FRENCH AND ENGLISH.
This is an old Greek game, and, like very many simple boys’ games, has retained its popularity to the present day. Its Greek name was rather a jaw-cracking one, but may be literally translated by “Pully-haully.” It consists of two parties of boys, who are chosen on different sides by lots. One party takes hold of one end of a strong rope, and the other party of the other end. A mark being made midway between the parties, each strives to pull the other over it, and those who are so pulled over, lose the game.
In this game, two leaders should be appointed, who must calculate the powers of their own side, and concert plans accordingly. The leader of either side should have a code of signals, in order to communicate with his own friends, that he may direct them when to stop, when to slacken, or when to pull hard. So important is the leader’s office, that a side with a good leader will always vanquish a much superior force which has no commander to guide it. For example, when all the boys are pulling furiously at the rope, the leader of one side sees that his opponents are leaning back too much, depending on their weight more than on their strength. He immediately gives the signal to slacken, when down go half the enemy on their backs, and are run away with merrily by the successful party, who drag them over the mark with the greatest ease. Or if the enemy begins to be wearied with hard pulling, an unanimous tug will often bring them upright, while they are off their guard, and once moved, the victory is easily gained. We have seen, assisted, and led this game hundreds of times, and never failed to find it productive of very great amusement. No knots are to be permitted on the rope, nor is the game to be considered as won, unless the entire side has been dragged over the line.
DRAWING THE OVEN.
This is a game not very dissimilar to the preceding, but not so much to be recommended, as the clothes are very apt to be torn, and if the players engage too roughly, the wrists are not unfrequently injured. The method of playing the game is as follows:—Several boys seat themselves in a row, clasping each other round the waist, thus fantastically representing a batch of loaves. Two other players then approach, representing the baker’s men, who have to detach the players from each other’s hold. To attain this object, they grasp the wrists of the second boy, and endeavour to pull him away from the boy in front of him. If they succeed, they pass to the third, and so on until they have drawn the entire batch. As sometimes an obstinate loaf sticks so tight to its companion, that it is not torn away without bringing with it a handful of jacket or other part of the clothing, the game ought not to be played by any but little boys.
I SPY.
This is a capital game for the summer months. The players divide themselves into two parties, one party remaining at a spot called “Bounds,” and concealing their faces, while the other party goes out and hides. After waiting for a few minutes, the home party shouts, “Coming, coming, coming.” After a short pause they repeat the cry, and after another short interval they again shout, “Coming.” If any out-player is not concealed, he may cry, “No,” and a few minutes more are allowed. At the last shout, the home players, leaving one to guard bounds, sally forth in search of their hidden companions. Directly one of the seekers sees one of the hiders, he shouts, “I Spy,” and runs home as fast as he can, pursued by the one he has found, who tries to touch him before he can reach bounds. If he succeeds, the one so touched is considered taken, and stands aside. If the hiding party can touch three, or more, if especially agreed upon, they get their hide over again. The object of the hiders is to intercept the seekers, and prevent them from reaching bounds without being touched. The worst player is left at the bounds, in order to warn his companions, which he does by the word “Home,” as any hider may touch any seeker.
PITCH-STONE.
This game is played by two boys, each of whom takes a smooth round pebble. One player then throws his pebble about twenty feet before him, and the next tries to strike it with his stone, each time of striking counting as one. If the two pebbles are near enough for the player to place one upon the other with his hand, he is at perfect liberty to do so. It is easy enough to play at this game when the pebbles are at some distance apart; but when they lie near each other, it is very difficult to take a good aim, and yet send one’s own pebble beyond the reach of the adversary’s aim. Two four-pound cannon balls are the best objects to pitch, as they roll evenly, and do not split, as pebbles always do when they get a hard knock.