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