and manner of the lady to whom it belongs. If a lady, then she must take a gentleman’s hat and imitate his manner, (sometimes these imitations are very humorous. The use of some word or expression habitually employed by the person imitated adds largely to the sport.)
Go to service; apply to the person who holds the forfeit for a place as maid of all work. The questions then to be asked are: “How do you wash?” “How do you iron?” “How do you make a bed?” “How do you scrub the floor?” “How do you clean knives and forks?” &c. The whole of these processes must be imitated by motions, and if the replies are satisfactory the forfeit must be given up.
Put two chairs back to back, take off your boots or shoes and jump over them. (The fun consists in a mistaken idea that the chairs are to be jumped over instead of the shoes.)
It is said there is a person you have loved since a boy,
Whose hand you must kiss ere I give you this toy,
It is not your father, or mother, or sister,
Nor cousin, nor friend, take care not to miss, sir.
[Himself.]
Make a low courtesy to each one in the room: if it is a gentleman, he must make a bow.
Recite several of Mother Goose’s melodies.
Make wry faces at every person in the room.
Admire yourself in the mirror.
Shiver and act the part of a person half frozen, or pretend to be nearly suffocated with heat.
Rush around the room and greet every one as if you had just arrived from a long and dangerous voyage.
If a gentleman, act the part of a village orator; if a lady, act the strong-minded woman.
(A gentleman’s and lady’s forfeit can be given together in many cases, making it more amusing as well as expeditious.)
Sing a song or repeat some high-flown poetry.
Perform the laughing gamut without a pause or mistake:
| ha! | ||||||||||||||
| ha! | ha! | |||||||||||||
| ha! | ha! | |||||||||||||
| ha! | ha! | |||||||||||||
| ha! | ha! | |||||||||||||
| ha! | ha! | |||||||||||||
| ha! | ha! | |||||||||||||
| ha! | ha! | |||||||||||||
Keep silence and preserve a sober face for several minutes, without regard to what may be said or done.
Kiss your shadow in every corner of the room without laughing.
Repeat, without mistake, any difficult sentence which the judge appoints.
Say to each person in the room, “You can’t say boo to a goose.”
Tell the person to point out on a wall what he supposes to be the height of an ordinary hat. If after measuring with a hat, he has (as is rarely the case,) guessed right, he wins his forfeit; but if not, he or she must wear the hat and bow or curtsy to every one in the room.
Yawn till you make several others yawn. (It is well to give this forfeit to one of the male sex with a large mouth. A large circle of people may be made to yawn by simply opening and closing the fingers slowly.)
Two can redeem their forfeits in this way. They must stand in separate corners of the room, each holding a lighted candle; one begins and walks toward the other, with her handkerchief to her eyes, saying in a most dismal tone, “The King of Morocco is dead! is dead!” The other in passing by her, in the same attitude, sobs out, “Sad news! sad news!” Again, in the same way, both exclaim, “Alas! alas!” All must be said without laughing. The above penalty is often used as a game.
Place a candle on a table or piano. Then blindfold the person and place him just three paces from it, and directly in front of the light. Then he must whirl around three times, walk forward, and blow out the candle. This is amusing. A room full of persons may try it unsuccessfully. Being blinded, and then whirling around, bewilders one, and he will very likely walk in an opposite direction, and perhaps blow in some one’s face, feeling sure he is right.
A number of children may redeem their forfeits together, in this way:
This is the way we wash our clothes,
Wash our clothes,
So early Monday morning;
This is the way we wash our clothes,
So early Monday morning.
[While singing this they must pretend to wash.]
This is the way we rinse our clothes,
Rinse our clothes,
So early Monday morning;
This is the way we rinse our clothes,
So early Monday morning.
[With this verse they imitate rinsing, and with each verse they act the words they sing.]
This is the way we wring our clothes,
Wring our clothes,
So early Monday morning;
This is the way we wring our clothes,
So early Monday morning.
This is the way we hang out our clothes,
Hang out our clothes,
So early Monday morning;
This is the way we hang out our clothes,
So early Monday morning.
This is the way we sprinkle our clothes,
Sprinkle our clothes,
So early Monday evening;
This is the way we sprinkle our clothes,
So early Monday evening.
This is the way we fold our clothes,
Fold our clothes,
So early Monday evening;
This is the way we fold our clothes,
So early Monday evening.
This is the way we starch our clothes,
Starch our clothes,
So early Tuesday morning;
This is the way we starch our clothes,
So early Tuesday morning.
This is the way we iron our clothes,
Iron our clothes,
So early Tuesday morning;
This is the way we iron our clothes,
So early Tuesday morning.
This is a good game for young children.
CONDENSED LIST OF
Games and Popular Amusements,
Manufactured and Published by
MILTON BRADLEY & COMPANY,
247 Main Street, Springfield, Mass.
We can guarantee that in the nature and method of our games nothing will be found in the least objectionable to the most fastidious in such matters, but on the contrary, they are all moral and amusing, and many of them very instructive in History, Literature, Business, &c., &c.
We have made social home amusements a specialty for several years, and the extensive and rapidly increasing sales that our publications have already attained throughout the country, is gratifying evidence of the universal favor with which they have been received.
In this Catalogue we have not space to give even a brief description of each, but append the ages of persons for which the several games are best adapted, and the prices.
Those games marked thus * will be sent by mail on receipt of price. The rest cannot be safely sent by mail.
The New England and National Games.
CHECKERED GAME OF LIFE. Ages, 5 to 50. Price $1.00.
CHECKERED GAME OF LIFE. Extra, with muslin board and album box; elegant for a present; same game as above. $2.00.
*MODERN HIEROGLYPHICS. Three series; 10 and over. Each series 25 cents. No. 3 is new and interesting.
*PATRIOT HEROES; or, WHO’S TRAITOR? Historical, instructive, simple and amusing; 8 to 18. 60 cents.
*AUTHORS IMPROVED. Instructive; 10 and over. 50 cents.
*AUTHORS IMPROVED. Extra, presentation edition, in album box, superior cards, same game as above. $1.00.
*WHAT IS IT? OR, THE WAY TO MAKE MONEY. Lively and social; a Business Educator; 15 and over. 60 cents.
*DOMINO CARDS. Linen ivory board; 8 to 15. 25 cents.
*RUSSIAN DOMINOES. Five games; 8 and over. 50 cents.
*CHINESE AND OLD SANTA CLAUS PUZZLES. 4 to 10. 20 cents.
*ALPHABETS BEWITCHED. Instructive; 4 to 20. 25 cents.
THE UNION GAME. Including Checkered Game, Chess, Checkers and Backgammon; 5 and over. $1.00.
MY GRANDFATHER’S GAMES. Standard; 5 to 15. 30 cents.
*THE MYRIOPTICON. A Miniature Panorama, immensely popular with the boys; 7 to 12. $1.25.
*DISSECTED PICTURES. Three pictures—Darkey going to mill, Minnie shaving her cat, Amy teaching her dog his letters; 5 to 12. 60 cents.
DISSECTED PICTURES. Two pictures; 5 to 12. 50 cents.
*CONTRABAND GYMNAST. Comical; 1 to 100. 20 cents.
*ALPHABETICAL LOTTO. Instructive; 4 to 12. 25 cents.
*CURIOUS BIBLE QUESTIONS. Sunday School Cards; Reward Cards, Bible series; for Sunday Schools and the family. Per package, 10 cents.
AMERICAN SQUAILS. Very popular; 8 to 100. $2.00. Our American Squails have improved target, and a common-sense set of rules, with respectable terms substituted for the disgusting terms used in the English game and its imitations in this country.
THE CENTRIPETON. For one or a dozen; 1 to 75. $2.50.
PARLOR CROQUET. From $10 to $50.
PARLOR BOWLS. For all ages. $1.50, $2.00, $2.75.
THE ZOETROPE; OR, WHEEL OF LIFE. Scientific; a big thing for a whole household. Two styles. $4.00, $5.00.
*CROQUET. Its Principles and Rules, for Lawn and Parlor. Illustrated. The latest and standard rules. 25 cents.
PARLOR CROQUET TABLES.
For Parlor Croquet, the board or table form is the only one that is really practicable, as the floor game is too destructive to furniture and finish.
Examine Bradley’s Patent Parlor Croquet, with Indexical Balls, Socket Bridges, and Rubber Cushion, before purchasing the game. There are no others so good for the same price.
PARLOR BOWLS.
The best active family game for the price. Inferior in interest only to Parlor Croquet. Our rules are original, and superior to any other rules for Bowls.
THE ZOETROPE, OR WHEEL OF LIFE.
No toy was ever invented that sold as rapidly, or afforded one-half the amusement to young and old, as this.
It is constructed on PURELY SCIENTIFIC PRINCIPLES, and the comical and mirth-provoking effect is produced solely by OPTICAL ILLUSION.
It needs only to be seen to be appreciated.
LAWN CROQUET.
BRADLEY’S PATENT CROQUETERIES.
Our Lawn Croquet has been acknowledged during the past season to be the best in the market, either FOREIGN or DOMESTIC.
We manufacture under three U. S. Patents, which secure to us the exclusive right to manufacture Croquet sets with Indexical Balls, Plated Bridges, or Socket Bridges, and we shall sustain our rights by legal force, if compelled to do so by continued infringements. In addition to our patented improvements, we warrant every set, with our stamp, to be of the best seasoned rock maple, and superior finish.
Send for a Catalogue to
MILTON BRADLEY & CO.,
Springfield, Mass.
BEZIQUE.
The Game of Bezique Complete,
PUBLISHED BY
OLNEY & PRATT,
No. 41 John Street, New York.
Of all Card games ever invented, this one is perhaps the most interesting, if it is not the most scientific. It is especially a card game for the family circle, and familiar gathering of friends, calling out at once the interest, skill and social nature of its players. As a card game among ladies, it has no rival in their admiration. Whether the game was originated in the brilliant Court of Louis XIV., during the last part of the sixteenth century, by a Duchess—and the term Bezique has a personal signification relative to a singular marriage, which occurred at that time, of a lady of the highest rank and great beauty, to a Duke named Bezique—cannot be clearly affirmed, though it is accounted so, and appears quite likely, when we consider that the Knave card represented Dukes in the original game. Its origin is accredited to other sources, but we give the above, as it is the only account we have been able to gather that gives any explanation of the word Bezique. This game has been revived in the last few years among the French, with some alterations and additions, and has become a favorite Card amusement in the fashionable circles of Paris life. In the meantime it has been introduced in the United States, and, though at present it is played only by the few in the higher circles of society, it is rapidly making its popularity with all.
| Put up in Rosewood and Satinwood Cases, beautifully inlaid, making an elegant Holiday Present, retails at | $10 00 |
| In handsome Colored Cloth Boxes, retails at | 5 00 |
| In Morocco Paper Boxes, gilt and very pretty, retails at | 2 50 |
A Liberal Discount to the Trade.
OUR YOUNG FOLKS.
This Monthly, begun in January, 1865, has already won the reputation of being “the best Juvenile Magazine published in any land or language.” Prominent Educators, distinguished Clergymen of all denominations, and the Press generally, have commended it in the highest terms. Its contents are always thoroughly interesting and healthy, at once variously attractive and useful.
The List of Contributors for 1867 will include, as heretofore, the names of the most distinguished writers of the country, and the Publishers will continue to rely for Illustrations upon the assistance of the best Artists and Draughtsmen. Among the particular matters of interest that relate to the new volume, may be mentioned the following:—
The Leading Story of the year will be contributed by Rev. Elijah Kellogg, author of the celebrated Speech of Spartacus to the Gladiators, etc., and will be a vivid picture of the life of American boys and girls a century ago, preserving the history of customs and manners which are now forgotten or unknown, and enlivened with anecdote and incident.
Mrs. Harriet Beecher Stowe, after completing Little Pussy Willow, will continue her regular monthly contributions.
“Round-the-World Joe,” the popular contributor to the old “Schoolmate,” has been engaged, and will furnish a series of articles of adventure and observation in foreign countries.
Bayard Taylor’s tales of distant lands will be continued.
Mrs. A. M. Diaz has written several articles, of which one, William Henry’s Letters to his Grandmother, will be found especially entertaining.
“Aunt Fanny” has supplied several stories which will be printed during the year.
P. H. C. will give several more of his favorite Lessons in Magic, some of which will take up a different class of experiments from those that have been previously explained.
Music.—Each number of the next volume will contain a song, composed expressly for “Our Young Folks.” These songs will be written by Emily Huntington Miller, and each will be especially adapted to the month in which it appears.
Contributions will also be occasionally furnished by
H. W. Longfellow,
Capt. Mayne Reid,
Rose Terry,
E. Stuart Phelps,
C. D. Shanly,
J. H. A. Bone,
“Carleton,”
J. G. Whittier,
T. B. Aldrich,
Author of “Leslie Goldthwaite,”
Horatio Alger, Jr.,
Author of “Seven Little Sisters,”
Mary N. Prescot,
Louise C. Chollet,
J. Warren Newcomb, Jr.
Kate Putnam,
Jane R. Austin,
C. D. Gardette,
Julia C. R. Dorr,
and other well known and favorite writers.
The department of Illustration will remain under the supervision of Mr. A. V. S. Anthony, and the Publishers will spare neither trouble nor expense in giving the best pictures which can be obtained. Full-page Engravings from designs by Artists of the first estimation will be given regularly, and Colored Illustrations will be frequently supplied.
Terms of Our Young Folks.—Single Subscriptions.—Two Dollars a year. Single Numbers, Twenty Cents. Clubs.—Three Copies for Five Dollars; Five Copies for Eight Dollars; Ten Copies for Fifteen Dollars; Twenty Copies for Thirty Dollars; and an extra copy gratis to the person forming the Club of Twenty.
Specimen Numbers sent to any address on receipt of Twenty Cents.
All letters respecting the Magazine should be addressed to the Publishers,
TICKNOR & FIELDS,
124 Tremont Street, Boston.