Interlock the prongs of two forks as represented in the engraving; then firmly wedge the match between one of the lower prongs and the fork above it, and you will find you can easily balance the match in the desired position, and also drink the water.


[PREDICAMENTS.]

BY G. B. BARTLETT.

This funny game comes from our German cousins, who know how to have a good time, in spite of their gravity. In the evening they like to join with their children in merry games around the cheerful lamp and by the flashing fire, and it is from them that the ideas, or turning points, of many of our best games come. This one will be found easy enough for the little ones, and amusing enough for their parents and older friends.

Any number of people can play. All sit around the room, and each one whispers to his right-hand neighbor some situation in the form of a question; for example, "What would you do if your manuscript was left at your home, forty miles away, and you had not discovered the fact until you had arisen to lecture?" Or any imaginary predicament may be suggested; as, "What if you were driving a load of ashes over a steep hill, and found that you had forgotten to put up the backboard of the cart?" These questions may also touch upon sentiment; as follows, "If you were talking sentimentally to a young lady in the woods, what if the bank on which you were seated proved to be previously occupied by a red ants' nest?"

These situations must be as quaint, funny, and varied as possible; and when one has been whispered to each person, all communicate in the same manner, to the one on the left, some remedy, which, as well as the question, must be remembered. These may be of a healing nature, like Russia salve, soothing syrup, poor man's plaster; or serious, like a gunshot, a halter, or an elopement; and when recited, are prefixed with the words, "I should try," or some appropriate beginning.

When all are provided with a situation and a remedy, the game is begun by some one, who calls upon a lady or gentleman by name, and then asks, "What would you do if—" and adds the predicament which has been given to the speaker. The person addressed then replies, "I should try—" and gives the remedy which has been whispered to him.

The combination seldom fails to prove very amusing, either from the exceedingly apt or the eccentric nature of the dialogue. The player who gave the remedy proceeds at once to call out another name, the gentlemen usually naming a lady, and the ladies a gentleman, and thus the game goes merrily on. In order to make it perfectly clear to the children, it may be well to give a few connected questions and answers: