A QUEER AQUARIUM.
[PARALLELS.]
ARRANGED BY G. B. BARTLETT.
There is no better amusement among the many in which old proverbs are brought to mind than the one just introduced under the above title, which exercises at the same time the inventive and guessing powers.
Any number can join in this game, which is begun by one of the players, who relates some real or fancied experience, or tells a story in which some proverb which he has in mind is expressed. The person who guesses the proverb thus indicated has to tell another story, which must be continued until it has also been guessed.
When played by a large company, it is well to divide into equal sides, arranged opposite each other in two lines. In this case the first player at the right upper side begins to tell the story, which must be guessed only on the opposite side. The guesser tells his story next, which must be guessed by some one on the right side of the room. The sides before beginning to play choose a time-keeper, who decides the duration of each contest, which should be from half an hour to an hour, according to the number of players. He keeps his watch in his hand, and calls out "Stop!" the instant the time has expired, and then declares the side to have won on which the unguessed story was being told at that moment. This keeps all the players on the alert, as each one is eager to guess while he is inventing his own story, so there may be no delay if he succeeds in guessing.
This effort to do two things at once is very good for the mental powers, as well as very amusing, as the players often become nervous and confused. The best stories are those which suggest several proverbs, as they may be guessed incorrectly at first, and thus give more time to the side on which the narrator is. To make this game clear to the youngest readers, who often play as well as their elders, a specimen of a simple story is given, as follows:
"An old farmer had lived very frugally on his farm for many years, until he had acquired a small competence. His old gray mare had worked as hard as he, and now, grown old in the service, was seldom driven fast, but went slowly from door to door, dragging the milk-cart, which stopped at every farm-house, in the morning for the full cans, and on the return trip from the station left the empty ones to be refilled. The old animal had become very lazy from this habit, and as she slowly jogged home, the old man would be able to read his daily paper, or to count over the coppers with which the sale of milk had filled the old leather bag which he always carried. One fine day, as he left the station on his homeward way, a telegram was put into his hands containing the startling news that his barn was on fire. Eager to save his stock, he plied the whip on his poor beast, whose hide was so thick that very little effect was produced. The farmer continued his blows until the whip-lash was worn out, and then tried the whip-stock, which soon broke also, and the old man was in despair, as the mare only jumped up and down, without increasing her forward progress." At this point "More haste the worse speed," is incorrectly guessed by one of the players, and the narrator proceeds: "The mare shook her head angrily, and leered at her master, showing the whites of her eyes as if in scorn, and this action reminded the farmer that she was very sensitive about the head, being always annoyed when her bridle was put on. 'Ah! old Betsey,' said he, 'I know how to make you go now;' and taking a handful of coppers from his bag, he threw them with all his might at the mare's head. Surprised at this novel attack, old Betsey darted off with the speed of an unbroken colt, and brought the old man home quicker than he had ever before gone over the road." "Money makes the mare go," guesses a player on the right, and begins the second story.
This example will show the method of playing, as the stories are as varied as the tastes of their authors, and old and young alike enjoy this game, which is adapted for the summer picnic as well as for the winter fireside.