96 The Book of Indoor and Outdoor Games
them to say, and he must endeavour to catch the sounds, disentangle them from the combination and tell what the proverb is. If incorrect or unable to guess it, he must go out again, or, if successful, the one who furnished the clue must take his place.
One of the company leaves the room while the others decide upon some well-known person in history or fiction, living or dead, whose name is composed of the same number of letters as there are players present.
The letters of this name are divided among the company, each of whom must select another familiar character whose name begins with the letter assigned to him, whom he is to represent. The absent player is then recalled, and proceeds to question the others in turn, to discover the character whom each impersonates and so get the letters composing the name originally chosen.
It should be decided at the outset which of two ways the game should be played. Some persons think it more enjoyable if the questions are put so that only "yes," "no," and "I don't know" may be answered.
Others prefer to play it so that the ingenuity of the questioner may be taxed, and those who answer have opportunity for wit and clever evasion, and afford more amusement to the rest of the company.
For example: We may suppose that there are six players—who have chosen "Darwin"—the letters of whose name they divide among themselves. The first player to whose lot falls the " D " takes Diana, the second Adam, the third Roosevelt, the fourth Walt Whitman, the fifth Iphigenia, and the last Nydia.
The questioner asks the first player, "Do you belong to history or fiction?" Answer—"In a measure to