This game stimulates quick thinking. Some one is selected by the

teacher to start the game, and thereupon gives some word to which the

first pupil in the aisle must give a rhyming word before the former can

count ten. Failing to do this, the leader continues and gives a word to

the second one in the aisle. The rhyming words are to be given before

the leader has completed his count of ten. Then the one succeeding in

giving the word replaces the leader.

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