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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 cr
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