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 then filled the 5-quart measure again, and after filling up the 3-quart measure, she had exactly 4 quarts left in the 5-quart measure.

21. 33 3/3.

Though a noisy game, creates a good deal of fun and amusement. One of the party volunteers to be the blind man for the time, and when his eyes are well bandaged with a handkerchief, he is made to turn round three times, so that he may lose his knowledge of the whereabouts of the others. The company, or as many of them as choose, then run about him, touching his hands, arms, or body, but taking care not to be caught. When he seizes any one, he must be able to tell his name, or if not, he must allow him to get away and try anew; but if he identify the person caught, he is relieved, and the captive takes his place as Blind Harry, and so on.

The game of Forfeits is one in which the whole company take a part. Each person forfeits a ring, pencil-case, penknife, key, or any other small article, on failing to comply with one or other of certain conditions, such as the following:—

I. Answer a question when specially called on to do so.

II. Solve a riddle, conundrum, charade, or arithmetical puzzle.

III. Catch between your two hands, without letting it fall, a twirling plate.

IV. Hold first when ordered to let go, and let go when ordered to hold fast, a handkerchief, of which all the company has a hold, and over which the mistress of ceremonies says, "This is a handkerchief full of contradictions; when I say, 'Let go,' you hold fast, and when I say, 'Hold fast,' you let go."

There are many other ways of obtaining forfeits, but these are the principal, and they may frequently be obtained as the game proceeds, for when any one fails in doing what is required of him to redeem what he has in pledge, he forfeits anew, and so on.