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not to be had the check rein may be taken off and utilized, or the throat lash even may be useful.

Figs. 3 and 4 show two curiosities of driving, the first a proposed vehicle where the horse is beneath the cart; the second a proposed chaise to be run by a spring or other motor attached to the rear wheels.

DROP THE HANDKERCHIEF, a game played by any number of children, who stand in a ring, facing inward. One of the boys, chosen for the purpose, walks or runs around the outside of the ring, holding a handkerchief in his hand, which he drops behind some girl. As soon as she sees it, she must pick it up and run after him. If she catches him, they kiss, and she returns the handkerchief for him to drop again; but

if he can make the circuit of the ring and stand in the space she left, she must take his place. She then drops the handkerchief behind some boy, who runs alter her, and the game goes on as before, a girl always dropping the handkerchief behind a boy, and a boy behind a girl. The player who drops the handkerchief may run around the circle in either way, and the one behind whom it is dropped must always follow in the same direction. Sometimes a player does not see that the handkerchief is lying behind him, in which case the dropper simply runs around the circle, picks up the handkerchief, and handing it to him, takes his place. No player may tell another, by word or sign, that the handkerchief is lying behind him. The player who drops the handkerchief sometimes says, as he runs around the circle, "I dropped my handkerchief yesterday,

I found it to-day,

I list it, I lost it,

I threw it away." DUCHESS OF LUYNES, a SolItairE game of Cards, played with two packs. The first four cards dealt from the pack are placed in a row, face upward, and the fifth and sixth are laid aside to form Stock. Four more are laid on the first four, and two more in the Stock, and so on till the pack is used. The player's object is to form eight piles of families, downward from four Kings, and upward from four Aces, following suit. For this purpose the top card of any pile may be used in course of play, or the top card of the Stock. But when the top card of a pile is used, its place is not supplied from the pack, the next card being placed where it would have been if the preceding had not been used. When the pack is exhausted, the Stock can twice be shuffled and relaid, and then Stock and piles can be shuffled and relaid in four piles,omitting the Stock. DUCK, or DUCK ON THE ROCK, a game played by any number of

persons, each with a stone, about the size of a man's two fists, called a Duck. One of the players, chosen by lot, places his Duck on a stone with a smooth top, and stands near it, while the others take their position behind a line eight or ten yards distant, and try to knock it off with their Ducks, each in turn. As soon as each has thrown his Duck, he runs up to it and watches his chance to carry it back to the line. If the one whose Duck is on the rock can touch any of the others while carrying back his Duck, before he reaches the line, the one so caught must take the catcher's place, putting his own Duck on the rock. Hut if the Duck is knocked from the rock, its owner must replace it before he can touch any one.

In playing this game, if the owner of the Duck on the rock is skillful, he can often keep three or four of the other players out of the game by preventing them from picking up their Ducks. In this case the only means of relief is for some one to strike the Duck from the rock, for then its owner is helpless till he has put it back.

Emperor, a kind of Duck, in which a wooden figure called the Emperor is placed on the top of a post about 18 inches high. A player called the Prime Minister stands near it. The other players have each a wooden ball like a croquet ball. The game is played exactly like Duck, the players trying to knock the Emperor off his post by throwing or pitching balls at him. The game can be continued for a specified time, at the end of which he who has been Prime Minister the least number of times, or has hit the Emperor the greatest number of times, is victor.

DUCK AND DRAKE, or Skipping Stones, a game played by any number of persons, each of whom throws a flat stone into the water so that it will rebound. He whose stone skips the greatest number of times is the winner. The stone should be held between thumb and forefinger and given a slight whirling motion so that it will strike the water with its flat side and not edgewise. The Greek boys played this game with flat shells or pieces of tile, and called \\.epostrakismos (Tile Skipping). In English, "to play at ducks and drakes," has come to mean spending one's money extravagantly.

DUMBBELLS. See Gymnastics.

DUMB CRAMBO. See Crambo.

DWARF, THE, an amusement in which two persons take part. One of them stands behind a table and places his hands on it, while the other stands behind the first and passes his arms around him as in Fig. 1. The head and body of the second person and the legs of the first are hidden by curtains, which is easily managed if the table be placed in a doorway. Shoes are


then placed on the hands of the first player, and a child's trousers, or kilt skirt over his arms. A jacket is put on over his shoulders | once,


EARL OF COVENTRY, THE, a game of Cards, played with a full pack. All the cards are dealt. The eldest hand leads any card he

and the arms of the hidden player, and an excellent imitation of a dwarf is thus formed. (Fig 2.) The face should be disguised as much as pos

Fig. 2.

sible, and the dwarf may be dressed fantastically to represent a Turk or Moor. A third person should act the part of exhibitor, giving a comic account of the dwarf's history. The dwarf may deliver a speech, appropriate gestures being made by the player who furnishes the arms. The gestures are apt to be ludicrous, as the second player usually has trouble in fitting his action to the words of the first. The dwarf can dance and perform many remarkable feats, such as rubbing his head with his toe, or putting both feet in his mouth at

chooses, saying "There's a good King," or "There's a good five" (or whatever card it may be). The next player to the left who has a

card of the same rank plays it saying "There's another good as he." The third and fourth are then played in like manner, with the words: "There's the best of all the three," and " There's the Earl of Coventry." The player of the fourth card leads, and so the game goes on, the player who first gets rid of all his cards being the winner.

EARS, Experiments with the. 1. Let one person be blindfolded and sit in a chair, folding his arms. Let another hold two coins between the thumb and forefinger of the right hand, and put the left forefinger between them so that they will click together when the finger is suddenly pulled out. Let him thus make a click in various places near the blindfolded person, while the latter guesses the direction from which the sound comes. It will be found that he can tell easily so long as the sound is nearer one ear than the other, but whenever it is made in any spot equally distant from both, he cannot tell where it is.

2. Tie about three feet of twine at the middle to the knob of a poker. Twirl the ends of the twine around the forefingers, and stop up the ears with these fingers. If the swinging poker be knocked against the wall, or struck with anything, the person holding it will hear deep tones like those of a bell. If a silver tablespoon be used instead of a poker, the sound of a higher-toned bell will be imitated.

3. Have a tinman solder two pieces of iron wire to two disks of tin, a, b, each large enough to cover the ear, in the shape shown in the picture. When the disks are pressed to the ears and the point c, where the wires join, is applied to any sounding body, the sound will be much magnified.


Experiment 3.

4. Let one person hold to his ears the ends of a piece of waxed thread six or eight feet long. Let a second person hold the thread stretched by its middle point and taking the two parts of the thread together between his thumb and forefinger, near the others' face, rub them along, keeping the thread taut. The result will be a sound like thunder in the ears of the first-named person. If the rubbing be with jerks, and sometimes done with the finger-nail, the sound of short, cracking thunder will be imitated.

EASTER EGCS, colored and ornamented eggs, used as presents or playthings at Easter. The eggs, called also pasque. pace, or paas eggs, are usually colored by being boiled in dye, of which various colors may be bought at any druggist's.

An egg may be colored also in a pretty pattern by sewing it up tightly and smoothly in a piece of common calico, and then boiling it. If the calico be not of fast colors, the pattern will be reproduced on the egg shell. Eggs too may be gilded by painting them over with gum or varnish and then laying on gold leaf. The " gold paint " sold by druggists will produce a similar effect though not so brilliant. Colored eggs may be ornamented by drawing designs on them with tallow, or any greasy substance, before boiling. The dye will not color the parts touched by the grease, and the design will therefore appear in white. More delicate designs may be drawn by scratching with the point of a needle, or the blade of a penknife, after the egg has been dyed. If the eggs are boiled hard, they may be kept any length of time. If preferred, the eggs may be "blown" before they are dyed. This is done by making a small hole in each end, applying the mouth to one of them, and blowing the contents of the egg out of the other. The tallow design should be drawn before blowing, that the shell may not be broken, and care must

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