Or, “What time is it?”
This is indicated in the same way. Blow once, and if all the down is gone, it is one o’clock, twice, two o’clock, and so on.
DAISY CATCH.
All the boys and girls should stand in a group, with the exception of one girl, and to her is given a bunch of daisies. She is known as “Daisy Girl.” A tree is selected as a place of safety and the other girls count ten, allowing ten seconds for the count. During the counting, Daisy Girl runs wherever she pleases, but the moment ten is spoken, the boys and girls may race after her. The idea is to tag her while the flowers are in her hand. If she is tagged the girl must then throw the daisies as if they were a ball to the boy or girl tagging her. If they are caught the game proceeds as before, by reversing the players, but if the flowers are not caught, Daisy Girl may try again. She may also demand another chance, if, when fearing she would be tagged, she throws the daisies away, and catches them again before any of the other players. When the game is repeated it commences regularly from the beginning, the players taking the same position as at the start.
DIBBS.
This is the English name for Jack-Stones.
Where a number of children are playing together, test who can pick up the greater number without dropping any, within ten minutes.
The oldest child should keep count, and also watch the time, in order that no mistakes occur. The counter should have each of the players’ names written on a slate or piece of paper, with sufficient room for his scores. When a Dibb or Jack-Stone has been dropped, this party must commence afresh. He, however, may yet win; for his opponents may drop many more Dibbs than he. The only score to count is after the last Dibb has been dropped. A player might have reached a score of thirty or more, but having failed to catch his Dibb, it drops and he must now count one, two, and so on without regard to former count.
When the ten minutes have expired, the counter should call “Game,” and the players must stop on the second.