nds, except one called the Mouse,
whom they enclose within the circle, and one who is on the outside who
represents the cat. They then dance around, raising their arms at
intervals. The cat watches the chance to spring into the circle at one
side, and the mouse dashes out at the other--public sympathy being with
the mouse, his or her movements are aided when possible. When the cat is
in the circle, the players lower their arms so as to keep the enemy
prisoner. The cat goes around meekly, crying "mew," while the rest dance
around her. With a sudden "miaou!" she tries to break through any weak
place in the chain of hands.
As soon as she escapes she tries to catch the mouse, who runs for safety
into the ring again, hotly pursued. If the cat is so near as to follow
the mouse into the ring, before her entrance can be prevented, or if she
catches the mouse outside the circle, the mouse must pay a forfeit. Two
more players are then named by the cat and mouse to succeed them.
THE CLAIRVOYANT
The clairvoyant goes out of the room, undertaking to name the person
whom his confederate shall point out.
The door being shut upon the clairvoyant the confederate points to one
whom we will call Mr. B.
"At whom am I pointing?" he queries.
"At Mr. B.," replies the clairvoyant.
The trick is for the clairvoyant and his confederate to arrange between
them that the person who speaks last before the clairvoyant leaves the
room is the person to be pointed at.
THE CUSHION DANCE
The children first of all divide themselves into two parties. They then
form a ring, and commence dancing round a hassock which is placed, end
upwards, in the middle of the room. Suddenly one party endeavours to
pull the other party forward, so as to force one of their number to kick
the hassock and upset it.
The player who has been unfortunate enough to touch the hassock has then
to leave the circle. The game proceeds until only two remain; if these
two happen to be boys the struggle is generally prolonged, as they can
so easily jump over the hassock, and avoid kicking it.
"CHANGE SEATS: THE KING'S COME."
In this game as many seats are placed round the room as will seat all
the players but one. This one stands in the middle of the room,
repeating the words: "Change seats, change seats;" but no one moves
unless he says: "Change seats: the king's come."
Then all must change seats. In the bustle the one standing can generally
manage to secu
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