This may be played by any number of boys: one being selected as the Leader, and the others are the Followers. The Followers arrange themselves in a line behind the Leader, who immediately begins to progress, and the others are bound to follow him. The fun of this sport is in the Leader carrying his Followers into “uncouth places,” over various “obstacles,” such as hedges, stiles, gate-posts, &c., through “extraordinary difficulties,” as ditches and quagmires,—every player being expected to perform his feats of agility; and those who fail are obliged to go last, and bear the emphatic name of the “Ass.” The game lasts till the Leader gives up, or the boys are all tired out.

THE FUGLEMAN.

This is a game something like the above. It consists of the Fugleman and his Squad. The Fugleman places himself in a central spot, and arranges his Squad before him in a line. He then commences with various odd gestures, which all the Squad are bound to imitate. He moves his head, arms, legs, hands, feet, in various directions, sometimes sneezes, coughs, weeps, laughs, and bellows, all of which the Squad are to imitate. Sometimes this is a most amusing scene, and provokes great laughter. Those who are observed to laugh, however, are immediately ordered to stand out of the line, and when half the number of players are so put out, the others are allowed to ride them three times round the playground, while the Fugleman with a knotted handkerchief accelerates their motions.

HARE AND HOUNDS.

This is perhaps the very best game that can be introduced into a school. The principle of it is very simple, that one boy represents the Hare and runs away, while the others represent the Hounds and pursue him. The proper management of the game, however, requires some skill. When we were at school in the north, this game was extensively played; and in more recent times, when we ourselves were masters instead of scholars, we reduced the game to a complete system. The first thing to be done is to choose a Hare, or if the chase is to be a long one, two Hares are required. The Hare should not be the best runner, but should be daring, and at the same time prudent, or he may trespass into forbidden lands, and thereby cause great mischief. A Huntsman and Whipper-in are then chosen. The Huntsman should be the best player, and the Whipper-in second best. Things having advanced so far, the whole party sally forth. The Hare is furnished with a large bag of white paper torn into small squares, which he scatters on the ground as he goes. An arrangement is made that the Hare shall not cross his path, nor return home until a certain time; in either of which cases he is considered caught. The Hounds also are bound to follow the track or “scent” implicitly, and not to make short cuts if they see the Hare. The Hare then starts, and has about seven minutes’ grace, at the expiration of which time the Huntsman blows a horn with which he is furnished, and sets off, the Hounds keeping nearly in Indian file, the Whipper-in bringing up the rear. The Huntsman is also furnished with a white flag, the Whipper-in with a red one, the staves being pointed and shod with metal. Off they go merrily enough, until at last the Huntsman loses the scent. He immediately shouts “Lost!” on which the Whipper-in sticks his flag in the ground where the scent was last seen, and the entire line walks or runs round it in a circle, within which they are tolerably sure to find the track. The Huntsman in the meanwhile has stuck his flag in the ground, and examines the country to see in what direction the Hare is likely to have gone. When the track is found, the player who discovers it shouts Tally ho! the Huntsman takes up his flag, and ascertains whether it is really the track or not. If so, he blows his horn again, the Hounds form in line between the two flags, and off they go again. It is incredible how useful the two flags are. Many a Hare has been lost because the Hounds forgot where the last track was seen, and wasted time in searching for it again. Moreover, they seem to encourage the players wonderfully. We used often to make our chases fourteen or fifteen miles in length; but before such an undertaking is commenced, it is necessary to prepare by a series of shorter chases, which should however be given in an opposite direction to the course fixed upon for the grand chase, as otherwise the tracks are apt to get mixed, and the Hounds are thrown out. The Hare should always carefully survey his intended course a day or two previously, and then he will avoid getting himself into quagmires, or imprisoned in the bend of a river. A pocket compass is a most useful auxiliary, and prevents all chance of losing the way, a misfortune which is not at all unlikely to happen upon the Wiltshire downs or among the Derbyshire hills.

STEEPLE CHASE.

This is a trial of speed and agility, and may be played by any number of boys. It consists in the boys agreeing upon some distant object for a mark, such as a conspicuous tree, or house, or steeple. The players then start off in whatever direction they please, each one being at liberty to choose his own course. In a long run of a mile or so it very often happens that hedges, ditches, and other obstructions, have to be got over, which adds great interest to the play, and the best climbers and jumpers are the most likely to come in victors. He who comes in first to the appointed object is called the King, the second the Duke, the third the Marquis, the fourth the Viscount, the fifth the Earl, the sixth the Knight. The last receives the dignified appellation of the Snail, and the last but one the Tortoise.

At Oxford there were in our undergraduate days two clubs for the purpose of Steeple-chasing, one named the Kangaroo Club, and the other the Charitable Grinders, whose performances over hedges and ditches were really astonishing. There was also a club which kept a set of beagles, and used to hunt a red herring with intense perseverance.

DUCK AND DRAKE.