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in, and asks a question of each player, who must introduce his word into the answer. Thus, suppose the proverb chosen to be "Make hay while the sun shines." The first player may be asked " How do you do this evening?" and may answer "Very well, but your questions make my head ache." The second question may be, "What have you been doing this afternoon?" and the answer, " Playing in the barn, on the hay," and so on. If the proverb is guessed, the one whose answer gave the clue must take the guesser's place. If it is not, the guesser must pay a forfeit and go out again.

RULES OF THE GAME.

1. If there are more players than words in the proverb, the words may be given out twice or more; and if there are fewer, some of the players may take two words. In either case, the guesser must be told, when he begins, where the proverb ends, which players have two words, and whether they intend to put those words in the same answer or different answers.

2. The word must be given exactly as it appears in the proverb; not in another tense, mood, or number.

3. If the guesser fails, he may try the same proverb again, after paying his forfeit, or call for a new one.

Shouting Proverbs, a kind of Proverbs in which, at a signal from the guesser, all the players shout their words at once. This may be repeated a number of times agreed on beforehand. If the guesser tries to listen to all the words at once, he will find it very hard to understand any of them; but if he stands near one player at a time and listens only to him, the proverb is easy to guess. For this reason the guesser may be required to stand at an equal distance from all the players. They may sit in a circle, while he stands in the middle.

Acting Proverbs, a kind of Proverbs in which the players choose sides, and one acts an impromptu play, illustrating a proverb, while the other side tries to guess what proverb is meant.

Parallels, a game in which one of the players tells a story to illustrate some familiar proverb, while the others guess what it is. The story continues till the proverb is guessed correctly, when the successful guesser becomes story-teller in his turn.

One way of playing is to choose sides. The sides stand in opposite lines, and astory told by a player on one side must be guessed by some player on the other side. At the expiration of some fixed time, generally from half an hour to an hour, the side one of whose members is telling a story is declared the winner.

Split Proverbs. The company sits in a circle, and one, beginning the game, throws a handkerchief at another of the players, saying, as he does so, the first part of a proverb, which the other must immediately finish by adding the last half of a different proverb. The two must make a complete sentence, but it may be nonsensical or ridiculous. The one who throws the handkerchief counts ten distinctly as he does so, and if the other does not begin to finish the sentence by the time the first has ended his counting, he must pay a forfeit. The one at whom the handkerchief was thrown then continues the game by throwing it at another player and beginning another proverb. For the sake of illustration some examples of split proverbs are given below:

A rolling stone—knows his own father.

A wise son—gathers no moss. Make hay while the sun—sweeps clean.

In Germany this game is called Verkehrte Sprichworter (Perverted Proverbs).

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Fig. i. Home-made Suction-pump.

PUMPS. Pumps are described in C. C. T. To make a suction-pump, take an ordinary argand lamp chimney, /(/ 'sat and if the long part is not of the same size throughout, cut about an inch and a half from the top (see directions for glass-working in CHEMICAl EXPERIMENTS). Fit a rubber stopper with one hole into the bottom of the chimney, put a short piece of glass tubing in the hole (not allowing it to project above the stopper], and to this fit a rubber tube, a (see Fig. I), as long as may be desired, to reach to the water, c, to be pumped. To make the piston, take a rubber stopper, d, a little smaller than the upper part of the chimney, and make it fit tightly by winding it with twine, if necessary. This stopper must have two holes. Through one fit the end of a glass rod, e, for a pistonrod, letting the lower end project a little, and winding it with twine just above and just below the stopper, so that it can pull through neither way. Over the hole in the lower stopper, and over the second hole in the stopper that serves as pistonhead, fasten valves made of bits of rubber cloth or leather, Fig. 2. Valve, secured at one edge with one or two tacks, so that they will flap up and down. The valve is shown more plainly in Fig. 2. At the top of the chimney fit another stopper with two holes, through one of which the glass piston-rod slides, while in the other is fitted a glass tube,/, to deliver the water.

To make a force-pump (Fig. 3), the lowest stopper must have two

holes, and the valve-hole in the piston-head must be plugged. With the other hole is connected an airchamber b, made of a vaseline bottle, as shown in the figure. The stopper of this airchamber has two holes. Over the one that connects with the pump is a valve. The other is fitted with a jet. Steam -Pump. Fig. 3. Force-pump. Fill a flask (see CHEMIcal EXPERIMENTS) half full

of water, and close it with a tight cork or rubber stopper, through which passes a glass tube reaching nearly to the bottom. To the tube fasten three or four feet of rubber tubing. Place the flask over an al

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cohol lamp or Bunsen burner, and the water will presently rise in the tube and flow out of the end. The reason is, that it is forced out by the pressure of the heated water vapor in the upper part of the flask.

Pumps without a Piston. 1. Take a glass tube several feet long, and

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1, or cut out of hollow pieces of The exhibitor speaks for each of wood like Fig. 2, when they look the performers, and carries on a like Fig. 3. The projecting ridge sort of drama, generally opening on one side of the cylinder is shaped i with a scene between Punch and his

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wife Judy. Punch disposes of the other characters one by one, by killing them with his stick, and throwing their bodies on the stage. At the close, the hangman comes to execute him, but Punch pretends he does not know how to put his head into the noose, and when the hangman undertakes to show him, Punch pulls the rope and hangs the executioner himself. The gallows is one

upright stick with

I T a cross-beam, and

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I I the shelf. At the I / end of the beam >• are two holes, through which passes a string, secured at one hole by a knot, and forming a sort of noose between the two. The action of the rest of the drama depends on the ingenuity of

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Fig. 6—Punch and Judy dressed for the Play.

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ance must be laid on a chair or hung on hooks, within easy reach of the exhibitor.

PUSH PIN, a SolItaIre game of Cards, played with two packs. The cards are laid out in a straight line, face upward, as they come from the pack. Any card that lies between two of the same suit, or two of the same value, as any two Hearts, or any two Queens, is pushed out of place, and two or more of the same suit between two of the same value may also be pushed out. The card at one end of the row may be removed to the other, or, what is the same thing, the cards may be placed in a circle. The player wins if he can push out all cards but two.

PUSS IN THE CORNER, a game played by several persons, each of whom stands in the corner of a room. One player, chosen as Puss, stands in the middle. As the others change corners, two by two, which they try to do when the Puss is not looking, he attempts to slip into one

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