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Entertainments for Home, Church and School by Frederica Seeger
page 28 of 168 (16%)

The players sit in a circle and form an orchestra. The conductor stands
in the center. A tune is decided on, and the instruments are selected.
Then the conductor beats time, and each player imitates as well as he
can the sound of his instrument, and the motion used in playing it.
Suddenly the conductor turns to one of the players and asks, "What is
the matter with your instrument?" and immediately counts ten. Before
he finishes counting, the player who has been questioned must begin
an answer which is appropriate to his instrument. If his answer is
inappropriate, or if it is not begun before the counting stops, he
must change places with the conductor.

Whenever the conductor claps his hands the music must stop, and the
players must remain in the attitudes in which they were when he gave
the signal. Any one who fails to stop humming, or who changes his
position, must become leader.

The same conductor may continue throughout the game. The person who
fails in any of the requirements of the game then pays a forfeit.

ANIMAL BLINDMAN'S BLUFF

A blindfolded player stands in the center of a circle with a wand,
stick, or cane in his hand. The other players dance around him in a
circle until he taps three times on the floor with the cane, when all
must stand still. The blindfolded one points his cane in any direction.
The one directly opposite it must make a noise like an animal. From
this the person in the center of the ring guesses the other's identity.
If he does so, there is an exchange of places.

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