Fun for the Household.
Fun for the Household.
A BOOK OF GAMES.
BY
EMMA J. GRAY.
——————
PUBLISHED BY
THE CHRISTIAN HERALD.
Louis Klopsch, Proprietor,
BIBLE HOUSE, NEW YORK.
Copyright 1897
By LOUIS KLOPSCH.
CONTENTS.
| PAGE | |
| Introductory | [7] |
| Little Folks | [9] |
| Boys and Girls | [29] |
| Grown-Ups | [102] |
| Special Fêtes | [128] |
| Methods of Choosing Partners | [184] |
| Tangles and Forfeits | [187] |
| In the Adirondacks | [204] |
| The Flower Test | [220] |
| Hours with the Poets | [235] |
| “Thank You!” | [239] |
| A Story within a Story | [244] |
| Orrin the Bootblack | [258] |
| Breakfast Table Decorations | [270] |
| How they Planted the Nasturtiums | [273] |
| A Garden Party | [276] |
| The King’s Children | [281] |
| For the Boys | [287] |
| I wish I were a General | [293] |
| A Hebrew Christian | [298] |
| The Baby’s Lesson | [305] |
| Parlor Fortune Telling | [308] |
| Church Courtesy | [314] |
| A Brave Boy | [317] |
INTRODUCTORY.
When children have passed beyond the rattle age, they reach out their hands for baa-lambs, woolly sheep, cows with bells, cats that meaw, and dogs that say bow-wow.
The next advance in amusement is to play with a toy that goes on wheels, and therefore for a half hour at a time, little folk will be content by drawing around the nursery such toys as trains of cars, horses with long tails, express wagons, etc., etc.; and then follows the period when pretty lady dolls must go out to drive in a pretty carriage accompanied by mistress baby, whose chubby hands push the doll’s carriage ahead, and nurse’s ever vigilant eyes keep watch, so that neither baby nor the baby’s doll, like the historic Jack and Jill, fall down and break their crown. And mechanical dollies are also in demand,—lady dolls that lift their veils, smile and bow; gentlemen dolls that are orchestrian leaders; boy dolls that can turn somersaults and effect other athletic feats. And about this time if nurse is careful to keep sharp eyes on the scissors, colored pictures may be cut out and pasted in scrapbooks, or paper dolls may be arrayed as their youthful mothers desire. Or bright pieces of silk may be sewed together, provided the thread is tied into the needle’s eye, so that it cannot be pulled out. Or wonderful castles may be built with packs of cards, or towers and steeples with building blocks. Noah’s ark will do great service, as will also tops that spin, and hoops that may be rolled or twirled, and drums that may be beat, and whistles and horns that may be blown.
But, notwithstanding all the toys and amusement therefrom, there will be heard the oftentimes plaintive wail, “Play with me, please play with me.” And then it is that the wise mother or nurse will introduce a simple game. Perhaps Puss in the Corner, or Blind Man’s Buff, or perhaps hide behind a large chair or screen and call aloud, “Where am I?” and such a mischievous laugh will follow when the toddling child finds the one who has thus hidden!
From this period game follows game, just as naturally as year follows year, and even when the little tot has grown to womanhood or manhood, the cry is still heard, “Play with me, please play with me,” thus illustrating the trite words, men and women are only children grown up.
Therefore the variety of games within this book: Games suitable for all ages, for all temperaments; games for the house, and games for the field; games for the girls, and, games for the boys; games for the young, and games for the old; games for St. Valentine’s Day, games for Christmas Day,—games for all seasons, games for all climes. Thus may the year be filled with jollity.
Several games in this volume were originally published in the periodicals of Messrs. Harper & Brothers, and are reprinted by their kind permission.
Emma J. Gray.
FUN FOR THE HOUSEHOLD.
LITTLE FOLKS.
A LITTLE CHILD’S PARTY.
Invite both boys and girls for a short frolic. Between three and five o’clock in the afternoon would be excellent hours.
Provide for their entertainment, flowers, birds, worsted and rubber balls, dolls, tea-services, horses, whips, and music. If you have a music-box it will prove very serviceable. The children will be much interested; some of the shorter ones will stand on tiptoe, the better to discover the way the wheels go around.
Two or more grown people should be present; those who understand little children, and have a knack in amusing them.
The toys will greatly aid in getting the children acquainted. Play ball with the boys, throwing it lightly back and forth. Set out the tea-services. Show off the dollies. Put a small boy on a hobby horse, and start the horse on a trot, and after he has his ride, give another boy his turn. After a while play polkas and waltzes, and then
What a merry rout,
See the wee ones dance about!
Change the amusement. Show them flowers, canary birds, butterflies, anything you may have to attract, always remembering the toys and going back to them again and again.
Low chairs and hassocks will make it easier for the little people than to have to climb into the great chairs and sofas used by older folks.
Refreshments should be exceedingly simple, and a souvenir, such as a cornucopia or handful of motto-papers, gayly tinted and full of candy, will be much appreciated.
THE FARMER’S SONG.
A Motion Game.
As over the field the farmer goes,
And grain by grain he sows in the rows,
He sings and shouts, Oh, you crows, you crows,
Keep away from my rows, away from my rows.
This is the way the glad farmer reaps
His wheat, and when it is bunched he keeps
An eye on all his workers around,
And laughs at their faces, merry and round.
This is the way the glad farmer binds
All the ripe sheaves he’s able to find,
And when no more wheat is on the ground,
He laughs ha, ha, ha, and turns all around.
Hurrah, hurrah for the farmer bold
He laughs and is merry e’en when ’tis cold,
He shouts ha, ha, on an August day,
And gathers his wheat as if ’twas his play.
Oh, who would not be a farmer lad,
And clap one’s hands hard and never be sad,
And sing, while working all the day long,
I’m jolly and happy and brave and strong?
Let all the players form a ring, with a boy in the centre for farmer. After the song is sung through, the farmer must choose two players to clasp their hands and raise them, thus forming an arch. The ring having broken, now forms a long line, and one by one each individual passes under the arch, singing as they go,
Oh, who would not be a farmer lad,
and with the last word of the verse the arch falls, and thus some one is caught, and he or she is now farmer. A ring is then again formed, and the game proceeds as before.
This being a motion game, the words of the song must be acted. Every child has seen farmers sow, reap and bind, and while singing those words they must copy the farmer (the boy in the ring) as nearly as possible, also remember to clap the hands, turn around, etc., at the proper time, indeed lose no opportunity to act the words as well as to sing them. Tune, “Oats, peas, beans, and barley grows.”
THE PIE-MAN’S SONG.
A Motion Game.
Solo.
If a body meet a body, coming to my fire,
If a body greet a body, why should I have ire?
All the lassies and the laddies
Come to me and buy
Buns and bread and muffins sweet,
And all my jelly pie.
Chorus.
This is the way the pie-man takes
The roller to smooth the crust he makes;
Then putting the crust in a bright tin pan.
He fills it with quince and raspberry jam.
This way the pie-man carries bread,
Holding the board on top of his head;
While to the oven he hurries along,
All the time merrily singing his song.
Solo.
If a body meet a body, coming to my fire,
If a body greet a body, why should I have ire? etc.
Chorus.
This is the way we eat the cakes,
And pies and buns the pie-man makes,
And when we are through we ask yet for more,
While we dance on the baker’s clean wood floor.
Then we run as fast as we can,
And leave this jolly baker man,
While to the oven he hurries along,
All the time merrily singing his song.
Solo.
If a body meet a body, coming to my fire,
If a body greet a body, why should I have ire? etc.
The verses may be sung to the tune, “Pop Goes the Weasel.” The solo is sung by the baker, to the tune, “Coming Through the Rye.”
All the children should sing and imitate the pieman, who illustrates each action that is mentioned.
FLY SOUTH.
Very small children would delight in playing Fly South.
All the players should sit around a table, and each having put their right hand on it, the leader should exclaim, “Fly South, Sparrow.” The second that this is said everybody must lift their hand, and then at once put it down as before. Again the leader speaks, perhaps to say, “Fly South, Pigeon,” and instantly the players must act as at the first command.
But if on the contrary something is named that cannot fly, such as, “Fly South, Bear,” or “Fly South, Cat,” the players must keep their hands on the table. All removing them at the wrong time should pay a forfeit.
The leader should speak rapidly, in order to catch all he can.
THREE BLIND MICE.
Ask three small boys to be blindfolded. When this is done, and they each state that they cannot see, even the least little bit, a big sister or mother should say, “You are three blind mice and I am the farmer’s wife, and I am going to run, and as soon as I count three you must run after me. Whoever catches me first shall have a big apple; whoever catches me second shall have two big apples; and when I am caught by the third I shall present that blind mouse with three big apples.”
Having made the above explanation, the farmer’s wife deliberately counts one, two, three, and on the instant three is spoken, the blind mice run.
As soon as the running starts, all others sing,
Three blind mice, see how they run,
They all ran after the farmer’s wife.
This may be sung over and over until the blind mice succeed. Having run a few moments, the farmer’s wife should allow herself to be caught, as this game being particularly suited to little children, they would not have the skill in catching known to older people.
If it is not convenient to give apples as reward, substitute something else. Almost any trifling gift would do.
While running is in continuance, be careful the children do not trip.
THE HOLIDAY CALENDAR.
“I have a holiday calendar,” a little boy should say to a little girl.
“Where is it?”
“Here.” And directly he holds up his hand with fingers spread towards her.
“See my five fingers. They stand for our five holidays.” Then touching his thumb he should continue,
“This is for Mayday, so sweet,” and then touching the finger next, “Jolly Fourth, with its noise,” afterwards indicating the middle finger, “Thanksgiving and pumpkin pies,” and touching the next finger, “Christmas, for girls and boys,” and holding up his little finger concludes, “Happy New Year to all.”
THE SEA AND HER CHILDREN.
The players, with the exception of one sent from the room, must be seated in a circle. The person having left will represent the Sea. All others must now decide on an assumed name, which is also the name of a fish; for example, trout, red snapper, pickerel. This done, the Sea returns and walks slowly around the outside of the ring, calling her children, one after another, by the different names they have selected, until all have risen and followed her. Then the Sea must run with a varied motion, sometimes rapid, sometimes slow, exclaiming, “The Sea is troubled! the Sea is troubled!” Suddenly she seats herself, and her example is followed by her children. The unfortunate individual who is unable to secure a chair becomes the Sea, and the game is continued as before.
CINDERELLA’S SLIPPER.
Every child has heard the pretty story of Cinderella and her glass slipper. Now learn who will have bright enough eyes to find it.
The fairy godmother cannot really let you have Cinderella’s slipper, but she allows any of the children to hunt for a slipper that is made of fur, or trimmed with fur. This slipper should have Cinderella’s card pinned to it, and whoever finds the slipper should be given the card as a souvenir.
Cinderella’s slipper should be well hidden, but not where little people could not reach. While the hunt is in progress, whoever has hidden the slipper should call “Warm, Warmer, Cold, Colder,” as the children get nearer or further away.
THE MAN IN THE MOON.
Have a circle two feet in diameter cut out of plain white paper. At the time the game is to be played some one should pin this on the back of the Lord of Misrule. He must then whistle and caper all about the room, thus attracting attention, and seat himself at the piano, and sing at the top of his lungs,
Girls and boys, come out to play.
As soon as he sings the word play, every girl and boy rushes forward and catching each other by the hand, they dance and skip about to the tune played by the Lord of Misrule, while all sing,
Girls and boys come out to play,
The moon doth shine as bright as day,
Leave your supper and leave your sleep,
And meet your playfellows in the street,
Come with a whoop and come with a call.
The second the words whoop and call are uttered the most throat-splitting whoops and calls should be given; such as cat calls, wild beast groans, crying, barking, bird notes, etc. The circle disbands during the laughter and confusion, but the game may be played over and over as long as the Man of the Moon shall will.
HOW MANY?
This is really a game of guess. Shake a small bag full of beans before the children, and ask each to guess how many beans are inside.
It will be amusing to watch the eagerness which all will show, and how far apart the guesses will be.
Whoever comes nearest to the correct number should be presented with the bag of beans. And this gift will immediately afford healthful and jolly entertainment, because the bean-bag should be tossed and caught by one and another until the rosy-cheeked and out-of-breath children call a halt.
ALPHABETICAL PLAY.
Cut out a square of cardboard, six inches wide by six inches long. Put an eyelet in each of the two upper corners and run tape or ribbon through. Cut it of sufficient length to go over a child’s head. The children should wear the cardboard as if it was a breastplate.
You should have twenty-six children, and you will therefore require twenty-six pieces of cardboard. In the centre of each piece, paint a letter of the alphabet. Should you have fewer children, paint two or more letters on each cardboard, for you must use the entire alphabet.
The children should first march up and down in alphabetical order, keeping time to music. They may then join hands in couples and skip or waltz or whatever pleasing movements may be suggested.
After these exercises call for words, being careful which words you will require if you have doubled or trebled the letters. As each word is called, the child wearing the first letter steps forward, then the one wearing the second letter comes and stands by her side, and so on, until the word is spelled.
Very short and simple words should be called if the children are not sufficiently advanced to allow for longer or more difficult ones. Dog, Cat, Bird, will furnish just as much amusement as Prodigy, Yclept, Bask.
Intersperse the word exercises with marches and other movements, such as “Right-about-face,” to be done by a chord, or “wheel to the left,” to be done by another. Form squares and circles. Join hands, thus making a ring. Into this ring the letter A goes, the others skip around her, until she makes a motion like something commencing with A; for example, Apple, which she pretends to eat. One or more of the company guesses what word she represents, and then B enters the ring, and so on as long as the game amuses.
BLINDFOLDED PLATTER TWIRLING.
This game is similar to the old-time favorite.
All players should sit in a circle, and each number themselves in rotation.
Two of the party should be blindfolded. They are then each given a platter, and they enter the ring.
The others call, one, two, three. As soon as three is called, those inside the ring twirl the platters, and at the same moment they each shout a number which corresponds to two of the players in the circle. Should either of the bearers of the numbers catch his platter before it falls, the original twirler must try over again and continue to twirl and call until the platter is not caught.
But should the platter have fallen before the child bearing the number called has caught it, he must not only change places with the one who has twirled the platter, but also pay a forfeit.
Much amusement is derived, not only from catching the platter, but in watching the ridiculous movements of those who are blindfolded.
THE WILD BEAST EXHIBIT.
By the side of a pier-glass stand a lamp, and before both put a screen.
The one in charge stands in front, and having stated that he is ready to exhibit his wild beasts to any one present who will not tell what he has seen, asks who would like to come to the exhibition, all desiring to, please rise. He then takes them in turn, always exacting the promise of secrecy, and asks the name of the animal each would like to see.
On learning the name, the showman describes the animal as funnily as possible, making all manner of sport, and engaging every one’s attention to the individual who is to go to the show. As for example, if the person be a boy, and says he would like to see a lion, when the boy laughs, the showman will say, “And the lion roars just like you.” After this he is admitted, and sees himself in the looking-glass.
NEW TAG.
The tallest player should begin the game.
This person turning to the first right hand player should say “Yes”; to the second, “No”; and so on all around, saying yes or no, as the case may be, to yourself last. Whoever is the last person to whom “No” is said, however, is out of the game, and the one who commenced the game, again goes around the ring. If she has said “Yes” to herself last, then the one to her right hand is now told “No,” and thus “Yes,” “No,” is said all around again and again and so on, until there are but two players. Whichever one is Yes, must then be “It.”
All the players now stand at a given distance from “It,” and a tree or object being selected as a place of safety, they are ready to begin.
“It” calls to the others, “One foot off,” then each player raises one of their feet. “Two feet on,” at which order everybody’s feet are immediately upon the sidewalk. “Two feet off,” may then be called, at which order all rush at their utmost speed, and “It” after them. Should anybody be caught before reaching the tree of safety, that person must change places with “It,” and the game continues as before.
The orders, “One foot off,” “Two feet on,” etc., should be called very rapidly, so that everybody is mixed up and will not suspect when two feet off will be called. Sometimes the orders are repeated over and over, and again, “Two feet off” may be said the first time.
THE GREENGROCER.
Any boy may start the game, by saying, “I am a greengrocer and I sell O.” All of the children must now guess what the grocer would have for sale that would commence with the letter O.
He means he has onions for sale. Whoever is the first to guess, whether it is a girl or a boy, now becomes the greengrocer and uses the same words as before, only substituting another letter. Perhaps the greengrocer has cucumbers or carrots for sale; in that case he would sell C.
This game is capable of a variety of changes, for example, “I am a milliner, and I am going to put F on your hat.” All the girls must now guess what a milliner could put on a hat that would commence with F, and some one is not long in deciding that the milliner means “Flowers.”
The next milliner may say, “I am a milliner and I am going to put D flowers on your hat.”
And all must think what varieties of flowers commence with the letter D, and in a second some one calls out, “Daisies.”
This being correct, the one who has guessed becomes milliner.
In like manner a boy may say, “I am a New York jeweler, and I sell G,” and all the players must think what a jeweler could offer for sale that would commence with the letter G.
Soon a voice asks, “Is it Gold?” But that is not correct, this jeweler is selling Garnets.
Or the game may be confined to a country. Example: “I am a Japanese merchant and I sell S.”
The players must think what the merchant has for sale that comes from Japan, and that commences with the letter S.
Thus with care this game may be played by a small child with as much success as by an adult.
RUBIES AND EMERALDS.
Two players decide as to which one will represent rubies and which emeralds, without telling the others.
They then join hands to form an arch. All the rest take hold of each other’s jackets or frocks, and while going through the arch they sing,
All of a row,
Bend the bow,
Shot at a pigeon
And killed a crow.
The cock doth crow
To let you know,
If you be well.
The second that the last word is sung, those who have formed the arch drop their arms around the neck of the child just passing under. Then they inquire in a whisper which he would rather have, Rubies or Emeralds. When he decides, he must whisper the answer, and he will then be told to go back of the player that represents that stone.
When all have been caught, those back of the stone that has had the most admirers now hide, while the others seek for them. Should the rubies have precedence, the emeralds are the ones to hunt, or if the emeralds, the rubies are the ones to hunt. Whichever stone is in the minority must seek for the others. Whoever finds the most rubies or emeralds, as the case may be, is counted the richest, as this player possesses the most treasure.
The players who have formed the arch keep watch that all is done fairly.
WHAT THE DANDELIONS SAID
Is the old game familiar to all from babyhood—that of blowing the soft down of the ripened dandelion to learn, “How old am I?” Blow once, one year old; blow twice, two years, and so on, until all the downy stuff has gone. The number of times the blows have been given before the down has altogether disappeared indicates the age.
Or, “What time is it?”
This is indicated in the same way. Blow once, and if all the down is gone, it is one o’clock, twice, two o’clock, and so on.
DAISY CATCH.
All the boys and girls should stand in a group, with the exception of one girl, and to her is given a bunch of daisies. She is known as “Daisy Girl.” A tree is selected as a place of safety and the other girls count ten, allowing ten seconds for the count. During the counting, Daisy Girl runs wherever she pleases, but the moment ten is spoken, the boys and girls may race after her. The idea is to tag her while the flowers are in her hand. If she is tagged the girl must then throw the daisies as if they were a ball to the boy or girl tagging her. If they are caught the game proceeds as before, by reversing the players, but if the flowers are not caught, Daisy Girl may try again. She may also demand another chance, if, when fearing she would be tagged, she throws the daisies away, and catches them again before any of the other players. When the game is repeated it commences regularly from the beginning, the players taking the same position as at the start.
DIBBS.
This is the English name for Jack-Stones.
Where a number of children are playing together, test who can pick up the greater number without dropping any, within ten minutes.
The oldest child should keep count, and also watch the time, in order that no mistakes occur. The counter should have each of the players’ names written on a slate or piece of paper, with sufficient room for his scores. When a Dibb or Jack-Stone has been dropped, this party must commence afresh. He, however, may yet win; for his opponents may drop many more Dibbs than he. The only score to count is after the last Dibb has been dropped. A player might have reached a score of thirty or more, but having failed to catch his Dibb, it drops and he must now count one, two, and so on without regard to former count.
When the ten minutes have expired, the counter should call “Game,” and the players must stop on the second.
TOUCH.
This game is for little children, though it may be played by children of all ages. It is at its best as an out-of-door recreation.
Chalk off a part of a lawn or use a small grass plot. On this put a number of paper-covered packages. Then blindfold one of the children, and, in the sight of all the others, touch a package. When this is done the blindfold may be removed, and the child told he may have all the packages for his own, until he takes the one touched, then he must stop. Sometimes the player is unfortunate enough to pick up the touched package first, if so, he must surrender this also, unless the players vote he may try again. No one may try more than twice.
On the contrary an occasional child may pick up every package before the one touched, when that happens the touched package is also added as a reward.
This game interests all, and when the touched package is picked up, the children scream with laughter. The contents of the packages may be a little candy, inexpensive toys, an apple, pear or other fruits, also nuts. Each present is temptingly wrapped, and as this game is played over and over no one gift should cost beyond a penny or two. It makes great fun to undo the packages, and generous children always divide with the unfortunate.
SNAPPING-ROPES.
This is a Scotch game, usually played by girls, but there is no reason why boys should not play also.
Two skipping-ropes are required. Two players turn the pair of ropes, holding the ends of both ropes in one hand precisely the same as if they were turning a single rope, and the third player stands between and jumps. Whoever is jumper cannot be lazy, as that party has to jump twice as rapidly as if jumping in a single rope.
BOYS AND GIRLS.
SILHOUETTES.
Place a lighted candle behind a tall screen covered with white linen. The hostess should sit before it and each of the company must in turn pass between the candle and the screen. The game is to guess the person behind the screen by means of their shadow.
The guesser should leave the room while the one to be named is selected, and on returning, he should not look to find out who is missing, but honestly guess from the silhouette.
Sometimes it adds to the fun to use a disguise, as at a masquerade, for example, put on a long skirt, fasten up the hair, etc., in no case cover the face, as it is difficult to give the right name, with every advantage.
THE SURPRISE.
Learn what you can do with five pieces of paper. The margin of a newspaper may be utilized if no other paper is convenient. These pieces should be one inch long by half an inch wide. The scheme is to shape them into squares, triangles, etc., the one who wins the game is the one who can accomplish the most with his five pieces.
He need not use the entire five each time, but he cannot add to the number of papers, nor can he mark them with pen, pencil or any other thing.
As a matter of fact the whole alphabet can be formed with them, and so many other unique designs that this game fully merits its name.
HAPHAZARD READING.
To be played by nine people; should there be more present, draw for the players. And, as but one of the party will read, draw to decide which one.
The reader then, having a pencil and paper, writes the parts of speech, as the players in turn whisper to him:
No. 1. An Article.
No. 2. An Adjective.
No. 3. A Noun.
No. 4. A Verb.
No. 5. An Adverb.
No. 6. A Number.
No. 7. An Adjective.
No. 8. A Noun.
These having been written, the sentences must then be read aloud:
Example:
No. 1 whispers the article The.
No. 2, the adjective Pink.
No. 3, the noun Hawthorn.
No. 4, the verb Plays.
No. 5, the adverb Prettily.
No. 6, the number Three hundred and three.
No. 7, the adjective Fantastic.
No. 8, the noun Operas.
The sentence to be read, therefore, is, The pink hawthorn plays prettily three hundred and three fantastic operas.
The easiest way to draw will be to provide several slips of paper, of exact size and shape. Some of the papers must be blank, others numbered, 1, 2, 3, and so on, making nine in all. Put these papers on a tray and pass to all in the room. The one drawing the number 9 must be the reader, the other numbers decide whether that individual must whisper an article or an adjective, according to the example given. Those having blank papers do not play.
SING, BIRDIE, SING.
This game provokes laughter from the most solemn individual. The company should be seated in a ring. The one in command enters the ring and makes much ceremony in giving each player the name of a bird; which may be, for example, heron, kingfisher, bluebird, cat-bird, wood-thrush. When each have been named, the commander then whispers something to every person. What he whispers is a motion or sound or both, which he wishes the person to give. When everybody has received their cue, the commander steps to the centre of the ring and calls, “One, two, three.” The moment “Three” is spoken, each of the company rise, and running round the circle of empty chairs, flap their arms in imitation of wings, sing or call as they have been directed. The heron should make a motion as though trying to get little fish out of holes in the bottom of a pond, or he should stand on one leg and appear to be asleep. The kingfisher should brush up his hair, making it rough on the top, and then act as if diving for minnows. The bluebird should warble a sweet song. The cat-bird should appear full of fun and make melodious notes, but he should also add the complaining mee-aa; for the cat-bird is sometimes a wonderful songster, but after nesting gives a sound that is decidedly cat-like. The wood-thrush should sing a most tender melody, and the more melancholy the better. Hawks, wood-peckers, chickadees, parrots, screech-owls, ducks, geese and many other birds might be added. The greater variety introduced the better.
SQUIRREL IN THE MIDDLE.
This is a game for boys, and the player is decided by lot.
The easiest way to arrange the lot is to throw as many bits of paper, of similar size and shape, into a hat as there are players. All of these papers are blank excepting one, this has the word “player” written on it. The hat is then passed, and the boy drawing the word “player” immediately sits on the floor, the others stand in a circle around him. Whoever is behind his back, pulls his coat, or gently pulls his hair, taking him unawares. He turns to catch this boy, but while doing so another boy buffets him. As the players dance about the circle, they exclaim, “Squirrel in the middle catch him if you can.”
Finally one of the boys is caught, and he must then change places with the one he has been tormenting.
TABLESPOONS.
Form a circle, one of the number going into the ring. Present that person with a tablespoon for each hand, and blindfold him.
Then state that the others will skip around him three times and then stop. As soon as they stop, they will let go hands and stand perfectly still. The party in the ring now moves towards one of the players and must tell who he is by touching him with the spoons only. If his guess is correct, the person caught now exchanges places with the one in the ring; if he is incorrect, he must try again.
This game is not as difficult as it at first appears. Carefully notice the peculiarity of clothing each one has on before you enter the ring, whether, for instance, the frock is trimmed, buttoned, etc., or the scarf is a four-in-hand ornamented with a scarf-pin, or if the scarf is run through a ring or tied in a bow. Note also the wearing of the hair and every detail that may occur to you, and remember that the spoons may be used whichever way one pleases. So, if they touch beads, and there is only one person who is wearing beads that will at once indicate the individual; or if the spoon knocks against a scarf pin and there is only one boy wearing a scarf pin, he will of necessity be recognized, and thus each player is caught.
THE EMPEROR’S COURT.
Put a conspicuously handsome chair in the centre of the room, also an ottoman for the feet. On either side of this put as many ordinary chairs as would accommodate the players.
One of the company now goes to the piano, and plays a march, all of the others, rise, and, with considerable ceremony, escort the tallest boy in the room to the chair of honor.
This boy now becomes an Emperor, and the chair at his disposal, his throne, the rest of the players his court. Immediately the Emperor is seated, the music stops, and the pianist together with the court seat themselves also.
This game consists in copying the Emperor. If he pretends to cry, the court must cry, if he sings, the court must sing. The Emperor should make himself as ridiculous as is possible.
Or he might order one of the court to play the piano and have a dance, or give a set of military tactics.
Should any of the court laugh at a time the Emperor is not laughing, he or she must pay a forfeit.
THREE LITTLE PIGS.
This game is played after the same manner as is Silhouettes, only those taking part should be in costume, representing the words they illustrate. It makes capital sport, and nobody can fail to enjoy it, whether taking part or not. The game is easily understood, and is best described by an example.
One of the company should distinctly say,
Three little pigs went to market.
When this is said, three pigs should appear as if going to market, passing between a candle and a white covered screen, they should grotesquely walk, so adding to the amusement. When these three have hobbled off, the reader then recites,
Three little pigs stayed at home,
which is likewise shown by three others of the company; then in like manner,
Three little pigs have bread and butter,
and so on through the rhyme, illustrating every scene.
Paper will be found all the material necessary to effect a disguise. Cut it in the form of ears, etc., as is needed, and practise effects before producing the game to amuse an audience.
THE FUNNY PRIMA DONNAS.
Three girls should wear ridiculous costumes, making themselves as grotesque as possible. Each one being a prima donna, should try to outdo the other in appearance as also in voice. The hair should be fashioned after the same arrangement as that of a celebrated vocalist, the hands and arms should be covered with evening gloves. The material of the frock need not be costly, but it should be smart and showy; the frock should be made with a train. Each should carry a conspicuous fan, or immense bouquets of large bright flowers, such as full-blown roses, poppies, yellow chrysanthemums, etc. The bouquets should be trimmed elaborately around with white paper lace.
At an appropriate time the hostess will announce the arrival of three celebrated Prima Donnas, and before they appear she will give each of the company a noticeably colored paper flower, or bunch of flowers, such as marigolds, morning glories, scarlet geraniums. Having given the flowers, she will say, “When the artists have concluded their song, let each one do as I do.”
This said, the artists enter, and having promenaded to the front room, gesticulating all the time, they bow and sing a line each, and each in a different key, to the tune of “Auld Lang Syne,” the following:
Young Mousy Mouse
Has made a house
Out of the farmer’s cheese.
Then in chorus,—
And eats away
With friends each day,
As jolly as you please.
Then separately the first three lines of the second verse,—
But Mousy Mouse
Don’t see her house
Soon swallowed up must be.
In chorus,—
And with that house
Goes that poor mouse
As sure as sure can be.
The instant the last word is sung, the hostess, with all her might and main, throws her flower to reach the artist’s feet, and as the company has been told to copy her, there is a perfect rain of flowers. Afterwards they are gathered, and divided between the Prima Donnas, who triumphantly carry them home as souvenirs of their charming reception.
DO YOU HEAR?
This game needs two persons.
Stand at a distance from your confederate who will ask, “Molly, do you hear?” and who will keep up asking the question until some one speaks. Then Molly says she hears and leaves the room.
No sooner out, than her confederate will explain to the company, “I shall hand some one in this room a button, and I shall then ask Molly to tell me who has it.” Having thus explained, he hands the button to the individual who spoke just before Molly left the room. Then the confederate calls, “Molly, who has the button?”
At once Molly replies correctly. The key is very simple, being only to remember the person who spoke as she left the room.
The game when played with a boy, should have the word Johnny substituted for Molly.
LAUGHABLE DINNER.
Each girl in succession leads a boy to a position to dance a reel.
First girl then says to first boy, “This is my flower to decorate the table,” and she gives him a flower which he puts in his buttonhole.
Second girl to second boy, “This is my flower to decorate the table,” and she gives him a different flower, which he puts in his buttonhole.
Third girl to third boy, “You tread clams for dinner,” and the boy must make the motion of treading clams.
Fourth girl to fourth boy, “You catch trout for dinner,” and the boy makes believe he is a fly-fisherman.
Fifth girl to fifth boy, “You get lamb to roast,” and the boy calls, “Bah! bah!”
Sixth girl to sixth boy, “You get the turkey to roast,” and the boy gives the call of a turkey-gobbler.
Seventh girl to seventh boy, “You shoot the duck for roasting,” and the boy calls, “Quack! Quack!”
Eighth girl to eighth boy, “You are my pigeon to bake in a pie,” and the boy flaps his arms in imitation of wings.
Ninth girl to ninth boy, “You are a baker and must bake our cake,” and this boy pretends to beat eggs.
Tenth girl to tenth boy, “You are the young man who grinds good coffee,” and he makes believe he is turning the crank of a coffee-mill. As soon as the tenth boy responds, a couple of good whistlers whistle Yankee Doodle, all the others dance a reel, repeating their calls and motions while dancing.
JOLLY PLAY.
Arrange chairs in couples back to back, placing them in different parts of the room, and have one too few for your company.
All the players stand, one behind the other, the one in charge at the head of the line. He leads the party whichever way he pleases. As they march, the leader sings to the tune of, “There were Three Crows sat on a Tree,”
I must be gay
This merry day,
But game obey
I will, I will.
He may march about and sing this verse as often as he wishes, but while singing, “I will, I will,” he must some time fling himself into a chair. As soon as the leader is seated, the others make a bold rush to follow his example. The player for whom there is no seat, now becomes leader, and the rest of the company follow as before.
THE DWARF.
A boy should put his hands into small stockings and shoes. Then put on a wig of different color from his own hair. He must fasten on a moustache, and put some black sticking plaster over one or two of his front teeth. His coat should be of a different shape and his necktie should be of a different style from that which he usually wears. Indeed, he must be thoroughly disguised. Back of him, another boy must stand, and pass his arm around the first boy’s shoulder.
Curtains must be drawn so that no part of the second boy is seen but his arms.
Put a small table before them, and from the back of this table drop a cloth, so as to conceal the first boy below his waist. The front boy puts his hands dressed in shoes on the table, the boy back of him supplies his arms and hands, and if properly arranged a dwarf from three to four feet tall is thus produced.
Of course, a tiny costume must be made. Little Turkish trousers, a blouse-like coat, a fez, a belt and small sword.
It is well to have an exhibitor who should tell some wonderful tale about the dwarf. And the exhibitor should indicate that the dwarf jokes, sings and dances, an exhibition of which should then follow.
The dwarf should be fully prepared as to what he will say and do. Several spicy jokes should be at his tongue’s end. He should gesticulate violently with his hands and arms, and likewise sing the jolliest of songs and dance the drollest dances.
It requires practice.
CROWN GAME.
A girl enters the ring; all the others take firm hold of the rope. No sooner is she in than they skip about her, keeping the rope in motion. As they skip they sing, to the tune of “Auld Lang-syne,”
Who’ll crown our queen, our merry queen,
Who’ll crown our queen to-day?
Who’ll crown our queen, our merry queen,
Who’ll crown our queen to-day?
When this is sung, the children stop skipping just where they are. And at once one of the boys puts his head under the rope, and, standing by the queen, replies, “I will.” Then raising a crown of wild flowers, he puts it on her head. No sooner is she crowned than she blindfolds the boy, and another girl enters, thus making two girls in the ring. The game is to “tag” the right girl before the other players count nine. When the boy “tags” the girl, he must at once say whether or not she is the queen, and if he makes a mistake he must remain in the ring and try again. The first girl withdraws, the second girl is crowned queen, and the game is repeated. But should he make no mistake, the boy remains in the ring, is crowned king, and the game goes on, only that two boys are in the ring when a girl is blindfolded.
GUESS.
A Rope Game.
Put a rope on the ground in the form of a circle; in the centre put a stone about the size of a duck’s egg. The players stand backwards around the rope, with their heels touching it. Each one in turn throws a grace-hoop over his right shoulder, with the hope it will encircle the stone. As soon as the hoop is thrown all may turn and see the position. If the hoop encircles the stone the player may try again and again, until he fails, counting one for each time. Then the party to his right tries, and so on all around the rope. Whoever has the largest count wins the game.
This game is also played facing the stone; it is then no longer a game of guess, but a game of skill.
THE CIRCLE.
On the floor or ground mark a circle, the diameter of which is two feet.
The easiest way would be to use a hoople of the correct size, and chalk it all around close to the wood. Be careful not to move the hoople while marking. Therefore, one person would better hold the hoople, while another uses the chalk.
Eight players are required, two and two standing together, taking the same positions as if they were to dance a quadrille. The circle must be in the centre of the space around which they stand, and the players should be six feet from the outer edge.
In the circle place four small articles, three without much value, and the other of some little value. As an example, put in three empty bottles, and one filled with inexpensive perfume, or if you use flowers, put three dandelions, and one half-blown rose. All articles must be laid side by side, and as nearly as possible, in the exact centre of the circle.
When all is ready, the host, being at the piano, should play “Pop Goes the Weasel,” and if the game is played out of doors, the same tune should be hummed or whistled. When the music starts, the head couples join hands and skip to the circle and then back, this must be again and again repeated, until the pianist suddenly stops. Those who have been skipping must then bow to each other wherever they happen to be, also unclasp their hands, and neither run nor walk, but skip as rapidly as possible to the circle; sometimes they are fortunate enough to be by it when the music stops; then at once pick up one of the articles, and skip back to the position held at the time the game started.
These movements must be finished before the musician again commences to play. Then, holding the article in one hand and your partner’s hand in the other, you skip twice around the circle, and return to position. The head couple leading, all the others following after the same order, as the march in a quadrille.
The articles are then put where they were at the game’s start, and the side couples repeat what the head couples have already done.
The musician should allow enough time to make it possible for all the players to pick up an article, but he must not allow too much time, or a prominent feature in the game is missed.
Every one is desirous to pick up the valuable article, but if you are not careful the music will start before you have gotten anything: in that case you must be blindfolded and skip all alone four times around the circle. While you are skipping, the spectators are clapping. Whoever is fortunate enough to have picked up the valuable article, may retain it as a favor. This must therefore have a duplicate, as the side couples have equal chances with the heads.
TWO SKIPPING-ROPE GAMES.
Take a skipping-rope whenever you go for a country frolic. One treat will be given through clover blossoms. Each player should gather enough of these sweet-scented flowers to make three fair-sized bouquets, when these are made, put them in a convenient and cool place.
Take turns turning the rope; as soon as one girl is through skipping, she should exchange with one that has been turning. In that way nobody is tired.
Enter the rope according to height, the shortest player should go first. As soon as the rope is in even motion, all the players excepting the one to skip, should say, “One, two, three,” the moment “Three” is said, whoever is to skip must enter or lose her turn. Should she trip before skipping eight times she must give her successor a bouquet, on the contrary, should she skip five times without a break, her successor must present her with a bouquet. No one may be allowed to skip more than fifteen times, as too much rope skipping is injurious.
These rules must receive strict adherence. When all have had opportunity to skip three times, the game is finished. The winner is the one who has received the most bouquets.
Another game requires ten players, two turning and eight skipping. In this game those who turn cannot be relieved, but must turn until the game is concluded.
This time the tallest player is the first to enter, the others stand according to height, one directly back of the other. As soon as the rope is in steady motion, the first player starts, skips once, runs out and around to a rock or tree previously decided on, where she is safe, the second immediately enters the rope, after the first one runs out, the point being for the second one to tag the first before she can reach her destination. The third player, however, enters the rope as the second has run out, and is trying just as hard to tag the second, as the second is to tag the first, and so on, each rapidly following the one before, and thus this game keeps steadily on until all have been through the rope three times.
Whoever has been tagged is out of the game, and can no longer play; this decides who are the winners.
It now becomes the duty of all who have played, to gather quantities of clover or other field blossoms, enough to trim the rope from one end to the other. In this form the pretty flowers are taken home, and used for dining-room decoration. Festoon the mantel, or wind it around the chandelier, allowing the ends to drop low towards the table.
As only one person can have this rope of flowers, decide which one, by counting out.
RUNNING FOR THE CAP.
The boys must be equally divided; one set is called catchers, the other runners, and these sets must stand fifty yards apart. The catcher’s position is thirty yards from the post, and the runners’ twenty. The call, one, two, three, is given, and on the second three is spoken one boy from each party runs to the post. The runner will naturally get there first, and he has to put the cap on his head, and then replace it. He must do this with the utmost rapidity, as, should the catcher overtake him on his way back to the position which he held before starting to run, the boy becomes the catcher’s prisoner, and can no longer play.
FIRE-ARCH DISCOUNT GAME.
A strip of wood two inches thick, five inches wide, and one yard long will be required. In this cut five arches, making the centre one four inches in width, the others three inches each; stand it up on the floor or on a table, and make the starting-point six feet away. Four marbles may be rolled by each player. When a marble goes through the centre arch it counts sixty, but if, instead, it goes through either of the small arches, thirty is counted off. If a marble fails to pass through either, it is counted out of the game, and must be removed. The next turn around, the player will use only three instead of four marbles. The boy who has the highest tally has won; should there be a tie, they must roll again.
This game requires practice, or some players will find that they have lost more than they have made.
THE BAGATELLE BOARD COUNT GAME.
Chalk a floor or mark a space in exact copy of a bagatelle-board ten feet long by three wide. In the inclosure, at correct distances, mark the numbers; this may be done with chalk, or the numbers may be painted on thin wooden blocks and laid in position. Each player must start his marble at the extreme left-hand corner, and state before starting the number he wishes to roll to. Should the marble go to that number, and not roll on so as to touch another, the player counts the number selected, and can then state another number and play for that, and can so continue for seven minutes, provided his marble always hits the number selected, and though rolling on, does not touch or stop at any other. When his time is up his count is scored, and the next player follows, subject to the same rules. Should the marble stop on the number selected, it is counted double in favor of the player. Again, should the marble, having reached the selected number, still roll on and touch another, no count is allowed, and the player must stop until his turn comes again.
FUNNY QUESTIONS WITH FUNNY ANSWERS.
All the players stand in a circle and join hands.
The tallest one in the room whispers a question to her right-hand neighbor, who answers her in a whisper, and then turns and asks her right-hand neighbor a question, who replies in like manner. When questions and answers have all gone around, the party who commenced states aloud the question her left-hand neighbor asked, and the reply her right-hand neighbor gave.
Example: Suppose three players.
First questions.
Second answers, then turns and ask third.
Third answers, and asks the first, who answers.
Then, questions and answers having gone all around, first says aloud, “My left-hand neighbor asked, and my right-hand neighbor answered.”
First Player: What is the brightest idea this season?
Second Player: Your eye, dear (idea).
How many blackbirds were baked in the pie?
Third Player: Four-and-twenty. What was the name of Goliath of Gath’s grandmother’s straw bonnet maker?
First Player: Nobody knows.
When all have played.
First Player, aloud: The question asked me was, “What was the name of Goliath of Gath’s grandmother’s straw bonnet maker?” the answer was, “Your eye, dear (idea).”
Second Player: The question asked me was, “What is the brightest idea this season?” The answer was, “Four-and-twenty!”
Third Player: The question asked was, “How many blackbirds were baked in the pie?” The answer was, “Nobody knows.”
The one whose question has been most appropriately answered aloud, must be entertained by the others, as he desires—by dancing, playing a favorite game, by music, recitations or any other suggested amusement.
JUDGE AND JURY.
Draw lots for a Judge and five Jurymen. Pass six numbered paper slips in a fancy bag. Whoever draws number one is Judge, and the others the Jury. All the other players take the name of a celebrated musician or composer, as Beethoven, De Pachmann, or Schubert, etc.
The Judge now takes a seat at one end of the room. The Jurymen sit at one side in a row, and the rest of the people sit at a distance. The Judge calls one of the other players up to the bar and proceeds to question him or her. The prisoner is bound to answer any question the Judge may see fit to ask, and the business of the Jury is to decide the name of the musician the prisoner has assumed.
Ten questions are all that may be asked. At the end of those the prisoner seats himself and awaits the Jury’s verdict. If the first decision of the Jury is incorrect, the prisoner is released. But if correct, the prisoner takes the place of one of the Jurymen, who must draw to determine which one is relieved. The ex-Juryman then takes his place among the waiting prisoners and assumes a character.
After three trials the Judge must be a Juryman, and one of them must take his place. This, too, is decided by lot.
By so doing all are on duty all the time, and the end of the game is when the players are tired.
THE CARD INTRODUCTION.
When young people are not very well acquainted, play this game, and by the time that it is finished every one will think he must have known everybody else for the last seven years.
Place chairs so as to form a ring, and ask your friends to be seated. Then have a pack of say, authors’ cards in your hand, state that every one must say what you say, and give what you give to his left-hand neighbor. Then lifting up the top card in the pack, you say to your guest at your left, “Here’s my card, Longfellow.” The one who receives it instantly turns to the party at his left and, giving the card, repeats the same words, “Here’s my card, Longfellow.” The next card follows at once in the same manner, repeating whatever its portrait, may be, and so card follows card without a second’s delay, and the laughter and fun that is made causes even the dullest person in the room to wake up and be hale fellow for the next entertainment. Should any card drop, let it go. There will not be enough time to pick it up until the game is ended.
HARMONY SOLOISTS.
One of the young men must represent the Lord of Misrule, and in fantastic attire he goes from one to the other of the guests and asks each to draw one slip of paper from the basket which he carries.
On each slip are written four lines of any popular or well-known song. Each slip contains a different song.
As soon as the papers are drawn five of the people stand up in a line, and with the Lord of Misrule as director they each sing separately their particular four lines to the correct tune. When each of the five have sung, all sing together as chorus, each carefully keeping his own words and music.
Then another five, and then another, until all have sung. Then for a grand finale, all the guests stand as chorus and in duets, trios, quartettes sing the one stanza through, all joining in the refrain each time.
The harmony will be remarkable.
JIG-I-TY JIG.
Chairs are placed to form a circle, and all the players excepting two occupy the chairs.
One of the two players must play a polka or waltz. The other one stands outside of the circle.
The one standing outside dances as soon as the music starts, and continues dancing as long as she pleases, but all of a sudden she stops a second before a chair, and then dances up to the chair. Whoever occupies it instantly rises and dances back to her, and after a while the first dancer waves a backward movement of the hand toward her friend, thus indicating she is not wanted to continue dancing. But she must walk or waltz back to her chair and then sit down.
The first dancer continues dancing, however, and goes to another party in precisely the same way as she did to the first, and when she concludes she has the right one, she dances to that party’s seat and takes it.
The individual then on the floor continues dancing, as did the first one. When she sits down a third party dances, and so on until all have danced.
If any of the company do not dance, they should make a feint of doing so. If the individual is full of fun, much amusement is created.
CIRCLE GAME.
Make a target of brown wrapping-paper, and put the number 100 on the bull’s eye. Outside of this mark five rings, making the largest one two feet in diameter, the others proportionately smaller. Inside of these rings put the numbers 10, 20, 30, 40, 50, the centre as stated being 100. Mark out a space on the ground for a base five feet away; place the target on the ground, blindfold a player, lead him to the base, and turn him around twice, and leave him facing the target. He is now entitled to roll three marbles, and then remove the blindfold. His count will be the added numbers in the rings at which his marbles have stopped. Should any of them stop on a line, he is entitled to the largest number adjoining. No marbles must be moved, and each boy has the privilege of trying the ground once with each marble, before being blindfolded.
THE HUNT FOR THE KEYHOLE.
A tall boy should put on the skirt of a lady’s dress. This skirt should just escape the floor. In his hands he should carry a broom, with the broom end held directly above him, and the broom handle held close in front of him.
A ball to simulate a person’s head should be secured by strong twine to the broom. This ball should have a false face securely fastened to the front of it, while, as a cover for the rest of the ball there should be a lady’s bonnet. This bonnet cannot be too grotesquely trimmed. Long plumes, brilliant flowers, natural or artificial, sunflowers, hollyhocks, cucumber blossoms, etc., would be correct decoration. The bonnet should be tied underneath the false face, being careful to have the bow ends voluminous and the streamers long. The ribbon should be vivid scarlet, or bright orange color.
Just below the bonnet and around the broom fasten a cloak, the bottom of which should reach beyond the boys waist; in this way the boy and the broom are entirely concealed.
The company should be asked to take seats at the rear end of the room, then announce that they are to be entertained by the pantomime entitled “The Hunt for the Keyhole.”
Then the door should be opened, and at once a tall, odd-looking individual enters. His appearance creates roars of laughter, as also his ridiculous actions when having bowed to the audience he turns to the door through which he has come and commences his search. The effect is ridiculous, as the head is bobbed around in every direction whichever way the boy chooses to turn, as also whichever way he chooses to move the broom. When enough amusement has been gotten, the boy again bows and comically waltzes out of the room.
The boy will need an assistant to dress, and this game should be privately practised before showing it to an audience.
ACTING PROVERBS
This is played by one of the party leaving the room, and on his return acting in such a manner as to indicate to the others a well-known proverb. Example, “A rolling stone gathers no moss,” may be indicated by the one having left the room returning with a round stone in his hand and rolling it on the floor.
GOSSIP.
This title suggests an amusing tableau vivant for an evening at home.
Two girls should withdraw and put over their pretty dresses queer-looking old shawls, and cover their curls with odd-looking bonnets tied under the chin.
They should sit very close together, and with cups of tea in their hands gaze intently at each other, busily stirring the while. They must nod their heads as though one were telling a bit of scandal.
Suddenly one exclaims in a high-pitched voice, “You don’t say so!” whereupon the hostess should inquire, “Who can tell what these girls represent?”
A number of the company will naturally reply, “Gossip.”
THE FLORIST.
Whoever assumes this character should explain that he has flowers for sale, and that he will try and sell all that he has by putting questions to the persons whom he thinks will buy, and that whoever in answering his questions uses the words flowers, yes, or no would have to pay a forfeit, and that he will try all that he can to get them to use one of the prohibited words.
Then the Florist should turn to one of the players and ask, “Can I sell you any fresh flowers to-day?”
“I am fully supplied, thank you.” And addressing another, “Do buy my sweet violets.”
“Not to-day, sir.”
“How about carnations?”
“I don’t wish flowers of any kind.”
And in that way a forfeit is incurred.
The questions should be rapidly asked, and as rapidly answered, or the players will not get caught.
MY LADY’S RECEPTION APPAREL.
One of the players should act the part of lady’s maid. Each of the players should take the name of something which a lady would wear to a reception, as an article of clothing or jewelry. Or a player may take the name of an article a lady would use in getting ready for a reception, as a comb and brush.
The lady’s maid should stand at one end of the room, and looking towards the players announce, “My lady is going to a reception to-night, and wishes a handkerchief,” or whatever article she may choose to select. The one named instantly rises, and steps two feet forward, makes a low bow, then suddenly starting up twists about, and turning to her right-hand neighbor says, “Change chairs.”
No sooner said than done. Everybody on the instant rushes for a chair, including the lady’s maid, and the one that is left without a chair becomes the next lady’s maid.
This person may continue the game, as did the previous maid, or she may say, “My lady is going to a reception to-night and wants her salts.”
The moment salts are desired some of the players must sneeze as if the salts were too strong, others should appear to faint, and others wave their hands forward and back as if fanning.
Any second that the lady’s maid may choose she may exclaim, “Change chairs!” and again there is another scramble, with one person left without, and there is therefore a new lady’s maid.
This maid may try yet another way, which will result in getting almost all of the players on their feet before they can change chairs. She asks the players to re-name themselves, and for nearly all of them to select articles of apparel.
Then the maid says, for instance, “My lady desires her white ivory fan.”
The person so named should rise, go two feet forward and, having bowed very low, should stand just where she is until the signal for change chairs is given.
The maid might then say, “My lady desires her white satin gown.” The person named white satin gown rises, and repeats the action of the one going before. And thus the maid continues to call, until having all the requisite articles of apparel. But when she exclaims, “My lady wishes her white kid shoes!” all rush for a seat.
Whoever is left without a chair after this method of playing must rapidly tell the bootblack story.
“As I was going down the street I saw two bootblacks. One was a black bootblack and the other a white bootblack, and both had black boots, as well as blacking and blacking brushes. The black bootblack asked the white bootblack to black his, the black bootblack’s black boot with blacking. The white bootblack consented to black the black boots of the black bootblack with blacking, but when he, the white bootblack had blacked one black boot of the black bootblack with blacking, he the white bootblack refused to black his, the black bootblack’s, other black boot with blacking unless he, the black bootblack, paid him, the white bootblack, the same as what he, the white bootblack, got for blacking other people’s black boots; whereupon, the black bootblack grew still blacker in the face, and called the white bootblack a blackguard, at the same time hitting the white bootblack with the black boot that he, the white bootblack, had already blacked with blacking.”
Should any one not leave his chair he must pay a forfeit.
Should the maid ask for an article that has not been taken for a name, she must pay a forfeit.
THIMBLE GAME.
In order to be enjoyable this game requires several players, and it is better that they should be both boys and girls, as it then has the added element of a match between the boys and girls.
Put a silver or gold thimble in full view, in any convenient room, into which your friends have not yet entered. It makes the game more difficult if this room is well filled with bric-à-brac, hangings, pictures, plants, etc., for the reason that the eye is confused with so much ornament and therefore cannot so easily detect such a small thing as a thimble.
State clearly the following directions before your friends enter. No one can touch anything. Each player must stand until he sees the thimble. Every one may walk about as much as he pleases, but talking is prohibited. Having seen the thimble, immediately sit down. It is a point of honor that no player will give information. When all are seated the game is finished.
Of course the girls want to get ahead of the boys, and the boys ahead of the girls, in locating the thimble. Therefore if a boy sits down first, the girls are sorry; and if a boy sits down last, the boys are sorry.
The one who first sits down is the one to receive honor, and he has the privilege of selecting the next game as well as deciding on the forfeit to be given by the boy or girl who has been the last to sit down. Sometimes the hostess gives the thimble to the one winning the game.
Players must be very cautious, or their eyes will tell what their tongues would not; therefore, having seen the thimble, at once glance in another direction, and you will thus mystify where you would otherwise assist.
THE TOUCH GAME.
This requires an assistant to whom the secret of the game is intrusted. The assistant leaves the room, the other party remains with the company, and states that during the assistant’s absence she will put her hand on some object, person, or thing, and when the assistant returns he will tell what has been touched.
The assistant now being out, the piano stool is touched. On the assistant’s return he is asked, “What did I touch?” at once he replies, “The piano stool.”
Of course this causes great surprise and the assistant is asked to go out again, the company expecting, perhaps, to be able to guess this time. For a change a girl is touched, and on the assistant’s return he is asked, “Whom did I touch?” and he promptly says, “Bessie Brown,” or whatever the girl’s name.
Then the players think there must be some look or gesture given to aid the assistant when he re-enters, and so they are given the privilege of blindfolding him before his return, but all in vain, the assistant is as correct as before and no one is able to guess.
Then the company beg: “Do tell us the secret.” So when all give up they are told that just before the assistant leaves the room, the other player secretly touches some person or thing, or perhaps indicates what the object is with his foot or perhaps sits on it, if it be a chair or stool. Occasionally, to further mystify, it would be well to simply fold one’s arms. This would signify to the confederate, “I am touching myself.” Therefore the assistant, whether blindfolded or not, can answer correctly, because he has received his clue before he went out.
Of course, this game requires an intelligent assistant; indeed, both players must be very careful, as so many eyes are on the constant lookout.
This will be found a satisfactory game for a rainy afternoon in a summer hotel, when the grown people are taking naps and there seems absolutely nothing left for young people to do, and they are tired watching the weather, and saying, “If it would only clear!”
THE CONCERT.
Select a conductor. All others sit before him in a semicircle, and each is given an imaginary musical instrument.
The conductor next directs them to tune their instruments, after which, taking a cane he waves it, as if it were a baton. He also whistles or hums a gay, familiar air. In this all join, imitating by voice and gesture the instruments they are supposed to be playing on, such as the flute, the harp, the hand-organ, the cymbals, violin, cornet, etc.
Suddenly he waves his baton and the music ceases.
The conductor then calls for solos. All the musicians give close attention, and the conductor makes believe he is playing, thus indicating which instrument he wishes to hear.
The player having that instrument must at once obey, imitating both sound and gestures. Should he fail, he must pay a forfeit.
A CURIOUS CAT.
This is a trick to be played only where the people know each other very well.
A tall screen is required, a cat, a saucer of milk, a table and a showman.
The showman is the most important, for on his ready wit and tactful manner the success of the trick depends.
He stands by the screen and says to the audience,
Come behind this screen and you will see
A cat with her head where her tail ought to be.
One by one, the guests may go, and each must observe a discreet silence, so that the rest may not guess what the trick is.
As each goes behind the screen, a table is seen on which is a cat with her tail towards a saucer of milk, where, were it not for the showman’s efforts, her head would naturally be. This foolish trick will always cause a hearty laugh.
A BOAT RACE.
Girls who do not care to row should act as umpires. A grand stand may be a massive rock ornamented with a tangle of vines and for a canopy a wide-branched tree.
There should be three races, one between the girls, another between the boys, and a third between the girls and boys together. Two large willows or other trees, conspicuously overhanging the water, and therefore impossible to mistake, should be selected as the points to start and end the race, the prow of the boat should be even with the centre of the tree trunk at starting, and the stern of the boat should be even with the centre of the tree trunk on closing. Only one person should be in the boat at a time, and no person can have a second chance.
As the water is frequently too narrow for all boats to be out at once, it is wiser to try two boats at a time, and then two more should row and so on. After the race is over the victors must row again, two and two, as at the first, and so determine the winners. When the winning girl and the winning boy are known, they should race together, and thus the champion rower will be discovered. Whoever is champion should be rewarded with a wreath of laurel, after the fashion of the great Roman victors; if laurel cannot be found, use oak leaves and tell the hero they are meant for laurel. The wreath must be made and at the grand stand before the race opens. The coronation should take place at the stand.
While gathering the leaves for the crown it would prove a pleasure to gather quantities of wild flowers, with which to decorate the boats. A simple and pretty trimming would be to carpet the boat with moss and edge it around with fern leaves. Another way would be to canopy a boat with apple blossoms; the branches are easily held in place between the narrow strip of wood that forms the border, and the boat itself. But a canopy retards motion, and the rowers must consider speed before they decide on decoration.
THREE LITTLE MAIDS FROM SCHOOL.
Three tall boys should dress as prima donnas, carry bouquets, and sing the popular song, “Three Little Maids from School are we.”
After this they should appear as giants and perform a variety of tricks.
For example: Hold an umbrella over their heads, which is covered with a long cloak. To the top of the umbrella-stick fasten a ball the size of a person’s head, on to this ball put a round hat, and a veil so as to conceal the face. Thus the boys will be of gigantic size, and their very appearance will provoke laughter.
After bowing to their friends, they should dance a few reel figures, then walk about the room and examine the chandeliers, tops of the pictures or frescoing. Then play “Puss in the corner.” When they repeat “Puss, Puss, Puss,” they should use unnatural tones.
It is very funny, and those who are not “little maids” will have almost as much sport as if they were.
THE WAR OF THE ROSES.
This is a pretty, interesting and instructive game, as those engaged in it and not familiar with the period of history to which it refers may be led to study it, and the knowledge received through playing may thus prove beneficial.
It is particularly suited to out-of-door amusement, though it may be played indoors by making a field of battle. This could be done by putting a rug in the centre of a room, and stating, that rug represents the battlefield of Saint Albans, or the battle-field of Towton, or you may have both battles, should you so prefer.
When played out of doors, mark out a piece of lawn in the same way that a tennis court is marked. Or, should there be no lawn, mark an oblong on the ground by means of a sharp-pointed stick.
The battle-field should be five feet one way, and three the other.
Choose two of the largest boys for leaders; one of them will personate Richard the Duke of York, the other the nearest relative of the house of Lancaster, who was the Duke of Somerset.
Then in turn, commencing with the Duke of York, the boys will call their soldiers, which may be (as this is a game) girls as well as boys. As each one’s name is called, he stands in line on the side of his leader. When all are chosen, the Duke of York gives his soldiers, as also himself, the symbol of the Yorkists, which was a white rose, and in like manner the Lancastrians receive their symbol, which was a red one.
Commencing at the foot of the line, the Duke of York will blindfold his soldier, and lead him around for one minute, thus confusing him as to location; but when he stops leading him, he must be six feet from the battlefield, and his face so turned as to make it possible to reach it. Then the leader calls one, two, three, and at once the soldier throws his rose. The blindfold is then removed, and he will see how near the field his charge has reached.
It is now the turn of the house of Lancaster, and the Duke of Somerset will blindfold the soldier at the end of his line, and thus the game proceeds as before. When every one has played, the roses on the battlefield are counted. Whichever side has on the most roses has won. Then all the roses are picked up and presented to the victors by the losing side. Each one of the winners then adorns himself with a red and white rose.
No rose can be counted on the battlefield, unless every part of it is on, including the stem and foliage.
There must be an even number of players.
UNBAR.
Every player excepting the boy known as Bear, must twist and knot his handkerchief. The Bear selects a tree as a starting point, and states his object will be to tag the others. Whoever is tagged becomes a Bear, and must return to the tree, pursued and beaten all the way back with the knotted handkerchiefs. The two Bears then join hands, and, starting out, try to tag every one that is possible, and this action is repeated until all the players are Bears. Whenever the chain of Bears is broken, as it sometimes is by an attack from the rear, the Bears again return to the tree.
BIRD TEST.
Give each player a slip of paper on which he must write the birds’ names. Also the number of times the word bird and birds’ names occur.
The correct number to find is seventy-six.
Time allowed is six minutes.
The slip should be headed Bird Test.
One day while walking along a grassy lane conspicuously edged with blackberry bushes, my attention was riveted by the song of a bird, a sort of up and down warble, and in the branches of a maple tree near, I saw a red-eyed viero, and not far off, quietly looking towards the singer, was such a pretty warbler, another greenlet, the white-eyed viero.
Listening to the red-eye, the viero’s warble grew less and less distinct as the distance lengthened between us. The warbler warbled the same sweet song, but my ear was less able to catch the warbling warbler’s notes, and soon the greenlet, the viero, the musical, silver-tongued warbler, warbled for me all in vain.
But as I walked I thought how rarely that we meet people who are indifferent to birds, and how desolate our lanes, woods and gardens would be without them. And how much beauty is added to bushes, flowers, and trees, if a singing bird rests on them long enough for us to listen to his song. And then I named over some favorite birds. The meadow lark, blue jay, Carolina wren, wood thrush, robin, swallow. But suddenly I heard “Me-au, me-au,” as if a cat was near. I stood just where I was, to discover the creature. My thought of birds gave a thought of protection. A moment later and I laughed aloud, for flying over my head was the jolly song-bird, called cat-bird, who has a bad habit of mewing. But the sunshine seemed pleasant company for him; for watching the cat-bird’s movements I saw him alight on a tree close by, and with a hop and a skip go from limb to limb.
Whip-poor-will, whip-poor-will, and again on the alert, my eyes were almost strained, this time in effort to follow the sad cry, looking everywhere for whip-poor-will. When what a pleasant surprise, to learn that whip-poor-will was none other than the brilliantly colored mocking bird, whose fancy had dictated the whip-poor-will’s melancholy notes and now whizzed close to me, to nestle on the blackberry blossoms a few steps beyond.
Then walking on I thought of the many birds about us, the brown thrasher, and white-throated sparrow, the tree sparrow, the bank and barn swallows, and the sociable sparrow, dear little chippy, and of what I had read about fly-catchers and veerys, and the crested titmouse who gleefully shouts in the wildest winds, “T’ sweet here! t’ sweet here!”
My walk by this time was hurried into a run, and I caught my foot into some poor bird’s nest that was hidden in the long grass, and I almost fell, but being glad I had not tripped over a rut-runner, I thought of the quotation, “Runs like the kill-deer up the rut,” and a warbler near sang so cheerily that I forgot my accident and soon reached the creek towards which I was hastening. When who should come first to greet me but a yellow-billed cuckoo. And thus my mind dwelt on other birds that liked creeks and lakes, such as the kingfisher, and on the instant I heard the report of a gun, and sure enough one of these birds had just been shot. I knew this because of the excitement of a group of gunners.
Poor bird! How many birds’ lives end in a similar way. The cardinal grosbeak and the myrtle bird, a greenlet in color, we fancy myrtle suggests greenlet, the snow-buntings, horned larks, golden-crowned kinglet and vesper sparrows, the red-polls and crossbills, the plovers, the golden herons, night-herons, sandpipers, coots, hawks, geese, and swans,—all are marks for the hunter.
And then I thought, Oh, if I could fly over this clapper-rail ahead of me! It is so very stupid to keep my feet on the earth. How jolly to flap my wings to the Lapland long-spur. I would visit the raven and all the rest of the feathered family on the way.
But my walk had ended and such a pretty warbler warmly welcomed me home,—my golden-hued, night-singing canary.
PARLOR FORTUNE-TELLING.
This amusement is sure to interest, and may be played by any number of people, the more the merrier.
Those to have their fortune told should have a slip of paper and a pencil. The one telling the fortune dictates from the book what to write. After all the answers are written, the fortune-teller reads the questions, and the players in turn read the answers aloud, according to what they have written. Suppose the following fortune:
1. Have you a favorite? Yes.
2. What is her name? A girl’s name.
3. What color is her hair? A color.
4. What color are her eyes? A color.
5. Does she wear spectacles? Yes or no.
6. How old is she? A number.
7. How tall is she? A number of feet.
8. Is she pretty? Yes or no.
9. How many teeth has she? A number.
10. How much money has she? An amount of dollars.
11. What shape is her mouth? A shape.
12. What shape is her nose? A shape.
13. How large is her hand? A number of inches.
14. How large are her feet? A number of inches.
15. Is she fond of music? Yes or no.
16. What is her favorite book? The name of a book. 17. Does she dance? Yes or no.
18. Can she sing? Yes or no.
19. Does she recite? Yes or no.
20. What can she cook best? Mention an article of diet.
21. Does she use a chafing dish? Yes or no.
22. Can she make her own hats? Yes or no.
23. What is her greatest virtue? A virtue.
24. What is her greatest fault? A fault.
25. Where does she live? A city.
26. In a handsome house? Yes or no.
27. Does she ride a bicycle? Yes or no.
28. Are you glad you are acquainted with her? Yes or no.
29. Does she like you? Yes or no.
30. Will her father give her a marriage dowry? Yes or no.
31. How many dollars? An amount of money.
32. Where will you be married? A place.
33. Will you be a model husband? Yes or no.
34. How many dollars a year will you give her for housekeeping purposes? An amount of money.
35. Where will you live? A city.
36. Will you entertain much? Yes or no.
37. Will you travel? Yes or no.
38. What city will you first visit? A city.
39. How long will you remain there? A period of time.
40. When will you return home? A period of time.
41. Will your home be happy? Yes or no.
42. Would you be sorry if you were never married? Yes or no.
43. Next to yourself, whom do you like best? A girl’s name.
44. Will your wife be jealous? Yes or no.
45. Will your wife lecture? Yes or no.
46. What is she doing now? Describe a motion.
47. What would you like her to do? Describe a motion.
48. What is your highest ambition? A state of being.
49. Will your life be crowned with success? Yes or no.
“IT.”
Many of the games with which we are familiar in the United States are well known throughout Great Britain and on the Continent. But among the most amusing and most popular of English games is one of which we know little or nothing. It is dignified by the two-lettered name, “It.”
This is altogether suitable for the parlor, and may be played by everybody if we will except the very young people. It creates roars of laughter, on account of the funny mistakes made by the questioners. “It” is a great mystery, and the longer it is played the greater mystery often it becomes. Only those understanding this game may remain in the room. All others must leave; there is no alternative. One of the party, unfamiliar with the game, is then selected to return, and must, by questioning those in the parlor, learn what “it” is. When he knows “it,” he too must remain behind, and some one else is selected to fill his place. In this way the game is carried on, until each one in turn comes in and finds out the secret.
“It” is really the person who sits at your left, but, before this is discovered, usually much amusement is made. The game is played in the following way:
All in the parlor must sit in a circle, and must not change their positions. When the player is called in, he is told to ask a question of whomsoever he may please, and the person must correctly answer. For example—“Is ‘it’ white?” As everybody present is white, the answer is necessarily “Yes.”
The questioner then asks another person. “Is ‘it’ thin?” and if the person thus questioned is thin, the answer is again, “Yes.” Perhaps this question may be repeated, and some one else is asked, “Do you also think ‘it’ is thin?” and if this person has someone for a left-hand neighbor who is very stout, of course he answers, “No.”
And thus the questioner is mystified, and must continue question after question. For a long time he may think “it” is a thing. Therefore a good question to put would be, “Is ‘it’ alive?” And then he might ask, “Is ‘it’ in this room?” Then he might try complexion, and again would be mystified, for if he asked, “Is ‘it’ a brunette?” and the reply being “Yes,” his next question, “Has ‘it’ dark eyes?” would perhaps have for answer, “No,” and, “Has ‘it’ light hair?” “Yes.” And so the secret seems harder than ever.
A good way is to ask the same questions over and over, and try to locate “it” in that way. But the questioner should not easily be discouraged. A few points may be given to him, such as some of the above. The players would better announce “It” as a trick game.
THE CENT HUNT.
Say that a cent is wrapped in tissue-paper and is within sight. The discoverer quietly tells you, and if he is correct, reward him.
Afterwards give a cent, pencil and paper to everybody, and state five minutes are allowed to write what each side of the cent will tell. This game is called, A Penny for your Thoughts.
“Find on one side: A beverage—T. A messenger—one c(s)ent. A piece of armor—shield. A symbol of victory—wreath. A weapon—arrow. A mode of punishment—stripes. A gallant—bow. A sheet of water—C.
“Find on the other side: A portion of a hill—brow. A place of worship—temple. An animal—hare. Youth and old age—18—96. One way of expressing marriage—U. S. A cultivated flower—tulip. An emblem of royalty—crown. Fruit—date.”
A FAGOT PARTY.
This is a very entertaining amusement and suitable for all ages.
As the word fagot means a bundle of twigs, it suggests an open fire. Therefore home and hearth are indispensable environment.
There should be just as many twigs as there are girls and boys. The idea being that each should draw a twig from the bundle as his name is called. And they are called by the hostess according to the letters of the alphabet. Whosever name therefore commences with A, should draw the first twig. Having drawn the twig, A puts it on the open fire and at once commences to tell a story. As long as the twig lasts, A must continue to talk, but when it is burned he must stop, and as twigs are apt to burn very rapidly when toward the end, the story is not infrequently wound up in a jiffy. As soon as A has finished, the next name is called and that person does exactly as did the first one, only he must tell a different story. And so on until everybody has taken his turn.
THE HUNTER.
This very lively game is played by both boys and girls, and the more, of course, the merrier. The hunter must be a boy, and to decide which boy, it is best to count out. Use for counting the old rhyme,
Ana, mana, mona, mike,
Bassa, lona, bona, strike,
Hare, ware, frown, stack,
Halloka, balloka, wee, woe, why, whack.
Whoever is fortunate enough to have the word “whack” counted to him is out, and then the rhyme must be repeated over and over, and finally the hunter is left. It now becomes his duty to name the rest of the company as his equipments as sportsman, and also as his game; for example, pointer, setter—two species of hunting dogs—and shot, belt, powder, gun, powder-flask, rifle, cartridge, rabbit, squirrel, partridge, kingfisher, etc., etc.
Put two rows of chairs back to back. There should be one chair less than there are players. This done, each one of the company except the hunter takes a chair. The hunter, standing before the rest of the players, then sings, to the tune of “I Love a Sixpence,”
I am a hunter, a jolly, jolly hunter;
I love hunting as I love my life.
This he may sing over as many times as he likes, but finally stops short in the middle or anywhere, and immediately calls out a name—for instance, “Shot.” The person bearing this name must at once rise, and hurrying towards the hunter, must take hold of the back of his coat or jacket. Then the hunter continues his song, and calls for each one, until all are behind him, each holding firmly to the one in front. When all are in place, the hunter starts running, all of the party following and holding tightly together. He may run around the chairs or wherever he pleases, provided he keeps in the room. For fully two minutes this must keep up, when suddenly he will call, “Bang!” and instantly sit on one of the chairs. Of course there is a great scramble for every one to do likewise, but as one chair is short, some one is necessarily left out, and this person now becomes the hunter.
The game now continues as before, or it may be varied by the hunter having to find something hidden.
Any object may be placed out of sight in the room, and when the hunter nears it, the company may aid him by the usual words, “warm, warmer, hot,” or “cool, very cold, freezing, zero, below zero,” etc. If he finds it within five minutes, he may choose another hunter, but if not he must pay a forfeit, to be determined by the rest of the players.
Or the game may be played in a similar way by the use of nautical instead of hunting terms. Should this be preferred, the hunter becomes the captain, and instead of singing to his company he may blow a few blasts on a horn. He is supposed to be on shipboard, so he must have ship equipment, crew, officers, passengers, cargo. Again the players must be named, only this time call them lifeboat, rope, anchor, sailor, steward, captain’s boy, purser, first-mate, doctor, etc.
FIVE.
Select a boy and hand him a knotted handkerchief. He must throw the handkerchief at a player, and before he can count aloud five the person to whom it is thrown must mention a round thing, such as an apple, a globe. If that person fails, he must change places with the one who has caught him, and throw the handkerchief at another. As no repetitions are allowed it will soon be difficult to find an object that is round.
BREAKFAST.
Every player is seated. Turn to the person at your right and ask, “Will you come to breakfast?” To which the answer is “Yes.” When that question and answer have gone around the room, the first one must ask, “What would you like for breakfast?” Perhaps the reply would be, “Milk;” and he then puts the question to his right-hand neighbor, who perhaps would say “Oatmeal,” and so on, until no sensible answer can be made, for no repetitions can occur in this game also. As the different players fail to respond they must stand.
ALPHABET.
Give any letter of the alphabet—for example, S—to the company, also some paper and pencils. In five minutes’ time they should write the names of three celebrated men, and also three sensible sentences, one for each man’s name, as, Shakespeare was born in Stratford on the Avon. Forfeits are required for failures.
NINETY-NINE.
Cut an equi-triangle out of soft wood or cardboard. It should measure one foot each way, and be one-quarter of an inch or less in thickness. Besides the triangle you will require white celluloid chips, or the game may be played with large-sized white bone buttons.
Lay the triangle on a smooth-surfaced table, play in turn, and each player should start at the place. All players must be close enough to the table to watch the game. The point of the game is to make a count of ninety-nine. Whoever first makes that number has won.
The triangle must be placed far enough from the table’s edge to allow freedom of room all around it, and it should be kept firm.
Put a chip or button with its upper edge even with the angle from which you start, and just close enough to make it possible for it to slide and not receive hindrance. The chip should touch the entire sliding length. When all is in correct position, rest the knuckle of the right thumb (unless you are left-handed, in that case your left thumb) on the table, and put the back of the nail of your second finger about half an inch down on the inside of the thumb’s fore-joint. Then push the finger suddenly outward, running its nail along the table, close to the thumb’s point, and finally raising the finger so that its tip is on the table at the exact moment that it has touched the chip. This should result in sending the chip the entire length of the angle’s side. To make a full count the chip must stop with its outer edge even with the next angle; the entire chip, with the exception of the edge, being below it. When this done, score three, and do the same thing with the next side, you then score three more; and again with the third side, making a count of nine in all. Having gone around three sides, stop until your turn is reached again. If however, the chip is not even with the angle, but has not gone entirely beyond it, the player may count one, and may continue playing, the same as if making a full count. But should the chip slide entirely beyond the angle, he cannot count at all, but must withdraw until his turn comes again.
He must not be discouraged, however, but remember that “He laughs best who laughs last.” Very often those who start successfully, become too self-conscious, and make a bad break towards the close of the game.
Every time your turn comes, therefore be as careful as if just commencing. Even numbers are not counted, make one or three. To be entitled to three you must be perfect; short of perfection the count is one or nothing, as the above rules decree.
THE DAILY PAPER.
This game is suitable for either girls or boys, and furnishes amusement at almost any age. The interest will be increased or diminished, according to individual carefulness, for no one need be caught if they give close attention. Therefore, to be often caught indicates lack of interest, which is not complimentary to your leader, or stupidity, which is not complimentary to yourself.
Every player assumes the character of a business man or woman, or they may have a profession. They may be manufacturers or tradespeople, it matters little what, provided there be no duplicates. Choose one for your leader who will assume no trade or profession, but will read the newspaper as will be explained.
All should sit before the leader, so there can be no mistake about seeing each other.
When every person has settled her and his part, the leader takes up any daily paper which is convenient and reads from it; but whenever the leader pauses, and looks at a player, whether the pause and look is intentional or accidental, the one looked at must at once make a suitable remark about his profession, business or trade. There must not be a second’s hesitation, and the more ridiculous such a remark may be, the more amusement is gotten out of the game.
As soon as the player has concluded his observation, the leader continues reading, the same as if his theme had not been interrupted, and in a few seconds, pauses again, and looks at another player. Then this player makes his remark instantaneously about his trade, and thus the game goes on.
In order to better understand, suppose the leader reads, “This is Bunker Hill Day. It is not a legal holiday, but by general consent the banks and stores laid aside,” (here he looks at the dressmaker).
Dressmaker: “The big sleeves and wide skirts are not liked by everybody.”
“The observance of the day by a—”
Marine Artist: “Sale of my painting ‘Off the Rocks at Scarborough.’”
“Is limited to Charlestown district, on one of whose hillslopes stood the Middlesex farmers, the hayseed still in their—”
Butcher: “Marrow bones and spareribs.”
“And in their hands the guns that had been gaining reputation in the shooting of—”
Grocer: “Eggs twenty-five cents a dozen.”
“And wild fowl. How they refused to budge before British regulars, until they had fired all their—”
Confectioner: “Chocolate caramels packed in layers with waxed paper between.”
“Away, and felt the pricks of the enemy’s polished—”
Ironmonger: “Poker and tongs, shovels and spades.”
“The world well knows Charlestown keeps up the remembrance of these—”
Florist: “Water-lily pads, and moss-rose buds.”
“At a lively rate.”
And so on reads the newspaper, making the proper pauses and glances, until everybody has taken part and indeed over and over again taken part. Care should be used as to the selection read, as some paragraphs allow for much more amusement than do others.
When any player fails to at once make a suitable remark he must pay a forfeit, which can only be redeemed by music or recitation.
THE NEW DIXEY’S LAND.
This is an out-of-door game, and may be played on the ground or on the grass, marking the court or lawn with the same material as if arranging a court for tennis.
Form a circle with a diameter of twelve feet, divide the circle into quarters, each quarter representing a section of our country, east, west, north, south, and should be so marked. One letter would represent each word,—E, for east, W, for west, and so on. The oldest boy now becomes the owner of the entire territory, and is named Dixey. This boy must stand directly at the point where the lines unite, the middle of the circle, and as soon as he is in position, any player may run into any quarter of the ground. He must not stand on the line; should he do so, and be tagged on that line, he can no longer play.
But having run into a quarter, he must loudly call, “Dixey, I’m on your North land, now it belongs to me.” Or, “Dixey, I’m on your South land,” etc. He must rightly name the section on which he stands.
Dixey must tag him before he is through stating words above given. Should he fail to do so, the invading player must then run from the part he has claimed, all around the outside of the circle, and then to Dixey’s station, the centre. Dixey, of course, runs after him, trying to tag him before he completes the circuit. Neither may take short cuts by darting across lines, until the run around the circle is completed, and the invader strikes in toward Dixey’s middle ground. Whoever gets there first is now owner of all, and the original Dixey can only get back by earning the position, as the new Dixey has just done.
The winner of the game is the one who has been Dixey the greatest number of times, or should no one be Dixey but once, whoever holds the position at the game’s close.
Therefore the necessity of deciding how long you will play before the game commences.
Any number that can stand on a quarter, may be there at the same time, as only one can be Dixey.
Dixey cannot save himself by failing to leave his post. The first call he hears, he must obey, just as any other landowner would keep off an intruder.
Every rule must be strictly obeyed. Should any one fail, he is no longer a player.
The game is peculiarly adapted to boys, and each one must be careful neither to be rough nor rude. In the straining to get ahead, it will be such an easy thing to knock another boy down, or to prevent him from reaching the goal. First, remember to be honest; second, to be polite.
BATTLE OF FLOWERS.
Why should not boys and girls take the lead in the popular fête? All who own pony carts, phaetons, wagons of any sort, or who can borrow them, may enter the parade and battle, and why not interest your Sunday or day school in such an entertainment and secure a large float?
The designs for floats are innumerable; among them might be mentioned Flora and the seasons, America, pagodas, chariots, Daughters of the American Revolution, the Floral Queen. The teachers should have the matter in charge, and one of them should act as chairman, and appoint committees to attend to all the necessary business. The scholars should willingly assist in the gathering of flowers, trimming, or whatever would be required.
All the vehicles must be transformed into moving bowers, and this necessitates considerable work, but it is work that pays; besides, the real jolly boys and girls will only consider that they have had great fun.
Decide on your decorations, and then gather flowers. You will need a great many to make much show. And wire will be found helpful in making the flowers stand upright, or giving the desired twist. Flowers may be tied upon cord, and when a long rope is made, it can be wound around, or fastened to the carriage, but it will take less time, and be less hurtful to the hands, if you cut a piece of wire netting the desired shape, and run the flower stems through the holes, or cut a piece of soft muslin the correct shape, and baste the flowers on. Flowers such as golden-rod, will need to have all the leaves stripped before commencing to decorate. Wreaths the exact size of the wheel hubs will look very handsome, particularly if the spokes are wound about with satin ribbon the same color as the flowers. If you cover the reins, sew two pieces of ribbon lengthwise, through which the reins will slip; put full bows of the same on the harness, and cover the collar with flowers. The same ribbon should also appear in the carriage decoration.
A very pretty effect is gotten from white hydrangeas and yellow satin ribbons, or white hydrangeas tipped with pink and pink satin ribbons. Violet-colored flowers look well in such a parade, and a stylish cut carriage may be trimmed with ears and husks of corn, suspending the ears by the husks. The costume of those inside the carriage must be complementary to the decoration.
The streets through which you pass should look festive and the spectators be dressed in holiday attire. A line of march must be arranged, and, on the counter-march, the battle begins. Then roses and flowers of all sorts are thrown from carriage to carriage, and from the carriages to the people on the street, and from those on the street to the carriages; indeed people throw them with both hands, so excited they become.
Until it is time for the battle, have your baskets full of flowers to throw well hidden. And when the pelting begins have a sufficient supply, so that it will not be necessary to use any of the decorations.
GRACE HOOPS.
This game is usually played out of doors, but it may be played in large rooms or conservatories, provided you put out of accident’s way all the bric-à-brac, potted plants, and palms. Try the game also in an enclosed veranda or sun-parlor, should the time appointed prove stormy, or the grass be soggy from last night’s storm, or there be too high a wind.
Grace hoops require a pole, not as tall as a maypole, but one smooth at the top. The one we lately saw had been a noticeable balsam tree, until cut off five feet from the ground. Its top was stocky, its side branches as healthful and green appearing as ever, notwithstanding the fact that they had been trimmed close enough to allow a small hoop to easily fall over them.
The rings called grace hoops are made of light wood, not dissimilar to embroidery rings, excepting that they are nearly two feet in diameter. To make such a game very pretty, trim the hoops with wild flowers, wintergreen berries or leaves. All the girls should wear gay frocks and flower-dressed, broad-brimmed hats.
If you are playing the game in the spring, suggest spring flowers and colors in your costume. A pretty effect would be gotten from a violet-colored cloth, trimmed with purple velvet, with a glint of gold revealed in the shoulder-bow ribbons and wide sash, the hat being a deep yellow straw flat, massed with single violets. Arbutus, wild roses, lilies of the valley, lilacs and cowslips, as, also, the new green, are all suggestive of spring, and catchy lawn toilets.
Throw the grace hoops over the pole, and there let them hang until the score has counted. You may each throw in turn, as often as has been decided before the game opens. Each time the hoop hangs on the pole it counts one.
Pretty silk badges may be lettered or gold-starred, to denote your score, or you may use plain cardboard, and mark such with a lead pencil. Between each round the score must be marked. After the last round is played distribute rewards, which may assume any character you please, but it is better to give wreaths of flowers, or crown the hero with laurel. The wreath might go to the highest girl scorer, and the laurel to the boy, or give each wreaths, or each bouquets.
A simple grace-hoop game is played by two people. Stand facing each other, ten feet apart, and rapidly toss the hoop from one to the other, catching it on sticks. Try and see how often you can keep it from falling.
AN AMATEUR CIRCUS.
When so many young people are trained in athletic sports, calisthenics, delsarte exercises, etc., why not form an amateur circus company? Limit the number to twenty four, the girls and boys being equal or unequal in number, as seems best. Such a company might easily arrange an attractive entertainment, and invite their friends to an occasional matinée performance, or, should they feel inclined, they could give a performance as a charity benefit.
Musicians, tricksters, clowns, animals and a ring would be required.
The space for the ring would be the most difficult to obtain, but many people have large shady grounds connected with their homes that it would be a pleasure to lend to their young friends.
Outline a ring as you would mark a court, and make it sufficiently large to comfortably give your exhibition. Do not attempt a tent.
Place the seats for your audience six feet back of the ring, as this allows freedom for both performers and spectators. Keep an entrance to the ring free, so that performers do not disarrange the seats.
As nearly as possible, copy the programme of the regular circus; therefore, the first display should be the grand tournament and triumphal entrée, when the entire company should march several times around the ring. Every one should look fantastic; some of the girls might go bareheaded, others wear wreaths of artificial flowers, and again others wear jaunty caps, etc. Remember that fancy-colored paper, muslin, gold paper, and spangles, will give showy effect. The clowns should be either very thin or very stout. The thin ones may be made stout by building themselves with cotton batting. A noticeable costume for the clowns might be white muslin, showered with gold and silver stars and spangles, or yellow muslin ornamented with silver or red full moons, circles or polka dots. And their head covering might be white beaver hats or fools’ caps.
Throughout the procession, carry numerous flags and banners. An effective banner might be made of white canton flannel, showered with diamond dust; indeed make the entrée as gay as flowers, color and spangles can produce.
The entire company should be active members, some of them being the drum corps, others musicians; comic songs should be sung by the funny clown, assisted by a chorus.
There should be walking and running matches, three-legged and sack races, jumping, fancy tumbling, sensational feats of all sorts. There could be a mimic football match, and a tennis tournament between those who had never held a racket; indeed anything could be introduced that would give genuine fun. The clowns should tell several jokes, and laughable stories, ride pigs, cows, and make themselves generally ridiculous.
Perhaps some of the company could borrow trained dogs or other trained animals. If so, remember that tricks are always entertaining.
THE STILL HUNT.
Possibly some of the boys’ fathers have been still hunting, and if so they fully understand that it means deer hunting without hounds.
The game still hunt differs from the real hunt in many ways, but possibly the most important one is in the fact that the deer in this case is only the form of a deer. It is better to play it out of doors, but if you have a large enough room it may be played anywhere.
Whoever can draw best should be the individual to outline the deer, and it must be drawn on the ground. The best ground is gravel, though, as in the case of tennis, or other field games, the deer may be designed on the grass.
The deer should be fully grown and have large antlers. After he is distinctly drawn he must be surrounded by a circle, the line of which measures four feet from the nearest point of the deer.
When the game is played out of doors, a smooth round stone about the size of a walnut will be required; but when played inside use a fifty-cent piece, or an old-fashioned cent. And for the indoor drawing use chalk.
The deer circle being now ready, the girls and boys become hunters, and state which part of the deer they want. Some will decide on the antlers, because they will make a useful ornament, and they will have them serve as a rack for a gun or umbrella. Others again want a hoof, because it will make such a fine hunting-knife or paper-cutter handle, and so each part of the deer is divided.
When everybody has selected their part, the tallest hunter takes his stand, with his toes to the outer edge of the circle, and as far from the part he selected as is possible. He then throws the stone. If it rests on any part of the chosen place, he may count ten, but if the stone stops outside of the part, he is marked down five. He then picks up the stone, and hands it to the next player, who is the one next to himself in height. Then this hunter takes his stand at the place furthest from his selected part, and thus the game continues, until all have played in turn. Then the first hunter takes another chance, and so on again all follow. The one counting fifty first has won.
It is necessary to keep an accurate score, as the fives marked against the hunters have to be deducted; indeed if great care is not used, a hunter will be in debt, instead of earning his game. Therefore, the best hunter is he who keeps still and takes accurate aim. If he fails at the first throwing, notice where the fault lies,—it may be less force is required.
It is better to have an umpire; therefore select one before the game begins, and remember to pleasantly abide by his decision.
The stone must be altogether on, to be counted on, and in the case of the antlers the stone must touch some of the antler points.
LAWN GOLF.
This is played somewhat like croquet, only twenty-five wickets are used, instead of nine, and they are placed one after another, all around the ground. Beyond each wicket is a small hole, large enough for the ball to enter, and the game is to send the ball through the wicket and into the hole at one shot. When a player fails to do this, he may be allowed three shots to an inning.
Before commencing the game, state the time it will be played.
Decide who is to lead by shooting an arrow from a selected point. Whoever throws the farthest is to go first, the others follow, according to the distance made. In considering space, measure the distance between the starting place and the arrow’s sharp end.
If you want a famous good time give a Lawn Golf Party.
When you do so trim the handles of your golf sticks with gay-colored ribbons, and at the game’s close, give the champions paper-flower rewards.
Exquisite flowers may nowadays be made out of paper, and the making of such afford only pleasure. Roses of all shades are fetching, so also are violets, and some varieties of lilies. Every one who lives in a large city will at once know where to get materials and instruction, and one girl can readily teach another. Those who live in the country or small villages, surely have some kind city friend who can select and send materials, and possibly written directions about the making.
After presenting the rewards, have supper on the lawn, and afterwards other games are in order.
GROWN-UPS.
ALPHABETICAL GEOGRAPHY.
Give every one in the room a number. And when you call for a number announce a letter of the alphabet. The person called must, before you count six, apply the letter to the name of a place and to two things he might see there.
For example:
No. 1. Y.
I am going to York to see Youngsters and Yachts.
No. 2. B.
I am going to Baltimore to see Belles and Beaux.
COMPOSITION.
Arrange for it beforehand, and therefore have the requisite slips of paper, and nicely sharpened lead pencils ready for all, but if you are not ready there is a certain satisfaction in knowing that part of the amusement may be in the preparation. In the latter case, have a competition as to who will make the sharpest points on the pencils, or cut the papers the most accurately; when all is prepared, however, give slips of paper and lead pencils to your friends, and ask them to write the words you will name. State that they will have fifteen minutes in which to write a composition, and put into the same every word you have mentioned. No one can look over his neighbor’s paper, and each composition must be signed with the writer’s full name.
When the time has expired, all the compositions are collected and read aloud, votes are taken as to which is the best, and the individual having received the highest number of votes is entitled to a prize.
Example: Wreath, Mausoleum, suicide, farewell, another, conjointly, starred, huntsman’s song, early, queen, historical, many, dramas.
Alfred, Lord Tennyson, was for many years Poet Laureate. He wrote several poems, descriptive, historical, national and otherwise. He also wrote three notable dramas, one called Becket, known as Thomas à Becket, Chancellor of England, afterwards Archbishop of Canterbury, another called Queen Mary, the ill-starred daughter of Henry the Eighth, and Harold, who was Earl of Wessex, afterwards King of England.
Early in life Tennyson wrote several poems, conjointly with his brother Charles. Among these were the Huntsman’s Song, The Grave of a Suicide, The Fall of Jerusalem, and the Bard’s Farewell.
Tennyson’s monument is in that great English mausoleum, Westminster Abbey. On the dark stone slab, the visitor may frequently see a wreath of laurel, so placed in grateful memory.
As this game would oftener than otherwise be played informally, the matter of prizes cannot be too simple. If you are in the birch-bark section, why not make a bookmark or a napkin ring out of the bark? Should you be at the seashore make a nest of shells. For example, find a large mussel shell, and next to it put one a size smaller, and so on fit in the others, graduating them evenly, the top one being very small. Or give a curious shell, which may be used as an ornament or receptacle.
INITIAL PLATTER TWIRLING.
This is very amusing, but the players must be on the alert or they will surely be caught.
Before the game commences, every player must tell the initials of his and her name, and to aid memory, slips of paper may be given, on which each one may write his initials.
When the sentence is called by the person twirling the platter, all the company must eagerly listen, or else the platter will fall to the floor before the one who should have run for it, recognizes he is the one called. If the platter is not caught by the proper person before it ceases to whirl, he or she must exchange places with the one who has whirled the platter. As the sentences are impromptu, they are apt to be absurd and ridiculous, but in any case they should be correct, or the one making the error must give a forfeit. Each sentence must have as many words as the initials of the one called, and each word must commence with the right letter. Example: Frank Fraser Phillips might be called French Fried Potatoes. Or Janet Belle Roberts might be June Brings Roses.
This game should cause much merriment. It quickens thought and language, and it is suitable to all ages,—the boys and the girls, or their fathers and mothers.
OVER, OVER, WHOSE HEAD IS IT OVER?
This is a clever trick, and it requires two persons. The idea is for the confederate out of the room to correctly name the individual over whose head the other person is holding a wand.
A person takes a cane, which he carelessly points toward some one; while so doing he is cleverly explaining what he is about to do, asking people to move, in order to further mystify, etc. The confederate notes where the cane is pointing, then goes from the room, and the one holding the wand puts it over several heads, saying “Over,” which the confederate echoes, until finally the question comes, when the wand is over the person before surreptitiously pointed out, “Whose head is it over?” The confederate’s answer is naturally correct.
TEAKETTLE.
This may be played by a number of people.
A noun which has two or more meanings is selected. One may be thought of by any of the players, and in describing the same he should use the word “teakettle” instead of the proper name. All meanings of the word must be explained, but not too clearly at the first, else the “teakettle” will be at once guessed. When any of the listeners think they have discovered the word, instead of naming it, he should ask a question regarding the “teakettle” which would indicate to the one describing the same, whether the interrogator was correct. If correct, he too joins in the description, and throws light on the word. This should be continued until all the company show by their conversation that they know the noun selected. Not infrequently it is necessary to talk very plainly, or throw “electric light” on the teakettle before it is guessed.
Example: The teakettle I have in my mind, has been from the creation of the world, and will continue until the world ends. It is also peculiar in being of the most service during the winter, and forms a distinguished position in the homes of all American households at Thanksgiving dinners. My teakettle is cultivated on the farm of many a plain countryman, but graces the table of many a fastidious city millionaire, and the longer it lasts, the shorter it grows. Already somebody is sure they know the word, and says, “Your teakettle may be squandered, may it not?” and another asks, “Wasn’t it Queen Elizabeth who would have given her crown for a diminutive teakettle?” And yet another asks, “Is it not savory, and of great assistance to the poultry cook?” And thus light is thrown, until the teakettle in question is known to be another name for thyme, and time.
AUTHORS.
This is a popular game for students young or old.
Some one who understands should have charge.
Give each person the same sized piece of writing paper and a lead pencil. On the piece of paper he must write a familiar quotation, and then pass it to his left-hand neighbor. The one who receives it must add the author’s name, and also his own. If he does not know the author, he must write underneath the quotation the word “Unknown,” and his own name.
Five minutes are allowed in which to write a quotation, and three minutes to affix the name of the author, and the signature of the writer. The papers are then collected by the person in charge, who will then proceed to read aloud the quotations, authors, and signatures.
All persons unable to write a quotation must pay a forfeit. All unable to transcribe the name of the author, must also pay a forfeit.
Should there be a dispute regarding an author, the one in charge must decide.
Example:
Bottles and blisters, powders and pills,
Catnip, boneset syrup and squills;
Drugs and medicines, high and low,
I throw them as far as I can throw
Will Carleton
George Jones.
AUTHORS.
No. 2.
The hostess should form a ring with herself in the centre, and to make it more comfortable all should have chairs. Number each person, naming yourself last. Number one repeats a quotation, Number two tells the author, Number three gives another quotation, and Number four gives the author, and so on. The person in charge, who is the one in the centre of the ring, keeps the game under proper control and time. No longer than ten seconds should be allowed for each person to respond. Every wrong guess of an author demands a forfeit. Surely, every one can give a quotation.
Example:
No. 1, gives,
Old Mother Hubbard
Went to the cupboard.
No. 2, Mother Goose.
No. 3,
Between the dark and the daylight,
When the night is beginning to lower.
No. 4, Longfellow.
No. 5,
Not a lord in all the country
Is so great a lord as he.
No. 6, Tennyson.
GHOST.
This is a spelling game. A person gives a letter, not necessarily having any particular word in mind, his next neighbor must think of a word beginning with this letter, and then say the second letter, the third person must think of a word using the two letters previously given, and add the third and so on, to the end of the word. A person is not a ghost until he is four times caught.
The penalties are to be challenged rightfully, to challenge wrongfully, or to complete a word. The challenging consists in doubting a letter which a player has given. A player may say, “I challenge you,” when a person has added a letter, if he feels sure there is no word spelled in that order. If rightfully challenged, the speaker has one penalty against him as ghost. If, on the contrary, he gives the word which he had in his mind, as he is bound to do when challenged, the challenger is one-fourth of a ghost.
Every word finished makes one-fourth of a ghost, but it is proper to add a letter and thus form a new syllable. If a syllable of a word is a complete word in itself, the one pronouncing the last letter has incurred the penalty. For example, take the word revelry. R-e-v-e have been given, and unless the fifth player can think of n, and change it to revenue, or some other word, he must say l, and thus the word ends.
Whoever is ghost has to keep absolute silence throughout the game.
CELEBRATED AUTHORS.
One member of the company should leave the room, while those who remain determine what celebrated author he is to represent.
On his return, he must in all respects be treated as that author would be were he the guest of the evening. He must be entertained by conversation and questions which would be of interest. Neither the conversation nor the questions may be misleading, but on the contrary helpful to the discovery of himself. He may be Shakespeare or Kirk Monroe, or if a girl she may be Lucy Larcom or Mary E. Wilkins.
Suppose Shakespeare is the distinguished guest. Of course all polite people would rise to receive him, and the hostess would offer him the most comfortable chair; every one’s manner would indicate that they were in the presence of greatness.
The conversation would naturally be of England and the changes that had come to her within the last three hundred years. That the town in which he was born had changed greatly; that the streets once so full of mud and refuse were now not only clean and tidy but almost uncomfortable with too great cleanliness and neatness. That the town owned a very pretty theatre, ornamented with statues of heroes and heroines. That a fine drinking fountain had lately been put there by a philanthropic visitor from Philadelphia, now dead. That the townspeople had been known to express their delight over the fact that he had been so obliging as to be born there.
He might be asked how he liked Queen Elizabeth, and if it was true she was as fond of him as had been expressed, and if so why didn’t he write something In Memoriam of her?
If the company discovers that the person who is personating Shakespeare is not able, after a few minutes of opportunity, to guess who he is, they should then throw on more light, by either asking him more prominent questions, or in connection with each other indicate more clearly. Ask some such question as, How far was the Mermaid Tavern from the home of John Milton? and, Did you meet Ben Jonson there? or did you call for each other and go and dine together?
There is great difference of opinion as to the correct way to spell your name. In the register which marks your birth, we noticed in reading the surname, that the letter E was left out of the first syllable. Do you put it in the last syllable, or is it out of that also? Did the boys ever call you Bill? Isn’t Warwickshire beautiful? What do you think of the river Avon? In what year did Bacon write Hamlet?
Of course, by this time, the celebrated Author would be guessed and some one else would leave the room, another Author be selected, and the game proceed as before.
THE ARSENAL.
The players must be seated in a circle, with the understanding that whoever smiles must pay a forfeit. No. 1 turns to his neighbor on the left and sings, while nodding his head,
Are you going to the Arsenal, the Arsenal,
And see the animals in Central Park?
The person addressed replies in the same tune, nodding,
Yes, I’m going to the Arsenal, the Arsenal,
And see the animals in Central Park.
Then both sing and nod,
Two of us are going to the Arsenal, the Arsenal,
And see the animals in Central Park,
No. 2 then turns to No 3, nodding and singing the same question, who replies in the same way, only singing,
Three of us are going to the Arsenal, the Arsenal,
And see the animals in Central Park.
And so complete the circle, the chorus being added to by one or more each time.
MAGICAL READING.
Ask your audience to be seated, while you talk for a few minutes on the wonders of occult science. Having mystified them as much as possible, you arouse their curiosity by announcing that you are now prepared to state whatever they may choose to draw or write, provided the sentence is a short one, by pressing the words or picture against your forehead, instead of reading with the eye.
You then distribute lead pencils, and equal sized slips of paper to all who wish to try, and take your seat at a table, on which you put a work-basket, with the request that when they are finished, they will fold the papers over once and then drop them in the basket.
When this is done you draw out any paper you may first touch; unfolding it so that you cannot read, you press it against your forehead, being careful to cover the entire paper with the fingers of each hand, which touch each other. You must explain that this contact is necessary for your revelation. After some minutes spent in thought, you read it and immediately draw another paper, laying each one before you, behind the basket.
The trick is simple, and consists in reading any word or sentence which may first occur to you, for the first paper, but reading the words thereon, or noting the picture when you lay it behind the basket. The picture or words on the first paper are read for the second, the second read for the third, and so on, until the last one has been pressed to the forehead, in removing which it is hidden by being crushed in the hand, or in whichever way may prove the easiest at the time, as the last paper is a necessity to make up for the one you falsely read.
It is not often that this trick is detected, unless it is bunglingly shown, and for that there is no excuse, as it is ridiculous to exhibit magic without long and careful practice.
Always change as much as possible the method of exhibition and never show this feat twice in one evening. Remember that diversion is an important feature in all magical entertainment; therefore you should be a capital story-teller, have a fund of funny stories on which you call at a moment’s need, for the attention of your friends must be constantly turned from your nervousness.
Every one understands that they are being deceived. You must be a clever magician or they will discover how.
LAUGHABLE RHYMES.
This game may amuse any number, if those playing will each pleasantly do their part.
The company should be seated in a circle and the one in charge repeats from memory, reads from a book, or makes up a line of poetry. The individual to whom he addresses it, must add a line of the same rhyme and sense.
When the director has given his line, he runs three times around the outside of the circle, or he may spin a large tin platter. The second line of poetry must be added before he completes his third round of the circle, or before the platter has ceased to spin. Should the line fail to be given in time, the one to give it must pay a forfeit. The director then gives another line to another person, the game thus continuing until all have taken part, or the players desire a change.
The director may change any time with any one of the company. Poetry of merit is not expected.
Examples:
Director, (giving a line),
“Miss Beecher’s class came down the street.”
Answer.
“And every one looked perfectly sweet.”
Director,
“Ring, ring, rosy,”
Answer,
“I’m your Josy.”
Director,
“I wandered by the brook-side.”
Answer,
“I saw you on my morning ride.”
Another way of playing laughable rhymes, is to give each one of the company a piece of paper and a pencil. Each paper has a verse written on it of the same number of lines in length. But these lines are incomplete, as each line is minus one word. This word may be the last one of a line, or it may be any of the others. Five minutes is a fair time to allow for the completion of these rhymes. Then the papers should be collected and read aloud, the reader indicating the supplied words. All failing to complete their verses within the time allowed must pay a forfeit.
Examples:
“It fell of itself
The lazy ball
And you needn’t tell me
I let it fall
Perhaps it was tired
Like me and you
And wanted to rest
A minute or two.”
Supplied word in parentheses above
(you)
“What do think
(don’t)
(tell)
Don’t anybody
(oh)
Oh, no! no!
(told)
Somebody me
(else)
That some one said
(told)
That so and so them
(what)
You won’t tell I said?”
For older people, try and pique their memories; therefore some familiar poem should be selected, or some sonnet of Shakspeare.
“On either side the river lie
Long fields of barley and of rye
That clothe the world and meet the sky;
And thro’ the field the road runs by
To many tower’d Camelot;
And up and down the people go
Gazing where the lilies blow
Round an island there below,
The island of Shalott.”
(for)
“So oft have I invoked thee my Muse
(in)
And found such fair assistance my verse
(got)
As every alien pen hath my use
(their)
And under thee poesy disperse.
(on)
Thine eyes that taught the dumb high to sing,
(aloft)
And heavy ignorance to fly,
(the)
Have added feathers to learned’s wing
(double)
And given grace a majesty.
(which)
Yet be most proud of that I compile,
(born)
Whose influence is thine and of thee:
(mend)
In others’ works thou dost but the style,
(graces)
And arts with thy sweet gracèd be;
(and)
But thou art all my art dost advance
(my)
As high as learning rude ignorance.”
MAKING A DICTIONARY.
This game is more suitable for scholars; those who have made a study of biography and definition. It is readily divided in two parts, and each part may be played separately, but it is more satisfactory to unite them. The first part is to guess who is personated, and the second is to write definitions. If everybody understands or is studying French it would be a change to personate a Frenchman, and, in like manner, if every player understands or is studying German, personate a German, perhaps some author, whose book is authority in school.
The leader of the game commences by stating, “I have compiled a dictionary,” and if he is personating a German, before proceeding further he must give that clue. Example: “Ever since the appearance of the vocabulary to my German Reader in 1870, I have been receiving, from various quarters, suggestions and solicitations of a more general German dictionary, to be constructed upon the same plan.” And if he is personating a Frenchman he must be equally helpful.
After this the leader is silent until asked questions, which he must correctly answer. Should he be representing the notable Noah Webster, the following would readily discover him.
“Were you born in the United States?”
“Yes.”
“Were you born in the South?”
“No.”
“In the East?”
“Yes.”
“Are you living?”
“No.”
“Were you very old when you died?”
“Yes, in my eighty-fifth year.”
“What college did you attend?”
“Yale.”
“What was your father’s business?”
“He was a farmer and justice of the peace.”
“Tell me about your mother.”
“She was a descendant of William Bradford, the second Governor of Plymouth Colony.”
“Were you married?”
“Yes.”
“How many children had you?”
“Six; one son and five daughters.”
By this time any player knowing the biography of Mr. Webster would have guessed him.
The leader now distributes to each person equal sized pieces of paper, on which the same and several words have been written. He also gives them lead pencils. The test is to write the best definitions for these words, which, if honestly done, is without consultation. A minute is allowed for each word, and the papers being signed are then collected, and by the leader read to the audience. With a dictionary for reference there will be no dispute as to who has won.
Test words should be common ones, as they are much more difficult to define. For instance, Defy,—a challenge. Fortieth,—following the thirty-ninth, or preceded by thirty-nine units, things or parts, the quotient of a unit divided by forty. To-morrow,—a day after the present. Wrist,—the joint connecting the hand with the arm. Rather than such as Homing Home,—used specifically of carrier pigeons. Subpœna,—a summons for witnesses. Xanthine,—yellow dyeing matter in certain plants and flowers. Islamism,—the Mohammedan religion.
This game played with the right people, will give a delightful evening.
DESERT ISLAND.
Make believe that you have heard of people living on a desert island, on which there is absolutely nothing for their comfort or enjoyment.
Distribute an equal number of pieces of wood, and ask your guests to cut out utensils for cooking, furniture, etc. Or give papers, and let each in the game draw articles, or take the papers and fold to shape articles. A limit of time must be named, and in the end, whoever has made or drawn or folded the greatest number of recognizable articles has won the game.
THE BUTTERFLY TEST.
Cut white writing paper in uniform size—eight in width by ten in length. Have as many pieces of paper as the number of painters, also several extra ones, as undoubtedly the butterfly makers would want to try again and yet again. One palette would suffice for a large company, for every one likes to watch the development of his neighbor’s work, almost as much as he does his own. But, of course, more palettes may be used if desired. Oil paints of divers colors must be placed on the palette, having a larger amount of the yellow paint than of any of the others, for not only are there more yellow butterflies, but yellow often conspicuously appears in almost every butterfly. As many palette-knives will be required as palettes. Brushes are not needed.
Put one butterfly on one piece of paper only. Fold the paper you use exactly in half, creasing it the longest way, thus giving it the appearance of an ordinary sheet of letter paper. This done, take the palette-knife and on its point and edge gather a little of the paint, putting the knife into the different portions, and so getting the colors which you desire. It is better to allow the paint to extend about half to two-thirds of an inch along the inside edge of the knife. All the paint you would need would not more than cover a five-cent nickel.
When the paint is on the palette-knife, open your sheet of paper, and in the exact centre of the inside crease, put the paint. This is done by putting the edge of the point of the knife directly in the crease, and pressing downward, and also a trifle towards the right.
Be satisfied with whatever leaves the knife the first time. Do not attempt to pick the paint off, or stick more on. Then carefully remove all paint from the palette-knife. For this you will need a small piece of soft cotton cloth. Where many people are at work several cloths should be in readiness.
The palette-knife now being clean, fold the paper over in the crease first made, being careful that you have folded it even, otherwise, the wings of the butterfly would be out of proportion, one being higher than the other. When the paper is folded you will distinctly see the blotch inside, and in this press heavily with the end of the palette-knife, starting at the crease and form an upward long arch, then press again from the centre towards the right, and arch in the same way, only proportionately shorter. The two arches should meet.
When you have pressed over and over again on the same places, and find that it is impossible to further spread your paint, open the sheet of paper, and inside you will see a butterfly delicately tinted and veined, his wings full spread as if to alight on a white clover, or other sweet-scented wild flower. In pressing out the paint you can more fully control the palette-knife, as well as protect the paper, if you put your fingers close to the paint. Sometimes a perfect butterfly is thus made the first time, but with a little practice any one may make butterflies as they will.
Before painting commences, each artist should draw from a receptacle a small paper, which will bear a number. This paper must be held until the prize is given, as an inexpensive prize would better be awarded to the one painting the most natural butterfly.
When the one in charge calls a number, the one having it at once goes forward and paints a butterfly on a paper bearing the same number as the one he drew. No matter how many butterflies this individual may paint, each paper on which the painting is done must bear the number drawn. As each butterfly is painted it is placed on the top of a large table. When all are through painting, the judge who has hitherto not been in the room, examines all of the butterflies, and decides according to number who is entitled to the prize. Example, No. 23.
Should there be two or more equally well done, those who painted them must each try again. The best of these is then awarded the prize.
A SKATING PARTY.
All taking part should be in costume. The costumes may relate to a special anniversary, such as Lincoln’s or Washington’s Birthday, or a St. Valentine revel. They may also be simply fantastic or pretty, or they may recall the old Knickerbocker days.
The fête would have to be under the direction of patronesses. To their decision is left the programme, time, place, etc. Suppose for example, it is Washington’s Birthday night, some one of the number should represent General Washington. Other characters should be prominent Revolutionary heroes, as John Hancock, General Gates, General Lafayette, etc. Then, too, Mary and Martha Washington should be on skates, and Betty Washington, George Washington’s sister, and other notable women of the Declaration of Independence period. But besides these, there should be Clowns and Dumpies.
PROGRAMME.
Cornet solo, followed by bugle call. Enter General Washington on skates, followed by two valets.
Fifteen minutes of general skating in costume.
A sleigh race between the most prominent generals, and their wives.
Fifteen minutes of general skating in costume.
A musical match between the clowns and dumpies.
Fifteen minutes of general skating in costume.
Then all skate, the onlookers and those taking part, General Washington leading.
SPECIAL FÊTES.
LINCOLN’S BIRTHDAY AMUSEMENTS.
Give a sleighing party. Start immediately after a mid-day dinner and get home before the sun sets.
Every one should attach a knot of tri-colored ribbon to his coat or jacket. The horses, sleighs and whips must be decked with flags and streamers.
When on the road sing songs of freedom. “John Brown’s body lies mouldering in the grave.” “In the beauty of the lilies Christ was born across the sea,” etc.
Have a snowball game. Choose sides and decide who can pitch the farthest.
Balance a snowball on the end of a cane, and note which boy can longest keep it from falling.
Try a snowshoe race by picked players.
Make an immense snowball. When it can be made no larger, let three persons stand on the top. The tallest should stand in the centre and wave the flag. One of the party should take a snap shot at that moment, for future amusement.
Arrange a skating party the day before, and test each one’s skill on the ice—who can skate the most rapidly,—who can exhibit the most figures, etc.
Give an up-to-date military tournament on skates. Example, America and Spain.
If there is neither snow, nor ice, have a bicycle match. Trim the bicycle with red, white and blue. Each rider should wear the same colors. The match may be simply a question of speed. In that case be careful to indicate the distance. Competent judges should witness the start and close of the race.
All difficult questions must be decided by an umpire.
ST. VALENTINE GAMES.
A Valentine Hunt.
This should be given early in the evening, as it removes shyness and establishes good fellowship.
Hide as many small valentines as there are children, and give five minutes to hunt for them. Those finding more than one should put the extra ones on a table, and the children not finding any are then blindfolded and allowed to draw one each.
Rose Guess.
Present a large rose and let each child guess how many petals it contains. When all have guessed, pick the petals off, counting them as they fall. The nearest guesser receives a prize. An appropriate prize would be a bonbon box filled with candied rose leaves.
Rose Bowl Game.
Put on a small table, a mat of pink crinkled tissue paper, and in the centre stand a cut-glass rose-bowl. The bowl should be covered with huge pink rose petals, made of paper, inverted as though the rose were held in the bowl, the petals all meeting in the green calyx, which covers the opening of the bowl. Through the calyx, narrow green ribbons representing rose stems should appear. Each child, at a signal, should come to the table and draw one of the “stems.” On the end of each will be found a pink candy heart, and to one of these hearts will be fastened a tiny love-knot ring.
The Walnut’s Fortune.
Open a quantity of walnuts in half. Into each walnut slip a narrow piece of paper which will predict the future. Slip a small elastic over each nut, which will prevent them from reopening. The boys’ walnuts should be put in one basket, and the girls’ in another. The girls’ basket should be offered first. As each girl holds her hand over the basket she should repeat:
“Steady, good fairy, I am wary,
Pray let my hand make no mistake;
I would only the right nut take.”
Then she puts her hand down, lifts up a nut, removes the elastic, and taking out the paper, reads her future aloud. Example, “You will travel around the world. At the age of twenty-three you will sing before two thousand people.” And thus the future is predicted in similar style for other players.
Naming the Roses.
All the young people should personate favorite roses. Therefore, there should be many varieties. The parlors should have arches or wide doorways, through which a procession may readily move.
The musicians are advised to play something between a march and a reel, and immediately each boy signals out the girl that matches his rose. If more than one match, he asks the girl he prefers. Then, all keeping time to the music, they walk through the first arch or doorway, and so on to the second, thus in rotation going through all. The couples should keep about two feet back of each other.
When all have passed through the last arch, they join hands, thus forming a circle, and commencing with the first couple, enter the ring two by two. Two only being in at a time, when they come out, the two that followed them in the march enter, and so on. When in the circle the boy should ask the girl, “Which rose are you?” She answers, “Tell me, and I’ll tell you.” Very often his answer will be, “I don’t know,” though once in a while he will make a perfect guess. When his answer is right, he asks the girl the language of her rose; but if he has made a mistake, he is obliged to leave the girl in the ring, and stand under one of the arches. If the girl cannot answer his question, she must stand under an arch. If the boy leaves the ring before inquiring the rose’s language, those forming the ring put the same question, and if the girl does not properly reply, she has to pay the same penalty as when not replying to the boy.
When both questions are answered correctly, the boy and girl again join the hands of the others forming the circle. When each couple has been in and left the ring the game is concluded.
Among the rosebuds and their meaning are: White rose-bud, girlhood; red rose-bud, loveliness; white and red together, unity.
Memory.
Put a small table behind a screen. On this table place thirty different articles, including pulverized spices, small bottles of liquid, books, etc. Each player is allowed ten seconds in which to familiarize himself or herself with the things on the table. Then each person writes a list of the things, titles of books, etc., from memory. The boy and girl whose lists are nearest perfection receive valentines as prizes.
Love Box.
Present a pink silk bag to each of the young ladies, and ask them to take out what they first touch. Each will then draw a small pink box, inside of which will be her fortune written on ordinary sized note paper.
When the young ladies have finished drawing, pass a red silk bag, filled with red boxes of a similar size, to the young men. Each paper in the pink boxes should be numbered one, two, etc. and the same with the red. The following are the examples of the fortunes.
Whereso’er I am, below or else above you,
Whereso’er you are, my heart shall truly love you.
My name is John.
You will married be
At the age of thirty-eight,