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COURIERS, OR SKETCHES OF MANNERS.

(Exercising Knowledge of Society.)

COURIERS are very near relations of those indiscreet personages that violate the secresy of epistolary correspondence.

In this case, all the players assume the title of courier from some particular place. Thus one is a cabinet courier; another, courier of the kitchen; a third, of the drawing room; a fourth, of the theatre others, again, are couriers of some particular quarter of the town; one, for instance, from St. James's; another, from Whitechapel ; a third, from the Temple; and a fourth, from the Borough; whilst the rest are couriers from towns with which some of the players are known to be connected. Many other couriers can be easily added; as couriers from a barrister, merchant, tavern, &c.

Each then relates whatever news is stirring in the quarter he comes from; and whoever relates

anything unconnected with the quarter from which he is supposed to arrive, or repeats what has been previously said, pays a forfeit.

This game may be made to afford the most striking representations of manners

- sketches

that are daily and hourly before us. All that is requisite is to narrate with order and conciseness, with the additional embellishment of a few similar circumstances and witty observations.

The game is sufficiently simple, but by no means devoid of instruction or amusement; it teaches how to select the most forcible mode of expression, to take advantage of a variety of interesting circumstances which a superficial observer would totally neglect, to enquire into the springs of human character, the influence of particular situations, and finally, it leads to a lively and natural style of speaking.

It is needless to dwell upon the agreeable manner in which it may be done; but it is not unnecessary to caution the players against borrowing their tales or narratives from any book. As soon as it depends merely upon memory, the game ceases to be either entertaining or original.

MARRIAGE.

(Exercising Knowledge of the same kind.)

THIS is a very amusing game, especially if the parties are lively and witty, and acquainted with the usages of society.

Each person selects and assumes some name from modern history, or from some comedy, novel, or romance. When they are all suited, the gentlemen propose to give one from amongst them to one of the ladies for a husband; and she is obliged to assign her motives either for accepting or refusing him.

In the latter case, she will assign his particular defects, as her reason for refusing him; always, however, in correspondence with the name he has assumed. For instance, if he has taken the name of Oswald, in Corinna, he may be accused by the lady of being guided too much by the opinion of others, and being devoid of confidence, love, &c.

Only one husband can be proposed; but any individual is allowed to offer himself, which renders the game still more lively; for the lover and the lady discuss together the qualities necessary to render them happy in marriage.

The reasons assigned by ladies generally for refusing the husband offered them are, that they think him fickle, jealous, capricious, sulky, passionate, &c.

The gentlemen, on their side, promise every thing; the young lady decides; and immediately on giving her assent is obliged to suffer a salute from her husband, whom she is, for the rest of the game, to call by his assumed name, or pay a forfeit. The addition of Mr. to the assumed name frequently produces a ludicrous effect.

The young lady next to the one who has just selected a husband for herself, chooses one in the same manner as her predecessor; beginning with the gentlemen next to the last bridegroom.

When all the ladies are provided, the young men are interrogated as to the motives which have induced them to marry. The reasons given by the different persons, the strange association of historical names, and the discussions between the future couple before the conclusion of the marriage, render this game exceedingly amusing.

E

MARRIAGES AND DIVORCES.

(Exercising similar Knowledge.)

THE Marriages take place from similarity of character.

The Divorces take place in consequence of difference of taste and temper.

These two games, which would appear similar to the preceding, resemble it only in the order to be followed.

The assembly commences by taking up a position in front of a desk; the ladies on one side, and the gentlemen on the other. The lady and gentleman placed opposite each other, are the future couple, in the game of Marriages, and the couple dissatisfied with each other, in the game of Divorces. If there be too many ladies or gentlemen, they compose the tribunal. If not, one couple is appointed to represent it.

Each person then takes a slip of paper; and, without conferring with others, writes down a

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