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players sit around the sides of the room, and the leader points to them, one by one. Each, as he is pointed out, must do the task assigned him.

During the game none of the players must speak, laugh aloud, or make any other noise with the mouth or lips, under penalty of a forfeit.

This game is called Quaker Meeting, because at the religious services of the Society of Friends (called Quakers) all present often sit for a long time without speaking a word or making a sound.

QUEEN DIDO IS DEAD, a game played by any number of persons, who stand in a circle, or in a row. The player who begins the game says to his neighbor, "Queen Dido is dead!" The neighbor inquires of the speaker, " How did she die?" and the answer is, "She died doing so." As the last word is spoken, the speaker begins to shake his right hand up and down, and he continues the motion through the game. The second player now repeats this conversation with the one next him, and when it has gone the round of the company all are shaking their right hands. During the second round the speaker, at the word "so," begins also to shake his left hand; on the third round, to stamp his right foot; on the fourth, his left; and on the fifth to nod his head. By this time the appearance of the company is very laughable, and all are generally tired; but if it is desired to continue the game, each player, as he says "She died doing so," may begin to run around in a small circle.

There are many variations of this game. In one of them, called " My Aunt Ion,"the conversation is,"Do you know my Aunt Ion?" "No." "My Aunt Ion does so." In another, called "Neighbor, neighbor," it is, "Neighbor, neighbor, how art thou f" "Pretty well, I

thank thee. How's the neighbor next to thee?" "I don't know, but I'll go see." Here each player begins to make the new motion as he asks the first question.

QUEEN'S PARTY, THE, a SOLITaire game of cards, played with one pack. The first sixteen cards, in the pack are laid, as they appear, in four rows of four each, forming a hollow square. These cards are called the Ante-chamber, and the space within them is named the Audience Hall. The cards, representing guests, are taken from the Ante-chamber, or directly from the pack, and placed in the Audience Hall in their proper positions, which are as follows: The King and Queen of Hearts at the top, of Diamonds at the bottom, of Clubs at the right, and of Spades at the left. The Queens are placed on the Kings, and each pair must enter the Audience Hall together.

The Aces (called Emperors) are in like manner accompanied by the Knaves, which are placed on them, and are laid in the corners of the Audience Hall. On the Knaves are placed in order the other cards (called common people) following suit. Spaces left by guests, in passing from the Ante-chamber, are filled from the pack, and those cards that can be placed neither in the Ante-chamber nor at once in the Audience Hall, are laid aside to form stock, the top card of which can also be used at any time. If the whole pack can be brought thus into the Audience Hall, the player wins.

QUERIES, a writing game played by any number of persons. Each writes at the top of a piece of paper a question on some historical or other subject, and then puts the answer at the bottom, folding up part of the paper so as to hide it. The papers are now passed around in regular order. Each one answers the queries to the best of his ability, folding the paper to hide his answer. Finally, the papers are unfolded and read. QUICK MOTION, Experiments on.

The following experiments are all explained by the fact that motion can be imparted to objects but gradually, and that when it is done suddenly the objects often prefer to break or give way, rather than pass the motion along, though it seems easier to do the latter.

1. Place a silver dollar on a visiting card, the edge of the card projecting half an inch beyond the edge of the table. If the card is moved gradually, it will carry the coin with it; but if it be snapped suddenly it will slide under the coin, which wil not move. If the coin and card be placed on a wine-glass when the experiment is tried, the coin will fall into the glass.


Experiment a.

2. Pile about ten checkers one on another. If one in the middle of the pile be pushed slowly with the edge of a ruler, the pile will be overturned; but if it be struck sharply with the ruler, taking care to give a perfectly horizontal blow, it may be knocked from the pile, leaving the remainder upright.

3. Suspend a small stick by one end from a string several feet long. If the stick be pushed slowly by a heavier stick, it will simply swing; but if struck sharply, it may be broken, the string moving very little.

4. Fix two screw-eyes on opposite sides of a croquet ball, and to each tie thread just strong enough to sustain the ball. Hang the ball up by


Experiment 4.

one of these threads. If the other be pulled slowly, straight downward, the upper string will break; but if it be jerked suddenly, the lower one will break.

5. Fix a needle at each end of a broomstick, and support it by resting the needles on the edges of two wine-glasses, which stand on chairs. By striking the broomstick violently in the middle with a stout stick, it may be broken without injuring the glasses.

QUININE, Experiments with. 1.

Dissolve some quinine by putting a few grains into a bottle of water and leaving it two or three days, shaking it occasionally. It will dissolve quicker if a little tartaric acid, or a drop of sulphuric acid be added. Admit a sunbeam from a HElIOstAT into a darkened room, and place a piece of dark blue glass over the aperture. Hold the bottle of quinine solution in the beam of light and it will glow with a curious blue color which seems to come from within the fluid. By holding a bottle of pure water beside it, the difference between them will be perceived at once.

2. Into a glass of clear water held in the beam of blue light pour a little of the quinine solution. It will appear like a slowly descending blue cloud.

This property of quinine is called fluorescence. Another fluorescent substance is chlorophyl, the green coloring matter of leaves. It can be obtained by boiling tea leaves, pouring off the water and adding more from time to time, till it ceases to taste of tea. Then soak the leaves in hot alcohol, which will dissolve the chlorophyl. This solution treated like the quinine above gives a red light. A solution of madder mixed with alum produces a yellow fluorescence, soot dissolved in alcohol, a greenish blue, and petroleum a green.

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are usually two pins driven into the ground, about eighteen yards apartThe players, who may be either two or three playing singly against each other, or four or six divided into equal sides, are each provided with an equal number of quoits, generally two. Each player, in turn, stands beside one hub and pitches his quoits so that they will fall and be as near as possible to the other hub. The first figure shows the manner of holdingthe quoit. Sometimes an expert player succeeds in encircling the hub with one of his quoits (called making a "ringer"), but this is very difficult.

This and other positions of the quoit at the hub are shown in the last figure. A is a ringer, B is called a '' cutter," and C is said to be "pitched true."


Position of Quoits at the Hub.

After the first player has pitched all his quoits, the second player takes his turn, and then the others, if there are more than two. When all have played, all go to the other hub and reckon up the points, he whose quoits lie nearest to the hub counting one point for each quoit; but each quoit entitled tocount must be nearer the hub than any of the opponent's quoits. The quoits are generally numbered or otherwise marked so that those belonging to each player can be easily known. When the points have been reckoned, the players then pitch their quoits at the other hub, and so on alternately until the game is won by one of the players or sides getting the requisite number of points. The number of points in the game is agreed on by the players beforehand, but it is usually eleven or twentyone. He who rings the hub counts ten points towards the game. Boys

often play quoits with flat stones, which may easily be rounded so as to make them almost as good as iron ones. They use also a small stone instead ot an iron pin for a hub.


1. The hub-pin must be driven in so as to project not more than half an inch above the surface.

2. Each player may select quoits of any size he chooses.

3. In pitching, each player must stand within three feet of the hub.

4. The distance of a quoit from the hub must be measured from the middle of the hub to the nearest visible point of the quoit. Thus, if the quoit is stuck into the ground, the part beneath the surface does not count.

Parlor Quoits. Quoits for use in the parlor are sold at toy stores. They are usually made of rubber,

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a board which is placed on the floor.

A game called " faba baga," which is also sometimes called "parlor quoits," is played by tossing beanbags at a hole in a board.

History. Pitching quoits was a favorite amusement among the ancients. The Greeks and Romans played with a kind of quoit called a discus, which had no hole in it, but was solid, like a plate. The illustration shows the celebrated Greek statue called the discobolus (discus-thrower), the work of the sculptor Myron, of which there are copies in the Vatican and elsewhere.

In England the hub or pin was formerly called the " hob." Countrymen, who could not get quoits of the proper form, played with horseshoes, and in some parts of England a quoit is still called a " shoe." The word quoit is from the provincial English coit, to throw.

QUOTATIONS. A game played by any number of persons, who sit in a row or circle. One begins by repeating a quotation, either prose or poetry, and the next must then give one, the first word of which begins with the same letter as the last word of the quotation just given. The game goes on thus as long as the players choose. Any one who does not give his quotation in one minute (or any other time agreed on before the game) pays a forfeit. Instead of paying a forfeit, he may be required to leave the game, and it may thus be continued till only one is left, who is declared the winner. Any player may be required to tell the author of his quotation, or even the book, poem, or play where it is to be found, if it is so agreed. The following example shows how the quotations may follow each other:

Know ye the land where the Cypress and Myrtle."—Byron "Man never is, but always to be, blest."— Pope. "Belgium's capital had gathered there,

Her beauty and her chivalry."—Byron. "Come and walk with us, the Walrus did beseech."—Carroll.

etc., etc.

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