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ght from the hearth is very significant, as, according to an old superstition, the giving of a brand from a hearth gave the possessor power over the inmates of the house. The sullying of the hearth by the old witch in blowing the ashes has also an ancient significance, as fairies were said to have power over inmates of a house where the hearth or threshold had been sullied. MY LADY'S TOILET _10 to 30 or more players._ _Parlor; schoolroom._ This a French form of a game known in America as Spin the Platter. Each of the players is named for some article of My Lady's toilet, such as her gown, necklace, evening coat, slippers, bracelet, etc. All sit in a circle except one, who stands or crouches in the center and spins a plate or tray, at the same time saying, "My Lady wants her necklace;" or names some other article of the toilet. The player representing the article thus named must rush to the center and catch the plate before it stops spinning and falls to the ground. If successful, the player takes the place of the spinner. If unsuccessful, she returns to her place and pays a forfeit, which is redeemed at the end of the game. The speaker should name the different articles while carrying on a flow of narrative, as, for instance: "My Lady, being invited to a ball at the king's palace, decided to wear her _blue gown_. With this she called for her _silver slippers_, her _white gloves_, her _pearl necklace_, and a _bouquet_ of roses. As the evening was quite cool, she decided to wear her _white opera coat_," etc. The speaker will make several opportunities for introducing mention of the ball, and whenever she says anything about the ball, all the players must jump up and change places, the spinner trying to secure one for herself in the general confusion. One odd player will be left without a place, and she becomes spinner. When boys are playing, they may appropriately take the parts of carriage, horses, footmen, the escort, etc. NUMBERS CHANGE (See also _Exchange_.) _10 to 30 or more players._ _Parlor; playground; gymnasium; schoolroom._ The players stand in a large circle and are numbered consecutively. One player takes his place in the center. He calls two numbers, and the players whose numbers are called must change places while the center player tries to secure one of their places. The one who is left without a place changes places with the center playe
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