Therefore, there would be little embarrassment should we ask the members of the circle around the evening lamp to write a parody on "Evangeline," "Lady Clara Vere de Vere," "Hervé Riel," or "The Heathen Chinee." The result is amusing.

Amongst games requiring memory and attention, we may mention Cross Purposes, The Horned Ambassador, I Love my Love with an A, the Game of the Ring, which is arithmetical, The Deaf Man, The Goose's History, Story Play, which consists in putting a word into a narrative so cleverly that it will not readily be guessed, although several may tell different stories with the word repeated. The best way to play this is to have some word which is not the word, like "ambassador," if the word be "banana" for instance, so by thus repeating "ambassador" the listener maybe baffled. The Dutch Conceit, My Lady's Toilette, Scheherazade's Ransom are also very good. This last deserves a description. Three of the company sustain the parts of the Sultan, the Vizier, and the Princess. The Sultan takes his seat at the end of the room, and the Vizier then leads the Princess before him with her hands bound behind her. The Vizier then makes an absurd proclamation that the Princess, having exhausted all her stories is about to be punished, unless a sufficient ransom be offered. All the rest of the company then advance in turn, and propose enigmas which must be solved by the Sultan or Vizier; sing the first verse of a song, to which the Vizier must answer with the second verse; or recite any well-known piece of poetry in alternate lines with the Vizier. Forfeits must be paid, either by the company when successfully encountered by the Sultan and Vizier, or by the Vizier when unable to respond to his opponents; and the game goes on till the forfeits amount to any specified number on either side. Should the company be victorious and obtain the greater number of forfeits, the Princess is released and the Vizier has to execute all the penalties that may be imposed upon him. If otherwise, the Princess is led to execution. For this purpose she is seated on a low stool. The penalties for the forfeits, which should be previously prepared, are written on slips of paper and put in a basket, which she holds in her hands, tied behind her. The owners of the forfeits advance, and draw each a slip of paper. As each person comes forward the Princess guesses who it is, and if right, the person must pay an additional forfeit, the penalty for which is to be exacted by the Princess herself. When all the penalties have been distributed, the hands and eyes of the Princess are released, and she then superintends the execution of the various punishments that have been allotted to the company.

Another very good game is to send one of the company out, and as he comes in again to address him in the supposed character of General Scott, the Duke of Wellington, or of some Shakspearean hero. This, amongst bright people, can be very amusing. The hero thus addressed must find out who he is himself,—a difficult task for any one to discover, even with leading questions.

The Echo is another nice little game. It is played by reciting some story, which Echo is supposed to interrupt whenever the narrator pronounces certain words which recur frequently in his narrative. These words relate to the profession or trade of him who is the subject of the story. If, for example, the story is about a soldier the words which would recur most frequently would naturally be uniform, gaiters, chapeau bras, musket, plume, pouch, sword, sabre, gun, knapsack, belt, sash, cap, powder-flask, accoutrements, and so on. Each one of the company, with the exception of the person who tells the story, takes the name of soldier, powder-flask, etc., except the name accoutrements. When the speaker pronounces one of these words, he who has taken it for his name, ought, if the word has been said only once, to pronounce it twice; if it has been said twice, to pronounce it once. When the word "accoutrements" is uttered the players, all except the soldier, ought to repeat the word "accoutrements" either once or twice.

These games are amusing, as showing how defective a thing is memory, how apt it is to desert us under fire. It is very interesting to mark the difference of character exhibited by the players.

Another very funny game is Confession by a Die, played with cards and dice. It would look at first like a parody on Mother Church, but it does not so offend. A person takes some blank cards, and counting the company, writes down a sin for each. The unlucky sinner when called upon must not only confess, but, by throwing the dice, also confess as many sins as they indicate, and do penance for them all. These can, with a witty leader, be made very amusing.

The Secretary is another good game. The players sit at a table with square pieces of paper and pencils, and each one writes his own name, handing the paper, carefully folded down, to the secretary, who distributes them, saying, "Character." Then each one writes out an imaginary character, hands it to the secretary, who says, "Future." The papers are again distributed, and the writers forecast the future. Of course the secretary throws in all sorts of other questions, and when the game is through, the papers are read. They form a curious and heterogeneous piece of reading; sometimes such curious bits of character-reading crop out that one suspects complicity. But if honestly played it is amusing.

The Traveller's Tour is interesting. One of the party announces himself as the traveller. He is given an empty bag, and counters, with numbers on, are distributed amongst the players. Thus if twelve persons are playing the numbers must count up to twelve,—a set of ones to be given to one, twos to two, and so on. Then the traveller asks for information about the places to which he is going. The first person gives it if he can; if not, the second, and so on. If the traveller considers it correct information or worthy of notice he takes from the person one of his counters as a pledge of the obligation he is under to him. The next person in order takes up the next question, and so on. After the traveller reaches his destination he empties his bag and sees to whom he has been indebted for the greatest amount of information. He then makes him the next traveller. Of course this opens the door for all sorts of witty rejoinders, according as the players choose to exaggerate the claims of certain hotels, and to invent hits at certain watering-places.

The rhyming game is amusing. "I have a word that rhymes with game."

Interlocutor.—"Is it something statesmen crave?"