ent that the music ceases has the
good fortune to seat himself or herself in the one chair remaining wins
the game and perhaps a prize.
GAME OF CAT
The person who is to play the part of Cat should stand outside of the
door of the room where the company is assembled. The boys and girls, in
turn, come to the other side of the door and call out "miaou."
If the Cat outside recognizes a friend by the cry, and calls out her
name correctly in return, he is allowed to enter the room and embrace
her, and the latter then takes the place of Cat.
If, on the contrary, the Cat cannot recognize the voice, he is hissed,
and remains outside until he is able to do so.
GRAND MUFTI
One of the company is chosen as Grand Mufti. The others then form a
circle with the Grand Mufti in the centre, and every action which he
performs, if preceded by the words, "Thus says the Grand Mufti," must be
imitated by every member of the circle.
The Grand Mufti, in order to lead one of the company astray, will
sometimes omit to say the words: "Thus says the Grand Mufti;" in this
case if any member of the company imitate his action, he is compelled to
pay a forfeit.
HERE I BAKE, HERE I BREW
The players join hands in a circle, with one of their number in the
middle, who is supposed to be a captive, longing for freedom and reduced
to diplomatic means to secure it.
The prisoner touches one pair of joined hands in the circle saying,
"Here I Bake." Then, passing to the other side, says, "Here I Brew," as
she touches another pair of hands. Suddenly, then, in a place least
suspected, perhaps whirling around and springing at two of the clasped
hands behind her, or at the pair which she had touched before, if their
owners appear to be off guard, she exclaims "Here I mean to break
through!" and forces her way out of the circle if she can.
The players must be on the alert and strongly resist the captive's
effort to escape.
Those who permitted her to regain her freedom--through inattention or
weakness--must then make use of the "counts" familiar to all generations
of children, to decide which of them shall take the place of the
prisoner.
HAT GAME
One of the players has two hats, one he places on his own head and the
other he hands to one of the company. The person who has received the
hat must then make every action contrary to the action of the person
who handed him the hat. For instance, if No. 1 sits down, No. 2 must
stand up.
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