The Suburban Trolley Car

A Holiday Game for Old and Young.

The chief part in the game is taken by two players who station themselves one at each end of the car, and who adopt some distinctive costumes to indicate that they are "it." The other players occupy the body of the car, or take up their position at intervals along the track.

The object of each player should be to enter the car as stealthily as possible in such a way as to escape the notice of the players in distinctive dress. Should he fail to do this he must pay the philopena or forfeit. Of these there are two: philopena No. 1, the payment of five cents, and philopena No. 2, being thrown off the car by the neck. Each player may elect which philopena he will pay. Any player who escapes paying the philopena scores one.

The players who are in the car may elect to adopt a standing attitude, or to seat themselves, but no player may seat himself in the lap of another without the second player's consent. The object of those who elect to remain standing is to place their feet upon the toes of those who sit; when they do this they score. The object of those who elect to sit is to elude the feet of the standing players. Much merriment is thus occasioned.

The player in distinctive costume at the front of the car controls a crank, by means of which he is enabled to bring the car to a sudden stop, or to cause it to plunge violently forward. His aim in so doing is to cause all the standing players to fall over backward. Every time he does this he scores. For this purpose he is generally in collusion with the other player in distinctive costume, whose business it is to let him know by a series of bells and signals when the players are not looking, and can be easily thrown down. A sharp fall of this sort gives rise to no end of banter and good-natured drollery, directed against the two players who are "it."

Should a player who is thus thrown backward save himself from falling by sitting down in the lap of a female player, he scores one. Any player who scores in this manner is entitled to remain seated while he may count six, after which he must remove himself or pay philopena No. 2.

Should the player who controls the crank perceive a player upon the street desirous of joining in the game by entering the car, his object should be: primo, to run over him and kill him; secundo, to kill him by any other means in his power; tertio, to let him into the car, but to exact the usual philopena.

Should a player, in thus attempting to get on the car from without, become entangled in the machinery, the player controlling the crank shouts "huff!" and the car is supposed to pass over him. All within the car score one.

A fine spice of the ludicrous may be added to the game by each player pretending that he has a destination or stopping-place, where he would wish to alight. It now becomes the aim of the two players who are "it" to carry him past his point. A player who is thus carried beyond his imaginary stopping-place must feign a violent passion, and imitate angry gesticulations. He may, in addition, feign a great age or a painful infirmity, which will be found to occasion the most convulsive fun for the other players in the game.