Two to one is a very capital exercise with a common skipping-rope. It is done by skipping in the usual way for a short time, and then increasing the rapidity of your movements, and leaping tolerably high, endeavouring to swing the rope round so quickly that you can pass it twice under your feet while you are taking the leap; practise this till you are quite proficient, and then try to pass the rope three times under your foot instead of twice.

WALK, MOON, WALK!

This may be played by any number of boys, who all tie large knots in one corner of their pocket-handkerchiefs, and then toss up to see who shall be “Moon;” the loser is the one to whom the part falls, and he must be blindfolded. “Moon” now stands with his legs stretched apart, while his playmates go behind him in succession, and jerk their handkerchiefs between his legs, as far as they can and in whatsoever direction they please. When all the boys have done this, one of them cries “Walk, Moon, walk!” which is a signal for the blindfolded player to walk forwards until he treads upon one of the handkerchiefs, when in an instant the other players pick up their knotted handkerchiefs, with which they belabour the unlucky owner of the one trodden upon by Moon, as he runs to a distant base and back; after which he becomes Moon, and the game continues as before.

WANT A DAY’S WORK?

This is a capital game when well played, and the antics and grimaces of boys who are mimics cause great merriment. It also gives a boy a good notion of how mechanical labour is done, as no boy will ask for work unless he understands something of the nature of the business he solicits to be employed upon. The game begins thus, and it matters not how many boys are engaged in it:—A line is drawn; within that line is the shop, and when a bad workman is discharged he is pushed across the line. The employer, or master, should be a very sharp lad. A boy comes up, and the master asks him if he wants a day’s work; the boy says he does. He is then asked what trade he is; if he says a tailor, a coat is supposed to be given to him to make; if a shoemaker, a pair of shoes; if a tinker, a saucepan to bottom; if a stonemason, a stone to cut or saw, and every boy must imitate the actions of the tailor, shoemaker, &c., while at work, whatever the trades may be. Then the master looks over the work, finds fault, gets in a rage, discharges the workman, and, if he can, turns him out of the shop. But if in the struggle the boy turns the employer out, he then becomes master, and the other is set to work. So that, after a few good-natured trials of strength, each boy in turn generally becomes master.

WILL YOU LIST?

This is a very old game, and in some places is called “playing at soldiers;” the whole ceremony of enlisting is gone through, taking the shilling and swearing to serve the Queen, &c. But there ought to be two parties of boys, of not less than a dozen, with a commanding officer on each side. After learning their exercise, such as shouldering arms and marching, war breaks out; then one party is English and the other the enemy. Their weapons ought to be bulrushes, or stout reeds, such as are used in building, or something that will not do any injury when the charge commences. The side that breaks or takes away the most weapons is the conqueror, and much skill may be displayed in capturing the arms of others, and retaining your own. If boys can get some old soldier to drill them a few times, this may be made as good a game as they can play at. We have too few military amusements in our English games.

WHOOP!

One player takes his station at a spot called the “home,” while the others go to seek out various hiding-places in which to ensconce themselves; when all are ready, one of them calls out “Whoop!” on which the player at the “home” instantly goes in search of the hiders, and endeavours to touch one of them as they run back to “home;” if he can do so, the one caught takes his place at the “home,” while he joins the out players.