The national colors may be used effectively in the decorations of the rooms or of the table, and the prizes for the winners may be silk flags, photographs of historic places or other souvenirs suggestive of the day.

Appropriate place-cards for a Fourth of July luncheon or dinner may be made by covering small glass bottles about the size of a firecracker with red tissue paper, and filling them with little candies. By cutting the corks even with the bottles and drawing a small piece of twine through for a fuse, a clever imitation of a cracker is made. The names of the guests may be put vertically on the bottles.

GAME OF NATIONS

Provide each guest with a list of questions, with spaces left for the answers. The answers consist of words ending in "N-A-T-I-O-N." Here are the questions and the answers:

1. A popular flower.1. Carnation.
2. Unruliness.2. Insubordination.
3. A gift for charitable purposes.3. Donation.
4. The installation of a king.4. Coronation.
5. Resolution, or "grit."5. Determination.
6. The murder of an eminent person.6. Assassination.
7. Fancy, or mental representations.7. Imagination.
8. Making anything clear.8. Explanation.
9. A small surgical operation legally enforced. 9. Vaccination.
10. The giving up of an office.10. Resignation.
11. A joining or putting together.11. Combination.
12. The choosing of a candidate.12. Nomination.

The prizes should then be awarded. A pretty silk banner will be acceptable to a man, while a big bunch of red and white carnations tied with a blue ribbon, or a pound of confectionery in a box decorated with flags and other patriotic emblems will make a pretty gift for a lady.

GEOGRAPHICAL GAME

Seat the players in a ring. Let the first one say aloud the name of a city, mountain, river, lake, etc., located in any part of the world; the next player give a name beginning with the final letter of the previously said name, and the third supply one beginning with the final letter of the second, and so on around the ring. Thus: America, Athens, Santiago, Ohio. Each player is allowed thirty seconds in which to think. If, by the end of that time, he has failed to supply a name, he must drop out of the game. The one who keeps up longest is the champion. Any player, at any time, may be challenged to give the geographical location of the place he has named. If, on demand, he cannot do so he must pay a forfeit.

GEORGE AND MARTHA TEA