l the children dressed fairly nicely for
the sum at her disposal she had all the satisfaction of a successful
day's shopping. Sometimes the clothes she wanted were too dear, and
then she had to decide what was most necessary, what she could make at
home, and so on."
Making Sentences
It is rather exciting for each player to take a side of the road where
there are shops and see which can first complete a given sentence or
word from the initial letters of the shopkeepers' names, Christian or
surname. In fixing upon a sentence it is well to be careful not to
have unusual letters, such as Q, or U, or J in it. If this is too
difficult all the letters in the shopkeepers' names may be taken, or
those in every other name.
Collecting Jones's
In Mrs. Meynell's book, _The Children_, one little girl on her walks
collected Jones's--that is, shops with the name of Jones over them. If
any one else cared for this amusement there would be no need to stick
to Jones.
The Love Alphabet
In this game you go through the alphabet, applying adjectives to your
love. "I love my love with an A because he [or she] is so admirable";
"I love my love with a B because she is so beautiful," and so on,
keeping to each letter as long as possible. On pages 88 and 89 will be
found more difficult varieties, less suitable, perhaps, to be played
when walking.
The Cat Alphabet
Another alphabet game requires adjectives to be put before the word
cat. You begin with A. "An artful cat," one player may say; and the
next, "An avaricious cat." Perhaps "An awful cat," "An adhesive cat,"
"An arrogant cat," and "An attractive cat," will follow. A is kept up
until no one can think of any more; or--if you play in that way--until
no one can think of any more while ten is being counted. Then B: "A
bushy cat," "A bruised cat," "A bellicose cat," "A bumptious cat," and
so on.
Spelling
In this game the players each contribute a letter toward the spelling
of a word, their object being never to be the one to complete it, but
to force the next player to do so. Thus (with four players) the first
player may say "p," and the next, thinking of "prim," may say "r," and
the next, also thinking of "prim," may say "i." But the fourth player,
running his thoughts quickly over possible words beginning with "pri,"
may light upon "prism" and say "s." This saves her, but puts the first
player in danger, which is only averted by her thinking of "prison"
and sa
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