BALL DULL

The object of this game is to train the perceptions, the muscular sense, and the muscles themselves. The weight of the ball is suited to the players. The two-pound weights are used for girls.

The couples are far enough apart to allow space for full play. One of each couple has a ball for himself and his partner. The throwing of the balls to one of the opposite side is simultaneous, when a leader gives the command.

TIME BALL

In this game the children are seated. A line is drawn near the wall, and two lines are drawn to form an aisle. Then the children decide upon the manner of throwing the ball. This may be done with either hand. The leader stands opposite his aisle on the line. At a signal the first player in each row runs to the mark in his aisle. When he has reached it, the leader, in the way previously agreed upon, throws him the ball, which he catches and returns. He runs back to his seat. This is repeated by each player. Then the leader, seating himself, places the ball before him on the floor, or if in the open, on the ground. All assume position. The first row doing this at a signal, scores a point. This is repeated fifteen times. The row which assumes position promptly the greatest number of times win the game.

RAILROAD TRAIN

The players are named for an object on a train, as smoke-stack, boiler, baggage car, wheels, conductor, etc. One player is the train master. He says: "We must hurry up and make up a train to go to New York City at once. It is a special. We will take engine Number 21, some coal and wood; the bell must be in good order, and the carpet must be swept; the cushions dusted; the beds in the sleeper must be made up, etc." When these objects are named, the players run up to the starter when their names are given, each one putting his hands on the shoulder of the one before him, the first one having put his hands upon the starter in the same way. When all are in line, the train starts, after the signal, which is a bell. The starter may imitate the noises a locomotive makes as it starts out on its journey. He leads up hill and down dale, and the line must remain unbroken. The one who breaks the line pays a forfeit or is out of the game. The line being mended, continues its journey.

MERRY-GO-ROUND

Stools are placed close together to form a circle, and all the players seat themselves, facing inwards, except one player, who stands in the center. He tries to secure the seat that has been left vacant. This is difficult, because the players on the stools keep moving to the right from one stool to the next, so that the location of the vacant seat varies. When the player in the center secures a seat, the one at his left goes into the center. If more than thirty are playing, it is better to have two vacant stools and two players in the center.

PEBBLE CHASE