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ance. One side named Blues, other Reds. If "Blues" have first chance, they try for the space of thirty seconds to make the "Reds" laugh. All "Reds" found laughing are recruited to the other side. Three turns constitute a game. The side having most recruits at the finish wins. TELEGRAMS Give each player a pencil and paper. Ask each to write the name of the city (town or state) in which he was born. Then ask each to separate the letters in the name of his birthplace and, using each letter as the initial of a word, to compose a telegram. Some interesting combinations are the result. WHIRLWIND This is an old English game. Arrange as many chairs as there are players in a circle. All the players but one are seated. This odd player takes his position in the center of the circle. His object is to take the vacant chair, but this the others prevent by hastily moving up (to right or left, as the movements of the person standing indicate) so as to fill the empty seat whenever the standing player approaches it. In this manner, the vacancy is kept at the point farthest from him, and unless he is agile, the player cannot capture it. THE LAUGHING GAME Players form a circle. The first player starts with the word "ha," the second says "ha, ha," the third "ha, ha, ha," and so on, each one in turn adding one more ha than has been made by his neighbor. In each case, the ha ha's must be made without laughing, which is almost an impossibility. Before the circuit has been completed the entire circle is in peals of laughter. Each one guilty of laughing drops out of the game. The one remaining longest without laughing wins. GAME OF OPPOSITE Players stand in a circle. An extra player stands in the center, holding in his hands as many pieces of tape as there are players in the circle. The tape (or ribbons) are of two colors, red and blue. The opposite ends of each tape are held in the hands of a player. When the leader says "Reds let go," "Blues, hold on," the blues will let go, always doing just the opposite of the command given to be obeyed. Commands should be given rapidly and in military tone. When word for "all to hold on" is given the entire circle lets go, and so on. MUSICAL CIRCLE All players sit in a circle. One in the centre is the leader. To each one is assigned some musical instrument, which he must play. The leader waves his baton, but from time to time he will quickly begin to pantomime the instrum
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