This old-fashioned pastime is so generally known that it is scarcely necessary to describe it; however, as it forms one of the merriest indoor sports for the long winter evenings, it would be absurd to omit it in this work. Several boys seat themselves in a circle on the ground, and another, taking his place inside the ring, gives a slipper to one of them, by whom it is immediately and secretly handed to one of his neighbours; it is now passed round from one sitter to another, with as much dexterity as possible, so as to completely perplex the “hunter” (or player standing in the middle) in his endeavours to “chase the slipper by its sound,” and who must continue his search until successful. The player in whose possession it is found must in his turn “hunt the slipper,” whilst the former hunter joins the sitters.
HUNT THE RING.
A game almost similar to the former. A piece of tape, on which a ring is fastened, is held by the players as they stand in a circle, with one in the middle. The ring is passed from hand to hand, and the hunter’s business is to find out in whose hand the ring is.
HUNT THE WHISTLE.
A boy who has never seen the game played is elected hunter; the others seat themselves on the ground, as in Hunt the Slipper. The hunter, having been shown the whistle, kneels in the centre of the circle, and lays his head in the lap of one of the players until the whistle is concealed. While he is in this posture, the whistle is to be secretly attached to the back part of his jacket or coat, by means of a piece of string and a bent pin. One of the players now blows the whistle and drops it, and the hunter, being released, is told to find it; but this is no easy task, as he carries the object of his search about his own person. As the hunter kneels in the centre of the group, the different players blow through the whistle and drop it, as the opportunities occur. The puzzled hunter is sometimes fairly tired out before he discovers the trick that is played upon him. We need scarcely say that the whistle should be very small and light.
MAGIC MUSIC.
This is a very similar game to [Hot Boiled Beans]. One player having been sent out of the room, the others arrange some simple task for him to perform on his return. When this has been done, he is summoned by the magic music, which is played by one of his comrades, either by tapping a tea-tray with a key, or by rattling the poker and tongs together. The boy who has been sent out of the room must perform his appointed task under the guidance of the musician, who so regulates his performance on the rude instruments that the music gets loud and noisy when the puzzled player does what he ought not to do, and grows soft and quiet when he does anything towards the performance of his task. To render this game more intelligible, we will suppose the task to be the removal of a certain chair from one room to another. The player having entered the room is saluted by the magic music, the unmeaning clatter of which only confuses him at first. He walks towards the side of the room where the chair is stationed, and as he approaches it the clatter grows fainter; this informs him that he is in the right path. He touches the table, but removes his hand at the sound of the music, which suddenly gets terribly noisy. He touches the chair; the music ceases. He now knows that he is expected to do something with this particular chair, so he very naturally sits down upon it; but he jumps up directly he hears the “clatter, clatter, clatter” of the music. He lifts the chair, and as he does so the music grows soft again. He now turns the chair upside down; carries it into the middle of the room; places it on the sofa; but all to no purpose, as he cannot stop the continual clatter of the magic music. At last he carries the chair into the adjoining room; the music ceases, and his troublesome task is accomplished. In this noisy but amusing game the players go out of the room, and have tasks set them in turns. The musician generally retains his office throughout the game.
POST.
This exciting game may be played by an unlimited number, and is particularly adapted for a large party. One of the players, called “the postman,” has his eyes bandaged as in [Blind Man’s Buff]; another volunteers to fill the office of “postmaster-general,” and all the rest seat themselves round the room. At the commencement of the game the postmaster assigns to each player the name of a town, and, if the players are numerous, he writes the names given to them on a slip of paper, in case his memory should fail him. These preliminaries having been arranged, the blind postman is placed in the centre of the room, and the postmaster-general retires to some snug corner, whence he can overlook the other players. When this important functionary calls out the names of two towns,—thus, “London to Halifax,”—the players who bear these names must immediately change seats, and as they run from one side of the room to another, the postman tries to capture them. If the postman can succeed in catching one of the players, or if he can manage to sit down on an empty chair, the player that is caught, or excluded from his place, becomes postman. The postmaster-general is not changed throughout the game unless he gets tired of his office. When a player remains seated after his name has been called he must pay a forfeit, or if the game is played without forfeits he must go to the bottom of the class, which is represented by a particular chair, and to make room for him all the players who were formerly below him shift their places.