A line of chairs is placed in a row down a room (one chair less than the number of children who are playing) in such a way that every alternate chair only is available on either side for the players to seat themselves. The children walk or dance round the chairs, keeping quite close to them. The piano or other musical instrument is played while they are dancing round. The music is continued for any length of time the player pleases, the children running round the chairs as long as the music goes on. The player stops the music suddenly, when all the children endeavour to take seats. One will be unable to find a seat, and this player remains “out.” A chair is then taken away, and the music and dancing round begins again. There should always be one chair less than the number of players.—A. B. Gomme.
In Ellesmere, Miss Burne says, “[Snap-tongs],” called in other circles “[Magic Music]” or “Musical Chairs,” is thus played. Five players take part; four chairs are set in the middle, and one of the players, who holds a pair of tongs, desires the others to dance round them till the clock strikes a certain hour, which is done by snapping the tongs together so many times. While they dance, a chair is taken away, and the player who cannot find a seat has to become the “snap-tongs” next time.—Shropshire Folk-lore, p. 525.
Nacks
A game in which pegs of wood play a similar part to the well-known object “Aunt Sally.”—Robinson’s Mid Yorkshire Glossary.
Namers and Guessers
Any number of players can play this game. Two are chosen, the one to be Namer, and the other Guesser or Witch. The rest of the players range themselves in a row. The Guesser retires out of sight or to a distance. The Namer then gives each player a secret name. When names have been given to all the players, the Namer calls on the Guesser to come, by saying—
Witchie, witchie, yer bannocks are burnin’,
An’ ready for turnin’.
Whereupon he approaches, and the Namer says—
Come, chois me out, come, chois me in, to ——
(naming one by the assumed name). The players all shout, “Tack me, tack me,” repeatedly. The Witch points to one. If the guess is correct the player goes to the Witch’s side, but if it is incorrect he goes to the Namer’s side. This goes on till all the players are ranged on the one side or the other. The two parties then come to a tug, with the Namer and Guesser as leaders. The gaining party then ranges itself in two lines with a space between the lines, each boy holding in his hand his cap or his handkerchief tightly plaited. The boys of the conquered side have then to run between the two lines, and are pelted by the victors. This is called, “Throuw the Muir o’ Hecklepin.”—Keith (Rev. W. Gregor).