Every player is seated. Turn to the person at your right and ask, “Will you come to breakfast?” To which the answer is “Yes.” When that question and answer have gone around the room, the first one must ask, “What would you like for breakfast?” Perhaps the reply would be, “Milk;” and he then puts the question to his right-hand neighbor, who perhaps would say “Oatmeal,” and so on, until no sensible answer can be made, for no repetitions can occur in this game also. As the different players fail to respond they must stand.

ALPHABET.

Give any letter of the alphabet—for example, S—to the company, also some paper and pencils. In five minutes’ time they should write the names of three celebrated men, and also three sensible sentences, one for each man’s name, as, Shakespeare was born in Stratford on the Avon. Forfeits are required for failures.

NINETY-NINE.

Cut an equi-triangle out of soft wood or cardboard. It should measure one foot each way, and be one-quarter of an inch or less in thickness. Besides the triangle you will require white celluloid chips, or the game may be played with large-sized white bone buttons.

Lay the triangle on a smooth-surfaced table, play in turn, and each player should start at the place. All players must be close enough to the table to watch the game. The point of the game is to make a count of ninety-nine. Whoever first makes that number has won.

The triangle must be placed far enough from the table’s edge to allow freedom of room all around it, and it should be kept firm.

Put a chip or button with its upper edge even with the angle from which you start, and just close enough to make it possible for it to slide and not receive hindrance. The chip should touch the entire sliding length. When all is in correct position, rest the knuckle of the right thumb (unless you are left-handed, in that case your left thumb) on the table, and put the back of the nail of your second finger about half an inch down on the inside of the thumb’s fore-joint. Then push the finger suddenly outward, running its nail along the table, close to the thumb’s point, and finally raising the finger so that its tip is on the table at the exact moment that it has touched the chip. This should result in sending the chip the entire length of the angle’s side. To make a full count the chip must stop with its outer edge even with the next angle; the entire chip, with the exception of the edge, being below it. When this done, score three, and do the same thing with the next side, you then score three more; and again with the third side, making a count of nine in all. Having gone around three sides, stop until your turn is reached again. If however, the chip is not even with the angle, but has not gone entirely beyond it, the player may count one, and may continue playing, the same as if making a full count. But should the chip slide entirely beyond the angle, he cannot count at all, but must withdraw until his turn comes again.

He must not be discouraged, however, but remember that “He laughs best who laughs last.” Very often those who start successfully, become too self-conscious, and make a bad break towards the close of the game.