ed at once passes it on, so that when the owner of the
slipper returns and demands her property again it cannot be found.
With the hunt that then sets in the fun begins; the object of every
player in the circle being to keep the player in the middle from
seeing the slipper, from getting hold of it, or from knowing where it
is, as it rapidly travels under the knees of the players here and
there in the circle. Now and then, if the seeker is badly mystified,
the slipper may be tossed across the circle. The player in whose
possession it is when at last secured changes place with the one in
the middle. Other handy things will do quite as well as a slipper, but
something fairly large should be chosen, or discovery may take too
long; and it ought to be soft in texture, or there may be bruises.
The Whistle
This is partly a trick. A player who does not know the game is put in
the middle of the ring, round which a whistle is moving in the way
that the slipper moves in "Hunt the Slipper." The object of the player
in the middle is to discover the person who blew the whistle last.
Meanwhile some one skilfully fixes another whistle on a string to the
player's back, and that is the whistle which is really blown. As it
must always be behind him when it is blown, nothing but the twitching
of the string is likely to help him to discover the blower (and the
trick); and in a small circle where every one is moving and laughing
it takes some time to notice the twitching at all.
He Can Do Little Who Can't Do This
This is partly a trick. The leader takes a cane in his left hand,
thumps on the floor several times, and passes it to a player saying,
"He can do little who can't do this." The player tries to imitate him
exactly, but if he takes the cane in his right hand he is wrong, the
leader says, "You can do little, you can't do this," and hands the
cane to the next player. The game goes on until every one has guessed
that it is not the thumps which are to be imitated, but the holding
the cane in the left hand.
Thimble
This is a very good game. All the company leave the room save one. He
stays behind with a thimble, which he has to place in some position,
where, _though it is in sight_, it will be difficult to discover. It
may be high or low, on the floor or on the mantelpiece, but it must be
visible. The company then return and begin to look for it. As the
players find it they sit down, but it is more fun to do this very
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