No. 6.
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[For Exchanges, see 2d and 3d pages of cover.]
A REBUS.
BIPEDS AND QUADRUPEDS.[2]
This merry game may seem trifling, but if any wise scoffer thinks he can play it without making many ludicrous mistakes, let him try it and see; for simple as it is, it keeps the attention on the alert, and the faculties on the strain. The players stand in two lines, facing each other, with a leader at the head of each line. It is the duty of the leaders of the lines to call out the letters, which they can change as often as they please. There must be an umpire chosen also, who sits at the head of the lines at an equal distance from each. The umpire must call out the numbers, which are number two and number four, and also count ten slowly while each player is guessing. He calls out either one of the above numbers the moment the leader has given out the letter, and then begins to count. When the leader of the right side gives out a letter, the second in line on the left side listens to the number called by the umpire, as he knows that number two refers to a biped, and number four to a quadruped, and that he must name some member of the animal kingdom answering to the above description which begins with the letter called by the leader of the opposite side. If he fails to do this correctly before the umpire counts ten, he must cross over and take his place at the foot of the opposite line. The umpire must see that there is no mistake, such as repeating any name once used, or giving to any animal too many or too few feet. When the player on the left has answered, whether correctly or not, the leader of the same side in his turn calls out the same or any other letter, the umpire follows with his number, as before, and if the second player on the right fails to answer correctly, he crosses over and belongs to the left side, standing at the foot of the line. If the player answers the question properly, he keeps his place, and ties a white handkerchief around his neck to show that the next question addressed to his side must be answered by the player who stands next him in the line. When the game has gone on for half an hour, the umpire calls out "Time," and the side which has the most players is declared the victor.
The game must go on with the greatest rapidity, and the efforts of the players to answer rapidly without mistake are very amusing, as most of them make the most ludicrous blunders, after which they are obliged to march across to the other side as prisoners. The shouts of laughter with which they are received by their captors render their play-fellows anxious to avoid their fate, while their very anxiety makes them more liable to follow in their footsteps.
Thus the fortunes of each side may vary, as it often happens that a side, when reduced to but one or two players, may fortunately gain in number, until at last it may triumph.
So this little game teaches concentration, perseverance, and natural history, and furnishes amusement also.