Cardinal Richelieu was a lover of the cat.
Montaigne had a favourite cat.
Among painters, Gottfried Mind was not only fond of cats, but was one of, if not the best at portraying them in action; and in England no one has surpassed Couldery in delineation, nor Miss Chaplin in perfection of modelling. I am the fortunate possessor of several of her models in terra cotta, which, though small, are beautiful in finish. Of one, Miss Chaplin informed me, the details were scratched in with a pin, for want of better and proper tools.
GAMES.
CAT'S CRADLE OR CATCH CRADLE.
Dr. Brewer, in his "Dictionary of Phrase and Fable," thinks this "the corrupt for cratch cradle or manger cradle, in which the infant Saviour was laid. Cratch is the French crêche (a rack or manger), and to the present hour the racks which stand in the fields for cattle to eat from are called cratches." Of this, however, I am doubtful, though there is much reason in his suggestion. In Sussex and Kent, when I was a boy, it was commonly played among children, but always called cat's, catch, or scratch cradle, and consisted generally of two or more players. A piece of string, being tied at the ends, was placed on the fingers, and crossed and re-crossed to make a sort of cradle; the next player inserted his or her fingers, quickly taking it off; then the first catching it back, then the second again, then the first, as fast as possible, catching and taking off the string. Sometimes the sides were caught by the teeth of the players, one on each side, and as the hands were relaxed the faces were apart, then when drawn out it brought the faces together; the string being let go or not, and caught again as it receded, was according to the will of the players, the catching and letting go affording much merriment. When four or five played, the string rapidly passed from hand to hand until, in the rapidity of the motion, one missed, who then stood out, and so on until only one was left, winning the game of cat's, catch, or scratch cradle. It was varied also to single and double cradle, according to the number of crossings of the string. Catch is easily converted into cat's, or it might be so called from the catching or clawing at, to get and to hold, the entanglement.
CAT-TRAP, BAT, AND BALL.[L]
With the form of the trap our readers are, doubtless, acquainted; it will only be necessary for us to give the laws of the game. Two boundaries are equally placed at some distance from the trap, between which it is necessary for the ball to pass when struck by the batsman; if it fall outside either of them he loses his innings. Innings are drawn for, and the player who wins places the ball in the spoon of the trap, touches the trigger with the bat, and, as the ball ascends from the trap, strikes it as far as he can. One of the other players (who may be from two to half-a-dozen) endeavours to catch it. If he do so before it reaches the ground, or hops more than once, or if the striker miss the ball when he aims at it, or hits the trigger more than once without striking the ball, he loses his innings, and the next in order, which must previously be agreed on, takes his place. Should the ball be fairly struck, and not caught, as we have stated, the out-player, into whose hand it comes, bowls it from the place where he picks it up, at the trap, which if he hit, the striker is out; if he miss it the striker counts one towards the game, which may be any number decided on. There is also a practice in some places, when the bowler has sent in the ball, of the striker's guessing the number of bats' lengths it is from the trap; if he guess within the real number he reckons that number toward his game, but if he guess more than there really are he loses his innings. It is not necessary to make the game in one innings.
PUSS IN THE CORNER.[M]
This is a very simple, but, at the same time, a very lively and amusing game. It is played by five only; and the place chosen for the sport should be a square court or yard with four corners, or any place where there are four trees or posts, about equidistant from each other, and forming the four points of a square. Each of these points or corners is occupied by a player; the fifth, who is called Puss, stands in the centre. The game now commences; the players exchange corners in all directions; it is the object of the one who stands out to occupy any of the corners which may remain vacant for an instant during the exchanges. When he succeeds in so doing, that player who is left without a corner becomes the puss. It is to be observed, that if A and B attempt to exchange corners, and A gets to B's corner, but B fails to reach A's before the player who stands out gets there, it is B and not A who becomes Puss.