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| author | Roger Frank <rfrank@pglaf.org> | 2025-10-15 04:41:11 -0700 |
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| committer | Roger Frank <rfrank@pglaf.org> | 2025-10-15 04:41:11 -0700 |
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diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..6833f05 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,3 @@ +* text=auto +*.txt text +*.md text diff --git a/13022-0.txt b/13022-0.txt new file mode 100644 index 0000000..eec200c --- /dev/null +++ b/13022-0.txt @@ -0,0 +1,4774 @@ +*** START OF THE PROJECT GUTENBERG EBOOK 13022 *** + +Note: Project Gutenberg also has an HTML version of this + file which includes the original illustrations. + See 13022-h.htm or 13022-h.zip: + (https://www.gutenberg.org/1/3/0/2/13022/13022-h/13022-h.htm) + or + (https://www.gutenberg.org/1/3/0/2/13022/13022-h.zip) + + + + + +MY BOOK OF INDOOR GAMES + +by + +CLARENCE SQUAREMAN + +1916 + +With Full Page Illustrations from Photographs Loaned +by The Chicago Park Commission + + + + + + + +[Illustration: Cover.] + + + + +[Plate 1] + + + +The publishers gratefully acknowledge their thanks to the Chicago +Park Commission for the loan of the photographs of which the half tone +illustrations used in this book are copies. + + + + +INDEX OF INDOOR GAMES + + Acting Proverbs 37 + Acting Rhymes 54 + Adventurers 41 + All Fours 64 + Alphabet Game 84 + Animal, Vegetable or Mineral 45 + Ants and the Grasshopper 91 + Balancing Spoon 114 + Band Box (Charade) 29 + Beggar My Neighbor 69 + Bingo 96 + Birds, Beasts and Fishes 61 + Bird Catcher 26, 105 + Birds Fly 100 + Blackboard Relay 102 + Blind Man's Buff 18 + Blind Man's Wand 47 + Bob Major 24 + Bridge of Knives 112 + Buff Says Buff 18 + Buzz 16 + Card Games 13 + Cat and Mouse 17 + Cat and Rat 104 + Cat's Cradle 81 + Charades 28 + Checkers 56 + Changing Seats 102 + Chinese Shadows 118 + Coach and Four 93 + Cock Fighting 83 + Consequences 43 + Circle Ball 106 + Crambo 44 + Coin Trick 115 + Cross Questions and Crooked Answers 11 + Crows' Race 104 + Cushion Dance 77 + Dancing Egg 111 + Dancing Pea 114 + Dead Ball 106 + Diamond Ring 78 + Dodge 107 + Dominoes 58 + Draw a Pail of Water 87 + Drop the Handkerchief 15 + Duck Under the Water 88 + Dumb Crambo 24 + Dwarf 21 + Earth, Air, Fire and Water 44 + Eraser Game 106 + Eraser Relay 108 + Family Coach 14 + Farmyard 77 + Feather 50 + Find an Object While Blindfolded 117 + Fives and Threes 60 + Flag Race 103 + Flowers 80 + Flying 47 + Forbidden Letter 78 + Force of a Water Drop 115 + Fox and Chickens 107 + Fox and Geese 83 + Fox Chase 103 + French Roll 27 + Frog in the Middle 100 + Gallery of Statutes 51 + Game of Cat 34 + Game of Conversation 50 + Garden Gate 27 + Giant 83 + Grand Mufti 79 + Green Gravel 59 + Hand Shadows 118 + Hands Up 48 + Hide the Thimble 103 + Honey Pots 85 + Hot Boiled Beans and Bacon 52 + How to Light a Candle Without Touching It 112 + How, When and Where 21 + Huckle, Buckle, Beanstalk 102 + Huntsman 51 + Hunt the Ring 49 + Hunt the Slipper 48 + I Apprenticed My Son 17 + I Love My Love With an A 43 + I Point 78 + I Say Stoop 100 + I Sell My Bat, I Sell My Ball 81 + I Suspect You 68 + It 53 + Jolly Miller 55 + Judge and Jury 48 + Jumping the Rope 105 + Last Man 102 + Little Lady 99 + Living Pictures 34 + Living Shadows 119 + Lodgings to Let 49 + Lost and Found 45 + Lubin Loo 97 + Magic Music 16 + Magic Thread 111 + Magic Whistle 92 + Magic Writing 79 + Malaga Raisins 93 + Man and Object 54 + Man With His Head the Wrong Way 117 + Mother, Mother, the Pot Boils Over 89 + My Master Bids You Do as I Do 52 + Mysterious Ball 117 + Noughts and Crosses 61 + Oats and Beans and Barley 95 + Obstinate Cork 112 + Old Maid 66 + Old Soldier 22 + Oranges and Lemons 12 + Our Old Grannie Doesn't Like Tea 42 + Paper and Pencil Games 61 + Personations 83 + Pigeon House Game 95 + Poison 103 + Pope Joan 67 + Postman 20 + Postman's Knock 42 + Preliminary Ball 107 + Proverbs 38 + Puss in the Corner 20 + Questions and Answers 88 + Racing and Counting Scores 101 + Red Cap and Blue Cap 53 + Revolving Pins 116 + Riddles 69 + Riding the Bicycle 104 + Rule of Contrary 26 + Running Maze 92 + Ruth and Jacob 56 + Sally Water 94 + Schoolmaster 25 + School Room Basket Ball 101 + School Room Tag 108 + Sea King 17 + Seat Tag 106 + Sentinel Drop 115 + Serpentine Maze 110 + Shadows 118 + Shouting Proverbs 38 + Simon Says 26 + Six and Five Make Nine 113 + Slap Jack 104 + Slow Poke 110 + Snap 65 + Snip, Snap, Snorum 66 + Speculation 63 + Spelling Game 86 + Stool of Repentance 49 + Squirrel and Nut 101 + Suggestive Breathing Work 103 + Swimming Needles 111 + Tag Me or Heads Up 105 + Tag the Wall Relay 110 + Teacher 105 + Teacher and Class 109 + Think of a Number 119 + Third Man 107 + Thought Reading 70 + Tit, Tat, Toe 61 + To Balance a Coffee Cup 112 + To Guess Two Ends of a Line of Dominoes 120 + To Tell the Age of Any Person 120 + Trades 61 + Travelers' Alphabet 14 + Tricks and Puzzles 110 + Twirl the Trencher 11 + Vanishing Dime 113 + What's My Thought Like? 81 + Wonderment 89 + + + +INTRODUCTION + + + +"Let the child imbibe in the full spirit of play. There is nothing +like it to keep him on the path of health, right thinking and mind +development." + +That is the guiding purpose of the author. The reader will find in +this book a collection of old and present day games. The student of +Play has long realized that there are no new games, that all our games +of today are built on the old timers. + +The purpose of My Book of Indoor Games is to furnish amusement, +entertainment and to be the means of sociability. So very often the +question comes up--"What shall we do?" In many cases this book serves +only as a reminder, the games and parlor tricks are well known but +cannot be recalled at the critical moment. A combination, such as +this, of the best of the old-fashioned games and a carefully compiled +list of the games of today will furnish much help to the young in +their search of entertainment and amusement. + +But the book will be equally useful to grownups. The author has seen +staid, respectable people play "Lubin Loo" with as much zest and +spirit as the youngest group of children. All of us have played +"Going to Jerusalem." The spirit must be there; there is nothing so +contagious as the spirit of play. + + + +[Illustration: Hide--then go seek] + + + +[Illustration] + + + + + +TWIRL THE TRENCHER + +This is a game which almost any number of children can play. + +The players seat themselves in a circle, and each takes the name of +some town, or flower, or whatever has been previously agreed upon. One +of the party stands in the middle of the circle, with a small wooden +trencher, or waiter, places it upon its edge, and spins it, calling +out as he does so the name which one of the players has taken. The +person named must jump up and seize the trencher before it ceases +spinning, but if he is not very quick the trencher will fall to the +ground, and he must then pay a forfeit. It is then his turn to twirl +the trencher. + +A very similar game to this is "My Lady's Toilet." The only difference +is that each player must take the name of some article of a lady's +dress, such as shawl, earring, brooch, bonnet, etc. + + * * * * * + +CROSS QUESTIONS AND CROOKED ANSWERS + +To play this game it is best to sit in a circle, and until the end of +the game no one must speak above a whisper. + +The first player whispers a question to his neighbor, such as: "Do you +like roses?" This question now belongs to the second player, and he +must remember it. + +The second player answers: "Yes, they smell so sweetly," and this +answer belongs to the first player. The second player now asks his +neighbor a question, taking care to remember the answer, as it will +belong to him. Perhaps he has asked his neighbor, "Are you fond of +potatoes?" and the answer may have been, "Yes, when they are fried!" + +So that the second player has now a question and an answer belonging +to him, which he must remember. + +The game goes on until every one has been asked a question and given +an answer, and each player must be sure and bear in mind that it is +the question he is asked, and the answer his neighbor gives, which +belong to him. + +At the end of the game each player gives his question and answer +aloud, in the following manner: + +"I was asked: 'Do you like roses?' and the answer was: 'Yes, when +they are fried!'" The next player says: "I was asked: 'Are you fond +of potatoes?' and the answer was: 'Yes, they are very pretty, but they +don't wear well.'" + + * * * * * + +ORANGES AND LEMONS + +Two of the players join hands, facing each other, having agreed +privately which is to be "Oranges" and which "Lemons." The rest of +the party form a long line, standing one behind the other, and holding +each other's dresses or coats. The first two raise their hands so as +to form an arch, and the rest run through it, singing as they run: + + "Oranges and Lemons, + Say the bells of St. Clement's; + You owe me five farthings, + Say the bells of St. Martin's; + When will you pay me? + Say the bells of Old Bailey. + I do not know, + Says the big bell of Bow. + Here comes a chopper to light you to bed! + Here comes a chopper to chop off your head!" + +At the word "head" the hand archway descends, and clasps the player +passing through at that moment; he is then asked in a whisper, +"Oranges or Lemons?" and if he chooses "oranges," he is told to go +behind the player who has agreed to be "oranges" and clasp him round +the waist. + +[Illustration] + +The players must be careful to speak in a whisper, so that the others +may not know what has been said. + +The game then goes on again, in the same way, until all the children +have been caught and have chosen which they will be, "oranges" or +"lemons." When this happens, the two sides prepare for a tug-of-war. +Each child clasps the one in front of him tightly and the two leaders +pull with all their might, until one side has drawn the other across a +line which has been drawn between them. + + * * * * * + +MUSICAL CHAIRS OR GOING TO JERUSALEM + +This game must be played in a room where there is a piano. + +Arrange some chairs, back to back, in the center of the room, allowing +one chair less than the number of players. Some one begins to play a +tune, and at once the players start to walk or run round the chairs, +to the sound of the music. + +When the music stops, each player must try to find a seat, and as +there is one chair short, some one will fail to do so, and is called +"put." He must carry a chair away with him, and the game goes on again +until there is only one person left in, with no chair to sit upon. +This person has won the game. + + * * * * * + +THE TRAVELER'S ALPHABET + +The players sit in a row and the first begins by saying, "I am going +on a journey to Athens," or any place beginning with A. The one +sitting next asks, "What will you do there?" The verbs, adjectives, +and nouns used in the reply must all begin with A; as "Amuse Ailing +Authors with Anecdotes." If the player answers correctly, it is the +next player's turn; he says perhaps: "I am going to Bradford." "What +to do there?" "To Bring Back Bread and Butter." A third says: "I am +going to Constantinople." "What to do there?" "To Carry Contented +Cats." Any one who makes a mistake must pay a forfeit. + + * * * * * + +THE FAMILY COACH + +This is a very good old game, and is most amusing if you can find some +one who is a good story-teller. + +The players sit in a circle and every one, except the story-teller, +takes the name of some part of a coach or its equipments; for +instance, door, step, wheels, reins, box-seat, and so on. + +When all are ready, the story-teller begins a tale about an old coach +and what happened to it, how it went on a journey, came to grief, was +mended, and started off again. The story should be told fluently, but +not too quickly. Every time any part of the coach is mentioned, the +player who has taken that name must rise from his seat and then sit +down again. + +Whenever "the coach" is mentioned, all the players, with the exception +of the story-teller, must rise. Any one who fails to keep these rules +must pay a forfeit. + + * * * * * + +DROP THE HANDKERCHIEF + +A ring is formed by the players joining hands, whilst one child, who +is to "drop the handkerchief," is left outside. He walks round the +ring, touching each one with the handkerchief, saying the following +words: + +[Illustration] + + "I wrote a letter to my love, + But on my way, I dropped it; + A little child picked it up + And put it in his pocket. + It wasn't you, it wasn't you, + It wasn't you--but it was you." + +When he says "It was you," he must drop the handkerchief behind one +of the players, who picks it up and chases him round the ring, +outside and under the joined hands, until he can touch him with the +handkerchief. As soon as this happens, the first player joins +the ring, whilst it is now the turn of the second to "drop the +handkerchief." + + * * * * * + +MAGIC MUSIC + +One of the players is sent out of the room, and the rest then agree +upon some simple task for her to perform, such as moving a chair, +touching an ornament, or finding some hidden object. She is then +called in and some one begins to play the piano. If the performer +plays very loudly, the "seeker" knows that she is nowhere near the +object she is to search for. When the music is soft, then she knows +she is very near, and when the music ceases altogether, she knows that +she has found the object she was intended to look for. + + * * * * * + +BUZZ + +[Plate 2] + +This is a very old game, but is always a very great favorite. The more +the players, the greater the fun. The way to play it is as follows: +The players sit in a circle and begin to count in turn, but when the +number 7 or any number in which the figure 7 or any multiple of 7 is +reached, they say "Buzz," instead of whatever the number may be. As, +for instance, supposing the players have counted up to 12, the next +player will say "13," the next "Buzz" because 14 is a multiple of 7 +(twice 7)--the next player would then say "15" the next "16," and the +next would, of course, say "Buzz" because the figure 7 occurs in the +number 17. If one of the players forgets to say "Buzz" at the proper +time, he is out. The game then starts over again with the remaining +players, and so it continues until there is but one person remaining. +If great care is taken the numbers can be counted up to 70, which, +according to the rules before mentioned, would, of course, be called +Buzz. The numbers would then be carried on as Buzz 1, Buzz 2, etc., up +to 79, but it is very seldom that this stage is reached. + + * * * * * + +"I APPRENTICED MY SON." + +The best way of describing this game is to give an illustration of how +it is played. The first player thinks of "Artichoke," and commences: +"I apprenticed my son to a greengrocer, and the first thing he sold +was an A." + +Second player: "Apple?" "No." + +Third player: "Almonds?" "No." + +Fourth player: "Asparagus?" "No." + +Fifth player: "Artichoke?" "Yes." + +The last player, having guessed correctly, may now apprentice his son. +No player is allowed more than one guess. + + * * * * * + +CAT AND MOUSE + +The children sit in two rows opposite each other with a space between. +One child takes the place of "cat," being blindfolded, and one takes +the place of "mouse," and is also blindfolded, the cat standing at +one end of the row and the mouse at the opposite end. They start in +opposite directions, guiding themselves by the chairs, the cat trying +to catch the mouse. When the mouse is caught it is made the cat, and +one of the company takes the place of the mouse. + + * * * * * + +THE SEA KING + +This game can be played by any number of children. They proceed by +first choosing one of the party to act as the Sea King, whose duty +it is to stand in the center of a ring, formed by the players seating +themselves round him. The circle should be as large as possible. Each +of the players having chosen the name of a fish, the King runs round +the ring, calling them by the names which they have selected. + +Each one, on hearing his name called, rises at once, and follows the +King, who, when all his subjects have left their seats, calls out, +"The sea is troubled," and seats himself suddenly. His example is +immediately followed by his subjects. The one who fails to obtain a +seat has then to take the place of King, and the game is continued. + + * * * * * + +BUFF SAYS "BAFF" + +This is a game in which no one is allowed to smile or laugh. All the +players, except one, sit in a row or half circle; one goes out of the +room and returns with a stick or poker in his hand, and a very grave +and solemn face. He is supposed to have just returned from a visit +to Buff. The first player asks him: "Where do you come from?" "From +Buff." The next asks: "Did he say anything to you?" To which the reply +is: + + "Buff said 'Baff,' + And gave me this staff, + Telling me neither to smile nor to laugh. + Buff says 'Baff,' to all his men, + And I say 'Baff' to you again. + And he neither laughs nor smiles, + In spite of all your cunning wiles, + But carries his face with a very good grace, + And passes his staff to the very next place." + +If he can repeat all this without laughing, he delivers up his staff +to some one else, and takes his seat; but if he laughs, or even +smiles, he pays a forfeit before giving it up. + + * * * * * + +BLIND MAN'S BUFF + +In the olden times this game was known by the name of "Hood-man +Blind," as in those days the child that was chosen to be "blind man" +had a hood placed over his head, which was fastened at the back of the +neck. + +In the present day the game is called "Blind Man's Buff," and very +popular it is among young folk. + +[Illustration] + +Before beginning to play, the middle of the room should be cleared, +the chairs placed against the wall, and all toys and footstools put +out of the way. The child having been selected who is to be "Blind +Man" or "Buff," is blindfolded. He is then asked the question, "How +many horses has your father got?" The answer is "Three," and to the +question: "What color are they?" he replies: "Black, white, and gray." +All the players then cry: "Turn round three times and catch whom you +may." Buff accordingly spins round and then the fun commences. He +tries to catch the players, while they in their turn do their utmost +to escape "Buff," all the time making little sounds to attract him. +This goes on until one of the players is caught, when Buff, without +having the bandage removed from his eyes, has to guess the name of the +person he has secured. If the guess is a correct one, the player who +has been caught takes the part of "Buff," and the former "Buff" joins +the ranks of the players. + + * * * * * + +PUSS IN THE CORNER + +This game is really for five players only, but, by a little +arrangement, six or seven children can take part in the fun. + +Four players take their places in the different corners of the room, +while the fifth stands in the middle. If a greater number of children +wish to play, other parts of the room must be named "corners," so that +there is a corner for every one. + +The fun consists in the players trying to change places without being +caught; but they are bound to call "Puss, puss," first, and to +beckon to the one they wish to change with. Directly they leave their +corners, the player in the center tries to get into one of them. + +When the center player succeeds in getting into a corner, the one who +has been displaced has to take his place in the middle of the room. + + * * * * * + +THE POSTMAN + +For this game all the players, except two, seat themselves in a +circle. One of the two left out is blindfolded and is called the +"Postman," the other is called the "Postmaster-General." Each of the +players seated in the circle chooses the name of a town, which the +"Post-master-General" writes down on a slip of paper, so that he may +not forget it. He then calls out the names of two towns, thus: "The +post from Aberdeen to Calcutta." At once, the players who have taken +those names must change places, and while doing so the "Postman" must +try to catch one of them. If he succeeds in doing so he takes his +place in the circle, having chosen a town for his name, and the one +caught becomes "Postman" in place of him. Sometimes "General post" +is called, when all have to change places, and the "Postman" is then +almost sure to gain a seat. + + * * * * * + +THE DWARF + +[Illustration] + +This is a most amusing game if well carried out. The two performers +must be hidden behind two curtains in front of which a table has been +placed. + +One of the performers slips his hands into a child's socks and little +shoes. He must then disguise his face, by putting on a false mustache, +painting his eyebrows, sticking pieces of black court plaster over one +or two of his teeth, which will make it appear as though he has lost +several teeth. This, with a turban on his head, will prove a very fair +disguise. The second performer must now stand behind the first and +pass his arms round him, so that the second performer's hands may +appear like the hands of the dwarf, while the first performer's hands +make his feet. The figure must, of course, be carefully dressed, and +the body of the second performer hidden behind the curtains. + +The front player now puts his slippered hands upon the table and +begins to keep time, while the other performer follows suit with his +hands. + +The dwarf can be used either to tell fortunes, make jokes, or ask +riddles, and if the performers act their parts well, the guests will +laugh very heartily. + + * * * * * + +HOW, WHEN, AND WHERE + +One of the company goes out of the room, while the others choose a +word to be guessed, one with two or three different meanings being the +best. + +[Illustration] + +We will suppose that the word "Spring" has been thought of. When the +person who is outside the room is recalled, he (or she) asks each one +in succession: "How do you like it?" The answers may be "Dry" (meaning +the season), "Cold and clear" (a spring of water), "Strong" (a +watch-spring), and "High" (a jump). The next question is: "When do you +like it?" The answers may be: "When I am in the country," "When I am +thirsty," "When my watch is broken." + +The next question is: "Where do you like it?" and the answers may be: +"Anywhere and everywhere," "In hot weather," "In the clock." The game +is to try and guess the word after any of the answers, and if right, +the player last questioned takes the place of the one who is guessing; +if wrong, the questioner must try again. + + * * * * * + +OLD SOLDIER + +Old Soldier is a game for young children, and though it seems very +simple, yet there is a good deal of fun in it. One of the children +pretends to be an old soldier, and goes round begging of each of the +other players in turn, saying that he is "poor, and old, and hungry," +and asking what they will do for him or give him. In answering the Old +Soldier, no one must say the words: "Yes," "No," "Black," or "White," +and he must be answered at once without hesitation. Any one who does +not reply at once, or who uses any of the forbidden words, must pay a +forfeit. + +[Illustration] + + * * * * * + +BOB MAJOR + +Two of the players sit down, and a cloth, large enough to prevent +their seeing anything, is put over their heads. Then two other persons +tap them on the head with long rolls of paper, which they have in +their hands, and ask, in feigned voices, "Who bobs you?" If either of +those who have been tapped answers correctly, he changes places with +the one who has tapped him. + + * * * * * + +DUMB CRAMBO + +Divide the company into two equal parts, one-half leaving the room; +the remaining players should then select a word, which will have to be +guessed by those outside the door. When the word has been chosen--say, +for instance, the word "will"--the party outside the room are told +that the word they are to guess rhymes with "till." A consultation +then takes place, and they may think that the word is "ill." The +company then enter and begin to act the word "ill," but without +speaking a word. The audience, when they recognize the word that is +being performed, will immediately hiss, and the actors then retire and +think of another word. + +Thus the game goes on until the right word is hit upon, when the +company who have remained in the room, clap their hands. The audience +then change places with the actors. + + * * * * * + +TRADES + +Each player must choose a trade and pretend to be working at it. For +instance, if he is a tailor, he must pretend to sew or iron; if +a blacksmith, to hammer, and so on. One is the king, and he, too, +chooses a trade. Every one works away as hard as he can until the king +suddenly gives up his trade, and takes up that of some one else. Then +all must stop, except the one whose business the king has taken, +and he must start with the king's work. The two go on until the king +chooses to go back to his own trade, when all begin working again. Any +one who fails either to cease working or to begin again at the right +time, must pay a forfeit. + +A somewhat more elaborate and livelier game of Trades is played by +each boy in the party choosing a trade which he is supposed to be +carrying on. The leader must invent a story, and, standing in the +middle, must tell it to the company. He must manage to bring in a +number of names of trades or businesses; and whenever a trade is +mentioned, the person who represents it must instantly name some +article sold in the shop. + + * * * * * + +[Illustration] + +THE SCHOOLMASTER + +This is always a favorite game. One of the players is chosen +schoolmaster, and the others, ranged in order in front of him, form +the class. The master may then examine the class in any branch of +learning. Suppose him to choose Geography, he must begin with the +pupil at the head of the class, and ask for the name of a country or +town beginning with A. If the pupil does not reply correctly before +the master has counted ten, he asks the next pupil, who, if he answers +rightly--say, for instance, "America," or "Amsterdam," in time, +goes to the top of the class. The schoolmaster may go on in this way +through the alphabet either regularly or at random, as he likes. Any +subject--names of kings, queens, poets, soldiers, etc.--may be chosen. +The questions and answers must follow as quickly as possible. Whoever +fails to answer in time, pays a forfeit. + + * * * * * + +RULE OF CONTRARY + +This is a simple game for little children. It is played either with +a pocket-handkerchief, or, if more than four want to play, with a +table-cloth or small sheet. Each person takes hold of the cloth; the +leader of the game holds it with the left hand, while with the right +he makes pretense of writing on the cloth while he says: "Here we go +round by the rule of contrary. When I say 'Hold fast,' let go; and +when I say 'Let go,' hold fast." The leader then calls out one or +other of the commands, and the rest must do the opposite, of what he +says. Any one who fails must pay a forfeit. + + * * * * * + +SIMON SAYS + +Seat yourselves in a circle and choose one of the company to be the +leader, or Simon. His duty is to order all sorts of different things +to be done, the funnier the better, which must be obeyed only when the +order begins with "Simon says." As, for instance, "Simon says: 'Thumbs +up!'" which, of course, all obey; then perhaps comes: "Thumbs down!" +which should not be obeyed, because the order did not commence with +"Simon says." + +Each time this rule is forgotten a forfeit must be paid. "Hands over +eyes," "Stamp the right foot," "Pull the left ear," etc., are the kind +of orders to be given. + + * * * * * + +THE BIRD-CATCHER + +To play this game you must first decide which one of you is to be the +Bird-catcher; the other players then each choose the name of a bird, +but no one must choose the owl, as it is forbidden. All the players +then sit in a circle with their hands on their knees, except the +Bird-catcher, who stands in the center, and tells a tale about birds, +taking care to specially mention the ones he knows to have been chosen +by the company. As each bird's name is called, the owner must imitate +its note as well as he can, but when the owl is named, all hands must +be put behind the chairs, and remain there until the next bird's name +is mentioned. When the Bird-catcher cries "All the birds," the players +must together give their various imitations of birds. Should any +player fail to give the cry when his bird is named, or forget to put +his hands behind his chair, he has to change places with Bird-catcher. + + * * * * * + +FRENCH ROLL + +A good many children may play at this game. One player is called the +buyer, the rest form a line in front of him and take hold of each +other. The first in this line is called the baker, the last the French +roll. Those between are supposed to be the oven. When they are all in +place the buyer says to the baker, "Give me my French roll." The baker +replies, "It is at the back of the oven." The buyer goes to fetch it, +when the French roll begins running from the back of the oven, and +comes up to the baker, calling all the while, "Who runs? Who runs?" +The buyer may run after him, but if the French roll gets first to the +top of the line, he becomes baker, and the last in the line is French +roll. If, however, the buyer catches the French roll, the French roll +becomes buyer, and the buyer takes the place of the baker. + + * * * * * + +THE GARDEN GATE + +The Garden Gate is a very pretty game. A ring is formed of all the +players except one, who stands in the middle. The others dance round +her three times, and when they stop she begins to sing: + + "Open wide the garden gate, the garden gate, the garden gate, + Open wide the garden gate and let me through." + +The circle then dances round her again, singing: + + "Get the key of the garden gate, the garden gate, the garden gate, + Get the key of the garden gate and open and let yourself through." + +The girl inside the circle, pretending to sob, replies: + + "I've lost the key of the garden gate, the garden gate, the garden gate, + I've lost the key of the garden gate, and cannot let myself through." + +But the dancers dance round and round her, singing: + + "Then you may stop all night within the gate, within the gate, + within the gate, + You may stop all night within the gate, unless you have strength + to break through." + +The captive then rushes to the weakest part of the ring, and tries to +break through by throwing her whole weight upon the clasped hands of +the children, and generally contrives to break through, the one whose +hand gives way being made captive in her stead. + + * * * * * + + + + +CHARADES + +A back drawing-room with folding doors makes a very nice theater for +acting charades. Almost anything may be used for dressing up--shawls, +anti-macassars, table-cloths, handkerchiefs, cast-off dresses, or a +dressing-gown. The latter is a very useful garment in representing an +old gentleman, while tow or white fire shavings make excellent wigs. + +The great thing in a charade is to try and puzzle your audience as +much as you can. You must choose a word of two or more syllables, such +as "Bagpipe." First you must act the word "Bag," and be sure that the +word is mentioned, though you must be careful to bring it in in such a +way that the audience shall not guess it is the word you are acting. + +Next comes the word "Pipe," and this must be brought in in the same +manner. When you have acted the two syllables, you must act the whole: +"Bagpipe." + +Before beginning the charade, you should arrange who is to bring in +the charade word or syllable. You must also settle what you are going +to say, or at least, what the act is to be about. Let every scene be +well thought out and be as short as possible. You must be as quick as +ever you can between the acts, for all the fun will be spoiled if +you keep your audience waiting. If you have no curtain or screen, the +actors must simply walk off the stage at the end of the scenes. + +To act charades well, one requires a little practice and plenty of +good temper, for, of course, only one or two can take principal parts, +and therefore some of the children must be content to take the smaller +ones. It is a good plan to take it in turns to play the best parts, +and if the elder children are kind and thoughtful, they will try +to make some easy little parts, so that their younger brothers and +sisters may also join in the fun. Here we give you a very simple +charade, the words of which you may learn, and then act, after which +you will very likely be able to make up charades for yourselves. + + * * * * * + +THE "BAND-BOX" CHARADE + +SCENE 1: A STREET + +This can be made by placing a row of chairs with open backs near the +wall facing the audience; a child is stationed behind each chair, and, +looking through the open back, pretends to be looking out of a window. + +BAND + +First Child behind chair.--Oh! dear, how dull our street always is. I +declare nothing nice ever comes this way. + +Second Child.--No, I quite agree with you. Why, I haven't seen a +"Punch and Judy" for months. I wish my mother would go and live in +another street. + +Third Child.--Never mind, let us go out and have a game. + +(Enter five or six children--or a lesser number, if more +convenient--carrying toy musical instruments.) + +First Child.--Hurrah! Here comes a German band. Come along, children; +let's go and listen to it. + +(The band groups itself at the end of the street, and the children +stand round. After tuning up, the band begins to play.) + +Second Child.--Now, Mary Jane, we can dance. I'll dance with you. + +Third Child.--No, I want to dance with Mary Jane. + +First Child.--I don't want to dance at all. + +Second Child.--You must. + +Third Child.--Yes, you must. + +(Band ceases playing and one of the bandsmen comes round for money.) + +First Child.--I haven't any money. + +Second Child.--But we haven't begun to dance yet. + +Bandsman.--You shouldn't have been so long arguing then. Surely you'll +give the band a nickel, after all the pretty music it has played? + +First Child.--I won't. + +Second Child.--I won't. + +Third Child.--And I won't. + +Bandsman.--Well, you are mean. Come along. (Beckoning to the rest of +the band.) We'll go, and it will be a long time before we come down +this street again. + +(Curtain falls.) + + +BOX + +SCENE 2: A ROOM + +Tommy (hopping about the room, waving a letter in his hand.)--Hurrah! +hurrah! Uncle Dick is coming. Hurrah! hurrah! + +(Enter Tommy's brother and sister and papa and mamma.) + +Papa.--What's the matter, Tommy? + +Tommy.--Uncle Dick has written to say he is coming to spend Christmas +with us, and he is bringing me a Christmas box. + +Mamma.--How kind of him! But be sure you are careful not to offend +him, Tommy. He is rather a touchy old gentleman. + +Sister.--I wonder what it will be, Tommy. + +Brother.--I hope it will be a set of cricket things, and then we can +play cricket in the summer. + +Tommy.--Oh! yes, I hope it will be, but whatever it is, it is sure to +be something nice. + +(Begins hopping about again. Enter Uncle Dick, a very old gentleman +with a gouty foot. Tommy does not see him and goes banging into him, +treading on his gouty foot.) + +Uncle Dick.--Oh! oh! oh! oh, my toe! + +Tommy.--Oh! Never mind your toe! Where's my Christmas box? + +Uncle Dick.--Your Christmas box, you young scamp! Think of my toe. + +Tommy.--Please, uncle, I'm very sorry, but I do so want to know what +you have brought me for a Christmas box. + +Uncle Dick (roaring).--Here's your Christmas box, and may it teach you +to be more careful in future. (Boxes Tommy's ears.) + +(Curtain falls.) + + +Here is a list of words which will divide easily into charade words: + + Brides-maids. Sea-side. Car-pen-try. + Cur-tail. Nose-gay. In-do-lent. + Hand-i(I)-craft. Turn-key. Hand-some. + Key-hole. Rail-way. Sweet-heart. + Port-man-teau(toe). Mad-cap. A-bun-dance. + In-no-cent. Fox-glove. Pat-riot. + +To make your charades a real success, you will, of course, require a +curtain. A very effective one can be made with a little trouble and at +a small cost; indeed, the materials may be already in the house. + +First you must fix a couple of supports on each side of the room, +taking care that they are screwed firmly into the wall, and also +taking care not to damage the paper. + +If you are a neat workman, you will find on taking out the screws that +the two small screw-holes on each side will scarcely be noticed, as of +course the supports must be fixed near the ceiling. + +You must then put up your curtain-pole, which should be as thin as +possible, so that the rings may run easily. A cheap bamboo pole is the +best. + +Two wide, deep curtains are required; very likely the nursery curtains +may be suitable. + +On to these curtains you sew a number of small brass rings, which you +can buy for about 20 cents a dozen, or even less. The rings should be +sewn on the curtains, as you see in the illustration, right across +the top, and from the extreme top corner of the curtain, slantingwise +across to the middle. + +The top rings are passed along the curtain-pole, a string (marked in +the illustration A1) is sewn on to the curtain, and threaded through +the rings until it reaches A2. It is then threaded through the rings +on the pole until it reaches A3, when it is allowed to fall loose. + +The same arrangement is gone through with string B. The bottom of the +curtain must be weighted with shot, or any other weights that may be +convenient. + +When the curtain is to be raised, the stage manager and his assistant +stand on each side of the stage with the strings ready in their hands, +and at a given signal--the ringing of a bell is the usual sign that +all is ready--they each pull a string, and the curtains glide to each +side, and may be fixed to hooks, put up on purpose. + +When the curtain is to fall, the two in charge of it must simply +loosen the strings and let them go, and the weights cause the curtains +to fall to the center. + +All sorts of useful and ornamental "properties" may be made at home +for a very small cost. Cardboard, and gold and silver paper, and glue +go a long way toward making a good show. + +Swords, crowns, belts, gold-spangled and gold-bordered robes can be +made from these useful materials, and look first-rate at a distance. + +An old black dress with little gold stars glued or gummed to the +material would make an excellent dress for a queen. The swords or +belts must first be cut out in cardboard, then covered with gold or +silver paper. + +To make a good wig, you should shape a piece of calico to fit the +head; then sew fire shavings or tow all over it. If you wish for a +curly wig, it is a good plan to wind the shavings or tow tightly round +a ruler, and tack it along with a back stitch, which will hold the +curl in position after you have slipped it off the ruler. These few +hints will give you some idea of the very many different costumes +which can be made by children out of the simplest materials. + +[Illustration: THE CURTAIN CLOSED] + +[Illustration: THE CURTAIN OPENED] + + * * * * * + +THE GAME OF CAT + +The person who is to play the part of Cat should stand outside the +door of the room where the company is assembled. The boys and girls, +in turn, come to the other side of the door and call out "miaou." If +the Cat outside recognizes a friend by the cry, and calls out her name +correctly in return, he is allowed to enter the room and embrace her, +and the latter then takes the place of Cat. If, on the contrary, the +Cat cannot recognize the voice, he is hissed, and remains outside +until he does. + +[Illustration] + + * * * * * + +LIVING PICTURES + +Living pictures are very amusing if well carried out, and even with +little preparation may be made very pretty or very comical, whichever +may be desired. It is perhaps better to attempt comical ones if you +have not much time in which to arrange them, as the costumes are +generally easier to manage, and if you are obliged to use garments not +quite in keeping with the characters, it does not matter much; indeed, +it will probably only make the audience laugh a little more. + +The great thing in living pictures is to remain perfectly still during +the performance. You should select several well-known scenes either +from history or fiction, and then arrange the actors to represent the +scenes as nearly as possible. + +Simple home living pictures are a great source of fun, and many a +wet afternoon will pass like magic while arranging scenes and making +dresses to wear. Newspaper masks, newspaper cocked hats, old shawls, +dressing-gowns, and sticks are quite sufficient for home charades. + +Suppose, for instance, you think of "Cinderella" for one tableau. One +girl could be standing decked out with colored tissue paper over her +frock, and with paper flowers in her hair, to represent one of the +proud sisters, while Cinderella in a torn frock is arranging the other +proud sister's train, which may consist of an old shawl. Bouquets of +paper flowers should be in the sister's hands. + +"Little Red Riding Hood" is another favorite subject for a living +picture. The wolf may be represented by a boy on his hands and knees, +with a fur rug thrown over him. Red Riding Hood only requires a +scarlet shawl, arranged as a hood and cloak, over her ordinary frock +and pinafore, and she should carry a bunch of flowers and a basket. + +All living pictures look better if you can have a frame for them. It +is not very difficult to make one, especially if you have four large +card-board dress-boxes. + +Having carefully cut out the bottoms of the boxes, place the frames as +here shown: + +[Illustration] + +Cut out the center framework, leaving a large square, so: + +[Illustration] + +You must then fasten the four pieces together by gluing cardboard on +each side of the joints, and you will have a very good frame, which +you can cover with colored paper or ornament with muslin. + +This frame will last a very long time if carefully treated. It should +stand upright by itself; but if it is a little unsteady, it is better +to hold it upright from the sides. Of course, this will only make a +very small frame, but you can increase the size by using more boxes. + +If you have no time to make a frame, arrange your figures close to a +door, outside the room in which the audience is seated. + +When quite ready, some one must open the door, when the doorway will +make a kind of frame to the living picture. + +It is always well to have a curtain if you can; a sheet makes an +excellent one. Two children standing upon chairs hold it up on each +side, and at a given signal drop it upon the floor, so that, instead +of the curtain rising, it drops. When it has been dropped, the two +little people should take the sheet corners in their hands again, so +that they have only to jump upon the chairs when it is time to hide +the picture. + +Of course, these instructions are only for living pictures on a +very small scale; much grander arrangements will be needed if the +performance is to take place before any but a "home audience." + +As I told you before, comic living pictures are the easiest to perform +on account of the dresses being easier to make, but there are other +living pictures which are easier still, and which will cause a great +deal of fun and merriment. They are really catches, and are so simple +that even very little children can manage them. + +You can arrange a program, and make half a dozen copies to hand round +to the audience. + +The first living picture on the list is "The Fall of Greece" and +sounds very grand, indeed; but when the curtain rises (or rather, if +it is the sheet curtain, drops), the audience see a lighted candle set +rather crookedly in a candlestick and fanned from the background so as +to cause the grease to fall. + +Here are some other similar comic tableaux which you can easily place +before an audience: + +"Meet of the Hounds."--A pile of dog biscuits. + +"View of the Black Sea."--A large capital C blackened with ink. + +"The Charge of the Light Brigade."--Half a dozen boxes of matches +labeled: "10 cents the lot." + +These are only a few of the many comic living pictures you can +perform; but, no doubt, you will be able to think of others for +yourselves. + + * * * * * + +ACTING PROVERBS + +[Illustration] + +The best way to play this game is for the players to divide themselves +into two groups, namely, actors and audience. Each one of the actors +should then fix upon a proverb, which he will act, in turn, before +the audience. As, for instance, supposing one of the players to have +chosen the proverb, "A bad workman quarrels with his tools," he should +go into the room where the audience is seated, carrying with him a bag +in which there is a saw, a hammer, or any other implement or tool +used by a workman; he should then look round and find a chair, or some +other article, which he should pretend requires repairing; he should +then act the workman, by taking off his coat, rolling up his sleeves, +and commencing work, often dropping his tools, and grumbling about +them the whole of the time. + +If this game be acted well, it may be made very entertaining. +Sometimes the audience are made to pay a forfeit each time they fail +to guess the proverb. + + * * * * * + +SHOUTING PROVERBS + +This is rather a noisy game. One of the company goes outside the door, +and during his absence a proverb is chosen and a word of it is +given to each member of the company. When the player who is outside +re-enters the room, one of the company counts "One, two, three," then +all the company simultaneously shout out the word that has been given +to him or her of the proverb that has been chosen. + +If there are more players present than there are words in the proverb, +two or three of them must have the same word. The effect of all the +company shouting out together is very funny. All that is necessary is +for the guesser to have a sharp ear; then he is pretty sure to catch a +word here and there that will give him the key to the proverb. + + * * * * * + +PROVERBS + +This is a very interesting game, and can be played by a large number +at the same time. Supposing there are twelve persons present, one is +sent out of the room, while the others choose a proverb. When this is +done, the "guesser" is allowed to come in, and he asks each person a +question separately. In the answer, no matter what question is asked, +one word of the proverb must be given. For illustration we will take +"A bird in the hand is worth two in the bush." + + 1. John must use the word "A" in his answer. + 2. Gladys must use the word "bird" in hers. + 3. Nellie must use the word "in" in hers. + 4. Tommy must use the word "the" in his. + 5. Estelle must use the word "hand" in hers. + 6. Ivy must use the word "is" in hers. + 7. Wilfrid must use the word "worth" in his. + 8. Lionel must use the word "two" in his. + 9. Vera must use the word "in" in hers. + 10. Bertie must use the word "the" in his. + 11. Harold must use the word "bush" in his. + +The fun becomes greater if the answers are given quickly and without +allowing the special word to be noticed. It often happens that the +"guesser" has to try his powers over several times before succeeding. +The one who by giving a bad answer gives the clue, in turn becomes +guesser, and is then obliged to go out of the room while another +proverb is chosen. + +Here is a list of proverbs: + + A bad workman quarrels with his tools. + A bird in the hand is worth two in the bush. + A cat may look at a king. + Aching teeth are ill tenants. + A creaking door hangs long on the hinges. + A drowning man will catch at a straw. + After dinner sit a while, after supper walk a mile. + A friend in need is a friend indeed. + A good servant makes a good master. + A good word is as soon said as an evil one. + A little leak will sink a great ship. + All are not friends that speak us fair. + All are not hunters that blow the horn. + All is fish that comes to the net. + All is not gold that glitters. + All work and no play makes Jack a dull boy. + A pitcher goes often to the well, but is broken at last. + A rolling stone gathers no moss. + A small spark makes a great fire. + A stitch in time saves nine. + As you make your bed, so you must lie on it. + As you sow, so you shall reap. + A tree is known by its fruit. + A willful man will have his way. + A willing mind makes a light foot. + A word before is worth two behind. + A burden which one chooses is not felt. + Beggars have no right to be choosers. + Be slow to promise and quick to perform. + Better late than never. + Better to bend than to break. + Birds of a feather flock together. + Care killed a cat. + Catch the bear before you sell his skin. + Charity begins at home, but does not end there. + Cut your coat according to your cloth. + Do as you would be done by. + Do not halloo till you are out of the wood. + Do not spur a willing horse. + Early to bed and early to rise makes a man healthy, wealthy, and wise. + Empty vessels make the greatest sound. + Enough is as good as a feast. + Faint heart never won fair lady. + Fine feathers make fine birds. + Fine words butter no parsnips. + Fire and water are good servants, but bad masters. + Grasp all, lose all. + Half a loaf is better than no bread. + Handsome is as handsome does. + Happy is the wooing that is not long in doing. + He that goes a-borrowing goes a-sorrowing. + Hiders are good finders. + Home is home though it be ever so homely. + Honesty is the best policy. + If wishes were horses, beggars would ride. + It is an ill wind that blows nobody good. + It is never too late to learn. + It is not the cowl that makes the friar. + It is a long lane that has no turning. + It's a good horse that never stumbles. + It's a sad heart that never rejoices. + Ill weeds grow apace. + Keep a thing for seven years, and you will find a use for it. + Kill two birds with one stone. + Lazy folk take the most pains. + Let sleeping dogs lie. + Let them laugh that win. + Make hay while the sun shines. + Many a true word is spoken in jest. + Many hands make light work. + Marry in haste, repent at leisure. + Never look a gift horse in the mouth. + Necessity is the mother of invention. + Old birds are not to be caught with chaff. + Old friends and old wine are best. + One swallow makes not a spring, nor one woodcock a winter. + People who live in glass houses should never throw stones. + Possession is nine points of the law. + Procrastination is the thief of time. + Short reckonings make long friends. + Safe bind, safe find. + Strike while the iron is hot. + Take care of the pennies and the dollars will take care of themselves. + The more the merrier, the fewer the better cheer. + The darkest hour is just before the daylight. + The cobbler's wife is the worst shod. + There's many a slip 'twixt the cup and the lip. + There's a silver lining to every cloud. + Those who play with edge tools must expect to be cut. + Time and tide wait for no man. + Too many cooks spoil the broth. + Union is strength. + Waste not, want not. + What the eye sees not, the heart rues not. + When rogues fall out honest men get their own. + When the cat's away, the mice play. + Willful waste makes woful want. + You cannot eat your cake and have it also. + +[Illustration] + + * * * * * + +THE ADVENTURERS + +This is a very good game and will combine both instruction and +amusement. The idea is that the company imagines itself to be a +party of travelers who are about to set out on a journey to foreign +countries. A good knowledge of geography is required, also an idea of +the manufactures and customs of the foreign parts about to be visited. +It would be as well, if not quite certain about the location of the +part, to refer to a map. + +A place for starting having been decided upon, the first player sets +out upon his journey. He tells the company what spot he intends to +visit (in imagination) and what kind of conveyance he means to travel +in. On arriving at his destination, the player states what he wishes +to buy, and to whom he intends to make a present of his purchase on +returning home. + +This may seem very simple, but it is not nearly so easy as it appears. +The player must have some knowledge of the country to which he is +going, the way he will travel, and the time it will take to complete +the journey. To give an instance, it will not do for the player to +state that he is going to Greenland to purchase pineapples, or to +Florida to get furs; nor will it do for him to make a present of a +meerschaum pipe to a lady, or a cashmere shawl to a gentleman. + +More fun is added to this game if forfeits are exacted for all +mistakes. + +The game continues, and the second player must make his starting +point from where the first leaves off. Of course, all depends upon the +imagination or the experience of the player; if he has been a traveler +or has read a good deal, his descriptions should be very interesting. + + * * * * * + +POSTMAN'S KNOCK + +One player begins the game by going out of the room, and then giving a +double (or postman's) knock at the door; it is the duty of one of +the other players to stand at the door inside the room to answer the +knocks that are made, and to ask the postman for whom he has a +letter. The postman names some member of the company, generally of +the opposite sex; he is then asked, "How many cents are to be paid?" +Perhaps he will say "six"; the person for whom the letter is supposed +to be must then pay for it with kisses, instead of cents; after which +he or she must take a turn as postman. + + * * * * * + +"OUR OLD GRANNIE DOESN'T LIKE TEA." + +All the players sit in a row, except one, who sits in front of them +and says to each one in turn: "Our old Grannie doesn't like T; what +can you give her instead?" + +Perhaps the first player will answer, "Cocoa," and that will be +correct; but if the second player should say, "Chocolate," he will +have to pay a forfeit, because there is a "T" in chocolate. This +is really a catch, as at first every one thinks that "tea" is meant +instead of the letter "T." Even after the trick has been found out it +is very easy to make a slip, as the players must answer before "five" +is counted; if they cannot, or if they mention an article of food with +the letter "T" in it, they must pay a forfeit. + + * * * * * + +"I LOVE MY LOVE WITH AN A." + +To play this game it is best for the players to arrange themselves in +a half circle round the room. Then one begins: "I love my love with an +'A,' because she is affectionate; I hate her with an 'A,' because she +is artful. Her name is Alice, she comes from Alabama, and I gave her +an apricot." The next player says: "I love my love with a 'B,' because +she is bonnie; I hate her with a 'B,' because she is boastful. Her +name is Bertha, she comes from Boston, and I gave her a book." The +next player takes "C," and the next "D," and so on through all the +letters of the alphabet. + + * * * * * + +CONSEQUENCES + +One of the most popular games at a party is certainly "Consequences;" +it is a very old favorite, but has lost none of its charms with age. +The players sit in a circle; each person is provided with a half sheet +of notepaper and a pencil, and is asked to write on the top--(1) one +or more adjectives, then to fold the paper over, so that what has been +written cannot be seen. Every player has to pass his or her paper on +to the right-hand neighbor, and all have then to write on the top of +the paper which has been passed by the left-hand neighbor (2) "the +name of the gentleman;" after having done this, the paper must again +be folded and passed on as before; this time must be written (3) one +or more adjectives; then (4) a lady's name; next (5), where they met; +next (6), what he gave her; next (7), what he said to her; next (8), +what she said to him; next (9), the consequence; and lastly (10), what +the world said about it. + +Be careful that every time anything has been written, the paper is +folded down and passed on to the player on your right. When every one +has written what the world says, the papers are collected and one of +the company proceeds to read out the various papers, and the result +may be something like this: + +(1) The horrifying and delightful (2) Mr. Brown (3) met the charming +(4) Miss Philips (5) in Lincoln Park; (6) he gave her a flower (7) +and said to her: "How's your mother?" (8) She said to him: "Not for +Joseph;" (9) the consequence was they danced the hornpipe, and the +world said (10), "Just what we expected." + + * * * * * + +EARTH, AIR, FIRE, AND WATER + +[Illustration] + +To play this game seat yourselves in a circle, take a clean duster +or handkerchief, and tie it in a big knot, so that it may easily be +thrown from one player to another. One of the players throws it to +another, at the same time calling out either of these names: Earth, +Air, Fire, or Water. If "Earth" is called, the player to whom the ball +is thrown has to mention something that lives on the earth, as lion, +cat; if "Air" is called, something that lives in the air; if "Water," +something that lives in the water; but if "Fire" is called, the player +must keep silence. Always remember not to put birds in the water, or +animals or fishes in the air; be silent when "Fire" is called, and +answer before ten can be counted. For breaking any of these rules a +forfeit must be paid. + + * * * * * + +CRAMBO + +One of the party leaves the room, and on his return he is asked to +find a word which has been chosen by the other players in his absence; +and in order to help him, another word is mentioned rhyming with the +word to be guessed. Questions may then be asked by the guesser, and +the players must all introduce, as the final word of their answer, +another word rhyming with the word chosen. For instance, suppose the +word "way" is selected. The guesser would then be told that the word +chosen rhymes with "say." He might then ask the first one of the +party: "What do you think of the weather?" and the answer might be: +"We have had a lovely day." The second question might be: "Have you +enjoyed yourself?" and the answer might be: "Yes; I have had lots of +play." The game would proceed in this way until the guesser gave the +correct answer, or one of the party failed to give the proper rhyme, +in which case the latter would then be called upon to take the place +of the guesser. + + * * * * * + +LOST AND FOUND + +A very similar game to "Consequences" is that of "Lost and Found," +which is played in an exactly similar manner, but the questions are +quite different: (1) Lost, (2) by whom, (3) at what time, (4) where, +(5) found by, (6) in what condition, (7) what time, (8) the reward. + +The answers may be something like the following: (1) Lost a +postage-stamp, (2) by sister Jane, (3) at three in the morning, (4) at +St. Louis, (5) it was found by a policeman, (6) rather the worse for +wear, (7) at dinner-time; (8) the reward was a kiss. + + * * * * * + +"ANIMAL, VEGETABLE, OR MINERAL?" + +This is a capital game for a large party, for it is both instructive +and amusing. Two sides are picked, one has to guess what word or +sentence the remainder of the company has chosen. They go out of the +room, and when the subject has been decided upon, return and ask a +question of each of the other side in turn. The answer must be either +"Yes" or "No," and in no case should more words be used, under penalty +of paying a forfeit. The first important point to be found out is +whether the subject is "Animal," "Vegetable," or "Mineral." Supposing, +for instance, the subject chosen is a cat which is sleeping in +the room by the fire, the questions and answers might be like the +following: "Is the subject chosen an animal?" "Yes." "Wild animal?" +"No." "Domestic animal?" "Yes." "Common?" "Yes." "Are there many to be +seen in this town?" "Yes." "Have you seen many this day?" "Yes." "In +this house?" "No." "Have you seen many in the road?" "Yes." "Do they +draw carts?" "No." "Are they used for working purposes?" "No." "Is the +subject a pet?" "Yes." "Have they one in the house?" "Yes." "In this +room?" "Yes." "Is it lying in front of the fire at the present time?" +"Yes." "Is the subject you all thought of the cat lying in front +of the fire in this room?" "Yes." The subject having been guessed, +another one is chosen and the game proceeds. The questions are limited +to twenty, but it is hardly ever necessary to use that number. + + * * * * * + +HUNT THE SLIPPER + +[Illustration] + +The players seat themselves in a circle on the floor, having chosen +one of their number to remain outside the circle. The children seated +on the floor are supposed to be cobblers, and the one outside is the +customer who has brought his shoe to be mended. He hands it to one of +them, saying: + +"Cobbler, cobbler, mend my shoe; Get it done by half-past two." + +The cobblers pass the shoe round to each other as quickly as they can, +taking care that the customer does not see which of them has it. When +the customer comes to fetch it he is told that it is not ready. He +pretends to get angry and says he will take it as it is. He must then +try to find it, and the cobbler who has it must try to pass it to his +neighbor without its being seen by the customer. The person upon whom +the shoe is found must become the customer, while the customer takes +his place in the circle on the floor. + + * * * * * + +FLYING + +This game requires for the leader a person who can tell a story or +make a little amusing speech. Each one who plays must place the right +hand upon the left arm. The leader then tells a story, during the +telling of which whenever he mentions any creature that can fly, every +right hand is to be raised and fluttered in the air to imitate the +action of flying. At the name of a creature that does not fly, the +hands must be kept quiet, under pain of a forfeit. Thus: + + The little wren is very small, + The humming-bee is less; + The ladybird is least of all, + And beautiful in dress. + The pelican she loves her young, + The stork its parent loves; + The woodcock's bill is very long, + And innocent are doves. + In Germany they hunt the boar, + The bee brings honey home, + The ant lays up a winter store, + The bear loves honeycomb. + + * * * * * + +THE BLIND MAN'S WAND + +This is another way of playing Blind Man's Buff, and is thought by +many to be an improvement on that game. + +The player who is blindfolded stands in the center of the room, with +a long paper wand, which can be made of a newspaper folded up +lengthways, and tied at each end with string. The other players then +join hands and stand round him in a circle. Some one then plays a +merry tune on the piano, and the players dance round and round the +blind man, until suddenly the music stops; the blind man then takes +the opportunity of lowering his wand upon one of the circle, and the +player upon whom it has fallen has to take hold of it. The blind man +then makes a noise, such as, for instance, the barking of a dog, a +street cry, or anything he thinks will cause the player he has caught +to betray himself, as the captive must imitate whatever noise the +blind man likes to make. Should the blind man detect who holds the +stick, the one who is caught has to be blind man; if not, the game +goes on until he succeeds. + + * * * * * + +JUDGE AND JURY + +The company should be seated in two lines facing each other, and one +of the party should then be elected to act as judge. Each person has +to remember who is sitting exactly opposite, because when the judge +asks a question of any one, it is not the person directly asked who +has to reply, but the person opposite to the judge. For instance, if +the judge, addressing one of the company, asks: "Do you like apples?" +the person spoken to must remain silent, while the person who is +opposite to him must reply before the judge can count ten; the penalty +on failing to do this is a forfeit. A rule with regard to the answers +is that the reply must not be less than two words in length, and must +not contain the words: "Yes," "No," "Black," "White," or "Gray." For +the breaking of this rule a forfeit may also be claimed. + + * * * * * + +"HANDS UP!" + +[Plate 3] + +The company in this game must divide, one-half taking seats on one +side of the table, and the other half on the other side; the players +on one side being called the "guessers" and the players on the other +side being called the "hiders." A button or any small object is +produced, and the hiders have to pass it from hand to hand, under the +table, so that those sitting opposite may not know who holds it. When +it is hidden, one of the guessers cries out, "Hands up!" Immediately +the hiders must place their closed hands on the table; the guessers +have then to find out which hand holds the button. If successful, +the hiders take their turn at guessing. The person in whose hand the +button is found must pay a forfeit. + + * * * * * + +LODGINGS TO LET + +The company sit in a circle, and a player stands in the center. There +is one spare chair, and the game is for this player to get possession +of a vacant seat. When the game begins, every one moves as quickly as +possible to the chair next beside him or her, and as this is done all +the time, it is difficult for the person who is looking for "lodgings" +to find a place by slipping in among them, and his attempts will cause +much amusement. + + * * * * * + +HUNT THE RING + +For this game a long piece of string is required. On this a ring is +threaded, and the ends of the string are knotted together. The players +then take the string in their hands and form a circle, while one +of the company, who is called the hunter, stands in the center. The +string must be passed rapidly round and round, and the players must +try to prevent the hunter finding out who holds the ring. As soon as +he has done this, he takes his place in the circle, while the person +who held the ring becomes the "hunter." + + * * * * * + +THE STOOL OF REPENTANCE + +The players sit in a circle, in the center of which a stool is placed. +One of the company goes out of the room, and the rest say all sorts of +things about him. For instance, one will say he is handsome, another +that he is clever, or stupid, or vain. The "culprit" is then called +back into the room and seats himself on the stool, which is called +"the stool of repentance," and one of the players begins to tell him +the different charges which have been made against him. "Some one +said you were vain; can you guess who it was?" If the culprit guesses +correctly, he takes his seat in the circle and the person who made +the accusation becomes the "culprit" in his stead. If, however, the +"culprit" is unable to guess correctly, he must go out of the room +again while fresh charges are made against him. + + * * * * * + +THE FEATHER + +Having procured a small flossy feather, the players sit in a circle as +closely together as possible. One of the party then throws the feather +as high as possible into the air, and it is the duty of all the +players to prevent it from alighting on them, by blowing at it +whenever it comes in their direction. Any player whom it falls upon +must pay a forfeit. + +It is almost impossible to imagine the excitement that is produced by +this game when it is played with spirit, and the fun is not altogether +confined to the players, as it gives almost as much enjoyment to those +who are looking on. + + * * * * * + +THE GAME OF CONVERSATION + +To play this game successfully, two of the company privately agree +upon a word that has several meanings. The two then enter into a +conversation which is obliged to be about the word they have chosen, +while the remainder of the company listen. When a member of the +party imagines that he has guessed the word, he may join in the +conversation, but if he finds he is mistaken, must immediately retire. + +To give an illustration: Supposing the two players who start the +conversation decide upon the word "box." They might talk about the +people they had seen at the theater and the particular part of the +house in which they were sitting. Then they might say how nice it +looked in a garden, and one might mention that it grew into big trees. +Perhaps one of the company might imagine that he had guessed the word +correctly and join in, when the conversation would be immediately +changed, and the two would begin to converse about a huge case in +which a very great number of things were packed away. By this time, +possibly the person who joined in the conversation will leave off, +completely mystified. If, however, the word should be correctly +guessed, the person guessing it chooses a partner, and they together +select a word, and the game begins again. + + * * * * * + +THE GALLERY OF STATUES + +For this game all the company leave the room with the exception +of two. One of these then stands like a statue, with perhaps the +assistance of a tablecloth or something similar as drapery, while the +other acts as showman. + +When the position is decided upon, one of the company is called in and +taken on one side by the showman, and is asked his or her opinion as +to the merits of the statue. It is almost certain that some suggestion +will be made; in that case he or she is made to assume the attitude +suggested, and another player is called in, to whom the same question +is put, and another suggestion made and adopted. As each statue is +added to the gallery, a great deal of merriment is caused, and in a +short time a large collection will be obtained. + + * * * * * + +THE HUNTSMAN + +One person represents the huntsman, the other players call themselves +after some part of the huntsman's belongings; for instance, one is the +cap, another the horn, others the powder-flask, gun, whip, etc. + +A number of chairs are arranged in the middle of the room, and there +must be one chair less than the number of players, not counting the +huntsman. + +The players then seat themselves round the room, while the huntsman +stands in the center and calls for them one at a time, in this way: +"Powder-flask!" At once "Powder-flask" rises and takes hold of the +huntsman's coat. + +"Cap," "Gun," "Shot," "Belt," the huntsman cries; each person who +represents these articles must rise and take hold of the player +summoned before him, until at length the huntsman has a long line +behind him. He then begins to run round the chairs, until he suddenly +cries: "Bang!" when the players must sit down. Of course, as there are +not sufficient chairs, one player will be left standing and he must +pay a forfeit. The huntsman is not changed throughout the game, unless +he grows tired, when he may change places with one of the others. + + * * * * * + +HOT BOILED BEANS AND BACON + +This is a game for young children. Some small article is hidden in the +room, while the little one who has to find it is sent outside. This +finished, the players call out together: "Hot Boiled Beans and Bacon; +it's hidden and can be taken." The little one enters and begins +to hunt about for the hidden article. When she comes near to its +hiding-place, the company tell her that she is getting "hot"; or, if +she is not near it, she is told that she is "cold." That she is "very +hot" or "very cold," will denote that she is very near of very far +away from the object that is hidden; while if she is extremely near, +she would be told that she was "burning." In this way the hidden +object can be found, and all the children can be interested in the +game by being allowed to call out whether the little one is "hot" or +"cold." + + * * * * * + +"MY MASTER BIDS YOU DO AS I DO." + +For all those children who are fond of a little exercise, no better +game than this can be chosen. When the chairs are placed in order +round the room, the first player commences by saying: "My master bids +you do as I do," at the same time working away with the right hand as +if hammering at his knees. The second player then asks: "What does he +bid me do?" in answer to which the first player says: "To work with +one as I do." The second player, working in the same manner, must turn +to his left-hand neighbor and carry on the same conversation, and so +on until every one is working away with the right hand. + +The second time of going round, the order is to work with two, then +both hands must work; then with three, then both hands and one leg +must work; then with four, when both hands and both legs must work; +lastly with five, when both legs, both arms, and the head must be kept +going. Should any of the players fail in keeping in constant motion, a +forfeit may be claimed. + + * * * * * + +RED CAP AND BLUE CAP + +The players seat themselves in a circle to represent tailors at +work on a piece of cloth--a handkerchief or a duster will answer the +purpose. A leader or foreman is chosen, and every one of the company +is named in turn Red Cap, Blue Cap, Black Cap, Yellow Cap, Brown Cap, +etc. The leader then takes the piece of cloth and pretends to examine +the work which is supposed to have been done by the workmen. He is +supposed to discover a bad stitch and asks: "Who did it, Blue Cap?" +The latter immediately answers: "Not I, sir." "Who then, sir?" "Yellow +Cap, sir." Yellow Cap must then answer at once in the same manner and +name another workman. Any one who fails to answer to his name pays a +forfeit. If carried on in a brisk manner, this game will cause endless +amusement. + + * * * * * + +IT + +One of the players is asked to go outside while the company thinks of +some person in the room, and on his return he has to guess of whom the +company has thought. + +The players then arrange themselves in a circle, and agree each to +think of his or her right-hand neighbor; it is best to have a girl and +boy alternately, as this adds much to the amusement. + +The one outside is then called in, and commences to ask questions. +Before replying, the player asked must be careful to notice his or +her right-hand neighbor, and then give a correct reply. For instance, +supposing the first question to be: "Is the person thought of a boy or +a girl?" The answer would possibly be "A boy;" the next person would +then be asked the color of the complexion, the next one the color +of the hair, if long or short, etc., to which questions the answers +would, of course, be given according to the right-hand neighbor. + +Nearly all the answers will contradict the previous ones, and +something like this may be the result: "A boy," "very dark +complexion," "long yellow hair," "wearing a black velvet jacket," +"with a dark green dress," "five feet high," "about six years old," +etc. When the player guessing gives the game up, the joke is explained +to him. + + * * * * * + +ACTING RHYMES + +For this game, half the players go outside the door, while those who +stay in the room choose a word of one syllable, which should not be +too difficult. For instance, suppose the word chosen be "Flat," those +who are out of the room are informed that a word has been thought of +that rhymes with "Cat," and they then have to act without speaking, +all the words they can think of that rhyme with "Cat." Supposing their +first idea be "Bat," they come into the room and play an imaginary +game of cricket. This not being correct, they would get hissed for +their pains, and they must then hurry outside again. They might next +try "Rat," most of them going into the room on their hands and feet, +while the others might pretend to be frightened. Again they would be +hissed. At last the boys go in and fall flat on their faces, while the +girls pretend to use flat-irons upon their backs. The loud clapping +that follows tells them that they are right at last. They then change +places with the audience, who, in their turn, become the actors. + + * * * * * + +MAN AND OBJECT + +Two persons go out of the room, and after agreeing together as to what +they shall represent, they come back again, and sit side by side in +front of the company. One of the two takes the part of some well-known +person, and the other represents an object which is closely connected +with that person; for instance, say one represents the governor, +and the other the mayor. When the two return to the room, the other +players take it in turns to ask each of them a question, to which +both the man and the object must reply either "Yes" or "No," until the +right person and the right object have been guessed. + +The first player will perhaps ask the "man:" "Are you alive?" + +[Illustration] + +The man will reply, "Yes;" then the object is asked: "Are you of +wood?" "No." The second player next questions him, and then the third, +and so on until every one has had a turn at questioning, or the person +and the object have been guessed. + + * * * * * + +THE JOLLY MILLER + +The players decide among themselves which one of their number shall +act the part of the Jolly Miller. This being done, each little boy +chooses a little girl as partner; the Jolly Miller having taken his +stand in the middle of the room, they all commence to walk arm-in-arm +round him, singing the following lines: + + There was a jolly miller who lived by himself; + As the wheel went round he made his wealth; + One hand in the hopper, and the other on the bag; + As the wheel went round he made his grab. + +At the word "Grab" all must change partners, and while the change +is going on the miller has the opportunity given him of securing +a partner for himself. Should he succeed in doing so, the one left +without a partner must take the place of the Jolly Miller, and must +occupy the center of the room until fortunate enough to get another +partner. + + * * * * * + +RUTH AND JACOB + +[Illustration] + +One player is blindfolded, the rest dance in a circle round him till +he points at one of them. This person then enters the ring, and when +the blindman calls out "Ruth," answers "Jacob," and moves about within +the circle so as to avoid being caught by the blindman, and continues +to answer "Jacob," as often as the blindman calls out "Ruth." This +continues until "Ruth" is caught. "Jacob" must then guess who it is he +has caught; if he guesses correctly, "Ruth" takes his place, and the +game goes on; if he guesses wrongly, he continues to be "Jacob." + + * * * * * + +CHECKERS + +This is a splendid game and one very easily learned. It is played upon +a special board with thirty-two white and thirty-two black squares. + +Two persons play at the game, who sit opposite to each other. The +players have each a set of twelve pieces, or "men," the color of the +sets being different, so that the players can distinguish their +own men easily. The men are round and flat, and are usually made of +boxwood or ebony and ivory, one set being white and the other black. + +Before placing the men upon the board, it must be decided whether the +white or the black squares are to be played on, as the whole must be +put on one color only. If the white squares are selected, there must +be a black square in the right-hand corner; if the black squares are +to be played upon, then the right-hand corner square must be a white +one. + +The movements in checkers are very simple; a man can be moved only one +square at a time, except as explained hereafter, and that diagonally, +never straight forward or sideways. If an opponent's man stand in the +way, no move can take place unless there be a vacant square beyond it, +into which the man can be lifted. In this case the man leaped over is +"taken" and removed from the board. + +The great object of the game, then, is to clear the board of the +opponent's men, or to hem them in in such a way that they cannot be +moved, whichever player hems in the opponent or clears the board +first gains the victory. As no man can be moved more than one step +diagonally at a time (except when taking opponent's pieces), there can +be no taking until the two parties come to close quarters; therefore, +the pushing of the men continuously into each other's ground is the +principle of the game. + +In beginning the game, a great advantage can be obtained by having the +first move; the rule, therefore, is, if several games are played, that +the first move be taken alternately by the players. + +When either of the players has, with his men, reached the extreme row +of squares on the opposite side (the first row of his opponent), those +men are entitled to be crowned, which is done by placing on the top of +each another man, which may be selected from the men already removed +from the board. The men so crowned are called "Kings" and have a new +power of movement, as the player may now move them either backward or +forward, as he wills, but always diagonally as before. + +The Kings having this double power of movement, it is an important +point for a player to get as many men crowned as possible. If each +player should be fortunate enough to get two or three Kings, the game +becomes very exciting. Immediately after crowning, it is well for a +player to start blocking up his opponent's men, so as to allow more +freedom for his own pieces, and thus prepare for winning the game. + +It is the rule that if a player touch one of his men he must play it. +If player A omit to take a man when it is in his power to do so, his +opponent B can huff him; that is, take the man of the player A off the +board. If it is to B's advantage, he may insist on his own man being +taken, which is called a "blow." The usual way is to take the man of +the player A who made the omission, and who was huffed, off the board. + +It is not considered right or fair for any one watching the game to +advise what move to be made, or for a player to wait longer than five +minutes between each move. + +Great care should be taken in moving the men, as one false move may at +any time endanger the whole game. + +With constant practice any one can soon become a very fair player, but +even after the game has been played only a few times it will be found +very interesting. + + * * * * * + +DOMINOES + +There are several ways of playing Dominoes, but the following game is +the most simple: + +The dominoes are placed on the table, face downward, and each player +takes up one, to decide who is to play first. The one who draws the +stone with the highest number of pips on it takes the lead. The +two stones are then put back among the rest; the dominoes are then +shuffled, face downward, and the players choose seven stones each, +placing them upright on the table, so that each can see his own +stones, without being able to overlook those of his opponent. + +As there are twenty-eight stones in an ordinary set, there will still +be fourteen left from which to draw. + +The player who has won the lead now places a stone, face upward, on +the table. Suppose it be double-six, the other player is bound to +put down a stone on which six appears, placing the six next to the +double-six. Perhaps he may put six-four; the first player then puts +six-five, placing his six against the opposite six of the double-six; +the second follows with five-four, placing his five against the five +already on the table; thus, you see, the players are bound to put down +a stone which corresponds at one end with one of the end numbers of +those already played. Whenever a player has no corresponding number he +must draw from the fourteen that were left out for that purpose. If, +when twelve of these fourteen stones are used up, he cannot play, +he loses his turn, and his opponent plays instead of him. The two +remaining dominoes must not be drawn. + +When one of the players has used up all his dominoes, his opponent +turns up those he has left, the pips are then counted, and the number +of pips is scored to the account of the player who was out first. + +If neither player can play, the stones are turned face upward on +the table, and the one who has the smallest number of pips scores as +follows: If the pips of one player count ten and those of the other +player five, the five is deducted from the ten, leaving five to be +scored by the player whose pips only counted five. + +The dominoes are shuffled again, the second player this time taking +the lead, and the game proceeds in this way until one or other has +scored a hundred, the first to do so winning the game. + +This game is generally played by two only, though it is possible for +four, five, or even six to join in it; but, in that case, they cannot, +of course, take seven stones each, so they must divide the stones +equally between them, leaving a few to draw from, if they prefer it; +if not they can divide them all. + + * * * * * + +GREEN GRAVEL + +In this game the children join hands and walk round in a circle, +singing the following words: + + Green gravel, green gravel, your grass is so green, + The fairest young damsel that ever was seen. + I'll wash you in new milk and dress you in silk, + And write down your name with a gold pen and ink. + Oh! (Mary) Oh! (Mary) your true love is dead; + He's sent you a letter to turn round your head. + +When the players arrive at that part of the song, "Oh, Mary!" they +name some member of the company; when the song is finished, the one +named must turn right round and face the outside of the ring, having +her back to all the other players. She then joins hands in this +position and the game continues as before until all the players face +outward. They then recommence, until they all face the inside of the +ring as at first. + + * * * * * + +FIVES AND THREES + +This is another game that is played with dominoes, and is one of +the most popular. It is excellent practice for counting, and to be +successful at it depends, in a very great measure, upon skill in doing +this. Two, three or four players may take part in this game. After the +dominoes have been shuffled, face downward, each player takes an equal +number of stones, leaving always three, at least, upon the table; no +player, however, may take more than seven, and it is perhaps better to +limit the number to five. + +In playing dominoes, it should always be borne in mind that one end +of the domino to be played must always agree in number with the end of +the domino it is to be placed against. + +The object of the game is to make as many "fives" and "threes" as are +possible; for instance, a player should always make the domino show +fifteen if he can, as three divides into fifteen five times, and five +divides into fifteen three times, and he would thus score 8 (three +and five). The way to count is to add the two extreme ends together, +always, of course, trying to make the number as high as possible, and +to make it one into which either three or five will divide, as if a +number be formed into which these numbers will not divide, no score +will result. + +Suppose there are two players, A and B. A starts the game by playing +the double-six, for which he scores 4 (three dividing into twelve four +times). B then plays the six-three, making fifteen, and thus scores +8 (the highest score possible, as explained above). A next plays the +double-three, which makes eighteen, and scores 6 (three dividing into +eighteen six times). B then plays six-blank onto the double-six on the +left-hand side and scores 2 (three dividing into six twice). A holding +the blank-three, places it onto the blank end, making the number nine, +and scores 3. B next plays the three-four, which makes ten, and 2 +is added to his score (five dividing into ten twice). Thus the game +proceeds, each player trying to make as many fives and threes as +possible. + + * * * * * + + + + +PAPER AND PENCIL GAMES + +BIRDS, BEASTS, AND FISHES + +Take your pencil and write upon the top of your paper the words, +"Birds, Beasts, and Fishes." Then tell your companion that you are +going to think of, for instance, an animal. Put down the first and +last letters of the name, filling in with crosses the letters that +have been omitted. For example, write down on the paper C*******e. +Your companion would have to think of all the animals' names that he +could remember which contained nine letters, and commenced with the +letter C and ended with "e." If the second player after guessing +several times "gives it up," the first player would tell him that the +animal thought of was "Crocodile," and would then think of another +Bird, Beast, or Fish, and write it down in a similar manner. If, +however, the name of the animal be guessed, then it would be the +second player's turn to take the paper and pencil. + + * * * * * + +NOUGHTS AND CROSSES + +[Illustration] + +This is a game every boy or girl thoroughly enjoys. Take paper, and +with a pencil draw four cross lines as shown: + +[Illustration] + +Two persons only can play at this game, one player taking "noughts," +the other "crosses." The idea is for the one player to try and draw +three "noughts" in a line before the other player can do the same +with three "crosses." Supposing the player who places his "O" in the +right-hand top corner, the player who has taken the "crosses" will +perhaps place an "X" in the left-hand top corner. The next "O" would +be placed in the bottom left-hand corner; then to prevent the line of +three "noughts" being completed, the second player would place his "X" +in the center square. An "O" would then be immediately placed in the +right-hand bottom corner, so that wherever the "X" was placed by the +next player, the "noughts" would be bound to win. Say, for instance, +the "X" has chosen the "noughts" commences and was placed in the +center square on the right-hand side, the place for the "O" to be put +would be the center square at the bottom, thus securing the game. The +diagram would then appear as illustrated: + + * * * * * + +"TIT, TAT, TOE" + +[Illustration] + +There can be two, three, or four players for this game. First take +paper and pencil and write the players' names across the top of +the paper in the order in which they are to play. Next draw a large +circle, in the center of which draw a smaller one, placing the number +100 within it. The space between the inner and outer circles must be +divided into parts, each having a number, as shown in the diagram. + +This having been done, the first player closes his eyes, takes the +pencil, and places his hand over the paper, the point of the pencil +just touching it. He then repeats the following rhyme, moving the +pencil round and round while doing so: + + Tit, tat, toe, + My first go, + Four jolly butcher boys + All in a row. + Stick one up, + Stick one down, + Stick one in + The old man's crown. + +At the word "crown" the player must keep the point of the pencil +firmly on the paper, and open his eyes. If the pencil is not within +the circle, or if within but with the point of the pencil resting upon +a line, then the player gives the pencil to the next player, having +scored nothing. + +If, on the contrary, at the end of the rhyme, the pencil is found to +be resting in a division of the circle, for instance, marked "70," +that number is placed beneath the player's name, and the section is +struck by drawing a line across it. If afterward the pencil rest in a +division of the circle that has been struck out, the player loses his +turn in the same way as if the pencil were not in the circle at all, +or had rested upon a line of the diagram. + +The game continues until all the divisions of the circle have been +scored out, when the numbers gained by each of the players are added +up, and the one who has scored the highest number of points wins the +game. + + * * * * * + + + + +CARD GAMES + +SPECULATION + +Speculation is a game at which any number of persons may play. The +stakes are made with counters or nuts, and the value of the stakes is +settled by the company. The highest trump in each deal wins the pool. + +When the dealer has been chosen, he puts, say, six counters in the +pool and every other player puts four; three cards are given to each +person, though they must be dealt one at a time; another card is then +turned up, and called the trump card. The cards must be left upon the +table, but the player on the left-hand side of the dealer turns up +his top card so that all may see it. If it is a trump card, that is to +say, if it is of the same suit as the card the dealer turned up, the +owner may either keep his card or sell it, and the other players bid +for it in turn. Of course, the owner sells it for the highest price he +can get. + +The next player then turns up his card, keeps it or sells it, and so +the game goes on until all the cards have been shown and disposed of, +and then the player who holds the highest trump either in his own hand +or among the cards he has bought, takes the pool, and there is another +deal. + +Should none of the other players have a trump card in his hand, and +the turn-up card not having been purchased by another player, the +dealer takes the pool. + +If any one look at his cards out of turn, he can be made to turn all +three up, so that the whole company can see them. + + * * * * * + +ALL FOURS + +This game takes its name from the four chances or points of which it +consists, namely, "High," "Low," "Jack," and "Game." It may be played +by two or four players, but the same rules apply to each. + +The four points, which have been already mentioned, count as follows: +"High," the highest trump out; the holder scores one point. "Low," the +lowest trump out; the original holder of it scores one point even if +it is taken by his adversary. "Jack," the knave of trumps; the holder +scores one point, unless it be won by his adversary, in which case +the winner scores one. "Game," the greatest number of tricks gained by +either party; reckoning for each Ace four toward game, each King three +toward game, each Queen two toward game, each Jack one toward game, +each Ten ten toward game. + +The other cards do not count toward game; thus it may happen that +a deal may be played without either party having any to score for +"Game." + +When the players hold equal numbers, the dealer does not score. + +[Plate 4] + +Begging is when the player next the dealer does not like his cards and +says, "I beg," in which case the dealer must either let him score one, +saying, "Take one," or give three more cards from the pack to all the +players and then turn up the next card for trumps; if the trump turned +up is the same suit as the last, the dealer must give another three +cards until a different suit turns up trumps. In playing this game the +ace is the highest card and the deuce (the two) is the lowest. + +Having shuffled and cut a pack of cards, the dealer gives six to each +player. If there be two playing, he turns up the thirteenth card for +trumps; if four are playing, he turns up the twenty-fifth. Should the +turn-up be a jack, the dealer scores one point. The player next the +dealer looks at his hand and either holds it or "begs," as explained. + +The game then begins by the player next the dealer leading a card, the +others following suit, the highest card taking the trick, and so on +until the six tricks have been won. When the six tricks are played, +the points are taken for High, Low, Jack, and Game. + +Should no player have either a court card or a ten, the player next to +the dealer scores the point for the game. If only one trump should be +out, it counts both High and Low to the player who first has it. The +first great thing in this game is to try and win the jack; next you +must try and make the tens; and you must also try and win the tricks. + + * * * * * + +SNAP + +The pack of cards is dealt round, face downward, and each player packs +his cards together, without looking at them, and then places them in +front of him. + +The first player then turns up the top card of his pack, the next does +the same, and so on in turn; but, as soon as a player turns up a card +corresponding in number to the one already lying, uncovered, on the +table, one of the two to whom the cards belong cries, "Snap." + +Whichever succeeds in saying it first takes, not only the snap card of +the other player, but all the cards he has already turned up, and also +those he has himself turned up. The cards he wins must be placed at +the bottom of his own pack. + +The one who succeeds in winning all the cards wins the game. It +is necessary to be very attentive and very quick if you want to be +successful at this game. + +There is a game very similar to the above called "Animal Snap." Each +player takes the name of an animal, and instead of crying "Snap," he +must cry the name of the animal chosen by the player who turned up the +last card. For instance, suppose a five be turned up and a player who +has chosen the name of "Tiger" turn up another five, instead of crying +"Snap," "Tiger" would be called if "Tiger" did not succeed in crying +the other player's name first. + + * * * * * + +SNIP, SNAP, SNORUM + +This is a first-rate game and very exciting. Any number of players may +take part in it, and the whole of the fifty-two cards are dealt out. + +Each player has five counters, and there is a pool in the middle, +which is empty at the commencement of the game. + +The first player plays a card--say it is a six--then the one next to +him looks through his cards, and if he has another six he puts it down +and says, "Snip"; the first player must then pay a counter into the +pool. + +If the next player should chance to have another six, he plays it and +says "Snap," and the one who is snapped must pay in his turn, but the +fine is increased to two counters. Should the fourth player have the +fourth six, he plays it, and says, "Snorum," and the third player must +now pay; his fine is three counters to the pool. No person may play +out of his turn, and every one must "snip" when it is in his power. +When any one has paid the whole of his five counters to the pool he +retires from the game; the pool becomes the property of the one whose +counters last the longest. + + * * * * * + +OLD MAID + +From a pack of cards take out one queen, shuffle the cards and deal +them, face downward, equally among all the players. The cards should +then be taken, the pairs sorted out and thrown upon the table. By +"pairs" is meant two kings, or two fives, and so on. When all the +pairs have been sorted out, the dealer offers the remainder of his +cards to his felt-hand neighbor, who draws any card he chooses to +select, though he is only allowed to see the backs of them. The player +who has drawn then looks at the cards to see if he can pair it with +one he holds in his hand; if he can, he throws out the pair; if not, +he must place it with his other cards. It is now his turn to offer his +cards to his neighbor, and so the game goes on until all the cards are +paired, except, of course, the odd card which is the companion to the +banished queen. The holder of this card is "the old maid." + + * * * * * + +POPE JOAN + +This amusing game is for any number of players, and is played with a +wooden board which is divided into compartments or pools, and can be +bought cheaply at any toy shop for a small sum. Failing a board, use a +sheet of paper marked out in squares. + +Before dealing, the eight of diamonds is taken out of the pack, and +the deal is settled by cutting the cards, and whoever turns up the +first jack is dealer. + +The dealer then shuffles the cards and his left-hand neighbor cuts +them. The dealer must next "dress the board," that is, he must put +counters into the pools, which are all marked differently. This is the +way to dress the board: One counter to each ace, king, queen, jack, +and game, two to matrimony (king and queen), two to intrigue (queen +and jack), and six to the nine of diamonds, which is the Pope. On a +proper board you will see these marked on it. + +The cards are now dealt round to the players, with the exception of +one card, which is turned up for trumps, and six or eight, which are +put aside to form the stops; the four kings and the seven of diamonds +are also always stops. + +If either ace, king, queen, or jack happen to be turned up for trumps, +the dealer may take whatever is in the compartment with that mark; but +when Pope is turned up for trumps, the dealer takes all the counters +in Pope's compartment as well as those in the "game" compartment, +besides a counter for every card dealt to each player, which must, of +course, be paid by the players. There is then a fresh deal. + +It is very seldom, however, that Pope does turn up for trumps; when it +does not happen, the player next to the dealer begins to play, trying +to get rid of as many cards as possible. First he leads cards which he +knows will be stops, then Pope, if he has it, and afterward the lowest +card in his suit, particularly an ace, for that can never be led +up to. The other players follow when they can; for instance, if the +leader plays the two of diamonds, whoever holds the three plays it, +some one follows with the four, and so on until a stop occurs; whoever +plays the card which makes a stop becomes leader and can play what he +chooses. + +This goes on until some person has parted with all his cards, by which +he wins the counters in the "game" compartment and receives from the +players a counter for every card they hold. Should any one hold the +Pope he is excused from paying, unless he happens to have played it. + +Whoever plays any of the cards which have pools or compartments takes +the counters in that pool. If any of these cards are not played, the +counters remain over for the next game. + + * * * * * + +"I SUSPECT YOU" + +This game may be played by any number of persons. As soon as the cards +have been dealt and the players have examined their hands, the one on +the left of the dealer plays the lowest card he has (the ace counting +lowest). He must place the card face downward on the table, at the +same time calling out what it is. The next player also puts down a +card, face downward, and calls the next number; for instance, if No. 1 +puts down a card and says "One," No. 2 says "Two," No. 3 "Three," and +so on. + +It is not necessary for the card laid down to be actually the one +called out. The fun of the game is to put down the wrong card without, +any one suspecting you. Naturally, it is not often that the cards run +straight on, as no one may play out of turn, and if one player thinks +another has put down the wrong card, he says, "I suspect you." The +player must then show his card, and if it should not be the one he +said, he must take all the cards laid down and add them to his pack; +if, however, the card happens to be the right one, then the accuser +must take the cards. The player who first succeeds in getting rid of +his cards wins the game. + + * * * * * + +BEGGAR MY NEIGHBOR + +The cards are dealt equally to the players. The first player puts down +a card, face upward, upon the table. If it be a common card, that +is, a two, or three, or anything but a picture card or an ace, his +neighbors put down in turn their cards until a court card (that is, a +picture card or an ace) turns up. + +If at last an ace be played, the neighbor of the one who plays it must +pay him four cards; if a king three cards, if a queen two, and if a +jack one. The one who played the court card also takes all the cards +that have been played, and puts them under his own pack. If, however, +in playing for a court card, one of the players puts down another +court card, then his neighbor must pay him, and he takes the whole +pack instead of the previous player. Sometimes it happens that a +second player in paying puts down a court card, and the third player +in paying him puts down another, and so on, until perhaps the fourth +or fifth player actually gets the cards in the end. + + * * * * * + + + + +RIDDLES + +Few children think they will ever tire of playing games; but all the +same, toward the end of a long evening, spent merrily in dancing and +playing, the little ones begin to get too weary to play any longer, +and it is very difficult to keep them amused. + +Then comes the time for riddles! The children can sit quietly round +the room, resting after their romps and laughter, and yet be kept +thoroughly interested, trying to guess riddles. + +It is, however, very difficult to remember a number of good and +laughable ones, so we will give a list of some, which will be quite +sufficient to puzzle a roomful of little folk for several hours. + +Why are weary people like carriage wheels? Answer: Because they are +tired. + +An old woman in a red cloak was passing a field in which a goat was +feeding. What strange transformation suddenly took place? Answer: The +goat turned to butter (butt her), and the woman into a scarlet runner. + +Why does a duck go into the water? Answer: For divers reasons. + +Spell "blind pig" in two letters. P G; a pig without an I. + +Which bird can lift the heaviest weights? The crane. + +Why is a wise man like a pin? He has a head and comes to a point. + +Why is a Jew in a fever like a diamond? Because he is a Jew-ill. + +Why may carpenters reasonably believe there is no such thing as stone? +Because they never saw it. + +What is that which is put on the table and cut, but never eaten? A +pack of cards. + +When does a farmer double up a sheep without hurting it? When he folds +it. + +What lives upon its own substance and dies when it has devoured +itself? A candle. + +Why is a dog biting his tail like a good manager? Because he makes +both ends meet. + +What thing is it that is lower with a head than without one? A pillow. + +Which is the left side of a plum pudding? That which is not eaten. + +What letter of the alphabet is necessary to make a shoe? The last. + +If all the seas were dried up, what would everybody say? We haven't a +notion (an ocean). + +Why is it certain that "Uncle Tom's Cabin" was not written by the hand +of its reputed author? Because it was written by Mrs. Beecher's toe +(Stowe). + +Why is a fishmonger never generous? Because his business makes him +sell fish (selfish). + +What is that which works when it plays and plays when it works? A +fountain. + +What is that from which you may take away the whole and yet there will +be some remaining? The word wholesome. + +Why are fowls the most economical things a farmer can keep? Because +for every grain they give a peck. + +Why is it dangerous to walk in the meadows in springtime? Because the +trees are shooting and the bulrush is out (bull rushes out). + +Why is a vine like a soldier? Because it is listed and has ten drills +(tendrils) and shoots. + +If a man who is carrying a dozen glass lamps drops one, what does he +become? A lamp lighter. + +What belongs to yourself, but is used more by your friends than by +yourself? Your name. + +A man had twenty sick (six) sheep and one died; how many were left? +Nineteen. + +Which is the best day for making a pancake? Friday. + +What is that which everybody has seen but will never see again? +Yesterday. + +What four letters would frighten a thief? O I C U. + +[Illustration] + +Why is a spider a good correspondent? Because he drops a line at every +post. + +When is the clock on the stairs dangerous? When it runs down. + +Why is the letter "k" like a pig's tail? Because it comes at the end +of pork. + +What is the keynote to good manners? B natural. + +Why is a five dollar bill much more profitable than five silver +dollars? Because when you put it in your pocket you double it, and +when you take it out you will find it in-creases. + +Why is a watch like a river? Because it doesn't run long without +winding. + +What is that which flies high, flies low, has no feet, and yet wears +shoes? Dust. + +Which is the smallest bridge in the world? The bridge of your nose. + +When has a man four hands? When he doubles his fists. + +What trees has fire no effect upon? Ash trees; because when they are +burned they are ashes still. + +What is the difference between a schoolmaster and an engine-driver? +One minds the train and the other trains the mind. + +What is that which goes from Chicago to Philadelphia without moving? +The road. + +Which is easier to spell--fiddle-de-dee or fiddle-de-dum? +Fiddle-de-dee, because it is spelled with more "e's." + +When may a chair be said to dislike you? When it can't bear you. + +What animal took most luggage into the Ark, and which two took the +least? The elephant, who took his trunk, while the fox and the cock +had only a brush and a comb between them. + +If a bear were to go into a dry goods store, what would he want? He +would want muzzlin'. + +Why was the first day of Adam's life the longest? Because it had no +Eve. + +[Illustration] + +Why is a washerwoman like a navigator? Because she spreads her sheets, +crosses the line and goes from pole to pole. + +Why is it that a tailor won't attend to business? Because he is always +cutting out. + +When can a horse be sea-green in color? When it's a bay. + +Why were gloves never meant to sell? Because they were made to be kept +on hand. + +When are we all artists? When we draw a long face. + +Why are watch-dogs bigger by night than by day? Because they are let +out at night and taken in in the morning. + +Why is B like a hot fire? Because it makes oil Boil. + +Why is a schoolmaster like a bootblack? Because he polishes the +understandings of the people. + +When is a store-keeper always above his business? When he lives over +his store. + +Which is the liveliest city in the world? Berlin; because it's always +on the Spree. + +Why is a water-lily like a whale? Because they both come to the +surface to blow. + +Why is a shoemaker the most industrious of men? Because he works to +the last. + +What is book-keeping? Forgetting to return borrowed volumes. + +Why is scooping out a turnip a noisy process? Because it makes it +hollow. + +Why are teeth like verbs? Because they are regular, irregular, and +defective. + +What ships hardly ever sail out of sight? Hardships. + +When is an artist a dangerous person? When his designs are bad. + +Why are tortoiseshell combs like citadels? They are for-tresses. + +Why is the Isthmus of Suez like the first "u" in cucumber? Because it +is between two "c's" (seas). + +What motive led to the invention of railroads? The loco-motive. + +Why are deaf people like Dutch cheeses? Because you can't make them +here. + +When is the best time to get a fresh egg at sea? When the ship lays +to. + +Who was the first whistler? The wind. + +Why need a traveler never starve in the desert? Because of the sand +which is (sandwiches) there. + +Why is sympathy like blindman's buff? Because it is a fellow feeling +for a fellow creature. + +If a Frenchman were to fall into a tub of tallow, in what word would +he express his situation? In-de-fat-i-gabble. (Indefatigable.) + +Why is a dinner on board a steamboat like Easter Day? Because it is a +movable feast. + +Spell "enemy" in three letters. F O E. + +Why is a little man like a good book? Because he is often looked over. + +Why is a pig in a parlor like a house on fire? Because the sooner it +is put out the better. + +What is the difference between a soldier and a bombshell? One goes to +wars, the other goes to pieces. + +Which is the only way that a leopard can change his spots? By going +from one spot to another. + +Why did Eve never fear the measles? Because she'd Adam. + +When is a tall man a little short? When he hasn't got quite enough +cash. + +What houses are the easiest to break into? The houses of bald people; +because their locks are few. + +Why is a watch the most difficult thing to steal? Because it must be +taken off its guard. + +Why is there never anybody at home in a convent? Because it is an (n) +uninhabited place. + +Why does a person who is not good looking make a better carpenter than +one who is? Because he is a deal plainer. + +What is the best tree for preserving order? The birch. + +Why is shoemaking the easiest of trades? Because the shoes are always +soled before they are made. + +What plant stands for No. 4? IV. + +How can a gardener become thrifty? By making the most of his thyme, +and by always putting some celery in the bank. + +Why is it probable that beer was made in the ark? Because the kangaroo +went in with hops, and the bear was always bruin. + +"What was the biggest thing you saw at the Panama Exposition?" asked a +wife of her husband. "My hotel bill!" said he. + +Why is C like a schoolmistress? Because it forms lasses into classes. + +What is that which never asks any questions and yet requires many +answers? The street door. + +If a man bumped his head against the top of a room, what article of +stationery would he be supplies with? Ceiling whacks (sealing-wax). + +Which is the oldest tree in the country? The elder tree. + +Which is the longest word in the English language? Smiles; because +there is a mile between the first and last letters. + +What is that which happens twice in a moment and not once in a +thousand years? The letter M. + +How many sides are there to a tree? Two, inside and out. + +What sea would a man most like to be in on a wet day? A dry attic +(Adriatic). + +Why is coffee like an axe with a dull edge? Because it must be ground +before it is used. + +What is the difference between a bottle of medicine and a troublesome +boy? One is to be well shaken before taken, and the other is to be +taken and then shaken. + +What makes more noise than a pig under a gate? Two pigs. + +When is a door not a door? When it is a-jar. + +What is the difference between a naughty boy and a postage stamp? +Because one you stick with a lick, and the other you lick with a +stick. + +Why did William Tell shudder when he shot the apple from his son's +head? Because it was an arrow escape for his child. + +What is that which the more you take from it the larger it grows? A +hole. + +What is the best land for little kittens? Lapland. + +Why should a man always wear a watch when he travels in a waterless +desert? Because every watch has a spring in it. + +Of what trade is the sun? A tanner. + +What relation is a doormat to a door? Step-fa(r)ther. + +What is that which you cannot hold ten minutes, although it is as +light as a feather? Your breath. + +What is the worst weather for rats and mice? When it rains cats and +dogs. + +What is that which never uses its teeth for eating purposes? A comb. + +When are two apples alike? When pared. + +What is the difference between a blind man and a sailor in prison? One +cannot see to go and the other cannot go to sea. + +Why is a plum cake like the ocean? Because it contains so many +currants. + +What pudding makes the best cricketer? A good batter. + +When is a sailor not a sailor? When he's a-board. + +Why is the snow different from Sunday? Because it can fall on any day +in the week. + +What trade would you mention to a short boy? Grow sir (grocer). + +What tree is nearest the sea? The beech. + +Why is a game of cards like a timber yard? Because there are always a +great many deals in it. + +Why is a tight boot like an oak tree? Because it produces a corn +(acorn). + +Why is a city in Ireland likely to be the largest city in the world? +Because each year it is Dublin (doubling). + +What is the easiest way to swallow a door? Bolt it. + +Why is a dancing master like a tree? Because of his bows (boughs). + +Name a word of five letters from which if you take two but "one" +remains. Stone. + +Why is A like twelve o'clock? It is the middle of "day" + +When is a man thinner than a lath? When he is a-shaving. + + * * * * * + +THOUGHT READING + +This is a very good game, which always causes considerable amusement, +and if skillfully carried out will very successfully mystify the whole +company. + +It is necessary that the player who is to take the part of +thought-reader should have a confederate, and the game is then played +as follows: + +The thought-reader, having arranged that the confederate should write +a certain word, commences by asking four members of the company to +write each a word upon a piece of paper, fold it up in such a +manner that it cannot be seen, and then to pass it on to him. The +confederate, of course, volunteers to make one of the four, and writes +the word previously agreed upon, which is, we will suppose, "Ohio." + +The thought-reader places the slips of paper between his fingers, +taking care to put the paper of his confederate between the third and +little finger; he then takes the folded paper from between his thumb +and first finger and rubs it, folded as it is, over his forehead, at +each rub mentioning a letter, as O, rub, H, rub, I O, after which he +calls out that some lady or gentleman has written "Ohio." "I did," +replies the confederate. + +The thought-reader then opens the paper, looks at it, and slips it +into his pocket; he has, however, looked at one of the other papers. + +Consequently he is now in a position to spell another word, which he +proceeds to do in the same manner, and thus the game goes on until all +the papers have been read. + + * * * * * + +THE CUSHION DANCE + +The children first of all divide themselves into two parties. They +then form a ring, and commence dancing round a hassock which is +placed, end upward, in the middle of the room. Suddenly one party +endeavors to pull the other party forward, so as to force one of their +number to kick the hassock and upset it. + +The player who has been unfortunate enough to touch the hassock has +then to leave the circle. The game proceeds until only two remain; if +these two happen to be boys, the struggle is generally prolonged, as +they can so easily jump over the hassock, and avoid kicking it. + + * * * * * + +THE FARMYARD + +This game, if carried out properly, will cause great amusement. One +of the party announces that he will whisper to each person the name of +some animal, which, at a given signal, must be imitated as loudly as +possible. Instead, however, of giving the name of an animal to each, +he whispers to all the company, with the exception of one, to keep +perfectly silent. To this one he whispers that the animal he is to +imitate is the donkey. After a short time, so that all may be in +readiness, the signal is given. Instead of all the party making the +sounds of various animals, nothing is heard but a loud bray from the +one unfortunate member of the company. + + * * * * * + +"I POINT" + +It is necessary in this game for the player acting the part of guesser +to have a confederate; he is then able to leave the room, and on his +return to mention what person was pointed at during his absence. It is +done in this way: It is agreed between the guesser and his confederate +that whoever speaks last before the door is closed upon the guesser +shall be the person who is to be pointed at. It is very seldom that +any one discovers this trick. + + * * * * * + +DIAMOND RING + +The players sit in a circle with their hands placed palm to palm, +the little fingers downward, between the knees. One of the company is +chosen to act the part of maid. She takes a ring between her palms, +which she keeps flat together in the same way as the rest. She then +visits each person in turn and places her hands between the palms +of each, so that she is able to slip the ring into some one's hands +without the others knowing. When she has visited each, she touches one +child, and says: + + "My lady's lost her diamond ring; + I fix upon you to find it." + +The child touched must then guess who has the ring. If she guess +correctly, she becomes the maid; if not, she must pay a forfeit. The +maid then touches some one else and repeats the two lines given above. +Each guesser may be allowed three trials. + + * * * * * + +THE FORBIDDEN LETTER + +The idea of this game is to try how many sentences can be spoken +without containing a certain letter which has been agreed upon. +Supposing, for instance, the letter "f" is not to be introduced; the +first player might ask: "Is this a new game to you?" The second player +could answer: "Oh, no! I played it years ago when quite a youngster." + +He would perhaps turn to the third player, and ask: "You remember it, +do you not?" The third player might answer: "Yes; but we used to play +it differently." This player, having used a word with an "f" in it, +must pay a forfeit and remain out. + +The answers must be given at once, without hesitation, and the player +who avoids for the greatest length of time using a word containing the +forbidden letter wins the game. + + * * * * * + +GRAND MUFTI + +One of the company is chosen as Grand Mufti. The others then form a +circle with the Grand Mufti in the center, and every action which he +performs, if preceded by the words, "Thus says the Grand Mufti," must +be imitated by every member of the circle. + +The Grand Mufti, in order to lead one of the company astray, will +sometimes omit to say the words: "Thus says the Grand Mufti;" in this +case, if any member of the company imitate his action, he is compelled +to pay a forfeit. + + * * * * * + +MAGIC WRITING + +In this game a confederate is necessary. The player states to the +company, after a few remarks on ancient sign-language, that he is able +to read signs made with a stick on the floor, and agrees to leave the +room while the company decide upon some word or sentence. + +The game is played as follows: It is agreed by the player and his +confederate that one tap on the floor shall represent A, two taps E, +three taps I, four taps O, and five taps U, and that the first letter +of each remark the confederate makes shall be one of the consonants of +the word or sentence decided upon by the company. The consonants must +be taken in order. On the player's return, supposing the word chosen +to be "March," his confederate would commence: "Many people think +this game a deception" (initial letter M). One tap on the floor (A). +"Really it is very simple" (initial letter R). "Coming to the end +soon" (initial letter C). "Hope it has been quite clear" (initial +letter H). + +A few more signs are made so as not to finish too abruptly, and the +player then states the word to be "March." If carefully conducted, +this game will interest an audience for a considerable time. + + * * * * * + +FLOWERS + +The company divides itself into equal sides, and each side must have a +"home" in opposite corners of the room. The sides retire to their own +"homes," and one side privately chooses a flower, then crosses over +to the other corner and gives the initial letter of that flower. The +children on the second side must try and guess the name of the flower, +and when they have done so they catch as many as they can of the +opposite side before they reach their "home." + +Those caught must go over to the other side, and the game goes on +until one side has won all the children. The sides take it in turns +to give the name of the flower. This game may also be played in the +garden. + + * * * * * + +FOX AND GEESE + +One of the party, called the Fox, goes to one end of the room, and +the rest of the children arrange themselves in a ring, one behind +the other, the tallest first and the smallest last. The first one is +called Mother Goose. The game begins by a conversation between the Fox +and Mother Goose. "What are you after this fine morning?" says she. +"Taking a walk," the Fox answers. "What for?" "To get an appetite for +breakfast." "What will you have for breakfast?" "A nice fat goose." +"Where will you get it?" "Well, as your geese are so handy, I will +take one of them." "Catch one if you can." + +Mother Goose then stretches out her arms to protect her geese and not +let the Fox catch one. The Fox tries to dodge under, right and left, +until he is able to catch the last of the string. Of course, the brood +must try and keep out of reach of the Fox. As the geese are caught +they must go over to the den of the Fox, and the game continues until +all are caught. + + * * * * * + +"I SELL MY BAT, I SELL MY BALL" + +A ring is formed with one child in the middle, who is called the +"drummer-man." Whatever this child does the others mimic, moving round +as they do so, and singing the following words: + + "I sell my bat, I sell my ball, + I sell my spinning-wheel and all; + And I'll do all that e'er I can + To follow the eyes of the drummer-man." + +Any one who does not at once imitate the "drummer-man" must pay a +forfeit and take his place as "drummer-man." + + * * * * * + +"WHAT'S MY THOUGHT LIKE?" + +The players sit in a circle, and one of them asks the others: "What's +my thought like?" One player may say: "A monkey;" the second, "A +candle;" the third, "A pin," and so on. When all the company have +compared the thought to some object, the first player tells them the +thought--perhaps it is "the Cat"--and then asks each, in turn, why it +is like the object he compared it to. + +"Why is my cat like a monkey?" is asked. The other player might +answer: "Because it is full of tricks." "Why is my cat like a candle?" +"Because its eyes glow like a candle in the dark." "Why is my cat like +a pin?" "Because its claws scratch like a pin." + +Any one who is unable to explain why the thought resembles the object +he mentioned must pay a forfeit. + + * * * * * + +CAT'S CRADLE + +Take a piece of string and knot the ends together and slip it over +your hands, as in Fig. 1. + +[Illustration] + +Next wind the string round your hands, not including the thumb, as in +Fig. 2. + +[Illustration] + +Slip the second fingers through the string on your hands and you have +your cat's cradle, as in Fig. 3. + +[Illustration] + +You must now ask a second person to put his thumbs and first fingers +through the cradle, as in Fig. 4. + +[Illustration] + +Draw out the string and take it under the cradle, and you will have +Fig. 5. + +[Illustration] + +Slip the thumbs and first fingers again into the side pieces of the +cradle, draw the string sideways and take it under the cradle, and you +will have Fig. 6. + +[Illustration] + +Now curl the little fingers round the string, slipping one under the +other as shown, and draw out the side pieces. + +[Illustration] + +Slip the thumb and first fingers under the side string, bring them up +the middle, and you have your original cat's cradle again. + +[Illustration] + + * * * * * + +PERSONATIONS + +To play this game the company seat themselves in a circle, while one +of the players commences to describe some person with whom most of the +other players are familiar, and continues until one or other of the +company is able to guess from the description who the person may be. + +The one guessing correctly then commences to describe some one. If, +however, the company are unable to make a correct guess, the player +goes on until some one is successful. + + * * * * * + +FROG IN THE MIDDLE + +One child is seated on the ground with his legs under him, while the +other players form a ring round him. They then pull him about and give +him little pushes, and he must try to catch one without rising from +the floor. + +The child who is caught takes the middle, while the frog joins the +circle. + + * * * * * + +GIANT + +This game must be arranged in the nature of a surprise for the company +assembled. The giant is formed by two youngsters, one of whom seats +himself on the shoulders of his friend. A large cloak should then be +thrown over them, to make it appear as if it were only one person, and +the top boy might wear a mask to prevent recognition. The giant then +enters the room and commences dancing. Great amusement is afforded the +little folk by this game. + + * * * * * + +COCK FIGHTING + +This is a most amusing game, and although only two boys can play at +it at one time, they will keep the rest of the company in roars of +laughter. The two who are to represent the "cocks" having been chosen, +they are both seated upon the floor. + +Each boy has his wrists tied together with a handkerchief, and his +legs secured just above the ankles with another handkerchief; his arms +are then passed over his knees, and a broomstick is pushed over one +arm, under both knees, and out again on the other side over the +other arm. The "cocks" are now considered ready for fighting, and are +carried into the center of the room, and placed opposite each other +with their toes just touching. The fun now commences. + +Each "cock" tries with the aid of his toes to turn his opponent over +on his back or side. + +The one who can succeed in doing this first wins the game. + +It often happens that both "cocks" turn over at the same time, when +the fight commences again. + + * * * * * + +[Illustration] + +GAMES WITH THE ALPHABET + +It is necessary for these games that a large boxful of letters should +be provided, which can be purchased at any toy store or made by the +young people themselves by being cut out of newspapers. The children +should seat themselves round the table; the letters should then be +well shuffled and dealt round to the players. Each child has to form +a word or sentence out of the letters which he has received. Another +variation is to select a long word, and then in a given time to try to +form several words from it. Names of well-known men, places, etc., can +also be given. These games are not only amusing, but serve at the same +time to instruct the young folk. + + * * * * * + +HONEY POTS + +For little ones there is scarcely a more popular game than "Honey +Pots." Small children of three and four can be included in this +game, but there should be two bigger children for the "Buyer" and +the "Merchant." The children, with the exception of the Buyer and +Merchant, seat themselves upon the floor of the room, with their knees +raised and their hands clasped together round them. These children are +called "Honey Pots." The Merchant and the Buyer then talk about the +quality and quantity of the Honey, and the price of each Pot. It is +agreed that the price to be paid shall be according to the weight of +the "Honey" and the "Pot." The children are carefully "weighed" by +raising them two or three times from the floor and swinging them by +the arms, one arm held by the Merchant and the other by the Buyer. + +[Illustration] + +When the "Honey Pots" are all weighed, the Buyer says he will purchase +the whole of the stock, and asks the Merchant to help him carry the +Pots home. Then the Merchant and the Buyer carry the children, one by +one, to the other end of the room. + +When all are safely at the Buyer's house, the Merchant goes out of the +room, but suddenly returns and says to the Buyer: "I believe you have +carried off my little daughter in one of the Honey Pots." The Buyer +replies: "I think not. You sold me all the Pots full of Honey, but if +you doubt me you can taste them." + +The Merchant then pretends to taste the Honey, and after having tried +two or three Pots exclaims: "Ah! this tastes very much like my little +daughter." The little girl who represents the Honey Pot chosen by the +Merchant then cries out: "Yes, I am your little girl," and immediately +jumps up and runs away, the Buyer at the same time endeavoring to +catch her. + +When the one Honey Pot runs away, all the others do the same, the +Buyer catches whom he can, and the game recommences. + + * * * * * + +THE SPELLING GAME + +Each player in this game has what are called three "lives," or +chances. When the company is seated in a circle, the first player +mentions a letter as the beginning of a word. The game is for each +of the company, in turn, to add a letter to it, keeping the word +unfinished as long as possible. + +When a letter is added to the former letters and it makes a complete +word, the person who completed it loses a "life." The next player then +begins again. + +Every letter added must be part of a word, and not an odd letter +thought of on the spur of the moment. When there is any doubt as +to the letter used by the last player being correct, he may be +challenged, and he will then have to give the word he was thinking of +when adding the letter. If he cannot name the word, he loses a "life;" +but if he can, it is the challenger who loses. + +This is an example of how the game should be played. Supposing the +first player commences with the letter "p;" the next, thinking of +"play," would add an "l;" the next an "o," thinking of "plough;" the +next person, not having either of these words in his mind, would +add "v;" the next player, perhaps, not knowing the word of which the +previous player was thinking, might challenge him, and would lose a +"life" on being told the word was "plover." The player next in turn +would then start a new word, and perhaps put down "b," thinking of +"bat;" the next thinking, say, that the word was "bone," would add an +"o," the next player would add "n;" the player whose turn it would +now be, not wanting to lose a "life" by finishing the word, would add +another "n;" the next player for the same reason would add "e," and +then there would be nothing else for the next in turn to do but to +complete the word by adding "t" and thus losing a "life." + +It will be seen that there are three ways of losing a "life." First, +the player may lay down a letter, and on being challenged be unable to +give the word. Secondly, he may himself challenge another player who +is not at fault. Thirdly, he may be obliged to add the final letter to +a word, and so complete it. + +This is a most amusing game for a large party, for as the different +persons lose their three "lives," the players gradually dwindle down +to two or three, when it gets very exciting to see who will be the +last person left in, for he or she will be declared the winner. + + * * * * * + +"DRAW A PAIL OF WATER." + + "Draw a pail of water + For my lady's daughter; + My father's a king and my mother's a queen, + My two little sisters are dressed in green; + Stamping grass and parsley, + Marigold leaves and daisies, + One rush, two rush, + Pray thee, fine lady, come under my bush." + +Two children stand face to face, holding each other's hands. Two +others also face each other holding hands across the other two. They +seesaw backward and forward, singing the above lines. + +When they come to the line, "Pray thee, fine lady, come under my +bush," another child pops under and comes up between one child's arms. +They sing the verse again and another child creeps under another pair +of arms, and so on until there are eight children standing facing each +other. The must then jump up and down until one falls down, when she +is almost sure to pull the others over. + + * * * * * + +QUESTIONS AND ANSWERS + +Each player is furnished with a pencil and two slips of paper. On the +first slip a question must be written. The papers are then collected +and put into a bag or basket. + +[Illustration] + +Then the players write an answer on their second slip. These are put +into a different bag, and the two bags are then well shaken and handed +round to the company. + +Every one draws a question and an answer, and must then read the two +out to the company. + +The result is sometimes very comical; for instance: + +Questions + + Do you like roses? + Where are you going to this summer? + Do you like beef? + Do you like spiders? + +Answers + + Yes, with mustard. + I am very much afraid of them. + Yes, without thorns. + To Switzerland. + + * * * * * + +DUCK UNDER THE WATER + +Each child chooses a partner and stands opposite to her, so that two +long lines are formed. Each couple hold a handkerchief between them, +as high as they can lift their arms, so as to form an arch. The couple +standing at the top of the lines run through the arch without letting +go their handkerchief, and station themselves at the bottom of the +lines, raising their handkerchief again so as to continue the arch. +This is done by each couple in succession until all have had a turn. +Whoever breaks the arch or drops the handkerchief must pay a forfeit. + + * * * * * + +WONDERMENT + +It is necessary that two only of the party should have a knowledge of +this game, and then "wonderment" is sure to be the result. + +The two players agree that a certain word shall be regarded as a +signal word. As an illustration, imagine this word to be "and." + +One of the players asserts his belief that he is gifted with second +sight, and states that he is able to name, through a closed door, any +article touched by any person in sympathy with him, notwithstanding +the said person may attempt to mystify him by mentioning a lot of +other articles. He then chooses his confederate, as being one with +whom he may be in sympathy, and goes outside. + +The player in the room then proceeds to call out, perhaps, as follows: +Table, Rug, Piano, Footstool and Chair, Lamp, Inkstand. He then places +his hand on the back of a chair and asks: "What am I touching now?" +the answer will, of course, be "Chair," because the signal word "and" +came immediately before that article. + +If the players are skillful there is no need for the trick to be +discovered. + + * * * * * + +"MOTHER, MOTHER, THE POT BOILS OVER" + +A number of children choose one of their number to be "mother" and +another to be the witch. One child represents the pot, and the others +are named after the days in the week, Sunday, Monday, Tuesday, etc. If +there are too many children they might be called after the months. + +The mother first names the children, next she takes the pot and +pretends to put it on the fire. She tells the eldest daughter that she +is going to wash, and that she must take great care of her brothers +and sisters while she is away, and on no account to let the old witch +into the house. She is also to look after the dinner and see that +the pot does not boil over. The mother then goes away, and the eldest +daughter pretends to be very busy. + +The child who is supposed to be the witch knocks at the door, and asks +if she may come in and get a light for her pipe. She must pretend to +be very old and walk with a stick. + +"Come in," says the eldest daughter; "what do you want?" + +"To light my pipe at your fire." + +"Very well, but you must not dirty the range." + +"Certainly not; I'll be very careful." + +While the eldest daughter pretends to look on the shelf for something, +the witch puts her dirty shoe on the range, catches hold of Monday +(the youngest child) and runs off with him. The child who is the pot +now makes a hissing noise and pretends to boil over. The daughter +calls out: + +"Mother, mother, the pot boils over." + +"Take a spoon and skim it." + +"Can't find one." + +"Look on the shelf." + +"Can't reach." + +"Take the stool." + +"The leg's broken." + +"Take the chair." + +"The chair's gone to be mended." + +"I suppose I must come myself." + +The mother comes in from the washtub, drying her hands. + +"Where's Monday?" she asks. + +"Please, mother, some one came to beg for a light for her pipe, and +when my back was turned she took Monday." + +"Why, that was the witch." + +The mother pretends to beat the eldest daughter, tells her to be more +careful another time, and goes back to the washtub. The game then goes +on as before, and each time the witch comes she takes away a child, +until at last even the eldest daughter is taken. The pot boils over +for the last time and then the mother, finding all her children gone, +goes to the witch's house to find them, when this conversation ensues: + +"Is this the way to the witch's house?" + +"There's a red bull that way." + +"Then I'll go this way." + +"There's a mad cow that way." + +But the mother insists upon going into the witch's house to look for +her children. The witch generally hides the children behind chairs. +The mother stoops over one child: "This tastes like Monday," she says, +but the witch replies: "That! it is a barrel of pork." + +"No, no," says the mother, "it is my Monday, and there are the rest +of the children." The children now jump out and they and their mother +begin to run home; the witch runs after them, and whoever she catches +becomes witch, while the witch becomes the eldest daughter. + + * * * * * + +THE ANTS AND THE GRASSHOPPER + +Lots are drawn in order to decide who shall be the grasshopper; the +ants then seat themselves in a circle, while the grasshopper writes on +a piece of paper the name of a grain or food which a grasshopper might +be supposed to like. He puts this in his pocket and then addresses the +ants: + +"Dear friends, I am very hungry; would any of you kindly give me some +food?" + +"I have nothing but a grain of barley," says the ant spoken to. + +"Thank you; that is of no use to me," replies the grasshopper, and +goes on to the next player. As soon as any one offers the grain +of food which the grasshopper has written down the paper must be +produced, and the one who guessed the word pays a forfeit and becomes +grasshopper. If no one guesses the word, the grasshopper pays a +forfeit. + +The game then goes on in the same way, except that a different +question is asked on the second round. + +"Neighbors," says the grasshopper, "I have eaten abundantly and would +have a dance. Which would you recommend?" + +A waltz, a polka, a quadrille, etc., are suggested, and when this +question has gone the round, the grasshopper asks what music he can +dance to, and the ants suggest the music of the violin, the piano, +cornet, etc. Then the grasshopper says he is tired of dancing and +wishes for a bed, and the ants offer him moss, straw, grass, and so +on, to lie upon. + +"I should sleep very comfortably," the grasshopper says, "but I am +in fear of being pounced upon by a hungry bird. What bird have I most +reason to fear?" The ants answer: The rook, the lark, the cuckoo, etc. + +When the game is ended, the forfeits that have been lost must be +called. + + * * * * * + +THE MAGIC WHISTLE + +All the players but three stand in two rows facing each other. One +player sits at the end of the two rows, another leads a third player +into the room and makes him kneel down before the player who is +seated, and who is called the President. + +The President then proceeds to make all sorts of "magic" passes over +the kneeler's face, back, and hands. While he is doing this, the boy +who led the victim in fastens a whistle to his coat. It must be slung +on to a piece of string or tape, and fastened very loosely, so that +it can be easily grasped and yet will not knock against the wearer's +back. + +The whistle is then blown by the boy who attached it, and the kneeling +boy is told to rise and search for the magic whistle. The players +who stand on each side must hold their hands before their mouths and +pretend to blow whenever the whistle is blown, which must be as often +as any one can get a chance without being found out. + +The victim will search all along the rows trying to find the magic +whistle, and it will be some time before he discovers that it is +pinned to his own coat. + + * * * * * + +A RUNNING MAZE + +Form a long line of children, one behind the other. The leader starts +running, and is followed by all the rest. They must be sharp enough to +do exactly as the leader does. + +After running for a moment or two in the ordinary running step, the +leader changes to a hopping step, then to a marching step, quick +time, then to a marching step, slow time, claps and runs with hands on +sides, hands on shoulders, hands behind, etc. + +Finally, the leader runs slowly round and round into the center, and +can either wind the children up tightly or can turn them on nearing +the center and run out again. For another change the long line can +start running and so unwind the spiral. + + * * * * * + +THE COACH AND FOUR + +Two children stand hand-in-hand, side by side. These are the front +horses. Two others, close behind, stand also hand-in-hand and side by +side. These are the back horses. + +Slip reins over the left arm of one of the front horses, and over +the right arm of the other. The two back horses hold on the reins, +standing inside them. A driver must then be chosen, who gathers up the +reins in his left hand and in his right hand holds a whip. + +Running beside him, equipped with a horn and parcels and letters, +is another child, who acts as guard or conductor. The rest of the +children form village streets, by standing in rows facing one another. + +The coach and four, with the driver and guard, gallop about the room +and through the villages, the guard blowing his horn and tossing out a +paper or letter here and there. + +Change horses every now and then, so that all may have a turn at being +horses. A change of driver and guard, too, is also much appreciated. + +When the children have had about enough of this game, start a cheer as +the coach dashes through the villages for the last time. Two coaches +greatly add to the fun and enjoyment, as they have to pass and repass +each other. + + * * * * * + +MALAGA RAISINS + +The players sit in a circle, and one who is acquainted with the trick +takes a small stick in his right hand, makes some funny movements +with it, and then, having taken it in his left hand, passes it to his +neighbor, saying: "Malaga raisins are very good raisins, but I like +Valencias better." He then tells his neighbor to do the same. Should +any of the players pass on the stick with the right hand, they must +pay a forfeit, but of course they must not be told what mistake they +have made until the stick has been passed right round the circle. + + * * * * * + +SALLY WATER + +This game can be played by any number of children. A ring is formed +in which all join with the exception of one little girl, who kneels in +the center of the ring. The children then dance round her, singing the +following verses: + + "Sally, Sally Water, sprinkle in the pan, + Rise, Sally, rise, Sally, for a young man; + Choose for the best and choose for the worst, + And choose the very one you love best. + + "Now you're married I wish you joy, + First a girl and then a boy; + Seven years after, son and daughter, + Pray, young couple, come kiss together." + +[Illustration] + +When they come to the words, "Rise, Sally!" the child in the center +rises and chooses another from the ring. The next two lines are then +sung, and the two children in the ring dance round and kiss. Sally +then joins the ring, the second child remaining in the circle, and the +game is continued as before until all the players have acted the part +of Sally. + + * * * * * + +PIGEON-HOUSE GAME + +Make a ring of children. In the center place five or six of the +smaller children of the party. This forms the pigeon-house and +pigeons. + +Now choose one child (boy or girl) to open or shut this old-fashioned +dovecote. + +He runs round the ring outside and gently pushes the children in +toward the center, and close to the pigeons, who are sitting on the +ground softly cooing (or not, just as they please). + +This done he moves back. Let him be called the farmer or the farmer's +boy, if a name is wanted. + +A pretty and lively tune is now started on the piano. Directly it +begins, the boy runs forward and pulls open the ring of children, +which widens out with raised arms, to form pigeon-holes. + +The pigeons rise to their feet and fly out of these holes, round and +round the room. + +As the music begins to stop and die away, the pigeons should return +to their dovecote, and when the last note sounds they should all be +settled again. The farmer's boy now runs round the ring, closing it in +and making all safe for the night. + +This game can be played without music, and the elder children can take +their turn at being pigeons. + + * * * * * + +OATS AND BEANS AND BARLEY + +All the children form a ring with the exception of one player, who +stands in the center. The children then dance round this one, singing +the first three lines of the verses given below. At the fourth line +they stop dancing and act the words that are sung. They pretend to +scatter seed; they stand at ease, stamp their feet, clap their hands, +and at the words: "Turn him round," each child turns round. + +They then again clap hands and dance round, and when the words, +"Open the ring and take one in," are sung, the center child chooses a +partner, who steps into the ring, and the two stand together while the +other children sing the remaining verse, after which the child who +was first in the center joins the ring and the game is continued as +before. + + "Oats and beans and barley O! + Do you or I or any one know + How oats and beans and barley grow? + + "First the farmer sows his seed, + Then he stands and takes his ease, + Stamps his foot and claps his hands, + And turns him round to view the land. + + "Oats and beans and barley O! + Waiting for a partner, waiting for a partner. + Open a ring and send one in. + Oats and beans and barley O! + + "So now you're married you must obey, + You must be true to all you say, + You must be kind, you must be good, + And help your wife to chop the wood. + Oats and beans and barley O!" + + * * * * * + +BINGO + + "The miller's dog lay at the mill, + And his name was little Bingo, + B with an I, I with an N, N with a G, G with an O, + His name was little Bingo. + + "The miller he bought some peppermint, + And he called it right good Stingo, + S with a T, T with an I, I with an N, N with a G, G with an O, + He called it right good Stingo." + +One child represents the miller, the rest stand round him in a circle, +and all dance round and sing the verses. When it comes to the spelling +part of the rhyme, the miller points to a child, who must call out the +right letter. + +Any one who makes a mistake must pay a forfeit. + + * * * * * + +LUBIN LOO + +This game can be played by any number of children. The players form a +ring by clasping hands; they then dance round singing the first verse, +which after the second verse serves as a chorus. + + "Here we dance lubin, loo, + Here we dance lubin, light, + Here we dance lubin, loo, + On a Saturday night." + +While singing the second verse, the children stop, unclasp their hands +and suit their actions to the words contained in the verse. + + "I put my right hand in, + I put my right hand out, + I give my right hand shake, shake, shake, + And turn myself about." + +Each child while singing this first stretches her right arm toward the +center of the ring, then draws the same arm back as far as possible, +next shakes or swings her right hand, and when the last line is sung +she turns right round. The children then once more join hands, and +commence dancing, at the same time singing the chorus. The game +proceeds as before until all the verses have been sung. Here are the +remaining verses: + + "Here we dance the lubin, loo, + Here we dance lubin, light, + Here we dance lubin, loo, + On a Saturday night. + + "I put my left hand in, + I put my left hand out, + I give my left hand shake, shake, shake, + And turn myself about." + + + Chorus. + + "Here we dance lubin, loo," etc. + + "I put my right foot in, + I put my right foot out, + I give my right foot shake, shake, shake, + And turn myself about." + + + Chorus. + + "Here we dance lubin, loo," etc. + + "I put my left foot in, + I put my left foot out, + I give my left foot shake, shake, shake, + And turn myself about." + + + Chorus. + + "Here we dance lubin, loo," etc. + + "I put my own head in, + I put my own head out, + I give my own head shake, shake, shake, + And turn myself about." + + + Chorus. + + "Here we dance lubin, loo," etc. + + "I put my both hands in, + I put my both hands out, + I give my both hands shake, shake, shake, + And turn myself about." + + + Chorus. + + "Here we dance lubin, loo," etc. + + "I put my both feet in, + I put my both feet out, + I give my both feet shake, shake, shake, + And turn myself about." + + + Chorus. + + "Here we dance lubin, loo," etc. + + * * * * * + +THE LITTLE LADY + +For this game a number of pieces of rolled-up paper to represent horns +are required. Whoever makes a mistake in the game has a horn stuck +in her hair; or, if little boys are playing, the horns might be stuck +behind the ears. + +The leader of the game begins by saying to her right hand neighbor: +"Good morning, pretty lady, always pretty; I, a pretty lady, always +pretty, come from that pretty lady, always pretty" (here she points +to the girl on her left), "to tell you that she owns an eagle with a +golden beak." + +The next player turns to her right-hand neighbor, saying: "Good +morning, pretty lady, always pretty; I, a pretty lady, always pretty, +come from that pretty lady, always pretty" (here she points to the +last speaker), "to tell you that she owns an eagle with a golden beak +and silver claws." + +The next girl continues the story word for word, adding "a rare skin." +The next adds "diamond eyes," and the next "purple feathers." If there +are a great number of children, other charms must be added to the +eagle, but each child must say the whole of the story, and for each +mistake made she receives a paper horn, which must be stuck somewhere +about the head. At the end of the game a forfeit must be paid for each +of these horns. + + * * * * * + +"BIRDS FLY" + +This is a very simple game. Each player places a finger on the table, +which he must-raise whenever the conductor of the game says: "Birds +fly," "Pigeons fly," or any other winged creates "fly." + +If he names any creature without wings, such as "Pigs fly," and +any player thoughtlessly raises his finger, that player must pay a +forfeit, as he must also do if he omits to raise his finger when a +winged creature is named. + + * * * * * + +I SAY STOOP + +Teacher says to the class: "I say stoop." + +Upon the word stoop all the children must stoop. If they do not they +must be seated. The teacher must say "I say stand." The children must +stand. If they do not they must be seated. + +This game will cause the children to think quickly, and to act +quickly. + +The teacher can say: "I say fold the hands behind the back. + +"I say take a deep breath of air." + +"I say hands on hips." + +"I say raise the arms over the head." + +Anything else may be substituted; those who are slow to act and think +must be seated. + +The one who remains standing the longest wins. + + * * * * * + +FLAG RACE + +Players seated at desks. Rows need not be full, but there must be same +number in each row. Choose a player to stand in front of each row to +hold the flag, and another to stand at the rear of each row. At the +signal the rear player of each row rises, runs to the front, takes the +flag from the one holding it, carries it to the one standing at the +rear, and takes his seat. As soon as he is seated the next player goes +and takes the flag back to the player in front. This continues till +all have run. Be sure that no team has an unfair advantage because of +the positions taken by the flag holders. + + * * * * * + +SQUIRREL AND NUT + +Players all seated, but one, heads on desks and eyes covered, one hand +open on desk with palm up. The odd player is a squirrel and passes +up and down between the rows and puts a nut in the hand of some +player.... This one rises and chases the squirrel. If the squirrel +is caught before he can reach his own seat, the one who caught him +becomes squirrel; if the squirrel is not caught, he can be squirrel +again. + + * * * * * + +RACING AND COUNTING SCORES + +Make a scoreboard on the blackboard, indicating each row by a number +of letter. Players run as in "Racing" (First Grade, First Half Year). +Have front players run, tag front wall and return to seats, sit erect; +mark score; others in a similar manner. Repeat, runners tagging rear +wall. See which row has largest score. + + * * * * * + +SCHOOL-ROOM BASKET BALL + +Place a basket in the front seat of the second row and another in the +front seat of next to last row. Draw a throwing line on floor 20 feet +from each basket. At some time beforehand choose four captains and +have these captains choose teams, choosing in turn. Teams stand at +least two rows apart and behind throwing line, each team having a +ball. Captains stand beyond baskets, two captains at same basket. Each +captain passes the ball in turn to his players and they throw for +the basket. Team throwing the most baskets in a round wins one point, +first to get five points wins the contest. + + * * * * * + +LAST MAN + +Players seated at desks. Rows playing must be full rows. The game is +much like "Fox and Squirrel" (see First Grade, Second Half Year). +One player is "it," and there is one runner, besides the full rows +of seats. The runner may come to the front of any row and call "Last +Man," and then each player in that row must move back one place, +leaving the front seat for the runner, who is now safe. The last one +in the rear of the row will be out of a place and thus becomes runner. +When a runner is tagged, he is "it," and the one who caught him +becomes runner and must get out of the way at once. + + * * * * * + +CHANGING SEATS + +Players seated at desks. When teacher commands "Change right," all +move one place to right and the right hand row stands. In like manner +the command may be "Change front," "Change back," or "Change left." At +first it is best to follow each change by the reverse, so as to allow +those standing to get seats, but later they may be told that they +must run to the vacant seats on the opposite side or end of the room. +Leaders may be chosen to act in place of the teacher. + + * * * * * + +HUCKLE, BUCKLE, BEANSTALK + +The children close their eyes and put their heads on their desks. +A small object--a thimble or button--is placed in plain sight. At a +signal, the children move about the room, and when they see it, take +their seats without making any sign of its whereabouts. The first one +to see it may hide it the next time. + + * * * * * + +BLACKBOARD RELAY + +This is like the blackboard relay played in the third grade, but +instead of marks and letters, words must be written; these may be +required to form a sentence, numbers may be written and afterwards +added, subtracted, etc., by the succeeding players, or each player may +write his own name. It is often interesting to have the last player +required to erase all his team has written, or each child may erase +his own writing, passing the eraser as he did the chalk. + + * * * * * + +HIDE THE THIMBLE + +One child goes out of the room. A thimble or button is placed in plain +sight by another child. The one who was sent out is then guided to the +object by the clapping of the children--soft clapping for "cold," and +louder for "warm." + + * * * * * + +SUGGESTIVE BREATHING WORK + +1. March winds whistling through the trees. Inhale a deep breath and +imitate the wind. + +2. Keeping a feather in the air. Run with head back and blow short +breaths, keeping an imaginary feather from falling to the ground. + +3. Making Ocean Waves. By blowing the water in a large basin. + + * * * * * + +THE FOX CHASE + +Four farmers are in their home in the country enjoying a quiet +evening. + +They hear a sound outside, they watch and listen and decide that the +foxes are near the cabin. They wait until they are very close, then +give chase--and catch as many as they can before the foxes have +reached their home in the forest. All caught become farmers and help +to catch the rest. + + * * * * * + +POISON + +The players join hands to form a circle. About ten erasers are placed +in the center of the circle, with spaces between them through which a +player might step. The players then try by means of pushing or pulling +their comrades by means of clasped hands, to make them knock over the +erasers. Any player who knocks over an eraser or who unclasps hands +must take his seat, the erasers again being replaced. The first +players so leaving the circle form a scrub circle. The player wins who +remains longest in the first circle. + + * * * * * + +SLAP-JACK + +All the pupils are seated except one. The odd player walks or runs +through the aisles, touching some player, and runs around the room +in the direction he is going. The one touched immediately leaves his +seat, and runs around the room in the opposite direction. The first +one back in the empty seat wins. + +Dodging through the aisles to shorten the distance is not allowed. The +run must be around the outside of the room. + + * * * * * + +CROW'S RACE + +All players form in a straight line. Grasp just above ankles and on +"Go," run a very short distance and return, keeping hold above ankles +all the time. + + * * * * * + +RIDING THE BICYCLE + +Hands in position in front, as though grasping the handle-bars, +running in place with lifting the knee high and pointing toe to the +ground. The same movement, traveling forward with short, quick steps. + + * * * * * + +CAT AND RAT + +Children form a circle around the room, with hands joined. A "cat" +is chosen to stand outside the circle, a "rat" to stand inside. The +players are friends of the rat, and raise their arms to let him under, +but keep them down when the cat tries to get through. The cat chases +the rat in and out of the circle, among desks and over seats, till the +"rat" is caught, when a new cat and rat are chosen. + + * * * * * + +JUMPING THE ROPE + +This makes a splendid combination exercise. Swing the arms in a large +circle, as though swinging the rope, and jump each time that the +rope comes down. Travel forward with the same exercises, jumping and +landing on one foot instead of both. + + * * * * * + +TEACHER + +The children stand or sit in one line. One is teacher and he or she +throws a bean bag or soft ball in rotation down the line, the child +missing goes to the front. When the teacher misses he or she goes to +the foot and the child at the head becomes teacher. No bad or swift +throws are counted. + + * * * * * + +BIRD-CATCHER + +This game is a great favorite with all the children, even in the upper +grades. Two players are chosen as bird-catchers, and stand in one +corner of the room. The "mother-bird" is chosen to stand in another +"nest" in the other front corner of the room. The other players are +named in groups (those in one row of seats usually) for various birds, +"robins," "wrens," etc. As the name of each group of birds is +called, they go to the back of the room, and, at a signal, run to the +"mother-bird's nest." The bird-catchers try to catch them before they +reach it. The "birds" dodge in and out among the desks, jumping over +the seats, etc. The mother-bird and bird-catchers count their birds at +the end of the game, and all "fly" back to their seats; that is, wave +their arms and skip to their seats. + + * * * * * + +TAG ME, OR HEADS UP + +The pupils, upon the command of the player who is the leader and +stands in front of the class, fold their arms upon the desk and lower +the head upon the arms. The leader has an eraser or other article +which he places upon one of the desks. He commands "Heads up" and the +pupils raise their heads. The one finding the eraser on his seat rises +and chases the leader. If he catches him he becomes the leader; if +not, the first one is again the leader. If they fail to catch him +after two trials he chooses another leader. + + * * * * * + +AN ERASER GAME + +A boy places a rubber eraser, or any small object, on the desk of a +girl. She takes the eraser and chases him around the room to his seat. +If she tags him, he goes to the corner to stand, with others who are +caught, till the end of the game. The girl then puts the eraser on a +boy's desk, and the game continues. + + * * * * * + +CIRCLE BALL + +Children stand in a circle around the room; one stands in the center, +with a bean bag or ball, and makes quick throws to children in +different parts of the circle. + + * * * * * + +SEAT TAG--A SCHOOL-ROOM GAME + +The one starting the game runs and tags someone near and gets to that +child's seat as quickly as he can. The child tries to tag him on the +way. If he tags him the one tagged must go in the mush pot, that is, +to go to the front of the room and sit down. The one who caught him +continues the game, and when another one gets in the mush pot the +first one is permitted to take his seat. The game continues until all +have had a run. + +The runs should all be very short to make the game go quickly. + + * * * * * + +DEAD BALL + +Children stand by desks. A tennis or soft rubber ball is thrown among +the players. The child hit sits and is out of the game. The child +standing near where the ball falls throws it the next time. + + * * * * * + +PRELIMINARY BALL + +Children stand in rows, facing each other, two rows of desks between +them, those on one side having bean bags. On the teacher's counts they +throw to those in the row opposite, throwing and catching with both +hands. After a given number of throws, they put the left hand behind +them, throwing and catching with the right hand; the same with the +left hand. This is good muscular training. + + * * * * * + +DODGE + +Players divide into equal groups. One group forms a circle, the other +within. Outside group has a volley or an outdoor baseball with which +they try to hit the one's (players) within. As soon as one is hit he +must immediately join the circle and help hit the others. When all +have been tagged in this way, groups change places and repeat. The +two players who were last to be hit in the two games are captains to +choose up for the next time. + + * * * * * + +THIRD MAN + +Played much like "Three Deep." Players stand in couples, facing each +other, couples scattered in any way around the room. The runner is +free from being tagged when he steps between the two players of any +couple, and the chaser must chase the one toward whom the runner turns +his back. + + * * * * * + +FOX AND CHICKENS + +Choose a player to be fox and another to be the mother hen. The +players are the chickens and all form in a line behind the mother hen, +and each one grasping the waist of the one in front. The fox tries to +tag the last chicken; the line, led by the mother hen, turns and tries +to keep between the fox and that chicken. When the last chicken is +tagged he becomes fox, and the mother hen chooses another player in +her place. + + * * * * * + +ERASER RELAY + +Place an eraser on the front desk of alternate rows. At a signal to +start the first child in each row takes the eraser in both hands and +passes it over his head to the child behind him. This continues till +the last child receives it. The last child runs forward with it, +running down the right aisle. On reaching the front seat, his entire +row moves one seat backward, so as to leave an empty seat in front. +The runner then sits down in the empty seat and passes the eraser +backward with both hands as before stated. + +The changing of seats should be on the left side. + +The game ends when each child is returned to his own seat. + + * * * * * + +SCHOOL-ROOM TAG + +Mark a circle on floor in front of desks. Choose a player to be "it." +He stands near but not in the circle and calls the names of three +players. The players must rise and try to reach the circle without +being tagged. They run in any style in either direction. + +The first one tagged is "it" and the game continues as before. If none +are caught, three more are named. Encourage naming players who have +not been called. + + * * * * * + +THE SERPENTINE MAZE + +Players all in single file, teacher leading. Each player reaches right +hand forward to player next in front and left hand back, grasping +hands. March forward, circling to left and winding up into a spiral. +When tightly wound, last player should lead, all turn about to left +and wind up, circling to right. Several variations should be used +later: + +1. Same as first method without grasping hands. + +2. When wound as far as possible and leave enough space, teach circles +right from center of spiral and line follows, passing out in a reverse +spiral; this is done first grasping hands and later without. + +3. When leader reaches center of spiral, tight wound, she signals to +players in some direction and they lift arms, forming arches, under +which the line may pass, teacher leading, hands are kept grasped in +this case. + + * * * * * + +TEACHER AND CLASS + +[Illustration] + +Similar to "School Ball." A leader is chosen for each group of eight +or ten players, the players in a line and the leader eight or ten feet +away at the side. A row in the school-room may be taken as a group, +with a leader standing in front. The leader tosses the ball or bean +bag to the players in turn, beginning at the head. Any player missing +goes to the foot. If the leader misses he goes to the foot and the +one at the head becomes leader. If the ball goes twice around and the +leader does not miss, he goes in the line just above those who have +missed and the head player becomes leader. + + * * * * * + +BLACKBOARD RELAY + +The competing rows must be placed where there is a blackboard at the +front of each row. First player of each row has a piece of chalk. At +the signal he runs to the board and makes a mark with the chalk, then +he returns to his seat, and hands the chalk to the next player, who +runs and marks in his turn. Later, players may be required to make +a cross, circles, capital letters, small letters, add columns of +numbers, write words, construct sentences. The teacher is the judge +as to whether the marks come up to the requirements, and each team is +charged with a foul for each defect. + + * * * * * + +TAG THE WALL RELAY + +This is like "Racing" (See First Grade), but more continuous. Two or +more rows compete. The player in the back seat rises at a signal from +the teacher, runs forward down the aisle, tags the wall at the front +of the room, and returns to his seat. As soon as he has reached his +seat the player next in front of him does the same, the relay being +complete when each player in turn has run. The line whose front player +is seated first wins. + + * * * * * + +SLOW POKE (INDOORS) + +Alternate rows of children are chosen. On a signal from the teacher, +the last children in the alternate rows, run down the aisles, turn to +their left; run down the other aisle, turn on reaching their seats, +and tag the person who sits in front of them. The person tagged does +as the first person did, tagging the person in front only when he +reaches his starting place. Each person running when tagged. Equal +numbers should be chosen for each row. The object of the game is +to see which row is the winner, depending entirely upon alertness, +quickness of mind and honesty in playing with fellow students. + + * * * * * + + + + +TRICKS AND PUZZLES + +Any one who wishes to play a trick or show off a puzzle should test +it privately, before attempting to show it before company, for often, +owing to some slight error, the trick may at first prove a failure, +whereas a little practice will soon make one perfect. + + * * * * * + +THE DANCING EGG + +Get a hard-boiled egg and place it on the reverse side of a smooth +polished plate or bread-platter. If you now turn the plate round while +holding it in a horizontal position, the egg, which is in the middle +of it, will turn round also, and as the pace is quickened, the egg +will move more and more quickly, until it stands up on one end and +spins round like a top. In order to be quite sure that the experiment +will succeed, you should keep the egg upright while it is being +boiled, so that the inside may be hardened in the proper position. + + * * * * * + +THE MAGIC THREAD + +Soak a piece of thread in a solution of salt or alum (of course, your +audience must not know you have done this). When dry, borrow a very +light ring and fix it to the thread. Apply the thread to the flame of +a candle; it will burn to ashes, but will still support the ring. + + * * * * * + +THE SWIMMING NEEDLES + +There are several ways of making a needle float on the surface of the +water. + +The simplest way is to place a piece of tissue paper on the water and +lay the needle on it; the paper soon becomes soaked with water and +sinks to the bottom, while the needle is left floating on the top. + +Another method is to hang the needle in two slings made of threads, +which must be carefully drawn away as soon as the needle floats. + +You can also make the needle float by simply holding it in your +fingers and laying it on the water. This, however, requires a very +steady hand. + +If you magnetize a sewing-needle by rubbing it on a fairly strong +magnet and float it on the water, it will make an extremely sensitive +compass; and if you place two needles on the water at the same time, +you will see them slowly approach each other until they float side by +side, that is, if they do not strike together so heavily as to cause +them to sink. + + * * * * * + +THE BRIDGE OF KNIVES + +Three knives may be supported by their handles in the following +manner: Place three glasses in a triangle, each side of which must be +about the length of one of the knives. The blade of the first knife +should rest on the blade of the second, by passing over it near to the +point where the handle and blade are joined; the blade of the second +passing in the same manner over the blade of the third, which is to +be made to rest on the blade of the first. The handles being then +carefully placed upon the glasses, a bridge is formed strong enough to +bear a considerable weight. + + * * * * * + +TO BALANCE A COFFEE-CUP ON THE POINT OF A KNIFE + +The articles necessary for the performance of this trick are very +simple, a dinner-fork and an ordinary sized cork being all that are +needed. Fix the cork firmly in the handle of the fork, then stick +the fork into it so that two prongs shall be on each side of the cup +handle, and slope the fork in such a way that its handle will come +under the bottom of the cup. The heaviest weight being thus brought +underneath, you can hold the cup on the point of a knife, if you very +carefully find the exact place on which it will balance. + +As the surface of the cup is usually glazed, the hand which holds the +knife must not tremble, or the cup will slip off. + +You may also obtain the same result by using two knives instead of a +fork. + + * * * * * + +THE OBSTINATE CORK + +Take a small cork and ask some one to blow it into a fairly large +sized, ordinary bottle that has a neck. + +This seems to be quite an easy matter. The one who tries it will +probably blow as hard as possible upon the little cork; but, instead +of going into the bottle, as expected, it will simply fall down. The +harder the puffs or blows, the more obstinate the cork will appear to +be; and even if the effect of blowing gently be tried, it will be of +no use; the cork will not go into the bottle, much to the amusement +of those who are watching. The reason why the cork will not go in is +this: The bottle being already full of air, when the cork is blown, +more air will be forced into the bottle, and consequently the air +inside will be greatly compressed and will simply force the cork back. +The following is a simple way of overcoming the difficulty: Instead +of trying to force the cork through the compressed air in the bottle, +just the contrary should be tried, that is, some of the air should +be sucked out of the bottle; this being done, the bottle will become +partly emptied, and when the outside air rushes in to fill up the +empty space, it will carry the cork with it to the bottom of the +bottle. + + * * * * * + +SIX AND FIVE MAKE NINE + +This is a simple little puzzle. Take eleven strips of cardboard, lay +six of them at exactly equal distances on the table, and ask one of +the company to add the five other strips and yet only make nine. It +is done by placing six of them parallel to each other--the others are +used to spell out the word nine. + +[Illustration] + + * * * * * + +THE VANISHING DIME + +Stick a small piece of white wax on the nail of the middle finger of +your right hand, taking care that no one sees you do it. Then place a +dime in the palm of your hand and tell your audience that you can make +it vanish at the word of command. + +You then close your hand so that the dime sticks to the waxed nail. +Blow on your hand and make magic passes, and cry "Dime, begone!" Open +your hand so quickly that no one will see the dime stuck to the back +of your nail, and show your empty hand. To make the dime reappear, you +merely close you hand again and rub the dime into your palm. + + * * * * * + +TO LIGHT A SNOWBALL WITH A MATCH + +Roll a snowball and put it on a plate. While rolling, contrive to slip +a piece of camphor into the top of it. The camphor must be about the +size and shape of a chestnut, and it must be pushed into the soft snow +so as to be invisible--the smaller end uppermost, to which the match +should be applied. + + * * * * * + +THE DANCING PEA + +For this trick, take a piece, two or three inches long, of a stem of +a clay tobacco pipe, taking care that one end is quite even; with a +knife or file, work the hole at the even end larger, so as to form a +little cup. Choose the roundest pea you can find, place it in the cup, +and blow softly through the other end of the pipe, throwing back +your head while you blow, so that you can hold the pipe in an upright +position over your mouth. + +The pea will rise, fall and dance in its cup, according to the degree +of force you use in blowing, but you must take care not to blow too +hard, or you may blow it away altogether. + + * * * * * + +THE BALANCING SPOON + +Place a half-opened penknife on the edge of the table and hang a large +cooking-spoon by its hook on to the knife, just where the blade and +handle join. Place the spoon so that its inner (concave) side is +facing the table and, after swinging for a little while, the knife and +spoon will keep still in perfect balance. Even if you fill the spoon +with sand it will not fall, so long as the heaviest point is under the +edge of the table. + +The cooking-spoon is hung on to the half-opened penknife where the +blade and the handle join, and you can now place the end of the +knife-handle on the tip of your finger, on the edge of the table, or +on the rim of a glass which is standing near the edge of the table, +and your knife and spoon will balance perfectly, without falling over. + + * * * * * + +THE FORCE OF A WATER-DROP + +Get a match and make a notch in the middle of it, bend it so as to +form an acute angle, and place it over the mouth of a bottle. + +Now place a dime or other small coin on the match and ask any one to +get the coin into the bottle without touching either the bottle or the +match. + +This is very easy to do. Dip your finger in a glass of water, hold it +over the place where the match is notched, and let one or two drops +fall on this point. The force of the water will cause the sides of the +angle to move apart, and the opening thus become large enough to let +the coin fall into the bottle. + + * * * * * + +THE SENTINEL EGG + +This trick requires care and patience. You must lay a piece of +looking-glass on a perfectly even table; then take a new-laid egg and +shake it about for some time until the white is well mixed with the +yolk. In this condition it is possible to balance the egg on its end +and make it stand upright on the glass. This trick is more certain +to be successful if you are clever enough to flatten the end ever so +slightly and evenly, by giving it a gentle and unsuspected tap. + + * * * * * + +THE COIN TRICK + +Take a coin in each hand and stretch out your arms as far apart as you +can. Then tell your audience that you will make both coins pass into +one hand without bringing your hands together. This is easily done by +placing one coin upon the table and then turning your body round until +the hand with the other coin comes to where it lies. You can then +easily pick the coin up, and both will be in one hand, while your arms +are still widely extended. + + * * * * * + +THE WONDERFUL PENDULUM + +If you fill a wineglass with water and place a thick piece of paper +over it so that no air can get in, you will find that you can turn +the glass upside down without spilling a drop of water, because the +pressure of the air on the outside will keep the paper from falling +off. It is on this principle that the present pendulum is to be made. +Take a piece of cardboard larger than the mouth of the glass; pass a +cord through a small hole in the center of the card, and fasten it by +means of a knot on the under side, then carefully cover the hole with +wax, so that no air may get in. + +Place your cardboard over the glass full of water, and by making a +loop in the end of the cord you can hang the glass from a hook in the +ceiling without any fear of its falling off. In order to make sure +that no air can get into the glass, it is wise to smear the rim with +tallow before laying the cardboard on. + + * * * * * + +THE REVOLVING PINS + +Take a piece of elastic which is not covered with silk or wool, and +through the middle of this stick a pin, which you have bent as shown +in the illustration. + +Now hold the elastic between the thumb and first finger of each hand +and twirl it round, stretching it a little at the same time. The rapid +movement thus caused will make the revolving pin look like a glass +object, and if you have a strong light falling on the pin and a dark +background behind it, the resemblance becomes very much stronger. + +After a little practice you will be able to represent many things in +this way--cheese dishes, vases, champagne glasses, etc.; and if the +bent pin should fall into a horizontal position while revolving, on +account of its shape, you can tie one end to the elastic with a piece +of white thread, which will not in any way interfere with the working. + +This trick looks well in a darkened room, when the pin is illuminated +by a ray of sunlight coming through a hole in the window shutter. + + * * * * * + +THE MYSTERIOUS BALL + +This seems to be a plain wooden ball with a hole bored in its center, +through which a string is passed. The ball will move lightly up and +down this cord, but let some one who knows the trick take the string +in his hand and it becomes quite a different matter; the ball will +move quickly, or slowly, at command, and, if told to do so, will stand +still until ordered to move on again. + +The reason for this peculiar behavior is that inside the ball there +are two holes, one of which is quite straight, while the other is +curved, and turns out of the straight hole. + +It is through this curved passage that the cord is passed, and you +can easily see that to regulate the movements of the ball, it is only +necessary to hold the string more or less tightly. If you hold the +cord perfectly tight, the ball will not be able to move at all. The +ball can be purchased at any top shop. + + * * * * * + +THE MAN WITH HIS HEAD THE WRONG WAY + +Put on a coat and vest so that they fasten behind. Then fix a mask +over the back of the head and a wig over the face. The effect is very +curious. + + * * * * * + +TO FIND AN OBJECT WHILE BLINDFOLDED + +To play this trick, you must take one of your friends into your +confidence. Borrow a watch and put it in your pocket, and then ask +your audience to sit at the end of the room, blindfold your friend, +and lead him outside. Now say: "Ladies and gentlemen, if you will give +me some small object to hide, I promise that the blind man will find +it, although I shall not even tell him what he is to look for, and I +shall lower the gas, so that if the bandage should slip, he will +still be unable to see." A key, pencil, or any small thing having been +handed to you, lower the gas and proceed to hide the object, at the +end of the room, mentioning where you have put it, but not mentioning +that you have placed the watch close beside it. You then request +"Silence" and lead in the blind man and ask him to begin his search. +He is guided, of course, by the ticking of the watch, and knows that +whatever he finds close to it is the object hidden. When he calls +"Found," he must slip the watch into his pocket. You then turn up the +gas and quietly ask your audience if they do not think your friend is +a very clever fellow? + + * * * * * + +CHINESE SHADOWS + +Here is a simple way of making shadow pictures: Place a candle on the +table and fix a piece of white paper on the wall at the same height +from the ground as the light is. Now place some non-transparent +object, as, for instance, a large book, between the candle and the +paper, and on one side of the table place a mirror so that it will +reflect the light of the candle on to the paper on the wall. If you +now put little cardboard figures between the candle and the mirror, a +shadow will be thrown on the white paper and you can move your figures +about just as you please. + + * * * * * + +HAND SHADOWS + +It is very difficult to explain how these shadows should be made, but +you must bear in mind the fact that it is necessary to stand between +the lamp and the wall, and extend your arms so that the shadow of your +body does not interfere with the picture shadows you intend to make +with your hands. The illustrations given will show you how to make +two very good shadow pictures, but the fun of the game is for several +people to make up pictures of their own, and see who can succeed in +making the best. + + * * * * * + +THE GAME OF SHADOWS + +For this game you require a white sheet to be hung up at the end of +the room. Then the "shadow-makers" take up their places on low stools +behind the sheet. There must be only one lamp in the room, which +should be placed about six or seven feet behind the "shadow-makers." +Then the "shadow-makers" drape themselves with shawls, or anything +handy, and take their places so that their shadows are thrown upon the +sheet. They must, of course, try to disguise themselves, so that the +"shadow-seekers" may not be able to guess their identity. By loosening +the hair and letting it fall over the face, a girl may appear like a +man with a beard; bending the finger over the nose gives one a very +queer-looking hooked nose in the shadow, and entirely alters the +appearance of the face. Covering one's self up in a sheet and then +extending the arms gives one the appearance of a large bat. As soon as +a "shadow-maker's" identity has been guessed he must take his place +as a "shadow-seeker," and the one who guessed him becomes a +"shadow-maker." The penalty of a glance behind the sheet on the part +of the "shadow-seeker" is to pay a forfeit. + + * * * * * + +THINK OF A NUMBER + +Tell some one to think of any number he likes, but not to tell you +what it is. Tell him then to double it. When he has done that, let him +add an even number to it, which you must give him. After doing this, +he must halve the whole, then from what is left, take away the +number he first thought of. When this is completed, if he has counted +correctly, you will be able to give him the exact remainder, which +will simply be the half of the even number you told him to add to his +own. + + * * * * * + +LIVING SHADOWS + +In order to make these, you must stand in the corner of the room, near +a mirror. Let some one hold a light behind you, so that the shadow of +your head and shoulders will be thrown upon the wall, and also that +the reflected light from the mirror will fall at exactly the same spot +as the shadow of your head. + +If the mirror is now covered with a piece of thick paper, from which +two eyes, a nose, and a mouth are cut out, the effect shown in the +drawing will be produced. In order to make the shadow still more +lifelike, cut out two pieces of paper, fasten one over the mirror, and +move the other over it. In this way the eyes and mouth of the shadow +may be made to move. + + * * * * * + +TO GUESS THE TWO ENDS OF A LINE OF DOMINOES + +For this trick a whole set of dominoes is required, the performer +taking care to hide one of the set, not a double, in his pocket. The +remaining dominoes should be shuffled, and placed according to the +ordinary rules of domino games, and the performer undertakes to tell, +without seeing them, the two numbers forming the extremes of the line, +set during his absence from the room. The numbers on the extreme ends +of the domino line will be exactly the same as the numbers on the +domino which the performer has in his pocket. If he is asked to repeat +the trick, he should be sure to change the hidden domino, or he may +chance to be found out. + + * * * * * + +TO TELL THE AGE OF ANY PERSON + +Prepare a set of cards by making a copy of the tables given here. Hand +them to the person whose age you wish to ascertain, and ask him to +name the cards on which his age appears. + +If you then add together the first number on each of the cards he +names, the total will be the age required. + +No. 1 Card No. 2 Card No. 3 Card No. 4 Card No. 5 Card No. 6 Card + 1 29 2 30 4 30 8 28 16 28 32 44 + 3 31 3 31 5 31 9 29 17 29 33 45 + 5 33 6 34 6 36 10 30 18 30 34 46 + 7 35 7 35 7 37 11 31 19 31 35 47 + 9 37 10 38 12 38 12 40 20 48 36 48 + 11 39 11 39 13 39 13 41 21 49 37 49 + 13 41 14 42 14 44 14 42 22 50 38 50 + 15 43 15 43 15 45 15 43 23 51 39 51 + 17 45 18 46 20 46 24 44 24 52 40 52 + 19 47 19 47 21 47 25 45 25 53 41 53 + 21 49 22 50 22 52 26 46 26 54 42 54 + 23 51 23 51 23 53 27 47 27 55 43 55 + 25 53 26 54 28 54 + 27 55 27 55 29 55 + +*** END OF THE PROJECT GUTENBERG EBOOK 13022 *** diff --git a/13022-h/13022-h.htm b/13022-h/13022-h.htm new file mode 100644 index 0000000..d94cfd2 --- /dev/null +++ b/13022-h/13022-h.htm @@ -0,0 +1,6397 @@ +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" + "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> +<html> +<head> +<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> +<title>The Project Gutenberg eBook of My Book of Indoor Games, by Clarence Squareman</title> + <style type="text/css"> + /*<![CDATA[*/ + + <!-- + body {margin-left: 10%; margin-right: 10%;} + p {text-align: justify;} + blockquote {text-align: justify;} + h1,h2,h3,h4,h5,h6 {text-align: center;} + pre {font-size: 0.7em;} + + hr {text-align: center; width: 50%;} + html>body hr {margin-right: 25%; margin-left: 25%; width: 50%;} + hr.full {width: 100%;} + html>body hr.full {margin-right: 0%; margin-left: 0%; width: 100%;} + hr.short {text-align: center; width: 20%;} + html>body hr.short {margin-right: 40%; margin-left: 40%; width: 20%;} + + .note + {margin-left: 10%; margin-right: 10%; font-size: 0.9em;} + + span.pagenum + {position: absolute; left: 1%; right: 91%; font-size: 8pt;} + + .poem 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{color:blue; + text-decoration:none} + link {color:blue; + text-decoration:none} + a:visited {color:blue; + text-decoration:none} + a:hover {color:red} + --> + /*]]>*/ + </style> +</head> +<body> +<div>*** START OF THE PROJECT GUTENBERG EBOOK 13022 ***</div> +<h1>The Project Gutenberg eBook, My Book of Indoor Games, by Clarence Squareman</h1> +<br /> +<br /> +<br /> +<br /> + <hr class="full" /> + <div class="figcenter" + style="width:75%;"> + <a href="images/cover.jpg"><img width="100%" + src="images/cover.jpg" + alt="Cover." /></a> + </div> + + <h1>My Book <i>of</i> Indoor Games</h1> + + <h3><i>by</i></h3> + + <h2>Clarence Squareman</h2> + + <h4>(1916)</h4> + + <h4>With full page<br /> + illustrations from<br /> + photographs<br /> + loaned by The<br /> + Chicago Park<br /> + Commission</h4> + + <hr class="short" /> + <span class="pagenum"><a name="page4" + id="page4"></a>[pg 4]</span> + + <div class="figright" + style="width:30%;"> + <a href="images/plate1.jpg"><img width="100%" + src="images/thumb1.jpg" + alt="Plate 1 (click to view)." /></a> + </div> + + <p>The publishers gratefully acknowledge their thanks to the + Chicago Park Commission for the loan of the photographs of + which the half tone illustrations used in this book are + copies.</p> + <hr /> + <span class="pagenum"><a name="page5" + id="page5"></a>[pg 5]</span> + + <h2>INDEX OF INDOOR GAMES</h2> + <hr class="short" /> + + <div class="poem"> + <div class="stanza"> + <p>Acting Proverbs <a href="#page37">37</a></p> + + <p>Acting Rhymes <a href="#page54">54</a></p> + + <p>Adventurers <a href="#page41">41</a></p> + + <p>All Fours <a href="#page64">64</a></p> + + <p>Alphabet Game <a href="#page84">84</a></p> + + <p>Animal, Vegetable or Mineral + <a href="#page45">45</a></p> + + <p>Ants and the Grasshopper + <a href="#page91">91</a></p> + + <p>Balancing Spoon <a href="#page114">114</a></p> + + <p>Band Box (Charade) <a href="#page29">29</a></p> + + <p>Beggar My Neighbor <a href="#page69">69</a></p> + + <p>Bingo <a href="#page96">96</a></p> + + <p>Birds, Beasts and Fishes + <a href="#page61">61</a></p> + + <p>Bird Catcher <a href="#page26">26</a>, + <a href="#page105">105</a></p> + + <p>Birds Fly <a href="#page100">100</a></p> + + <p>Blackboard Relay <a href="#page102">102</a></p> + + <p>Blind Man's Buff <a href="#page18">18</a></p> + + <p>Blind Man's Wand <a href="#page47">47</a></p> + + <p>Bob Major <a href="#page24">24</a></p> + + <p>Bridge of Knives <a href="#page112">112</a></p> + + <p>Buff Says Buff <a href="#page18">18</a></p> + + <p>Buzz <a href="#page16">16</a></p> + + <p>Card Games <a href="#page13">13</a></p> + + <p>Cat and Mouse <a href="#page17">17</a></p> + + <p>Cat and Rat <a href="#page104">104</a></p> + + <p>Cat's Cradle <a href="#page81">81</a></p> + + <p>Charades <a href="#page28">28</a></p> + + <p>Checkers <a href="#page56">56</a></p> + + <p>Changing Seats <a href="#page102">102</a></p> + + <p>Chinese Shadows <a href="#page118">118</a></p> + + <p>Coach and Four <a href="#page93">93</a></p> + + <p>Cock Fighting <a href="#page83">83</a></p> + + <p>Consequences <a href="#page43">43</a></p> + + <p>Circle Ball <a href="#page106">106</a></p> + + <p>Crambo <a href="#page44">44</a></p> + + <p>Coin Trick <a href="#page115">115</a></p> + + <p>Cross Questions and Crooked Answers + <a href="#page11">11</a></p> + + <p>Crows' Race <a href="#page104">104</a></p> + + <p>Cushion Dance <a href="#page77">77</a></p> + + <p>Dancing Egg <a href="#page111">111</a></p> + + <p>Dancing Pea <a href="#page114">114</a></p> + + <p>Dead Ball <a href="#page106">106</a></p> + + <p>Diamond Ring <a href="#page78">78</a></p> + + <p>Dodge <a href="#page107">107</a></p> + + <p>Dominoes <a href="#page58">58</a></p> + + <p>Draw a Pail of Water <a href="#page87">87</a></p> + + <p>Drop the Handkerchief <a href="#page15">15</a></p> + + <p>Duck Under the Water <a href="#page88">88</a></p> + + <p>Dumb Crambo <a href="#page24">24</a></p> + + <p>Dwarf <a href="#page21">21</a></p> + + <p>Earth, Air, Fire and Water + <a href="#page44">44</a></p> + + <p>Eraser Game <a href="#page106">106</a></p> + + <p>Eraser Relay <a href="#page108">108</a></p> + + <p>Family Coach <a href="#page14">14</a></p> + + <p>Farmyard <a href="#page77">77</a></p> + + <p>Feather <a href="#page50">50</a></p> + + <p>Find an Object While Blindfolded + <a href="#page117">117</a></p> + + <p>Fives and Threes <a href="#page60">60</a></p> + + <p>Flag Race <a href="#page103">103</a></p> + + <p>Flowers <a href="#page80">80</a></p> + + <p>Flying + <a href="#page47">47</a></p><span class="pagenum"><a name="page6" + id="page6"></a>[pg 6]</span> + + <p>Forbidden Letter <a href="#page78">78</a></p> + + <p>Force of a Water Drop <a href="#page115">115</a></p> + + <p>Fox and Chickens <a href="#page107">107</a></p> + + <p>Fox and Geese <a href="#page83">83</a></p> + + <p>Fox Chase <a href="#page103">103</a></p> + + <p>French Roll <a href="#page27">27</a></p> + + <p>Frog in the Middle <a href="#page100">100</a></p> + + <p>Gallery of Statutes <a href="#page51">51</a></p> + + <p>Game of Cat <a href="#page34">34</a></p> + + <p>Game of Conversation <a href="#page50">50</a></p> + + <p>Garden Gate <a href="#page27">27</a></p> + + <p>Giant <a href="#page83">83</a></p> + + <p>Grand Mufti <a href="#page79">79</a></p> + + <p>Green Gravel <a href="#page59">59</a></p> + + <p>Hand Shadows <a href="#page118">118</a></p> + + <p>Hands Up <a href="#page48">48</a></p> + + <p>Hide the Thimble <a href="#page103">103</a></p> + + <p>Honey Pots <a href="#page85">85</a></p> + + <p>Hot Boiled Beans and Bacon + <a href="#page52">52</a></p> + + <p>How to Light a Candle Without Touching It + <a href="#page112">112</a></p> + + <p>How, When and Where <a href="#page21">21</a></p> + + <p>Huckle, Buckle, Beanstalk + <a href="#page102">102</a></p> + + <p>Huntsman <a href="#page51">51</a></p> + + <p>Hunt the Ring <a href="#page49">49</a></p> + + <p>Hunt the Slipper <a href="#page48">48</a></p> + + <p>I Apprenticed My Son <a href="#page17">17</a></p> + + <p>I Love My Love With an A + <a href="#page43">43</a></p> + + <p>I Point <a href="#page78">78</a></p> + + <p>I Say Stoop <a href="#page100">100</a></p> + + <p>I Sell My Bat, I Sell My Ball + <a href="#page81">81</a></p> + + <p>I Suspect You <a href="#page68">68</a></p> + + <p>It <a href="#page53">53</a></p> + + <p>Jolly Miller <a href="#page55">55</a></p> + + <p>Judge and Jury <a href="#page48">48</a></p> + + <p>Jumping the Rope <a href="#page105">105</a></p> + + <p>Last Man <a href="#page102">102</a></p> + + <p>Little Lady <a href="#page99">99</a></p> + + <p>Living Pictures <a href="#page34">34</a></p> + + <p>Living Shadows <a href="#page119">119</a></p> + + <p>Lodgings to Let <a href="#page49">49</a></p> + + <p>Lost and Found <a href="#page45">45</a></p> + + <p>Lubin Loo <a href="#page97">97</a></p> + + <p>Magic Music <a href="#page16">16</a></p> + + <p>Magic Thread <a href="#page111">111</a></p> + + <p>Magic Whistle <a href="#page92">92</a></p> + + <p>Magic Writing <a href="#page79">79</a></p> + + <p>Malaga Raisins <a href="#page93">93</a></p> + + <p>Man and Object <a href="#page54">54</a></p> + + <p>Man With His Head the Wrong Way + <a href="#page117">117</a></p> + + <p>Mother, Mother, the Pot Boils Over + <a href="#page89">89</a></p> + + <p>My Master Bids You Do as I Do + <a href="#page52">52</a></p> + + <p>Mysterious Ball <a href="#page117">117</a></p> + + <p>Noughts and Crosses <a href="#page61">61</a></p> + + <p>Oats and Beans and Barley + <a href="#page95">95</a></p> + + <p>Obstinate Cork <a href="#page112">112</a></p> + + <p>Old Maid <a href="#page66">66</a></p> + + <p>Old Soldier <a href="#page22">22</a></p> + + <p>Oranges and Lemons <a href="#page12">12</a></p> + + <p>Our Old Grannie Doesn't Like Tea + <a href="#page42">42</a></p> + + <p>Paper and Pencil Games <a href="#page61">61</a></p> + + <p>Personations <a href="#page83">83</a></p> + + <p>Pigeon House Game <a href="#page95">95</a></p> + + <p>Poison <a href="#page103">103</a></p> + + <p>Pope Joan <a href="#page67">67</a></p> + + <p>Postman <a href="#page20">20</a></p> + + <p>Postman's Knock <a href="#page42">42</a></p> + + <p>Preliminary Ball + <a href="#page107">107</a></p><span class="pagenum"><a name="page7" + id="page7"></a>[pg 7]</span> + + <p>Proverbs <a href="#page38">38</a></p> + + <p>Puss in the Corner <a href="#page20">20</a></p> + + <p>Questions and Answers <a href="#page88">88</a></p> + + <p>Racing and Counting Scores + <a href="#page101">101</a></p> + + <p>Red Cap and Blue Cap <a href="#page53">53</a></p> + + <p>Revolving Pins <a href="#page116">116</a></p> + + <p>Riddles <a href="#page69">69</a></p> + + <p>Riding the Bicycle <a href="#page104">104</a></p> + + <p>Rule of Contrary <a href="#page26">26</a></p> + + <p>Running Maze <a href="#page92">92</a></p> + + <p>Ruth and Jacob <a href="#page56">56</a></p> + + <p>Sally Water <a href="#page94">94</a></p> + + <p>Schoolmaster <a href="#page25">25</a></p> + + <p>School Room Basket Ball + <a href="#page101">101</a></p> + + <p>School Room Tag <a href="#page108">108</a></p> + + <p>Sea King <a href="#page17">17</a></p> + + <p>Seat Tag <a href="#page106">106</a></p> + + <p>Sentinel Drop <a href="#page115">115</a></p> + + <p>Serpentine Maze <a href="#page110">110</a></p> + + <p>Shadows <a href="#page118">118</a></p> + + <p>Shouting Proverbs <a href="#page38">38</a></p> + + <p>Simon Says <a href="#page26">26</a></p> + + <p>Six and Five Make Nine + <a href="#page113">113</a></p> + + <p>Slap Jack <a href="#page104">104</a></p> + + <p>Slow Poke <a href="#page110">110</a></p> + + <p>Snap <a href="#page65">65</a></p> + + <p>Snip, Snap, Snorum <a href="#page66">66</a></p> + + <p>Speculation <a href="#page63">63</a></p> + + <p>Spelling Game <a href="#page86">86</a></p> + + <p>Stool of Repentance <a href="#page49">49</a></p> + + <p>Squirrel and Nut <a href="#page101">101</a></p> + + <p>Suggestive Breathing Work + <a href="#page103">103</a></p> + + <p>Swimming Needles <a href="#page111">111</a></p> + + <p>Tag Me or Heads Up <a href="#page105">105</a></p> + + <p>Tag the Wall Relay <a href="#page110">110</a></p> + + <p>Teacher <a href="#page105">105</a></p> + + <p>Teacher and Class <a href="#page109">109</a></p> + + <p>Think of a Number <a href="#page119">119</a></p> + + <p>Third Man <a href="#page107">107</a></p> + + <p>Thought Reading <a href="#page70">70</a></p> + + <p>Tit, Tat, Toe <a href="#page61">61</a></p> + + <p>To Balance a Coffee Cup + <a href="#page112">112</a></p> + + <p>To Guess Two Ends of a Line of Dominoes + <a href="#page120">120</a></p> + + <p>To Tell the Age of Any Person + <a href="#page120">120</a></p> + + <p>Trades <a href="#page61">61</a></p> + + <p>Travelers' Alphabet <a href="#page14">14</a></p> + + <p>Tricks and Puzzles <a href="#page110">110</a></p> + + <p>Twirl the Trencher <a href="#page11">11</a></p> + + <p>Vanishing Dime <a href="#page113">113</a></p> + + <p>What's My Thought Like? <a href="#page81">81</a></p> + + <p>Wonderment <a href="#page89">89</a></p> + </div> + </div> + <hr /> + <span class="pagenum"><a name="page9" + id="page9"></a>[pg 9]</span> + + <h2>INTRODUCTION</h2> + <hr class="short" /> + + <p>"Let the child imbibe in the full spirit of play. There is + nothing like it to keep him on the path of health, right + thinking and mind development."</p> + + <p>That is the guiding purpose of the author. The reader will + find in this book a collection of old and present day games. + The student of Play has long realized that there are no new + games, that all our games of today are built on the old + timers.</p> + + <p>The purpose of My Book of Indoor Games is to furnish + amusement, entertainment and to be the means of sociability. So + very often the question comes up—"What shall we do?" In + many cases this book serves only as a reminder, the games and + parlor tricks are well known but cannot be recalled at the + critical moment. A combination, such as this, of the best of + the old-fashioned games and a carefully compiled list of the + games of today will furnish much help to the young in their + search of entertainment and amusement.</p> + + <p>But the book will be equally useful to grownups. The author + has seen staid, respectable people play "Lubin Loo" with as + much zest and spirit as the youngest group of children. All of + us have played "Going to Jerusalem." The spirit must be there; + there is nothing so contagious as the spirit of play.</p> + <hr /> + <span class="pagenum"><a name="page10" + id="page10"></a>[pg 10]</span> + + <div class="figcenter" + style="width:100%;"> + <a href="images/10.png"><img width="100%" + src="images/10.png" + alt="Hide—then go seek" /></a> + </div> + <hr class="short" /> + <span class="pagenum"><a name="page11" + id="page11"></a>[pg 11]</span> + + <div class="figcenter" + style="width:100%;"> + <a href="images/11.png"><img width="100%" + src="images/11.png" + alt="" /></a> + </div> + + <h1>INDOOR GAMES</h1> + <hr class="short" /> + + <h3>Twirl the Trencher</h3> + + <p>This is a game which almost any number of children can + play.</p> + + <p>The players seat themselves in a circle, and each takes the + name of some town, or flower, or whatever has been previously + agreed upon. One of the party stands in the middle of the + circle, with a small wooden trencher, or waiter, places it upon + its edge, and spins it, calling out as he does so the name + which one of the players has taken. The person named must jump + up and seize the trencher before it ceases spinning, but if he + is not very quick the trencher will fall to the ground, and he + must then pay a forfeit. It is then his turn to twirl the + trencher.</p> + + <p>A very similar game to this is "My Lady's Toilet." The only + difference is that each player must take the name of some + article of a lady's dress, such as shawl, earring, brooch, + bonnet, etc.</p> + <hr class="short" /> + + <h3>Cross Questions and Crooked Answers</h3> + + <p>To play this game it is best to sit in a circle, and until + the end of the game no one must speak above a + whisper.</p><span class="pagenum"><a name="page12" + id="page12"></a>[pg 12]</span> + + <p>The first player whispers a question to his neighbor, such + as: "Do you like roses?" This question now belongs to the + second player, and he must remember it.</p> + + <p>The second player answers: "Yes, they smell so sweetly," and + this answer belongs to the first player. The second player now + asks his neighbor a question, taking care to remember the + answer, as it will belong to him. Perhaps he has asked his + neighbor, "Are you fond of potatoes?" and the answer may have + been, "Yes, when they are fried!"</p> + + <p>So that the second player has now a question and an answer + belonging to him, which he must remember.</p> + + <p>The game goes on until every one has been asked a question + and given an answer, and each player must be sure and bear in + mind that it is the question he is asked, and the answer his + neighbor gives, which belong to him.</p> + + <p>At the end of the game each player gives his question and + answer aloud, in the following manner:</p> + + <p>"I was asked: 'Do you like roses?' and the answer was: 'Yes, + when they are fried!'" The next player says: "I was asked: 'Are + you fond of potatoes?' and the answer was: 'Yes, they are very + pretty, but they don't wear well.'"</p> + <hr class="short" /> + + <h3>Oranges and Lemons</h3> + + <p>Two of the players join hands, facing each other, having + agreed privately which is to be "Oranges" and which "Lemons." + The rest of the party form a long line, standing one behind the + other, and holding each other's dresses or coats. The first two + raise their hands so as to form an arch, and the rest run + through it, singing as they run:</p> + + <div class="poem"> + <div class="stanza"> + <p>"Oranges and Lemons,</p> + + <p>Say the bells of St. Clement's;</p> + + <p>You owe me five farthings,</p> + + <p>Say the bells of St. Martin's;</p> + + <p>When will you pay me?</p> + + <p>Say the bells of Old Bailey.</p> + + <p>I do not + know,</p><span class="pagenum"><a name="page13" + id="page13"></a>[pg 13]</span> + + <p>Says the big bell of Bow.</p> + + <p>Here comes a chopper to light you to bed!</p> + + <p>Here comes a chopper to chop off your head!"</p> + </div> + </div> + + <p>At the word "head" the hand archway descends, and clasps the + player passing through at that moment; he is then asked in a + whisper, "Oranges or Lemons?" and if he chooses "oranges," he + is told to go behind the player who has agreed to be "oranges" + and clasp him round the waist.</p> + + <div class="figcenter" + style="width:100%;"> + <a href="images/13.png"><img width="100%" + src="images/13.png" + alt="" /></a> + </div> + + <p>The players must be careful to speak in a whisper, so that + the others may not know what has been said.</p> + + <p>The game then goes on again, in the same way, until all the + children have been caught and have chosen which they will be, + "oranges" or "lemons." When this happens, the two sides prepare + for a tug-of-war. Each child clasps the one in front of him + tightly and the two leaders pull with all their might, until + one side has drawn the other across a line which has been drawn + between them.</p> + <hr class="short" /> + <span class="pagenum"><a name="page14" + id="page14"></a>[pg 14]</span> + + <h3>Musical Chairs or Going to Jerusalem</h3> + + <p>This game must be played in a room where there is a + piano.</p> + + <p>Arrange some chairs, back to back, in the center of the + room, allowing one chair less than the number of players. Some + one begins to play a tune, and at once the players start to + walk or run round the chairs, to the sound of the music.</p> + + <p>When the music stops, each player must try to find a seat, + and as there is one chair short, some one will fail to do so, + and is called "put." He must carry a chair away with him, and + the game goes on again until there is only one person left in, + with no chair to sit upon. This person has won the game.</p> + <hr class="short" /> + + <h3>The Traveler's Alphabet</h3> + + <p>The players sit in a row and the first begins by saying, "I + am going on a journey to Athens," or any place beginning with + A. The one sitting next asks, "What will you do there?" The + verbs, adjectives, and nouns used in the reply must all begin + with A; as "Amuse Ailing Authors with Anecdotes." If the player + answers correctly, it is the next player's turn; he says + perhaps: "I am going to Bradford." "What to do there?" "To + Bring Back Bread and Butter." A third says: "I am going to + Constantinople." "What to do there?" "To Carry Contented Cats." + Any one who makes a mistake must pay a forfeit.</p> + <hr class="short" /> + + <h3>The Family Coach</h3> + + <p>This is a very good old game, and is most amusing if you can + find some one who is a good story-teller.</p> + + <p>The players sit in a circle and every one, except the + story-teller, takes the name of some part of a coach or its + equipments; for instance, door, step, wheels, reins, box-seat, + and so on.</p> + + <p>When all are ready, the story-teller begins a tale about an + old coach and what happened to it, how it went on a journey, + came to grief, was mended, and started off again. + <span class="pagenum"><a name="page15" + id="page15"></a>[pg 15]</span> The story should be told + fluently, but not too quickly. Every time any part of the + coach is mentioned, the player who has taken that name must + rise from his seat and then sit down again.</p> + + <p>Whenever "the coach" is mentioned, all the players, with the + exception of the story-teller, must rise. Any one who fails to + keep these rules must pay a forfeit.</p> + <hr class="short" /> + + <h3>Drop the Handkerchief</h3> + + <p>A ring is formed by the players joining hands, whilst one + child, who is to "drop the handkerchief," is left outside. He + walks round the ring, touching each one with the handkerchief, + saying the following words:</p> + + <div class="figcenter" + style="width:100%;"> + <a href="images/15.png"><img width="100%" + src="images/15.png" + alt="" /></a> + </div> + + <div class="poem"> + <div class="stanza"> + <p>"I wrote a letter to my love,</p> + + <p>But on my way, I dropped it;</p> + + <p>A little child picked it up</p> + + <p>And put it in his + pocket.</p><span class="pagenum"><a name="page16" + id="page16"></a>[pg 16]</span> + + <p>It wasn't you, it wasn't you,</p> + + <p>It wasn't you—but it was you."</p> + </div> + </div> + + <p>When he says "It was you," he must drop the handkerchief + behind one of the players, who picks it up and chases him round + the ring, outside and under the joined hands, until he can + touch him with the handkerchief. As soon as this happens, the + first player joins the ring, whilst it is now the turn of the + second to "drop the handkerchief."</p> + <hr class="short" /> + + <h3>Magic Music</h3> + + <p>One of the players is sent out of the room, and the rest + then agree upon some simple task for her to perform, such as + moving a chair, touching an ornament, or finding some hidden + object. She is then called in and some one begins to play the + piano. If the performer plays very loudly, the "seeker" knows + that she is nowhere near the object she is to search for. When + the music is soft, then she knows she is very near, and when + the music ceases altogether, she knows that she has found the + object she was intended to look for.</p> + <hr class="short" /> + + <h3>Buzz</h3> + + <div class="figright" + style="width:30%;"> + <a href="images/plate2.jpg"><img width="100%" + src="images/thumb2.jpg" + alt="Plate 2 (click to view)." /></a> + </div> + + <p>This is a very old game, but is always a very great + favorite. The more the players, the greater the fun. The way to + play it is as follows: The players sit in a circle and begin to + count in turn, but when the number 7 or any number in which the + figure 7 or any multiple of 7 is reached, they say "Buzz," + instead of whatever the number may be. As, for instance, + supposing the players have counted up to 12, the next player + will say "13," the next "Buzz" because 14 is a multiple of 7 + (twice 7)—the next player would then say "15" the next + "16," and the next would, of course, say "Buzz" because the + figure 7 occurs in the number 17. If one of the players forgets + to say "Buzz" at the proper time, he is out. The game then + starts over again with the remaining players, and so it + continues until there is but one person remaining. If great + care is taken the numbers can be counted up to 70, + <span class="pagenum"><a name="page17" + id="page17"></a>[pg 17]</span> which, according to the rules + before mentioned, would, of course, be called Buzz. The + numbers would then be carried on as Buzz 1, Buzz 2, etc., up + to 79, but it is very seldom that this stage is reached.</p> + <hr class="short" /> + + <h3>"I Apprenticed My Son."</h3> + + <p>The best way of describing this game is to give an + illustration of how it is played. The first player thinks of + "Artichoke," and commences: "I apprenticed my son to a + greengrocer, and the first thing he sold was an A."</p> + + <p>Second player: "Apple?" "No."</p> + + <p>Third player: "Almonds?" "No."</p> + + <p>Fourth player: "Asparagus?" "No."</p> + + <p>Fifth player: "Artichoke?" "Yes."</p> + + <p>The last player, having guessed correctly, may now + apprentice his son. No player is allowed more than one + guess.</p> + <hr class="short" /> + + <h3>Cat and Mouse</h3> + + <p>The children sit in two rows opposite each other with a + space between. One child takes the place of "cat," being + blindfolded, and one takes the place of "mouse," and is also + blindfolded, the cat standing at one end of the row and the + mouse at the opposite end. They start in opposite directions, + guiding themselves by the chairs, the cat trying to catch the + mouse. When the mouse is caught it is made the cat, and one of + the company takes the place of the mouse.</p> + <hr class="short" /> + + <h3>The Sea King</h3> + + <p>This game can be played by any number of children. They + proceed by first choosing one of the party to act as the Sea + King, whose duty it is to stand in the center of a ring, formed + by the players seating themselves round him. The circle should + be as large as possible. <span class="pagenum"><a name="page18" + id="page18"></a>[pg 18]</span> Each of the players having + chosen the name of a fish, the King runs round the ring, + calling them by the names which they have selected.</p> + + <p>Each one, on hearing his name called, rises at once, and + follows the King, who, when all his subjects have left their + seats, calls out, "The sea is troubled," and seats himself + suddenly. His example is immediately followed by his subjects. + The one who fails to obtain a seat has then to take the place + of King, and the game is continued.</p> + <hr class="short" /> + + <h3>Buff Says "Baff"</h3> + + <p>This is a game in which no one is allowed to smile or laugh. + All the players, except one, sit in a row or half circle; one + goes out of the room and returns with a stick or poker in his + hand, and a very grave and solemn face. He is supposed to have + just returned from a visit to Buff. The first player asks him: + "Where do you come from?" "From Buff." The next asks: "Did he + say anything to you?" To which the reply is:</p> + + <div class="poem"> + <div class="stanza"> + <p>"Buff said 'Baff,'</p> + + <p>And gave me this staff,</p> + + <p>Telling me neither to smile nor to laugh.</p> + + <p>Buff says 'Baff,' to all his men,</p> + + <p>And I say 'Baff' to you again.</p> + + <p>And he neither laughs nor smiles,</p> + + <p>In spite of all your cunning wiles,</p> + + <p>But carries his face with a very good grace,</p> + + <p>And passes his staff to the very next place."</p> + </div> + </div> + + <p>If he can repeat all this without laughing, he delivers up + his staff to some one else, and takes his seat; but if he + laughs, or even smiles, he pays a forfeit before giving it + up.</p> + <hr class="short" /> + + <h3>Blind Man's Buff</h3> + + <p>In the olden times this game was known by the name of + "Hood-man Blind," as in those days the child that was chosen to + be "blind <span class="pagenum"><a name="page19" + id="page19"></a>[pg 19]</span> man" had a hood placed over + his head, which was fastened at the back of the neck.</p> + + <p>In the present day the game is called "Blind Man's Buff," + and very popular it is among young folk.</p> + + <div class="figcenter" + style="width:75%;"> + <a href="images/19.png"><img width="100%" + src="images/19.png" + alt="" /></a> + </div> + + <p>Before beginning to play, the middle of the room should be + cleared, the chairs placed against the wall, and all toys and + footstools put out of the way. The child having been selected + who is to be "Blind Man" or "Buff," is blindfolded. He is then + asked the question, "How many horses has your father got?" The + answer is "Three," and to the question: "What color are they?" + he replies: "Black, white, and gray." All the players then cry: + "Turn round three times and catch whom you may." Buff + accordingly spins round and then the fun commences. He tries to + catch the players, while they in their turn do their utmost to + escape "Buff," all the time making little sounds to + <span class="pagenum"><a name="page20" + id="page20"></a>[pg 20]</span> attract him. This goes on + until one of the players is caught, when Buff, without + having the bandage removed from his eyes, has to guess the + name of the person he has secured. If the guess is a correct + one, the player who has been caught takes the part of + "Buff," and the former "Buff" joins the ranks of the + players.</p> + <hr class="short" /> + + <h3>Puss in the Corner</h3> + + <p>This game is really for five players only, but, by a little + arrangement, six or seven children can take part in the + fun.</p> + + <p>Four players take their places in the different corners of + the room, while the fifth stands in the middle. If a greater + number of children wish to play, other parts of the room must + be named "corners," so that there is a corner for every + one.</p> + + <p>The fun consists in the players trying to change places + without being caught; but they are bound to call "Puss, puss," + first, and to beckon to the one they wish to change with. + Directly they leave their corners, the player in the center + tries to get into one of them.</p> + + <p>When the center player succeeds in getting into a corner, + the one who has been displaced has to take his place in the + middle of the room.</p> + <hr class="short" /> + + <h3>The Postman</h3> + + <p>For this game all the players, except two, seat themselves + in a circle. One of the two left out is blindfolded and is + called the "Postman," the other is called the + "Postmaster-General." Each of the players seated in the circle + chooses the name of a town, which the "Post-master-General" + writes down on a slip of paper, so that he may not forget it. + He then calls out the names of two towns, thus: "The post from + Aberdeen to Calcutta." At once, the players who have taken + those names must change places, and while doing so the + "Postman" must try to catch one of them. If he succeeds in + doing so he takes his place in the circle, having chosen a town + for his name, and the one caught becomes "Postman" in place of + him. Sometimes "General post" is called, when all have to + change places, and the "Postman" is then almost sure to gain a + seat.</p><span class="pagenum"><a name="page21" + id="page21"></a>[pg 21]</span> + <hr class="short" /> + + <h3>The Dwarf</h3> + + <div class="figright" + style="width:50%;"> + <a href="images/21.png"><img width="100%" + src="images/21.png" + alt="" /></a> + </div> + + <p>This is a most amusing game if well carried out. The two + performers must be hidden behind two curtains in front of which + a table has been placed.</p> + + <p>One of the performers slips his hands into a child's socks + and little shoes. He must then disguise his face, by putting on + a false mustache, painting his eyebrows, sticking pieces of + black court plaster over one or two of his teeth, which will + make it appear as though he has lost several teeth. This, with + a turban on his head, will prove a very fair disguise. The + second performer must now stand behind the first and pass his + arms round him, so that the second performer's hands may appear + like the hands of the dwarf, while the first performer's hands + make his feet. The figure must, of course, be carefully + dressed, and the body of the second performer hidden behind the + curtains.</p> + + <p>The front player now puts his slippered hands upon the table + and begins to keep time, while the other performer follows suit + with his hands.</p> + + <p>The dwarf can be used either to tell fortunes, make jokes, + or ask riddles, and if the performers act their parts well, the + guests will laugh very heartily.</p> + <hr class="short" /> + + <h3>How, When, and Where</h3> + + <p>One of the company goes out of the room, while the others + choose a word to be guessed, one with two or three different + meanings being the + best.</p><span class="pagenum"><a name="page22" + id="page22"></a>[pg 22]</span> + + <div class="figcenter" + style="width:75%;"> + <a href="images/22.png"><img width="100%" + src="images/22.png" + alt="" /></a> + </div> + + <p>We will suppose that the word "Spring" has been thought of. + When the person who is outside the room is recalled, he (or + she) asks each one in succession: "How do you like it?" The + answers may be "Dry" (meaning the season), "Cold and clear" (a + spring of water), "Strong" (a watch-spring), and "High" (a + jump). The next question is: "When do you like it?" The answers + may be: "When I am in the country," "When I am thirsty," "When + my watch is broken."</p> + + <p>The next question is: "Where do you like it?" and the + answers may be: "Anywhere and everywhere," "In hot weather," + "In the clock." The game is to try and guess the word after any + of the answers, and if right, the player last questioned takes + the place of the one who is guessing; if wrong, the questioner + must try again.</p> + <hr class="short" /> + + <h3>Old Soldier</h3> + + <p>Old Soldier is a game for young children, and though it + seems very simple, yet there is a good deal of fun in it. One + of the children pretends to be an old soldier, and goes round + begging of each of the other players in turn, saying that he is + "poor, and old, and hungry," + <span class="pagenum"><a name="page23" + id="page23"></a>[pg 23]</span> and asking what they will do + for him or give him. In answering the Old Soldier, no one + must say the words: "Yes," "No," "Black," or "White," and he + must be answered at once without hesitation. Any one who + does not reply at once, or who uses any of the forbidden + words, must pay a forfeit.</p> + + <div class="figcenter" + style="width:90%;"> + <a href="images/23.png"><img width="100%" + src="images/23.png" + alt="" /></a> + </div> + <hr class="short" /> + <span class="pagenum"><a name="page24" + id="page24"></a>[pg 24]</span> + + <h3>Bob Major</h3> + + <p>Two of the players sit down, and a cloth, large enough to + prevent their seeing anything, is put over their heads. Then + two other persons tap them on the head with long rolls of + paper, which they have in their hands, and ask, in feigned + voices, "Who bobs you?" If either of those who have been tapped + answers correctly, he changes places with the one who has + tapped him.</p> + <hr class="short" /> + + <h3>Dumb Crambo</h3> + + <p>Divide the company into two equal parts, one-half leaving + the room; the remaining players should then select a word, + which will have to be guessed by those outside the door. When + the word has been chosen—say, for instance, the word + "will"—the party outside the room are told that the word + they are to guess rhymes with "till." A consultation then takes + place, and they may think that the word is "ill." The company + then enter and begin to act the word "ill," but without + speaking a word. The audience, when they recognize the word + that is being performed, will immediately hiss, and the actors + then retire and think of another word.</p> + + <p>Thus the game goes on until the right word is hit upon, when + the company who have remained in the room, clap their hands. + The audience then change places with the actors.</p> + <hr class="short" /> + + <h3>Trades</h3> + + <p>Each player must choose a trade and pretend to be working at + it. For instance, if he is a tailor, he must pretend to sew or + iron; if a blacksmith, to hammer, and so on. One is the king, + and he, too, chooses a trade. Every one works away as hard as + he can until the king suddenly gives up his trade, and takes up + that of some one else. Then all must stop, except the one whose + business the king has taken, and he must start with the king's + work. The two go on until the king chooses to go back to his + own trade, when all begin working + <span class="pagenum"><a name="page25" + id="page25"></a>[pg 25]</span> again. Any one who fails + either to cease working or to begin again at the right time, + must pay a forfeit.</p> + + <p>A somewhat more elaborate and livelier game of Trades is + played by each boy in the party choosing a trade which he is + supposed to be carrying on. The leader must invent a story, + and, standing in the middle, must tell it to the company. He + must manage to bring in a number of names of trades or + businesses; and whenever a trade is mentioned, the person who + represents it must instantly name some article sold in the + shop.</p> + <hr class="short" /> + + <div class="figcenter" + style="width:100%;"> + <a href="images/25.png"><img width="100%" + src="images/25.png" + alt="" /></a> + </div> + + <h3>The Schoolmaster</h3> + + <p>This is always a favorite game. One of the players is chosen + schoolmaster, and the others, ranged in order in front of him, + form the class. The master may then examine the class in any + branch of learning. Suppose him to choose Geography, he must + begin with the pupil at the head of the class, and ask for the + name of a country or town beginning with A. If the pupil does + not reply correctly before the master has counted ten, he asks + the next pupil, who, if he answers + <span class="pagenum"><a name="page26" + id="page26"></a>[pg 26]</span> rightly—say, for + instance, "America," or "Amsterdam," in time, goes to the + top of the class. The schoolmaster may go on in this way + through the alphabet either regularly or at random, as he + likes. Any subject—names of kings, queens, poets, + soldiers, etc.—may be chosen. The questions and + answers must follow as quickly as possible. Whoever fails to + answer in time, pays a forfeit.</p> + <hr class="short" /> + + <h3>Rule of Contrary</h3> + + <p>This is a simple game for little children. It is played + either with a pocket-handkerchief, or, if more than four want + to play, with a table-cloth or small sheet. Each person takes + hold of the cloth; the leader of the game holds it with the + left hand, while with the right he makes pretense of writing on + the cloth while he says: "Here we go round by the rule of + contrary. When I say 'Hold fast,' let go; and when I say 'Let + go,' hold fast." The leader then calls out one or other of the + commands, and the rest must do the opposite, of what he says. + Any one who fails must pay a forfeit.</p> + <hr class="short" /> + + <h3>Simon Says</h3> + + <p>Seat yourselves in a circle and choose one of the company to + be the leader, or Simon. His duty is to order all sorts of + different things to be done, the funnier the better, which must + be obeyed only when the order begins with "Simon says." As, for + instance, "Simon says: 'Thumbs up!'" which, of course, all + obey; then perhaps comes: "Thumbs down!" which should not be + obeyed, because the order did not commence with "Simon + says."</p> + + <p>Each time this rule is forgotten a forfeit must be paid. + "Hands over eyes," "Stamp the right foot," "Pull the left ear," + etc., are the kind of orders to be given.</p> + <hr class="short" /> + + <h3>The Bird-Catcher</h3> + + <p>To play this game you must first decide which one of you is + to be the Bird-catcher; the other players then each choose the + name of a <span class="pagenum"><a name="page27" + id="page27"></a>[pg 27]</span> bird, but no one must choose + the owl, as it is forbidden. All the players then sit in a + circle with their hands on their knees, except the + Bird-catcher, who stands in the center, and tells a tale + about birds, taking care to specially mention the ones he + knows to have been chosen by the company. As each bird's + name is called, the owner must imitate its note as well as + he can, but when the owl is named, all hands must be put + behind the chairs, and remain there until the next bird's + name is mentioned. When the Bird-catcher cries "All the + birds," the players must together give their various + imitations of birds. Should any player fail to give the cry + when his bird is named, or forget to put his hands behind + his chair, he has to change places with Bird-catcher.</p> + <hr class="short" /> + + <h3>French Roll</h3> + + <p>A good many children may play at this game. One player is + called the buyer, the rest form a line in front of him and take + hold of each other. The first in this line is called the baker, + the last the French roll. Those between are supposed to be the + oven. When they are all in place the buyer says to the baker, + "Give me my French roll." The baker replies, "It is at the back + of the oven." The buyer goes to fetch it, when the French roll + begins running from the back of the oven, and comes up to the + baker, calling all the while, "Who runs? Who runs?" The buyer + may run after him, but if the French roll gets first to the top + of the line, he becomes baker, and the last in the line is + French roll. If, however, the buyer catches the French roll, + the French roll becomes buyer, and the buyer takes the place of + the baker.</p> + <hr class="short" /> + + <h3>The Garden Gate</h3> + + <p>The Garden Gate is a very pretty game. A ring is formed of + all the players except one, who stands in the middle. The + others dance round her three times, and when they stop she + begins to sing:</p> + + <div class="poem"> + <div class="stanza"> + <p>"Open wide the garden gate, the garden gate, the + garden gate,</p> + + <p>Open wide the garden gate and let me through."</p> + </div> + </div> + + <p>The circle then dances round her again, + singing:</p><span class="pagenum"><a name="page28" + id="page28"></a>[pg 28]</span> + + <div class="poem"> + <div class="stanza"> + <p>"Get the key of the garden gate, the garden gate, + the garden gate,</p> + + <p>Get the key of the garden gate and open and let + yourself through."</p> + </div> + </div> + + <p>The girl inside the circle, pretending to sob, replies:</p> + + <div class="poem"> + <div class="stanza"> + <p>"I've lost the key of the garden gate, the garden + gate, the garden gate,</p> + + <p>I've lost the key of the garden gate, and cannot let + myself through."</p> + </div> + </div> + + <p>But the dancers dance round and round her, singing:</p> + + <div class="poem"> + <div class="stanza"> + <p>"Then you may stop all night within the gate, within + the gate, within the gate,</p> + + <p>You may stop all night within the gate, unless you + have strength to break through."</p> + </div> + </div> + + <p>The captive then rushes to the weakest part of the ring, and + tries to break through by throwing her whole weight upon the + clasped hands of the children, and generally contrives to break + through, the one whose hand gives way being made captive in her + stead.</p> + <hr /> + + <h2>CHARADES</h2> + + <p>A back drawing-room with folding doors makes a very nice + theater for acting charades. Almost anything may be used for + dressing up—shawls, anti-macassars, table-cloths, + handkerchiefs, cast-off dresses, or a dressing-gown. The latter + is a very useful garment in representing an old gentleman, + while tow or white fire shavings make excellent wigs.</p> + + <p>The great thing in a charade is to try and puzzle your + audience as much as you can. You must choose a word of two or + more syllables, such as "Bagpipe." First you must act the word + "Bag," and be sure that the word is mentioned, though you must + be careful to bring it in in such a way that the audience shall + not guess it is the word you are acting.</p> + + <p>Next comes the word "Pipe," and this must be brought in in + the same manner. When you have acted the two syllables, you + must act the whole: "Bagpipe."</p> + + <p>Before beginning the charade, you should arrange who is to + bring <span class="pagenum"><a name="page29" + id="page29"></a>[pg 29]</span> in the charade word or + syllable. You must also settle what you are going to say, or + at least, what the act is to be about. Let every scene be + well thought out and be as short as possible. You must be as + quick as ever you can between the acts, for all the fun will + be spoiled if you keep your audience waiting. If you have no + curtain or screen, the actors must simply walk off the stage + at the end of the scenes.</p> + + <p>To act charades well, one requires a little practice and + plenty of good temper, for, of course, only one or two can take + principal parts, and therefore some of the children must be + content to take the smaller ones. It is a good plan to take it + in turns to play the best parts, and if the elder children are + kind and thoughtful, they will try to make some easy little + parts, so that their younger brothers and sisters may also join + in the fun. Here we give you a very simple charade, the words + of which you may learn, and then act, after which you will very + likely be able to make up charades for yourselves.</p> + <hr class="short" /> + + <h3>The "Band-Box" Charade</h3> + + <h4>Scene 1: A Street</h4> + + <p>This can be made by placing a row of chairs with open backs + near the wall facing the audience; a child is stationed behind + each chair, and, looking through the open back, pretends to be + looking out of a window.</p> + + <h4>BAND</h4> + + <p>First Child behind chair.—Oh! dear, how dull our + street always is. I declare nothing nice ever comes this + way.</p> + + <p>Second Child.—No, I quite agree with you. Why, I + haven't seen a "Punch and Judy" for months. I wish my mother + would go and live in another street.</p> + + <p>Third Child.—Never mind, let us go out and have a + game.</p> + + <p>(Enter five or six children—or a lesser number, if + more convenient—carrying toy musical instruments.)</p> + + <p>First Child.—Hurrah! Here comes a German band. Come + along, children; let's go and listen to + it.</p><span class="pagenum"><a name="page30" + id="page30"></a>[pg 30]</span> + + <p>(The band groups itself at the end of the street, and the + children stand round. After tuning up, the band begins to + play.)</p> + + <p>Second Child.—Now, Mary Jane, we can dance. I'll dance + with you.</p> + + <p>Third Child.—No, I want to dance with Mary Jane.</p> + + <p>First Child.—I don't want to dance at all.</p> + + <p>Second Child.—You must.</p> + + <p>Third Child.—Yes, you must.</p> + + <p>(Band ceases playing and one of the bandsmen comes round for + money.)</p> + + <p>First Child.—I haven't any money.</p> + + <p>Second Child.—But we haven't begun to dance yet.</p> + + <p>Bandsman.—You shouldn't have been so long arguing + then. Surely you'll give the band a nickel, after all the + pretty music it has played?</p> + + <p>First Child.—I won't.</p> + + <p>Second Child.—I won't.</p> + + <p>Third Child.—And I won't.</p> + + <p>Bandsman.—Well, you are mean. Come along. (Beckoning + to the rest of the band.) We'll go, and it will be a long time + before we come down this street again.</p> + + <center> + (Curtain falls.) + </center> + + <h4>BOX</h4> + + <h4>Scene 2: A Room</h4> + + <p>Tommy (hopping about the room, waving a letter in his + hand.)—Hurrah! hurrah! Uncle Dick is coming. Hurrah! + hurrah!</p> + + <p>(Enter Tommy's brother and sister and papa and mamma.)</p> + + <p>Papa.—What's the matter, Tommy?</p> + + <p>Tommy.—Uncle Dick has written to say he is coming to + spend Christmas with us, and he is bringing me a Christmas + box.</p> + + <p>Mamma.—How kind of him! But be sure you are careful + not to offend him, Tommy. He is rather a touchy old + gentleman.</p> + + <p>Sister.—I wonder what it will be, Tommy.</p> + + <p>Brother.—I hope it will be a set of cricket things, + and then we can play cricket in the + summer.</p><span class="pagenum"><a name="page31" + id="page31"></a>[pg 31]</span> + + <p>Tommy.—Oh! yes, I hope it will be, but whatever it is, + it is sure to be something nice.</p> + + <p>(Begins hopping about again. Enter Uncle Dick, a very old + gentleman with a gouty foot. Tommy does not see him and goes + banging into him, treading on his gouty foot.)</p> + + <p>Uncle Dick.—Oh! oh! oh! oh, my toe!</p> + + <p>Tommy.—Oh! Never mind your toe! Where's my Christmas + box?</p> + + <p>Uncle Dick.—Your Christmas box, you young scamp! Think + of my toe.</p> + + <p>Tommy.—Please, uncle, I'm very sorry, but I do so want + to know what you have brought me for a Christmas box.</p> + + <p>Uncle Dick (roaring).—Here's your Christmas box, and + may it teach you to be more careful in future. (Boxes Tommy's + ears.)</p> + + <center> + (Curtain falls.) + </center> + + <p>Here is a list of words which will divide easily into + charade words:</p> + + <div class="poem"> + <div class="stanza"> + <p>Brides-maids. Sea-side. Car-pen-try.</p> + + <p>Cur-tail. Nose-gay. In-do-lent.</p> + + <p>Hand-i(I)-craft. Turn-key. Hand-some.</p> + + <p>Key-hole. Rail-way. Sweet-heart.</p> + + <p>Port-man-teau(toe). Mad-cap. A-bun-dance.</p> + + <p>In-no-cent. Fox-glove. Pat-riot.</p> + </div> + </div> + + <p>To make your charades a real success, you will, of course, + require a curtain. A very effective one can be made with a + little trouble and at a small cost; indeed, the materials may + be already in the house.</p> + + <p>First you must fix a couple of supports on each side of the + room, taking care that they are screwed firmly into the wall, + and also taking care not to damage the paper.</p> + + <p>If you are a neat workman, you will find on taking out the + screws that the two small screw-holes on each side will + scarcely be noticed, as of course the supports must be fixed + near the ceiling.</p> + + <p>You must then put up your curtain-pole, which should be as + thin as possible, so that the rings may run easily. A cheap + bamboo pole is the + best.</p><span class="pagenum"><a name="page32" + id="page32"></a>[pg 32]</span> + + <p>Two wide, deep curtains are required; very likely the + nursery curtains may be suitable.</p> + + <p>On to these curtains you sew a number of small brass rings, + which you can buy for about 20 cents a dozen, or even less. The + rings should be sewn on the curtains, as you see in the + illustration, right across the top, and from the extreme top + corner of the curtain, slantingwise across to the middle.</p> + + <p>The top rings are passed along the curtain-pole, a string + (marked in the illustration A1) is sewn on to the curtain, and + threaded through the rings until it reaches A2. It is then + threaded through the rings on the pole until it reaches A3, + when it is allowed to fall loose.</p> + + <p>The same arrangement is gone through with string B. The + bottom of the curtain must be weighted with shot, or any other + weights that may be convenient.</p> + + <p>When the curtain is to be raised, the stage manager and his + assistant stand on each side of the stage with the strings + ready in their hands, and at a given signal—the ringing + of a bell is the usual sign that all is ready—they each + pull a string, and the curtains glide to each side, and may be + fixed to hooks, put up on purpose.</p> + + <p>When the curtain is to fall, the two in charge of it must + simply loosen the strings and let them go, and the weights + cause the curtains to fall to the center.</p> + + <p>All sorts of useful and ornamental "properties" may be made + at home for a very small cost. Cardboard, and gold and silver + paper, and glue go a long way toward making a good show.</p> + + <p>Swords, crowns, belts, gold-spangled and gold-bordered robes + can be made from these useful materials, and look first-rate at + a distance.</p> + + <p>An old black dress with little gold stars glued or gummed to + the material would make an excellent dress for a queen. The + swords or belts must first be cut out in cardboard, then + covered with gold or silver paper.</p> + + <p>To make a good wig, you should shape a piece of calico to + fit the head; then sew fire shavings or tow all over it. If you + wish for a curly wig, it is a good plan to wind the shavings or + tow tightly round a ruler, and tack it along with a back + stitch, which will hold the curl in position after you have + slipped it off the ruler. + <span class="pagenum"><a name="page33" + id="page33"></a>[pg 33]</span> These few hints will give you + some idea of the very many different costumes which can be + made by children out of the simplest materials.</p> + + <div class="figcenter" + style="width:100%;"> + <a href="images/33-1.png"><img width="100%" + src="images/33-1.png" + alt="THE CURTAIN CLOSED" /></a>THE CURTAIN CLOSED + </div> + + <div class="figcenter" + style="width:100%;"> + <a href="images/33-2.png"><img width="100%" + src="images/33-2.png" + alt="THE CURTAIN OPENED" /></a>THE CURTAIN OPENED + </div> + <hr class="short" /> + <span class="pagenum"><a name="page34" + id="page34"></a>[pg 34]</span> + + <h3>The Game of Cat</h3> + + <p>The person who is to play the part of Cat should stand + outside the door of the room where the company is assembled. + The boys and girls, in turn, come to the other side of the door + and call out "miaou." If the Cat outside recognizes a friend by + the cry, and calls out her name correctly in return, he is + allowed to enter the room and embrace her, and the latter then + takes the place of Cat. If, on the contrary, the Cat cannot + recognize the voice, he is hissed, and remains outside until he + does.</p> + + <div class="figcenter" + style="width:90%;"> + <a href="images/34.png"><img width="100%" + src="images/34.png" + alt="" /></a> + </div> + <hr class="short" /> + + <h3>Living Pictures</h3> + + <p>Living pictures are very amusing if well carried out, and + even with little preparation may be made very pretty or very + comical, whichever may be desired. It is perhaps better to + attempt comical ones if you have not much time in which to + arrange them, as the costumes are generally easier to manage, + and if you are obliged to use garments not quite in keeping + with the characters, it does not + <span class="pagenum"><a name="page35" + id="page35"></a>[pg 35]</span> matter much; indeed, it will + probably only make the audience laugh a little more.</p> + + <p>The great thing in living pictures is to remain perfectly + still during the performance. You should select several + well-known scenes either from history or fiction, and then + arrange the actors to represent the scenes as nearly as + possible.</p> + + <p>Simple home living pictures are a great source of fun, and + many a wet afternoon will pass like magic while arranging + scenes and making dresses to wear. Newspaper masks, newspaper + cocked hats, old shawls, dressing-gowns, and sticks are quite + sufficient for home charades.</p> + + <p>Suppose, for instance, you think of "Cinderella" for one + tableau. One girl could be standing decked out with colored + tissue paper over her frock, and with paper flowers in her + hair, to represent one of the proud sisters, while Cinderella + in a torn frock is arranging the other proud sister's train, + which may consist of an old shawl. Bouquets of paper flowers + should be in the sister's hands.</p> + + <p>"Little Red Riding Hood" is another favorite subject for a + living picture. The wolf may be represented by a boy on his + hands and knees, with a fur rug thrown over him. Red Riding + Hood only requires a scarlet shawl, arranged as a hood and + cloak, over her ordinary frock and pinafore, and she should + carry a bunch of flowers and a basket.</p> + + <p>All living pictures look better if you can have a frame for + them. It is not very difficult to make one, especially if you + have four large card-board dress-boxes.</p> + + <p>Having carefully cut out the bottoms of the boxes, place the + frames as here shown:</p> + + <div class="figcenter" + style="width:60%;"> + <a href="images/35.png"><img width="100%" + src="images/35.png" + alt="" /></a> + </div><span class="pagenum"><a name="page36" + id="page36"></a>[pg 36]</span> + + <p>Cut out the center framework, leaving a large square, + so:</p> + + <div class="figcenter" + style="width:60%;"> + <a href="images/36.png"><img width="100%" + src="images/36.png" + alt="" /></a> + </div> + + <p>You must then fasten the four pieces together by gluing + cardboard on each side of the joints, and you will have a very + good frame, which you can cover with colored paper or ornament + with muslin.</p> + + <p>This frame will last a very long time if carefully treated. + It should stand upright by itself; but if it is a little + unsteady, it is better to hold it upright from the sides. Of + course, this will only make a very small frame, but you can + increase the size by using more boxes.</p> + + <p>If you have no time to make a frame, arrange your figures + close to a door, outside the room in which the audience is + seated.</p> + + <p>When quite ready, some one must open the door, when the + doorway will make a kind of frame to the living picture.</p> + + <p>It is always well to have a curtain if you can; a sheet + makes an excellent one. Two children standing upon chairs hold + it up on each side, and at a given signal drop it upon the + floor, so that, instead of the curtain rising, it drops. When + it has been dropped, the two little people should take the + sheet corners in their hands again, so that they have only to + jump upon the chairs when it is time to hide the picture.</p> + + <p>Of course, these instructions are only for living pictures + on a very small scale; much grander arrangements will be needed + if the performance is to take place before any but a "home + audience."</p> + + <p>As I told you before, comic living pictures are the easiest + to perform on account of the dresses being easier to make, but + there are other living pictures which are easier still, and + which will cause a great deal of fun and merriment. They are + really catches, and are so simple that even very little + children can manage them.</p> + + <p>You can arrange a program, and make half a dozen copies to + hand round to the + audience.</p><span class="pagenum"><a name="page37" + id="page37"></a>[pg 37]</span> + + <p>The first living picture on the list is "The Fall of Greece" + and sounds very grand, indeed; but when the curtain rises (or + rather, if it is the sheet curtain, drops), the audience see a + lighted candle set rather crookedly in a candlestick and fanned + from the background so as to cause the grease to fall.</p> + + <p>Here are some other similar comic tableaux which you can + easily place before an audience:</p> + + <p>"Meet of the Hounds."—A pile of dog biscuits.</p> + + <p>"View of the Black Sea."—A large capital C blackened + with ink.</p> + + <p>"The Charge of the Light Brigade."—Half a dozen boxes + of matches labeled: "10 cents the lot."</p> + + <p>These are only a few of the many comic living pictures you + can perform; but, no doubt, you will be able to think of others + for yourselves.</p> + <hr class="short" /> + + <h3>Acting Proverbs</h3> + + <div class="figleft" + style="width:18%;"> + <a href="images/37.png"><img width="100%" + src="images/37.png" + alt="" /></a> + </div> + + <p>The best way to play this game is for the players to divide + themselves into two groups, namely, actors and audience. Each + one of the actors should then fix upon a proverb, which he will + act, in turn, before the audience. As, for instance, supposing + one of the players to have chosen the proverb, "A bad workman + quarrels with his tools," he should go into the room where the + audience is seated, carrying with him a bag in which there is a + saw, a hammer, or any other implement or tool used by a + workman; he should then look round and find a chair, or some + other article, which he should pretend requires repairing; he + should then act the workman, by taking off his coat, rolling up + his sleeves, and commencing work, often dropping his tools, and + grumbling about them the whole of the time.</p> + + <p>If this game be acted well, it may be made very + entertaining. Sometimes the audience are made to pay a forfeit + each time they fail to guess the proverb.</p> + <hr class="short" /> + <span class="pagenum"><a name="page38" + id="page38"></a>[pg 38]</span> + + <h3>Shouting Proverbs</h3> + + <p>This is rather a noisy game. One of the company goes outside + the door, and during his absence a proverb is chosen and a word + of it is given to each member of the company. When the player + who is outside re-enters the room, one of the company counts + "One, two, three," then all the company simultaneously shout + out the word that has been given to him or her of the proverb + that has been chosen.</p> + + <p>If there are more players present than there are words in + the proverb, two or three of them must have the same word. The + effect of all the company shouting out together is very funny. + All that is necessary is for the guesser to have a sharp ear; + then he is pretty sure to catch a word here and there that will + give him the key to the proverb.</p> + <hr class="short" /> + + <h3>Proverbs</h3> + + <p>This is a very interesting game, and can be played by a + large number at the same time. Supposing there are twelve + persons present, one is sent out of the room, while the others + choose a proverb. When this is done, the "guesser" is allowed + to come in, and he asks each person a question separately. In + the answer, no matter what question is asked, one word of the + proverb must be given. For illustration we will take "A bird in + the hand is worth two in the bush."</p> + + <div class="poem"> + <div class="stanza"> + <p>1. John must use the word "A" in his answer.</p> + + <p>2. Gladys must use the word "bird" in hers.</p> + + <p>3. Nellie must use the word "in" in hers.</p> + + <p>4. Tommy must use the word "the" in his.</p> + + <p>5. Estelle must use the word "hand" in hers.</p> + + <p>6. Ivy must use the word "is" in hers.</p> + + <p>7. Wilfrid must use the word "worth" in his.</p> + + <p>8. Lionel must use the word "two" in his.</p> + + <p>9. Vera must use the word "in" in hers.</p> + + <p>10. Bertie must use the word "the" in his.</p> + + <p>11. Harold must use the word "bush" in his.</p> + </div> + </div> + + <p>The fun becomes greater if the answers are given quickly and + without allowing the special word to be noticed. It often + happens that <span class="pagenum"><a name="page39" + id="page39"></a>[pg 39]</span> the "guesser" has to try his + powers over several times before succeeding. The one who by + giving a bad answer gives the clue, in turn becomes guesser, + and is then obliged to go out of the room while another + proverb is chosen.</p> + + <p>Here is a list of proverbs:</p> + + <div class="poem"> + <div class="stanza"> + <p>A bad workman quarrels with his tools.</p> + + <p>A bird in the hand is worth two in the bush.</p> + + <p>A cat may look at a king.</p> + + <p>Aching teeth are ill tenants.</p> + + <p>A creaking door hangs long on the hinges.</p> + + <p>A drowning man will catch at a straw.</p> + + <p>After dinner sit a while, after supper walk a + mile.</p> + + <p>A friend in need is a friend indeed.</p> + + <p>A good servant makes a good master.</p> + + <p>A good word is as soon said as an evil one.</p> + + <p>A little leak will sink a great ship.</p> + + <p>All are not friends that speak us fair.</p> + + <p>All are not hunters that blow the horn.</p> + + <p>All is fish that comes to the net.</p> + + <p>All is not gold that glitters.</p> + + <p>All work and no play makes Jack a dull boy.</p> + + <p>A pitcher goes often to the well, but is broken at + last.</p> + + <p>A rolling stone gathers no moss.</p> + + <p>A small spark makes a great fire.</p> + + <p>A stitch in time saves nine.</p> + + <p>As you make your bed, so you must lie on it.</p> + + <p>As you sow, so you shall reap.</p> + + <p>A tree is known by its fruit.</p> + + <p>A willful man will have his way.</p> + + <p>A willing mind makes a light foot.</p> + + <p>A word before is worth two behind.</p> + + <p>A burden which one chooses is not felt.</p> + + <p>Beggars have no right to be choosers.</p> + + <p>Be slow to promise and quick to perform.</p> + + <p>Better late than never.</p> + + <p>Better to bend than to break.</p> + + <p>Birds of a feather flock together.</p> + + <p>Care killed a cat.</p> + + <p>Catch the bear before you sell his skin.</p> + + <p>Charity begins at home, but does not end there.</p> + + <p>Cut your coat according to your cloth.</p> + + <p>Do as you would be done by.</p> + + <p>Do not halloo till you are out of the wood.</p> + + <p>Do not spur a willing + horse.</p><span class="pagenum"><a name="page40" + id="page40"></a>[pg 40]</span> + + <p>Early to bed and early to rise makes a man healthy, + wealthy, and wise.</p> + + <p>Empty vessels make the greatest sound.</p> + + <p>Enough is as good as a feast.</p> + + <p>Faint heart never won fair lady.</p> + + <p>Fine feathers make fine birds.</p> + + <p>Fine words butter no parsnips.</p> + + <p>Fire and water are good servants, but bad + masters.</p> + + <p>Grasp all, lose all.</p> + + <p>Half a loaf is better than no bread.</p> + + <p>Handsome is as handsome does.</p> + + <p>Happy is the wooing that is not long in doing.</p> + + <p>He that goes a-borrowing goes a-sorrowing.</p> + + <p>Hiders are good finders.</p> + + <p>Home is home though it be ever so homely.</p> + + <p>Honesty is the best policy.</p> + + <p>If wishes were horses, beggars would ride.</p> + + <p>It is an ill wind that blows nobody good.</p> + + <p>It is never too late to learn.</p> + + <p>It is not the cowl that makes the friar.</p> + + <p>It is a long lane that has no turning.</p> + + <p>It's a good horse that never stumbles.</p> + + <p>It's a sad heart that never rejoices.</p> + + <p>Ill weeds grow apace.</p> + + <p>Keep a thing for seven years, and you will find a + use for it.</p> + + <p>Kill two birds with one stone.</p> + + <p>Lazy folk take the most pains.</p> + + <p>Let sleeping dogs lie.</p> + + <p>Let them laugh that win.</p> + + <p>Make hay while the sun shines.</p> + + <p>Many a true word is spoken in jest.</p> + + <p>Many hands make light work.</p> + + <p>Marry in haste, repent at leisure.</p> + + <p>Never look a gift horse in the mouth.</p> + + <p>Necessity is the mother of invention.</p> + + <p>Old birds are not to be caught with chaff.</p> + + <p>Old friends and old wine are best.</p> + + <p>One swallow makes not a spring, nor one woodcock a + winter.</p> + + <p>People who live in glass houses should never throw + stones.</p> + + <p>Possession is nine points of the law.</p> + + <p>Procrastination is the thief of time.</p> + + <p>Short reckonings make long friends.</p> + + <p>Safe bind, safe find.</p> + + <p>Strike while the iron is hot.</p> + + <p>Take care of the pennies and the dollars will take + care of themselves.</p> + + <p>The more the merrier, the fewer the better + cheer.</p> + + <p>The darkest hour is just before the + daylight.</p><span class="pagenum"><a name="page41" + id="page41"></a>[pg 41]</span> + + <p>The cobbler's wife is the worst shod.</p> + + <p>There's many a slip 'twixt the cup and the lip.</p> + + <p>There's a silver lining to every cloud.</p> + + <p>Those who play with edge tools must expect to be + cut.</p> + + <p>Time and tide wait for no man.</p> + + <p>Too many cooks spoil the broth.</p> + + <p>Union is strength.</p> + + <p>Waste not, want not.</p> + + <p>What the eye sees not, the heart rues not.</p> + + <p>When rogues fall out honest men get their own.</p> + + <p>When the cat's away, the mice play.</p> + + <p>Willful waste makes woful want.</p> + + <p>You cannot eat your cake and have it also.</p> + </div> + </div> + + <div class="figright" + style="width:50%;"> + <a href="images/41.png"><img width="100%" + src="images/41.png" + alt="" /></a> + </div> + <hr class="short" /> + + <h3>The Adventurers</h3> + + <p>This is a very good game and will combine both instruction + and amusement. The idea is that the company imagines itself to + be a party of travelers who are about to set out on a journey + to foreign countries. A good knowledge of geography is + required, also an idea of the manufactures and customs of the + foreign parts about to be visited. It would be as well, if not + quite certain about the location of the part, to refer to a + map.</p> + + <p>A place for starting having been decided upon, the first + player sets out upon his journey. He tells the company what + spot he intends to visit (in imagination) and what kind of + conveyance he means to travel in. On arriving at his + destination, the player states what he wishes to buy, and to + whom he intends to make a present of his purchase on returning + home.</p><span class="pagenum"><a name="page42" + id="page42"></a>[pg 42]</span> + + <p>This may seem very simple, but it is not nearly so easy as + it appears. The player must have some knowledge of the country + to which he is going, the way he will travel, and the time it + will take to complete the journey. To give an instance, it will + not do for the player to state that he is going to Greenland to + purchase pineapples, or to Florida to get furs; nor will it do + for him to make a present of a meerschaum pipe to a lady, or a + cashmere shawl to a gentleman.</p> + + <p>More fun is added to this game if forfeits are exacted for + all mistakes.</p> + + <p>The game continues, and the second player must make his + starting point from where the first leaves off. Of course, all + depends upon the imagination or the experience of the player; + if he has been a traveler or has read a good deal, his + descriptions should be very interesting.</p> + <hr class="short" /> + + <h3>Postman's Knock</h3> + + <p>One player begins the game by going out of the room, and + then giving a double (or postman's) knock at the door; it is + the duty of one of the other players to stand at the door + inside the room to answer the knocks that are made, and to ask + the postman for whom he has a letter. The postman names some + member of the company, generally of the opposite sex; he is + then asked, "How many cents are to be paid?" Perhaps he will + say "six"; the person for whom the letter is supposed to be + must then pay for it with kisses, instead of cents; after which + he or she must take a turn as postman.</p> + <hr class="short" /> + + <h3>"Our Old Grannie Doesn't Like Tea."</h3> + + <p>All the players sit in a row, except one, who sits in front + of them and says to each one in turn: "Our old Grannie doesn't + like T; what can you give her instead?"</p> + + <p>Perhaps the first player will answer, "Cocoa," and that will + be correct; but if the second player should say, "Chocolate," + he will have to pay a forfeit, because there is a "T" in + chocolate. This is really a catch, as at first every one thinks + that "tea" is meant instead of the + <span class="pagenum"><a name="page43" + id="page43"></a>[pg 43]</span> letter "T." Even after the + trick has been found out it is very easy to make a slip, as + the players must answer before "five" is counted; if they + cannot, or if they mention an article of food with the + letter "T" in it, they must pay a forfeit.</p> + <hr class="short" /> + + <h3>"I Love My Love with an A."</h3> + + <p>To play this game it is best for the players to arrange + themselves in a half circle round the room. Then one begins: "I + love my love with an 'A,' because she is affectionate; I hate + her with an 'A,' because she is artful. Her name is Alice, she + comes from Alabama, and I gave her an apricot." The next player + says: "I love my love with a 'B,' because she is bonnie; I hate + her with a 'B,' because she is boastful. Her name is Bertha, + she comes from Boston, and I gave her a book." The next player + takes "C," and the next "D," and so on through all the letters + of the alphabet.</p> + <hr class="short" /> + + <h3>Consequences</h3> + + <p>One of the most popular games at a party is certainly + "Consequences;" it is a very old favorite, but has lost none of + its charms with age. The players sit in a circle; each person + is provided with a half sheet of notepaper and a pencil, and is + asked to write on the top—(1) one or more adjectives, + then to fold the paper over, so that what has been written + cannot be seen. Every player has to pass his or her paper on to + the right-hand neighbor, and all have then to write on the top + of the paper which has been passed by the left-hand neighbor + (2) "the name of the gentleman;" after having done this, the + paper must again be folded and passed on as before; this time + must be written (3) one or more adjectives; then (4) a lady's + name; next (5), where they met; next (6), what he gave her; + next (7), what he said to her; next (8), what she said to him; + next (9), the consequence; and lastly (10), what the world said + about it.</p> + + <p>Be careful that every time anything has been written, the + paper is folded down and passed on to the player on your right. + When every one has written what the world says, the papers are + collected <span class="pagenum"><a name="page44" + id="page44"></a>[pg 44]</span> and one of the company + proceeds to read out the various papers, and the result may + be something like this:</p> + + <p>(1) The horrifying and delightful (2) Mr. Brown (3) met the + charming (4) Miss Philips (5) in Lincoln Park; (6) he gave her + a flower (7) and said to her: "How's your mother?" (8) She said + to him: "Not for Joseph;" (9) the consequence was they danced + the hornpipe, and the world said (10), "Just what we + expected."</p> + <hr class="short" /> + + <h3>Earth, Air, Fire, and Water</h3> + + <div class="figleft" + style="width:35%;"> + <a href="images/44.png"><img width="100%" + src="images/44.png" + alt="" /></a> + </div> + + <p>To play this game seat yourselves in a circle, take a clean + duster or handkerchief, and tie it in a big knot, so that it + may easily be thrown from one player to another. One of the + players throws it to another, at the same time calling out + either of these names: Earth, Air, Fire, or Water. If "Earth" + is called, the player to whom the ball is thrown has to mention + something that lives on the earth, as lion, cat; if "Air" is + called, something that lives in the air; if "Water," something + that lives in the water; but if "Fire" is called, the player + must keep silence. Always remember not to put birds in the + water, or animals or fishes in the air; be silent when "Fire" + is called, and answer before ten can be counted. For breaking + any of these rules a forfeit must be paid.</p> + <hr class="short" /> + + <h3>Crambo</h3> + + <p>One of the party leaves the room, and on his return he is + asked to find a word which has been chosen by the other players + in his absence; and in order to help him, another word is + mentioned rhyming with the word to be guessed. Questions may + then be asked by the guesser, and + <span class="pagenum"><a name="page45" + id="page45"></a>[pg 45]</span> the players must all + introduce, as the final word of their answer, another word + rhyming with the word chosen. For instance, suppose the word + "way" is selected. The guesser would then be told that the + word chosen rhymes with "say." He might then ask the first + one of the party: "What do you think of the weather?" and + the answer might be: "We have had a lovely day." The second + question might be: "Have you enjoyed yourself?" and the + answer might be: "Yes; I have had lots of play." The game + would proceed in this way until the guesser gave the correct + answer, or one of the party failed to give the proper rhyme, + in which case the latter would then be called upon to take + the place of the guesser.</p> + <hr class="short" /> + + <h3>Lost and Found</h3> + + <p>A very similar game to "Consequences" is that of "Lost and + Found," which is played in an exactly similar manner, but the + questions are quite different: (1) Lost, (2) by whom, (3) at + what time, (4) where, (5) found by, (6) in what condition, (7) + what time, (8) the reward.</p> + + <p>The answers may be something like the following: (1) Lost a + postage-stamp, (2) by sister Jane, (3) at three in the morning, + (4) at St. Louis, (5) it was found by a policeman, (6) rather + the worse for wear, (7) at dinner-time; (8) the reward was a + kiss.</p> + <hr class="short" /> + + <h3>"Animal, Vegetable, or Mineral?"</h3> + + <p>This is a capital game for a large party, for it is both + instructive and amusing. Two sides are picked, one has to guess + what word or sentence the remainder of the company has chosen. + They go out of the room, and when the subject has been decided + upon, return and ask a question of each of the other side in + turn. The answer must be either "Yes" or "No," and in no case + should more words be used, under penalty of paying a forfeit. + The first important point to be found out is whether the + subject is "Animal," "Vegetable," or "Mineral." Supposing, for + instance, the subject chosen is a cat which is sleeping in the + room by the fire, the questions and answers might be like the + <span class="pagenum"><a name="page46" + id="page46"></a>[pg 46]</span> following: "Is the subject + chosen an animal?" "Yes." "Wild animal?" "No." "Domestic + animal?" "Yes." "Common?" "Yes." "Are there many to be seen + in this town?" "Yes." "Have you seen many this day?" "Yes." + "In this house?" "No." "Have you seen many in the road?" + "Yes." "Do they draw carts?" "No." "Are they used for + working purposes?" "No." "Is the subject a pet?" "Yes." + "Have they one in the house?" "Yes." "In this room?" "Yes." + "Is it lying in front of the fire at the present time?" + "Yes." "Is the subject you all thought of the cat lying in + front of the fire in this room?" "Yes." The subject having + been guessed, another one is chosen and the game proceeds. + The questions are limited to twenty, but it is hardly ever + necessary to use that number.</p> + <hr class="short" /> + + <h3>Hunt the Slipper</h3> + + <div class="figleft" + style="width:60%;"> + <a href="images/46.png"><img width="100%" + src="images/46.png" + alt="" /></a> + </div> + + <p>The players seat themselves in a circle on the floor, having + chosen one of their number to remain outside the circle. The + children seated on the floor are supposed to be cobblers, and + the one outside is the customer who has brought his shoe to be + mended. He hands it to one of them, saying:</p> + + <p>"Cobbler, cobbler, mend my shoe; Get it done by half-past + two."</p> + + <p>The cobblers pass the shoe round to each other as quickly as + they can, taking care that the customer does not see which of + them has it. When the customer comes to fetch it he is told + that it is not ready. He pretends to get angry and says he will + take it <span class="pagenum"><a name="page47" + id="page47"></a>[pg 47]</span> as it is. He must then try to + find it, and the cobbler who has it must try to pass it to + his neighbor without its being seen by the customer. The + person upon whom the shoe is found must become the customer, + while the customer takes his place in the circle on the + floor.</p> + <hr class="short" /> + + <h3>Flying</h3> + + <p>This game requires for the leader a person who can tell a + story or make a little amusing speech. Each one who plays must + place the right hand upon the left arm. The leader then tells a + story, during the telling of which whenever he mentions any + creature that can fly, every right hand is to be raised and + fluttered in the air to imitate the action of flying. At the + name of a creature that does not fly, the hands must be kept + quiet, under pain of a forfeit. Thus:</p> + + <div class="poem"> + <div class="stanza"> + <p>The little wren is very small,</p> + + <p class="i2">The humming-bee is less;</p> + + <p>The ladybird is least of all,</p> + + <p class="i2">And beautiful in dress.</p> + + <p>The pelican she loves her young,</p> + + <p class="i2">The stork its parent loves;</p> + + <p>The woodcock's bill is very long,</p> + + <p class="i2">And innocent are doves.</p> + + <p>In Germany they hunt the boar,</p> + + <p class="i2">The bee brings honey home,</p> + + <p>The ant lays up a winter store,</p> + + <p class="i2">The bear loves honeycomb.</p> + </div> + </div> + <hr class="short" /> + + <h3>The Blind Man's Wand</h3> + + <p>This is another way of playing Blind Man's Buff, and is + thought by many to be an improvement on that game.</p> + + <p>The player who is blindfolded stands in the center of the + room, with a long paper wand, which can be made of a newspaper + folded up lengthways, and tied at each end with string. The + other players then join hands and stand round him in a circle. + Some one then plays a <span class="pagenum"><a name="page48" + id="page48"></a>[pg 48]</span> merry tune on the piano, and + the players dance round and round the blind man, until + suddenly the music stops; the blind man then takes the + opportunity of lowering his wand upon one of the circle, and + the player upon whom it has fallen has to take hold of it. + The blind man then makes a noise, such as, for instance, the + barking of a dog, a street cry, or anything he thinks will + cause the player he has caught to betray himself, as the + captive must imitate whatever noise the blind man likes to + make. Should the blind man detect who holds the stick, the + one who is caught has to be blind man; if not, the game goes + on until he succeeds.</p> + <hr class="short" /> + + <h3>Judge and Jury</h3> + + <p>The company should be seated in two lines facing each other, + and one of the party should then be elected to act as judge. + Each person has to remember who is sitting exactly opposite, + because when the judge asks a question of any one, it is not + the person directly asked who has to reply, but the person + opposite to the judge. For instance, if the judge, addressing + one of the company, asks: "Do you like apples?" the person + spoken to must remain silent, while the person who is opposite + to him must reply before the judge can count ten; the penalty + on failing to do this is a forfeit. A rule with regard to the + answers is that the reply must not be less than two words in + length, and must not contain the words: "Yes," "No," "Black," + "White," or "Gray." For the breaking of this rule a forfeit may + also be claimed.</p> + <hr class="short" /> + + <h3>"Hands Up!"</h3> + + <div class="figright" + style="width:30%;"> + <a href="images/plate3.jpg"><img width="100%" + src="images/thumb3.jpg" + alt="Plate 3 (click to view)." /></a> + </div> + + <p>The company in this game must divide, one-half taking seats + on one side of the table, and the other half on the other side; + the players on one side being called the "guessers" and the + players on the other side being called the "hiders." A button + or any small object is produced, and the hiders have to pass it + from hand to hand, under the table, so that those sitting + opposite may not know who holds it. When it is hidden, one of + the guessers cries out, "Hands up!" Immediately the hiders must + place their closed hands on the table; the guessers + <span class="pagenum"><a name="page49" + id="page49"></a>[pg 49]</span> have then to find out which + hand holds the button. If successful, the hiders take their + turn at guessing. The person in whose hand the button is + found must pay a forfeit.</p> + <hr class="short" /> + + <h3>Lodgings to Let</h3> + + <p>The company sit in a circle, and a player stands in the + center. There is one spare chair, and the game is for this + player to get possession of a vacant seat. When the game + begins, every one moves as quickly as possible to the chair + next beside him or her, and as this is done all the time, it is + difficult for the person who is looking for "lodgings" to find + a place by slipping in among them, and his attempts will cause + much amusement.</p> + <hr class="short" /> + + <h3>Hunt the Ring</h3> + + <p>For this game a long piece of string is required. On this a + ring is threaded, and the ends of the string are knotted + together. The players then take the string in their hands and + form a circle, while one of the company, who is called the + hunter, stands in the center. The string must be passed rapidly + round and round, and the players must try to prevent the hunter + finding out who holds the ring. As soon as he has done this, he + takes his place in the circle, while the person who held the + ring becomes the "hunter."</p> + <hr class="short" /> + + <h3>The Stool of Repentance</h3> + + <p>The players sit in a circle, in the center of which a stool + is placed. One of the company goes out of the room, and the + rest say all sorts of things about him. For instance, one will + say he is handsome, another that he is clever, or stupid, or + vain. The "culprit" is then called back into the room and seats + himself on the stool, which is called "the stool of + repentance," and one of the players begins to tell him the + different charges which have been made against him. "Some one + said you were vain; can you guess who it was?" If the culprit + guesses correctly, he <span class="pagenum"><a name="page50" + id="page50"></a>[pg 50]</span> takes his seat in the circle + and the person who made the accusation becomes the "culprit" + in his stead. If, however, the "culprit" is unable to guess + correctly, he must go out of the room again while fresh + charges are made against him.</p> + <hr class="short" /> + + <h3>The Feather</h3> + + <p>Having procured a small flossy feather, the players sit in a + circle as closely together as possible. One of the party then + throws the feather as high as possible into the air, and it is + the duty of all the players to prevent it from alighting on + them, by blowing at it whenever it comes in their direction. + Any player whom it falls upon must pay a forfeit.</p> + + <p>It is almost impossible to imagine the excitement that is + produced by this game when it is played with spirit, and the + fun is not altogether confined to the players, as it gives + almost as much enjoyment to those who are looking on.</p> + <hr class="short" /> + + <h3>The Game of Conversation</h3> + + <p>To play this game successfully, two of the company privately + agree upon a word that has several meanings. The two then enter + into a conversation which is obliged to be about the word they + have chosen, while the remainder of the company listen. When a + member of the party imagines that he has guessed the word, he + may join in the conversation, but if he finds he is mistaken, + must immediately retire.</p> + + <p>To give an illustration: Supposing the two players who start + the conversation decide upon the word "box." They might talk + about the people they had seen at the theater and the + particular part of the house in which they were sitting. Then + they might say how nice it looked in a garden, and one might + mention that it grew into big trees. Perhaps one of the company + might imagine that he had guessed the word correctly and join + in, when the conversation would be immediately changed, and the + two would begin to converse about a huge case in which a very + great number of things were packed away. By + <span class="pagenum"><a name="page51" + id="page51"></a>[pg 51]</span> this time, possibly the + person who joined in the conversation will leave off, + completely mystified. If, however, the word should be + correctly guessed, the person guessing it chooses a partner, + and they together select a word, and the game begins + again.</p> + <hr class="short" /> + + <h3>The Gallery of Statues</h3> + + <p>For this game all the company leave the room with the + exception of two. One of these then stands like a statue, with + perhaps the assistance of a tablecloth or something similar as + drapery, while the other acts as showman.</p> + + <p>When the position is decided upon, one of the company is + called in and taken on one side by the showman, and is asked + his or her opinion as to the merits of the statue. It is almost + certain that some suggestion will be made; in that case he or + she is made to assume the attitude suggested, and another + player is called in, to whom the same question is put, and + another suggestion made and adopted. As each statue is added to + the gallery, a great deal of merriment is caused, and in a + short time a large collection will be obtained.</p> + <hr class="short" /> + + <h3>The Huntsman</h3> + + <p>One person represents the huntsman, the other players call + themselves after some part of the huntsman's belongings; for + instance, one is the cap, another the horn, others the + powder-flask, gun, whip, etc.</p> + + <p>A number of chairs are arranged in the middle of the room, + and there must be one chair less than the number of players, + not counting the huntsman.</p> + + <p>The players then seat themselves round the room, while the + huntsman stands in the center and calls for them one at a time, + in this way: "Powder-flask!" At once "Powder-flask" rises and + takes hold of the huntsman's coat.</p> + + <p>"Cap," "Gun," "Shot," "Belt," the huntsman cries; each + person who represents these articles must rise and take hold of + the player summoned before him, until at length the huntsman + has a long line behind him. He then begins to run round the + chairs, until he suddenly + <span class="pagenum"><a name="page52" + id="page52"></a>[pg 52]</span> cries: "Bang!" when the + players must sit down. Of course, as there are not + sufficient chairs, one player will be left standing and he + must pay a forfeit. The huntsman is not changed throughout + the game, unless he grows tired, when he may change places + with one of the others.</p> + <hr class="short" /> + + <h3>Hot Boiled Beans and Bacon</h3> + + <p>This is a game for young children. Some small article is + hidden in the room, while the little one who has to find it is + sent outside. This finished, the players call out together: + "Hot Boiled Beans and Bacon; it's hidden and can be taken." The + little one enters and begins to hunt about for the hidden + article. When she comes near to its hiding-place, the company + tell her that she is getting "hot"; or, if she is not near it, + she is told that she is "cold." That she is "very hot" or "very + cold," will denote that she is very near of very far away from + the object that is hidden; while if she is extremely near, she + would be told that she was "burning." In this way the hidden + object can be found, and all the children can be interested in + the game by being allowed to call out whether the little one is + "hot" or "cold."</p> + <hr class="short" /> + + <h3>"My Master Bids You Do as I Do."</h3> + + <p>For all those children who are fond of a little exercise, no + better game than this can be chosen. When the chairs are placed + in order round the room, the first player commences by saying: + "My master bids you do as I do," at the same time working away + with the right hand as if hammering at his knees. The second + player then asks: "What does he bid me do?" in answer to which + the first player says: "To work with one as I do." The second + player, working in the same manner, must turn to his left-hand + neighbor and carry on the same conversation, and so on until + every one is working away with the right hand.</p> + + <p>The second time of going round, the order is to work with + two, then both hands must work; then with three, then both + hands and one leg must work; then with four, when both hands + and both legs must <span class="pagenum"><a name="page53" + id="page53"></a>[pg 53]</span> work; lastly with five, when + both legs, both arms, and the head must be kept going. + Should any of the players fail in keeping in constant + motion, a forfeit may be claimed.</p> + <hr class="short" /> + + <h3>Red Cap and Blue Cap</h3> + + <p>The players seat themselves in a circle to represent tailors + at work on a piece of cloth—a handkerchief or a duster + will answer the purpose. A leader or foreman is chosen, and + every one of the company is named in turn Red Cap, Blue Cap, + Black Cap, Yellow Cap, Brown Cap, etc. The leader then takes + the piece of cloth and pretends to examine the work which is + supposed to have been done by the workmen. He is supposed to + discover a bad stitch and asks: "Who did it, Blue Cap?" The + latter immediately answers: "Not I, sir." "Who then, sir?" + "Yellow Cap, sir." Yellow Cap must then answer at once in the + same manner and name another workman. Any one who fails to + answer to his name pays a forfeit. If carried on in a brisk + manner, this game will cause endless amusement.</p> + <hr class="short" /> + + <h3>It</h3> + + <p>One of the players is asked to go outside while the company + thinks of some person in the room, and on his return he has to + guess of whom the company has thought.</p> + + <p>The players then arrange themselves in a circle, and agree + each to think of his or her right-hand neighbor; it is best to + have a girl and boy alternately, as this adds much to the + amusement.</p> + + <p>The one outside is then called in, and commences to ask + questions. Before replying, the player asked must be careful to + notice his or her right-hand neighbor, and then give a correct + reply. For instance, supposing the first question to be: "Is + the person thought of a boy or a girl?" The answer would + possibly be "A boy;" the next person would then be asked the + color of the complexion, the next one the color of the hair, if + long or short, etc., to which questions the answers would, of + course, be given according to the right-hand neighbor.</p> + + <p>Nearly all the answers will contradict the previous ones, + and <span class="pagenum"><a name="page54" + id="page54"></a>[pg 54]</span> something like this may be + the result: "A boy," "very dark complexion," "long yellow + hair," "wearing a black velvet jacket," "with a dark green + dress," "five feet high," "about six years old," etc. When + the player guessing gives the game up, the joke is explained + to him.</p> + <hr class="short" /> + + <h3>Acting Rhymes</h3> + + <p>For this game, half the players go outside the door, while + those who stay in the room choose a word of one syllable, which + should not be too difficult. For instance, suppose the word + chosen be "Flat," those who are out of the room are informed + that a word has been thought of that rhymes with "Cat," and + they then have to act without speaking, all the words they can + think of that rhyme with "Cat." Supposing their first idea be + "Bat," they come into the room and play an imaginary game of + cricket. This not being correct, they would get hissed for + their pains, and they must then hurry outside again. They might + next try "Rat," most of them going into the room on their hands + and feet, while the others might pretend to be frightened. + Again they would be hissed. At last the boys go in and fall + flat on their faces, while the girls pretend to use flat-irons + upon their backs. The loud clapping that follows tells them + that they are right at last. They then change places with the + audience, who, in their turn, become the actors.</p> + <hr class="short" /> + + <h3>Man and Object</h3> + + <p>Two persons go out of the room, and after agreeing together + as to what they shall represent, they come back again, and sit + side by side in front of the company. One of the two takes the + part of some well-known person, and the other represents an + object which is closely connected with that person; for + instance, say one represents the governor, and the other the + mayor. When the two return to the room, the other players take + it in turns to ask each of them a question, to which both the + man and the object must reply either "Yes" or "No," until the + right person and the right object have been guessed.</p> + + <p>The first player will perhaps ask the "man:" "Are you + alive?"</p><span class="pagenum"><a name="page55" + id="page55"></a>[pg 55]</span> + + <div class="figcenter" + style="width:75%;"> + <a href="images/55.png"><img width="100%" + src="images/55.png" + alt="" /></a> + </div> + + <p>The man will reply, "Yes;" then the object is asked: "Are + you of wood?" "No." The second player next questions him, and + then the third, and so on until every one has had a turn at + questioning, or the person and the object have been + guessed.</p> + <hr class="short" /> + + <h3>The Jolly Miller</h3> + + <p>The players decide among themselves which one of their + number shall act the part of the Jolly Miller. This being done, + each little boy <span class="pagenum"><a name="page56" + id="page56"></a>[pg 56]</span> chooses a little girl as + partner; the Jolly Miller having taken his stand in the + middle of the room, they all commence to walk arm-in-arm + round him, singing the following lines:</p> + + <div class="poem"> + <div class="stanza"> + <p>There was a jolly miller who lived by himself;</p> + + <p>As the wheel went round he made his wealth;</p> + + <p>One hand in the hopper, and the other on the + bag;</p> + + <p>As the wheel went round he made his grab.</p> + </div> + </div> + + <p>At the word "Grab" all must change partners, and while the + change is going on the miller has the opportunity given him of + securing a partner for himself. Should he succeed in doing so, + the one left without a partner must take the place of the Jolly + Miller, and must occupy the center of the room until fortunate + enough to get another partner.</p> + <hr class="short" /> + + <h3>Ruth and Jacob</h3> + + <div class="figleft" + style="width:27%;"> + <a href="images/56.png"><img width="100%" + src="images/56.png" + alt="" /></a> + </div> + + <p>One player is blindfolded, the rest dance in a circle round + him till he points at one of them. This person then enters the + ring, and when the blindman calls out "Ruth," answers "Jacob," + and moves about within the circle so as to avoid being caught + by the blindman, and continues to answer "Jacob," as often as + the blindman calls out "Ruth." This continues until "Ruth" is + caught. "Jacob" must then guess who it is he has caught; if he + guesses correctly, "Ruth" takes his place, and the game goes + on; if he guesses wrongly, he continues to be "Jacob."</p> + <hr class="short" /> + + <h3>Checkers</h3> + + <p>This is a splendid game and one very easily learned. It is + played upon a special board with thirty-two white and + thirty-two black squares.</p> + + <p>Two persons play at the game, who sit opposite to each + other. The players have each a set of twelve pieces, or "men," + the color of the <span class="pagenum"><a name="page57" + id="page57"></a>[pg 57]</span> sets being different, so that + the players can distinguish their own men easily. The men + are round and flat, and are usually made of boxwood or ebony + and ivory, one set being white and the other black.</p> + + <p>Before placing the men upon the board, it must be decided + whether the white or the black squares are to be played on, as + the whole must be put on one color only. If the white squares + are selected, there must be a black square in the right-hand + corner; if the black squares are to be played upon, then the + right-hand corner square must be a white one.</p> + + <p>The movements in checkers are very simple; a man can be + moved only one square at a time, except as explained hereafter, + and that diagonally, never straight forward or sideways. If an + opponent's man stand in the way, no move can take place unless + there be a vacant square beyond it, into which the man can be + lifted. In this case the man leaped over is "taken" and removed + from the board.</p> + + <p>The great object of the game, then, is to clear the board of + the opponent's men, or to hem them in in such a way that they + cannot be moved, whichever player hems in the opponent or + clears the board first gains the victory. As no man can be + moved more than one step diagonally at a time (except when + taking opponent's pieces), there can be no taking until the two + parties come to close quarters; therefore, the pushing of the + men continuously into each other's ground is the principle of + the game.</p> + + <p>In beginning the game, a great advantage can be obtained by + having the first move; the rule, therefore, is, if several + games are played, that the first move be taken alternately by + the players.</p> + + <p>When either of the players has, with his men, reached the + extreme row of squares on the opposite side (the first row of + his opponent), those men are entitled to be crowned, which is + done by placing on the top of each another man, which may be + selected from the men already removed from the board. The men + so crowned are called "Kings" and have a new power of movement, + as the player may now move them either backward or forward, as + he wills, but always diagonally as before.</p> + + <p>The Kings having this double power of movement, it is an + important point for a player to get as many men crowned as + possible. If each player should be fortunate enough to get two + or three Kings, the <span class="pagenum"><a name="page58" + id="page58"></a>[pg 58]</span> game becomes very exciting. + Immediately after crowning, it is well for a player to start + blocking up his opponent's men, so as to allow more freedom + for his own pieces, and thus prepare for winning the + game.</p> + + <p>It is the rule that if a player touch one of his men he must + play it. If player A omit to take a man when it is in his power + to do so, his opponent B can huff him; that is, take the man of + the player A off the board. If it is to B's advantage, he may + insist on his own man being taken, which is called a "blow." + The usual way is to take the man of the player A who made the + omission, and who was huffed, off the board.</p> + + <p>It is not considered right or fair for any one watching the + game to advise what move to be made, or for a player to wait + longer than five minutes between each move.</p> + + <p>Great care should be taken in moving the men, as one false + move may at any time endanger the whole game.</p> + + <p>With constant practice any one can soon become a very fair + player, but even after the game has been played only a few + times it will be found very interesting.</p> + <hr class="short" /> + + <h3>Dominoes</h3> + + <p>There are several ways of playing Dominoes, but the + following game is the most simple:</p> + + <p>The dominoes are placed on the table, face downward, and + each player takes up one, to decide who is to play first. The + one who draws the stone with the highest number of pips on it + takes the lead. The two stones are then put back among the + rest; the dominoes are then shuffled, face downward, and the + players choose seven stones each, placing them upright on the + table, so that each can see his own stones, without being able + to overlook those of his opponent.</p> + + <p>As there are twenty-eight stones in an ordinary set, there + will still be fourteen left from which to draw.</p> + + <p>The player who has won the lead now places a stone, face + upward, on the table. Suppose it be double-six, the other + player is bound to put down a stone on which six appears, + placing the six next to the double-six. + <span class="pagenum"><a name="page59" + id="page59"></a>[pg 59]</span> Perhaps he may put six-four; + the first player then puts six-five, placing his six against + the opposite six of the double-six; the second follows with + five-four, placing his five against the five already on the + table; thus, you see, the players are bound to put down a + stone which corresponds at one end with one of the end + numbers of those already played. Whenever a player has no + corresponding number he must draw from the fourteen that + were left out for that purpose. If, when twelve of these + fourteen stones are used up, he cannot play, he loses his + turn, and his opponent plays instead of him. The two + remaining dominoes must not be drawn.</p> + + <p>When one of the players has used up all his dominoes, his + opponent turns up those he has left, the pips are then counted, + and the number of pips is scored to the account of the player + who was out first.</p> + + <p>If neither player can play, the stones are turned face + upward on the table, and the one who has the smallest number of + pips scores as follows: If the pips of one player count ten and + those of the other player five, the five is deducted from the + ten, leaving five to be scored by the player whose pips only + counted five.</p> + + <p>The dominoes are shuffled again, the second player this time + taking the lead, and the game proceeds in this way until one or + other has scored a hundred, the first to do so winning the + game.</p> + + <p>This game is generally played by two only, though it is + possible for four, five, or even six to join in it; but, in + that case, they cannot, of course, take seven stones each, so + they must divide the stones equally between them, leaving a few + to draw from, if they prefer it; if not they can divide them + all.</p> + <hr class="short" /> + + <h3>Green Gravel</h3> + + <p>In this game the children join hands and walk round in a + circle, singing the following words:</p> + + <div class="poem"> + <div class="stanza"> + <p>Green gravel, green gravel, your grass is so + green,</p> + + <p>The fairest young damsel that ever was seen.</p> + + <p>I'll wash you in new milk and dress you in silk,</p> + + <p>And write down your name with a gold pen and + ink.</p> + + <p>Oh! (Mary) Oh! (Mary) your true love is dead;</p> + + <p>He's sent you a letter to turn round your head.</p> + </div> + </div><span class="pagenum"><a name="page60" + id="page60"></a>[pg 60]</span> + + <p>When the players arrive at that part of the song, "Oh, + Mary!" they name some member of the company; when the song is + finished, the one named must turn right round and face the + outside of the ring, having her back to all the other players. + She then joins hands in this position and the game continues as + before until all the players face outward. They then + recommence, until they all face the inside of the ring as at + first.</p> + <hr class="short" /> + + <h3>Fives and Threes</h3> + + <p>This is another game that is played with dominoes, and is + one of the most popular. It is excellent practice for counting, + and to be successful at it depends, in a very great measure, + upon skill in doing this. Two, three or four players may take + part in this game. After the dominoes have been shuffled, face + downward, each player takes an equal number of stones, leaving + always three, at least, upon the table; no player, however, may + take more than seven, and it is perhaps better to limit the + number to five.</p> + + <p>In playing dominoes, it should always be borne in mind that + one end of the domino to be played must always agree in number + with the end of the domino it is to be placed against.</p> + + <p>The object of the game is to make as many "fives" and + "threes" as are possible; for instance, a player should always + make the domino show fifteen if he can, as three divides into + fifteen five times, and five divides into fifteen three times, + and he would thus score 8 (three and five). The way to count is + to add the two extreme ends together, always, of course, trying + to make the number as high as possible, and to make it one into + which either three or five will divide, as if a number be + formed into which these numbers will not divide, no score will + result.</p> + + <p>Suppose there are two players, A and B. A starts the game by + playing the double-six, for which he scores 4 (three dividing + into twelve four times). B then plays the six-three, making + fifteen, and thus scores 8 (the highest score possible, as + explained above). A next plays the double-three, which makes + eighteen, and scores 6 (three dividing into eighteen six + times). B then plays six-blank onto the + <span class="pagenum"><a name="page61" + id="page61"></a>[pg 61]</span> double-six on the left-hand + side and scores 2 (three dividing into six twice). A holding + the blank-three, places it onto the blank end, making the + number nine, and scores 3. B next plays the three-four, + which makes ten, and 2 is added to his score (five dividing + into ten twice). Thus the game proceeds, each player trying + to make as many fives and threes as possible.</p> + <hr /> + + <h2>PAPER AND PENCIL GAMES</h2> + + <h3>Birds, Beasts, and Fishes</h3> + + <p>Take your pencil and write upon the top of your paper the + words, "Birds, Beasts, and Fishes." Then tell your companion + that you are going to think of, for instance, an animal. Put + down the first and last letters of the name, filling in with + crosses the letters that have been omitted. For example, write + down on the paper C*******e. Your companion would have to think + of all the animals' names that he could remember which + contained nine letters, and commenced with the letter C and + ended with "e." If the second player after guessing several + times "gives it up," the first player would tell him that the + animal thought of was "Crocodile," and would then think of + another Bird, Beast, or Fish, and write it down in a similar + manner. If, however, the name of the animal be guessed, then it + would be the second player's turn to take the paper and + pencil.</p> + <hr class="short" /> + + <h3>Noughts and Crosses</h3> + + <div class="figleft" + style="width:35%;"> + <a href="images/61.png"><img width="100%" + src="images/61.png" + alt="" /></a> + </div> + + <p>This is a game every boy or girl thoroughly enjoys. Take + paper, and with a pencil draw four cross lines as shown:</p> + + <div class="figright" + style="width:35%;"> + <a href="images/62-1.png"><img width="100%" + src="images/62-1.png" + alt="" /></a> + </div> + + <p>Two persons only can play at this game, one player taking + "noughts," the other "crosses." The idea is for the one player + to try and draw three "noughts" in a line before the other + player can do the same with three "crosses." Supposing the + player who <span class="pagenum"><a name="page62" + id="page62"></a>[pg 62]</span> places his "O" in the + right-hand top corner, the player who has taken the + "crosses" will perhaps place an "X" in the left-hand top + corner. The next "O" would be placed in the bottom left-hand + corner; then to prevent the line of three "noughts" being + completed, the second player would place his "X" in the + center square. An "O" would then be immediately placed in + the right-hand bottom corner, so that wherever the "X" was + placed by the next player, the "noughts" would be bound to + win. Say, for instance, the "X" has chosen the "noughts" + commences and was placed in the center square on the + right-hand side, the place for the "O" to be put would be + the center square at the bottom, thus securing the game. The + diagram would then appear as illustrated:</p> + <hr class="short" /> + + <h3>"Tit, Tat, Toe"</h3> + + <div class="figleft" + style="width:35%;"> + <a href="images/62-2.png"><img width="100%" + src="images/62-2.png" + alt="" /></a> + </div> + + <p>There can be two, three, or four players for this game. + First take paper and pencil and write the players' names across + the top of the paper in the order in which they are to play. + Next draw a large circle, in the center of which draw a smaller + one, placing the number 100 within it. The space between the + inner and outer circles must be divided into parts, each having + a number, as shown in the diagram.</p> + + <p>This having been done, the first player closes his eyes, + takes the pencil, and places his hand over the paper, the point + of the pencil just touching it. He then repeats the following + rhyme, moving the pencil round and round while doing so:</p> + + <div class="poem"> + <div class="stanza"> + <p>Tit, tat, toe,</p> + + <p>My first go,</p> + + <p>Four jolly butcher + boys</p><span class="pagenum"><a name="page63" + id="page63"></a>[pg 63]</span> + + <p>All in a row.</p> + + <p>Stick one up,</p> + + <p>Stick one down,</p> + + <p>Stick one in</p> + + <p>The old man's crown.</p> + </div> + </div> + + <p>At the word "crown" the player must keep the point of the + pencil firmly on the paper, and open his eyes. If the pencil is + not within the circle, or if within but with the point of the + pencil resting upon a line, then the player gives the pencil to + the next player, having scored nothing.</p> + + <p>If, on the contrary, at the end of the rhyme, the pencil is + found to be resting in a division of the circle, for instance, + marked "70," that number is placed beneath the player's name, + and the section is struck by drawing a line across it. If + afterward the pencil rest in a division of the circle that has + been struck out, the player loses his turn in the same way as + if the pencil were not in the circle at all, or had rested upon + a line of the diagram.</p> + + <p>The game continues until all the divisions of the circle + have been scored out, when the numbers gained by each of the + players are added up, and the one who has scored the highest + number of points wins the game.</p> + <hr /> + + <h2>CARD GAMES</h2> + + <h3>Speculation</h3> + + <p>Speculation is a game at which any number of persons may + play. The stakes are made with counters or nuts, and the value + of the stakes is settled by the company. The highest trump in + each deal wins the pool.</p> + + <p>When the dealer has been chosen, he puts, say, six counters + in the pool and every other player puts four; three cards are + given to each person, though they must be dealt one at a time; + another card is then turned up, and called the trump card. The + cards must be left upon the table, but the player on the + left-hand side of the dealer turns up his top card so that all + may see it. If it is a trump card, that is to say, if it is of + the same suit as the card the dealer turned up, the owner + <span class="pagenum"><a name="page64" + id="page64"></a>[pg 64]</span> may either keep his card or + sell it, and the other players bid for it in turn. Of + course, the owner sells it for the highest price he can + get.</p> + + <p>The next player then turns up his card, keeps it or sells + it, and so the game goes on until all the cards have been shown + and disposed of, and then the player who holds the highest + trump either in his own hand or among the cards he has bought, + takes the pool, and there is another deal.</p> + + <p>Should none of the other players have a trump card in his + hand, and the turn-up card not having been purchased by another + player, the dealer takes the pool.</p> + + <p>If any one look at his cards out of turn, he can be made to + turn all three up, so that the whole company can see them.</p> + <hr class="short" /> + + <h3>All Fours</h3> + + <p>This game takes its name from the four chances or points of + which it consists, namely, "High," "Low," "Jack," and "Game." + It may be played by two or four players, but the same rules + apply to each.</p> + + <p>The four points, which have been already mentioned, count as + follows: "High," the highest trump out; the holder scores one + point. "Low," the lowest trump out; the original holder of it + scores one point even if it is taken by his adversary. "Jack," + the knave of trumps; the holder scores one point, unless it be + won by his adversary, in which case the winner scores one. + "Game," the greatest number of tricks gained by either party; + reckoning for each Ace four toward game, each King three toward + game, each Queen two toward game, each Jack one toward game, + each Ten ten toward game.</p> + + <p>The other cards do not count toward game; thus it may happen + that a deal may be played without either party having any to + score for "Game."</p> + + <p>When the players hold equal numbers, the dealer does not + score.</p> + + <div class="figright" + style="width:30%;"> + <a href="images/plate4.jpg"><img width="100%" + src="images/thumb4.jpg" + alt="Plate 4 (click to view)." /></a> + </div> + + <p>Begging is when the player next the dealer does not like his + cards and says, "I beg," in which case the dealer must either + let him score one, saying, "Take one," or give three more cards + from the pack to all the players and then turn up the next card + for trumps; if the trump turned up is the same suit as the + last, the dealer must give another + <span class="pagenum"><a name="page65" + id="page65"></a>[pg 65]</span> three cards until a different + suit turns up trumps. In playing this game the ace is the + highest card and the deuce (the two) is the lowest.</p> + + <p>Having shuffled and cut a pack of cards, the dealer gives + six to each player. If there be two playing, he turns up the + thirteenth card for trumps; if four are playing, he turns up + the twenty-fifth. Should the turn-up be a jack, the dealer + scores one point. The player next the dealer looks at his hand + and either holds it or "begs," as explained.</p> + + <p>The game then begins by the player next the dealer leading a + card, the others following suit, the highest card taking the + trick, and so on until the six tricks have been won. When the + six tricks are played, the points are taken for High, Low, + Jack, and Game.</p> + + <p>Should no player have either a court card or a ten, the + player next to the dealer scores the point for the game. If + only one trump should be out, it counts both High and Low to + the player who first has it. The first great thing in this game + is to try and win the jack; next you must try and make the + tens; and you must also try and win the tricks.</p> + <hr class="short" /> + + <h3>Snap</h3> + + <p>The pack of cards is dealt round, face downward, and each + player packs his cards together, without looking at them, and + then places them in front of him.</p> + + <p>The first player then turns up the top card of his pack, the + next does the same, and so on in turn; but, as soon as a player + turns up a card corresponding in number to the one already + lying, uncovered, on the table, one of the two to whom the + cards belong cries, "Snap."</p> + + <p>Whichever succeeds in saying it first takes, not only the + snap card of the other player, but all the cards he has already + turned up, and also those he has himself turned up. The cards + he wins must be placed at the bottom of his own pack.</p> + + <p>The one who succeeds in winning all the cards wins the game. + It is necessary to be very attentive and very quick if you want + to be successful at this game.</p> + + <p>There is a game very similar to the above called "Animal + Snap." Each player takes the name of an animal, and instead of + crying "Snap," he must cry the name of the animal chosen by the + player who <span class="pagenum"><a name="page66" + id="page66"></a>[pg 66]</span> turned up the last card. For + instance, suppose a five be turned up and a player who has + chosen the name of "Tiger" turn up another five, instead of + crying "Snap," "Tiger" would be called if "Tiger" did not + succeed in crying the other player's name first.</p> + <hr class="short" /> + + <h3>Snip, Snap, Snorum</h3> + + <p>This is a first-rate game and very exciting. Any number of + players may take part in it, and the whole of the fifty-two + cards are dealt out.</p> + + <p>Each player has five counters, and there is a pool in the + middle, which is empty at the commencement of the game.</p> + + <p>The first player plays a card—say it is a + six—then the one next to him looks through his cards, and + if he has another six he puts it down and says, "Snip"; the + first player must then pay a counter into the pool.</p> + + <p>If the next player should chance to have another six, he + plays it and says "Snap," and the one who is snapped must pay + in his turn, but the fine is increased to two counters. Should + the fourth player have the fourth six, he plays it, and says, + "Snorum," and the third player must now pay; his fine is three + counters to the pool. No person may play out of his turn, and + every one must "snip" when it is in his power. When any one has + paid the whole of his five counters to the pool he retires from + the game; the pool becomes the property of the one whose + counters last the longest.</p> + <hr class="short" /> + + <h3>Old Maid</h3> + + <p>From a pack of cards take out one queen, shuffle the cards + and deal them, face downward, equally among all the players. + The cards should then be taken, the pairs sorted out and thrown + upon the table. By "pairs" is meant two kings, or two fives, + and so on. When all the pairs have been sorted out, the dealer + offers the remainder of his cards to his felt-hand neighbor, + who draws any card he chooses to select, though he is only + allowed to see the backs of them. The player who has drawn then + looks at the cards to see if he can pair it with one he + <span class="pagenum"><a name="page67" + id="page67"></a>[pg 67]</span> holds in his hand; if he can, + he throws out the pair; if not, he must place it with his + other cards. It is now his turn to offer his cards to his + neighbor, and so the game goes on until all the cards are + paired, except, of course, the odd card which is the + companion to the banished queen. The holder of this card is + "the old maid."</p> + <hr class="short" /> + + <h3>Pope Joan</h3> + + <p>This amusing game is for any number of players, and is + played with a wooden board which is divided into compartments + or pools, and can be bought cheaply at any toy shop for a small + sum. Failing a board, use a sheet of paper marked out in + squares.</p> + + <p>Before dealing, the eight of diamonds is taken out of the + pack, and the deal is settled by cutting the cards, and whoever + turns up the first jack is dealer.</p> + + <p>The dealer then shuffles the cards and his left-hand + neighbor cuts them. The dealer must next "dress the board," + that is, he must put counters into the pools, which are all + marked differently. This is the way to dress the board: One + counter to each ace, king, queen, jack, and game, two to + matrimony (king and queen), two to intrigue (queen and jack), + and six to the nine of diamonds, which is the Pope. On a proper + board you will see these marked on it.</p> + + <p>The cards are now dealt round to the players, with the + exception of one card, which is turned up for trumps, and six + or eight, which are put aside to form the stops; the four kings + and the seven of diamonds are also always stops.</p> + + <p>If either ace, king, queen, or jack happen to be turned up + for trumps, the dealer may take whatever is in the compartment + with that mark; but when Pope is turned up for trumps, the + dealer takes all the counters in Pope's compartment as well as + those in the "game" compartment, besides a counter for every + card dealt to each player, which must, of course, be paid by + the players. There is then a fresh deal.</p> + + <p>It is very seldom, however, that Pope does turn up for + trumps; when it does not happen, the player next to the dealer + begins to play, trying to get rid of as many cards as possible. + First he leads cards which he knows will be stops, then Pope, + if he has it, and afterward + <span class="pagenum"><a name="page68" + id="page68"></a>[pg 68]</span> the lowest card in his suit, + particularly an ace, for that can never be led up to. The + other players follow when they can; for instance, if the + leader plays the two of diamonds, whoever holds the three + plays it, some one follows with the four, and so on until a + stop occurs; whoever plays the card which makes a stop + becomes leader and can play what he chooses.</p> + + <p>This goes on until some person has parted with all his + cards, by which he wins the counters in the "game" compartment + and receives from the players a counter for every card they + hold. Should any one hold the Pope he is excused from paying, + unless he happens to have played it.</p> + + <p>Whoever plays any of the cards which have pools or + compartments takes the counters in that pool. If any of these + cards are not played, the counters remain over for the next + game.</p> + <hr class="short" /> + + <h3>"I Suspect You"</h3> + + <p>This game may be played by any number of persons. As soon as + the cards have been dealt and the players have examined their + hands, the one on the left of the dealer plays the lowest card + he has (the ace counting lowest). He must place the card face + downward on the table, at the same time calling out what it is. + The next player also puts down a card, face downward, and calls + the next number; for instance, if No. 1 puts down a card and + says "One," No. 2 says "Two," No. 3 "Three," and so on.</p> + + <p>It is not necessary for the card laid down to be actually + the one called out. The fun of the game is to put down the + wrong card without, any one suspecting you. Naturally, it is + not often that the cards run straight on, as no one may play + out of turn, and if one player thinks another has put down the + wrong card, he says, "I suspect you." The player must then show + his card, and if it should not be the one he said, he must take + all the cards laid down and add them to his pack; if, however, + the card happens to be the right one, then the accuser must + take the cards. The player who first succeeds in getting rid of + his cards wins the game.</p> + <hr class="short" /> + <span class="pagenum"><a name="page69" + id="page69"></a>[pg 69]</span> + + <h3>Beggar My Neighbor</h3> + + <p>The cards are dealt equally to the players. The first player + puts down a card, face upward, upon the table. If it be a + common card, that is, a two, or three, or anything but a + picture card or an ace, his neighbors put down in turn their + cards until a court card (that is, a picture card or an ace) + turns up.</p> + + <p>If at last an ace be played, the neighbor of the one who + plays it must pay him four cards; if a king three cards, if a + queen two, and if a jack one. The one who played the court card + also takes all the cards that have been played, and puts them + under his own pack. If, however, in playing for a court card, + one of the players puts down another court card, then his + neighbor must pay him, and he takes the whole pack instead of + the previous player. Sometimes it happens that a second player + in paying puts down a court card, and the third player in + paying him puts down another, and so on, until perhaps the + fourth or fifth player actually gets the cards in the end.</p> + <hr /> + + <h2>RIDDLES</h2> + + <p>Few children think they will ever tire of playing games; but + all the same, toward the end of a long evening, spent merrily + in dancing and playing, the little ones begin to get too weary + to play any longer, and it is very difficult to keep them + amused.</p> + + <p>Then comes the time for riddles! The children can sit + quietly round the room, resting after their romps and laughter, + and yet be kept thoroughly interested, trying to guess + riddles.</p> + + <p>It is, however, very difficult to remember a number of good + and laughable ones, so we will give a list of some, which will + be quite sufficient to puzzle a roomful of little folk for + several hours.</p> + + <p>Why are weary people like carriage wheels? Answer: Because + they are tired.</p> + + <p>An old woman in a red cloak was passing a field in which a + goat was feeding. What strange transformation suddenly took + place? Answer: The goat turned to butter (butt her), and the + woman into a scarlet runner.</p> + + <p>Why does a duck go into the water? Answer: For divers + reasons.</p><span class="pagenum"><a name="page70" + id="page70"></a>[pg 70]</span> + + <p>Spell "blind pig" in two letters. P G; a pig without an + I.</p> + + <p>Which bird can lift the heaviest weights? The crane.</p> + + <p>Why is a wise man like a pin? He has a head and comes to a + point.</p> + + <p>Why is a Jew in a fever like a diamond? Because he is a + Jew-ill.</p> + + <p>Why may carpenters reasonably believe there is no such thing + as stone? Because they never saw it.</p> + + <p>What is that which is put on the table and cut, but never + eaten? A pack of cards.</p> + + <p>When does a farmer double up a sheep without hurting it? + When he folds it.</p> + + <p>What lives upon its own substance and dies when it has + devoured itself? A candle.</p> + + <p>Why is a dog biting his tail like a good manager? Because he + makes both ends meet.</p> + + <p>What thing is it that is lower with a head than without one? + A pillow.</p> + + <p>Which is the left side of a plum pudding? That which is not + eaten.</p> + + <p>What letter of the alphabet is necessary to make a shoe? The + last.</p> + + <p>If all the seas were dried up, what would everybody say? We + haven't a notion (an ocean).</p> + + <p>Why is it certain that "Uncle Tom's Cabin" was not written + by the hand of its reputed author? Because it was written by + Mrs. Beecher's toe (Stowe).</p> + + <p>Why is a fishmonger never generous? Because his business + makes him sell fish (selfish).</p> + + <p>What is that which works when it plays and plays when it + works? A fountain.</p> + + <p>What is that from which you may take away the whole and yet + there will be some remaining? The word wholesome.</p> + + <p>Why are fowls the most economical things a farmer can keep? + Because for every grain they give a peck.</p> + + <p>Why is it dangerous to walk in the meadows in springtime? + Because the trees are shooting and the bulrush is out (bull + rushes out).</p><span class="pagenum"><a name="page71" + id="page71"></a>[pg 71]</span> + + <p>Why is a vine like a soldier? Because it is listed and has + ten drills (tendrils) and shoots.</p> + + <p>If a man who is carrying a dozen glass lamps drops one, what + does he become? A lamp lighter.</p> + + <p>What belongs to yourself, but is used more by your friends + than by yourself? Your name.</p> + + <p>A man had twenty sick (six) sheep and one died; how many + were left? Nineteen.</p> + + <p>Which is the best day for making a pancake? Friday.</p> + + <p>What is that which everybody has seen but will never see + again? Yesterday.</p> + + <p>What four letters would frighten a thief? O I C U.</p> + + <div class="figright" + style="width:55%;"> + <a href="images/71.png"><img width="100%" + src="images/71.png" + alt="" /></a> + </div> + + <p>Why is a spider a good correspondent? Because he drops a + line at every post.</p> + + <p>When is the clock on the stairs dangerous? When it runs + down.</p> + + <p>Why is the letter "k" like a pig's tail? Because it comes at + the end of pork.</p> + + <p>What is the keynote to good manners? B natural.</p> + + <p>Why is a five dollar bill much more profitable than five + silver dollars? Because when you put it in your pocket you + double it, and when you take it out you will find it + in-creases.</p> + + <p>Why is a watch like a river? Because it doesn't run long + without winding.</p> + + <p>What is that which flies high, flies low, has no feet, and + yet wears shoes? + Dust.</p><span class="pagenum"><a name="page72" + id="page72"></a>[pg 72]</span> + + <p>Which is the smallest bridge in the world? The bridge of + your nose.</p> + + <p>When has a man four hands? When he doubles his fists.</p> + + <p>What trees has fire no effect upon? Ash trees; because when + they are burned they are ashes still.</p> + + <p>What is the difference between a schoolmaster and an + engine-driver? One minds the train and the other trains the + mind.</p> + + <p>What is that which goes from Chicago to Philadelphia without + moving? The road.</p> + + <p>Which is easier to spell—fiddle-de-dee or + fiddle-de-dum? Fiddle-de-dee, because it is spelled with more + "e's."</p> + + <p>When may a chair be said to dislike you? When it can't bear + you.</p> + + <p>What animal took most luggage into the Ark, and which two + took the least? The elephant, who took his trunk, while the fox + and the cock had only a brush and a comb between them.</p> + + <p>If a bear were to go into a dry goods store, what would he + want? He would want muzzlin'.</p> + + <p>Why was the first day of Adam's life the longest? Because it + had no Eve.</p> + + <div class="figright" + style="width:45%;"> + <a href="images/72.png"><img width="100%" + src="images/72.png" + alt="" /></a> + </div> + + <p>Why is a washerwoman like a navigator? Because she spreads + her sheets, crosses the line and goes from pole to pole.</p> + + <p>Why is it that a tailor won't attend to business? Because he + is always cutting out.</p> + + <p>When can a horse be sea-green in color? When it's a bay.</p> + + <p>Why were gloves never meant to sell? Because they were made + to be kept on hand.</p> + + <p>When are we all artists? When we draw a long face.</p> + + <p>Why are watch-dogs bigger by night than by day? Because they + are let out at night and taken in in the + morning.</p><span class="pagenum"><a name="page73" + id="page73"></a>[pg 73]</span> + + <p>Why is B like a hot fire? Because it makes oil Boil.</p> + + <p>Why is a schoolmaster like a bootblack? Because he polishes + the understandings of the people.</p> + + <p>When is a store-keeper always above his business? When he + lives over his store.</p> + + <p>Which is the liveliest city in the world? Berlin; because + it's always on the Spree.</p> + + <p>Why is a water-lily like a whale? Because they both come to + the surface to blow.</p> + + <p>Why is a shoemaker the most industrious of men? Because he + works to the last.</p> + + <p>What is book-keeping? Forgetting to return borrowed + volumes.</p> + + <p>Why is scooping out a turnip a noisy process? Because it + makes it hollow.</p> + + <p>Why are teeth like verbs? Because they are regular, + irregular, and defective.</p> + + <p>What ships hardly ever sail out of sight? Hardships.</p> + + <p>When is an artist a dangerous person? When his designs are + bad.</p> + + <p>Why are tortoiseshell combs like citadels? They are + for-tresses.</p> + + <p>Why is the Isthmus of Suez like the first "u" in cucumber? + Because it is between two "c's" (seas).</p> + + <p>What motive led to the invention of railroads? The + loco-motive.</p> + + <p>Why are deaf people like Dutch cheeses? Because you can't + make them here.</p> + + <p>When is the best time to get a fresh egg at sea? When the + ship lays to.</p> + + <p>Who was the first whistler? The wind.</p> + + <p>Why need a traveler never starve in the desert? Because of + the sand which is (sandwiches) there.</p> + + <p>Why is sympathy like blindman's buff? Because it is a fellow + feeling for a fellow creature.</p> + + <p>If a Frenchman were to fall into a tub of tallow, in what + word would he express his situation? In-de-fat-i-gabble. + (Indefatigable.)</p> + + <p>Why is a dinner on board a steamboat like Easter Day? + Because it is a movable feast.</p> + + <p>Spell "enemy" in three letters. F O + E.</p><span class="pagenum"><a name="page74" + id="page74"></a>[pg 74]</span> + + <p>Why is a little man like a good book? Because he is often + looked over.</p> + + <p>Why is a pig in a parlor like a house on fire? Because the + sooner it is put out the better.</p> + + <p>What is the difference between a soldier and a bombshell? + One goes to wars, the other goes to pieces.</p> + + <p>Which is the only way that a leopard can change his spots? + By going from one spot to another.</p> + + <p>Why did Eve never fear the measles? Because she'd Adam.</p> + + <p>When is a tall man a little short? When he hasn't got quite + enough cash.</p> + + <p>What houses are the easiest to break into? The houses of + bald people; because their locks are few.</p> + + <p>Why is a watch the most difficult thing to steal? Because it + must be taken off its guard.</p> + + <p>Why is there never anybody at home in a convent? Because it + is an (n) uninhabited place.</p> + + <p>Why does a person who is not good looking make a better + carpenter than one who is? Because he is a deal plainer.</p> + + <p>What is the best tree for preserving order? The birch.</p> + + <p>Why is shoemaking the easiest of trades? Because the shoes + are always soled before they are made.</p> + + <p>What plant stands for No. 4? IV.</p> + + <p>How can a gardener become thrifty? By making the most of his + thyme, and by always putting some celery in the bank.</p> + + <p>Why is it probable that beer was made in the ark? Because + the kangaroo went in with hops, and the bear was always + bruin.</p> + + <p>"What was the biggest thing you saw at the Panama + Exposition?" asked a wife of her husband. "My hotel bill!" said + he.</p> + + <p>Why is C like a schoolmistress? Because it forms lasses into + classes.</p> + + <p>What is that which never asks any questions and yet requires + many answers? The street door.</p> + + <p>If a man bumped his head against the top of a room, what + article of stationery would he be supplies with? Ceiling whacks + (sealing-wax).</p> + + <p>Which is the oldest tree in the country? The elder + tree.</p><span class="pagenum"><a name="page75" + id="page75"></a>[pg 75]</span> + + <p>Which is the longest word in the English language? Smiles; + because there is a mile between the first and last letters.</p> + + <p>What is that which happens twice in a moment and not once in + a thousand years? The letter M.</p> + + <p>How many sides are there to a tree? Two, inside and out.</p> + + <p>What sea would a man most like to be in on a wet day? A dry + attic (Adriatic).</p> + + <p>Why is coffee like an axe with a dull edge? Because it must + be ground before it is used.</p> + + <p>What is the difference between a bottle of medicine and a + troublesome boy? One is to be well shaken before taken, and the + other is to be taken and then shaken.</p> + + <p>What makes more noise than a pig under a gate? Two pigs.</p> + + <p>When is a door not a door? When it is a-jar.</p> + + <p>What is the difference between a naughty boy and a postage + stamp? Because one you stick with a lick, and the other you + lick with a stick.</p> + + <p>Why did William Tell shudder when he shot the apple from his + son's head? Because it was an arrow escape for his child.</p> + + <p>What is that which the more you take from it the larger it + grows? A hole.</p> + + <p>What is the best land for little kittens? Lapland.</p> + + <p>Why should a man always wear a watch when he travels in a + waterless desert? Because every watch has a spring in it.</p> + + <p>Of what trade is the sun? A tanner.</p> + + <p>What relation is a doormat to a door? Step-fa(r)ther.</p> + + <p>What is that which you cannot hold ten minutes, although it + is as light as a feather? Your breath.</p> + + <p>What is the worst weather for rats and mice? When it rains + cats and dogs.</p> + + <p>What is that which never uses its teeth for eating purposes? + A comb.</p> + + <p>When are two apples alike? When pared.</p> + + <p>What is the difference between a blind man and a sailor in + prison? One cannot see to go and the other cannot go to + sea.</p> + + <p>Why is a plum cake like the ocean? Because it contains so + many currants.</p><span class="pagenum"><a name="page76" + id="page76"></a>[pg 76]</span> + + <p>What pudding makes the best cricketer? A good batter.</p> + + <p>When is a sailor not a sailor? When he's a-board.</p> + + <p>Why is the snow different from Sunday? Because it can fall + on any day in the week.</p> + + <p>What trade would you mention to a short boy? Grow sir + (grocer).</p> + + <p>What tree is nearest the sea? The beech.</p> + + <p>Why is a game of cards like a timber yard? Because there are + always a great many deals in it.</p> + + <p>Why is a tight boot like an oak tree? Because it produces a + corn (acorn).</p> + + <p>Why is a city in Ireland likely to be the largest city in + the world? Because each year it is Dublin (doubling).</p> + + <p>What is the easiest way to swallow a door? Bolt it.</p> + + <p>Why is a dancing master like a tree? Because of his bows + (boughs).</p> + + <p>Name a word of five letters from which if you take two but + "one" remains. Stone.</p> + + <p>Why is A like twelve o'clock? It is the middle of "day"</p> + + <p>When is a man thinner than a lath? When he is a-shaving.</p> + <hr class="short" /> + + <h3>Thought Reading</h3> + + <p>This is a very good game, which always causes considerable + amusement, and if skillfully carried out will very successfully + mystify the whole company.</p> + + <p>It is necessary that the player who is to take the part of + thought-reader should have a confederate, and the game is then + played as follows:</p> + + <p>The thought-reader, having arranged that the confederate + should write a certain word, commences by asking four members + of the company to write each a word upon a piece of paper, fold + it up in such a manner that it cannot be seen, and then to pass + it on to him. The confederate, of course, volunteers to make + one of the four, and writes the word previously agreed upon, + which is, we will suppose, "Ohio."</p> + + <p>The thought-reader places the slips of paper between his + fingers, taking care to put the paper of his confederate + between the third and little finger; he then takes the folded + paper from between his thumb + <span class="pagenum"><a name="page77" + id="page77"></a>[pg 77]</span> and first finger and rubs it, + folded as it is, over his forehead, at each rub mentioning a + letter, as O, rub, H, rub, I O, after which he calls out + that some lady or gentleman has written "Ohio." "I did," + replies the confederate.</p> + + <p>The thought-reader then opens the paper, looks at it, and + slips it into his pocket; he has, however, looked at one of the + other papers.</p> + + <p>Consequently he is now in a position to spell another word, + which he proceeds to do in the same manner, and thus the game + goes on until all the papers have been read.</p> + <hr class="short" /> + + <h3>The Cushion Dance</h3> + + <p>The children first of all divide themselves into two + parties. They then form a ring, and commence dancing round a + hassock which is placed, end upward, in the middle of the room. + Suddenly one party endeavors to pull the other party forward, + so as to force one of their number to kick the hassock and + upset it.</p> + + <p>The player who has been unfortunate enough to touch the + hassock has then to leave the circle. The game proceeds until + only two remain; if these two happen to be boys, the struggle + is generally prolonged, as they can so easily jump over the + hassock, and avoid kicking it.</p> + <hr class="short" /> + + <h3>The Farmyard</h3> + + <p>This game, if carried out properly, will cause great + amusement. One of the party announces that he will whisper to + each person the name of some animal, which, at a given signal, + must be imitated as loudly as possible. Instead, however, of + giving the name of an animal to each, he whispers to all the + company, with the exception of one, to keep perfectly silent. + To this one he whispers that the animal he is to imitate is the + donkey. After a short time, so that all may be in readiness, + the signal is given. Instead of all the party making the sounds + of various animals, nothing is heard but a loud bray from the + one unfortunate member of the company.</p> + <hr class="short" /> + <span class="pagenum"><a name="page78" + id="page78"></a>[pg 78]</span> + + <h3>"I Point"</h3> + + <p>It is necessary in this game for the player acting the part + of guesser to have a confederate; he is then able to leave the + room, and on his return to mention what person was pointed at + during his absence. It is done in this way: It is agreed + between the guesser and his confederate that whoever speaks + last before the door is closed upon the guesser shall be the + person who is to be pointed at. It is very seldom that any one + discovers this trick.</p> + <hr class="short" /> + + <h3>Diamond Ring</h3> + + <p>The players sit in a circle with their hands placed palm to + palm, the little fingers downward, between the knees. One of + the company is chosen to act the part of maid. She takes a ring + between her palms, which she keeps flat together in the same + way as the rest. She then visits each person in turn and places + her hands between the palms of each, so that she is able to + slip the ring into some one's hands without the others knowing. + When she has visited each, she touches one child, and says:</p> + + <div class="poem"> + <div class="stanza"> + <p>"My lady's lost her diamond ring;</p> + + <p>I fix upon you to find it."</p> + </div> + </div> + + <p>The child touched must then guess who has the ring. If she + guess correctly, she becomes the maid; if not, she must pay a + forfeit. The maid then touches some one else and repeats the + two lines given above. Each guesser may be allowed three + trials.</p> + <hr class="short" /> + + <h3>The Forbidden Letter</h3> + + <p>The idea of this game is to try how many sentences can be + spoken without containing a certain letter which has been + agreed upon. Supposing, for instance, the letter "f" is not to + be introduced; the first player might ask: "Is this a new game + to you?" The second player could answer: "Oh, no! I played it + years ago when quite a + youngster."</p><span class="pagenum"><a name="page79" + id="page79"></a>[pg 79]</span> + + <p>He would perhaps turn to the third player, and ask: "You + remember it, do you not?" The third player might answer: "Yes; + but we used to play it differently." This player, having used a + word with an "f" in it, must pay a forfeit and remain out.</p> + + <p>The answers must be given at once, without hesitation, and + the player who avoids for the greatest length of time using a + word containing the forbidden letter wins the game.</p> + <hr class="short" /> + + <h3>Grand Mufti</h3> + + <p>One of the company is chosen as Grand Mufti. The others then + form a circle with the Grand Mufti in the center, and every + action which he performs, if preceded by the words, "Thus says + the Grand Mufti," must be imitated by every member of the + circle.</p> + + <p>The Grand Mufti, in order to lead one of the company astray, + will sometimes omit to say the words: "Thus says the Grand + Mufti;" in this case, if any member of the company imitate his + action, he is compelled to pay a forfeit.</p> + <hr class="short" /> + + <h3>Magic Writing</h3> + + <p>In this game a confederate is necessary. The player states + to the company, after a few remarks on ancient sign-language, + that he is able to read signs made with a stick on the floor, + and agrees to leave the room while the company decide upon some + word or sentence.</p> + + <p>The game is played as follows: It is agreed by the player + and his confederate that one tap on the floor shall represent + A, two taps E, three taps I, four taps O, and five taps U, and + that the first letter of each remark the confederate makes + shall be one of the consonants of the word or sentence decided + upon by the company. The consonants must be taken in order. On + the player's return, supposing the word chosen to be "March," + his confederate would commence: "Many people think this game a + deception" (initial letter M). One tap on the floor (A). + "Really it is very simple" (initial letter R). "Coming to the + end soon" (initial letter C). "Hope it has been quite clear" + (initial letter H).</p><span class="pagenum"><a name="page80" + id="page80"></a>[pg 80]</span> + + <p>A few more signs are made so as not to finish too abruptly, + and the player then states the word to be "March." If carefully + conducted, this game will interest an audience for a + considerable time.</p> + <hr class="short" /> + + <h3>Flowers</h3> + + <p>The company divides itself into equal sides, and each side + must have a "home" in opposite corners of the room. The sides + retire to their own "homes," and one side privately chooses a + flower, then crosses over to the other corner and gives the + initial letter of that flower. The children on the second side + must try and guess the name of the flower, and when they have + done so they catch as many as they can of the opposite side + before they reach their "home."</p> + + <p>Those caught must go over to the other side, and the game + goes on until one side has won all the children. The sides take + it in turns to give the name of the flower. This game may also + be played in the garden.</p> + <hr class="short" /> + + <h3>Fox and Geese</h3> + + <p>One of the party, called the Fox, goes to one end of the + room, and the rest of the children arrange themselves in a + ring, one behind the other, the tallest first and the smallest + last. The first one is called Mother Goose. The game begins by + a conversation between the Fox and Mother Goose. "What are you + after this fine morning?" says she. "Taking a walk," the Fox + answers. "What for?" "To get an appetite for breakfast." "What + will you have for breakfast?" "A nice fat goose." "Where will + you get it?" "Well, as your geese are so handy, I will take one + of them." "Catch one if you can."</p> + + <p>Mother Goose then stretches out her arms to protect her + geese and not let the Fox catch one. The Fox tries to dodge + under, right and left, until he is able to catch the last of + the string. Of course, the brood must try and keep out of reach + of the Fox. As the geese are caught they must go over to the + den of the Fox, and the game continues until all are + caught.</p> + <hr class="short" /> + <span class="pagenum"><a name="page81" + id="page81"></a>[pg 81]</span> + + <h3>"I Sell My Bat, I Sell My Ball"</h3> + + <p>A ring is formed with one child in the middle, who is called + the "drummer-man." Whatever this child does the others mimic, + moving round as they do so, and singing the following + words:</p> + + <div class="poem"> + <div class="stanza"> + <p>"I sell my bat, I sell my ball,</p> + + <p>I sell my spinning-wheel and all;</p> + + <p>And I'll do all that e'er I can</p> + + <p>To follow the eyes of the drummer-man."</p> + </div> + </div> + + <p>Any one who does not at once imitate the "drummer-man" must + pay a forfeit and take his place as "drummer-man."</p> + <hr class="short" /> + + <h3>"What's My Thought Like?"</h3> + + <p>The players sit in a circle, and one of them asks the + others: "What's my thought like?" One player may say: "A + monkey;" the second, "A candle;" the third, "A pin," and so on. + When all the company have compared the thought to some object, + the first player tells them the thought—perhaps it is + "the Cat"—and then asks each, in turn, why it is like the + object he compared it to.</p> + + <p>"Why is my cat like a monkey?" is asked. The other player + might answer: "Because it is full of tricks." "Why is my cat + like a candle?" "Because its eyes glow like a candle in the + dark." "Why is my cat like a pin?" "Because its claws scratch + like a pin."</p> + + <p>Any one who is unable to explain why the thought resembles + the object he mentioned must pay a forfeit.</p> + <hr class="short" /> + + <h3>Cat's Cradle</h3> + + <p>Take a piece of string and knot the ends together and slip + it over your hands, as in Fig. 1.</p> + + <div class="figcenter" + style="width:50%;"> + <a href="images/81-1.png"><img width="100%" + src="images/81-1.png" + alt="" /></a> + </div> + + <p>Next wind the string round your hands, not including the + thumb, as in Fig. 2.</p> + + <div class="figcenter" + style="width:50%;"> + <a href="images/81-2.png"><img width="100%" + src="images/81-2.png" + alt="" /></a> + </div><span class="pagenum"><a name="page82" + id="page82"></a>[pg 82]</span> + + <p>Slip the second fingers through the string on your hands and + you have your cat's cradle, as in Fig. 3.</p> + + <div class="figcenter" + style="width:40%;"> + <a href="images/82-1.png"><img width="100%" + src="images/82-1.png" + alt="" /></a> + </div> + + <p>You must now ask a second person to put his thumbs and first + fingers through the cradle, as in Fig. 4.</p> + + <div class="figcenter" + style="width:35%;"> + <a href="images/82-2.png"><img width="100%" + src="images/82-2.png" + alt="" /></a> + </div> + + <p>Draw out the string and take it under the cradle, and you + will have Fig. 5.</p> + + <div class="figcenter" + style="width:50%;"> + <a href="images/82-3.png"><img width="100%" + src="images/82-3.png" + alt="" /></a> + </div> + + <p>Slip the thumbs and first fingers again into the side pieces + of the cradle, draw the string sideways and take it under the + cradle, and you will have Fig. 6.</p> + + <div class="figcenter" + style="width:50%;"> + <a href="images/82-4.png"><img width="100%" + src="images/82-4.png" + alt="" /></a> + </div> + + <p>Now curl the little fingers round the string, slipping one + under the other as shown, and draw out the side pieces.</p> + + <div class="figcenter" + style="width:44%;"> + <a href="images/82-5.png"><img width="100%" + src="images/82-5.png" + alt="" /></a> + </div> + + <p>Slip the thumb and first fingers under the side string, + bring them up the middle, and you have your original cat's + cradle again.</p> + + <div class="figcenter" + style="width:48%;"> + <a href="images/82-6.png"><img width="100%" + src="images/82-6.png" + alt="" /></a> + </div> + <hr class="short" /> + <span class="pagenum"><a name="page83" + id="page83"></a>[pg 83]</span> + + <h3>Personations</h3> + + <p>To play this game the company seat themselves in a circle, + while one of the players commences to describe some person with + whom most of the other players are familiar, and continues + until one or other of the company is able to guess from the + description who the person may be.</p> + + <p>The one guessing correctly then commences to describe some + one. If, however, the company are unable to make a correct + guess, the player goes on until some one is successful.</p> + <hr class="short" /> + + <h3>Frog in the Middle</h3> + + <p>One child is seated on the ground with his legs under him, + while the other players form a ring round him. They then pull + him about and give him little pushes, and he must try to catch + one without rising from the floor.</p> + + <p>The child who is caught takes the middle, while the frog + joins the circle.</p> + <hr class="short" /> + + <h3>Giant</h3> + + <p>This game must be arranged in the nature of a surprise for + the company assembled. The giant is formed by two youngsters, + one of whom seats himself on the shoulders of his friend. A + large cloak should then be thrown over them, to make it appear + as if it were only one person, and the top boy might wear a + mask to prevent recognition. The giant then enters the room and + commences dancing. Great amusement is afforded the little folk + by this game.</p> + <hr class="short" /> + + <h3>Cock Fighting</h3> + + <p>This is a most amusing game, and although only two boys can + play at it at one time, they will keep the rest of the company + in roars of laughter. The two who are to represent the "cocks" + having been chosen, they are both seated upon the + floor.</p><span class="pagenum"><a name="page84" + id="page84"></a>[pg 84]</span> + + <p>Each boy has his wrists tied together with a handkerchief, + and his legs secured just above the ankles with another + handkerchief; his arms are then passed over his knees, and a + broomstick is pushed over one arm, under both knees, and out + again on the other side over the other arm. The "cocks" are now + considered ready for fighting, and are carried into the center + of the room, and placed opposite each other with their toes + just touching. The fun now commences.</p> + + <p>Each "cock" tries with the aid of his toes to turn his + opponent over on his back or side.</p> + + <p>The one who can succeed in doing this first wins the + game.</p> + + <p>It often happens that both "cocks" turn over at the same + time, when the fight commences again.</p> + <hr class="short" /> + + <div class="figcenter" + style="width:100%;"> + <a href="images/84.png"><img width="100%" + src="images/84.png" + alt="" /></a> + </div> + + <h3>Games with the Alphabet</h3> + + <p>It is necessary for these games that a large boxful of + letters should be provided, which can be purchased at any toy + store or made by the young people themselves by being cut out + of newspapers. The <span class="pagenum"><a name="page85" + id="page85"></a>[pg 85]</span> children should seat + themselves round the table; the letters should then be well + shuffled and dealt round to the players. Each child has to + form a word or sentence out of the letters which he has + received. Another variation is to select a long word, and + then in a given time to try to form several words from it. + Names of well-known men, places, etc., can also be given. + These games are not only amusing, but serve at the same time + to instruct the young folk.</p> + <hr class="short" /> + + <h3>Honey Pots</h3> + + <p>For little ones there is scarcely a more popular game than + "Honey Pots." Small children of three and four can be included + in this game, but there should be two bigger children for the + "Buyer" and the "Merchant." The children, with the exception of + the Buyer and Merchant, seat themselves upon the floor of the + room, with their knees raised and their hands clasped together + round them. These children are called "Honey Pots." The + Merchant and the Buyer then talk about the quality and quantity + of the Honey, and the price of each Pot. It is agreed that the + price to be paid shall be according to the weight of the + "Honey" and the "Pot." The children are carefully "weighed" by + raising them two or three times from the floor and swinging + them by the arms, one arm held by the Merchant and the other by + the Buyer.</p> + + <div class="figcenter" + style="width:60%;"> + <a href="images/85.png"><img width="100%" + src="images/85.png" + alt="" /></a> + </div><span class="pagenum"><a name="page86" + id="page86"></a>[pg 86]</span> + + <p>When the "Honey Pots" are all weighed, the Buyer says he + will purchase the whole of the stock, and asks the Merchant to + help him carry the Pots home. Then the Merchant and the Buyer + carry the children, one by one, to the other end of the + room.</p> + + <p>When all are safely at the Buyer's house, the Merchant goes + out of the room, but suddenly returns and says to the Buyer: "I + believe you have carried off my little daughter in one of the + Honey Pots." The Buyer replies: "I think not. You sold me all + the Pots full of Honey, but if you doubt me you can taste + them."</p> + + <p>The Merchant then pretends to taste the Honey, and after + having tried two or three Pots exclaims: "Ah! this tastes very + much like my little daughter." The little girl who represents + the Honey Pot chosen by the Merchant then cries out: "Yes, I am + your little girl," and immediately jumps up and runs away, the + Buyer at the same time endeavoring to catch her.</p> + + <p>When the one Honey Pot runs away, all the others do the + same, the Buyer catches whom he can, and the game + recommences.</p> + <hr class="short" /> + + <h3>The Spelling Game</h3> + + <p>Each player in this game has what are called three "lives," + or chances. When the company is seated in a circle, the first + player mentions a letter as the beginning of a word. The game + is for each of the company, in turn, to add a letter to it, + keeping the word unfinished as long as possible.</p> + + <p>When a letter is added to the former letters and it makes a + complete word, the person who completed it loses a "life." The + next player then begins again.</p> + + <p>Every letter added must be part of a word, and not an odd + letter thought of on the spur of the moment. When there is any + doubt as to the letter used by the last player being correct, + he may be challenged, and he will then have to give the word he + was thinking of when adding the letter. If he cannot name the + word, he loses a "life;" but if he can, it is the challenger + who loses.</p> + + <p>This is an example of how the game should be played. + Supposing the first player commences with the letter "p;" the + next, thinking of "play," would add an "l;" the next an "o," + thinking of "plough;" the + <span class="pagenum"><a name="page87" + id="page87"></a>[pg 87]</span> next person, not having + either of these words in his mind, would add "v;" the next + player, perhaps, not knowing the word of which the previous + player was thinking, might challenge him, and would lose a + "life" on being told the word was "plover." The player next + in turn would then start a new word, and perhaps put down + "b," thinking of "bat;" the next thinking, say, that the + word was "bone," would add an "o," the next player would add + "n;" the player whose turn it would now be, not wanting to + lose a "life" by finishing the word, would add another "n;" + the next player for the same reason would add "e," and then + there would be nothing else for the next in turn to do but + to complete the word by adding "t" and thus losing a + "life."</p> + + <p>It will be seen that there are three ways of losing a + "life." First, the player may lay down a letter, and on being + challenged be unable to give the word. Secondly, he may himself + challenge another player who is not at fault. Thirdly, he may + be obliged to add the final letter to a word, and so complete + it.</p> + + <p>This is a most amusing game for a large party, for as the + different persons lose their three "lives," the players + gradually dwindle down to two or three, when it gets very + exciting to see who will be the last person left in, for he or + she will be declared the winner.</p> + <hr class="short" /> + + <h3>"Draw a Pail of Water."</h3> + + <div class="poem"> + <div class="stanza"> + <p>"Draw a pail of water</p> + + <p>For my lady's daughter;</p> + + <p>My father's a king and my mother's a queen,</p> + + <p>My two little sisters are dressed in green;</p> + + <p>Stamping grass and parsley,</p> + + <p>Marigold leaves and daisies,</p> + + <p>One rush, two rush,</p> + + <p>Pray thee, fine lady, come under my bush."</p> + </div> + </div> + + <p>Two children stand face to face, holding each other's hands. + Two others also face each other holding hands across the other + two. They seesaw backward and forward, singing the above + lines.</p> + + <p>When they come to the line, "Pray thee, fine lady, come + under my bush," another child pops under and comes up between + one child's <span class="pagenum"><a name="page88" + id="page88"></a>[pg 88]</span> arms. They sing the verse + again and another child creeps under another pair of arms, + and so on until there are eight children standing facing + each other. The must then jump up and down until one falls + down, when she is almost sure to pull the others over.</p> + <hr class="short" /> + + <h3>Questions and Answers</h3> + + <p>Each player is furnished with a pencil and two slips of + paper. On the first slip a question must be written. The papers + are then collected and put into a bag or basket.</p> + + <div class="figright" + style="width:40%;"> + <a href="images/88.png"><img width="100%" + src="images/88.png" + alt="" /></a> + </div> + + <p>Then the players write an answer on their second slip. These + are put into a different bag, and the two bags are then well + shaken and handed round to the company.</p> + + <p>Every one draws a question and an answer, and must then read + the two out to the company.</p> + + <p>The result is sometimes very comical; for instance:</p> + + <p>Questions</p> + + <div class="poem"> + <div class="stanza"> + <p>Do you like roses?</p> + + <p>Where are you going to this summer?</p> + + <p>Do you like beef?</p> + + <p>Do you like spiders?</p> + </div> + </div> + + <p>Answers</p> + + <div class="poem"> + <div class="stanza"> + <p>Yes, with mustard.</p> + + <p>I am very much afraid of them.</p> + + <p>Yes, without thorns.</p> + + <p>To Switzerland.</p> + </div> + </div> + <hr class="short" /> + + <h3>Duck Under the Water</h3> + + <p>Each child chooses a partner and stands opposite to her, so + that two long lines are formed. Each couple hold a handkerchief + between them, as high as they can lift their arms, so as to + form an arch. The couple standing at the top of the lines run + through the arch without letting go their handkerchief, and + station themselves at the bottom of + <span class="pagenum"><a name="page89" + id="page89"></a>[pg 89]</span> the lines, raising their + handkerchief again so as to continue the arch. This is done + by each couple in succession until all have had a turn. + Whoever breaks the arch or drops the handkerchief must pay a + forfeit.</p> + <hr class="short" /> + + <h3>Wonderment</h3> + + <p>It is necessary that two only of the party should have a + knowledge of this game, and then "wonderment" is sure to be the + result.</p> + + <p>The two players agree that a certain word shall be regarded + as a signal word. As an illustration, imagine this word to be + "and."</p> + + <p>One of the players asserts his belief that he is gifted with + second sight, and states that he is able to name, through a + closed door, any article touched by any person in sympathy with + him, notwithstanding the said person may attempt to mystify him + by mentioning a lot of other articles. He then chooses his + confederate, as being one with whom he may be in sympathy, and + goes outside.</p> + + <p>The player in the room then proceeds to call out, perhaps, + as follows: Table, Rug, Piano, Footstool and Chair, Lamp, + Inkstand. He then places his hand on the back of a chair and + asks: "What am I touching now?" the answer will, of course, be + "Chair," because the signal word "and" came immediately before + that article.</p> + + <p>If the players are skillful there is no need for the trick + to be discovered.</p> + <hr class="short" /> + + <h3>"Mother, Mother, the Pot Boils Over"</h3> + + <p>A number of children choose one of their number to be + "mother" and another to be the witch. One child represents the + pot, and the others are named after the days in the week, + Sunday, Monday, Tuesday, etc. If there are too many children + they might be called after the months.</p> + + <p>The mother first names the children, next she takes the pot + and pretends to put it on the fire. She tells the eldest + daughter that she is going to wash, and that she must take + great care of her brothers and sisters while she is away, and + on no account to let the old witch into the house. She is also + to look after the dinner and see that the pot + <span class="pagenum"><a name="page90" + id="page90"></a>[pg 90]</span> does not boil over. The + mother then goes away, and the eldest daughter pretends to + be very busy.</p> + + <p>The child who is supposed to be the witch knocks at the + door, and asks if she may come in and get a light for her pipe. + She must pretend to be very old and walk with a stick.</p> + + <p>"Come in," says the eldest daughter; "what do you want?"</p> + + <p>"To light my pipe at your fire."</p> + + <p>"Very well, but you must not dirty the range."</p> + + <p>"Certainly not; I'll be very careful."</p> + + <p>While the eldest daughter pretends to look on the shelf for + something, the witch puts her dirty shoe on the range, catches + hold of Monday (the youngest child) and runs off with him. The + child who is the pot now makes a hissing noise and pretends to + boil over. The daughter calls out:</p> + + <p>"Mother, mother, the pot boils over."</p> + + <p>"Take a spoon and skim it."</p> + + <p>"Can't find one."</p> + + <p>"Look on the shelf."</p> + + <p>"Can't reach."</p> + + <p>"Take the stool."</p> + + <p>"The leg's broken."</p> + + <p>"Take the chair."</p> + + <p>"The chair's gone to be mended."</p> + + <p>"I suppose I must come myself."</p> + + <p>The mother comes in from the washtub, drying her hands.</p> + + <p>"Where's Monday?" she asks.</p> + + <p>"Please, mother, some one came to beg for a light for her + pipe, and when my back was turned she took Monday."</p> + + <p>"Why, that was the witch."</p> + + <p>The mother pretends to beat the eldest daughter, tells her + to be more careful another time, and goes back to the washtub. + The game then goes on as before, and each time the witch comes + she takes away a child, until at last even the eldest daughter + is taken. The pot boils over for the last time and then the + mother, finding all her children gone, goes to the witch's + house to find them, when this conversation ensues:</p> + + <p>"Is this the way to the witch's + house?"</p><span class="pagenum"><a name="page91" + id="page91"></a>[pg 91]</span> + + <p>"There's a red bull that way."</p> + + <p>"Then I'll go this way."</p> + + <p>"There's a mad cow that way."</p> + + <p>But the mother insists upon going into the witch's house to + look for her children. The witch generally hides the children + behind chairs. The mother stoops over one child: "This tastes + like Monday," she says, but the witch replies: "That! it is a + barrel of pork."</p> + + <p>"No, no," says the mother, "it is my Monday, and there are + the rest of the children." The children now jump out and they + and their mother begin to run home; the witch runs after them, + and whoever she catches becomes witch, while the witch becomes + the eldest daughter.</p> + <hr class="short" /> + + <h3>The Ants and the Grasshopper</h3> + + <p>Lots are drawn in order to decide who shall be the + grasshopper; the ants then seat themselves in a circle, while + the grasshopper writes on a piece of paper the name of a grain + or food which a grasshopper might be supposed to like. He puts + this in his pocket and then addresses the ants:</p> + + <p>"Dear friends, I am very hungry; would any of you kindly + give me some food?"</p> + + <p>"I have nothing but a grain of barley," says the ant spoken + to.</p> + + <p>"Thank you; that is of no use to me," replies the + grasshopper, and goes on to the next player. As soon as any one + offers the grain of food which the grasshopper has written down + the paper must be produced, and the one who guessed the word + pays a forfeit and becomes grasshopper. If no one guesses the + word, the grasshopper pays a forfeit.</p> + + <p>The game then goes on in the same way, except that a + different question is asked on the second round.</p> + + <p>"Neighbors," says the grasshopper, "I have eaten abundantly + and would have a dance. Which would you recommend?"</p> + + <p>A waltz, a polka, a quadrille, etc., are suggested, and when + this question has gone the round, the grasshopper asks what + music he can dance to, and the ants suggest the music of the + violin, the piano, cornet, etc. Then the grasshopper says he is + tired of dancing and wishes + <span class="pagenum"><a name="page92" + id="page92"></a>[pg 92]</span> for a bed, and the ants offer + him moss, straw, grass, and so on, to lie upon.</p> + + <p>"I should sleep very comfortably," the grasshopper says, + "but I am in fear of being pounced upon by a hungry bird. What + bird have I most reason to fear?" The ants answer: The rook, + the lark, the cuckoo, etc.</p> + + <p>When the game is ended, the forfeits that have been lost + must be called.</p> + <hr class="short" /> + + <h3>The Magic Whistle</h3> + + <p>All the players but three stand in two rows facing each + other. One player sits at the end of the two rows, another + leads a third player into the room and makes him kneel down + before the player who is seated, and who is called the + President.</p> + + <p>The President then proceeds to make all sorts of "magic" + passes over the kneeler's face, back, and hands. While he is + doing this, the boy who led the victim in fastens a whistle to + his coat. It must be slung on to a piece of string or tape, and + fastened very loosely, so that it can be easily grasped and yet + will not knock against the wearer's back.</p> + + <p>The whistle is then blown by the boy who attached it, and + the kneeling boy is told to rise and search for the magic + whistle. The players who stand on each side must hold their + hands before their mouths and pretend to blow whenever the + whistle is blown, which must be as often as any one can get a + chance without being found out.</p> + + <p>The victim will search all along the rows trying to find the + magic whistle, and it will be some time before he discovers + that it is pinned to his own coat.</p> + <hr class="short" /> + + <h3>A Running Maze</h3> + + <p>Form a long line of children, one behind the other. The + leader starts running, and is followed by all the rest. They + must be sharp enough to do exactly as the leader does.</p> + + <p>After running for a moment or two in the ordinary running + step, the leader changes to a hopping step, then to a marching + step, quick <span class="pagenum"><a name="page93" + id="page93"></a>[pg 93]</span> time, then to a marching + step, slow time, claps and runs with hands on sides, hands + on shoulders, hands behind, etc.</p> + + <p>Finally, the leader runs slowly round and round into the + center, and can either wind the children up tightly or can turn + them on nearing the center and run out again. For another + change the long line can start running and so unwind the + spiral.</p> + <hr class="short" /> + + <h3>The Coach and Four</h3> + + <p>Two children stand hand-in-hand, side by side. These are the + front horses. Two others, close behind, stand also hand-in-hand + and side by side. These are the back horses.</p> + + <p>Slip reins over the left arm of one of the front horses, and + over the right arm of the other. The two back horses hold on + the reins, standing inside them. A driver must then be chosen, + who gathers up the reins in his left hand and in his right hand + holds a whip.</p> + + <p>Running beside him, equipped with a horn and parcels and + letters, is another child, who acts as guard or conductor. The + rest of the children form village streets, by standing in rows + facing one another.</p> + + <p>The coach and four, with the driver and guard, gallop about + the room and through the villages, the guard blowing his horn + and tossing out a paper or letter here and there.</p> + + <p>Change horses every now and then, so that all may have a + turn at being horses. A change of driver and guard, too, is + also much appreciated.</p> + + <p>When the children have had about enough of this game, start + a cheer as the coach dashes through the villages for the last + time. Two coaches greatly add to the fun and enjoyment, as they + have to pass and repass each other.</p> + <hr class="short" /> + + <h3>Malaga Raisins</h3> + + <p>The players sit in a circle, and one who is acquainted with + the trick takes a small stick in his right hand, makes some + funny movements with it, and then, having taken it in his left + hand, passes it to his neighbor, saying: "Malaga raisins are + very good raisins, but I like Valencias better." He then tells + his neighbor to do the same. Should + <span class="pagenum"><a name="page94" + id="page94"></a>[pg 94]</span> any of the players pass on + the stick with the right hand, they must pay a forfeit, but + of course they must not be told what mistake they have made + until the stick has been passed right round the circle.</p> + <hr class="short" /> + + <h3>Sally Water</h3> + + <p>This game can be played by any number of children. A ring is + formed in which all join with the exception of one little girl, + who kneels in the center of the ring. The children then dance + round her, singing the following verses:</p> + + <div class="poem"> + <div class="stanza"> + <p>"Sally, Sally Water, sprinkle in the pan,</p> + + <p>Rise, Sally, rise, Sally, for a young man;</p> + + <p>Choose for the best and choose for the worst,</p> + + <p>And choose the very one you love best.</p> + </div> + + <div class="stanza"> + <p>"Now you're married I wish you joy,</p> + + <p>First a girl and then a boy;</p> + + <p>Seven years after, son and daughter,</p> + + <p>Pray, young couple, come kiss together."</p> + </div> + </div> + + <div class="figcenter" + style="width:100%;"> + <a href="images/94.png"><img width="100%" + src="images/94.png" + alt="" /></a> + </div><span class="pagenum"><a name="page95" + id="page95"></a>[pg 95]</span> + + <p>When they come to the words, "Rise, Sally!" the child in the + center rises and chooses another from the ring. The next two + lines are then sung, and the two children in the ring dance + round and kiss. Sally then joins the ring, the second child + remaining in the circle, and the game is continued as before + until all the players have acted the part of Sally.</p> + <hr class="short" /> + + <h3>Pigeon-House Game</h3> + + <p>Make a ring of children. In the center place five or six of + the smaller children of the party. This forms the pigeon-house + and pigeons.</p> + + <p>Now choose one child (boy or girl) to open or shut this + old-fashioned dovecote.</p> + + <p>He runs round the ring outside and gently pushes the + children in toward the center, and close to the pigeons, who + are sitting on the ground softly cooing (or not, just as they + please).</p> + + <p>This done he moves back. Let him be called the farmer or the + farmer's boy, if a name is wanted.</p> + + <p>A pretty and lively tune is now started on the piano. + Directly it begins, the boy runs forward and pulls open the + ring of children, which widens out with raised arms, to form + pigeon-holes.</p> + + <p>The pigeons rise to their feet and fly out of these holes, + round and round the room.</p> + + <p>As the music begins to stop and die away, the pigeons should + return to their dovecote, and when the last note sounds they + should all be settled again. The farmer's boy now runs round + the ring, closing it in and making all safe for the night.</p> + + <p>This game can be played without music, and the elder + children can take their turn at being pigeons.</p> + <hr class="short" /> + + <h3>Oats and Beans and Barley</h3> + + <p>All the children form a ring with the exception of one + player, who stands in the center. The children then dance round + this one, singing the first three lines of the verses given + below. At the fourth line they stop dancing and act the words + that are sung. They pretend + <span class="pagenum"><a name="page96" + id="page96"></a>[pg 96]</span> to scatter seed; they stand + at ease, stamp their feet, clap their hands, and at the + words: "Turn him round," each child turns round.</p> + + <p>They then again clap hands and dance round, and when the + words, "Open the ring and take one in," are sung, the center + child chooses a partner, who steps into the ring, and the two + stand together while the other children sing the remaining + verse, after which the child who was first in the center joins + the ring and the game is continued as before.</p> + + <div class="poem"> + <div class="stanza"> + <p>"Oats and beans and barley O!</p> + + <p>Do you or I or any one know</p> + + <p>How oats and beans and barley grow?</p> + </div> + + <div class="stanza"> + <p>"First the farmer sows his seed,</p> + + <p>Then he stands and takes his ease,</p> + + <p>Stamps his foot and claps his hands,</p> + + <p>And turns him round to view the land.</p> + </div> + + <div class="stanza"> + <p>"Oats and beans and barley O!</p> + + <p>Waiting for a partner, waiting for a partner.</p> + + <p>Open a ring and send one in.</p> + + <p>Oats and beans and barley O!</p> + </div> + + <div class="stanza"> + <p>"So now you're married you must obey,</p> + + <p>You must be true to all you say,</p> + + <p>You must be kind, you must be good,</p> + + <p>And help your wife to chop the wood.</p> + + <p>Oats and beans and barley O!"</p> + </div> + </div> + <hr class="short" /> + + <h3>Bingo</h3> + + <div class="poem"> + <div class="stanza"> + <p>"The miller's dog lay at the mill,</p> + + <p>And his name was little Bingo,</p> + + <p>B with an I, I with an N, N with a G, G with an + O,</p> + + <p>His name was little + Bingo.</p><span class="pagenum"><a name="page97" + id="page97"></a>[pg 97]</span> + </div> + + <div class="stanza"> + <p>"The miller he bought some peppermint,</p> + + <p>And he called it right good Stingo,</p> + + <p>S with a T, T with an I, I with an N, N with a G, G + with an O,</p> + + <p>He called it right good Stingo."</p> + </div> + </div> + + <p>One child represents the miller, the rest stand round him in + a circle, and all dance round and sing the verses. When it + comes to the spelling part of the rhyme, the miller points to a + child, who must call out the right letter.</p> + + <p>Any one who makes a mistake must pay a forfeit.</p> + <hr class="short" /> + + <h3>Lubin Loo</h3> + + <p>This game can be played by any number of children. The + players form a ring by clasping hands; they then dance round + singing the first verse, which after the second verse serves as + a chorus.</p> + + <div class="poem"> + <div class="stanza"> + <p>"Here we dance lubin, loo,</p> + + <p>Here we dance lubin, light,</p> + + <p>Here we dance lubin, loo,</p> + + <p>On a Saturday night."</p> + </div> + </div> + + <p>While singing the second verse, the children stop, unclasp + their hands and suit their actions to the words contained in + the verse.</p> + + <div class="poem"> + <div class="stanza"> + <p>"I put my right hand in,</p> + + <p>I put my right hand out,</p> + + <p>I give my right hand shake, shake, shake,</p> + + <p>And turn myself about."</p> + </div> + </div> + + <p>Each child while singing this first stretches her right arm + toward the center of the ring, then draws the same arm back as + far as possible, next shakes or swings her right hand, and when + the last line is sung she turns right round. The children then + once more join hands, and commence dancing, at the same time + singing the chorus. The game proceeds as before until all the + verses have been sung. Here are the remaining + verses:</p><span class="pagenum"><a name="page98" + id="page98"></a>[pg 98]</span> + + <div class="poem"> + <div class="stanza"> + <p>"Here we dance the lubin, loo,</p> + + <p>Here we dance lubin, light,</p> + + <p>Here we dance lubin, loo,</p> + + <p>On a Saturday night.</p> + </div> + + <div class="stanza"> + <p>"I put my left hand in,</p> + + <p>I put my left hand out,</p> + + <p>I give my left hand shake, shake, shake,</p> + + <p>And turn myself about."</p> + </div> + + <div class="stanza"></div> + + <div class="stanza"> + <p class="i2">Chorus.</p> + </div> + + <div class="stanza"> + <p>"Here we dance lubin, loo," etc.</p> + </div> + + <div class="stanza"> + <p>"I put my right foot in,</p> + + <p>I put my right foot out,</p> + + <p>I give my right foot shake, shake, shake,</p> + + <p>And turn myself about."</p> + </div> + + <div class="stanza"></div> + + <div class="stanza"> + <p class="i2">Chorus.</p> + </div> + + <div class="stanza"> + <p>"Here we dance lubin, loo," etc.</p> + </div> + + <div class="stanza"> + <p>"I put my left foot in,</p> + + <p>I put my left foot out,</p> + + <p>I give my left foot shake, shake, shake,</p> + + <p>And turn myself about."</p> + </div> + + <div class="stanza"></div> + + <div class="stanza"> + <p class="i2">Chorus.</p> + </div> + + <div class="stanza"> + <p>"Here we dance lubin, loo," etc.</p> + </div> + + <div class="stanza"> + <p>"I put my own head in,</p> + + <p>I put my own head out,</p> + + <p>I give my own head shake, shake, shake,</p> + + <p>And turn myself about."</p> + </div> + + <div class="stanza"></div> + + <div class="stanza"> + <p class="i2">Chorus.</p> + </div> + + <div class="stanza"> + <p>"Here we dance lubin, loo," + etc.</p><span class="pagenum"><a name="page99" + id="page99"></a>[pg 99]</span> + </div> + + <div class="stanza"> + <p>"I put my both hands in,</p> + + <p>I put my both hands out,</p> + + <p>I give my both hands shake, shake, shake,</p> + + <p>And turn myself about."</p> + </div> + + <div class="stanza"></div> + + <div class="stanza"> + <p class="i2">Chorus.</p> + </div> + + <div class="stanza"> + <p>"Here we dance lubin, loo," etc.</p> + </div> + + <div class="stanza"> + <p>"I put my both feet in,</p> + + <p>I put my both feet out,</p> + + <p>I give my both feet shake, shake, shake,</p> + + <p>And turn myself about."</p> + </div> + + <div class="stanza"></div> + + <div class="stanza"> + <p class="i2">Chorus.</p> + </div> + + <div class="stanza"> + <p>"Here we dance lubin, loo," etc.</p> + </div> + </div> + <hr class="short" /> + + <h3>The Little Lady</h3> + + <p>For this game a number of pieces of rolled-up paper to + represent horns are required. Whoever makes a mistake in the + game has a horn stuck in her hair; or, if little boys are + playing, the horns might be stuck behind the ears.</p> + + <p>The leader of the game begins by saying to her right hand + neighbor: "Good morning, pretty lady, always pretty; I, a + pretty lady, always pretty, come from that pretty lady, always + pretty" (here she points to the girl on her left), "to tell you + that she owns an eagle with a golden beak."</p> + + <p>The next player turns to her right-hand neighbor, saying: + "Good morning, pretty lady, always pretty; I, a pretty lady, + always pretty, come from that pretty lady, always pretty" (here + she points to the last speaker), "to tell you that she owns an + eagle with a golden beak and silver claws."</p> + + <p>The next girl continues the story word for word, adding "a + rare skin." The next adds "diamond eyes," and the next "purple + feathers." If there are a great number of children, other + charms must be added to the eagle, but each child must say the + whole of the story, and for + <span class="pagenum"><a name="page100" + id="page100"></a>[pg 100]</span> each mistake made she + receives a paper horn, which must be stuck somewhere about + the head. At the end of the game a forfeit must be paid for + each of these horns.</p> + <hr class="short" /> + + <h3>"Birds Fly"</h3> + + <p>This is a very simple game. Each player places a finger on + the table, which he must-raise whenever the conductor of the + game says: "Birds fly," "Pigeons fly," or any other winged + creates "fly."</p> + + <p>If he names any creature without wings, such as "Pigs fly," + and any player thoughtlessly raises his finger, that player + must pay a forfeit, as he must also do if he omits to raise his + finger when a winged creature is named.</p> + <hr class="short" /> + + <h3>I Say Stoop</h3> + + <p>Teacher says to the class: "I say stoop."</p> + + <p>Upon the word stoop all the children must stoop. If they do + not they must be seated. The teacher must say "I say stand." + The children must stand. If they do not they must be + seated.</p> + + <p>This game will cause the children to think quickly, and to + act quickly.</p> + + <p>The teacher can say: "I say fold the hands behind the + back.</p> + + <p>"I say take a deep breath of air."</p> + + <p>"I say hands on hips."</p> + + <p>"I say raise the arms over the head."</p> + + <p>Anything else may be substituted; those who are slow to act + and think must be seated.</p> + + <p>The one who remains standing the longest wins.</p> + <hr class="short" /> + + <h3>Flag Race</h3> + + <p>Players seated at desks. Rows need not be full, but there + must be same number in each row. Choose a player to stand in + front of each row to hold the flag, and another to stand at the + rear of each row. At the signal the rear player of each row + rises, runs to the front, + <span class="pagenum"><a name="page101" + id="page101"></a>[pg 101]</span> takes the flag from the one + holding it, carries it to the one standing at the rear, and + takes his seat. As soon as he is seated the next player goes + and takes the flag back to the player in front. This + continues till all have run. Be sure that no team has an + unfair advantage because of the positions taken by the flag + holders.</p> + <hr class="short" /> + + <h3>Squirrel and Nut</h3> + + <p>Players all seated, but one, heads on desks and eyes + covered, one hand open on desk with palm up. The odd player is + a squirrel and passes up and down between the rows and puts a + nut in the hand of some player.... This one rises and chases + the squirrel. If the squirrel is caught before he can reach his + own seat, the one who caught him becomes squirrel; if the + squirrel is not caught, he can be squirrel again.</p> + <hr class="short" /> + + <h3>Racing and Counting Scores</h3> + + <p>Make a scoreboard on the blackboard, indicating each row by + a number of letter. Players run as in "Racing" (First Grade, + First Half Year). Have front players run, tag front wall and + return to seats, sit erect; mark score; others in a similar + manner. Repeat, runners tagging rear wall. See which row has + largest score.</p> + <hr class="short" /> + + <h3>School-room Basket Ball</h3> + + <p>Place a basket in the front seat of the second row and + another in the front seat of next to last row. Draw a throwing + line on floor 20 feet from each basket. At some time beforehand + choose four captains and have these captains choose teams, + choosing in turn. Teams stand at least two rows apart and + behind throwing line, each team having a ball. Captains stand + beyond baskets, two captains at same basket. Each captain + passes the ball in turn to his players and they throw for the + basket. Team throwing the most baskets in a round wins one + point, first to get five points wins the contest.</p> + <hr class="short" /> + <span class="pagenum"><a name="page102" + id="page102"></a>[pg 102]</span> + + <h3>Last Man</h3> + + <p>Players seated at desks. Rows playing must be full rows. The + game is much like "Fox and Squirrel" (see First Grade, Second + Half Year). One player is "it," and there is one runner, + besides the full rows of seats. The runner may come to the + front of any row and call "Last Man," and then each player in + that row must move back one place, leaving the front seat for + the runner, who is now safe. The last one in the rear of the + row will be out of a place and thus becomes runner. When a + runner is tagged, he is "it," and the one who caught him + becomes runner and must get out of the way at once.</p> + <hr class="short" /> + + <h3>Changing Seats</h3> + + <p>Players seated at desks. When teacher commands "Change + right," all move one place to right and the right hand row + stands. In like manner the command may be "Change front," + "Change back," or "Change left." At first it is best to follow + each change by the reverse, so as to allow those standing to + get seats, but later they may be told that they must run to the + vacant seats on the opposite side or end of the room. Leaders + may be chosen to act in place of the teacher.</p> + <hr class="short" /> + + <h3>Huckle, Buckle, Beanstalk</h3> + + <p>The children close their eyes and put their heads on their + desks. A small object—a thimble or button—is placed + in plain sight. At a signal, the children move about the room, + and when they see it, take their seats without making any sign + of its whereabouts. The first one to see it may hide it the + next time.</p> + <hr class="short" /> + + <h3>Blackboard Relay</h3> + + <p>This is like the blackboard relay played in the third grade, + but instead of marks and letters, words must be written; these + may be required to form a sentence, numbers may be written and + afterwards added, subtracted, etc., by the succeeding players, + or each player may <span class="pagenum"><a name="page103" + id="page103"></a>[pg 103]</span> write his own name. It is + often interesting to have the last player required to erase + all his team has written, or each child may erase his own + writing, passing the eraser as he did the chalk.</p> + <hr class="short" /> + + <h3>Hide the Thimble</h3> + + <p>One child goes out of the room. A thimble or button is + placed in plain sight by another child. The one who was sent + out is then guided to the object by the clapping of the + children—soft clapping for "cold," and louder for + "warm."</p> + <hr class="short" /> + + <h3>Suggestive Breathing Work</h3> + + <p>1. March winds whistling through the trees. Inhale a deep + breath and imitate the wind.</p> + + <p>2. Keeping a feather in the air. Run with head back and blow + short breaths, keeping an imaginary feather from falling to the + ground.</p> + + <p>3. Making Ocean Waves. By blowing the water in a large + basin.</p> + <hr class="short" /> + + <h3>The Fox Chase</h3> + + <p>Four farmers are in their home in the country enjoying a + quiet evening.</p> + + <p>They hear a sound outside, they watch and listen and decide + that the foxes are near the cabin. They wait until they are + very close, then give chase—and catch as many as they can + before the foxes have reached their home in the forest. All + caught become farmers and help to catch the rest.</p> + <hr class="short" /> + + <h3>Poison</h3> + + <p>The players join hands to form a circle. About ten erasers + are placed in the center of the circle, with spaces between + them through which a player might step. The players then try by + means of pushing or pulling their comrades by means of clasped + hands, to make them <span class="pagenum"><a name="page104" + id="page104"></a>[pg 104]</span> knock over the erasers. Any + player who knocks over an eraser or who unclasps hands must + take his seat, the erasers again being replaced. The first + players so leaving the circle form a scrub circle. The + player wins who remains longest in the first circle.</p> + <hr class="short" /> + + <h3>Slap-Jack</h3> + + <p>All the pupils are seated except one. The odd player walks + or runs through the aisles, touching some player, and runs + around the room in the direction he is going. The one touched + immediately leaves his seat, and runs around the room in the + opposite direction. The first one back in the empty seat + wins.</p> + + <p>Dodging through the aisles to shorten the distance is not + allowed. The run must be around the outside of the room.</p> + <hr class="short" /> + + <h3>Crow's Race</h3> + + <p>All players form in a straight line. Grasp just above ankles + and on "Go," run a very short distance and return, keeping hold + above ankles all the time.</p> + <hr class="short" /> + + <h3>Riding the Bicycle</h3> + + <p>Hands in position in front, as though grasping the + handle-bars, running in place with lifting the knee high and + pointing toe to the ground. The same movement, traveling + forward with short, quick steps.</p> + <hr class="short" /> + + <h3>Cat and Rat</h3> + + <p>Children form a circle around the room, with hands joined. A + "cat" is chosen to stand outside the circle, a "rat" to stand + inside. The players are friends of the rat, and raise their + arms to let him under, but keep them down when the cat tries to + get through. The cat chases the rat in and out of the circle, + among desks and over seats, till the "rat" is caught, when a + new cat and rat are chosen.</p> + <hr class="short" /> + <span class="pagenum"><a name="page105" + id="page105"></a>[pg 105]</span> + + <h3>Jumping the Rope</h3> + + <p>This makes a splendid combination exercise. Swing the arms + in a large circle, as though swinging the rope, and jump each + time that the rope comes down. Travel forward with the same + exercises, jumping and landing on one foot instead of both.</p> + <hr class="short" /> + + <h3>Teacher</h3> + + <p>The children stand or sit in one line. One is teacher and he + or she throws a bean bag or soft ball in rotation down the + line, the child missing goes to the front. When the teacher + misses he or she goes to the foot and the child at the head + becomes teacher. No bad or swift throws are counted.</p> + <hr class="short" /> + + <h3>Bird-Catcher</h3> + + <p>This game is a great favorite with all the children, even in + the upper grades. Two players are chosen as bird-catchers, and + stand in one corner of the room. The "mother-bird" is chosen to + stand in another "nest" in the other front corner of the room. + The other players are named in groups (those in one row of + seats usually) for various birds, "robins," "wrens," etc. As + the name of each group of birds is called, they go to the back + of the room, and, at a signal, run to the "mother-bird's nest." + The bird-catchers try to catch them before they reach it. The + "birds" dodge in and out among the desks, jumping over the + seats, etc. The mother-bird and bird-catchers count their birds + at the end of the game, and all "fly" back to their seats; that + is, wave their arms and skip to their seats.</p> + <hr class="short" /> + + <h3>Tag Me, or Heads Up</h3> + + <p>The pupils, upon the command of the player who is the leader + and stands in front of the class, fold their arms upon the desk + and lower the head upon the arms. The leader has an eraser or + other article which he places upon one of the desks. He + commands "Heads up" and the + <span class="pagenum"><a name="page106" + id="page106"></a>[pg 106]</span> pupils raise their heads. + The one finding the eraser on his seat rises and chases the + leader. If he catches him he becomes the leader; if not, the + first one is again the leader. If they fail to catch him + after two trials he chooses another leader.</p> + <hr class="short" /> + + <h3>An Eraser Game</h3> + + <p>A boy places a rubber eraser, or any small object, on the + desk of a girl. She takes the eraser and chases him around the + room to his seat. If she tags him, he goes to the corner to + stand, with others who are caught, till the end of the game. + The girl then puts the eraser on a boy's desk, and the game + continues.</p> + <hr class="short" /> + + <h3>Circle Ball</h3> + + <p>Children stand in a circle around the room; one stands in + the center, with a bean bag or ball, and makes quick throws to + children in different parts of the circle.</p> + <hr class="short" /> + + <h3>Seat Tag—A School-room Game</h3> + + <p>The one starting the game runs and tags someone near and + gets to that child's seat as quickly as he can. The child tries + to tag him on the way. If he tags him the one tagged must go in + the mush pot, that is, to go to the front of the room and sit + down. The one who caught him continues the game, and when + another one gets in the mush pot the first one is permitted to + take his seat. The game continues until all have had a run.</p> + + <p>The runs should all be very short to make the game go + quickly.</p> + <hr class="short" /> + + <h3>Dead Ball</h3> + + <p>Children stand by desks. A tennis or soft rubber ball is + thrown among the players. The child hit sits and is out of the + game. The child standing near where the ball falls throws it + the next time.</p> + <hr class="short" /> + <span class="pagenum"><a name="page107" + id="page107"></a>[pg 107]</span> + + <h3>Preliminary Ball</h3> + + <p>Children stand in rows, facing each other, two rows of desks + between them, those on one side having bean bags. On the + teacher's counts they throw to those in the row opposite, + throwing and catching with both hands. After a given number of + throws, they put the left hand behind them, throwing and + catching with the right hand; the same with the left hand. This + is good muscular training.</p> + <hr class="short" /> + + <h3>Dodge</h3> + + <p>Players divide into equal groups. One group forms a circle, + the other within. Outside group has a volley or an outdoor + baseball with which they try to hit the one's (players) within. + As soon as one is hit he must immediately join the circle and + help hit the others. When all have been tagged in this way, + groups change places and repeat. The two players who were last + to be hit in the two games are captains to choose up for the + next time.</p> + <hr class="short" /> + + <h3>Third Man</h3> + + <p>Played much like "Three Deep." Players stand in couples, + facing each other, couples scattered in any way around the + room. The runner is free from being tagged when he steps + between the two players of any couple, and the chaser must + chase the one toward whom the runner turns his back.</p> + <hr class="short" /> + + <h3>Fox and Chickens</h3> + + <p>Choose a player to be fox and another to be the mother hen. + The players are the chickens and all form in a line behind the + mother hen, and each one grasping the waist of the one in + front. The fox tries to tag the last chicken; the line, led by + the mother hen, turns and tries to keep between the fox and + that chicken. When the last chicken is tagged he becomes fox, + and the mother hen chooses another player in her place.</p> + <hr class="short" /> + <span class="pagenum"><a name="page108" + id="page108"></a>[pg 108]</span> + + <h3>Eraser Relay</h3> + + <p>Place an eraser on the front desk of alternate rows. At a + signal to start the first child in each row takes the eraser in + both hands and passes it over his head to the child behind him. + This continues till the last child receives it. The last child + runs forward with it, running down the right aisle. On reaching + the front seat, his entire row moves one seat backward, so as + to leave an empty seat in front. The runner then sits down in + the empty seat and passes the eraser backward with both hands + as before stated.</p> + + <p>The changing of seats should be on the left side.</p> + + <p>The game ends when each child is returned to his own + seat.</p> + <hr class="short" /> + + <h3>School-room Tag</h3> + + <p>Mark a circle on floor in front of desks. Choose a player to + be "it." He stands near but not in the circle and calls the + names of three players. The players must rise and try to reach + the circle without being tagged. They run in any style in + either direction.</p> + + <p>The first one tagged is "it" and the game continues as + before. If none are caught, three more are named. Encourage + naming players who have not been called.</p> + <hr class="short" /> + + <h3>The Serpentine Maze</h3> + + <p>Players all in single file, teacher leading. Each player + reaches right hand forward to player next in front and left + hand back, grasping hands. March forward, circling to left and + winding up into a spiral. When tightly wound, last player + should lead, all turn about to left and wind up, circling to + right. Several variations should be used later:</p> + + <p>1. Same as first method without grasping hands.</p> + + <p>2. When wound as far as possible and leave enough space, + teach circles right from center of spiral and line follows, + passing out in a reverse spiral; this is done first grasping + hands and later without.</p> + + <p>3. When leader reaches center of spiral, tight wound, she + signals <span class="pagenum"><a name="page109" + id="page109"></a>[pg 109]</span> to players in some + direction and they lift arms, forming arches, under which + the line may pass, teacher leading, hands are kept grasped + in this case.</p> + <hr class="short" /> + + <h3>Teacher and Class</h3> + + <div class="figcenter" + style="width:60%;"> + <a href="images/109.png"><img width="100%" + src="images/109.png" + alt="" /></a> + </div> + + <p>Similar to "School Ball." A leader is chosen for each group + of eight or ten players, the players in a line and the leader + eight or ten feet away at the side. A row in the school-room + may be taken as a group, with a leader standing in front. The + leader tosses the ball or bean bag to the players in turn, + beginning at the head. Any player missing goes to the foot. If + the leader misses he goes to the foot and the one at the head + becomes leader. If the ball goes twice around and the leader + does not miss, he goes in the line just above those who have + missed and the head player becomes leader.</p> + <hr class="short" /> + + <h3>Blackboard Relay</h3> + + <p>The competing rows must be placed where there is a + blackboard at the front of each row. First player of each row + has a piece of chalk. At the signal he runs to the board and + makes a mark with the chalk, then he returns to his seat, and + hands the chalk to the next player, + <span class="pagenum"><a name="page110" + id="page110"></a>[pg 110]</span> who runs and marks in his + turn. Later, players may be required to make a cross, + circles, capital letters, small letters, add columns of + numbers, write words, construct sentences. The teacher is + the judge as to whether the marks come up to the + requirements, and each team is charged with a foul for each + defect.</p> + <hr class="short" /> + + <h3>Tag the Wall Relay</h3> + + <p>This is like "Racing" (See First Grade), but more + continuous. Two or more rows compete. The player in the back + seat rises at a signal from the teacher, runs forward down the + aisle, tags the wall at the front of the room, and returns to + his seat. As soon as he has reached his seat the player next in + front of him does the same, the relay being complete when each + player in turn has run. The line whose front player is seated + first wins.</p> + <hr class="short" /> + + <h3>Slow Poke (Indoors)</h3> + + <p>Alternate rows of children are chosen. On a signal from the + teacher, the last children in the alternate rows, run down the + aisles, turn to their left; run down the other aisle, turn on + reaching their seats, and tag the person who sits in front of + them. The person tagged does as the first person did, tagging + the person in front only when he reaches his starting place. + Each person running when tagged. Equal numbers should be chosen + for each row. The object of the game is to see which row is the + winner, depending entirely upon alertness, quickness of mind + and honesty in playing with fellow students.</p> + <hr /> + + <h2>TRICKS AND PUZZLES</h2> + + <p>Any one who wishes to play a trick or show off a puzzle + should test it privately, before attempting to show it before + company, for often, owing to some slight error, the trick may + at first prove a failure, whereas a little practice will soon + make one perfect.</p> + <hr class="short" /> + <span class="pagenum"><a name="page111" + id="page111"></a>[pg 111]</span> + + <h3>The Dancing Egg</h3> + + <p>Get a hard-boiled egg and place it on the reverse side of a + smooth polished plate or bread-platter. If you now turn the + plate round while holding it in a horizontal position, the egg, + which is in the middle of it, will turn round also, and as the + pace is quickened, the egg will move more and more quickly, + until it stands up on one end and spins round like a top. In + order to be quite sure that the experiment will succeed, you + should keep the egg upright while it is being boiled, so that + the inside may be hardened in the proper position.</p> + <hr class="short" /> + + <h3>The Magic Thread</h3> + + <p>Soak a piece of thread in a solution of salt or alum (of + course, your audience must not know you have done this). When + dry, borrow a very light ring and fix it to the thread. Apply + the thread to the flame of a candle; it will burn to ashes, but + will still support the ring.</p> + <hr class="short" /> + + <h3>The Swimming Needles</h3> + + <p>There are several ways of making a needle float on the + surface of the water.</p> + + <p>The simplest way is to place a piece of tissue paper on the + water and lay the needle on it; the paper soon becomes soaked + with water and sinks to the bottom, while the needle is left + floating on the top.</p> + + <p>Another method is to hang the needle in two slings made of + threads, which must be carefully drawn away as soon as the + needle floats.</p> + + <p>You can also make the needle float by simply holding it in + your fingers and laying it on the water. This, however, + requires a very steady hand.</p> + + <p>If you magnetize a sewing-needle by rubbing it on a fairly + strong magnet and float it on the water, it will make an + extremely sensitive compass; and if you place two needles on + the water at the same time, you will see them slowly approach + each other until they float side by side, that is, if they do + not strike together so heavily as to cause them to sink.</p> + <hr class="short" /> + <span class="pagenum"><a name="page112" + id="page112"></a>[pg 112]</span> + + <h3>The Bridge of Knives</h3> + + <p>Three knives may be supported by their handles in the + following manner: Place three glasses in a triangle, each side + of which must be about the length of one of the knives. The + blade of the first knife should rest on the blade of the + second, by passing over it near to the point where the handle + and blade are joined; the blade of the second passing in the + same manner over the blade of the third, which is to be made to + rest on the blade of the first. The handles being then + carefully placed upon the glasses, a bridge is formed strong + enough to bear a considerable weight.</p> + <hr class="short" /> + + <h3>To Balance a Coffee-Cup on the Point of a Knife</h3> + + <p>The articles necessary for the performance of this trick are + very simple, a dinner-fork and an ordinary sized cork being all + that are needed. Fix the cork firmly in the handle of the fork, + then stick the fork into it so that two prongs shall be on each + side of the cup handle, and slope the fork in such a way that + its handle will come under the bottom of the cup. The heaviest + weight being thus brought underneath, you can hold the cup on + the point of a knife, if you very carefully find the exact + place on which it will balance.</p> + + <p>As the surface of the cup is usually glazed, the hand which + holds the knife must not tremble, or the cup will slip off.</p> + + <p>You may also obtain the same result by using two knives + instead of a fork.</p> + <hr class="short" /> + + <h3>The Obstinate Cork</h3> + + <p>Take a small cork and ask some one to blow it into a fairly + large sized, ordinary bottle that has a neck.</p> + + <p>This seems to be quite an easy matter. The one who tries it + will probably blow as hard as possible upon the little cork; + but, instead of going into the bottle, as expected, it will + simply fall down. The harder the puffs or blows, the more + obstinate the cork will appear to be; and even if the effect of + blowing gently be tried, it will be of no use; the cork will + not go into the bottle, much to the amusement of those who + <span class="pagenum"><a name="page113" + id="page113"></a>[pg 113]</span> are watching. The reason + why the cork will not go in is this: The bottle being + already full of air, when the cork is blown, more air will + be forced into the bottle, and consequently the air inside + will be greatly compressed and will simply force the cork + back. The following is a simple way of overcoming the + difficulty: Instead of trying to force the cork through the + compressed air in the bottle, just the contrary should be + tried, that is, some of the air should be sucked out of the + bottle; this being done, the bottle will become partly + emptied, and when the outside air rushes in to fill up the + empty space, it will carry the cork with it to the bottom of + the bottle.</p> + <hr class="short" /> + + <h3>Six and Five Make Nine</h3> + + <p>This is a simple little puzzle. Take eleven strips of + cardboard, lay six of them at exactly equal distances on the + table, and ask one of the company to add the five other strips + and yet only make nine. It is done by placing six of them + parallel to each other—the others are used to spell out + the word nine.</p> + + <div class="figcenter" + style="width:40%;"> + <a href="images/113.png"><img width="100%" + src="images/113.png" + alt="" /></a> + </div> + <hr class="short" /> + + <h3>The Vanishing Dime</h3> + + <p>Stick a small piece of white wax on the nail of the middle + finger of your right hand, taking care that no one sees you do + it. Then place a dime in the palm of your hand and tell your + audience that you can make it vanish at the word of + command.</p> + + <p>You then close your hand so that the dime sticks to the + waxed nail. Blow on your hand and make magic passes, and cry + "Dime, begone!" Open your hand so quickly that no one will see + the dime <span class="pagenum"><a name="page114" + id="page114"></a>[pg 114]</span> stuck to the back of your + nail, and show your empty hand. To make the dime reappear, + you merely close you hand again and rub the dime into your + palm.</p> + <hr class="short" /> + + <h3>To Light a Snowball with a Match</h3> + + <p>Roll a snowball and put it on a plate. While rolling, + contrive to slip a piece of camphor into the top of it. The + camphor must be about the size and shape of a chestnut, and it + must be pushed into the soft snow so as to be + invisible—the smaller end uppermost, to which the match + should be applied.</p> + <hr class="short" /> + + <h3>The Dancing Pea</h3> + + <p>For this trick, take a piece, two or three inches long, of a + stem of a clay tobacco pipe, taking care that one end is quite + even; with a knife or file, work the hole at the even end + larger, so as to form a little cup. Choose the roundest pea you + can find, place it in the cup, and blow softly through the + other end of the pipe, throwing back your head while you blow, + so that you can hold the pipe in an upright position over your + mouth.</p> + + <p>The pea will rise, fall and dance in its cup, according to + the degree of force you use in blowing, but you must take care + not to blow too hard, or you may blow it away altogether.</p> + <hr class="short" /> + + <h3>The Balancing Spoon</h3> + + <p>Place a half-opened penknife on the edge of the table and + hang a large cooking-spoon by its hook on to the knife, just + where the blade and handle join. Place the spoon so that its + inner (concave) side is facing the table and, after swinging + for a little while, the knife and spoon will keep still in + perfect balance. Even if you fill the spoon with sand it will + not fall, so long as the heaviest point is under the edge of + the table.</p> + + <p>The cooking-spoon is hung on to the half-opened penknife + where the blade and the handle join, and you can now place the + end of the <span class="pagenum"><a name="page115" + id="page115"></a>[pg 115]</span> knife-handle on the tip of + your finger, on the edge of the table, or on the rim of a + glass which is standing near the edge of the table, and your + knife and spoon will balance perfectly, without falling + over.</p> + <hr class="short" /> + + <h3>The Force of a Water-Drop</h3> + + <p>Get a match and make a notch in the middle of it, bend it so + as to form an acute angle, and place it over the mouth of a + bottle.</p> + + <p>Now place a dime or other small coin on the match and ask + any one to get the coin into the bottle without touching either + the bottle or the match.</p> + + <p>This is very easy to do. Dip your finger in a glass of + water, hold it over the place where the match is notched, and + let one or two drops fall on this point. The force of the water + will cause the sides of the angle to move apart, and the + opening thus become large enough to let the coin fall into the + bottle.</p> + <hr class="short" /> + + <h3>The Sentinel Egg</h3> + + <p>This trick requires care and patience. You must lay a piece + of looking-glass on a perfectly even table; then take a + new-laid egg and shake it about for some time until the white + is well mixed with the yolk. In this condition it is possible + to balance the egg on its end and make it stand upright on the + glass. This trick is more certain to be successful if you are + clever enough to flatten the end ever so slightly and evenly, + by giving it a gentle and unsuspected tap.</p> + <hr class="short" /> + + <h3>The Coin Trick</h3> + + <p>Take a coin in each hand and stretch out your arms as far + apart as you can. Then tell your audience that you will make + both coins pass into one hand without bringing your hands + together. This is easily done by placing one coin upon the + table and then turning your body round until the hand with the + other coin comes to where it lies. You can then easily pick the + coin up, and both will be in one hand, while your arms are + still widely extended.</p> + <hr class="short" /> + <span class="pagenum"><a name="page116" + id="page116"></a>[pg 116]</span> + + <h3>The Wonderful Pendulum</h3> + + <p>If you fill a wineglass with water and place a thick piece + of paper over it so that no air can get in, you will find that + you can turn the glass upside down without spilling a drop of + water, because the pressure of the air on the outside will keep + the paper from falling off. It is on this principle that the + present pendulum is to be made. Take a piece of cardboard + larger than the mouth of the glass; pass a cord through a small + hole in the center of the card, and fasten it by means of a + knot on the under side, then carefully cover the hole with wax, + so that no air may get in.</p> + + <p>Place your cardboard over the glass full of water, and by + making a loop in the end of the cord you can hang the glass + from a hook in the ceiling without any fear of its falling off. + In order to make sure that no air can get into the glass, it is + wise to smear the rim with tallow before laying the cardboard + on.</p> + <hr class="short" /> + + <h3>The Revolving Pins</h3> + + <p>Take a piece of elastic which is not covered with silk or + wool, and through the middle of this stick a pin, which you + have bent as shown in the illustration.</p> + + <p>Now hold the elastic between the thumb and first finger of + each hand and twirl it round, stretching it a little at the + same time. The rapid movement thus caused will make the + revolving pin look like a glass object, and if you have a + strong light falling on the pin and a dark background behind + it, the resemblance becomes very much stronger.</p> + + <p>After a little practice you will be able to represent many + things in this way—cheese dishes, vases, champagne + glasses, etc.; and if the bent pin should fall into a + horizontal position while revolving, on account of its shape, + you can tie one end to the elastic with a piece of white + thread, which will not in any way interfere with the + working.</p> + + <p>This trick looks well in a darkened room, when the pin is + illuminated by a ray of sunlight coming through a hole in the + window shutter.</p> + <hr class="short" /> + <span class="pagenum"><a name="page117" + id="page117"></a>[pg 117]</span> + + <h3>The Mysterious Ball</h3> + + <p>This seems to be a plain wooden ball with a hole bored in + its center, through which a string is passed. The ball will + move lightly up and down this cord, but let some one who knows + the trick take the string in his hand and it becomes quite a + different matter; the ball will move quickly, or slowly, at + command, and, if told to do so, will stand still until ordered + to move on again.</p> + + <p>The reason for this peculiar behavior is that inside the + ball there are two holes, one of which is quite straight, while + the other is curved, and turns out of the straight hole.</p> + + <p>It is through this curved passage that the cord is passed, + and you can easily see that to regulate the movements of the + ball, it is only necessary to hold the string more or less + tightly. If you hold the cord perfectly tight, the ball will + not be able to move at all. The ball can be purchased at any + top shop.</p> + <hr class="short" /> + + <h3>The Man with His Head the Wrong Way</h3> + + <p>Put on a coat and vest so that they fasten behind. Then fix + a mask over the back of the head and a wig over the face. The + effect is very curious.</p> + <hr class="short" /> + + <h3>To Find an Object While Blindfolded</h3> + + <p>To play this trick, you must take one of your friends into + your confidence. Borrow a watch and put it in your pocket, and + then ask your audience to sit at the end of the room, blindfold + your friend, and lead him outside. Now say: "Ladies and + gentlemen, if you will give me some small object to hide, I + promise that the blind man will find it, although I shall not + even tell him what he is to look for, and I shall lower the + gas, so that if the bandage should slip, he will still be + unable to see." A key, pencil, or any small thing having been + handed to you, lower the gas and proceed to hide the object, at + the end of the room, mentioning where you have put it, but not + mentioning that you have placed the watch close beside it. You + then request "Silence" and lead in the blind man and ask him to + begin his search. He is guided, of + <span class="pagenum"><a name="page118" + id="page118"></a>[pg 118]</span> course, by the ticking of + the watch, and knows that whatever he finds close to it is + the object hidden. When he calls "Found," he must slip the + watch into his pocket. You then turn up the gas and quietly + ask your audience if they do not think your friend is a very + clever fellow?</p> + <hr class="short" /> + + <h3>Chinese Shadows</h3> + + <p>Here is a simple way of making shadow pictures: Place a + candle on the table and fix a piece of white paper on the wall + at the same height from the ground as the light is. Now place + some non-transparent object, as, for instance, a large book, + between the candle and the paper, and on one side of the table + place a mirror so that it will reflect the light of the candle + on to the paper on the wall. If you now put little cardboard + figures between the candle and the mirror, a shadow will be + thrown on the white paper and you can move your figures about + just as you please.</p> + <hr class="short" /> + + <h3>Hand Shadows</h3> + + <p>It is very difficult to explain how these shadows should be + made, but you must bear in mind the fact that it is necessary + to stand between the lamp and the wall, and extend your arms so + that the shadow of your body does not interfere with the + picture shadows you intend to make with your hands. The + illustrations given will show you how to make two very good + shadow pictures, but the fun of the game is for several people + to make up pictures of their own, and see who can succeed in + making the best.</p> + <hr class="short" /> + + <h3>The Game of Shadows</h3> + + <p>For this game you require a white sheet to be hung up at the + end of the room. Then the "shadow-makers" take up their places + on low stools behind the sheet. There must be only one lamp in + the room, which should be placed about six or seven feet behind + the "shadow-makers." Then the "shadow-makers" drape themselves + with shawls, or anything handy, and take their places so that + their shadows are <span class="pagenum"><a name="page119" + id="page119"></a>[pg 119]</span> thrown upon the sheet. They + must, of course, try to disguise themselves, so that the + "shadow-seekers" may not be able to guess their identity. By + loosening the hair and letting it fall over the face, a girl + may appear like a man with a beard; bending the finger over + the nose gives one a very queer-looking hooked nose in the + shadow, and entirely alters the appearance of the face. + Covering one's self up in a sheet and then extending the + arms gives one the appearance of a large bat. As soon as a + "shadow-maker's" identity has been guessed he must take his + place as a "shadow-seeker," and the one who guessed him + becomes a "shadow-maker." The penalty of a glance behind the + sheet on the part of the "shadow-seeker" is to pay a + forfeit.</p> + <hr class="short" /> + + <h3>Think of a Number</h3> + + <p>Tell some one to think of any number he likes, but not to + tell you what it is. Tell him then to double it. When he has + done that, let him add an even number to it, which you must + give him. After doing this, he must halve the whole, then from + what is left, take away the number he first thought of. When + this is completed, if he has counted correctly, you will be + able to give him the exact remainder, which will simply be the + half of the even number you told him to add to his own.</p> + <hr class="short" /> + + <h3>Living Shadows</h3> + + <p>In order to make these, you must stand in the corner of the + room, near a mirror. Let some one hold a light behind you, so + that the shadow of your head and shoulders will be thrown upon + the wall, and also that the reflected light from the mirror + will fall at exactly the same spot as the shadow of your + head.</p> + + <p>If the mirror is now covered with a piece of thick paper, + from which two eyes, a nose, and a mouth are cut out, the + effect shown in the drawing will be produced. In order to make + the shadow still more lifelike, cut out two pieces of paper, + fasten one over the mirror, and move the other over it. In this + way the eyes and mouth of the shadow may be made to move.</p> + <hr class="short" /> + <span class="pagenum"><a name="page120" + id="page120"></a>[pg 120]</span> + + <h3>To Guess the Two Ends of a Line of Dominoes</h3> + + <p>For this trick a whole set of dominoes is required, the + performer taking care to hide one of the set, not a double, in + his pocket. The remaining dominoes should be shuffled, and + placed according to the ordinary rules of domino games, and the + performer undertakes to tell, without seeing them, the two + numbers forming the extremes of the line, set during his + absence from the room. The numbers on the extreme ends of the + domino line will be exactly the same as the numbers on the + domino which the performer has in his pocket. If he is asked to + repeat the trick, he should be sure to change the hidden + domino, or he may chance to be found out.</p> + <hr class="short" /> + + <h3>To Tell the Age of Any Person</h3> + + <p>Prepare a set of cards by making a copy of the tables given + here. Hand them to the person whose age you wish to ascertain, + and ask him to name the cards on which his age appears.</p> + + <p>If you then add together the first number on each of the + cards he names, the total will be the age required.</p> + + <table summary="Telling a person's age" + align="center" border="1"> + <tr> + <td colspan="2" align="center">No. 1 Card</td> + + <td colspan="2" align="center">No. 2 Card</td> + + <td colspan="2" align="center">No. 3 Card</td> + + <td colspan="2" align="center">No. 4 Card</td> + + <td colspan="2" align="center">No. 5 Card</td> + + <td colspan="2" align="center">No. 6 Card</td> + </tr> + + <tr> + <td align="right">1</td> + + <td align="right">29</td> + + <td align="right">2</td> + + <td align="right">30</td> + + <td align="right">4</td> + + <td align="right">30</td> + + <td align="right">8</td> + + <td align="right">28</td> + + <td align="right">16</td> + + <td align="right">28</td> + + <td align="right">32</td> + + <td align="right">44</td> + </tr> + + <tr> + <td align="right">3</td> + + <td align="right">31</td> + + <td align="right">3</td> + + <td align="right">31</td> + + <td align="right">5</td> + + <td align="right">31</td> + + <td align="right">9</td> + + <td align="right">29</td> + + <td align="right">17</td> + + <td align="right">29</td> + + <td align="right">33</td> + + <td align="right">45</td> + </tr> + + <tr> + <td align="right">5</td> + + <td align="right">33</td> + + <td align="right">6</td> + + <td align="right">34</td> + + <td align="right">6</td> + + <td align="right">36</td> + + <td align="right">10</td> + + <td align="right">30</td> + + <td align="right">18</td> + + <td align="right">30</td> + + <td align="right">34</td> + + <td align="right">46</td> + </tr> + + <tr> + <td align="right">7</td> + + <td align="right">35</td> + + <td align="right">7</td> + + <td align="right">35</td> + + <td align="right">7</td> + + <td align="right">37</td> + + <td align="right">11</td> + + <td align="right">31</td> + + <td align="right">19</td> + + <td align="right">31</td> + + <td align="right">35</td> + + <td align="right">47</td> + </tr> + + <tr> + <td align="right">9</td> + + <td align="right">37</td> + + <td align="right">10</td> + + <td align="right">38</td> + + <td align="right">12</td> + + <td align="right">38</td> + + <td align="right">12</td> + + <td align="right">40</td> + + <td align="right">20</td> + + <td align="right">48</td> + + <td align="right">36</td> + + <td align="right">48</td> + </tr> + + <tr> + <td align="right">11</td> + + <td align="right">39</td> + + <td align="right">11</td> + + <td align="right">39</td> + + <td align="right">13</td> + + <td align="right">39</td> + + <td align="right">13</td> + + <td align="right">41</td> + + <td align="right">21</td> + + <td align="right">49</td> + + <td align="right">37</td> + + <td align="right">49</td> + </tr> + + <tr> + <td align="right">13</td> + + <td align="right">41</td> + + <td align="right">14</td> + + <td align="right">42</td> + + <td align="right">14</td> + + <td align="right">44</td> + + <td align="right">14</td> + + <td align="right">42</td> + + <td align="right">22</td> + + <td align="right">50</td> + + <td align="right">38</td> + + <td align="right">50</td> + </tr> + + <tr> + <td align="right">15</td> + + <td align="right">43</td> + + <td align="right">15</td> + + <td align="right">43</td> + + <td align="right">15</td> + + <td align="right">45</td> + + <td align="right">15</td> + + <td align="right">43</td> + + <td align="right">23</td> + + <td align="right">51</td> + + <td align="right">39</td> + + <td align="right">51</td> + </tr> + + <tr> + <td align="right">17</td> + + <td align="right">45</td> + + <td align="right">18</td> + + <td align="right">46</td> + + <td align="right">20</td> + + <td align="right">46</td> + + <td align="right">24</td> + + <td align="right">44</td> + + <td align="right">24</td> + + <td align="right">52</td> + + <td align="right">40</td> + + <td align="right">52</td> + </tr> + + <tr> + <td align="right">19</td> + + <td align="right">47</td> + + <td align="right">19</td> + + <td align="right">47</td> + + <td align="right">21</td> + + <td align="right">47</td> + + <td align="right">25</td> + + <td align="right">45</td> + + <td align="right">25</td> + + <td align="right">53</td> + + <td align="right">41</td> + + <td align="right">53</td> + </tr> + + <tr> + <td align="right">21</td> + + <td align="right">49</td> + + <td align="right">22</td> + + <td align="right">50</td> + + <td align="right">22</td> + + <td align="right">52</td> + + <td align="right">26</td> + + <td align="right">46</td> + + <td align="right">26</td> + + <td align="right">54</td> + + <td align="right">42</td> + + <td align="right">54</td> + </tr> + + <tr> + <td align="right">23</td> + + <td align="right">51</td> + + <td align="right">23</td> + + <td align="right">51</td> + + <td align="right">23</td> + + <td align="right">53</td> + + <td align="right">27</td> + + <td align="right">47</td> + + <td 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Anyone seeking to utilize +this eBook outside of the United States should confirm copyright +status under the laws that apply to them. diff --git a/README.md b/README.md new file mode 100644 index 0000000..e2b8d6e --- /dev/null +++ b/README.md @@ -0,0 +1,2 @@ +Project Gutenberg (https://www.gutenberg.org) public repository for +eBook #13022 (https://www.gutenberg.org/ebooks/13022) diff --git a/old/13022-h.zip b/old/13022-h.zip Binary files differnew file mode 100644 index 0000000..8b837e6 --- /dev/null +++ b/old/13022-h.zip diff --git a/old/13022-h/13022-h.htm b/old/13022-h/13022-h.htm new file mode 100644 index 0000000..2887d79 --- /dev/null +++ b/old/13022-h/13022-h.htm @@ -0,0 +1,6800 @@ +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" + "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> +<html> +<head> +<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1" /> +<title>The Project Gutenberg eBook of My Book of Indoor Games, by Clarence Squareman</title> + <style type="text/css"> + /*<![CDATA[*/ + + <!-- + body {margin-left: 10%; margin-right: 10%;} + p {text-align: justify;} + blockquote {text-align: justify;} + h1,h2,h3,h4,h5,h6 {text-align: center;} + pre {font-size: 0.7em;} + + hr {text-align: center; width: 50%;} + html>body hr {margin-right: 25%; margin-left: 25%; width: 50%;} + hr.full {width: 100%;} + html>body hr.full {margin-right: 0%; margin-left: 0%; width: 100%;} + hr.short {text-align: center; width: 20%;} + html>body hr.short {margin-right: 40%; margin-left: 40%; width: 20%;} + + .note + {margin-left: 10%; margin-right: 10%; font-size: 0.9em;} + + span.pagenum + {position: absolute; left: 1%; right: 91%; font-size: 8pt;} + + .poem + {margin-left:10%; margin-right:10%; margin-bottom: 1em; text-align: left;} + .poem .stanza {margin: 1em 0em 1em 0em;} + .poem p {margin: 0; padding-left: 3em; text-indent: -3em;} + .poem p.i2 {margin-left: 1em;} + .poem p.i4 {margin-left: 2em;} + .poem p.i6 {margin-left: 3em;} + .poem p.i8 {margin-left: 4em;} + .poem p.i10 {margin-left: 5em;} + + .figure, .figcenter, .figright, .figleft + {padding: 1em; margin: 0; text-align: center; font-size: 0.8em;} + .figure img, .figcenter img, .figright img, .figleft img + {border: none;} + .figure p, .figcenter p, .figright p, .figleft p + {margin: 0; text-indent: 1em;} + .figcenter {margin: auto;} + .figright {float: right;} + .figleft {float: left;} + + .footnote {font-size: 0.9em; margin-right: 10%; margin-left: 10%;} + + .side { float:right; + font-size: 75%; + width: 25%; + padding-left:10px; + border-left: dashed thin; + margin-left: 10px; + text-align: left; + text-indent: 0; + font-weight: bold; + font-style: italic;} + a:link {color:blue; + text-decoration:none} + link {color:blue; + text-decoration:none} + a:visited {color:blue; + text-decoration:none} + a:hover {color:red} + --> + /*]]>*/ + </style> +</head> +<body> +<h1>The Project Gutenberg eBook, My Book of Indoor Games, by Clarence Squareman</h1> +<pre> +This eBook is for the use of anyone anywhere at no cost and with +almost no restrictions whatsoever. You may copy it, give it away or +re-use it under the terms of the Project Gutenberg License included +with this eBook or online at <a href = "https://www.gutenberg.org">www.gutenberg.org</a></pre> +<p>Title: My Book of Indoor Games</p> +<p>Author: Clarence Squareman</p> +<p>Release Date: July 25, 2004 [eBook #13022]</p> +<p>Language: English</p> +<p>Character set encoding: ISO-8859-1</p> +<p>***START OF THE PROJECT GUTENBERG EBOOK MY BOOK OF INDOOR GAMES***</p> +<br /> +<br /> +<h3>E-text prepared by Clare Boothby, David Newman, William Flis,<br /> + and the Project Gutenberg Online Distributed Proofreading Team</h3> +<br /> +<br /> + <hr class="full" /> + <div class="figcenter" + style="width:75%;"> + <a href="images/cover.jpg"><img width="100%" + src="images/cover.jpg" + alt="Cover." /></a> + </div> + + <h1>My Book <i>of</i> Indoor Games</h1> + + <h3><i>by</i></h3> + + <h2>Clarence Squareman</h2> + + <h4>(1916)</h4> + + <h4>With full page<br /> + illustrations from<br /> + photographs<br /> + loaned by The<br /> + Chicago Park<br /> + Commission</h4> + + <hr class="short" /> + <span class="pagenum"><a name="page4" + id="page4"></a>[pg 4]</span> + + <div class="figright" + style="width:30%;"> + <a href="images/plate1.jpg"><img width="100%" + src="images/thumb1.jpg" + alt="Plate 1 (click to view)." /></a> + </div> + + <p>The publishers gratefully acknowledge their thanks to the + Chicago Park Commission for the loan of the photographs of + which the half tone illustrations used in this book are + copies.</p> + <hr /> + <span class="pagenum"><a name="page5" + id="page5"></a>[pg 5]</span> + + <h2>INDEX OF INDOOR GAMES</h2> + <hr class="short" /> + + <div class="poem"> + <div class="stanza"> + <p>Acting Proverbs <a href="#page37">37</a></p> + + <p>Acting Rhymes <a href="#page54">54</a></p> + + <p>Adventurers <a href="#page41">41</a></p> + + <p>All Fours <a href="#page64">64</a></p> + + <p>Alphabet Game <a href="#page84">84</a></p> + + <p>Animal, Vegetable or Mineral + <a href="#page45">45</a></p> + + <p>Ants and the Grasshopper + <a href="#page91">91</a></p> + + <p>Balancing Spoon <a href="#page114">114</a></p> + + <p>Band Box (Charade) <a href="#page29">29</a></p> + + <p>Beggar My Neighbor <a href="#page69">69</a></p> + + <p>Bingo <a href="#page96">96</a></p> + + <p>Birds, Beasts and Fishes + <a href="#page61">61</a></p> + + <p>Bird Catcher <a href="#page26">26</a>, + <a href="#page105">105</a></p> + + <p>Birds Fly <a href="#page100">100</a></p> + + <p>Blackboard Relay <a href="#page102">102</a></p> + + <p>Blind Man's Buff <a href="#page18">18</a></p> + + <p>Blind Man's Wand <a href="#page47">47</a></p> + + <p>Bob Major <a href="#page24">24</a></p> + + <p>Bridge of Knives <a href="#page112">112</a></p> + + <p>Buff Says Buff <a href="#page18">18</a></p> + + <p>Buzz <a href="#page16">16</a></p> + + <p>Card Games <a href="#page13">13</a></p> + + <p>Cat and Mouse <a href="#page17">17</a></p> + + <p>Cat and Rat <a href="#page104">104</a></p> + + <p>Cat's Cradle <a href="#page81">81</a></p> + + <p>Charades <a href="#page28">28</a></p> + + <p>Checkers <a href="#page56">56</a></p> + + <p>Changing Seats <a href="#page102">102</a></p> + + <p>Chinese Shadows <a href="#page118">118</a></p> + + <p>Coach and Four <a href="#page93">93</a></p> + + <p>Cock Fighting <a href="#page83">83</a></p> + + <p>Consequences <a href="#page43">43</a></p> + + <p>Circle Ball <a href="#page106">106</a></p> + + <p>Crambo <a href="#page44">44</a></p> + + <p>Coin Trick <a href="#page115">115</a></p> + + <p>Cross Questions and Crooked Answers + <a href="#page11">11</a></p> + + <p>Crows' Race <a href="#page104">104</a></p> + + <p>Cushion Dance <a href="#page77">77</a></p> + + <p>Dancing Egg <a href="#page111">111</a></p> + + <p>Dancing Pea <a href="#page114">114</a></p> + + <p>Dead Ball <a href="#page106">106</a></p> + + <p>Diamond Ring <a href="#page78">78</a></p> + + <p>Dodge <a href="#page107">107</a></p> + + <p>Dominoes <a href="#page58">58</a></p> + + <p>Draw a Pail of Water <a href="#page87">87</a></p> + + <p>Drop the Handkerchief <a href="#page15">15</a></p> + + <p>Duck Under the Water <a href="#page88">88</a></p> + + <p>Dumb Crambo <a href="#page24">24</a></p> + + <p>Dwarf <a href="#page21">21</a></p> + + <p>Earth, Air, Fire and Water + <a href="#page44">44</a></p> + + <p>Eraser Game <a href="#page106">106</a></p> + + <p>Eraser Relay <a href="#page108">108</a></p> + + <p>Family Coach <a href="#page14">14</a></p> + + <p>Farmyard <a href="#page77">77</a></p> + + <p>Feather <a href="#page50">50</a></p> + + <p>Find an Object While Blindfolded + <a href="#page117">117</a></p> + + <p>Fives and Threes <a href="#page60">60</a></p> + + <p>Flag Race <a href="#page103">103</a></p> + + <p>Flowers <a href="#page80">80</a></p> + + <p>Flying + <a href="#page47">47</a></p><span class="pagenum"><a name="page6" + id="page6"></a>[pg 6]</span> + + <p>Forbidden Letter <a href="#page78">78</a></p> + + <p>Force of a Water Drop <a href="#page115">115</a></p> + + <p>Fox and Chickens <a href="#page107">107</a></p> + + <p>Fox and Geese <a href="#page83">83</a></p> + + <p>Fox Chase <a href="#page103">103</a></p> + + <p>French Roll <a href="#page27">27</a></p> + + <p>Frog in the Middle <a href="#page100">100</a></p> + + <p>Gallery of Statutes <a href="#page51">51</a></p> + + <p>Game of Cat <a href="#page34">34</a></p> + + <p>Game of Conversation <a href="#page50">50</a></p> + + <p>Garden Gate <a href="#page27">27</a></p> + + <p>Giant <a href="#page83">83</a></p> + + <p>Grand Mufti <a href="#page79">79</a></p> + + <p>Green Gravel <a href="#page59">59</a></p> + + <p>Hand Shadows <a href="#page118">118</a></p> + + <p>Hands Up <a href="#page48">48</a></p> + + <p>Hide the Thimble <a href="#page103">103</a></p> + + <p>Honey Pots <a href="#page85">85</a></p> + + <p>Hot Boiled Beans and Bacon + <a href="#page52">52</a></p> + + <p>How to Light a Candle Without Touching It + <a href="#page112">112</a></p> + + <p>How, When and Where <a href="#page21">21</a></p> + + <p>Huckle, Buckle, Beanstalk + <a href="#page102">102</a></p> + + <p>Huntsman <a href="#page51">51</a></p> + + <p>Hunt the Ring <a href="#page49">49</a></p> + + <p>Hunt the Slipper <a href="#page48">48</a></p> + + <p>I Apprenticed My Son <a href="#page17">17</a></p> + + <p>I Love My Love With an A + <a href="#page43">43</a></p> + + <p>I Point <a href="#page78">78</a></p> + + <p>I Say Stoop <a href="#page100">100</a></p> + + <p>I Sell My Bat, I Sell My Ball + <a href="#page81">81</a></p> + + <p>I Suspect You <a href="#page68">68</a></p> + + <p>It <a href="#page53">53</a></p> + + <p>Jolly Miller <a href="#page55">55</a></p> + + <p>Judge and Jury <a href="#page48">48</a></p> + + <p>Jumping the Rope <a href="#page105">105</a></p> + + <p>Last Man <a href="#page102">102</a></p> + + <p>Little Lady <a href="#page99">99</a></p> + + <p>Living Pictures <a href="#page34">34</a></p> + + <p>Living Shadows <a href="#page119">119</a></p> + + <p>Lodgings to Let <a href="#page49">49</a></p> + + <p>Lost and Found <a href="#page45">45</a></p> + + <p>Lubin Loo <a href="#page97">97</a></p> + + <p>Magic Music <a href="#page16">16</a></p> + + <p>Magic Thread <a href="#page111">111</a></p> + + <p>Magic Whistle <a href="#page92">92</a></p> + + <p>Magic Writing <a href="#page79">79</a></p> + + <p>Malaga Raisins <a href="#page93">93</a></p> + + <p>Man and Object <a href="#page54">54</a></p> + + <p>Man With His Head the Wrong Way + <a href="#page117">117</a></p> + + <p>Mother, Mother, the Pot Boils Over + <a href="#page89">89</a></p> + + <p>My Master Bids You Do as I Do + <a href="#page52">52</a></p> + + <p>Mysterious Ball <a href="#page117">117</a></p> + + <p>Noughts and Crosses <a href="#page61">61</a></p> + + <p>Oats and Beans and Barley + <a href="#page95">95</a></p> + + <p>Obstinate Cork <a href="#page112">112</a></p> + + <p>Old Maid <a href="#page66">66</a></p> + + <p>Old Soldier <a href="#page22">22</a></p> + + <p>Oranges and Lemons <a href="#page12">12</a></p> + + <p>Our Old Grannie Doesn't Like Tea + <a href="#page42">42</a></p> + + <p>Paper and Pencil Games <a href="#page61">61</a></p> + + <p>Personations <a href="#page83">83</a></p> + + <p>Pigeon House Game <a href="#page95">95</a></p> + + <p>Poison <a href="#page103">103</a></p> + + <p>Pope Joan <a href="#page67">67</a></p> + + <p>Postman <a href="#page20">20</a></p> + + <p>Postman's Knock <a href="#page42">42</a></p> + + <p>Preliminary Ball + <a href="#page107">107</a></p><span class="pagenum"><a name="page7" + id="page7"></a>[pg 7]</span> + + <p>Proverbs <a href="#page38">38</a></p> + + <p>Puss in the Corner <a href="#page20">20</a></p> + + <p>Questions and Answers <a href="#page88">88</a></p> + + <p>Racing and Counting Scores + <a href="#page101">101</a></p> + + <p>Red Cap and Blue Cap <a href="#page53">53</a></p> + + <p>Revolving Pins <a href="#page116">116</a></p> + + <p>Riddles <a href="#page69">69</a></p> + + <p>Riding the Bicycle <a href="#page104">104</a></p> + + <p>Rule of Contrary <a href="#page26">26</a></p> + + <p>Running Maze <a href="#page92">92</a></p> + + <p>Ruth and Jacob <a href="#page56">56</a></p> + + <p>Sally Water <a href="#page94">94</a></p> + + <p>Schoolmaster <a href="#page25">25</a></p> + + <p>School Room Basket Ball + <a href="#page101">101</a></p> + + <p>School Room Tag <a href="#page108">108</a></p> + + <p>Sea King <a href="#page17">17</a></p> + + <p>Seat Tag <a href="#page106">106</a></p> + + <p>Sentinel Drop <a href="#page115">115</a></p> + + <p>Serpentine Maze <a href="#page110">110</a></p> + + <p>Shadows <a href="#page118">118</a></p> + + <p>Shouting Proverbs <a href="#page38">38</a></p> + + <p>Simon Says <a href="#page26">26</a></p> + + <p>Six and Five Make Nine + <a href="#page113">113</a></p> + + <p>Slap Jack <a href="#page104">104</a></p> + + <p>Slow Poke <a href="#page110">110</a></p> + + <p>Snap <a href="#page65">65</a></p> + + <p>Snip, Snap, Snorum <a href="#page66">66</a></p> + + <p>Speculation <a href="#page63">63</a></p> + + <p>Spelling Game <a href="#page86">86</a></p> + + <p>Stool of Repentance <a href="#page49">49</a></p> + + <p>Squirrel and Nut <a href="#page101">101</a></p> + + <p>Suggestive Breathing Work + <a href="#page103">103</a></p> + + <p>Swimming Needles <a href="#page111">111</a></p> + + <p>Tag Me or Heads Up <a href="#page105">105</a></p> + + <p>Tag the Wall Relay <a href="#page110">110</a></p> + + <p>Teacher <a href="#page105">105</a></p> + + <p>Teacher and Class <a href="#page109">109</a></p> + + <p>Think of a Number <a href="#page119">119</a></p> + + <p>Third Man <a href="#page107">107</a></p> + + <p>Thought Reading <a href="#page70">70</a></p> + + <p>Tit, Tat, Toe <a href="#page61">61</a></p> + + <p>To Balance a Coffee Cup + <a href="#page112">112</a></p> + + <p>To Guess Two Ends of a Line of Dominoes + <a href="#page120">120</a></p> + + <p>To Tell the Age of Any Person + <a href="#page120">120</a></p> + + <p>Trades <a href="#page61">61</a></p> + + <p>Travelers' Alphabet <a href="#page14">14</a></p> + + <p>Tricks and Puzzles <a href="#page110">110</a></p> + + <p>Twirl the Trencher <a href="#page11">11</a></p> + + <p>Vanishing Dime <a href="#page113">113</a></p> + + <p>What's My Thought Like? <a href="#page81">81</a></p> + + <p>Wonderment <a href="#page89">89</a></p> + </div> + </div> + <hr /> + <span class="pagenum"><a name="page9" + id="page9"></a>[pg 9]</span> + + <h2>INTRODUCTION</h2> + <hr class="short" /> + + <p>"Let the child imbibe in the full spirit of play. There is + nothing like it to keep him on the path of health, right + thinking and mind development."</p> + + <p>That is the guiding purpose of the author. The reader will + find in this book a collection of old and present day games. + The student of Play has long realized that there are no new + games, that all our games of today are built on the old + timers.</p> + + <p>The purpose of My Book of Indoor Games is to furnish + amusement, entertainment and to be the means of sociability. So + very often the question comes up—"What shall we do?" In + many cases this book serves only as a reminder, the games and + parlor tricks are well known but cannot be recalled at the + critical moment. A combination, such as this, of the best of + the old-fashioned games and a carefully compiled list of the + games of today will furnish much help to the young in their + search of entertainment and amusement.</p> + + <p>But the book will be equally useful to grownups. The author + has seen staid, respectable people play "Lubin Loo" with as + much zest and spirit as the youngest group of children. All of + us have played "Going to Jerusalem." The spirit must be there; + there is nothing so contagious as the spirit of play.</p> + <hr /> + <span class="pagenum"><a name="page10" + id="page10"></a>[pg 10]</span> + + <div class="figcenter" + style="width:100%;"> + <a href="images/10.png"><img width="100%" + src="images/10.png" + alt="Hide—then go seek" /></a> + </div> + <hr class="short" /> + <span class="pagenum"><a name="page11" + id="page11"></a>[pg 11]</span> + + <div class="figcenter" + style="width:100%;"> + <a href="images/11.png"><img width="100%" + src="images/11.png" + alt="" /></a> + </div> + + <h1>INDOOR GAMES</h1> + <hr class="short" /> + + <h3>Twirl the Trencher</h3> + + <p>This is a game which almost any number of children can + play.</p> + + <p>The players seat themselves in a circle, and each takes the + name of some town, or flower, or whatever has been previously + agreed upon. One of the party stands in the middle of the + circle, with a small wooden trencher, or waiter, places it upon + its edge, and spins it, calling out as he does so the name + which one of the players has taken. The person named must jump + up and seize the trencher before it ceases spinning, but if he + is not very quick the trencher will fall to the ground, and he + must then pay a forfeit. It is then his turn to twirl the + trencher.</p> + + <p>A very similar game to this is "My Lady's Toilet." The only + difference is that each player must take the name of some + article of a lady's dress, such as shawl, earring, brooch, + bonnet, etc.</p> + <hr class="short" /> + + <h3>Cross Questions and Crooked Answers</h3> + + <p>To play this game it is best to sit in a circle, and until + the end of the game no one must speak above a + whisper.</p><span class="pagenum"><a name="page12" + id="page12"></a>[pg 12]</span> + + <p>The first player whispers a question to his neighbor, such + as: "Do you like roses?" This question now belongs to the + second player, and he must remember it.</p> + + <p>The second player answers: "Yes, they smell so sweetly," and + this answer belongs to the first player. The second player now + asks his neighbor a question, taking care to remember the + answer, as it will belong to him. Perhaps he has asked his + neighbor, "Are you fond of potatoes?" and the answer may have + been, "Yes, when they are fried!"</p> + + <p>So that the second player has now a question and an answer + belonging to him, which he must remember.</p> + + <p>The game goes on until every one has been asked a question + and given an answer, and each player must be sure and bear in + mind that it is the question he is asked, and the answer his + neighbor gives, which belong to him.</p> + + <p>At the end of the game each player gives his question and + answer aloud, in the following manner:</p> + + <p>"I was asked: 'Do you like roses?' and the answer was: 'Yes, + when they are fried!'" The next player says: "I was asked: 'Are + you fond of potatoes?' and the answer was: 'Yes, they are very + pretty, but they don't wear well.'"</p> + <hr class="short" /> + + <h3>Oranges and Lemons</h3> + + <p>Two of the players join hands, facing each other, having + agreed privately which is to be "Oranges" and which "Lemons." + The rest of the party form a long line, standing one behind the + other, and holding each other's dresses or coats. The first two + raise their hands so as to form an arch, and the rest run + through it, singing as they run:</p> + + <div class="poem"> + <div class="stanza"> + <p>"Oranges and Lemons,</p> + + <p>Say the bells of St. Clement's;</p> + + <p>You owe me five farthings,</p> + + <p>Say the bells of St. Martin's;</p> + + <p>When will you pay me?</p> + + <p>Say the bells of Old Bailey.</p> + + <p>I do not + know,</p><span class="pagenum"><a name="page13" + id="page13"></a>[pg 13]</span> + + <p>Says the big bell of Bow.</p> + + <p>Here comes a chopper to light you to bed!</p> + + <p>Here comes a chopper to chop off your head!"</p> + </div> + </div> + + <p>At the word "head" the hand archway descends, and clasps the + player passing through at that moment; he is then asked in a + whisper, "Oranges or Lemons?" and if he chooses "oranges," he + is told to go behind the player who has agreed to be "oranges" + and clasp him round the waist.</p> + + <div class="figcenter" + style="width:100%;"> + <a href="images/13.png"><img width="100%" + src="images/13.png" + alt="" /></a> + </div> + + <p>The players must be careful to speak in a whisper, so that + the others may not know what has been said.</p> + + <p>The game then goes on again, in the same way, until all the + children have been caught and have chosen which they will be, + "oranges" or "lemons." When this happens, the two sides prepare + for a tug-of-war. Each child clasps the one in front of him + tightly and the two leaders pull with all their might, until + one side has drawn the other across a line which has been drawn + between them.</p> + <hr class="short" /> + <span class="pagenum"><a name="page14" + id="page14"></a>[pg 14]</span> + + <h3>Musical Chairs or Going to Jerusalem</h3> + + <p>This game must be played in a room where there is a + piano.</p> + + <p>Arrange some chairs, back to back, in the center of the + room, allowing one chair less than the number of players. Some + one begins to play a tune, and at once the players start to + walk or run round the chairs, to the sound of the music.</p> + + <p>When the music stops, each player must try to find a seat, + and as there is one chair short, some one will fail to do so, + and is called "put." He must carry a chair away with him, and + the game goes on again until there is only one person left in, + with no chair to sit upon. This person has won the game.</p> + <hr class="short" /> + + <h3>The Traveler's Alphabet</h3> + + <p>The players sit in a row and the first begins by saying, "I + am going on a journey to Athens," or any place beginning with + A. The one sitting next asks, "What will you do there?" The + verbs, adjectives, and nouns used in the reply must all begin + with A; as "Amuse Ailing Authors with Anecdotes." If the player + answers correctly, it is the next player's turn; he says + perhaps: "I am going to Bradford." "What to do there?" "To + Bring Back Bread and Butter." A third says: "I am going to + Constantinople." "What to do there?" "To Carry Contented Cats." + Any one who makes a mistake must pay a forfeit.</p> + <hr class="short" /> + + <h3>The Family Coach</h3> + + <p>This is a very good old game, and is most amusing if you can + find some one who is a good story-teller.</p> + + <p>The players sit in a circle and every one, except the + story-teller, takes the name of some part of a coach or its + equipments; for instance, door, step, wheels, reins, box-seat, + and so on.</p> + + <p>When all are ready, the story-teller begins a tale about an + old coach and what happened to it, how it went on a journey, + came to grief, was mended, and started off again. + <span class="pagenum"><a name="page15" + id="page15"></a>[pg 15]</span> The story should be told + fluently, but not too quickly. Every time any part of the + coach is mentioned, the player who has taken that name must + rise from his seat and then sit down again.</p> + + <p>Whenever "the coach" is mentioned, all the players, with the + exception of the story-teller, must rise. Any one who fails to + keep these rules must pay a forfeit.</p> + <hr class="short" /> + + <h3>Drop the Handkerchief</h3> + + <p>A ring is formed by the players joining hands, whilst one + child, who is to "drop the handkerchief," is left outside. He + walks round the ring, touching each one with the handkerchief, + saying the following words:</p> + + <div class="figcenter" + style="width:100%;"> + <a href="images/15.png"><img width="100%" + src="images/15.png" + alt="" /></a> + </div> + + <div class="poem"> + <div class="stanza"> + <p>"I wrote a letter to my love,</p> + + <p>But on my way, I dropped it;</p> + + <p>A little child picked it up</p> + + <p>And put it in his + pocket.</p><span class="pagenum"><a name="page16" + id="page16"></a>[pg 16]</span> + + <p>It wasn't you, it wasn't you,</p> + + <p>It wasn't you—but it was you."</p> + </div> + </div> + + <p>When he says "It was you," he must drop the handkerchief + behind one of the players, who picks it up and chases him round + the ring, outside and under the joined hands, until he can + touch him with the handkerchief. As soon as this happens, the + first player joins the ring, whilst it is now the turn of the + second to "drop the handkerchief."</p> + <hr class="short" /> + + <h3>Magic Music</h3> + + <p>One of the players is sent out of the room, and the rest + then agree upon some simple task for her to perform, such as + moving a chair, touching an ornament, or finding some hidden + object. She is then called in and some one begins to play the + piano. If the performer plays very loudly, the "seeker" knows + that she is nowhere near the object she is to search for. When + the music is soft, then she knows she is very near, and when + the music ceases altogether, she knows that she has found the + object she was intended to look for.</p> + <hr class="short" /> + + <h3>Buzz</h3> + + <div class="figright" + style="width:30%;"> + <a href="images/plate2.jpg"><img width="100%" + src="images/thumb2.jpg" + alt="Plate 2 (click to view)." /></a> + </div> + + <p>This is a very old game, but is always a very great + favorite. The more the players, the greater the fun. The way to + play it is as follows: The players sit in a circle and begin to + count in turn, but when the number 7 or any number in which the + figure 7 or any multiple of 7 is reached, they say "Buzz," + instead of whatever the number may be. As, for instance, + supposing the players have counted up to 12, the next player + will say "13," the next "Buzz" because 14 is a multiple of 7 + (twice 7)—the next player would then say "15" the next + "16," and the next would, of course, say "Buzz" because the + figure 7 occurs in the number 17. If one of the players forgets + to say "Buzz" at the proper time, he is out. The game then + starts over again with the remaining players, and so it + continues until there is but one person remaining. If great + care is taken the numbers can be counted up to 70, + <span class="pagenum"><a name="page17" + id="page17"></a>[pg 17]</span> which, according to the rules + before mentioned, would, of course, be called Buzz. The + numbers would then be carried on as Buzz 1, Buzz 2, etc., up + to 79, but it is very seldom that this stage is reached.</p> + <hr class="short" /> + + <h3>"I Apprenticed My Son."</h3> + + <p>The best way of describing this game is to give an + illustration of how it is played. The first player thinks of + "Artichoke," and commences: "I apprenticed my son to a + greengrocer, and the first thing he sold was an A."</p> + + <p>Second player: "Apple?" "No."</p> + + <p>Third player: "Almonds?" "No."</p> + + <p>Fourth player: "Asparagus?" "No."</p> + + <p>Fifth player: "Artichoke?" "Yes."</p> + + <p>The last player, having guessed correctly, may now + apprentice his son. No player is allowed more than one + guess.</p> + <hr class="short" /> + + <h3>Cat and Mouse</h3> + + <p>The children sit in two rows opposite each other with a + space between. One child takes the place of "cat," being + blindfolded, and one takes the place of "mouse," and is also + blindfolded, the cat standing at one end of the row and the + mouse at the opposite end. They start in opposite directions, + guiding themselves by the chairs, the cat trying to catch the + mouse. When the mouse is caught it is made the cat, and one of + the company takes the place of the mouse.</p> + <hr class="short" /> + + <h3>The Sea King</h3> + + <p>This game can be played by any number of children. They + proceed by first choosing one of the party to act as the Sea + King, whose duty it is to stand in the center of a ring, formed + by the players seating themselves round him. The circle should + be as large as possible. <span class="pagenum"><a name="page18" + id="page18"></a>[pg 18]</span> Each of the players having + chosen the name of a fish, the King runs round the ring, + calling them by the names which they have selected.</p> + + <p>Each one, on hearing his name called, rises at once, and + follows the King, who, when all his subjects have left their + seats, calls out, "The sea is troubled," and seats himself + suddenly. His example is immediately followed by his subjects. + The one who fails to obtain a seat has then to take the place + of King, and the game is continued.</p> + <hr class="short" /> + + <h3>Buff Says "Baff"</h3> + + <p>This is a game in which no one is allowed to smile or laugh. + All the players, except one, sit in a row or half circle; one + goes out of the room and returns with a stick or poker in his + hand, and a very grave and solemn face. He is supposed to have + just returned from a visit to Buff. The first player asks him: + "Where do you come from?" "From Buff." The next asks: "Did he + say anything to you?" To which the reply is:</p> + + <div class="poem"> + <div class="stanza"> + <p>"Buff said 'Baff,'</p> + + <p>And gave me this staff,</p> + + <p>Telling me neither to smile nor to laugh.</p> + + <p>Buff says 'Baff,' to all his men,</p> + + <p>And I say 'Baff' to you again.</p> + + <p>And he neither laughs nor smiles,</p> + + <p>In spite of all your cunning wiles,</p> + + <p>But carries his face with a very good grace,</p> + + <p>And passes his staff to the very next place."</p> + </div> + </div> + + <p>If he can repeat all this without laughing, he delivers up + his staff to some one else, and takes his seat; but if he + laughs, or even smiles, he pays a forfeit before giving it + up.</p> + <hr class="short" /> + + <h3>Blind Man's Buff</h3> + + <p>In the olden times this game was known by the name of + "Hood-man Blind," as in those days the child that was chosen to + be "blind <span class="pagenum"><a name="page19" + id="page19"></a>[pg 19]</span> man" had a hood placed over + his head, which was fastened at the back of the neck.</p> + + <p>In the present day the game is called "Blind Man's Buff," + and very popular it is among young folk.</p> + + <div class="figcenter" + style="width:75%;"> + <a href="images/19.png"><img width="100%" + src="images/19.png" + alt="" /></a> + </div> + + <p>Before beginning to play, the middle of the room should be + cleared, the chairs placed against the wall, and all toys and + footstools put out of the way. The child having been selected + who is to be "Blind Man" or "Buff," is blindfolded. He is then + asked the question, "How many horses has your father got?" The + answer is "Three," and to the question: "What color are they?" + he replies: "Black, white, and gray." All the players then cry: + "Turn round three times and catch whom you may." Buff + accordingly spins round and then the fun commences. He tries to + catch the players, while they in their turn do their utmost to + escape "Buff," all the time making little sounds to + <span class="pagenum"><a name="page20" + id="page20"></a>[pg 20]</span> attract him. This goes on + until one of the players is caught, when Buff, without + having the bandage removed from his eyes, has to guess the + name of the person he has secured. If the guess is a correct + one, the player who has been caught takes the part of + "Buff," and the former "Buff" joins the ranks of the + players.</p> + <hr class="short" /> + + <h3>Puss in the Corner</h3> + + <p>This game is really for five players only, but, by a little + arrangement, six or seven children can take part in the + fun.</p> + + <p>Four players take their places in the different corners of + the room, while the fifth stands in the middle. If a greater + number of children wish to play, other parts of the room must + be named "corners," so that there is a corner for every + one.</p> + + <p>The fun consists in the players trying to change places + without being caught; but they are bound to call "Puss, puss," + first, and to beckon to the one they wish to change with. + Directly they leave their corners, the player in the center + tries to get into one of them.</p> + + <p>When the center player succeeds in getting into a corner, + the one who has been displaced has to take his place in the + middle of the room.</p> + <hr class="short" /> + + <h3>The Postman</h3> + + <p>For this game all the players, except two, seat themselves + in a circle. One of the two left out is blindfolded and is + called the "Postman," the other is called the + "Postmaster-General." Each of the players seated in the circle + chooses the name of a town, which the "Post-master-General" + writes down on a slip of paper, so that he may not forget it. + He then calls out the names of two towns, thus: "The post from + Aberdeen to Calcutta." At once, the players who have taken + those names must change places, and while doing so the + "Postman" must try to catch one of them. If he succeeds in + doing so he takes his place in the circle, having chosen a town + for his name, and the one caught becomes "Postman" in place of + him. Sometimes "General post" is called, when all have to + change places, and the "Postman" is then almost sure to gain a + seat.</p><span class="pagenum"><a name="page21" + id="page21"></a>[pg 21]</span> + <hr class="short" /> + + <h3>The Dwarf</h3> + + <div class="figright" + style="width:50%;"> + <a href="images/21.png"><img width="100%" + src="images/21.png" + alt="" /></a> + </div> + + <p>This is a most amusing game if well carried out. The two + performers must be hidden behind two curtains in front of which + a table has been placed.</p> + + <p>One of the performers slips his hands into a child's socks + and little shoes. He must then disguise his face, by putting on + a false mustache, painting his eyebrows, sticking pieces of + black court plaster over one or two of his teeth, which will + make it appear as though he has lost several teeth. This, with + a turban on his head, will prove a very fair disguise. The + second performer must now stand behind the first and pass his + arms round him, so that the second performer's hands may appear + like the hands of the dwarf, while the first performer's hands + make his feet. The figure must, of course, be carefully + dressed, and the body of the second performer hidden behind the + curtains.</p> + + <p>The front player now puts his slippered hands upon the table + and begins to keep time, while the other performer follows suit + with his hands.</p> + + <p>The dwarf can be used either to tell fortunes, make jokes, + or ask riddles, and if the performers act their parts well, the + guests will laugh very heartily.</p> + <hr class="short" /> + + <h3>How, When, and Where</h3> + + <p>One of the company goes out of the room, while the others + choose a word to be guessed, one with two or three different + meanings being the + best.</p><span class="pagenum"><a name="page22" + id="page22"></a>[pg 22]</span> + + <div class="figcenter" + style="width:75%;"> + <a href="images/22.png"><img width="100%" + src="images/22.png" + alt="" /></a> + </div> + + <p>We will suppose that the word "Spring" has been thought of. + When the person who is outside the room is recalled, he (or + she) asks each one in succession: "How do you like it?" The + answers may be "Dry" (meaning the season), "Cold and clear" (a + spring of water), "Strong" (a watch-spring), and "High" (a + jump). The next question is: "When do you like it?" The answers + may be: "When I am in the country," "When I am thirsty," "When + my watch is broken."</p> + + <p>The next question is: "Where do you like it?" and the + answers may be: "Anywhere and everywhere," "In hot weather," + "In the clock." The game is to try and guess the word after any + of the answers, and if right, the player last questioned takes + the place of the one who is guessing; if wrong, the questioner + must try again.</p> + <hr class="short" /> + + <h3>Old Soldier</h3> + + <p>Old Soldier is a game for young children, and though it + seems very simple, yet there is a good deal of fun in it. One + of the children pretends to be an old soldier, and goes round + begging of each of the other players in turn, saying that he is + "poor, and old, and hungry," + <span class="pagenum"><a name="page23" + id="page23"></a>[pg 23]</span> and asking what they will do + for him or give him. In answering the Old Soldier, no one + must say the words: "Yes," "No," "Black," or "White," and he + must be answered at once without hesitation. Any one who + does not reply at once, or who uses any of the forbidden + words, must pay a forfeit.</p> + + <div class="figcenter" + style="width:90%;"> + <a href="images/23.png"><img width="100%" + src="images/23.png" + alt="" /></a> + </div> + <hr class="short" /> + <span class="pagenum"><a name="page24" + id="page24"></a>[pg 24]</span> + + <h3>Bob Major</h3> + + <p>Two of the players sit down, and a cloth, large enough to + prevent their seeing anything, is put over their heads. Then + two other persons tap them on the head with long rolls of + paper, which they have in their hands, and ask, in feigned + voices, "Who bobs you?" If either of those who have been tapped + answers correctly, he changes places with the one who has + tapped him.</p> + <hr class="short" /> + + <h3>Dumb Crambo</h3> + + <p>Divide the company into two equal parts, one-half leaving + the room; the remaining players should then select a word, + which will have to be guessed by those outside the door. When + the word has been chosen—say, for instance, the word + "will"—the party outside the room are told that the word + they are to guess rhymes with "till." A consultation then takes + place, and they may think that the word is "ill." The company + then enter and begin to act the word "ill," but without + speaking a word. The audience, when they recognize the word + that is being performed, will immediately hiss, and the actors + then retire and think of another word.</p> + + <p>Thus the game goes on until the right word is hit upon, when + the company who have remained in the room, clap their hands. + The audience then change places with the actors.</p> + <hr class="short" /> + + <h3>Trades</h3> + + <p>Each player must choose a trade and pretend to be working at + it. For instance, if he is a tailor, he must pretend to sew or + iron; if a blacksmith, to hammer, and so on. One is the king, + and he, too, chooses a trade. Every one works away as hard as + he can until the king suddenly gives up his trade, and takes up + that of some one else. Then all must stop, except the one whose + business the king has taken, and he must start with the king's + work. The two go on until the king chooses to go back to his + own trade, when all begin working + <span class="pagenum"><a name="page25" + id="page25"></a>[pg 25]</span> again. Any one who fails + either to cease working or to begin again at the right time, + must pay a forfeit.</p> + + <p>A somewhat more elaborate and livelier game of Trades is + played by each boy in the party choosing a trade which he is + supposed to be carrying on. The leader must invent a story, + and, standing in the middle, must tell it to the company. He + must manage to bring in a number of names of trades or + businesses; and whenever a trade is mentioned, the person who + represents it must instantly name some article sold in the + shop.</p> + <hr class="short" /> + + <div class="figcenter" + style="width:100%;"> + <a href="images/25.png"><img width="100%" + src="images/25.png" + alt="" /></a> + </div> + + <h3>The Schoolmaster</h3> + + <p>This is always a favorite game. One of the players is chosen + schoolmaster, and the others, ranged in order in front of him, + form the class. The master may then examine the class in any + branch of learning. Suppose him to choose Geography, he must + begin with the pupil at the head of the class, and ask for the + name of a country or town beginning with A. If the pupil does + not reply correctly before the master has counted ten, he asks + the next pupil, who, if he answers + <span class="pagenum"><a name="page26" + id="page26"></a>[pg 26]</span> rightly—say, for + instance, "America," or "Amsterdam," in time, goes to the + top of the class. The schoolmaster may go on in this way + through the alphabet either regularly or at random, as he + likes. Any subject—names of kings, queens, poets, + soldiers, etc.—may be chosen. The questions and + answers must follow as quickly as possible. Whoever fails to + answer in time, pays a forfeit.</p> + <hr class="short" /> + + <h3>Rule of Contrary</h3> + + <p>This is a simple game for little children. It is played + either with a pocket-handkerchief, or, if more than four want + to play, with a table-cloth or small sheet. Each person takes + hold of the cloth; the leader of the game holds it with the + left hand, while with the right he makes pretense of writing on + the cloth while he says: "Here we go round by the rule of + contrary. When I say 'Hold fast,' let go; and when I say 'Let + go,' hold fast." The leader then calls out one or other of the + commands, and the rest must do the opposite, of what he says. + Any one who fails must pay a forfeit.</p> + <hr class="short" /> + + <h3>Simon Says</h3> + + <p>Seat yourselves in a circle and choose one of the company to + be the leader, or Simon. His duty is to order all sorts of + different things to be done, the funnier the better, which must + be obeyed only when the order begins with "Simon says." As, for + instance, "Simon says: 'Thumbs up!'" which, of course, all + obey; then perhaps comes: "Thumbs down!" which should not be + obeyed, because the order did not commence with "Simon + says."</p> + + <p>Each time this rule is forgotten a forfeit must be paid. + "Hands over eyes," "Stamp the right foot," "Pull the left ear," + etc., are the kind of orders to be given.</p> + <hr class="short" /> + + <h3>The Bird-Catcher</h3> + + <p>To play this game you must first decide which one of you is + to be the Bird-catcher; the other players then each choose the + name of a <span class="pagenum"><a name="page27" + id="page27"></a>[pg 27]</span> bird, but no one must choose + the owl, as it is forbidden. All the players then sit in a + circle with their hands on their knees, except the + Bird-catcher, who stands in the center, and tells a tale + about birds, taking care to specially mention the ones he + knows to have been chosen by the company. As each bird's + name is called, the owner must imitate its note as well as + he can, but when the owl is named, all hands must be put + behind the chairs, and remain there until the next bird's + name is mentioned. When the Bird-catcher cries "All the + birds," the players must together give their various + imitations of birds. Should any player fail to give the cry + when his bird is named, or forget to put his hands behind + his chair, he has to change places with Bird-catcher.</p> + <hr class="short" /> + + <h3>French Roll</h3> + + <p>A good many children may play at this game. One player is + called the buyer, the rest form a line in front of him and take + hold of each other. The first in this line is called the baker, + the last the French roll. Those between are supposed to be the + oven. When they are all in place the buyer says to the baker, + "Give me my French roll." The baker replies, "It is at the back + of the oven." The buyer goes to fetch it, when the French roll + begins running from the back of the oven, and comes up to the + baker, calling all the while, "Who runs? Who runs?" The buyer + may run after him, but if the French roll gets first to the top + of the line, he becomes baker, and the last in the line is + French roll. If, however, the buyer catches the French roll, + the French roll becomes buyer, and the buyer takes the place of + the baker.</p> + <hr class="short" /> + + <h3>The Garden Gate</h3> + + <p>The Garden Gate is a very pretty game. A ring is formed of + all the players except one, who stands in the middle. The + others dance round her three times, and when they stop she + begins to sing:</p> + + <div class="poem"> + <div class="stanza"> + <p>"Open wide the garden gate, the garden gate, the + garden gate,</p> + + <p>Open wide the garden gate and let me through."</p> + </div> + </div> + + <p>The circle then dances round her again, + singing:</p><span class="pagenum"><a name="page28" + id="page28"></a>[pg 28]</span> + + <div class="poem"> + <div class="stanza"> + <p>"Get the key of the garden gate, the garden gate, + the garden gate,</p> + + <p>Get the key of the garden gate and open and let + yourself through."</p> + </div> + </div> + + <p>The girl inside the circle, pretending to sob, replies:</p> + + <div class="poem"> + <div class="stanza"> + <p>"I've lost the key of the garden gate, the garden + gate, the garden gate,</p> + + <p>I've lost the key of the garden gate, and cannot let + myself through."</p> + </div> + </div> + + <p>But the dancers dance round and round her, singing:</p> + + <div class="poem"> + <div class="stanza"> + <p>"Then you may stop all night within the gate, within + the gate, within the gate,</p> + + <p>You may stop all night within the gate, unless you + have strength to break through."</p> + </div> + </div> + + <p>The captive then rushes to the weakest part of the ring, and + tries to break through by throwing her whole weight upon the + clasped hands of the children, and generally contrives to break + through, the one whose hand gives way being made captive in her + stead.</p> + <hr /> + + <h2>CHARADES</h2> + + <p>A back drawing-room with folding doors makes a very nice + theater for acting charades. Almost anything may be used for + dressing up—shawls, anti-macassars, table-cloths, + handkerchiefs, cast-off dresses, or a dressing-gown. The latter + is a very useful garment in representing an old gentleman, + while tow or white fire shavings make excellent wigs.</p> + + <p>The great thing in a charade is to try and puzzle your + audience as much as you can. You must choose a word of two or + more syllables, such as "Bagpipe." First you must act the word + "Bag," and be sure that the word is mentioned, though you must + be careful to bring it in in such a way that the audience shall + not guess it is the word you are acting.</p> + + <p>Next comes the word "Pipe," and this must be brought in in + the same manner. When you have acted the two syllables, you + must act the whole: "Bagpipe."</p> + + <p>Before beginning the charade, you should arrange who is to + bring <span class="pagenum"><a name="page29" + id="page29"></a>[pg 29]</span> in the charade word or + syllable. You must also settle what you are going to say, or + at least, what the act is to be about. Let every scene be + well thought out and be as short as possible. You must be as + quick as ever you can between the acts, for all the fun will + be spoiled if you keep your audience waiting. If you have no + curtain or screen, the actors must simply walk off the stage + at the end of the scenes.</p> + + <p>To act charades well, one requires a little practice and + plenty of good temper, for, of course, only one or two can take + principal parts, and therefore some of the children must be + content to take the smaller ones. It is a good plan to take it + in turns to play the best parts, and if the elder children are + kind and thoughtful, they will try to make some easy little + parts, so that their younger brothers and sisters may also join + in the fun. Here we give you a very simple charade, the words + of which you may learn, and then act, after which you will very + likely be able to make up charades for yourselves.</p> + <hr class="short" /> + + <h3>The "Band-Box" Charade</h3> + + <h4>Scene 1: A Street</h4> + + <p>This can be made by placing a row of chairs with open backs + near the wall facing the audience; a child is stationed behind + each chair, and, looking through the open back, pretends to be + looking out of a window.</p> + + <h4>BAND</h4> + + <p>First Child behind chair.—Oh! dear, how dull our + street always is. I declare nothing nice ever comes this + way.</p> + + <p>Second Child.—No, I quite agree with you. Why, I + haven't seen a "Punch and Judy" for months. I wish my mother + would go and live in another street.</p> + + <p>Third Child.—Never mind, let us go out and have a + game.</p> + + <p>(Enter five or six children—or a lesser number, if + more convenient—carrying toy musical instruments.)</p> + + <p>First Child.—Hurrah! Here comes a German band. Come + along, children; let's go and listen to + it.</p><span class="pagenum"><a name="page30" + id="page30"></a>[pg 30]</span> + + <p>(The band groups itself at the end of the street, and the + children stand round. After tuning up, the band begins to + play.)</p> + + <p>Second Child.—Now, Mary Jane, we can dance. I'll dance + with you.</p> + + <p>Third Child.—No, I want to dance with Mary Jane.</p> + + <p>First Child.—I don't want to dance at all.</p> + + <p>Second Child.—You must.</p> + + <p>Third Child.—Yes, you must.</p> + + <p>(Band ceases playing and one of the bandsmen comes round for + money.)</p> + + <p>First Child.—I haven't any money.</p> + + <p>Second Child.—But we haven't begun to dance yet.</p> + + <p>Bandsman.—You shouldn't have been so long arguing + then. Surely you'll give the band a nickel, after all the + pretty music it has played?</p> + + <p>First Child.—I won't.</p> + + <p>Second Child.—I won't.</p> + + <p>Third Child.—And I won't.</p> + + <p>Bandsman.—Well, you are mean. Come along. (Beckoning + to the rest of the band.) We'll go, and it will be a long time + before we come down this street again.</p> + + <center> + (Curtain falls.) + </center> + + <h4>BOX</h4> + + <h4>Scene 2: A Room</h4> + + <p>Tommy (hopping about the room, waving a letter in his + hand.)—Hurrah! hurrah! Uncle Dick is coming. Hurrah! + hurrah!</p> + + <p>(Enter Tommy's brother and sister and papa and mamma.)</p> + + <p>Papa.—What's the matter, Tommy?</p> + + <p>Tommy.—Uncle Dick has written to say he is coming to + spend Christmas with us, and he is bringing me a Christmas + box.</p> + + <p>Mamma.—How kind of him! But be sure you are careful + not to offend him, Tommy. He is rather a touchy old + gentleman.</p> + + <p>Sister.—I wonder what it will be, Tommy.</p> + + <p>Brother.—I hope it will be a set of cricket things, + and then we can play cricket in the + summer.</p><span class="pagenum"><a name="page31" + id="page31"></a>[pg 31]</span> + + <p>Tommy.—Oh! yes, I hope it will be, but whatever it is, + it is sure to be something nice.</p> + + <p>(Begins hopping about again. Enter Uncle Dick, a very old + gentleman with a gouty foot. Tommy does not see him and goes + banging into him, treading on his gouty foot.)</p> + + <p>Uncle Dick.—Oh! oh! oh! oh, my toe!</p> + + <p>Tommy.—Oh! Never mind your toe! Where's my Christmas + box?</p> + + <p>Uncle Dick.—Your Christmas box, you young scamp! Think + of my toe.</p> + + <p>Tommy.—Please, uncle, I'm very sorry, but I do so want + to know what you have brought me for a Christmas box.</p> + + <p>Uncle Dick (roaring).—Here's your Christmas box, and + may it teach you to be more careful in future. (Boxes Tommy's + ears.)</p> + + <center> + (Curtain falls.) + </center> + + <p>Here is a list of words which will divide easily into + charade words:</p> + + <div class="poem"> + <div class="stanza"> + <p>Brides-maids. Sea-side. Car-pen-try.</p> + + <p>Cur-tail. Nose-gay. In-do-lent.</p> + + <p>Hand-i(I)-craft. Turn-key. Hand-some.</p> + + <p>Key-hole. Rail-way. Sweet-heart.</p> + + <p>Port-man-teau(toe). Mad-cap. A-bun-dance.</p> + + <p>In-no-cent. Fox-glove. Pat-riot.</p> + </div> + </div> + + <p>To make your charades a real success, you will, of course, + require a curtain. A very effective one can be made with a + little trouble and at a small cost; indeed, the materials may + be already in the house.</p> + + <p>First you must fix a couple of supports on each side of the + room, taking care that they are screwed firmly into the wall, + and also taking care not to damage the paper.</p> + + <p>If you are a neat workman, you will find on taking out the + screws that the two small screw-holes on each side will + scarcely be noticed, as of course the supports must be fixed + near the ceiling.</p> + + <p>You must then put up your curtain-pole, which should be as + thin as possible, so that the rings may run easily. A cheap + bamboo pole is the + best.</p><span class="pagenum"><a name="page32" + id="page32"></a>[pg 32]</span> + + <p>Two wide, deep curtains are required; very likely the + nursery curtains may be suitable.</p> + + <p>On to these curtains you sew a number of small brass rings, + which you can buy for about 20 cents a dozen, or even less. The + rings should be sewn on the curtains, as you see in the + illustration, right across the top, and from the extreme top + corner of the curtain, slantingwise across to the middle.</p> + + <p>The top rings are passed along the curtain-pole, a string + (marked in the illustration A1) is sewn on to the curtain, and + threaded through the rings until it reaches A2. It is then + threaded through the rings on the pole until it reaches A3, + when it is allowed to fall loose.</p> + + <p>The same arrangement is gone through with string B. The + bottom of the curtain must be weighted with shot, or any other + weights that may be convenient.</p> + + <p>When the curtain is to be raised, the stage manager and his + assistant stand on each side of the stage with the strings + ready in their hands, and at a given signal—the ringing + of a bell is the usual sign that all is ready—they each + pull a string, and the curtains glide to each side, and may be + fixed to hooks, put up on purpose.</p> + + <p>When the curtain is to fall, the two in charge of it must + simply loosen the strings and let them go, and the weights + cause the curtains to fall to the center.</p> + + <p>All sorts of useful and ornamental "properties" may be made + at home for a very small cost. Cardboard, and gold and silver + paper, and glue go a long way toward making a good show.</p> + + <p>Swords, crowns, belts, gold-spangled and gold-bordered robes + can be made from these useful materials, and look first-rate at + a distance.</p> + + <p>An old black dress with little gold stars glued or gummed to + the material would make an excellent dress for a queen. The + swords or belts must first be cut out in cardboard, then + covered with gold or silver paper.</p> + + <p>To make a good wig, you should shape a piece of calico to + fit the head; then sew fire shavings or tow all over it. If you + wish for a curly wig, it is a good plan to wind the shavings or + tow tightly round a ruler, and tack it along with a back + stitch, which will hold the curl in position after you have + slipped it off the ruler. + <span class="pagenum"><a name="page33" + id="page33"></a>[pg 33]</span> These few hints will give you + some idea of the very many different costumes which can be + made by children out of the simplest materials.</p> + + <div class="figcenter" + style="width:100%;"> + <a href="images/33-1.png"><img width="100%" + src="images/33-1.png" + alt="THE CURTAIN CLOSED" /></a>THE CURTAIN CLOSED + </div> + + <div class="figcenter" + style="width:100%;"> + <a href="images/33-2.png"><img width="100%" + src="images/33-2.png" + alt="THE CURTAIN OPENED" /></a>THE CURTAIN OPENED + </div> + <hr class="short" /> + <span class="pagenum"><a name="page34" + id="page34"></a>[pg 34]</span> + + <h3>The Game of Cat</h3> + + <p>The person who is to play the part of Cat should stand + outside the door of the room where the company is assembled. + The boys and girls, in turn, come to the other side of the door + and call out "miaou." If the Cat outside recognizes a friend by + the cry, and calls out her name correctly in return, he is + allowed to enter the room and embrace her, and the latter then + takes the place of Cat. If, on the contrary, the Cat cannot + recognize the voice, he is hissed, and remains outside until he + does.</p> + + <div class="figcenter" + style="width:90%;"> + <a href="images/34.png"><img width="100%" + src="images/34.png" + alt="" /></a> + </div> + <hr class="short" /> + + <h3>Living Pictures</h3> + + <p>Living pictures are very amusing if well carried out, and + even with little preparation may be made very pretty or very + comical, whichever may be desired. It is perhaps better to + attempt comical ones if you have not much time in which to + arrange them, as the costumes are generally easier to manage, + and if you are obliged to use garments not quite in keeping + with the characters, it does not + <span class="pagenum"><a name="page35" + id="page35"></a>[pg 35]</span> matter much; indeed, it will + probably only make the audience laugh a little more.</p> + + <p>The great thing in living pictures is to remain perfectly + still during the performance. You should select several + well-known scenes either from history or fiction, and then + arrange the actors to represent the scenes as nearly as + possible.</p> + + <p>Simple home living pictures are a great source of fun, and + many a wet afternoon will pass like magic while arranging + scenes and making dresses to wear. Newspaper masks, newspaper + cocked hats, old shawls, dressing-gowns, and sticks are quite + sufficient for home charades.</p> + + <p>Suppose, for instance, you think of "Cinderella" for one + tableau. One girl could be standing decked out with colored + tissue paper over her frock, and with paper flowers in her + hair, to represent one of the proud sisters, while Cinderella + in a torn frock is arranging the other proud sister's train, + which may consist of an old shawl. Bouquets of paper flowers + should be in the sister's hands.</p> + + <p>"Little Red Riding Hood" is another favorite subject for a + living picture. The wolf may be represented by a boy on his + hands and knees, with a fur rug thrown over him. Red Riding + Hood only requires a scarlet shawl, arranged as a hood and + cloak, over her ordinary frock and pinafore, and she should + carry a bunch of flowers and a basket.</p> + + <p>All living pictures look better if you can have a frame for + them. It is not very difficult to make one, especially if you + have four large card-board dress-boxes.</p> + + <p>Having carefully cut out the bottoms of the boxes, place the + frames as here shown:</p> + + <div class="figcenter" + style="width:60%;"> + <a href="images/35.png"><img width="100%" + src="images/35.png" + alt="" /></a> + </div><span class="pagenum"><a name="page36" + id="page36"></a>[pg 36]</span> + + <p>Cut out the center framework, leaving a large square, + so:</p> + + <div class="figcenter" + style="width:60%;"> + <a href="images/36.png"><img width="100%" + src="images/36.png" + alt="" /></a> + </div> + + <p>You must then fasten the four pieces together by gluing + cardboard on each side of the joints, and you will have a very + good frame, which you can cover with colored paper or ornament + with muslin.</p> + + <p>This frame will last a very long time if carefully treated. + It should stand upright by itself; but if it is a little + unsteady, it is better to hold it upright from the sides. Of + course, this will only make a very small frame, but you can + increase the size by using more boxes.</p> + + <p>If you have no time to make a frame, arrange your figures + close to a door, outside the room in which the audience is + seated.</p> + + <p>When quite ready, some one must open the door, when the + doorway will make a kind of frame to the living picture.</p> + + <p>It is always well to have a curtain if you can; a sheet + makes an excellent one. Two children standing upon chairs hold + it up on each side, and at a given signal drop it upon the + floor, so that, instead of the curtain rising, it drops. When + it has been dropped, the two little people should take the + sheet corners in their hands again, so that they have only to + jump upon the chairs when it is time to hide the picture.</p> + + <p>Of course, these instructions are only for living pictures + on a very small scale; much grander arrangements will be needed + if the performance is to take place before any but a "home + audience."</p> + + <p>As I told you before, comic living pictures are the easiest + to perform on account of the dresses being easier to make, but + there are other living pictures which are easier still, and + which will cause a great deal of fun and merriment. They are + really catches, and are so simple that even very little + children can manage them.</p> + + <p>You can arrange a program, and make half a dozen copies to + hand round to the + audience.</p><span class="pagenum"><a name="page37" + id="page37"></a>[pg 37]</span> + + <p>The first living picture on the list is "The Fall of Greece" + and sounds very grand, indeed; but when the curtain rises (or + rather, if it is the sheet curtain, drops), the audience see a + lighted candle set rather crookedly in a candlestick and fanned + from the background so as to cause the grease to fall.</p> + + <p>Here are some other similar comic tableaux which you can + easily place before an audience:</p> + + <p>"Meet of the Hounds."—A pile of dog biscuits.</p> + + <p>"View of the Black Sea."—A large capital C blackened + with ink.</p> + + <p>"The Charge of the Light Brigade."—Half a dozen boxes + of matches labeled: "10 cents the lot."</p> + + <p>These are only a few of the many comic living pictures you + can perform; but, no doubt, you will be able to think of others + for yourselves.</p> + <hr class="short" /> + + <h3>Acting Proverbs</h3> + + <div class="figleft" + style="width:18%;"> + <a href="images/37.png"><img width="100%" + src="images/37.png" + alt="" /></a> + </div> + + <p>The best way to play this game is for the players to divide + themselves into two groups, namely, actors and audience. Each + one of the actors should then fix upon a proverb, which he will + act, in turn, before the audience. As, for instance, supposing + one of the players to have chosen the proverb, "A bad workman + quarrels with his tools," he should go into the room where the + audience is seated, carrying with him a bag in which there is a + saw, a hammer, or any other implement or tool used by a + workman; he should then look round and find a chair, or some + other article, which he should pretend requires repairing; he + should then act the workman, by taking off his coat, rolling up + his sleeves, and commencing work, often dropping his tools, and + grumbling about them the whole of the time.</p> + + <p>If this game be acted well, it may be made very + entertaining. Sometimes the audience are made to pay a forfeit + each time they fail to guess the proverb.</p> + <hr class="short" /> + <span class="pagenum"><a name="page38" + id="page38"></a>[pg 38]</span> + + <h3>Shouting Proverbs</h3> + + <p>This is rather a noisy game. One of the company goes outside + the door, and during his absence a proverb is chosen and a word + of it is given to each member of the company. When the player + who is outside re-enters the room, one of the company counts + "One, two, three," then all the company simultaneously shout + out the word that has been given to him or her of the proverb + that has been chosen.</p> + + <p>If there are more players present than there are words in + the proverb, two or three of them must have the same word. The + effect of all the company shouting out together is very funny. + All that is necessary is for the guesser to have a sharp ear; + then he is pretty sure to catch a word here and there that will + give him the key to the proverb.</p> + <hr class="short" /> + + <h3>Proverbs</h3> + + <p>This is a very interesting game, and can be played by a + large number at the same time. Supposing there are twelve + persons present, one is sent out of the room, while the others + choose a proverb. When this is done, the "guesser" is allowed + to come in, and he asks each person a question separately. In + the answer, no matter what question is asked, one word of the + proverb must be given. For illustration we will take "A bird in + the hand is worth two in the bush."</p> + + <div class="poem"> + <div class="stanza"> + <p>1. John must use the word "A" in his answer.</p> + + <p>2. Gladys must use the word "bird" in hers.</p> + + <p>3. Nellie must use the word "in" in hers.</p> + + <p>4. Tommy must use the word "the" in his.</p> + + <p>5. Estelle must use the word "hand" in hers.</p> + + <p>6. Ivy must use the word "is" in hers.</p> + + <p>7. Wilfrid must use the word "worth" in his.</p> + + <p>8. Lionel must use the word "two" in his.</p> + + <p>9. Vera must use the word "in" in hers.</p> + + <p>10. Bertie must use the word "the" in his.</p> + + <p>11. Harold must use the word "bush" in his.</p> + </div> + </div> + + <p>The fun becomes greater if the answers are given quickly and + without allowing the special word to be noticed. It often + happens that <span class="pagenum"><a name="page39" + id="page39"></a>[pg 39]</span> the "guesser" has to try his + powers over several times before succeeding. The one who by + giving a bad answer gives the clue, in turn becomes guesser, + and is then obliged to go out of the room while another + proverb is chosen.</p> + + <p>Here is a list of proverbs:</p> + + <div class="poem"> + <div class="stanza"> + <p>A bad workman quarrels with his tools.</p> + + <p>A bird in the hand is worth two in the bush.</p> + + <p>A cat may look at a king.</p> + + <p>Aching teeth are ill tenants.</p> + + <p>A creaking door hangs long on the hinges.</p> + + <p>A drowning man will catch at a straw.</p> + + <p>After dinner sit a while, after supper walk a + mile.</p> + + <p>A friend in need is a friend indeed.</p> + + <p>A good servant makes a good master.</p> + + <p>A good word is as soon said as an evil one.</p> + + <p>A little leak will sink a great ship.</p> + + <p>All are not friends that speak us fair.</p> + + <p>All are not hunters that blow the horn.</p> + + <p>All is fish that comes to the net.</p> + + <p>All is not gold that glitters.</p> + + <p>All work and no play makes Jack a dull boy.</p> + + <p>A pitcher goes often to the well, but is broken at + last.</p> + + <p>A rolling stone gathers no moss.</p> + + <p>A small spark makes a great fire.</p> + + <p>A stitch in time saves nine.</p> + + <p>As you make your bed, so you must lie on it.</p> + + <p>As you sow, so you shall reap.</p> + + <p>A tree is known by its fruit.</p> + + <p>A willful man will have his way.</p> + + <p>A willing mind makes a light foot.</p> + + <p>A word before is worth two behind.</p> + + <p>A burden which one chooses is not felt.</p> + + <p>Beggars have no right to be choosers.</p> + + <p>Be slow to promise and quick to perform.</p> + + <p>Better late than never.</p> + + <p>Better to bend than to break.</p> + + <p>Birds of a feather flock together.</p> + + <p>Care killed a cat.</p> + + <p>Catch the bear before you sell his skin.</p> + + <p>Charity begins at home, but does not end there.</p> + + <p>Cut your coat according to your cloth.</p> + + <p>Do as you would be done by.</p> + + <p>Do not halloo till you are out of the wood.</p> + + <p>Do not spur a willing + horse.</p><span class="pagenum"><a name="page40" + id="page40"></a>[pg 40]</span> + + <p>Early to bed and early to rise makes a man healthy, + wealthy, and wise.</p> + + <p>Empty vessels make the greatest sound.</p> + + <p>Enough is as good as a feast.</p> + + <p>Faint heart never won fair lady.</p> + + <p>Fine feathers make fine birds.</p> + + <p>Fine words butter no parsnips.</p> + + <p>Fire and water are good servants, but bad + masters.</p> + + <p>Grasp all, lose all.</p> + + <p>Half a loaf is better than no bread.</p> + + <p>Handsome is as handsome does.</p> + + <p>Happy is the wooing that is not long in doing.</p> + + <p>He that goes a-borrowing goes a-sorrowing.</p> + + <p>Hiders are good finders.</p> + + <p>Home is home though it be ever so homely.</p> + + <p>Honesty is the best policy.</p> + + <p>If wishes were horses, beggars would ride.</p> + + <p>It is an ill wind that blows nobody good.</p> + + <p>It is never too late to learn.</p> + + <p>It is not the cowl that makes the friar.</p> + + <p>It is a long lane that has no turning.</p> + + <p>It's a good horse that never stumbles.</p> + + <p>It's a sad heart that never rejoices.</p> + + <p>Ill weeds grow apace.</p> + + <p>Keep a thing for seven years, and you will find a + use for it.</p> + + <p>Kill two birds with one stone.</p> + + <p>Lazy folk take the most pains.</p> + + <p>Let sleeping dogs lie.</p> + + <p>Let them laugh that win.</p> + + <p>Make hay while the sun shines.</p> + + <p>Many a true word is spoken in jest.</p> + + <p>Many hands make light work.</p> + + <p>Marry in haste, repent at leisure.</p> + + <p>Never look a gift horse in the mouth.</p> + + <p>Necessity is the mother of invention.</p> + + <p>Old birds are not to be caught with chaff.</p> + + <p>Old friends and old wine are best.</p> + + <p>One swallow makes not a spring, nor one woodcock a + winter.</p> + + <p>People who live in glass houses should never throw + stones.</p> + + <p>Possession is nine points of the law.</p> + + <p>Procrastination is the thief of time.</p> + + <p>Short reckonings make long friends.</p> + + <p>Safe bind, safe find.</p> + + <p>Strike while the iron is hot.</p> + + <p>Take care of the pennies and the dollars will take + care of themselves.</p> + + <p>The more the merrier, the fewer the better + cheer.</p> + + <p>The darkest hour is just before the + daylight.</p><span class="pagenum"><a name="page41" + id="page41"></a>[pg 41]</span> + + <p>The cobbler's wife is the worst shod.</p> + + <p>There's many a slip 'twixt the cup and the lip.</p> + + <p>There's a silver lining to every cloud.</p> + + <p>Those who play with edge tools must expect to be + cut.</p> + + <p>Time and tide wait for no man.</p> + + <p>Too many cooks spoil the broth.</p> + + <p>Union is strength.</p> + + <p>Waste not, want not.</p> + + <p>What the eye sees not, the heart rues not.</p> + + <p>When rogues fall out honest men get their own.</p> + + <p>When the cat's away, the mice play.</p> + + <p>Willful waste makes woful want.</p> + + <p>You cannot eat your cake and have it also.</p> + </div> + </div> + + <div class="figright" + style="width:50%;"> + <a href="images/41.png"><img width="100%" + src="images/41.png" + alt="" /></a> + </div> + <hr class="short" /> + + <h3>The Adventurers</h3> + + <p>This is a very good game and will combine both instruction + and amusement. The idea is that the company imagines itself to + be a party of travelers who are about to set out on a journey + to foreign countries. A good knowledge of geography is + required, also an idea of the manufactures and customs of the + foreign parts about to be visited. It would be as well, if not + quite certain about the location of the part, to refer to a + map.</p> + + <p>A place for starting having been decided upon, the first + player sets out upon his journey. He tells the company what + spot he intends to visit (in imagination) and what kind of + conveyance he means to travel in. On arriving at his + destination, the player states what he wishes to buy, and to + whom he intends to make a present of his purchase on returning + home.</p><span class="pagenum"><a name="page42" + id="page42"></a>[pg 42]</span> + + <p>This may seem very simple, but it is not nearly so easy as + it appears. The player must have some knowledge of the country + to which he is going, the way he will travel, and the time it + will take to complete the journey. To give an instance, it will + not do for the player to state that he is going to Greenland to + purchase pineapples, or to Florida to get furs; nor will it do + for him to make a present of a meerschaum pipe to a lady, or a + cashmere shawl to a gentleman.</p> + + <p>More fun is added to this game if forfeits are exacted for + all mistakes.</p> + + <p>The game continues, and the second player must make his + starting point from where the first leaves off. Of course, all + depends upon the imagination or the experience of the player; + if he has been a traveler or has read a good deal, his + descriptions should be very interesting.</p> + <hr class="short" /> + + <h3>Postman's Knock</h3> + + <p>One player begins the game by going out of the room, and + then giving a double (or postman's) knock at the door; it is + the duty of one of the other players to stand at the door + inside the room to answer the knocks that are made, and to ask + the postman for whom he has a letter. The postman names some + member of the company, generally of the opposite sex; he is + then asked, "How many cents are to be paid?" Perhaps he will + say "six"; the person for whom the letter is supposed to be + must then pay for it with kisses, instead of cents; after which + he or she must take a turn as postman.</p> + <hr class="short" /> + + <h3>"Our Old Grannie Doesn't Like Tea."</h3> + + <p>All the players sit in a row, except one, who sits in front + of them and says to each one in turn: "Our old Grannie doesn't + like T; what can you give her instead?"</p> + + <p>Perhaps the first player will answer, "Cocoa," and that will + be correct; but if the second player should say, "Chocolate," + he will have to pay a forfeit, because there is a "T" in + chocolate. This is really a catch, as at first every one thinks + that "tea" is meant instead of the + <span class="pagenum"><a name="page43" + id="page43"></a>[pg 43]</span> letter "T." Even after the + trick has been found out it is very easy to make a slip, as + the players must answer before "five" is counted; if they + cannot, or if they mention an article of food with the + letter "T" in it, they must pay a forfeit.</p> + <hr class="short" /> + + <h3>"I Love My Love with an A."</h3> + + <p>To play this game it is best for the players to arrange + themselves in a half circle round the room. Then one begins: "I + love my love with an 'A,' because she is affectionate; I hate + her with an 'A,' because she is artful. Her name is Alice, she + comes from Alabama, and I gave her an apricot." The next player + says: "I love my love with a 'B,' because she is bonnie; I hate + her with a 'B,' because she is boastful. Her name is Bertha, + she comes from Boston, and I gave her a book." The next player + takes "C," and the next "D," and so on through all the letters + of the alphabet.</p> + <hr class="short" /> + + <h3>Consequences</h3> + + <p>One of the most popular games at a party is certainly + "Consequences;" it is a very old favorite, but has lost none of + its charms with age. The players sit in a circle; each person + is provided with a half sheet of notepaper and a pencil, and is + asked to write on the top—(1) one or more adjectives, + then to fold the paper over, so that what has been written + cannot be seen. Every player has to pass his or her paper on to + the right-hand neighbor, and all have then to write on the top + of the paper which has been passed by the left-hand neighbor + (2) "the name of the gentleman;" after having done this, the + paper must again be folded and passed on as before; this time + must be written (3) one or more adjectives; then (4) a lady's + name; next (5), where they met; next (6), what he gave her; + next (7), what he said to her; next (8), what she said to him; + next (9), the consequence; and lastly (10), what the world said + about it.</p> + + <p>Be careful that every time anything has been written, the + paper is folded down and passed on to the player on your right. + When every one has written what the world says, the papers are + collected <span class="pagenum"><a name="page44" + id="page44"></a>[pg 44]</span> and one of the company + proceeds to read out the various papers, and the result may + be something like this:</p> + + <p>(1) The horrifying and delightful (2) Mr. Brown (3) met the + charming (4) Miss Philips (5) in Lincoln Park; (6) he gave her + a flower (7) and said to her: "How's your mother?" (8) She said + to him: "Not for Joseph;" (9) the consequence was they danced + the hornpipe, and the world said (10), "Just what we + expected."</p> + <hr class="short" /> + + <h3>Earth, Air, Fire, and Water</h3> + + <div class="figleft" + style="width:35%;"> + <a href="images/44.png"><img width="100%" + src="images/44.png" + alt="" /></a> + </div> + + <p>To play this game seat yourselves in a circle, take a clean + duster or handkerchief, and tie it in a big knot, so that it + may easily be thrown from one player to another. One of the + players throws it to another, at the same time calling out + either of these names: Earth, Air, Fire, or Water. If "Earth" + is called, the player to whom the ball is thrown has to mention + something that lives on the earth, as lion, cat; if "Air" is + called, something that lives in the air; if "Water," something + that lives in the water; but if "Fire" is called, the player + must keep silence. Always remember not to put birds in the + water, or animals or fishes in the air; be silent when "Fire" + is called, and answer before ten can be counted. For breaking + any of these rules a forfeit must be paid.</p> + <hr class="short" /> + + <h3>Crambo</h3> + + <p>One of the party leaves the room, and on his return he is + asked to find a word which has been chosen by the other players + in his absence; and in order to help him, another word is + mentioned rhyming with the word to be guessed. Questions may + then be asked by the guesser, and + <span class="pagenum"><a name="page45" + id="page45"></a>[pg 45]</span> the players must all + introduce, as the final word of their answer, another word + rhyming with the word chosen. For instance, suppose the word + "way" is selected. The guesser would then be told that the + word chosen rhymes with "say." He might then ask the first + one of the party: "What do you think of the weather?" and + the answer might be: "We have had a lovely day." The second + question might be: "Have you enjoyed yourself?" and the + answer might be: "Yes; I have had lots of play." The game + would proceed in this way until the guesser gave the correct + answer, or one of the party failed to give the proper rhyme, + in which case the latter would then be called upon to take + the place of the guesser.</p> + <hr class="short" /> + + <h3>Lost and Found</h3> + + <p>A very similar game to "Consequences" is that of "Lost and + Found," which is played in an exactly similar manner, but the + questions are quite different: (1) Lost, (2) by whom, (3) at + what time, (4) where, (5) found by, (6) in what condition, (7) + what time, (8) the reward.</p> + + <p>The answers may be something like the following: (1) Lost a + postage-stamp, (2) by sister Jane, (3) at three in the morning, + (4) at St. Louis, (5) it was found by a policeman, (6) rather + the worse for wear, (7) at dinner-time; (8) the reward was a + kiss.</p> + <hr class="short" /> + + <h3>"Animal, Vegetable, or Mineral?"</h3> + + <p>This is a capital game for a large party, for it is both + instructive and amusing. Two sides are picked, one has to guess + what word or sentence the remainder of the company has chosen. + They go out of the room, and when the subject has been decided + upon, return and ask a question of each of the other side in + turn. The answer must be either "Yes" or "No," and in no case + should more words be used, under penalty of paying a forfeit. + The first important point to be found out is whether the + subject is "Animal," "Vegetable," or "Mineral." Supposing, for + instance, the subject chosen is a cat which is sleeping in the + room by the fire, the questions and answers might be like the + <span class="pagenum"><a name="page46" + id="page46"></a>[pg 46]</span> following: "Is the subject + chosen an animal?" "Yes." "Wild animal?" "No." "Domestic + animal?" "Yes." "Common?" "Yes." "Are there many to be seen + in this town?" "Yes." "Have you seen many this day?" "Yes." + "In this house?" "No." "Have you seen many in the road?" + "Yes." "Do they draw carts?" "No." "Are they used for + working purposes?" "No." "Is the subject a pet?" "Yes." + "Have they one in the house?" "Yes." "In this room?" "Yes." + "Is it lying in front of the fire at the present time?" + "Yes." "Is the subject you all thought of the cat lying in + front of the fire in this room?" "Yes." The subject having + been guessed, another one is chosen and the game proceeds. + The questions are limited to twenty, but it is hardly ever + necessary to use that number.</p> + <hr class="short" /> + + <h3>Hunt the Slipper</h3> + + <div class="figleft" + style="width:60%;"> + <a href="images/46.png"><img width="100%" + src="images/46.png" + alt="" /></a> + </div> + + <p>The players seat themselves in a circle on the floor, having + chosen one of their number to remain outside the circle. The + children seated on the floor are supposed to be cobblers, and + the one outside is the customer who has brought his shoe to be + mended. He hands it to one of them, saying:</p> + + <p>"Cobbler, cobbler, mend my shoe; Get it done by half-past + two."</p> + + <p>The cobblers pass the shoe round to each other as quickly as + they can, taking care that the customer does not see which of + them has it. When the customer comes to fetch it he is told + that it is not ready. He pretends to get angry and says he will + take it <span class="pagenum"><a name="page47" + id="page47"></a>[pg 47]</span> as it is. He must then try to + find it, and the cobbler who has it must try to pass it to + his neighbor without its being seen by the customer. The + person upon whom the shoe is found must become the customer, + while the customer takes his place in the circle on the + floor.</p> + <hr class="short" /> + + <h3>Flying</h3> + + <p>This game requires for the leader a person who can tell a + story or make a little amusing speech. Each one who plays must + place the right hand upon the left arm. The leader then tells a + story, during the telling of which whenever he mentions any + creature that can fly, every right hand is to be raised and + fluttered in the air to imitate the action of flying. At the + name of a creature that does not fly, the hands must be kept + quiet, under pain of a forfeit. Thus:</p> + + <div class="poem"> + <div class="stanza"> + <p>The little wren is very small,</p> + + <p class="i2">The humming-bee is less;</p> + + <p>The ladybird is least of all,</p> + + <p class="i2">And beautiful in dress.</p> + + <p>The pelican she loves her young,</p> + + <p class="i2">The stork its parent loves;</p> + + <p>The woodcock's bill is very long,</p> + + <p class="i2">And innocent are doves.</p> + + <p>In Germany they hunt the boar,</p> + + <p class="i2">The bee brings honey home,</p> + + <p>The ant lays up a winter store,</p> + + <p class="i2">The bear loves honeycomb.</p> + </div> + </div> + <hr class="short" /> + + <h3>The Blind Man's Wand</h3> + + <p>This is another way of playing Blind Man's Buff, and is + thought by many to be an improvement on that game.</p> + + <p>The player who is blindfolded stands in the center of the + room, with a long paper wand, which can be made of a newspaper + folded up lengthways, and tied at each end with string. The + other players then join hands and stand round him in a circle. + Some one then plays a <span class="pagenum"><a name="page48" + id="page48"></a>[pg 48]</span> merry tune on the piano, and + the players dance round and round the blind man, until + suddenly the music stops; the blind man then takes the + opportunity of lowering his wand upon one of the circle, and + the player upon whom it has fallen has to take hold of it. + The blind man then makes a noise, such as, for instance, the + barking of a dog, a street cry, or anything he thinks will + cause the player he has caught to betray himself, as the + captive must imitate whatever noise the blind man likes to + make. Should the blind man detect who holds the stick, the + one who is caught has to be blind man; if not, the game goes + on until he succeeds.</p> + <hr class="short" /> + + <h3>Judge and Jury</h3> + + <p>The company should be seated in two lines facing each other, + and one of the party should then be elected to act as judge. + Each person has to remember who is sitting exactly opposite, + because when the judge asks a question of any one, it is not + the person directly asked who has to reply, but the person + opposite to the judge. For instance, if the judge, addressing + one of the company, asks: "Do you like apples?" the person + spoken to must remain silent, while the person who is opposite + to him must reply before the judge can count ten; the penalty + on failing to do this is a forfeit. A rule with regard to the + answers is that the reply must not be less than two words in + length, and must not contain the words: "Yes," "No," "Black," + "White," or "Gray." For the breaking of this rule a forfeit may + also be claimed.</p> + <hr class="short" /> + + <h3>"Hands Up!"</h3> + + <div class="figright" + style="width:30%;"> + <a href="images/plate3.jpg"><img width="100%" + src="images/thumb3.jpg" + alt="Plate 3 (click to view)." /></a> + </div> + + <p>The company in this game must divide, one-half taking seats + on one side of the table, and the other half on the other side; + the players on one side being called the "guessers" and the + players on the other side being called the "hiders." A button + or any small object is produced, and the hiders have to pass it + from hand to hand, under the table, so that those sitting + opposite may not know who holds it. When it is hidden, one of + the guessers cries out, "Hands up!" Immediately the hiders must + place their closed hands on the table; the guessers + <span class="pagenum"><a name="page49" + id="page49"></a>[pg 49]</span> have then to find out which + hand holds the button. If successful, the hiders take their + turn at guessing. The person in whose hand the button is + found must pay a forfeit.</p> + <hr class="short" /> + + <h3>Lodgings to Let</h3> + + <p>The company sit in a circle, and a player stands in the + center. There is one spare chair, and the game is for this + player to get possession of a vacant seat. When the game + begins, every one moves as quickly as possible to the chair + next beside him or her, and as this is done all the time, it is + difficult for the person who is looking for "lodgings" to find + a place by slipping in among them, and his attempts will cause + much amusement.</p> + <hr class="short" /> + + <h3>Hunt the Ring</h3> + + <p>For this game a long piece of string is required. On this a + ring is threaded, and the ends of the string are knotted + together. The players then take the string in their hands and + form a circle, while one of the company, who is called the + hunter, stands in the center. The string must be passed rapidly + round and round, and the players must try to prevent the hunter + finding out who holds the ring. As soon as he has done this, he + takes his place in the circle, while the person who held the + ring becomes the "hunter."</p> + <hr class="short" /> + + <h3>The Stool of Repentance</h3> + + <p>The players sit in a circle, in the center of which a stool + is placed. One of the company goes out of the room, and the + rest say all sorts of things about him. For instance, one will + say he is handsome, another that he is clever, or stupid, or + vain. The "culprit" is then called back into the room and seats + himself on the stool, which is called "the stool of + repentance," and one of the players begins to tell him the + different charges which have been made against him. "Some one + said you were vain; can you guess who it was?" If the culprit + guesses correctly, he <span class="pagenum"><a name="page50" + id="page50"></a>[pg 50]</span> takes his seat in the circle + and the person who made the accusation becomes the "culprit" + in his stead. If, however, the "culprit" is unable to guess + correctly, he must go out of the room again while fresh + charges are made against him.</p> + <hr class="short" /> + + <h3>The Feather</h3> + + <p>Having procured a small flossy feather, the players sit in a + circle as closely together as possible. One of the party then + throws the feather as high as possible into the air, and it is + the duty of all the players to prevent it from alighting on + them, by blowing at it whenever it comes in their direction. + Any player whom it falls upon must pay a forfeit.</p> + + <p>It is almost impossible to imagine the excitement that is + produced by this game when it is played with spirit, and the + fun is not altogether confined to the players, as it gives + almost as much enjoyment to those who are looking on.</p> + <hr class="short" /> + + <h3>The Game of Conversation</h3> + + <p>To play this game successfully, two of the company privately + agree upon a word that has several meanings. The two then enter + into a conversation which is obliged to be about the word they + have chosen, while the remainder of the company listen. When a + member of the party imagines that he has guessed the word, he + may join in the conversation, but if he finds he is mistaken, + must immediately retire.</p> + + <p>To give an illustration: Supposing the two players who start + the conversation decide upon the word "box." They might talk + about the people they had seen at the theater and the + particular part of the house in which they were sitting. Then + they might say how nice it looked in a garden, and one might + mention that it grew into big trees. Perhaps one of the company + might imagine that he had guessed the word correctly and join + in, when the conversation would be immediately changed, and the + two would begin to converse about a huge case in which a very + great number of things were packed away. By + <span class="pagenum"><a name="page51" + id="page51"></a>[pg 51]</span> this time, possibly the + person who joined in the conversation will leave off, + completely mystified. If, however, the word should be + correctly guessed, the person guessing it chooses a partner, + and they together select a word, and the game begins + again.</p> + <hr class="short" /> + + <h3>The Gallery of Statues</h3> + + <p>For this game all the company leave the room with the + exception of two. One of these then stands like a statue, with + perhaps the assistance of a tablecloth or something similar as + drapery, while the other acts as showman.</p> + + <p>When the position is decided upon, one of the company is + called in and taken on one side by the showman, and is asked + his or her opinion as to the merits of the statue. It is almost + certain that some suggestion will be made; in that case he or + she is made to assume the attitude suggested, and another + player is called in, to whom the same question is put, and + another suggestion made and adopted. As each statue is added to + the gallery, a great deal of merriment is caused, and in a + short time a large collection will be obtained.</p> + <hr class="short" /> + + <h3>The Huntsman</h3> + + <p>One person represents the huntsman, the other players call + themselves after some part of the huntsman's belongings; for + instance, one is the cap, another the horn, others the + powder-flask, gun, whip, etc.</p> + + <p>A number of chairs are arranged in the middle of the room, + and there must be one chair less than the number of players, + not counting the huntsman.</p> + + <p>The players then seat themselves round the room, while the + huntsman stands in the center and calls for them one at a time, + in this way: "Powder-flask!" At once "Powder-flask" rises and + takes hold of the huntsman's coat.</p> + + <p>"Cap," "Gun," "Shot," "Belt," the huntsman cries; each + person who represents these articles must rise and take hold of + the player summoned before him, until at length the huntsman + has a long line behind him. He then begins to run round the + chairs, until he suddenly + <span class="pagenum"><a name="page52" + id="page52"></a>[pg 52]</span> cries: "Bang!" when the + players must sit down. Of course, as there are not + sufficient chairs, one player will be left standing and he + must pay a forfeit. The huntsman is not changed throughout + the game, unless he grows tired, when he may change places + with one of the others.</p> + <hr class="short" /> + + <h3>Hot Boiled Beans and Bacon</h3> + + <p>This is a game for young children. Some small article is + hidden in the room, while the little one who has to find it is + sent outside. This finished, the players call out together: + "Hot Boiled Beans and Bacon; it's hidden and can be taken." The + little one enters and begins to hunt about for the hidden + article. When she comes near to its hiding-place, the company + tell her that she is getting "hot"; or, if she is not near it, + she is told that she is "cold." That she is "very hot" or "very + cold," will denote that she is very near of very far away from + the object that is hidden; while if she is extremely near, she + would be told that she was "burning." In this way the hidden + object can be found, and all the children can be interested in + the game by being allowed to call out whether the little one is + "hot" or "cold."</p> + <hr class="short" /> + + <h3>"My Master Bids You Do as I Do."</h3> + + <p>For all those children who are fond of a little exercise, no + better game than this can be chosen. When the chairs are placed + in order round the room, the first player commences by saying: + "My master bids you do as I do," at the same time working away + with the right hand as if hammering at his knees. The second + player then asks: "What does he bid me do?" in answer to which + the first player says: "To work with one as I do." The second + player, working in the same manner, must turn to his left-hand + neighbor and carry on the same conversation, and so on until + every one is working away with the right hand.</p> + + <p>The second time of going round, the order is to work with + two, then both hands must work; then with three, then both + hands and one leg must work; then with four, when both hands + and both legs must <span class="pagenum"><a name="page53" + id="page53"></a>[pg 53]</span> work; lastly with five, when + both legs, both arms, and the head must be kept going. + Should any of the players fail in keeping in constant + motion, a forfeit may be claimed.</p> + <hr class="short" /> + + <h3>Red Cap and Blue Cap</h3> + + <p>The players seat themselves in a circle to represent tailors + at work on a piece of cloth—a handkerchief or a duster + will answer the purpose. A leader or foreman is chosen, and + every one of the company is named in turn Red Cap, Blue Cap, + Black Cap, Yellow Cap, Brown Cap, etc. The leader then takes + the piece of cloth and pretends to examine the work which is + supposed to have been done by the workmen. He is supposed to + discover a bad stitch and asks: "Who did it, Blue Cap?" The + latter immediately answers: "Not I, sir." "Who then, sir?" + "Yellow Cap, sir." Yellow Cap must then answer at once in the + same manner and name another workman. Any one who fails to + answer to his name pays a forfeit. If carried on in a brisk + manner, this game will cause endless amusement.</p> + <hr class="short" /> + + <h3>It</h3> + + <p>One of the players is asked to go outside while the company + thinks of some person in the room, and on his return he has to + guess of whom the company has thought.</p> + + <p>The players then arrange themselves in a circle, and agree + each to think of his or her right-hand neighbor; it is best to + have a girl and boy alternately, as this adds much to the + amusement.</p> + + <p>The one outside is then called in, and commences to ask + questions. Before replying, the player asked must be careful to + notice his or her right-hand neighbor, and then give a correct + reply. For instance, supposing the first question to be: "Is + the person thought of a boy or a girl?" The answer would + possibly be "A boy;" the next person would then be asked the + color of the complexion, the next one the color of the hair, if + long or short, etc., to which questions the answers would, of + course, be given according to the right-hand neighbor.</p> + + <p>Nearly all the answers will contradict the previous ones, + and <span class="pagenum"><a name="page54" + id="page54"></a>[pg 54]</span> something like this may be + the result: "A boy," "very dark complexion," "long yellow + hair," "wearing a black velvet jacket," "with a dark green + dress," "five feet high," "about six years old," etc. When + the player guessing gives the game up, the joke is explained + to him.</p> + <hr class="short" /> + + <h3>Acting Rhymes</h3> + + <p>For this game, half the players go outside the door, while + those who stay in the room choose a word of one syllable, which + should not be too difficult. For instance, suppose the word + chosen be "Flat," those who are out of the room are informed + that a word has been thought of that rhymes with "Cat," and + they then have to act without speaking, all the words they can + think of that rhyme with "Cat." Supposing their first idea be + "Bat," they come into the room and play an imaginary game of + cricket. This not being correct, they would get hissed for + their pains, and they must then hurry outside again. They might + next try "Rat," most of them going into the room on their hands + and feet, while the others might pretend to be frightened. + Again they would be hissed. At last the boys go in and fall + flat on their faces, while the girls pretend to use flat-irons + upon their backs. The loud clapping that follows tells them + that they are right at last. They then change places with the + audience, who, in their turn, become the actors.</p> + <hr class="short" /> + + <h3>Man and Object</h3> + + <p>Two persons go out of the room, and after agreeing together + as to what they shall represent, they come back again, and sit + side by side in front of the company. One of the two takes the + part of some well-known person, and the other represents an + object which is closely connected with that person; for + instance, say one represents the governor, and the other the + mayor. When the two return to the room, the other players take + it in turns to ask each of them a question, to which both the + man and the object must reply either "Yes" or "No," until the + right person and the right object have been guessed.</p> + + <p>The first player will perhaps ask the "man:" "Are you + alive?"</p><span class="pagenum"><a name="page55" + id="page55"></a>[pg 55]</span> + + <div class="figcenter" + style="width:75%;"> + <a href="images/55.png"><img width="100%" + src="images/55.png" + alt="" /></a> + </div> + + <p>The man will reply, "Yes;" then the object is asked: "Are + you of wood?" "No." The second player next questions him, and + then the third, and so on until every one has had a turn at + questioning, or the person and the object have been + guessed.</p> + <hr class="short" /> + + <h3>The Jolly Miller</h3> + + <p>The players decide among themselves which one of their + number shall act the part of the Jolly Miller. This being done, + each little boy <span class="pagenum"><a name="page56" + id="page56"></a>[pg 56]</span> chooses a little girl as + partner; the Jolly Miller having taken his stand in the + middle of the room, they all commence to walk arm-in-arm + round him, singing the following lines:</p> + + <div class="poem"> + <div class="stanza"> + <p>There was a jolly miller who lived by himself;</p> + + <p>As the wheel went round he made his wealth;</p> + + <p>One hand in the hopper, and the other on the + bag;</p> + + <p>As the wheel went round he made his grab.</p> + </div> + </div> + + <p>At the word "Grab" all must change partners, and while the + change is going on the miller has the opportunity given him of + securing a partner for himself. Should he succeed in doing so, + the one left without a partner must take the place of the Jolly + Miller, and must occupy the center of the room until fortunate + enough to get another partner.</p> + <hr class="short" /> + + <h3>Ruth and Jacob</h3> + + <div class="figleft" + style="width:27%;"> + <a href="images/56.png"><img width="100%" + src="images/56.png" + alt="" /></a> + </div> + + <p>One player is blindfolded, the rest dance in a circle round + him till he points at one of them. This person then enters the + ring, and when the blindman calls out "Ruth," answers "Jacob," + and moves about within the circle so as to avoid being caught + by the blindman, and continues to answer "Jacob," as often as + the blindman calls out "Ruth." This continues until "Ruth" is + caught. "Jacob" must then guess who it is he has caught; if he + guesses correctly, "Ruth" takes his place, and the game goes + on; if he guesses wrongly, he continues to be "Jacob."</p> + <hr class="short" /> + + <h3>Checkers</h3> + + <p>This is a splendid game and one very easily learned. It is + played upon a special board with thirty-two white and + thirty-two black squares.</p> + + <p>Two persons play at the game, who sit opposite to each + other. The players have each a set of twelve pieces, or "men," + the color of the <span class="pagenum"><a name="page57" + id="page57"></a>[pg 57]</span> sets being different, so that + the players can distinguish their own men easily. The men + are round and flat, and are usually made of boxwood or ebony + and ivory, one set being white and the other black.</p> + + <p>Before placing the men upon the board, it must be decided + whether the white or the black squares are to be played on, as + the whole must be put on one color only. If the white squares + are selected, there must be a black square in the right-hand + corner; if the black squares are to be played upon, then the + right-hand corner square must be a white one.</p> + + <p>The movements in checkers are very simple; a man can be + moved only one square at a time, except as explained hereafter, + and that diagonally, never straight forward or sideways. If an + opponent's man stand in the way, no move can take place unless + there be a vacant square beyond it, into which the man can be + lifted. In this case the man leaped over is "taken" and removed + from the board.</p> + + <p>The great object of the game, then, is to clear the board of + the opponent's men, or to hem them in in such a way that they + cannot be moved, whichever player hems in the opponent or + clears the board first gains the victory. As no man can be + moved more than one step diagonally at a time (except when + taking opponent's pieces), there can be no taking until the two + parties come to close quarters; therefore, the pushing of the + men continuously into each other's ground is the principle of + the game.</p> + + <p>In beginning the game, a great advantage can be obtained by + having the first move; the rule, therefore, is, if several + games are played, that the first move be taken alternately by + the players.</p> + + <p>When either of the players has, with his men, reached the + extreme row of squares on the opposite side (the first row of + his opponent), those men are entitled to be crowned, which is + done by placing on the top of each another man, which may be + selected from the men already removed from the board. The men + so crowned are called "Kings" and have a new power of movement, + as the player may now move them either backward or forward, as + he wills, but always diagonally as before.</p> + + <p>The Kings having this double power of movement, it is an + important point for a player to get as many men crowned as + possible. If each player should be fortunate enough to get two + or three Kings, the <span class="pagenum"><a name="page58" + id="page58"></a>[pg 58]</span> game becomes very exciting. + Immediately after crowning, it is well for a player to start + blocking up his opponent's men, so as to allow more freedom + for his own pieces, and thus prepare for winning the + game.</p> + + <p>It is the rule that if a player touch one of his men he must + play it. If player A omit to take a man when it is in his power + to do so, his opponent B can huff him; that is, take the man of + the player A off the board. If it is to B's advantage, he may + insist on his own man being taken, which is called a "blow." + The usual way is to take the man of the player A who made the + omission, and who was huffed, off the board.</p> + + <p>It is not considered right or fair for any one watching the + game to advise what move to be made, or for a player to wait + longer than five minutes between each move.</p> + + <p>Great care should be taken in moving the men, as one false + move may at any time endanger the whole game.</p> + + <p>With constant practice any one can soon become a very fair + player, but even after the game has been played only a few + times it will be found very interesting.</p> + <hr class="short" /> + + <h3>Dominoes</h3> + + <p>There are several ways of playing Dominoes, but the + following game is the most simple:</p> + + <p>The dominoes are placed on the table, face downward, and + each player takes up one, to decide who is to play first. The + one who draws the stone with the highest number of pips on it + takes the lead. The two stones are then put back among the + rest; the dominoes are then shuffled, face downward, and the + players choose seven stones each, placing them upright on the + table, so that each can see his own stones, without being able + to overlook those of his opponent.</p> + + <p>As there are twenty-eight stones in an ordinary set, there + will still be fourteen left from which to draw.</p> + + <p>The player who has won the lead now places a stone, face + upward, on the table. Suppose it be double-six, the other + player is bound to put down a stone on which six appears, + placing the six next to the double-six. + <span class="pagenum"><a name="page59" + id="page59"></a>[pg 59]</span> Perhaps he may put six-four; + the first player then puts six-five, placing his six against + the opposite six of the double-six; the second follows with + five-four, placing his five against the five already on the + table; thus, you see, the players are bound to put down a + stone which corresponds at one end with one of the end + numbers of those already played. Whenever a player has no + corresponding number he must draw from the fourteen that + were left out for that purpose. If, when twelve of these + fourteen stones are used up, he cannot play, he loses his + turn, and his opponent plays instead of him. The two + remaining dominoes must not be drawn.</p> + + <p>When one of the players has used up all his dominoes, his + opponent turns up those he has left, the pips are then counted, + and the number of pips is scored to the account of the player + who was out first.</p> + + <p>If neither player can play, the stones are turned face + upward on the table, and the one who has the smallest number of + pips scores as follows: If the pips of one player count ten and + those of the other player five, the five is deducted from the + ten, leaving five to be scored by the player whose pips only + counted five.</p> + + <p>The dominoes are shuffled again, the second player this time + taking the lead, and the game proceeds in this way until one or + other has scored a hundred, the first to do so winning the + game.</p> + + <p>This game is generally played by two only, though it is + possible for four, five, or even six to join in it; but, in + that case, they cannot, of course, take seven stones each, so + they must divide the stones equally between them, leaving a few + to draw from, if they prefer it; if not they can divide them + all.</p> + <hr class="short" /> + + <h3>Green Gravel</h3> + + <p>In this game the children join hands and walk round in a + circle, singing the following words:</p> + + <div class="poem"> + <div class="stanza"> + <p>Green gravel, green gravel, your grass is so + green,</p> + + <p>The fairest young damsel that ever was seen.</p> + + <p>I'll wash you in new milk and dress you in silk,</p> + + <p>And write down your name with a gold pen and + ink.</p> + + <p>Oh! (Mary) Oh! (Mary) your true love is dead;</p> + + <p>He's sent you a letter to turn round your head.</p> + </div> + </div><span class="pagenum"><a name="page60" + id="page60"></a>[pg 60]</span> + + <p>When the players arrive at that part of the song, "Oh, + Mary!" they name some member of the company; when the song is + finished, the one named must turn right round and face the + outside of the ring, having her back to all the other players. + She then joins hands in this position and the game continues as + before until all the players face outward. They then + recommence, until they all face the inside of the ring as at + first.</p> + <hr class="short" /> + + <h3>Fives and Threes</h3> + + <p>This is another game that is played with dominoes, and is + one of the most popular. It is excellent practice for counting, + and to be successful at it depends, in a very great measure, + upon skill in doing this. Two, three or four players may take + part in this game. After the dominoes have been shuffled, face + downward, each player takes an equal number of stones, leaving + always three, at least, upon the table; no player, however, may + take more than seven, and it is perhaps better to limit the + number to five.</p> + + <p>In playing dominoes, it should always be borne in mind that + one end of the domino to be played must always agree in number + with the end of the domino it is to be placed against.</p> + + <p>The object of the game is to make as many "fives" and + "threes" as are possible; for instance, a player should always + make the domino show fifteen if he can, as three divides into + fifteen five times, and five divides into fifteen three times, + and he would thus score 8 (three and five). The way to count is + to add the two extreme ends together, always, of course, trying + to make the number as high as possible, and to make it one into + which either three or five will divide, as if a number be + formed into which these numbers will not divide, no score will + result.</p> + + <p>Suppose there are two players, A and B. A starts the game by + playing the double-six, for which he scores 4 (three dividing + into twelve four times). B then plays the six-three, making + fifteen, and thus scores 8 (the highest score possible, as + explained above). A next plays the double-three, which makes + eighteen, and scores 6 (three dividing into eighteen six + times). B then plays six-blank onto the + <span class="pagenum"><a name="page61" + id="page61"></a>[pg 61]</span> double-six on the left-hand + side and scores 2 (three dividing into six twice). A holding + the blank-three, places it onto the blank end, making the + number nine, and scores 3. B next plays the three-four, + which makes ten, and 2 is added to his score (five dividing + into ten twice). Thus the game proceeds, each player trying + to make as many fives and threes as possible.</p> + <hr /> + + <h2>PAPER AND PENCIL GAMES</h2> + + <h3>Birds, Beasts, and Fishes</h3> + + <p>Take your pencil and write upon the top of your paper the + words, "Birds, Beasts, and Fishes." Then tell your companion + that you are going to think of, for instance, an animal. Put + down the first and last letters of the name, filling in with + crosses the letters that have been omitted. For example, write + down on the paper C*******e. Your companion would have to think + of all the animals' names that he could remember which + contained nine letters, and commenced with the letter C and + ended with "e." If the second player after guessing several + times "gives it up," the first player would tell him that the + animal thought of was "Crocodile," and would then think of + another Bird, Beast, or Fish, and write it down in a similar + manner. If, however, the name of the animal be guessed, then it + would be the second player's turn to take the paper and + pencil.</p> + <hr class="short" /> + + <h3>Noughts and Crosses</h3> + + <div class="figleft" + style="width:35%;"> + <a href="images/61.png"><img width="100%" + src="images/61.png" + alt="" /></a> + </div> + + <p>This is a game every boy or girl thoroughly enjoys. Take + paper, and with a pencil draw four cross lines as shown:</p> + + <div class="figright" + style="width:35%;"> + <a href="images/62-1.png"><img width="100%" + src="images/62-1.png" + alt="" /></a> + </div> + + <p>Two persons only can play at this game, one player taking + "noughts," the other "crosses." The idea is for the one player + to try and draw three "noughts" in a line before the other + player can do the same with three "crosses." Supposing the + player who <span class="pagenum"><a name="page62" + id="page62"></a>[pg 62]</span> places his "O" in the + right-hand top corner, the player who has taken the + "crosses" will perhaps place an "X" in the left-hand top + corner. The next "O" would be placed in the bottom left-hand + corner; then to prevent the line of three "noughts" being + completed, the second player would place his "X" in the + center square. An "O" would then be immediately placed in + the right-hand bottom corner, so that wherever the "X" was + placed by the next player, the "noughts" would be bound to + win. Say, for instance, the "X" has chosen the "noughts" + commences and was placed in the center square on the + right-hand side, the place for the "O" to be put would be + the center square at the bottom, thus securing the game. The + diagram would then appear as illustrated:</p> + <hr class="short" /> + + <h3>"Tit, Tat, Toe"</h3> + + <div class="figleft" + style="width:35%;"> + <a href="images/62-2.png"><img width="100%" + src="images/62-2.png" + alt="" /></a> + </div> + + <p>There can be two, three, or four players for this game. + First take paper and pencil and write the players' names across + the top of the paper in the order in which they are to play. + Next draw a large circle, in the center of which draw a smaller + one, placing the number 100 within it. The space between the + inner and outer circles must be divided into parts, each having + a number, as shown in the diagram.</p> + + <p>This having been done, the first player closes his eyes, + takes the pencil, and places his hand over the paper, the point + of the pencil just touching it. He then repeats the following + rhyme, moving the pencil round and round while doing so:</p> + + <div class="poem"> + <div class="stanza"> + <p>Tit, tat, toe,</p> + + <p>My first go,</p> + + <p>Four jolly butcher + boys</p><span class="pagenum"><a name="page63" + id="page63"></a>[pg 63]</span> + + <p>All in a row.</p> + + <p>Stick one up,</p> + + <p>Stick one down,</p> + + <p>Stick one in</p> + + <p>The old man's crown.</p> + </div> + </div> + + <p>At the word "crown" the player must keep the point of the + pencil firmly on the paper, and open his eyes. If the pencil is + not within the circle, or if within but with the point of the + pencil resting upon a line, then the player gives the pencil to + the next player, having scored nothing.</p> + + <p>If, on the contrary, at the end of the rhyme, the pencil is + found to be resting in a division of the circle, for instance, + marked "70," that number is placed beneath the player's name, + and the section is struck by drawing a line across it. If + afterward the pencil rest in a division of the circle that has + been struck out, the player loses his turn in the same way as + if the pencil were not in the circle at all, or had rested upon + a line of the diagram.</p> + + <p>The game continues until all the divisions of the circle + have been scored out, when the numbers gained by each of the + players are added up, and the one who has scored the highest + number of points wins the game.</p> + <hr /> + + <h2>CARD GAMES</h2> + + <h3>Speculation</h3> + + <p>Speculation is a game at which any number of persons may + play. The stakes are made with counters or nuts, and the value + of the stakes is settled by the company. The highest trump in + each deal wins the pool.</p> + + <p>When the dealer has been chosen, he puts, say, six counters + in the pool and every other player puts four; three cards are + given to each person, though they must be dealt one at a time; + another card is then turned up, and called the trump card. The + cards must be left upon the table, but the player on the + left-hand side of the dealer turns up his top card so that all + may see it. If it is a trump card, that is to say, if it is of + the same suit as the card the dealer turned up, the owner + <span class="pagenum"><a name="page64" + id="page64"></a>[pg 64]</span> may either keep his card or + sell it, and the other players bid for it in turn. Of + course, the owner sells it for the highest price he can + get.</p> + + <p>The next player then turns up his card, keeps it or sells + it, and so the game goes on until all the cards have been shown + and disposed of, and then the player who holds the highest + trump either in his own hand or among the cards he has bought, + takes the pool, and there is another deal.</p> + + <p>Should none of the other players have a trump card in his + hand, and the turn-up card not having been purchased by another + player, the dealer takes the pool.</p> + + <p>If any one look at his cards out of turn, he can be made to + turn all three up, so that the whole company can see them.</p> + <hr class="short" /> + + <h3>All Fours</h3> + + <p>This game takes its name from the four chances or points of + which it consists, namely, "High," "Low," "Jack," and "Game." + It may be played by two or four players, but the same rules + apply to each.</p> + + <p>The four points, which have been already mentioned, count as + follows: "High," the highest trump out; the holder scores one + point. "Low," the lowest trump out; the original holder of it + scores one point even if it is taken by his adversary. "Jack," + the knave of trumps; the holder scores one point, unless it be + won by his adversary, in which case the winner scores one. + "Game," the greatest number of tricks gained by either party; + reckoning for each Ace four toward game, each King three toward + game, each Queen two toward game, each Jack one toward game, + each Ten ten toward game.</p> + + <p>The other cards do not count toward game; thus it may happen + that a deal may be played without either party having any to + score for "Game."</p> + + <p>When the players hold equal numbers, the dealer does not + score.</p> + + <div class="figright" + style="width:30%;"> + <a href="images/plate4.jpg"><img width="100%" + src="images/thumb4.jpg" + alt="Plate 4 (click to view)." /></a> + </div> + + <p>Begging is when the player next the dealer does not like his + cards and says, "I beg," in which case the dealer must either + let him score one, saying, "Take one," or give three more cards + from the pack to all the players and then turn up the next card + for trumps; if the trump turned up is the same suit as the + last, the dealer must give another + <span class="pagenum"><a name="page65" + id="page65"></a>[pg 65]</span> three cards until a different + suit turns up trumps. In playing this game the ace is the + highest card and the deuce (the two) is the lowest.</p> + + <p>Having shuffled and cut a pack of cards, the dealer gives + six to each player. If there be two playing, he turns up the + thirteenth card for trumps; if four are playing, he turns up + the twenty-fifth. Should the turn-up be a jack, the dealer + scores one point. The player next the dealer looks at his hand + and either holds it or "begs," as explained.</p> + + <p>The game then begins by the player next the dealer leading a + card, the others following suit, the highest card taking the + trick, and so on until the six tricks have been won. When the + six tricks are played, the points are taken for High, Low, + Jack, and Game.</p> + + <p>Should no player have either a court card or a ten, the + player next to the dealer scores the point for the game. If + only one trump should be out, it counts both High and Low to + the player who first has it. The first great thing in this game + is to try and win the jack; next you must try and make the + tens; and you must also try and win the tricks.</p> + <hr class="short" /> + + <h3>Snap</h3> + + <p>The pack of cards is dealt round, face downward, and each + player packs his cards together, without looking at them, and + then places them in front of him.</p> + + <p>The first player then turns up the top card of his pack, the + next does the same, and so on in turn; but, as soon as a player + turns up a card corresponding in number to the one already + lying, uncovered, on the table, one of the two to whom the + cards belong cries, "Snap."</p> + + <p>Whichever succeeds in saying it first takes, not only the + snap card of the other player, but all the cards he has already + turned up, and also those he has himself turned up. The cards + he wins must be placed at the bottom of his own pack.</p> + + <p>The one who succeeds in winning all the cards wins the game. + It is necessary to be very attentive and very quick if you want + to be successful at this game.</p> + + <p>There is a game very similar to the above called "Animal + Snap." Each player takes the name of an animal, and instead of + crying "Snap," he must cry the name of the animal chosen by the + player who <span class="pagenum"><a name="page66" + id="page66"></a>[pg 66]</span> turned up the last card. For + instance, suppose a five be turned up and a player who has + chosen the name of "Tiger" turn up another five, instead of + crying "Snap," "Tiger" would be called if "Tiger" did not + succeed in crying the other player's name first.</p> + <hr class="short" /> + + <h3>Snip, Snap, Snorum</h3> + + <p>This is a first-rate game and very exciting. Any number of + players may take part in it, and the whole of the fifty-two + cards are dealt out.</p> + + <p>Each player has five counters, and there is a pool in the + middle, which is empty at the commencement of the game.</p> + + <p>The first player plays a card—say it is a + six—then the one next to him looks through his cards, and + if he has another six he puts it down and says, "Snip"; the + first player must then pay a counter into the pool.</p> + + <p>If the next player should chance to have another six, he + plays it and says "Snap," and the one who is snapped must pay + in his turn, but the fine is increased to two counters. Should + the fourth player have the fourth six, he plays it, and says, + "Snorum," and the third player must now pay; his fine is three + counters to the pool. No person may play out of his turn, and + every one must "snip" when it is in his power. When any one has + paid the whole of his five counters to the pool he retires from + the game; the pool becomes the property of the one whose + counters last the longest.</p> + <hr class="short" /> + + <h3>Old Maid</h3> + + <p>From a pack of cards take out one queen, shuffle the cards + and deal them, face downward, equally among all the players. + The cards should then be taken, the pairs sorted out and thrown + upon the table. By "pairs" is meant two kings, or two fives, + and so on. When all the pairs have been sorted out, the dealer + offers the remainder of his cards to his felt-hand neighbor, + who draws any card he chooses to select, though he is only + allowed to see the backs of them. The player who has drawn then + looks at the cards to see if he can pair it with one he + <span class="pagenum"><a name="page67" + id="page67"></a>[pg 67]</span> holds in his hand; if he can, + he throws out the pair; if not, he must place it with his + other cards. It is now his turn to offer his cards to his + neighbor, and so the game goes on until all the cards are + paired, except, of course, the odd card which is the + companion to the banished queen. The holder of this card is + "the old maid."</p> + <hr class="short" /> + + <h3>Pope Joan</h3> + + <p>This amusing game is for any number of players, and is + played with a wooden board which is divided into compartments + or pools, and can be bought cheaply at any toy shop for a small + sum. Failing a board, use a sheet of paper marked out in + squares.</p> + + <p>Before dealing, the eight of diamonds is taken out of the + pack, and the deal is settled by cutting the cards, and whoever + turns up the first jack is dealer.</p> + + <p>The dealer then shuffles the cards and his left-hand + neighbor cuts them. The dealer must next "dress the board," + that is, he must put counters into the pools, which are all + marked differently. This is the way to dress the board: One + counter to each ace, king, queen, jack, and game, two to + matrimony (king and queen), two to intrigue (queen and jack), + and six to the nine of diamonds, which is the Pope. On a proper + board you will see these marked on it.</p> + + <p>The cards are now dealt round to the players, with the + exception of one card, which is turned up for trumps, and six + or eight, which are put aside to form the stops; the four kings + and the seven of diamonds are also always stops.</p> + + <p>If either ace, king, queen, or jack happen to be turned up + for trumps, the dealer may take whatever is in the compartment + with that mark; but when Pope is turned up for trumps, the + dealer takes all the counters in Pope's compartment as well as + those in the "game" compartment, besides a counter for every + card dealt to each player, which must, of course, be paid by + the players. There is then a fresh deal.</p> + + <p>It is very seldom, however, that Pope does turn up for + trumps; when it does not happen, the player next to the dealer + begins to play, trying to get rid of as many cards as possible. + First he leads cards which he knows will be stops, then Pope, + if he has it, and afterward + <span class="pagenum"><a name="page68" + id="page68"></a>[pg 68]</span> the lowest card in his suit, + particularly an ace, for that can never be led up to. The + other players follow when they can; for instance, if the + leader plays the two of diamonds, whoever holds the three + plays it, some one follows with the four, and so on until a + stop occurs; whoever plays the card which makes a stop + becomes leader and can play what he chooses.</p> + + <p>This goes on until some person has parted with all his + cards, by which he wins the counters in the "game" compartment + and receives from the players a counter for every card they + hold. Should any one hold the Pope he is excused from paying, + unless he happens to have played it.</p> + + <p>Whoever plays any of the cards which have pools or + compartments takes the counters in that pool. If any of these + cards are not played, the counters remain over for the next + game.</p> + <hr class="short" /> + + <h3>"I Suspect You"</h3> + + <p>This game may be played by any number of persons. As soon as + the cards have been dealt and the players have examined their + hands, the one on the left of the dealer plays the lowest card + he has (the ace counting lowest). He must place the card face + downward on the table, at the same time calling out what it is. + The next player also puts down a card, face downward, and calls + the next number; for instance, if No. 1 puts down a card and + says "One," No. 2 says "Two," No. 3 "Three," and so on.</p> + + <p>It is not necessary for the card laid down to be actually + the one called out. The fun of the game is to put down the + wrong card without, any one suspecting you. Naturally, it is + not often that the cards run straight on, as no one may play + out of turn, and if one player thinks another has put down the + wrong card, he says, "I suspect you." The player must then show + his card, and if it should not be the one he said, he must take + all the cards laid down and add them to his pack; if, however, + the card happens to be the right one, then the accuser must + take the cards. The player who first succeeds in getting rid of + his cards wins the game.</p> + <hr class="short" /> + <span class="pagenum"><a name="page69" + id="page69"></a>[pg 69]</span> + + <h3>Beggar My Neighbor</h3> + + <p>The cards are dealt equally to the players. The first player + puts down a card, face upward, upon the table. If it be a + common card, that is, a two, or three, or anything but a + picture card or an ace, his neighbors put down in turn their + cards until a court card (that is, a picture card or an ace) + turns up.</p> + + <p>If at last an ace be played, the neighbor of the one who + plays it must pay him four cards; if a king three cards, if a + queen two, and if a jack one. The one who played the court card + also takes all the cards that have been played, and puts them + under his own pack. If, however, in playing for a court card, + one of the players puts down another court card, then his + neighbor must pay him, and he takes the whole pack instead of + the previous player. Sometimes it happens that a second player + in paying puts down a court card, and the third player in + paying him puts down another, and so on, until perhaps the + fourth or fifth player actually gets the cards in the end.</p> + <hr /> + + <h2>RIDDLES</h2> + + <p>Few children think they will ever tire of playing games; but + all the same, toward the end of a long evening, spent merrily + in dancing and playing, the little ones begin to get too weary + to play any longer, and it is very difficult to keep them + amused.</p> + + <p>Then comes the time for riddles! The children can sit + quietly round the room, resting after their romps and laughter, + and yet be kept thoroughly interested, trying to guess + riddles.</p> + + <p>It is, however, very difficult to remember a number of good + and laughable ones, so we will give a list of some, which will + be quite sufficient to puzzle a roomful of little folk for + several hours.</p> + + <p>Why are weary people like carriage wheels? Answer: Because + they are tired.</p> + + <p>An old woman in a red cloak was passing a field in which a + goat was feeding. What strange transformation suddenly took + place? Answer: The goat turned to butter (butt her), and the + woman into a scarlet runner.</p> + + <p>Why does a duck go into the water? Answer: For divers + reasons.</p><span class="pagenum"><a name="page70" + id="page70"></a>[pg 70]</span> + + <p>Spell "blind pig" in two letters. P G; a pig without an + I.</p> + + <p>Which bird can lift the heaviest weights? The crane.</p> + + <p>Why is a wise man like a pin? He has a head and comes to a + point.</p> + + <p>Why is a Jew in a fever like a diamond? Because he is a + Jew-ill.</p> + + <p>Why may carpenters reasonably believe there is no such thing + as stone? Because they never saw it.</p> + + <p>What is that which is put on the table and cut, but never + eaten? A pack of cards.</p> + + <p>When does a farmer double up a sheep without hurting it? + When he folds it.</p> + + <p>What lives upon its own substance and dies when it has + devoured itself? A candle.</p> + + <p>Why is a dog biting his tail like a good manager? Because he + makes both ends meet.</p> + + <p>What thing is it that is lower with a head than without one? + A pillow.</p> + + <p>Which is the left side of a plum pudding? That which is not + eaten.</p> + + <p>What letter of the alphabet is necessary to make a shoe? The + last.</p> + + <p>If all the seas were dried up, what would everybody say? We + haven't a notion (an ocean).</p> + + <p>Why is it certain that "Uncle Tom's Cabin" was not written + by the hand of its reputed author? Because it was written by + Mrs. Beecher's toe (Stowe).</p> + + <p>Why is a fishmonger never generous? Because his business + makes him sell fish (selfish).</p> + + <p>What is that which works when it plays and plays when it + works? A fountain.</p> + + <p>What is that from which you may take away the whole and yet + there will be some remaining? The word wholesome.</p> + + <p>Why are fowls the most economical things a farmer can keep? + Because for every grain they give a peck.</p> + + <p>Why is it dangerous to walk in the meadows in springtime? + Because the trees are shooting and the bulrush is out (bull + rushes out).</p><span class="pagenum"><a name="page71" + id="page71"></a>[pg 71]</span> + + <p>Why is a vine like a soldier? Because it is listed and has + ten drills (tendrils) and shoots.</p> + + <p>If a man who is carrying a dozen glass lamps drops one, what + does he become? A lamp lighter.</p> + + <p>What belongs to yourself, but is used more by your friends + than by yourself? Your name.</p> + + <p>A man had twenty sick (six) sheep and one died; how many + were left? Nineteen.</p> + + <p>Which is the best day for making a pancake? Friday.</p> + + <p>What is that which everybody has seen but will never see + again? Yesterday.</p> + + <p>What four letters would frighten a thief? O I C U.</p> + + <div class="figright" + style="width:55%;"> + <a href="images/71.png"><img width="100%" + src="images/71.png" + alt="" /></a> + </div> + + <p>Why is a spider a good correspondent? Because he drops a + line at every post.</p> + + <p>When is the clock on the stairs dangerous? When it runs + down.</p> + + <p>Why is the letter "k" like a pig's tail? Because it comes at + the end of pork.</p> + + <p>What is the keynote to good manners? B natural.</p> + + <p>Why is a five dollar bill much more profitable than five + silver dollars? Because when you put it in your pocket you + double it, and when you take it out you will find it + in-creases.</p> + + <p>Why is a watch like a river? Because it doesn't run long + without winding.</p> + + <p>What is that which flies high, flies low, has no feet, and + yet wears shoes? + Dust.</p><span class="pagenum"><a name="page72" + id="page72"></a>[pg 72]</span> + + <p>Which is the smallest bridge in the world? The bridge of + your nose.</p> + + <p>When has a man four hands? When he doubles his fists.</p> + + <p>What trees has fire no effect upon? Ash trees; because when + they are burned they are ashes still.</p> + + <p>What is the difference between a schoolmaster and an + engine-driver? One minds the train and the other trains the + mind.</p> + + <p>What is that which goes from Chicago to Philadelphia without + moving? The road.</p> + + <p>Which is easier to spell—fiddle-de-dee or + fiddle-de-dum? Fiddle-de-dee, because it is spelled with more + "e's."</p> + + <p>When may a chair be said to dislike you? When it can't bear + you.</p> + + <p>What animal took most luggage into the Ark, and which two + took the least? The elephant, who took his trunk, while the fox + and the cock had only a brush and a comb between them.</p> + + <p>If a bear were to go into a dry goods store, what would he + want? He would want muzzlin'.</p> + + <p>Why was the first day of Adam's life the longest? Because it + had no Eve.</p> + + <div class="figright" + style="width:45%;"> + <a href="images/72.png"><img width="100%" + src="images/72.png" + alt="" /></a> + </div> + + <p>Why is a washerwoman like a navigator? Because she spreads + her sheets, crosses the line and goes from pole to pole.</p> + + <p>Why is it that a tailor won't attend to business? Because he + is always cutting out.</p> + + <p>When can a horse be sea-green in color? When it's a bay.</p> + + <p>Why were gloves never meant to sell? Because they were made + to be kept on hand.</p> + + <p>When are we all artists? When we draw a long face.</p> + + <p>Why are watch-dogs bigger by night than by day? Because they + are let out at night and taken in in the + morning.</p><span class="pagenum"><a name="page73" + id="page73"></a>[pg 73]</span> + + <p>Why is B like a hot fire? Because it makes oil Boil.</p> + + <p>Why is a schoolmaster like a bootblack? Because he polishes + the understandings of the people.</p> + + <p>When is a store-keeper always above his business? When he + lives over his store.</p> + + <p>Which is the liveliest city in the world? Berlin; because + it's always on the Spree.</p> + + <p>Why is a water-lily like a whale? Because they both come to + the surface to blow.</p> + + <p>Why is a shoemaker the most industrious of men? Because he + works to the last.</p> + + <p>What is book-keeping? Forgetting to return borrowed + volumes.</p> + + <p>Why is scooping out a turnip a noisy process? Because it + makes it hollow.</p> + + <p>Why are teeth like verbs? Because they are regular, + irregular, and defective.</p> + + <p>What ships hardly ever sail out of sight? Hardships.</p> + + <p>When is an artist a dangerous person? When his designs are + bad.</p> + + <p>Why are tortoiseshell combs like citadels? They are + for-tresses.</p> + + <p>Why is the Isthmus of Suez like the first "u" in cucumber? + Because it is between two "c's" (seas).</p> + + <p>What motive led to the invention of railroads? The + loco-motive.</p> + + <p>Why are deaf people like Dutch cheeses? Because you can't + make them here.</p> + + <p>When is the best time to get a fresh egg at sea? When the + ship lays to.</p> + + <p>Who was the first whistler? The wind.</p> + + <p>Why need a traveler never starve in the desert? Because of + the sand which is (sandwiches) there.</p> + + <p>Why is sympathy like blindman's buff? Because it is a fellow + feeling for a fellow creature.</p> + + <p>If a Frenchman were to fall into a tub of tallow, in what + word would he express his situation? In-de-fat-i-gabble. + (Indefatigable.)</p> + + <p>Why is a dinner on board a steamboat like Easter Day? + Because it is a movable feast.</p> + + <p>Spell "enemy" in three letters. F O + E.</p><span class="pagenum"><a name="page74" + id="page74"></a>[pg 74]</span> + + <p>Why is a little man like a good book? Because he is often + looked over.</p> + + <p>Why is a pig in a parlor like a house on fire? Because the + sooner it is put out the better.</p> + + <p>What is the difference between a soldier and a bombshell? + One goes to wars, the other goes to pieces.</p> + + <p>Which is the only way that a leopard can change his spots? + By going from one spot to another.</p> + + <p>Why did Eve never fear the measles? Because she'd Adam.</p> + + <p>When is a tall man a little short? When he hasn't got quite + enough cash.</p> + + <p>What houses are the easiest to break into? The houses of + bald people; because their locks are few.</p> + + <p>Why is a watch the most difficult thing to steal? Because it + must be taken off its guard.</p> + + <p>Why is there never anybody at home in a convent? Because it + is an (n) uninhabited place.</p> + + <p>Why does a person who is not good looking make a better + carpenter than one who is? Because he is a deal plainer.</p> + + <p>What is the best tree for preserving order? The birch.</p> + + <p>Why is shoemaking the easiest of trades? Because the shoes + are always soled before they are made.</p> + + <p>What plant stands for No. 4? IV.</p> + + <p>How can a gardener become thrifty? By making the most of his + thyme, and by always putting some celery in the bank.</p> + + <p>Why is it probable that beer was made in the ark? Because + the kangaroo went in with hops, and the bear was always + bruin.</p> + + <p>"What was the biggest thing you saw at the Panama + Exposition?" asked a wife of her husband. "My hotel bill!" said + he.</p> + + <p>Why is C like a schoolmistress? Because it forms lasses into + classes.</p> + + <p>What is that which never asks any questions and yet requires + many answers? The street door.</p> + + <p>If a man bumped his head against the top of a room, what + article of stationery would he be supplies with? Ceiling whacks + (sealing-wax).</p> + + <p>Which is the oldest tree in the country? The elder + tree.</p><span class="pagenum"><a name="page75" + id="page75"></a>[pg 75]</span> + + <p>Which is the longest word in the English language? Smiles; + because there is a mile between the first and last letters.</p> + + <p>What is that which happens twice in a moment and not once in + a thousand years? The letter M.</p> + + <p>How many sides are there to a tree? Two, inside and out.</p> + + <p>What sea would a man most like to be in on a wet day? A dry + attic (Adriatic).</p> + + <p>Why is coffee like an axe with a dull edge? Because it must + be ground before it is used.</p> + + <p>What is the difference between a bottle of medicine and a + troublesome boy? One is to be well shaken before taken, and the + other is to be taken and then shaken.</p> + + <p>What makes more noise than a pig under a gate? Two pigs.</p> + + <p>When is a door not a door? When it is a-jar.</p> + + <p>What is the difference between a naughty boy and a postage + stamp? Because one you stick with a lick, and the other you + lick with a stick.</p> + + <p>Why did William Tell shudder when he shot the apple from his + son's head? Because it was an arrow escape for his child.</p> + + <p>What is that which the more you take from it the larger it + grows? A hole.</p> + + <p>What is the best land for little kittens? Lapland.</p> + + <p>Why should a man always wear a watch when he travels in a + waterless desert? Because every watch has a spring in it.</p> + + <p>Of what trade is the sun? A tanner.</p> + + <p>What relation is a doormat to a door? Step-fa(r)ther.</p> + + <p>What is that which you cannot hold ten minutes, although it + is as light as a feather? Your breath.</p> + + <p>What is the worst weather for rats and mice? When it rains + cats and dogs.</p> + + <p>What is that which never uses its teeth for eating purposes? + A comb.</p> + + <p>When are two apples alike? When pared.</p> + + <p>What is the difference between a blind man and a sailor in + prison? One cannot see to go and the other cannot go to + sea.</p> + + <p>Why is a plum cake like the ocean? Because it contains so + many currants.</p><span class="pagenum"><a name="page76" + id="page76"></a>[pg 76]</span> + + <p>What pudding makes the best cricketer? A good batter.</p> + + <p>When is a sailor not a sailor? When he's a-board.</p> + + <p>Why is the snow different from Sunday? Because it can fall + on any day in the week.</p> + + <p>What trade would you mention to a short boy? Grow sir + (grocer).</p> + + <p>What tree is nearest the sea? The beech.</p> + + <p>Why is a game of cards like a timber yard? Because there are + always a great many deals in it.</p> + + <p>Why is a tight boot like an oak tree? Because it produces a + corn (acorn).</p> + + <p>Why is a city in Ireland likely to be the largest city in + the world? Because each year it is Dublin (doubling).</p> + + <p>What is the easiest way to swallow a door? Bolt it.</p> + + <p>Why is a dancing master like a tree? Because of his bows + (boughs).</p> + + <p>Name a word of five letters from which if you take two but + "one" remains. Stone.</p> + + <p>Why is A like twelve o'clock? It is the middle of "day"</p> + + <p>When is a man thinner than a lath? When he is a-shaving.</p> + <hr class="short" /> + + <h3>Thought Reading</h3> + + <p>This is a very good game, which always causes considerable + amusement, and if skillfully carried out will very successfully + mystify the whole company.</p> + + <p>It is necessary that the player who is to take the part of + thought-reader should have a confederate, and the game is then + played as follows:</p> + + <p>The thought-reader, having arranged that the confederate + should write a certain word, commences by asking four members + of the company to write each a word upon a piece of paper, fold + it up in such a manner that it cannot be seen, and then to pass + it on to him. The confederate, of course, volunteers to make + one of the four, and writes the word previously agreed upon, + which is, we will suppose, "Ohio."</p> + + <p>The thought-reader places the slips of paper between his + fingers, taking care to put the paper of his confederate + between the third and little finger; he then takes the folded + paper from between his thumb + <span class="pagenum"><a name="page77" + id="page77"></a>[pg 77]</span> and first finger and rubs it, + folded as it is, over his forehead, at each rub mentioning a + letter, as O, rub, H, rub, I O, after which he calls out + that some lady or gentleman has written "Ohio." "I did," + replies the confederate.</p> + + <p>The thought-reader then opens the paper, looks at it, and + slips it into his pocket; he has, however, looked at one of the + other papers.</p> + + <p>Consequently he is now in a position to spell another word, + which he proceeds to do in the same manner, and thus the game + goes on until all the papers have been read.</p> + <hr class="short" /> + + <h3>The Cushion Dance</h3> + + <p>The children first of all divide themselves into two + parties. They then form a ring, and commence dancing round a + hassock which is placed, end upward, in the middle of the room. + Suddenly one party endeavors to pull the other party forward, + so as to force one of their number to kick the hassock and + upset it.</p> + + <p>The player who has been unfortunate enough to touch the + hassock has then to leave the circle. The game proceeds until + only two remain; if these two happen to be boys, the struggle + is generally prolonged, as they can so easily jump over the + hassock, and avoid kicking it.</p> + <hr class="short" /> + + <h3>The Farmyard</h3> + + <p>This game, if carried out properly, will cause great + amusement. One of the party announces that he will whisper to + each person the name of some animal, which, at a given signal, + must be imitated as loudly as possible. Instead, however, of + giving the name of an animal to each, he whispers to all the + company, with the exception of one, to keep perfectly silent. + To this one he whispers that the animal he is to imitate is the + donkey. After a short time, so that all may be in readiness, + the signal is given. Instead of all the party making the sounds + of various animals, nothing is heard but a loud bray from the + one unfortunate member of the company.</p> + <hr class="short" /> + <span class="pagenum"><a name="page78" + id="page78"></a>[pg 78]</span> + + <h3>"I Point"</h3> + + <p>It is necessary in this game for the player acting the part + of guesser to have a confederate; he is then able to leave the + room, and on his return to mention what person was pointed at + during his absence. It is done in this way: It is agreed + between the guesser and his confederate that whoever speaks + last before the door is closed upon the guesser shall be the + person who is to be pointed at. It is very seldom that any one + discovers this trick.</p> + <hr class="short" /> + + <h3>Diamond Ring</h3> + + <p>The players sit in a circle with their hands placed palm to + palm, the little fingers downward, between the knees. One of + the company is chosen to act the part of maid. She takes a ring + between her palms, which she keeps flat together in the same + way as the rest. She then visits each person in turn and places + her hands between the palms of each, so that she is able to + slip the ring into some one's hands without the others knowing. + When she has visited each, she touches one child, and says:</p> + + <div class="poem"> + <div class="stanza"> + <p>"My lady's lost her diamond ring;</p> + + <p>I fix upon you to find it."</p> + </div> + </div> + + <p>The child touched must then guess who has the ring. If she + guess correctly, she becomes the maid; if not, she must pay a + forfeit. The maid then touches some one else and repeats the + two lines given above. Each guesser may be allowed three + trials.</p> + <hr class="short" /> + + <h3>The Forbidden Letter</h3> + + <p>The idea of this game is to try how many sentences can be + spoken without containing a certain letter which has been + agreed upon. Supposing, for instance, the letter "f" is not to + be introduced; the first player might ask: "Is this a new game + to you?" The second player could answer: "Oh, no! I played it + years ago when quite a + youngster."</p><span class="pagenum"><a name="page79" + id="page79"></a>[pg 79]</span> + + <p>He would perhaps turn to the third player, and ask: "You + remember it, do you not?" The third player might answer: "Yes; + but we used to play it differently." This player, having used a + word with an "f" in it, must pay a forfeit and remain out.</p> + + <p>The answers must be given at once, without hesitation, and + the player who avoids for the greatest length of time using a + word containing the forbidden letter wins the game.</p> + <hr class="short" /> + + <h3>Grand Mufti</h3> + + <p>One of the company is chosen as Grand Mufti. The others then + form a circle with the Grand Mufti in the center, and every + action which he performs, if preceded by the words, "Thus says + the Grand Mufti," must be imitated by every member of the + circle.</p> + + <p>The Grand Mufti, in order to lead one of the company astray, + will sometimes omit to say the words: "Thus says the Grand + Mufti;" in this case, if any member of the company imitate his + action, he is compelled to pay a forfeit.</p> + <hr class="short" /> + + <h3>Magic Writing</h3> + + <p>In this game a confederate is necessary. The player states + to the company, after a few remarks on ancient sign-language, + that he is able to read signs made with a stick on the floor, + and agrees to leave the room while the company decide upon some + word or sentence.</p> + + <p>The game is played as follows: It is agreed by the player + and his confederate that one tap on the floor shall represent + A, two taps E, three taps I, four taps O, and five taps U, and + that the first letter of each remark the confederate makes + shall be one of the consonants of the word or sentence decided + upon by the company. The consonants must be taken in order. On + the player's return, supposing the word chosen to be "March," + his confederate would commence: "Many people think this game a + deception" (initial letter M). One tap on the floor (A). + "Really it is very simple" (initial letter R). "Coming to the + end soon" (initial letter C). "Hope it has been quite clear" + (initial letter H).</p><span class="pagenum"><a name="page80" + id="page80"></a>[pg 80]</span> + + <p>A few more signs are made so as not to finish too abruptly, + and the player then states the word to be "March." If carefully + conducted, this game will interest an audience for a + considerable time.</p> + <hr class="short" /> + + <h3>Flowers</h3> + + <p>The company divides itself into equal sides, and each side + must have a "home" in opposite corners of the room. The sides + retire to their own "homes," and one side privately chooses a + flower, then crosses over to the other corner and gives the + initial letter of that flower. The children on the second side + must try and guess the name of the flower, and when they have + done so they catch as many as they can of the opposite side + before they reach their "home."</p> + + <p>Those caught must go over to the other side, and the game + goes on until one side has won all the children. The sides take + it in turns to give the name of the flower. This game may also + be played in the garden.</p> + <hr class="short" /> + + <h3>Fox and Geese</h3> + + <p>One of the party, called the Fox, goes to one end of the + room, and the rest of the children arrange themselves in a + ring, one behind the other, the tallest first and the smallest + last. The first one is called Mother Goose. The game begins by + a conversation between the Fox and Mother Goose. "What are you + after this fine morning?" says she. "Taking a walk," the Fox + answers. "What for?" "To get an appetite for breakfast." "What + will you have for breakfast?" "A nice fat goose." "Where will + you get it?" "Well, as your geese are so handy, I will take one + of them." "Catch one if you can."</p> + + <p>Mother Goose then stretches out her arms to protect her + geese and not let the Fox catch one. The Fox tries to dodge + under, right and left, until he is able to catch the last of + the string. Of course, the brood must try and keep out of reach + of the Fox. As the geese are caught they must go over to the + den of the Fox, and the game continues until all are + caught.</p> + <hr class="short" /> + <span class="pagenum"><a name="page81" + id="page81"></a>[pg 81]</span> + + <h3>"I Sell My Bat, I Sell My Ball"</h3> + + <p>A ring is formed with one child in the middle, who is called + the "drummer-man." Whatever this child does the others mimic, + moving round as they do so, and singing the following + words:</p> + + <div class="poem"> + <div class="stanza"> + <p>"I sell my bat, I sell my ball,</p> + + <p>I sell my spinning-wheel and all;</p> + + <p>And I'll do all that e'er I can</p> + + <p>To follow the eyes of the drummer-man."</p> + </div> + </div> + + <p>Any one who does not at once imitate the "drummer-man" must + pay a forfeit and take his place as "drummer-man."</p> + <hr class="short" /> + + <h3>"What's My Thought Like?"</h3> + + <p>The players sit in a circle, and one of them asks the + others: "What's my thought like?" One player may say: "A + monkey;" the second, "A candle;" the third, "A pin," and so on. + When all the company have compared the thought to some object, + the first player tells them the thought—perhaps it is + "the Cat"—and then asks each, in turn, why it is like the + object he compared it to.</p> + + <p>"Why is my cat like a monkey?" is asked. The other player + might answer: "Because it is full of tricks." "Why is my cat + like a candle?" "Because its eyes glow like a candle in the + dark." "Why is my cat like a pin?" "Because its claws scratch + like a pin."</p> + + <p>Any one who is unable to explain why the thought resembles + the object he mentioned must pay a forfeit.</p> + <hr class="short" /> + + <h3>Cat's Cradle</h3> + + <p>Take a piece of string and knot the ends together and slip + it over your hands, as in Fig. 1.</p> + + <div class="figcenter" + style="width:50%;"> + <a href="images/81-1.png"><img width="100%" + src="images/81-1.png" + alt="" /></a> + </div> + + <p>Next wind the string round your hands, not including the + thumb, as in Fig. 2.</p> + + <div class="figcenter" + style="width:50%;"> + <a href="images/81-2.png"><img width="100%" + src="images/81-2.png" + alt="" /></a> + </div><span class="pagenum"><a name="page82" + id="page82"></a>[pg 82]</span> + + <p>Slip the second fingers through the string on your hands and + you have your cat's cradle, as in Fig. 3.</p> + + <div class="figcenter" + style="width:40%;"> + <a href="images/82-1.png"><img width="100%" + src="images/82-1.png" + alt="" /></a> + </div> + + <p>You must now ask a second person to put his thumbs and first + fingers through the cradle, as in Fig. 4.</p> + + <div class="figcenter" + style="width:35%;"> + <a href="images/82-2.png"><img width="100%" + src="images/82-2.png" + alt="" /></a> + </div> + + <p>Draw out the string and take it under the cradle, and you + will have Fig. 5.</p> + + <div class="figcenter" + style="width:50%;"> + <a href="images/82-3.png"><img width="100%" + src="images/82-3.png" + alt="" /></a> + </div> + + <p>Slip the thumbs and first fingers again into the side pieces + of the cradle, draw the string sideways and take it under the + cradle, and you will have Fig. 6.</p> + + <div class="figcenter" + style="width:50%;"> + <a href="images/82-4.png"><img width="100%" + src="images/82-4.png" + alt="" /></a> + </div> + + <p>Now curl the little fingers round the string, slipping one + under the other as shown, and draw out the side pieces.</p> + + <div class="figcenter" + style="width:44%;"> + <a href="images/82-5.png"><img width="100%" + src="images/82-5.png" + alt="" /></a> + </div> + + <p>Slip the thumb and first fingers under the side string, + bring them up the middle, and you have your original cat's + cradle again.</p> + + <div class="figcenter" + style="width:48%;"> + <a href="images/82-6.png"><img width="100%" + src="images/82-6.png" + alt="" /></a> + </div> + <hr class="short" /> + <span class="pagenum"><a name="page83" + id="page83"></a>[pg 83]</span> + + <h3>Personations</h3> + + <p>To play this game the company seat themselves in a circle, + while one of the players commences to describe some person with + whom most of the other players are familiar, and continues + until one or other of the company is able to guess from the + description who the person may be.</p> + + <p>The one guessing correctly then commences to describe some + one. If, however, the company are unable to make a correct + guess, the player goes on until some one is successful.</p> + <hr class="short" /> + + <h3>Frog in the Middle</h3> + + <p>One child is seated on the ground with his legs under him, + while the other players form a ring round him. They then pull + him about and give him little pushes, and he must try to catch + one without rising from the floor.</p> + + <p>The child who is caught takes the middle, while the frog + joins the circle.</p> + <hr class="short" /> + + <h3>Giant</h3> + + <p>This game must be arranged in the nature of a surprise for + the company assembled. The giant is formed by two youngsters, + one of whom seats himself on the shoulders of his friend. A + large cloak should then be thrown over them, to make it appear + as if it were only one person, and the top boy might wear a + mask to prevent recognition. The giant then enters the room and + commences dancing. Great amusement is afforded the little folk + by this game.</p> + <hr class="short" /> + + <h3>Cock Fighting</h3> + + <p>This is a most amusing game, and although only two boys can + play at it at one time, they will keep the rest of the company + in roars of laughter. The two who are to represent the "cocks" + having been chosen, they are both seated upon the + floor.</p><span class="pagenum"><a name="page84" + id="page84"></a>[pg 84]</span> + + <p>Each boy has his wrists tied together with a handkerchief, + and his legs secured just above the ankles with another + handkerchief; his arms are then passed over his knees, and a + broomstick is pushed over one arm, under both knees, and out + again on the other side over the other arm. The "cocks" are now + considered ready for fighting, and are carried into the center + of the room, and placed opposite each other with their toes + just touching. The fun now commences.</p> + + <p>Each "cock" tries with the aid of his toes to turn his + opponent over on his back or side.</p> + + <p>The one who can succeed in doing this first wins the + game.</p> + + <p>It often happens that both "cocks" turn over at the same + time, when the fight commences again.</p> + <hr class="short" /> + + <div class="figcenter" + style="width:100%;"> + <a href="images/84.png"><img width="100%" + src="images/84.png" + alt="" /></a> + </div> + + <h3>Games with the Alphabet</h3> + + <p>It is necessary for these games that a large boxful of + letters should be provided, which can be purchased at any toy + store or made by the young people themselves by being cut out + of newspapers. The <span class="pagenum"><a name="page85" + id="page85"></a>[pg 85]</span> children should seat + themselves round the table; the letters should then be well + shuffled and dealt round to the players. Each child has to + form a word or sentence out of the letters which he has + received. Another variation is to select a long word, and + then in a given time to try to form several words from it. + Names of well-known men, places, etc., can also be given. + These games are not only amusing, but serve at the same time + to instruct the young folk.</p> + <hr class="short" /> + + <h3>Honey Pots</h3> + + <p>For little ones there is scarcely a more popular game than + "Honey Pots." Small children of three and four can be included + in this game, but there should be two bigger children for the + "Buyer" and the "Merchant." The children, with the exception of + the Buyer and Merchant, seat themselves upon the floor of the + room, with their knees raised and their hands clasped together + round them. These children are called "Honey Pots." The + Merchant and the Buyer then talk about the quality and quantity + of the Honey, and the price of each Pot. It is agreed that the + price to be paid shall be according to the weight of the + "Honey" and the "Pot." The children are carefully "weighed" by + raising them two or three times from the floor and swinging + them by the arms, one arm held by the Merchant and the other by + the Buyer.</p> + + <div class="figcenter" + style="width:60%;"> + <a href="images/85.png"><img width="100%" + src="images/85.png" + alt="" /></a> + </div><span class="pagenum"><a name="page86" + id="page86"></a>[pg 86]</span> + + <p>When the "Honey Pots" are all weighed, the Buyer says he + will purchase the whole of the stock, and asks the Merchant to + help him carry the Pots home. Then the Merchant and the Buyer + carry the children, one by one, to the other end of the + room.</p> + + <p>When all are safely at the Buyer's house, the Merchant goes + out of the room, but suddenly returns and says to the Buyer: "I + believe you have carried off my little daughter in one of the + Honey Pots." The Buyer replies: "I think not. You sold me all + the Pots full of Honey, but if you doubt me you can taste + them."</p> + + <p>The Merchant then pretends to taste the Honey, and after + having tried two or three Pots exclaims: "Ah! this tastes very + much like my little daughter." The little girl who represents + the Honey Pot chosen by the Merchant then cries out: "Yes, I am + your little girl," and immediately jumps up and runs away, the + Buyer at the same time endeavoring to catch her.</p> + + <p>When the one Honey Pot runs away, all the others do the + same, the Buyer catches whom he can, and the game + recommences.</p> + <hr class="short" /> + + <h3>The Spelling Game</h3> + + <p>Each player in this game has what are called three "lives," + or chances. When the company is seated in a circle, the first + player mentions a letter as the beginning of a word. The game + is for each of the company, in turn, to add a letter to it, + keeping the word unfinished as long as possible.</p> + + <p>When a letter is added to the former letters and it makes a + complete word, the person who completed it loses a "life." The + next player then begins again.</p> + + <p>Every letter added must be part of a word, and not an odd + letter thought of on the spur of the moment. When there is any + doubt as to the letter used by the last player being correct, + he may be challenged, and he will then have to give the word he + was thinking of when adding the letter. If he cannot name the + word, he loses a "life;" but if he can, it is the challenger + who loses.</p> + + <p>This is an example of how the game should be played. + Supposing the first player commences with the letter "p;" the + next, thinking of "play," would add an "l;" the next an "o," + thinking of "plough;" the + <span class="pagenum"><a name="page87" + id="page87"></a>[pg 87]</span> next person, not having + either of these words in his mind, would add "v;" the next + player, perhaps, not knowing the word of which the previous + player was thinking, might challenge him, and would lose a + "life" on being told the word was "plover." The player next + in turn would then start a new word, and perhaps put down + "b," thinking of "bat;" the next thinking, say, that the + word was "bone," would add an "o," the next player would add + "n;" the player whose turn it would now be, not wanting to + lose a "life" by finishing the word, would add another "n;" + the next player for the same reason would add "e," and then + there would be nothing else for the next in turn to do but + to complete the word by adding "t" and thus losing a + "life."</p> + + <p>It will be seen that there are three ways of losing a + "life." First, the player may lay down a letter, and on being + challenged be unable to give the word. Secondly, he may himself + challenge another player who is not at fault. Thirdly, he may + be obliged to add the final letter to a word, and so complete + it.</p> + + <p>This is a most amusing game for a large party, for as the + different persons lose their three "lives," the players + gradually dwindle down to two or three, when it gets very + exciting to see who will be the last person left in, for he or + she will be declared the winner.</p> + <hr class="short" /> + + <h3>"Draw a Pail of Water."</h3> + + <div class="poem"> + <div class="stanza"> + <p>"Draw a pail of water</p> + + <p>For my lady's daughter;</p> + + <p>My father's a king and my mother's a queen,</p> + + <p>My two little sisters are dressed in green;</p> + + <p>Stamping grass and parsley,</p> + + <p>Marigold leaves and daisies,</p> + + <p>One rush, two rush,</p> + + <p>Pray thee, fine lady, come under my bush."</p> + </div> + </div> + + <p>Two children stand face to face, holding each other's hands. + Two others also face each other holding hands across the other + two. They seesaw backward and forward, singing the above + lines.</p> + + <p>When they come to the line, "Pray thee, fine lady, come + under my bush," another child pops under and comes up between + one child's <span class="pagenum"><a name="page88" + id="page88"></a>[pg 88]</span> arms. They sing the verse + again and another child creeps under another pair of arms, + and so on until there are eight children standing facing + each other. The must then jump up and down until one falls + down, when she is almost sure to pull the others over.</p> + <hr class="short" /> + + <h3>Questions and Answers</h3> + + <p>Each player is furnished with a pencil and two slips of + paper. On the first slip a question must be written. The papers + are then collected and put into a bag or basket.</p> + + <div class="figright" + style="width:40%;"> + <a href="images/88.png"><img width="100%" + src="images/88.png" + alt="" /></a> + </div> + + <p>Then the players write an answer on their second slip. These + are put into a different bag, and the two bags are then well + shaken and handed round to the company.</p> + + <p>Every one draws a question and an answer, and must then read + the two out to the company.</p> + + <p>The result is sometimes very comical; for instance:</p> + + <p>Questions</p> + + <div class="poem"> + <div class="stanza"> + <p>Do you like roses?</p> + + <p>Where are you going to this summer?</p> + + <p>Do you like beef?</p> + + <p>Do you like spiders?</p> + </div> + </div> + + <p>Answers</p> + + <div class="poem"> + <div class="stanza"> + <p>Yes, with mustard.</p> + + <p>I am very much afraid of them.</p> + + <p>Yes, without thorns.</p> + + <p>To Switzerland.</p> + </div> + </div> + <hr class="short" /> + + <h3>Duck Under the Water</h3> + + <p>Each child chooses a partner and stands opposite to her, so + that two long lines are formed. Each couple hold a handkerchief + between them, as high as they can lift their arms, so as to + form an arch. The couple standing at the top of the lines run + through the arch without letting go their handkerchief, and + station themselves at the bottom of + <span class="pagenum"><a name="page89" + id="page89"></a>[pg 89]</span> the lines, raising their + handkerchief again so as to continue the arch. This is done + by each couple in succession until all have had a turn. + Whoever breaks the arch or drops the handkerchief must pay a + forfeit.</p> + <hr class="short" /> + + <h3>Wonderment</h3> + + <p>It is necessary that two only of the party should have a + knowledge of this game, and then "wonderment" is sure to be the + result.</p> + + <p>The two players agree that a certain word shall be regarded + as a signal word. As an illustration, imagine this word to be + "and."</p> + + <p>One of the players asserts his belief that he is gifted with + second sight, and states that he is able to name, through a + closed door, any article touched by any person in sympathy with + him, notwithstanding the said person may attempt to mystify him + by mentioning a lot of other articles. He then chooses his + confederate, as being one with whom he may be in sympathy, and + goes outside.</p> + + <p>The player in the room then proceeds to call out, perhaps, + as follows: Table, Rug, Piano, Footstool and Chair, Lamp, + Inkstand. He then places his hand on the back of a chair and + asks: "What am I touching now?" the answer will, of course, be + "Chair," because the signal word "and" came immediately before + that article.</p> + + <p>If the players are skillful there is no need for the trick + to be discovered.</p> + <hr class="short" /> + + <h3>"Mother, Mother, the Pot Boils Over"</h3> + + <p>A number of children choose one of their number to be + "mother" and another to be the witch. One child represents the + pot, and the others are named after the days in the week, + Sunday, Monday, Tuesday, etc. If there are too many children + they might be called after the months.</p> + + <p>The mother first names the children, next she takes the pot + and pretends to put it on the fire. She tells the eldest + daughter that she is going to wash, and that she must take + great care of her brothers and sisters while she is away, and + on no account to let the old witch into the house. She is also + to look after the dinner and see that the pot + <span class="pagenum"><a name="page90" + id="page90"></a>[pg 90]</span> does not boil over. The + mother then goes away, and the eldest daughter pretends to + be very busy.</p> + + <p>The child who is supposed to be the witch knocks at the + door, and asks if she may come in and get a light for her pipe. + She must pretend to be very old and walk with a stick.</p> + + <p>"Come in," says the eldest daughter; "what do you want?"</p> + + <p>"To light my pipe at your fire."</p> + + <p>"Very well, but you must not dirty the range."</p> + + <p>"Certainly not; I'll be very careful."</p> + + <p>While the eldest daughter pretends to look on the shelf for + something, the witch puts her dirty shoe on the range, catches + hold of Monday (the youngest child) and runs off with him. The + child who is the pot now makes a hissing noise and pretends to + boil over. The daughter calls out:</p> + + <p>"Mother, mother, the pot boils over."</p> + + <p>"Take a spoon and skim it."</p> + + <p>"Can't find one."</p> + + <p>"Look on the shelf."</p> + + <p>"Can't reach."</p> + + <p>"Take the stool."</p> + + <p>"The leg's broken."</p> + + <p>"Take the chair."</p> + + <p>"The chair's gone to be mended."</p> + + <p>"I suppose I must come myself."</p> + + <p>The mother comes in from the washtub, drying her hands.</p> + + <p>"Where's Monday?" she asks.</p> + + <p>"Please, mother, some one came to beg for a light for her + pipe, and when my back was turned she took Monday."</p> + + <p>"Why, that was the witch."</p> + + <p>The mother pretends to beat the eldest daughter, tells her + to be more careful another time, and goes back to the washtub. + The game then goes on as before, and each time the witch comes + she takes away a child, until at last even the eldest daughter + is taken. The pot boils over for the last time and then the + mother, finding all her children gone, goes to the witch's + house to find them, when this conversation ensues:</p> + + <p>"Is this the way to the witch's + house?"</p><span class="pagenum"><a name="page91" + id="page91"></a>[pg 91]</span> + + <p>"There's a red bull that way."</p> + + <p>"Then I'll go this way."</p> + + <p>"There's a mad cow that way."</p> + + <p>But the mother insists upon going into the witch's house to + look for her children. The witch generally hides the children + behind chairs. The mother stoops over one child: "This tastes + like Monday," she says, but the witch replies: "That! it is a + barrel of pork."</p> + + <p>"No, no," says the mother, "it is my Monday, and there are + the rest of the children." The children now jump out and they + and their mother begin to run home; the witch runs after them, + and whoever she catches becomes witch, while the witch becomes + the eldest daughter.</p> + <hr class="short" /> + + <h3>The Ants and the Grasshopper</h3> + + <p>Lots are drawn in order to decide who shall be the + grasshopper; the ants then seat themselves in a circle, while + the grasshopper writes on a piece of paper the name of a grain + or food which a grasshopper might be supposed to like. He puts + this in his pocket and then addresses the ants:</p> + + <p>"Dear friends, I am very hungry; would any of you kindly + give me some food?"</p> + + <p>"I have nothing but a grain of barley," says the ant spoken + to.</p> + + <p>"Thank you; that is of no use to me," replies the + grasshopper, and goes on to the next player. As soon as any one + offers the grain of food which the grasshopper has written down + the paper must be produced, and the one who guessed the word + pays a forfeit and becomes grasshopper. If no one guesses the + word, the grasshopper pays a forfeit.</p> + + <p>The game then goes on in the same way, except that a + different question is asked on the second round.</p> + + <p>"Neighbors," says the grasshopper, "I have eaten abundantly + and would have a dance. Which would you recommend?"</p> + + <p>A waltz, a polka, a quadrille, etc., are suggested, and when + this question has gone the round, the grasshopper asks what + music he can dance to, and the ants suggest the music of the + violin, the piano, cornet, etc. Then the grasshopper says he is + tired of dancing and wishes + <span class="pagenum"><a name="page92" + id="page92"></a>[pg 92]</span> for a bed, and the ants offer + him moss, straw, grass, and so on, to lie upon.</p> + + <p>"I should sleep very comfortably," the grasshopper says, + "but I am in fear of being pounced upon by a hungry bird. What + bird have I most reason to fear?" The ants answer: The rook, + the lark, the cuckoo, etc.</p> + + <p>When the game is ended, the forfeits that have been lost + must be called.</p> + <hr class="short" /> + + <h3>The Magic Whistle</h3> + + <p>All the players but three stand in two rows facing each + other. One player sits at the end of the two rows, another + leads a third player into the room and makes him kneel down + before the player who is seated, and who is called the + President.</p> + + <p>The President then proceeds to make all sorts of "magic" + passes over the kneeler's face, back, and hands. While he is + doing this, the boy who led the victim in fastens a whistle to + his coat. It must be slung on to a piece of string or tape, and + fastened very loosely, so that it can be easily grasped and yet + will not knock against the wearer's back.</p> + + <p>The whistle is then blown by the boy who attached it, and + the kneeling boy is told to rise and search for the magic + whistle. The players who stand on each side must hold their + hands before their mouths and pretend to blow whenever the + whistle is blown, which must be as often as any one can get a + chance without being found out.</p> + + <p>The victim will search all along the rows trying to find the + magic whistle, and it will be some time before he discovers + that it is pinned to his own coat.</p> + <hr class="short" /> + + <h3>A Running Maze</h3> + + <p>Form a long line of children, one behind the other. The + leader starts running, and is followed by all the rest. They + must be sharp enough to do exactly as the leader does.</p> + + <p>After running for a moment or two in the ordinary running + step, the leader changes to a hopping step, then to a marching + step, quick <span class="pagenum"><a name="page93" + id="page93"></a>[pg 93]</span> time, then to a marching + step, slow time, claps and runs with hands on sides, hands + on shoulders, hands behind, etc.</p> + + <p>Finally, the leader runs slowly round and round into the + center, and can either wind the children up tightly or can turn + them on nearing the center and run out again. For another + change the long line can start running and so unwind the + spiral.</p> + <hr class="short" /> + + <h3>The Coach and Four</h3> + + <p>Two children stand hand-in-hand, side by side. These are the + front horses. Two others, close behind, stand also hand-in-hand + and side by side. These are the back horses.</p> + + <p>Slip reins over the left arm of one of the front horses, and + over the right arm of the other. The two back horses hold on + the reins, standing inside them. A driver must then be chosen, + who gathers up the reins in his left hand and in his right hand + holds a whip.</p> + + <p>Running beside him, equipped with a horn and parcels and + letters, is another child, who acts as guard or conductor. The + rest of the children form village streets, by standing in rows + facing one another.</p> + + <p>The coach and four, with the driver and guard, gallop about + the room and through the villages, the guard blowing his horn + and tossing out a paper or letter here and there.</p> + + <p>Change horses every now and then, so that all may have a + turn at being horses. A change of driver and guard, too, is + also much appreciated.</p> + + <p>When the children have had about enough of this game, start + a cheer as the coach dashes through the villages for the last + time. Two coaches greatly add to the fun and enjoyment, as they + have to pass and repass each other.</p> + <hr class="short" /> + + <h3>Malaga Raisins</h3> + + <p>The players sit in a circle, and one who is acquainted with + the trick takes a small stick in his right hand, makes some + funny movements with it, and then, having taken it in his left + hand, passes it to his neighbor, saying: "Malaga raisins are + very good raisins, but I like Valencias better." He then tells + his neighbor to do the same. Should + <span class="pagenum"><a name="page94" + id="page94"></a>[pg 94]</span> any of the players pass on + the stick with the right hand, they must pay a forfeit, but + of course they must not be told what mistake they have made + until the stick has been passed right round the circle.</p> + <hr class="short" /> + + <h3>Sally Water</h3> + + <p>This game can be played by any number of children. A ring is + formed in which all join with the exception of one little girl, + who kneels in the center of the ring. The children then dance + round her, singing the following verses:</p> + + <div class="poem"> + <div class="stanza"> + <p>"Sally, Sally Water, sprinkle in the pan,</p> + + <p>Rise, Sally, rise, Sally, for a young man;</p> + + <p>Choose for the best and choose for the worst,</p> + + <p>And choose the very one you love best.</p> + </div> + + <div class="stanza"> + <p>"Now you're married I wish you joy,</p> + + <p>First a girl and then a boy;</p> + + <p>Seven years after, son and daughter,</p> + + <p>Pray, young couple, come kiss together."</p> + </div> + </div> + + <div class="figcenter" + style="width:100%;"> + <a href="images/94.png"><img width="100%" + src="images/94.png" + alt="" /></a> + </div><span class="pagenum"><a name="page95" + id="page95"></a>[pg 95]</span> + + <p>When they come to the words, "Rise, Sally!" the child in the + center rises and chooses another from the ring. The next two + lines are then sung, and the two children in the ring dance + round and kiss. Sally then joins the ring, the second child + remaining in the circle, and the game is continued as before + until all the players have acted the part of Sally.</p> + <hr class="short" /> + + <h3>Pigeon-House Game</h3> + + <p>Make a ring of children. In the center place five or six of + the smaller children of the party. This forms the pigeon-house + and pigeons.</p> + + <p>Now choose one child (boy or girl) to open or shut this + old-fashioned dovecote.</p> + + <p>He runs round the ring outside and gently pushes the + children in toward the center, and close to the pigeons, who + are sitting on the ground softly cooing (or not, just as they + please).</p> + + <p>This done he moves back. Let him be called the farmer or the + farmer's boy, if a name is wanted.</p> + + <p>A pretty and lively tune is now started on the piano. + Directly it begins, the boy runs forward and pulls open the + ring of children, which widens out with raised arms, to form + pigeon-holes.</p> + + <p>The pigeons rise to their feet and fly out of these holes, + round and round the room.</p> + + <p>As the music begins to stop and die away, the pigeons should + return to their dovecote, and when the last note sounds they + should all be settled again. The farmer's boy now runs round + the ring, closing it in and making all safe for the night.</p> + + <p>This game can be played without music, and the elder + children can take their turn at being pigeons.</p> + <hr class="short" /> + + <h3>Oats and Beans and Barley</h3> + + <p>All the children form a ring with the exception of one + player, who stands in the center. The children then dance round + this one, singing the first three lines of the verses given + below. At the fourth line they stop dancing and act the words + that are sung. They pretend + <span class="pagenum"><a name="page96" + id="page96"></a>[pg 96]</span> to scatter seed; they stand + at ease, stamp their feet, clap their hands, and at the + words: "Turn him round," each child turns round.</p> + + <p>They then again clap hands and dance round, and when the + words, "Open the ring and take one in," are sung, the center + child chooses a partner, who steps into the ring, and the two + stand together while the other children sing the remaining + verse, after which the child who was first in the center joins + the ring and the game is continued as before.</p> + + <div class="poem"> + <div class="stanza"> + <p>"Oats and beans and barley O!</p> + + <p>Do you or I or any one know</p> + + <p>How oats and beans and barley grow?</p> + </div> + + <div class="stanza"> + <p>"First the farmer sows his seed,</p> + + <p>Then he stands and takes his ease,</p> + + <p>Stamps his foot and claps his hands,</p> + + <p>And turns him round to view the land.</p> + </div> + + <div class="stanza"> + <p>"Oats and beans and barley O!</p> + + <p>Waiting for a partner, waiting for a partner.</p> + + <p>Open a ring and send one in.</p> + + <p>Oats and beans and barley O!</p> + </div> + + <div class="stanza"> + <p>"So now you're married you must obey,</p> + + <p>You must be true to all you say,</p> + + <p>You must be kind, you must be good,</p> + + <p>And help your wife to chop the wood.</p> + + <p>Oats and beans and barley O!"</p> + </div> + </div> + <hr class="short" /> + + <h3>Bingo</h3> + + <div class="poem"> + <div class="stanza"> + <p>"The miller's dog lay at the mill,</p> + + <p>And his name was little Bingo,</p> + + <p>B with an I, I with an N, N with a G, G with an + O,</p> + + <p>His name was little + Bingo.</p><span class="pagenum"><a name="page97" + id="page97"></a>[pg 97]</span> + </div> + + <div class="stanza"> + <p>"The miller he bought some peppermint,</p> + + <p>And he called it right good Stingo,</p> + + <p>S with a T, T with an I, I with an N, N with a G, G + with an O,</p> + + <p>He called it right good Stingo."</p> + </div> + </div> + + <p>One child represents the miller, the rest stand round him in + a circle, and all dance round and sing the verses. When it + comes to the spelling part of the rhyme, the miller points to a + child, who must call out the right letter.</p> + + <p>Any one who makes a mistake must pay a forfeit.</p> + <hr class="short" /> + + <h3>Lubin Loo</h3> + + <p>This game can be played by any number of children. The + players form a ring by clasping hands; they then dance round + singing the first verse, which after the second verse serves as + a chorus.</p> + + <div class="poem"> + <div class="stanza"> + <p>"Here we dance lubin, loo,</p> + + <p>Here we dance lubin, light,</p> + + <p>Here we dance lubin, loo,</p> + + <p>On a Saturday night."</p> + </div> + </div> + + <p>While singing the second verse, the children stop, unclasp + their hands and suit their actions to the words contained in + the verse.</p> + + <div class="poem"> + <div class="stanza"> + <p>"I put my right hand in,</p> + + <p>I put my right hand out,</p> + + <p>I give my right hand shake, shake, shake,</p> + + <p>And turn myself about."</p> + </div> + </div> + + <p>Each child while singing this first stretches her right arm + toward the center of the ring, then draws the same arm back as + far as possible, next shakes or swings her right hand, and when + the last line is sung she turns right round. The children then + once more join hands, and commence dancing, at the same time + singing the chorus. The game proceeds as before until all the + verses have been sung. Here are the remaining + verses:</p><span class="pagenum"><a name="page98" + id="page98"></a>[pg 98]</span> + + <div class="poem"> + <div class="stanza"> + <p>"Here we dance the lubin, loo,</p> + + <p>Here we dance lubin, light,</p> + + <p>Here we dance lubin, loo,</p> + + <p>On a Saturday night.</p> + </div> + + <div class="stanza"> + <p>"I put my left hand in,</p> + + <p>I put my left hand out,</p> + + <p>I give my left hand shake, shake, shake,</p> + + <p>And turn myself about."</p> + </div> + + <div class="stanza"></div> + + <div class="stanza"> + <p class="i2">Chorus.</p> + </div> + + <div class="stanza"> + <p>"Here we dance lubin, loo," etc.</p> + </div> + + <div class="stanza"> + <p>"I put my right foot in,</p> + + <p>I put my right foot out,</p> + + <p>I give my right foot shake, shake, shake,</p> + + <p>And turn myself about."</p> + </div> + + <div class="stanza"></div> + + <div class="stanza"> + <p class="i2">Chorus.</p> + </div> + + <div class="stanza"> + <p>"Here we dance lubin, loo," etc.</p> + </div> + + <div class="stanza"> + <p>"I put my left foot in,</p> + + <p>I put my left foot out,</p> + + <p>I give my left foot shake, shake, shake,</p> + + <p>And turn myself about."</p> + </div> + + <div class="stanza"></div> + + <div class="stanza"> + <p class="i2">Chorus.</p> + </div> + + <div class="stanza"> + <p>"Here we dance lubin, loo," etc.</p> + </div> + + <div class="stanza"> + <p>"I put my own head in,</p> + + <p>I put my own head out,</p> + + <p>I give my own head shake, shake, shake,</p> + + <p>And turn myself about."</p> + </div> + + <div class="stanza"></div> + + <div class="stanza"> + <p class="i2">Chorus.</p> + </div> + + <div class="stanza"> + <p>"Here we dance lubin, loo," + etc.</p><span class="pagenum"><a name="page99" + id="page99"></a>[pg 99]</span> + </div> + + <div class="stanza"> + <p>"I put my both hands in,</p> + + <p>I put my both hands out,</p> + + <p>I give my both hands shake, shake, shake,</p> + + <p>And turn myself about."</p> + </div> + + <div class="stanza"></div> + + <div class="stanza"> + <p class="i2">Chorus.</p> + </div> + + <div class="stanza"> + <p>"Here we dance lubin, loo," etc.</p> + </div> + + <div class="stanza"> + <p>"I put my both feet in,</p> + + <p>I put my both feet out,</p> + + <p>I give my both feet shake, shake, shake,</p> + + <p>And turn myself about."</p> + </div> + + <div class="stanza"></div> + + <div class="stanza"> + <p class="i2">Chorus.</p> + </div> + + <div class="stanza"> + <p>"Here we dance lubin, loo," etc.</p> + </div> + </div> + <hr class="short" /> + + <h3>The Little Lady</h3> + + <p>For this game a number of pieces of rolled-up paper to + represent horns are required. Whoever makes a mistake in the + game has a horn stuck in her hair; or, if little boys are + playing, the horns might be stuck behind the ears.</p> + + <p>The leader of the game begins by saying to her right hand + neighbor: "Good morning, pretty lady, always pretty; I, a + pretty lady, always pretty, come from that pretty lady, always + pretty" (here she points to the girl on her left), "to tell you + that she owns an eagle with a golden beak."</p> + + <p>The next player turns to her right-hand neighbor, saying: + "Good morning, pretty lady, always pretty; I, a pretty lady, + always pretty, come from that pretty lady, always pretty" (here + she points to the last speaker), "to tell you that she owns an + eagle with a golden beak and silver claws."</p> + + <p>The next girl continues the story word for word, adding "a + rare skin." The next adds "diamond eyes," and the next "purple + feathers." If there are a great number of children, other + charms must be added to the eagle, but each child must say the + whole of the story, and for + <span class="pagenum"><a name="page100" + id="page100"></a>[pg 100]</span> each mistake made she + receives a paper horn, which must be stuck somewhere about + the head. At the end of the game a forfeit must be paid for + each of these horns.</p> + <hr class="short" /> + + <h3>"Birds Fly"</h3> + + <p>This is a very simple game. Each player places a finger on + the table, which he must-raise whenever the conductor of the + game says: "Birds fly," "Pigeons fly," or any other winged + creates "fly."</p> + + <p>If he names any creature without wings, such as "Pigs fly," + and any player thoughtlessly raises his finger, that player + must pay a forfeit, as he must also do if he omits to raise his + finger when a winged creature is named.</p> + <hr class="short" /> + + <h3>I Say Stoop</h3> + + <p>Teacher says to the class: "I say stoop."</p> + + <p>Upon the word stoop all the children must stoop. If they do + not they must be seated. The teacher must say "I say stand." + The children must stand. If they do not they must be + seated.</p> + + <p>This game will cause the children to think quickly, and to + act quickly.</p> + + <p>The teacher can say: "I say fold the hands behind the + back.</p> + + <p>"I say take a deep breath of air."</p> + + <p>"I say hands on hips."</p> + + <p>"I say raise the arms over the head."</p> + + <p>Anything else may be substituted; those who are slow to act + and think must be seated.</p> + + <p>The one who remains standing the longest wins.</p> + <hr class="short" /> + + <h3>Flag Race</h3> + + <p>Players seated at desks. Rows need not be full, but there + must be same number in each row. Choose a player to stand in + front of each row to hold the flag, and another to stand at the + rear of each row. At the signal the rear player of each row + rises, runs to the front, + <span class="pagenum"><a name="page101" + id="page101"></a>[pg 101]</span> takes the flag from the one + holding it, carries it to the one standing at the rear, and + takes his seat. As soon as he is seated the next player goes + and takes the flag back to the player in front. This + continues till all have run. Be sure that no team has an + unfair advantage because of the positions taken by the flag + holders.</p> + <hr class="short" /> + + <h3>Squirrel and Nut</h3> + + <p>Players all seated, but one, heads on desks and eyes + covered, one hand open on desk with palm up. The odd player is + a squirrel and passes up and down between the rows and puts a + nut in the hand of some player.... This one rises and chases + the squirrel. If the squirrel is caught before he can reach his + own seat, the one who caught him becomes squirrel; if the + squirrel is not caught, he can be squirrel again.</p> + <hr class="short" /> + + <h3>Racing and Counting Scores</h3> + + <p>Make a scoreboard on the blackboard, indicating each row by + a number of letter. Players run as in "Racing" (First Grade, + First Half Year). Have front players run, tag front wall and + return to seats, sit erect; mark score; others in a similar + manner. Repeat, runners tagging rear wall. See which row has + largest score.</p> + <hr class="short" /> + + <h3>School-room Basket Ball</h3> + + <p>Place a basket in the front seat of the second row and + another in the front seat of next to last row. Draw a throwing + line on floor 20 feet from each basket. At some time beforehand + choose four captains and have these captains choose teams, + choosing in turn. Teams stand at least two rows apart and + behind throwing line, each team having a ball. Captains stand + beyond baskets, two captains at same basket. Each captain + passes the ball in turn to his players and they throw for the + basket. Team throwing the most baskets in a round wins one + point, first to get five points wins the contest.</p> + <hr class="short" /> + <span class="pagenum"><a name="page102" + id="page102"></a>[pg 102]</span> + + <h3>Last Man</h3> + + <p>Players seated at desks. Rows playing must be full rows. The + game is much like "Fox and Squirrel" (see First Grade, Second + Half Year). One player is "it," and there is one runner, + besides the full rows of seats. The runner may come to the + front of any row and call "Last Man," and then each player in + that row must move back one place, leaving the front seat for + the runner, who is now safe. The last one in the rear of the + row will be out of a place and thus becomes runner. When a + runner is tagged, he is "it," and the one who caught him + becomes runner and must get out of the way at once.</p> + <hr class="short" /> + + <h3>Changing Seats</h3> + + <p>Players seated at desks. When teacher commands "Change + right," all move one place to right and the right hand row + stands. In like manner the command may be "Change front," + "Change back," or "Change left." At first it is best to follow + each change by the reverse, so as to allow those standing to + get seats, but later they may be told that they must run to the + vacant seats on the opposite side or end of the room. Leaders + may be chosen to act in place of the teacher.</p> + <hr class="short" /> + + <h3>Huckle, Buckle, Beanstalk</h3> + + <p>The children close their eyes and put their heads on their + desks. A small object—a thimble or button—is placed + in plain sight. At a signal, the children move about the room, + and when they see it, take their seats without making any sign + of its whereabouts. The first one to see it may hide it the + next time.</p> + <hr class="short" /> + + <h3>Blackboard Relay</h3> + + <p>This is like the blackboard relay played in the third grade, + but instead of marks and letters, words must be written; these + may be required to form a sentence, numbers may be written and + afterwards added, subtracted, etc., by the succeeding players, + or each player may <span class="pagenum"><a name="page103" + id="page103"></a>[pg 103]</span> write his own name. It is + often interesting to have the last player required to erase + all his team has written, or each child may erase his own + writing, passing the eraser as he did the chalk.</p> + <hr class="short" /> + + <h3>Hide the Thimble</h3> + + <p>One child goes out of the room. A thimble or button is + placed in plain sight by another child. The one who was sent + out is then guided to the object by the clapping of the + children—soft clapping for "cold," and louder for + "warm."</p> + <hr class="short" /> + + <h3>Suggestive Breathing Work</h3> + + <p>1. March winds whistling through the trees. Inhale a deep + breath and imitate the wind.</p> + + <p>2. Keeping a feather in the air. Run with head back and blow + short breaths, keeping an imaginary feather from falling to the + ground.</p> + + <p>3. Making Ocean Waves. By blowing the water in a large + basin.</p> + <hr class="short" /> + + <h3>The Fox Chase</h3> + + <p>Four farmers are in their home in the country enjoying a + quiet evening.</p> + + <p>They hear a sound outside, they watch and listen and decide + that the foxes are near the cabin. They wait until they are + very close, then give chase—and catch as many as they can + before the foxes have reached their home in the forest. All + caught become farmers and help to catch the rest.</p> + <hr class="short" /> + + <h3>Poison</h3> + + <p>The players join hands to form a circle. About ten erasers + are placed in the center of the circle, with spaces between + them through which a player might step. The players then try by + means of pushing or pulling their comrades by means of clasped + hands, to make them <span class="pagenum"><a name="page104" + id="page104"></a>[pg 104]</span> knock over the erasers. Any + player who knocks over an eraser or who unclasps hands must + take his seat, the erasers again being replaced. The first + players so leaving the circle form a scrub circle. The + player wins who remains longest in the first circle.</p> + <hr class="short" /> + + <h3>Slap-Jack</h3> + + <p>All the pupils are seated except one. The odd player walks + or runs through the aisles, touching some player, and runs + around the room in the direction he is going. The one touched + immediately leaves his seat, and runs around the room in the + opposite direction. The first one back in the empty seat + wins.</p> + + <p>Dodging through the aisles to shorten the distance is not + allowed. The run must be around the outside of the room.</p> + <hr class="short" /> + + <h3>Crow's Race</h3> + + <p>All players form in a straight line. Grasp just above ankles + and on "Go," run a very short distance and return, keeping hold + above ankles all the time.</p> + <hr class="short" /> + + <h3>Riding the Bicycle</h3> + + <p>Hands in position in front, as though grasping the + handle-bars, running in place with lifting the knee high and + pointing toe to the ground. The same movement, traveling + forward with short, quick steps.</p> + <hr class="short" /> + + <h3>Cat and Rat</h3> + + <p>Children form a circle around the room, with hands joined. A + "cat" is chosen to stand outside the circle, a "rat" to stand + inside. The players are friends of the rat, and raise their + arms to let him under, but keep them down when the cat tries to + get through. The cat chases the rat in and out of the circle, + among desks and over seats, till the "rat" is caught, when a + new cat and rat are chosen.</p> + <hr class="short" /> + <span class="pagenum"><a name="page105" + id="page105"></a>[pg 105]</span> + + <h3>Jumping the Rope</h3> + + <p>This makes a splendid combination exercise. Swing the arms + in a large circle, as though swinging the rope, and jump each + time that the rope comes down. Travel forward with the same + exercises, jumping and landing on one foot instead of both.</p> + <hr class="short" /> + + <h3>Teacher</h3> + + <p>The children stand or sit in one line. One is teacher and he + or she throws a bean bag or soft ball in rotation down the + line, the child missing goes to the front. When the teacher + misses he or she goes to the foot and the child at the head + becomes teacher. No bad or swift throws are counted.</p> + <hr class="short" /> + + <h3>Bird-Catcher</h3> + + <p>This game is a great favorite with all the children, even in + the upper grades. Two players are chosen as bird-catchers, and + stand in one corner of the room. The "mother-bird" is chosen to + stand in another "nest" in the other front corner of the room. + The other players are named in groups (those in one row of + seats usually) for various birds, "robins," "wrens," etc. As + the name of each group of birds is called, they go to the back + of the room, and, at a signal, run to the "mother-bird's nest." + The bird-catchers try to catch them before they reach it. The + "birds" dodge in and out among the desks, jumping over the + seats, etc. The mother-bird and bird-catchers count their birds + at the end of the game, and all "fly" back to their seats; that + is, wave their arms and skip to their seats.</p> + <hr class="short" /> + + <h3>Tag Me, or Heads Up</h3> + + <p>The pupils, upon the command of the player who is the leader + and stands in front of the class, fold their arms upon the desk + and lower the head upon the arms. The leader has an eraser or + other article which he places upon one of the desks. He + commands "Heads up" and the + <span class="pagenum"><a name="page106" + id="page106"></a>[pg 106]</span> pupils raise their heads. + The one finding the eraser on his seat rises and chases the + leader. If he catches him he becomes the leader; if not, the + first one is again the leader. If they fail to catch him + after two trials he chooses another leader.</p> + <hr class="short" /> + + <h3>An Eraser Game</h3> + + <p>A boy places a rubber eraser, or any small object, on the + desk of a girl. She takes the eraser and chases him around the + room to his seat. If she tags him, he goes to the corner to + stand, with others who are caught, till the end of the game. + The girl then puts the eraser on a boy's desk, and the game + continues.</p> + <hr class="short" /> + + <h3>Circle Ball</h3> + + <p>Children stand in a circle around the room; one stands in + the center, with a bean bag or ball, and makes quick throws to + children in different parts of the circle.</p> + <hr class="short" /> + + <h3>Seat Tag—A School-room Game</h3> + + <p>The one starting the game runs and tags someone near and + gets to that child's seat as quickly as he can. The child tries + to tag him on the way. If he tags him the one tagged must go in + the mush pot, that is, to go to the front of the room and sit + down. The one who caught him continues the game, and when + another one gets in the mush pot the first one is permitted to + take his seat. The game continues until all have had a run.</p> + + <p>The runs should all be very short to make the game go + quickly.</p> + <hr class="short" /> + + <h3>Dead Ball</h3> + + <p>Children stand by desks. A tennis or soft rubber ball is + thrown among the players. The child hit sits and is out of the + game. The child standing near where the ball falls throws it + the next time.</p> + <hr class="short" /> + <span class="pagenum"><a name="page107" + id="page107"></a>[pg 107]</span> + + <h3>Preliminary Ball</h3> + + <p>Children stand in rows, facing each other, two rows of desks + between them, those on one side having bean bags. On the + teacher's counts they throw to those in the row opposite, + throwing and catching with both hands. After a given number of + throws, they put the left hand behind them, throwing and + catching with the right hand; the same with the left hand. This + is good muscular training.</p> + <hr class="short" /> + + <h3>Dodge</h3> + + <p>Players divide into equal groups. One group forms a circle, + the other within. Outside group has a volley or an outdoor + baseball with which they try to hit the one's (players) within. + As soon as one is hit he must immediately join the circle and + help hit the others. When all have been tagged in this way, + groups change places and repeat. The two players who were last + to be hit in the two games are captains to choose up for the + next time.</p> + <hr class="short" /> + + <h3>Third Man</h3> + + <p>Played much like "Three Deep." Players stand in couples, + facing each other, couples scattered in any way around the + room. The runner is free from being tagged when he steps + between the two players of any couple, and the chaser must + chase the one toward whom the runner turns his back.</p> + <hr class="short" /> + + <h3>Fox and Chickens</h3> + + <p>Choose a player to be fox and another to be the mother hen. + The players are the chickens and all form in a line behind the + mother hen, and each one grasping the waist of the one in + front. The fox tries to tag the last chicken; the line, led by + the mother hen, turns and tries to keep between the fox and + that chicken. When the last chicken is tagged he becomes fox, + and the mother hen chooses another player in her place.</p> + <hr class="short" /> + <span class="pagenum"><a name="page108" + id="page108"></a>[pg 108]</span> + + <h3>Eraser Relay</h3> + + <p>Place an eraser on the front desk of alternate rows. At a + signal to start the first child in each row takes the eraser in + both hands and passes it over his head to the child behind him. + This continues till the last child receives it. The last child + runs forward with it, running down the right aisle. On reaching + the front seat, his entire row moves one seat backward, so as + to leave an empty seat in front. The runner then sits down in + the empty seat and passes the eraser backward with both hands + as before stated.</p> + + <p>The changing of seats should be on the left side.</p> + + <p>The game ends when each child is returned to his own + seat.</p> + <hr class="short" /> + + <h3>School-room Tag</h3> + + <p>Mark a circle on floor in front of desks. Choose a player to + be "it." He stands near but not in the circle and calls the + names of three players. The players must rise and try to reach + the circle without being tagged. They run in any style in + either direction.</p> + + <p>The first one tagged is "it" and the game continues as + before. If none are caught, three more are named. Encourage + naming players who have not been called.</p> + <hr class="short" /> + + <h3>The Serpentine Maze</h3> + + <p>Players all in single file, teacher leading. Each player + reaches right hand forward to player next in front and left + hand back, grasping hands. March forward, circling to left and + winding up into a spiral. When tightly wound, last player + should lead, all turn about to left and wind up, circling to + right. Several variations should be used later:</p> + + <p>1. Same as first method without grasping hands.</p> + + <p>2. When wound as far as possible and leave enough space, + teach circles right from center of spiral and line follows, + passing out in a reverse spiral; this is done first grasping + hands and later without.</p> + + <p>3. When leader reaches center of spiral, tight wound, she + signals <span class="pagenum"><a name="page109" + id="page109"></a>[pg 109]</span> to players in some + direction and they lift arms, forming arches, under which + the line may pass, teacher leading, hands are kept grasped + in this case.</p> + <hr class="short" /> + + <h3>Teacher and Class</h3> + + <div class="figcenter" + style="width:60%;"> + <a href="images/109.png"><img width="100%" + src="images/109.png" + alt="" /></a> + </div> + + <p>Similar to "School Ball." A leader is chosen for each group + of eight or ten players, the players in a line and the leader + eight or ten feet away at the side. A row in the school-room + may be taken as a group, with a leader standing in front. The + leader tosses the ball or bean bag to the players in turn, + beginning at the head. Any player missing goes to the foot. If + the leader misses he goes to the foot and the one at the head + becomes leader. If the ball goes twice around and the leader + does not miss, he goes in the line just above those who have + missed and the head player becomes leader.</p> + <hr class="short" /> + + <h3>Blackboard Relay</h3> + + <p>The competing rows must be placed where there is a + blackboard at the front of each row. First player of each row + has a piece of chalk. At the signal he runs to the board and + makes a mark with the chalk, then he returns to his seat, and + hands the chalk to the next player, + <span class="pagenum"><a name="page110" + id="page110"></a>[pg 110]</span> who runs and marks in his + turn. Later, players may be required to make a cross, + circles, capital letters, small letters, add columns of + numbers, write words, construct sentences. The teacher is + the judge as to whether the marks come up to the + requirements, and each team is charged with a foul for each + defect.</p> + <hr class="short" /> + + <h3>Tag the Wall Relay</h3> + + <p>This is like "Racing" (See First Grade), but more + continuous. Two or more rows compete. The player in the back + seat rises at a signal from the teacher, runs forward down the + aisle, tags the wall at the front of the room, and returns to + his seat. As soon as he has reached his seat the player next in + front of him does the same, the relay being complete when each + player in turn has run. The line whose front player is seated + first wins.</p> + <hr class="short" /> + + <h3>Slow Poke (Indoors)</h3> + + <p>Alternate rows of children are chosen. On a signal from the + teacher, the last children in the alternate rows, run down the + aisles, turn to their left; run down the other aisle, turn on + reaching their seats, and tag the person who sits in front of + them. The person tagged does as the first person did, tagging + the person in front only when he reaches his starting place. + Each person running when tagged. Equal numbers should be chosen + for each row. The object of the game is to see which row is the + winner, depending entirely upon alertness, quickness of mind + and honesty in playing with fellow students.</p> + <hr /> + + <h2>TRICKS AND PUZZLES</h2> + + <p>Any one who wishes to play a trick or show off a puzzle + should test it privately, before attempting to show it before + company, for often, owing to some slight error, the trick may + at first prove a failure, whereas a little practice will soon + make one perfect.</p> + <hr class="short" /> + <span class="pagenum"><a name="page111" + id="page111"></a>[pg 111]</span> + + <h3>The Dancing Egg</h3> + + <p>Get a hard-boiled egg and place it on the reverse side of a + smooth polished plate or bread-platter. If you now turn the + plate round while holding it in a horizontal position, the egg, + which is in the middle of it, will turn round also, and as the + pace is quickened, the egg will move more and more quickly, + until it stands up on one end and spins round like a top. In + order to be quite sure that the experiment will succeed, you + should keep the egg upright while it is being boiled, so that + the inside may be hardened in the proper position.</p> + <hr class="short" /> + + <h3>The Magic Thread</h3> + + <p>Soak a piece of thread in a solution of salt or alum (of + course, your audience must not know you have done this). When + dry, borrow a very light ring and fix it to the thread. Apply + the thread to the flame of a candle; it will burn to ashes, but + will still support the ring.</p> + <hr class="short" /> + + <h3>The Swimming Needles</h3> + + <p>There are several ways of making a needle float on the + surface of the water.</p> + + <p>The simplest way is to place a piece of tissue paper on the + water and lay the needle on it; the paper soon becomes soaked + with water and sinks to the bottom, while the needle is left + floating on the top.</p> + + <p>Another method is to hang the needle in two slings made of + threads, which must be carefully drawn away as soon as the + needle floats.</p> + + <p>You can also make the needle float by simply holding it in + your fingers and laying it on the water. This, however, + requires a very steady hand.</p> + + <p>If you magnetize a sewing-needle by rubbing it on a fairly + strong magnet and float it on the water, it will make an + extremely sensitive compass; and if you place two needles on + the water at the same time, you will see them slowly approach + each other until they float side by side, that is, if they do + not strike together so heavily as to cause them to sink.</p> + <hr class="short" /> + <span class="pagenum"><a name="page112" + id="page112"></a>[pg 112]</span> + + <h3>The Bridge of Knives</h3> + + <p>Three knives may be supported by their handles in the + following manner: Place three glasses in a triangle, each side + of which must be about the length of one of the knives. The + blade of the first knife should rest on the blade of the + second, by passing over it near to the point where the handle + and blade are joined; the blade of the second passing in the + same manner over the blade of the third, which is to be made to + rest on the blade of the first. The handles being then + carefully placed upon the glasses, a bridge is formed strong + enough to bear a considerable weight.</p> + <hr class="short" /> + + <h3>To Balance a Coffee-Cup on the Point of a Knife</h3> + + <p>The articles necessary for the performance of this trick are + very simple, a dinner-fork and an ordinary sized cork being all + that are needed. Fix the cork firmly in the handle of the fork, + then stick the fork into it so that two prongs shall be on each + side of the cup handle, and slope the fork in such a way that + its handle will come under the bottom of the cup. The heaviest + weight being thus brought underneath, you can hold the cup on + the point of a knife, if you very carefully find the exact + place on which it will balance.</p> + + <p>As the surface of the cup is usually glazed, the hand which + holds the knife must not tremble, or the cup will slip off.</p> + + <p>You may also obtain the same result by using two knives + instead of a fork.</p> + <hr class="short" /> + + <h3>The Obstinate Cork</h3> + + <p>Take a small cork and ask some one to blow it into a fairly + large sized, ordinary bottle that has a neck.</p> + + <p>This seems to be quite an easy matter. The one who tries it + will probably blow as hard as possible upon the little cork; + but, instead of going into the bottle, as expected, it will + simply fall down. The harder the puffs or blows, the more + obstinate the cork will appear to be; and even if the effect of + blowing gently be tried, it will be of no use; the cork will + not go into the bottle, much to the amusement of those who + <span class="pagenum"><a name="page113" + id="page113"></a>[pg 113]</span> are watching. The reason + why the cork will not go in is this: The bottle being + already full of air, when the cork is blown, more air will + be forced into the bottle, and consequently the air inside + will be greatly compressed and will simply force the cork + back. The following is a simple way of overcoming the + difficulty: Instead of trying to force the cork through the + compressed air in the bottle, just the contrary should be + tried, that is, some of the air should be sucked out of the + bottle; this being done, the bottle will become partly + emptied, and when the outside air rushes in to fill up the + empty space, it will carry the cork with it to the bottom of + the bottle.</p> + <hr class="short" /> + + <h3>Six and Five Make Nine</h3> + + <p>This is a simple little puzzle. Take eleven strips of + cardboard, lay six of them at exactly equal distances on the + table, and ask one of the company to add the five other strips + and yet only make nine. It is done by placing six of them + parallel to each other—the others are used to spell out + the word nine.</p> + + <div class="figcenter" + style="width:40%;"> + <a href="images/113.png"><img width="100%" + src="images/113.png" + alt="" /></a> + </div> + <hr class="short" /> + + <h3>The Vanishing Dime</h3> + + <p>Stick a small piece of white wax on the nail of the middle + finger of your right hand, taking care that no one sees you do + it. Then place a dime in the palm of your hand and tell your + audience that you can make it vanish at the word of + command.</p> + + <p>You then close your hand so that the dime sticks to the + waxed nail. Blow on your hand and make magic passes, and cry + "Dime, begone!" Open your hand so quickly that no one will see + the dime <span class="pagenum"><a name="page114" + id="page114"></a>[pg 114]</span> stuck to the back of your + nail, and show your empty hand. To make the dime reappear, + you merely close you hand again and rub the dime into your + palm.</p> + <hr class="short" /> + + <h3>To Light a Snowball with a Match</h3> + + <p>Roll a snowball and put it on a plate. While rolling, + contrive to slip a piece of camphor into the top of it. The + camphor must be about the size and shape of a chestnut, and it + must be pushed into the soft snow so as to be + invisible—the smaller end uppermost, to which the match + should be applied.</p> + <hr class="short" /> + + <h3>The Dancing Pea</h3> + + <p>For this trick, take a piece, two or three inches long, of a + stem of a clay tobacco pipe, taking care that one end is quite + even; with a knife or file, work the hole at the even end + larger, so as to form a little cup. Choose the roundest pea you + can find, place it in the cup, and blow softly through the + other end of the pipe, throwing back your head while you blow, + so that you can hold the pipe in an upright position over your + mouth.</p> + + <p>The pea will rise, fall and dance in its cup, according to + the degree of force you use in blowing, but you must take care + not to blow too hard, or you may blow it away altogether.</p> + <hr class="short" /> + + <h3>The Balancing Spoon</h3> + + <p>Place a half-opened penknife on the edge of the table and + hang a large cooking-spoon by its hook on to the knife, just + where the blade and handle join. Place the spoon so that its + inner (concave) side is facing the table and, after swinging + for a little while, the knife and spoon will keep still in + perfect balance. Even if you fill the spoon with sand it will + not fall, so long as the heaviest point is under the edge of + the table.</p> + + <p>The cooking-spoon is hung on to the half-opened penknife + where the blade and the handle join, and you can now place the + end of the <span class="pagenum"><a name="page115" + id="page115"></a>[pg 115]</span> knife-handle on the tip of + your finger, on the edge of the table, or on the rim of a + glass which is standing near the edge of the table, and your + knife and spoon will balance perfectly, without falling + over.</p> + <hr class="short" /> + + <h3>The Force of a Water-Drop</h3> + + <p>Get a match and make a notch in the middle of it, bend it so + as to form an acute angle, and place it over the mouth of a + bottle.</p> + + <p>Now place a dime or other small coin on the match and ask + any one to get the coin into the bottle without touching either + the bottle or the match.</p> + + <p>This is very easy to do. Dip your finger in a glass of + water, hold it over the place where the match is notched, and + let one or two drops fall on this point. The force of the water + will cause the sides of the angle to move apart, and the + opening thus become large enough to let the coin fall into the + bottle.</p> + <hr class="short" /> + + <h3>The Sentinel Egg</h3> + + <p>This trick requires care and patience. You must lay a piece + of looking-glass on a perfectly even table; then take a + new-laid egg and shake it about for some time until the white + is well mixed with the yolk. In this condition it is possible + to balance the egg on its end and make it stand upright on the + glass. This trick is more certain to be successful if you are + clever enough to flatten the end ever so slightly and evenly, + by giving it a gentle and unsuspected tap.</p> + <hr class="short" /> + + <h3>The Coin Trick</h3> + + <p>Take a coin in each hand and stretch out your arms as far + apart as you can. Then tell your audience that you will make + both coins pass into one hand without bringing your hands + together. This is easily done by placing one coin upon the + table and then turning your body round until the hand with the + other coin comes to where it lies. You can then easily pick the + coin up, and both will be in one hand, while your arms are + still widely extended.</p> + <hr class="short" /> + <span class="pagenum"><a name="page116" + id="page116"></a>[pg 116]</span> + + <h3>The Wonderful Pendulum</h3> + + <p>If you fill a wineglass with water and place a thick piece + of paper over it so that no air can get in, you will find that + you can turn the glass upside down without spilling a drop of + water, because the pressure of the air on the outside will keep + the paper from falling off. It is on this principle that the + present pendulum is to be made. Take a piece of cardboard + larger than the mouth of the glass; pass a cord through a small + hole in the center of the card, and fasten it by means of a + knot on the under side, then carefully cover the hole with wax, + so that no air may get in.</p> + + <p>Place your cardboard over the glass full of water, and by + making a loop in the end of the cord you can hang the glass + from a hook in the ceiling without any fear of its falling off. + In order to make sure that no air can get into the glass, it is + wise to smear the rim with tallow before laying the cardboard + on.</p> + <hr class="short" /> + + <h3>The Revolving Pins</h3> + + <p>Take a piece of elastic which is not covered with silk or + wool, and through the middle of this stick a pin, which you + have bent as shown in the illustration.</p> + + <p>Now hold the elastic between the thumb and first finger of + each hand and twirl it round, stretching it a little at the + same time. The rapid movement thus caused will make the + revolving pin look like a glass object, and if you have a + strong light falling on the pin and a dark background behind + it, the resemblance becomes very much stronger.</p> + + <p>After a little practice you will be able to represent many + things in this way—cheese dishes, vases, champagne + glasses, etc.; and if the bent pin should fall into a + horizontal position while revolving, on account of its shape, + you can tie one end to the elastic with a piece of white + thread, which will not in any way interfere with the + working.</p> + + <p>This trick looks well in a darkened room, when the pin is + illuminated by a ray of sunlight coming through a hole in the + window shutter.</p> + <hr class="short" /> + <span class="pagenum"><a name="page117" + id="page117"></a>[pg 117]</span> + + <h3>The Mysterious Ball</h3> + + <p>This seems to be a plain wooden ball with a hole bored in + its center, through which a string is passed. The ball will + move lightly up and down this cord, but let some one who knows + the trick take the string in his hand and it becomes quite a + different matter; the ball will move quickly, or slowly, at + command, and, if told to do so, will stand still until ordered + to move on again.</p> + + <p>The reason for this peculiar behavior is that inside the + ball there are two holes, one of which is quite straight, while + the other is curved, and turns out of the straight hole.</p> + + <p>It is through this curved passage that the cord is passed, + and you can easily see that to regulate the movements of the + ball, it is only necessary to hold the string more or less + tightly. If you hold the cord perfectly tight, the ball will + not be able to move at all. The ball can be purchased at any + top shop.</p> + <hr class="short" /> + + <h3>The Man with His Head the Wrong Way</h3> + + <p>Put on a coat and vest so that they fasten behind. Then fix + a mask over the back of the head and a wig over the face. The + effect is very curious.</p> + <hr class="short" /> + + <h3>To Find an Object While Blindfolded</h3> + + <p>To play this trick, you must take one of your friends into + your confidence. Borrow a watch and put it in your pocket, and + then ask your audience to sit at the end of the room, blindfold + your friend, and lead him outside. Now say: "Ladies and + gentlemen, if you will give me some small object to hide, I + promise that the blind man will find it, although I shall not + even tell him what he is to look for, and I shall lower the + gas, so that if the bandage should slip, he will still be + unable to see." A key, pencil, or any small thing having been + handed to you, lower the gas and proceed to hide the object, at + the end of the room, mentioning where you have put it, but not + mentioning that you have placed the watch close beside it. You + then request "Silence" and lead in the blind man and ask him to + begin his search. He is guided, of + <span class="pagenum"><a name="page118" + id="page118"></a>[pg 118]</span> course, by the ticking of + the watch, and knows that whatever he finds close to it is + the object hidden. When he calls "Found," he must slip the + watch into his pocket. You then turn up the gas and quietly + ask your audience if they do not think your friend is a very + clever fellow?</p> + <hr class="short" /> + + <h3>Chinese Shadows</h3> + + <p>Here is a simple way of making shadow pictures: Place a + candle on the table and fix a piece of white paper on the wall + at the same height from the ground as the light is. Now place + some non-transparent object, as, for instance, a large book, + between the candle and the paper, and on one side of the table + place a mirror so that it will reflect the light of the candle + on to the paper on the wall. If you now put little cardboard + figures between the candle and the mirror, a shadow will be + thrown on the white paper and you can move your figures about + just as you please.</p> + <hr class="short" /> + + <h3>Hand Shadows</h3> + + <p>It is very difficult to explain how these shadows should be + made, but you must bear in mind the fact that it is necessary + to stand between the lamp and the wall, and extend your arms so + that the shadow of your body does not interfere with the + picture shadows you intend to make with your hands. The + illustrations given will show you how to make two very good + shadow pictures, but the fun of the game is for several people + to make up pictures of their own, and see who can succeed in + making the best.</p> + <hr class="short" /> + + <h3>The Game of Shadows</h3> + + <p>For this game you require a white sheet to be hung up at the + end of the room. Then the "shadow-makers" take up their places + on low stools behind the sheet. There must be only one lamp in + the room, which should be placed about six or seven feet behind + the "shadow-makers." Then the "shadow-makers" drape themselves + with shawls, or anything handy, and take their places so that + their shadows are <span class="pagenum"><a name="page119" + id="page119"></a>[pg 119]</span> thrown upon the sheet. They + must, of course, try to disguise themselves, so that the + "shadow-seekers" may not be able to guess their identity. By + loosening the hair and letting it fall over the face, a girl + may appear like a man with a beard; bending the finger over + the nose gives one a very queer-looking hooked nose in the + shadow, and entirely alters the appearance of the face. + Covering one's self up in a sheet and then extending the + arms gives one the appearance of a large bat. As soon as a + "shadow-maker's" identity has been guessed he must take his + place as a "shadow-seeker," and the one who guessed him + becomes a "shadow-maker." The penalty of a glance behind the + sheet on the part of the "shadow-seeker" is to pay a + forfeit.</p> + <hr class="short" /> + + <h3>Think of a Number</h3> + + <p>Tell some one to think of any number he likes, but not to + tell you what it is. Tell him then to double it. When he has + done that, let him add an even number to it, which you must + give him. After doing this, he must halve the whole, then from + what is left, take away the number he first thought of. When + this is completed, if he has counted correctly, you will be + able to give him the exact remainder, which will simply be the + half of the even number you told him to add to his own.</p> + <hr class="short" /> + + <h3>Living Shadows</h3> + + <p>In order to make these, you must stand in the corner of the + room, near a mirror. Let some one hold a light behind you, so + that the shadow of your head and shoulders will be thrown upon + the wall, and also that the reflected light from the mirror + will fall at exactly the same spot as the shadow of your + head.</p> + + <p>If the mirror is now covered with a piece of thick paper, + from which two eyes, a nose, and a mouth are cut out, the + effect shown in the drawing will be produced. In order to make + the shadow still more lifelike, cut out two pieces of paper, + fasten one over the mirror, and move the other over it. In this + way the eyes and mouth of the shadow may be made to move.</p> + <hr class="short" /> + <span class="pagenum"><a name="page120" + id="page120"></a>[pg 120]</span> + + <h3>To Guess the Two Ends of a Line of Dominoes</h3> + + <p>For this trick a whole set of dominoes is required, the + performer taking care to hide one of the set, not a double, in + his pocket. The remaining dominoes should be shuffled, and + placed according to the ordinary rules of domino games, and the + performer undertakes to tell, without seeing them, the two + numbers forming the extremes of the line, set during his + absence from the room. The numbers on the extreme ends of the + domino line will be exactly the same as the numbers on the + domino which the performer has in his pocket. If he is asked to + repeat the trick, he should be sure to change the hidden + domino, or he may chance to be found out.</p> + <hr class="short" /> + + <h3>To Tell the Age of Any Person</h3> + + <p>Prepare a set of cards by making a copy of the tables given + here. Hand them to the person whose age you wish to ascertain, + and ask him to name the cards on which his age appears.</p> + + <p>If you then add together the first number on each of the + cards he names, the total will be the age required.</p> + + <table summary="Telling a person's age" + align="center" border="1"> + <tr> + <td colspan="2" align="center">No. 1 Card</td> + + <td colspan="2" align="center">No. 2 Card</td> + + <td colspan="2" align="center">No. 3 Card</td> + + <td colspan="2" align="center">No. 4 Card</td> + + <td colspan="2" align="center">No. 5 Card</td> + + <td colspan="2" align="center">No. 6 Card</td> + </tr> + + <tr> + <td align="right">1</td> + + <td align="right">29</td> + + <td align="right">2</td> + + <td align="right">30</td> + + <td align="right">4</td> + + <td align="right">30</td> + + <td align="right">8</td> + + <td align="right">28</td> + + <td align="right">16</td> + + <td align="right">28</td> + + <td align="right">32</td> + + <td align="right">44</td> + </tr> + + <tr> + <td align="right">3</td> + + <td align="right">31</td> + + <td align="right">3</td> + + <td align="right">31</td> + + <td align="right">5</td> + + <td align="right">31</td> + + <td align="right">9</td> + + <td align="right">29</td> + + <td align="right">17</td> + + <td align="right">29</td> + + <td align="right">33</td> + + <td align="right">45</td> + </tr> + + <tr> + <td align="right">5</td> + + <td align="right">33</td> + + <td align="right">6</td> + + <td align="right">34</td> + + <td align="right">6</td> + + <td align="right">36</td> + + <td align="right">10</td> + + <td align="right">30</td> + + <td align="right">18</td> + + <td align="right">30</td> + + <td align="right">34</td> + + <td align="right">46</td> + </tr> + + <tr> + <td align="right">7</td> + + <td align="right">35</td> + + <td align="right">7</td> + + <td align="right">35</td> + + <td align="right">7</td> + + <td align="right">37</td> + + <td align="right">11</td> + + <td align="right">31</td> + + <td align="right">19</td> + + <td align="right">31</td> + + <td align="right">35</td> + + <td align="right">47</td> + </tr> + + <tr> + <td align="right">9</td> + + <td align="right">37</td> + + <td align="right">10</td> + + <td align="right">38</td> + + <td align="right">12</td> + + <td align="right">38</td> + + <td align="right">12</td> + + <td align="right">40</td> + + <td align="right">20</td> + + <td align="right">48</td> + + <td align="right">36</td> + + <td align="right">48</td> + </tr> + + <tr> + <td align="right">11</td> + + <td align="right">39</td> + + <td align="right">11</td> + + <td align="right">39</td> + + <td align="right">13</td> + + <td align="right">39</td> + + <td align="right">13</td> + + <td align="right">41</td> + + <td align="right">21</td> + + <td align="right">49</td> + + <td align="right">37</td> + + <td align="right">49</td> + </tr> + + <tr> + <td align="right">13</td> + + <td align="right">41</td> + + <td align="right">14</td> + + <td align="right">42</td> + + <td align="right">14</td> + + <td align="right">44</td> + + <td align="right">14</td> + + <td align="right">42</td> + + <td align="right">22</td> + + <td align="right">50</td> + + <td align="right">38</td> + + <td align="right">50</td> + </tr> + + <tr> + <td align="right">15</td> + + <td align="right">43</td> + + <td align="right">15</td> + + <td align="right">43</td> + + <td align="right">15</td> + + <td align="right">45</td> + + <td align="right">15</td> + + <td align="right">43</td> + + <td align="right">23</td> + + <td align="right">51</td> + + <td align="right">39</td> + + <td align="right">51</td> + </tr> + + <tr> + <td align="right">17</td> + + <td align="right">45</td> + + <td align="right">18</td> + + <td align="right">46</td> + + <td align="right">20</td> + + <td align="right">46</td> + + <td align="right">24</td> + + <td align="right">44</td> + + <td align="right">24</td> + + <td align="right">52</td> + + <td align="right">40</td> + + <td align="right">52</td> + </tr> + + 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align="right">27</td> + + <td align="right">55</td> + + <td align="right">43</td> + + <td align="right">55</td> + </tr> + + <tr> + <td align="right">25</td> + + <td align="right">53</td> + + <td align="right">26</td> + + <td align="right">54</td> + + <td align="right">28</td> + + <td align="right">54</td> + + <td align="right"></td> + + <td align="right"></td> + + <td align="right"></td> + + <td align="right"></td> + + <td align="right"></td> + + <td align="right"></td> + </tr> + + <tr> + <td align="right">27</td> + + <td align="right">55</td> + + <td align="right">27</td> + + <td align="right">55</td> + + <td align="right">29</td> + + <td align="right">55</td> + + <td align="right"></td> + + <td align="right"></td> + + <td align="right"></td> + + <td align="right"></td> + + <td align="right"></td> + + <td align="right"></td> + </tr> + </table> +<br /> +<br /> + <hr class="full" /> +<p>***END OF THE PROJECT GUTENBERG EBOOK MY BOOK OF INDOOR GAMES***</p> +<p>******* This file should be 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mode 100644 index 0000000..da5a890 --- /dev/null +++ b/old/13022-h/images/thumb4.jpg diff --git a/old/13022.txt b/old/13022.txt new file mode 100644 index 0000000..f64d026 --- /dev/null +++ b/old/13022.txt @@ -0,0 +1,5164 @@ +The Project Gutenberg eBook, My Book of Indoor Games, by Clarence Squareman + + +This eBook is for the use of anyone anywhere at no cost and with +almost no restrictions whatsoever. You may copy it, give it away or +re-use it under the terms of the Project Gutenberg License included +with this eBook or online at www.gutenberg.org + + + + + +Title: My Book of Indoor Games + +Author: Clarence Squareman + +Release Date: July 25, 2004 [eBook #13022] + +Language: English + +Character set encoding: ISO-646-US (US-ASCII) + + +***START OF THE PROJECT GUTENBERG EBOOK MY BOOK OF INDOOR GAMES*** + + +E-text prepared by Clare Boothby, David Newman, William Flis, and the +Project Gutenberg Online Distributed Proofreading Team + + + +Note: Project Gutenberg also has an HTML version of this + file which includes the original illustrations. + See 13022-h.htm or 13022-h.zip: + (https://www.gutenberg.org/1/3/0/2/13022/13022-h/13022-h.htm) + or + (https://www.gutenberg.org/1/3/0/2/13022/13022-h.zip) + + + + + +MY BOOK OF INDOOR GAMES + +by + +CLARENCE SQUAREMAN + +1916 + +With Full Page Illustrations from Photographs Loaned +by The Chicago Park Commission + + + + + + + +[Illustration: Cover.] + + + + +[Plate 1] + + + +The publishers gratefully acknowledge their thanks to the Chicago +Park Commission for the loan of the photographs of which the half tone +illustrations used in this book are copies. + + + + +INDEX OF INDOOR GAMES + + Acting Proverbs 37 + Acting Rhymes 54 + Adventurers 41 + All Fours 64 + Alphabet Game 84 + Animal, Vegetable or Mineral 45 + Ants and the Grasshopper 91 + Balancing Spoon 114 + Band Box (Charade) 29 + Beggar My Neighbor 69 + Bingo 96 + Birds, Beasts and Fishes 61 + Bird Catcher 26, 105 + Birds Fly 100 + Blackboard Relay 102 + Blind Man's Buff 18 + Blind Man's Wand 47 + Bob Major 24 + Bridge of Knives 112 + Buff Says Buff 18 + Buzz 16 + Card Games 13 + Cat and Mouse 17 + Cat and Rat 104 + Cat's Cradle 81 + Charades 28 + Checkers 56 + Changing Seats 102 + Chinese Shadows 118 + Coach and Four 93 + Cock Fighting 83 + Consequences 43 + Circle Ball 106 + Crambo 44 + Coin Trick 115 + Cross Questions and Crooked Answers 11 + Crows' Race 104 + Cushion Dance 77 + Dancing Egg 111 + Dancing Pea 114 + Dead Ball 106 + Diamond Ring 78 + Dodge 107 + Dominoes 58 + Draw a Pail of Water 87 + Drop the Handkerchief 15 + Duck Under the Water 88 + Dumb Crambo 24 + Dwarf 21 + Earth, Air, Fire and Water 44 + Eraser Game 106 + Eraser Relay 108 + Family Coach 14 + Farmyard 77 + Feather 50 + Find an Object While Blindfolded 117 + Fives and Threes 60 + Flag Race 103 + Flowers 80 + Flying 47 + Forbidden Letter 78 + Force of a Water Drop 115 + Fox and Chickens 107 + Fox and Geese 83 + Fox Chase 103 + French Roll 27 + Frog in the Middle 100 + Gallery of Statutes 51 + Game of Cat 34 + Game of Conversation 50 + Garden Gate 27 + Giant 83 + Grand Mufti 79 + Green Gravel 59 + Hand Shadows 118 + Hands Up 48 + Hide the Thimble 103 + Honey Pots 85 + Hot Boiled Beans and Bacon 52 + How to Light a Candle Without Touching It 112 + How, When and Where 21 + Huckle, Buckle, Beanstalk 102 + Huntsman 51 + Hunt the Ring 49 + Hunt the Slipper 48 + I Apprenticed My Son 17 + I Love My Love With an A 43 + I Point 78 + I Say Stoop 100 + I Sell My Bat, I Sell My Ball 81 + I Suspect You 68 + It 53 + Jolly Miller 55 + Judge and Jury 48 + Jumping the Rope 105 + Last Man 102 + Little Lady 99 + Living Pictures 34 + Living Shadows 119 + Lodgings to Let 49 + Lost and Found 45 + Lubin Loo 97 + Magic Music 16 + Magic Thread 111 + Magic Whistle 92 + Magic Writing 79 + Malaga Raisins 93 + Man and Object 54 + Man With His Head the Wrong Way 117 + Mother, Mother, the Pot Boils Over 89 + My Master Bids You Do as I Do 52 + Mysterious Ball 117 + Noughts and Crosses 61 + Oats and Beans and Barley 95 + Obstinate Cork 112 + Old Maid 66 + Old Soldier 22 + Oranges and Lemons 12 + Our Old Grannie Doesn't Like Tea 42 + Paper and Pencil Games 61 + Personations 83 + Pigeon House Game 95 + Poison 103 + Pope Joan 67 + Postman 20 + Postman's Knock 42 + Preliminary Ball 107 + Proverbs 38 + Puss in the Corner 20 + Questions and Answers 88 + Racing and Counting Scores 101 + Red Cap and Blue Cap 53 + Revolving Pins 116 + Riddles 69 + Riding the Bicycle 104 + Rule of Contrary 26 + Running Maze 92 + Ruth and Jacob 56 + Sally Water 94 + Schoolmaster 25 + School Room Basket Ball 101 + School Room Tag 108 + Sea King 17 + Seat Tag 106 + Sentinel Drop 115 + Serpentine Maze 110 + Shadows 118 + Shouting Proverbs 38 + Simon Says 26 + Six and Five Make Nine 113 + Slap Jack 104 + Slow Poke 110 + Snap 65 + Snip, Snap, Snorum 66 + Speculation 63 + Spelling Game 86 + Stool of Repentance 49 + Squirrel and Nut 101 + Suggestive Breathing Work 103 + Swimming Needles 111 + Tag Me or Heads Up 105 + Tag the Wall Relay 110 + Teacher 105 + Teacher and Class 109 + Think of a Number 119 + Third Man 107 + Thought Reading 70 + Tit, Tat, Toe 61 + To Balance a Coffee Cup 112 + To Guess Two Ends of a Line of Dominoes 120 + To Tell the Age of Any Person 120 + Trades 61 + Travelers' Alphabet 14 + Tricks and Puzzles 110 + Twirl the Trencher 11 + Vanishing Dime 113 + What's My Thought Like? 81 + Wonderment 89 + + + +INTRODUCTION + + + +"Let the child imbibe in the full spirit of play. There is nothing +like it to keep him on the path of health, right thinking and mind +development." + +That is the guiding purpose of the author. The reader will find in +this book a collection of old and present day games. The student of +Play has long realized that there are no new games, that all our games +of today are built on the old timers. + +The purpose of My Book of Indoor Games is to furnish amusement, +entertainment and to be the means of sociability. So very often the +question comes up--"What shall we do?" In many cases this book serves +only as a reminder, the games and parlor tricks are well known but +cannot be recalled at the critical moment. A combination, such as +this, of the best of the old-fashioned games and a carefully compiled +list of the games of today will furnish much help to the young in +their search of entertainment and amusement. + +But the book will be equally useful to grownups. The author has seen +staid, respectable people play "Lubin Loo" with as much zest and +spirit as the youngest group of children. All of us have played +"Going to Jerusalem." The spirit must be there; there is nothing so +contagious as the spirit of play. + + + +[Illustration: Hide--then go seek] + + + +[Illustration] + + + + + +TWIRL THE TRENCHER + +This is a game which almost any number of children can play. + +The players seat themselves in a circle, and each takes the name of +some town, or flower, or whatever has been previously agreed upon. One +of the party stands in the middle of the circle, with a small wooden +trencher, or waiter, places it upon its edge, and spins it, calling +out as he does so the name which one of the players has taken. The +person named must jump up and seize the trencher before it ceases +spinning, but if he is not very quick the trencher will fall to the +ground, and he must then pay a forfeit. It is then his turn to twirl +the trencher. + +A very similar game to this is "My Lady's Toilet." The only difference +is that each player must take the name of some article of a lady's +dress, such as shawl, earring, brooch, bonnet, etc. + + * * * * * + +CROSS QUESTIONS AND CROOKED ANSWERS + +To play this game it is best to sit in a circle, and until the end of +the game no one must speak above a whisper. + +The first player whispers a question to his neighbor, such as: "Do you +like roses?" This question now belongs to the second player, and he +must remember it. + +The second player answers: "Yes, they smell so sweetly," and this +answer belongs to the first player. The second player now asks his +neighbor a question, taking care to remember the answer, as it will +belong to him. Perhaps he has asked his neighbor, "Are you fond of +potatoes?" and the answer may have been, "Yes, when they are fried!" + +So that the second player has now a question and an answer belonging +to him, which he must remember. + +The game goes on until every one has been asked a question and given +an answer, and each player must be sure and bear in mind that it is +the question he is asked, and the answer his neighbor gives, which +belong to him. + +At the end of the game each player gives his question and answer +aloud, in the following manner: + +"I was asked: 'Do you like roses?' and the answer was: 'Yes, when +they are fried!'" The next player says: "I was asked: 'Are you fond +of potatoes?' and the answer was: 'Yes, they are very pretty, but they +don't wear well.'" + + * * * * * + +ORANGES AND LEMONS + +Two of the players join hands, facing each other, having agreed +privately which is to be "Oranges" and which "Lemons." The rest of +the party form a long line, standing one behind the other, and holding +each other's dresses or coats. The first two raise their hands so as +to form an arch, and the rest run through it, singing as they run: + + "Oranges and Lemons, + Say the bells of St. Clement's; + You owe me five farthings, + Say the bells of St. Martin's; + When will you pay me? + Say the bells of Old Bailey. + I do not know, + Says the big bell of Bow. + Here comes a chopper to light you to bed! + Here comes a chopper to chop off your head!" + +At the word "head" the hand archway descends, and clasps the player +passing through at that moment; he is then asked in a whisper, +"Oranges or Lemons?" and if he chooses "oranges," he is told to go +behind the player who has agreed to be "oranges" and clasp him round +the waist. + +[Illustration] + +The players must be careful to speak in a whisper, so that the others +may not know what has been said. + +The game then goes on again, in the same way, until all the children +have been caught and have chosen which they will be, "oranges" or +"lemons." When this happens, the two sides prepare for a tug-of-war. +Each child clasps the one in front of him tightly and the two leaders +pull with all their might, until one side has drawn the other across a +line which has been drawn between them. + + * * * * * + +MUSICAL CHAIRS OR GOING TO JERUSALEM + +This game must be played in a room where there is a piano. + +Arrange some chairs, back to back, in the center of the room, allowing +one chair less than the number of players. Some one begins to play a +tune, and at once the players start to walk or run round the chairs, +to the sound of the music. + +When the music stops, each player must try to find a seat, and as +there is one chair short, some one will fail to do so, and is called +"put." He must carry a chair away with him, and the game goes on again +until there is only one person left in, with no chair to sit upon. +This person has won the game. + + * * * * * + +THE TRAVELER'S ALPHABET + +The players sit in a row and the first begins by saying, "I am going +on a journey to Athens," or any place beginning with A. The one +sitting next asks, "What will you do there?" The verbs, adjectives, +and nouns used in the reply must all begin with A; as "Amuse Ailing +Authors with Anecdotes." If the player answers correctly, it is the +next player's turn; he says perhaps: "I am going to Bradford." "What +to do there?" "To Bring Back Bread and Butter." A third says: "I am +going to Constantinople." "What to do there?" "To Carry Contented +Cats." Any one who makes a mistake must pay a forfeit. + + * * * * * + +THE FAMILY COACH + +This is a very good old game, and is most amusing if you can find some +one who is a good story-teller. + +The players sit in a circle and every one, except the story-teller, +takes the name of some part of a coach or its equipments; for +instance, door, step, wheels, reins, box-seat, and so on. + +When all are ready, the story-teller begins a tale about an old coach +and what happened to it, how it went on a journey, came to grief, was +mended, and started off again. The story should be told fluently, but +not too quickly. Every time any part of the coach is mentioned, the +player who has taken that name must rise from his seat and then sit +down again. + +Whenever "the coach" is mentioned, all the players, with the exception +of the story-teller, must rise. Any one who fails to keep these rules +must pay a forfeit. + + * * * * * + +DROP THE HANDKERCHIEF + +A ring is formed by the players joining hands, whilst one child, who +is to "drop the handkerchief," is left outside. He walks round the +ring, touching each one with the handkerchief, saying the following +words: + +[Illustration] + + "I wrote a letter to my love, + But on my way, I dropped it; + A little child picked it up + And put it in his pocket. + It wasn't you, it wasn't you, + It wasn't you--but it was you." + +When he says "It was you," he must drop the handkerchief behind one +of the players, who picks it up and chases him round the ring, +outside and under the joined hands, until he can touch him with the +handkerchief. As soon as this happens, the first player joins +the ring, whilst it is now the turn of the second to "drop the +handkerchief." + + * * * * * + +MAGIC MUSIC + +One of the players is sent out of the room, and the rest then agree +upon some simple task for her to perform, such as moving a chair, +touching an ornament, or finding some hidden object. She is then +called in and some one begins to play the piano. If the performer +plays very loudly, the "seeker" knows that she is nowhere near the +object she is to search for. When the music is soft, then she knows +she is very near, and when the music ceases altogether, she knows that +she has found the object she was intended to look for. + + * * * * * + +BUZZ + +[Plate 2] + +This is a very old game, but is always a very great favorite. The more +the players, the greater the fun. The way to play it is as follows: +The players sit in a circle and begin to count in turn, but when the +number 7 or any number in which the figure 7 or any multiple of 7 is +reached, they say "Buzz," instead of whatever the number may be. As, +for instance, supposing the players have counted up to 12, the next +player will say "13," the next "Buzz" because 14 is a multiple of 7 +(twice 7)--the next player would then say "15" the next "16," and the +next would, of course, say "Buzz" because the figure 7 occurs in the +number 17. If one of the players forgets to say "Buzz" at the proper +time, he is out. The game then starts over again with the remaining +players, and so it continues until there is but one person remaining. +If great care is taken the numbers can be counted up to 70, which, +according to the rules before mentioned, would, of course, be called +Buzz. The numbers would then be carried on as Buzz 1, Buzz 2, etc., up +to 79, but it is very seldom that this stage is reached. + + * * * * * + +"I APPRENTICED MY SON." + +The best way of describing this game is to give an illustration of how +it is played. The first player thinks of "Artichoke," and commences: +"I apprenticed my son to a greengrocer, and the first thing he sold +was an A." + +Second player: "Apple?" "No." + +Third player: "Almonds?" "No." + +Fourth player: "Asparagus?" "No." + +Fifth player: "Artichoke?" "Yes." + +The last player, having guessed correctly, may now apprentice his son. +No player is allowed more than one guess. + + * * * * * + +CAT AND MOUSE + +The children sit in two rows opposite each other with a space between. +One child takes the place of "cat," being blindfolded, and one takes +the place of "mouse," and is also blindfolded, the cat standing at +one end of the row and the mouse at the opposite end. They start in +opposite directions, guiding themselves by the chairs, the cat trying +to catch the mouse. When the mouse is caught it is made the cat, and +one of the company takes the place of the mouse. + + * * * * * + +THE SEA KING + +This game can be played by any number of children. They proceed by +first choosing one of the party to act as the Sea King, whose duty +it is to stand in the center of a ring, formed by the players seating +themselves round him. The circle should be as large as possible. Each +of the players having chosen the name of a fish, the King runs round +the ring, calling them by the names which they have selected. + +Each one, on hearing his name called, rises at once, and follows the +King, who, when all his subjects have left their seats, calls out, +"The sea is troubled," and seats himself suddenly. His example is +immediately followed by his subjects. The one who fails to obtain a +seat has then to take the place of King, and the game is continued. + + * * * * * + +BUFF SAYS "BAFF" + +This is a game in which no one is allowed to smile or laugh. All the +players, except one, sit in a row or half circle; one goes out of the +room and returns with a stick or poker in his hand, and a very grave +and solemn face. He is supposed to have just returned from a visit +to Buff. The first player asks him: "Where do you come from?" "From +Buff." The next asks: "Did he say anything to you?" To which the reply +is: + + "Buff said 'Baff,' + And gave me this staff, + Telling me neither to smile nor to laugh. + Buff says 'Baff,' to all his men, + And I say 'Baff' to you again. + And he neither laughs nor smiles, + In spite of all your cunning wiles, + But carries his face with a very good grace, + And passes his staff to the very next place." + +If he can repeat all this without laughing, he delivers up his staff +to some one else, and takes his seat; but if he laughs, or even +smiles, he pays a forfeit before giving it up. + + * * * * * + +BLIND MAN'S BUFF + +In the olden times this game was known by the name of "Hood-man +Blind," as in those days the child that was chosen to be "blind man" +had a hood placed over his head, which was fastened at the back of the +neck. + +In the present day the game is called "Blind Man's Buff," and very +popular it is among young folk. + +[Illustration] + +Before beginning to play, the middle of the room should be cleared, +the chairs placed against the wall, and all toys and footstools put +out of the way. The child having been selected who is to be "Blind +Man" or "Buff," is blindfolded. He is then asked the question, "How +many horses has your father got?" The answer is "Three," and to the +question: "What color are they?" he replies: "Black, white, and gray." +All the players then cry: "Turn round three times and catch whom you +may." Buff accordingly spins round and then the fun commences. He +tries to catch the players, while they in their turn do their utmost +to escape "Buff," all the time making little sounds to attract him. +This goes on until one of the players is caught, when Buff, without +having the bandage removed from his eyes, has to guess the name of the +person he has secured. If the guess is a correct one, the player who +has been caught takes the part of "Buff," and the former "Buff" joins +the ranks of the players. + + * * * * * + +PUSS IN THE CORNER + +This game is really for five players only, but, by a little +arrangement, six or seven children can take part in the fun. + +Four players take their places in the different corners of the room, +while the fifth stands in the middle. If a greater number of children +wish to play, other parts of the room must be named "corners," so that +there is a corner for every one. + +The fun consists in the players trying to change places without being +caught; but they are bound to call "Puss, puss," first, and to +beckon to the one they wish to change with. Directly they leave their +corners, the player in the center tries to get into one of them. + +When the center player succeeds in getting into a corner, the one who +has been displaced has to take his place in the middle of the room. + + * * * * * + +THE POSTMAN + +For this game all the players, except two, seat themselves in a +circle. One of the two left out is blindfolded and is called the +"Postman," the other is called the "Postmaster-General." Each of the +players seated in the circle chooses the name of a town, which the +"Post-master-General" writes down on a slip of paper, so that he may +not forget it. He then calls out the names of two towns, thus: "The +post from Aberdeen to Calcutta." At once, the players who have taken +those names must change places, and while doing so the "Postman" must +try to catch one of them. If he succeeds in doing so he takes his +place in the circle, having chosen a town for his name, and the one +caught becomes "Postman" in place of him. Sometimes "General post" +is called, when all have to change places, and the "Postman" is then +almost sure to gain a seat. + + * * * * * + +THE DWARF + +[Illustration] + +This is a most amusing game if well carried out. The two performers +must be hidden behind two curtains in front of which a table has been +placed. + +One of the performers slips his hands into a child's socks and little +shoes. He must then disguise his face, by putting on a false mustache, +painting his eyebrows, sticking pieces of black court plaster over one +or two of his teeth, which will make it appear as though he has lost +several teeth. This, with a turban on his head, will prove a very fair +disguise. The second performer must now stand behind the first and +pass his arms round him, so that the second performer's hands may +appear like the hands of the dwarf, while the first performer's hands +make his feet. The figure must, of course, be carefully dressed, and +the body of the second performer hidden behind the curtains. + +The front player now puts his slippered hands upon the table and +begins to keep time, while the other performer follows suit with his +hands. + +The dwarf can be used either to tell fortunes, make jokes, or ask +riddles, and if the performers act their parts well, the guests will +laugh very heartily. + + * * * * * + +HOW, WHEN, AND WHERE + +One of the company goes out of the room, while the others choose a +word to be guessed, one with two or three different meanings being the +best. + +[Illustration] + +We will suppose that the word "Spring" has been thought of. When the +person who is outside the room is recalled, he (or she) asks each one +in succession: "How do you like it?" The answers may be "Dry" (meaning +the season), "Cold and clear" (a spring of water), "Strong" (a +watch-spring), and "High" (a jump). The next question is: "When do you +like it?" The answers may be: "When I am in the country," "When I am +thirsty," "When my watch is broken." + +The next question is: "Where do you like it?" and the answers may be: +"Anywhere and everywhere," "In hot weather," "In the clock." The game +is to try and guess the word after any of the answers, and if right, +the player last questioned takes the place of the one who is guessing; +if wrong, the questioner must try again. + + * * * * * + +OLD SOLDIER + +Old Soldier is a game for young children, and though it seems very +simple, yet there is a good deal of fun in it. One of the children +pretends to be an old soldier, and goes round begging of each of the +other players in turn, saying that he is "poor, and old, and hungry," +and asking what they will do for him or give him. In answering the Old +Soldier, no one must say the words: "Yes," "No," "Black," or "White," +and he must be answered at once without hesitation. Any one who does +not reply at once, or who uses any of the forbidden words, must pay a +forfeit. + +[Illustration] + + * * * * * + +BOB MAJOR + +Two of the players sit down, and a cloth, large enough to prevent +their seeing anything, is put over their heads. Then two other persons +tap them on the head with long rolls of paper, which they have in +their hands, and ask, in feigned voices, "Who bobs you?" If either of +those who have been tapped answers correctly, he changes places with +the one who has tapped him. + + * * * * * + +DUMB CRAMBO + +Divide the company into two equal parts, one-half leaving the room; +the remaining players should then select a word, which will have to be +guessed by those outside the door. When the word has been chosen--say, +for instance, the word "will"--the party outside the room are told +that the word they are to guess rhymes with "till." A consultation +then takes place, and they may think that the word is "ill." The +company then enter and begin to act the word "ill," but without +speaking a word. The audience, when they recognize the word that is +being performed, will immediately hiss, and the actors then retire and +think of another word. + +Thus the game goes on until the right word is hit upon, when the +company who have remained in the room, clap their hands. The audience +then change places with the actors. + + * * * * * + +TRADES + +Each player must choose a trade and pretend to be working at it. For +instance, if he is a tailor, he must pretend to sew or iron; if +a blacksmith, to hammer, and so on. One is the king, and he, too, +chooses a trade. Every one works away as hard as he can until the king +suddenly gives up his trade, and takes up that of some one else. Then +all must stop, except the one whose business the king has taken, +and he must start with the king's work. The two go on until the king +chooses to go back to his own trade, when all begin working again. Any +one who fails either to cease working or to begin again at the right +time, must pay a forfeit. + +A somewhat more elaborate and livelier game of Trades is played by +each boy in the party choosing a trade which he is supposed to be +carrying on. The leader must invent a story, and, standing in the +middle, must tell it to the company. He must manage to bring in a +number of names of trades or businesses; and whenever a trade is +mentioned, the person who represents it must instantly name some +article sold in the shop. + + * * * * * + +[Illustration] + +THE SCHOOLMASTER + +This is always a favorite game. One of the players is chosen +schoolmaster, and the others, ranged in order in front of him, form +the class. The master may then examine the class in any branch of +learning. Suppose him to choose Geography, he must begin with the +pupil at the head of the class, and ask for the name of a country or +town beginning with A. If the pupil does not reply correctly before +the master has counted ten, he asks the next pupil, who, if he answers +rightly--say, for instance, "America," or "Amsterdam," in time, +goes to the top of the class. The schoolmaster may go on in this way +through the alphabet either regularly or at random, as he likes. Any +subject--names of kings, queens, poets, soldiers, etc.--may be chosen. +The questions and answers must follow as quickly as possible. Whoever +fails to answer in time, pays a forfeit. + + * * * * * + +RULE OF CONTRARY + +This is a simple game for little children. It is played either with +a pocket-handkerchief, or, if more than four want to play, with a +table-cloth or small sheet. Each person takes hold of the cloth; the +leader of the game holds it with the left hand, while with the right +he makes pretense of writing on the cloth while he says: "Here we go +round by the rule of contrary. When I say 'Hold fast,' let go; and +when I say 'Let go,' hold fast." The leader then calls out one or +other of the commands, and the rest must do the opposite, of what he +says. Any one who fails must pay a forfeit. + + * * * * * + +SIMON SAYS + +Seat yourselves in a circle and choose one of the company to be the +leader, or Simon. His duty is to order all sorts of different things +to be done, the funnier the better, which must be obeyed only when the +order begins with "Simon says." As, for instance, "Simon says: 'Thumbs +up!'" which, of course, all obey; then perhaps comes: "Thumbs down!" +which should not be obeyed, because the order did not commence with +"Simon says." + +Each time this rule is forgotten a forfeit must be paid. "Hands over +eyes," "Stamp the right foot," "Pull the left ear," etc., are the kind +of orders to be given. + + * * * * * + +THE BIRD-CATCHER + +To play this game you must first decide which one of you is to be the +Bird-catcher; the other players then each choose the name of a bird, +but no one must choose the owl, as it is forbidden. All the players +then sit in a circle with their hands on their knees, except the +Bird-catcher, who stands in the center, and tells a tale about birds, +taking care to specially mention the ones he knows to have been chosen +by the company. As each bird's name is called, the owner must imitate +its note as well as he can, but when the owl is named, all hands must +be put behind the chairs, and remain there until the next bird's name +is mentioned. When the Bird-catcher cries "All the birds," the players +must together give their various imitations of birds. Should any +player fail to give the cry when his bird is named, or forget to put +his hands behind his chair, he has to change places with Bird-catcher. + + * * * * * + +FRENCH ROLL + +A good many children may play at this game. One player is called the +buyer, the rest form a line in front of him and take hold of each +other. The first in this line is called the baker, the last the French +roll. Those between are supposed to be the oven. When they are all in +place the buyer says to the baker, "Give me my French roll." The baker +replies, "It is at the back of the oven." The buyer goes to fetch it, +when the French roll begins running from the back of the oven, and +comes up to the baker, calling all the while, "Who runs? Who runs?" +The buyer may run after him, but if the French roll gets first to the +top of the line, he becomes baker, and the last in the line is French +roll. If, however, the buyer catches the French roll, the French roll +becomes buyer, and the buyer takes the place of the baker. + + * * * * * + +THE GARDEN GATE + +The Garden Gate is a very pretty game. A ring is formed of all the +players except one, who stands in the middle. The others dance round +her three times, and when they stop she begins to sing: + + "Open wide the garden gate, the garden gate, the garden gate, + Open wide the garden gate and let me through." + +The circle then dances round her again, singing: + + "Get the key of the garden gate, the garden gate, the garden gate, + Get the key of the garden gate and open and let yourself through." + +The girl inside the circle, pretending to sob, replies: + + "I've lost the key of the garden gate, the garden gate, the garden gate, + I've lost the key of the garden gate, and cannot let myself through." + +But the dancers dance round and round her, singing: + + "Then you may stop all night within the gate, within the gate, + within the gate, + You may stop all night within the gate, unless you have strength + to break through." + +The captive then rushes to the weakest part of the ring, and tries to +break through by throwing her whole weight upon the clasped hands of +the children, and generally contrives to break through, the one whose +hand gives way being made captive in her stead. + + * * * * * + + + + +CHARADES + +A back drawing-room with folding doors makes a very nice theater for +acting charades. Almost anything may be used for dressing up--shawls, +anti-macassars, table-cloths, handkerchiefs, cast-off dresses, or a +dressing-gown. The latter is a very useful garment in representing an +old gentleman, while tow or white fire shavings make excellent wigs. + +The great thing in a charade is to try and puzzle your audience as +much as you can. You must choose a word of two or more syllables, such +as "Bagpipe." First you must act the word "Bag," and be sure that the +word is mentioned, though you must be careful to bring it in in such a +way that the audience shall not guess it is the word you are acting. + +Next comes the word "Pipe," and this must be brought in in the same +manner. When you have acted the two syllables, you must act the whole: +"Bagpipe." + +Before beginning the charade, you should arrange who is to bring in +the charade word or syllable. You must also settle what you are going +to say, or at least, what the act is to be about. Let every scene be +well thought out and be as short as possible. You must be as quick as +ever you can between the acts, for all the fun will be spoiled if +you keep your audience waiting. If you have no curtain or screen, the +actors must simply walk off the stage at the end of the scenes. + +To act charades well, one requires a little practice and plenty of +good temper, for, of course, only one or two can take principal parts, +and therefore some of the children must be content to take the smaller +ones. It is a good plan to take it in turns to play the best parts, +and if the elder children are kind and thoughtful, they will try +to make some easy little parts, so that their younger brothers and +sisters may also join in the fun. Here we give you a very simple +charade, the words of which you may learn, and then act, after which +you will very likely be able to make up charades for yourselves. + + * * * * * + +THE "BAND-BOX" CHARADE + +SCENE 1: A STREET + +This can be made by placing a row of chairs with open backs near the +wall facing the audience; a child is stationed behind each chair, and, +looking through the open back, pretends to be looking out of a window. + +BAND + +First Child behind chair.--Oh! dear, how dull our street always is. I +declare nothing nice ever comes this way. + +Second Child.--No, I quite agree with you. Why, I haven't seen a +"Punch and Judy" for months. I wish my mother would go and live in +another street. + +Third Child.--Never mind, let us go out and have a game. + +(Enter five or six children--or a lesser number, if more +convenient--carrying toy musical instruments.) + +First Child.--Hurrah! Here comes a German band. Come along, children; +let's go and listen to it. + +(The band groups itself at the end of the street, and the children +stand round. After tuning up, the band begins to play.) + +Second Child.--Now, Mary Jane, we can dance. I'll dance with you. + +Third Child.--No, I want to dance with Mary Jane. + +First Child.--I don't want to dance at all. + +Second Child.--You must. + +Third Child.--Yes, you must. + +(Band ceases playing and one of the bandsmen comes round for money.) + +First Child.--I haven't any money. + +Second Child.--But we haven't begun to dance yet. + +Bandsman.--You shouldn't have been so long arguing then. Surely you'll +give the band a nickel, after all the pretty music it has played? + +First Child.--I won't. + +Second Child.--I won't. + +Third Child.--And I won't. + +Bandsman.--Well, you are mean. Come along. (Beckoning to the rest of +the band.) We'll go, and it will be a long time before we come down +this street again. + +(Curtain falls.) + + +BOX + +SCENE 2: A ROOM + +Tommy (hopping about the room, waving a letter in his hand.)--Hurrah! +hurrah! Uncle Dick is coming. Hurrah! hurrah! + +(Enter Tommy's brother and sister and papa and mamma.) + +Papa.--What's the matter, Tommy? + +Tommy.--Uncle Dick has written to say he is coming to spend Christmas +with us, and he is bringing me a Christmas box. + +Mamma.--How kind of him! But be sure you are careful not to offend +him, Tommy. He is rather a touchy old gentleman. + +Sister.--I wonder what it will be, Tommy. + +Brother.--I hope it will be a set of cricket things, and then we can +play cricket in the summer. + +Tommy.--Oh! yes, I hope it will be, but whatever it is, it is sure to +be something nice. + +(Begins hopping about again. Enter Uncle Dick, a very old gentleman +with a gouty foot. Tommy does not see him and goes banging into him, +treading on his gouty foot.) + +Uncle Dick.--Oh! oh! oh! oh, my toe! + +Tommy.--Oh! Never mind your toe! Where's my Christmas box? + +Uncle Dick.--Your Christmas box, you young scamp! Think of my toe. + +Tommy.--Please, uncle, I'm very sorry, but I do so want to know what +you have brought me for a Christmas box. + +Uncle Dick (roaring).--Here's your Christmas box, and may it teach you +to be more careful in future. (Boxes Tommy's ears.) + +(Curtain falls.) + + +Here is a list of words which will divide easily into charade words: + + Brides-maids. Sea-side. Car-pen-try. + Cur-tail. Nose-gay. In-do-lent. + Hand-i(I)-craft. Turn-key. Hand-some. + Key-hole. Rail-way. Sweet-heart. + Port-man-teau(toe). Mad-cap. A-bun-dance. + In-no-cent. Fox-glove. Pat-riot. + +To make your charades a real success, you will, of course, require a +curtain. A very effective one can be made with a little trouble and at +a small cost; indeed, the materials may be already in the house. + +First you must fix a couple of supports on each side of the room, +taking care that they are screwed firmly into the wall, and also +taking care not to damage the paper. + +If you are a neat workman, you will find on taking out the screws that +the two small screw-holes on each side will scarcely be noticed, as of +course the supports must be fixed near the ceiling. + +You must then put up your curtain-pole, which should be as thin as +possible, so that the rings may run easily. A cheap bamboo pole is the +best. + +Two wide, deep curtains are required; very likely the nursery curtains +may be suitable. + +On to these curtains you sew a number of small brass rings, which you +can buy for about 20 cents a dozen, or even less. The rings should be +sewn on the curtains, as you see in the illustration, right across +the top, and from the extreme top corner of the curtain, slantingwise +across to the middle. + +The top rings are passed along the curtain-pole, a string (marked in +the illustration A1) is sewn on to the curtain, and threaded through +the rings until it reaches A2. It is then threaded through the rings +on the pole until it reaches A3, when it is allowed to fall loose. + +The same arrangement is gone through with string B. The bottom of the +curtain must be weighted with shot, or any other weights that may be +convenient. + +When the curtain is to be raised, the stage manager and his assistant +stand on each side of the stage with the strings ready in their hands, +and at a given signal--the ringing of a bell is the usual sign that +all is ready--they each pull a string, and the curtains glide to each +side, and may be fixed to hooks, put up on purpose. + +When the curtain is to fall, the two in charge of it must simply +loosen the strings and let them go, and the weights cause the curtains +to fall to the center. + +All sorts of useful and ornamental "properties" may be made at home +for a very small cost. Cardboard, and gold and silver paper, and glue +go a long way toward making a good show. + +Swords, crowns, belts, gold-spangled and gold-bordered robes can be +made from these useful materials, and look first-rate at a distance. + +An old black dress with little gold stars glued or gummed to the +material would make an excellent dress for a queen. The swords or +belts must first be cut out in cardboard, then covered with gold or +silver paper. + +To make a good wig, you should shape a piece of calico to fit the +head; then sew fire shavings or tow all over it. If you wish for a +curly wig, it is a good plan to wind the shavings or tow tightly round +a ruler, and tack it along with a back stitch, which will hold the +curl in position after you have slipped it off the ruler. These few +hints will give you some idea of the very many different costumes +which can be made by children out of the simplest materials. + +[Illustration: THE CURTAIN CLOSED] + +[Illustration: THE CURTAIN OPENED] + + * * * * * + +THE GAME OF CAT + +The person who is to play the part of Cat should stand outside the +door of the room where the company is assembled. The boys and girls, +in turn, come to the other side of the door and call out "miaou." If +the Cat outside recognizes a friend by the cry, and calls out her name +correctly in return, he is allowed to enter the room and embrace her, +and the latter then takes the place of Cat. If, on the contrary, the +Cat cannot recognize the voice, he is hissed, and remains outside +until he does. + +[Illustration] + + * * * * * + +LIVING PICTURES + +Living pictures are very amusing if well carried out, and even with +little preparation may be made very pretty or very comical, whichever +may be desired. It is perhaps better to attempt comical ones if you +have not much time in which to arrange them, as the costumes are +generally easier to manage, and if you are obliged to use garments not +quite in keeping with the characters, it does not matter much; indeed, +it will probably only make the audience laugh a little more. + +The great thing in living pictures is to remain perfectly still during +the performance. You should select several well-known scenes either +from history or fiction, and then arrange the actors to represent the +scenes as nearly as possible. + +Simple home living pictures are a great source of fun, and many a +wet afternoon will pass like magic while arranging scenes and making +dresses to wear. Newspaper masks, newspaper cocked hats, old shawls, +dressing-gowns, and sticks are quite sufficient for home charades. + +Suppose, for instance, you think of "Cinderella" for one tableau. One +girl could be standing decked out with colored tissue paper over her +frock, and with paper flowers in her hair, to represent one of the +proud sisters, while Cinderella in a torn frock is arranging the other +proud sister's train, which may consist of an old shawl. Bouquets of +paper flowers should be in the sister's hands. + +"Little Red Riding Hood" is another favorite subject for a living +picture. The wolf may be represented by a boy on his hands and knees, +with a fur rug thrown over him. Red Riding Hood only requires a +scarlet shawl, arranged as a hood and cloak, over her ordinary frock +and pinafore, and she should carry a bunch of flowers and a basket. + +All living pictures look better if you can have a frame for them. It +is not very difficult to make one, especially if you have four large +card-board dress-boxes. + +Having carefully cut out the bottoms of the boxes, place the frames as +here shown: + +[Illustration] + +Cut out the center framework, leaving a large square, so: + +[Illustration] + +You must then fasten the four pieces together by gluing cardboard on +each side of the joints, and you will have a very good frame, which +you can cover with colored paper or ornament with muslin. + +This frame will last a very long time if carefully treated. It should +stand upright by itself; but if it is a little unsteady, it is better +to hold it upright from the sides. Of course, this will only make a +very small frame, but you can increase the size by using more boxes. + +If you have no time to make a frame, arrange your figures close to a +door, outside the room in which the audience is seated. + +When quite ready, some one must open the door, when the doorway will +make a kind of frame to the living picture. + +It is always well to have a curtain if you can; a sheet makes an +excellent one. Two children standing upon chairs hold it up on each +side, and at a given signal drop it upon the floor, so that, instead +of the curtain rising, it drops. When it has been dropped, the two +little people should take the sheet corners in their hands again, so +that they have only to jump upon the chairs when it is time to hide +the picture. + +Of course, these instructions are only for living pictures on a +very small scale; much grander arrangements will be needed if the +performance is to take place before any but a "home audience." + +As I told you before, comic living pictures are the easiest to perform +on account of the dresses being easier to make, but there are other +living pictures which are easier still, and which will cause a great +deal of fun and merriment. They are really catches, and are so simple +that even very little children can manage them. + +You can arrange a program, and make half a dozen copies to hand round +to the audience. + +The first living picture on the list is "The Fall of Greece" and +sounds very grand, indeed; but when the curtain rises (or rather, if +it is the sheet curtain, drops), the audience see a lighted candle set +rather crookedly in a candlestick and fanned from the background so as +to cause the grease to fall. + +Here are some other similar comic tableaux which you can easily place +before an audience: + +"Meet of the Hounds."--A pile of dog biscuits. + +"View of the Black Sea."--A large capital C blackened with ink. + +"The Charge of the Light Brigade."--Half a dozen boxes of matches +labeled: "10 cents the lot." + +These are only a few of the many comic living pictures you can +perform; but, no doubt, you will be able to think of others for +yourselves. + + * * * * * + +ACTING PROVERBS + +[Illustration] + +The best way to play this game is for the players to divide themselves +into two groups, namely, actors and audience. Each one of the actors +should then fix upon a proverb, which he will act, in turn, before +the audience. As, for instance, supposing one of the players to have +chosen the proverb, "A bad workman quarrels with his tools," he should +go into the room where the audience is seated, carrying with him a bag +in which there is a saw, a hammer, or any other implement or tool +used by a workman; he should then look round and find a chair, or some +other article, which he should pretend requires repairing; he should +then act the workman, by taking off his coat, rolling up his sleeves, +and commencing work, often dropping his tools, and grumbling about +them the whole of the time. + +If this game be acted well, it may be made very entertaining. +Sometimes the audience are made to pay a forfeit each time they fail +to guess the proverb. + + * * * * * + +SHOUTING PROVERBS + +This is rather a noisy game. One of the company goes outside the door, +and during his absence a proverb is chosen and a word of it is +given to each member of the company. When the player who is outside +re-enters the room, one of the company counts "One, two, three," then +all the company simultaneously shout out the word that has been given +to him or her of the proverb that has been chosen. + +If there are more players present than there are words in the proverb, +two or three of them must have the same word. The effect of all the +company shouting out together is very funny. All that is necessary is +for the guesser to have a sharp ear; then he is pretty sure to catch a +word here and there that will give him the key to the proverb. + + * * * * * + +PROVERBS + +This is a very interesting game, and can be played by a large number +at the same time. Supposing there are twelve persons present, one is +sent out of the room, while the others choose a proverb. When this is +done, the "guesser" is allowed to come in, and he asks each person a +question separately. In the answer, no matter what question is asked, +one word of the proverb must be given. For illustration we will take +"A bird in the hand is worth two in the bush." + + 1. John must use the word "A" in his answer. + 2. Gladys must use the word "bird" in hers. + 3. Nellie must use the word "in" in hers. + 4. Tommy must use the word "the" in his. + 5. Estelle must use the word "hand" in hers. + 6. Ivy must use the word "is" in hers. + 7. Wilfrid must use the word "worth" in his. + 8. Lionel must use the word "two" in his. + 9. Vera must use the word "in" in hers. + 10. Bertie must use the word "the" in his. + 11. Harold must use the word "bush" in his. + +The fun becomes greater if the answers are given quickly and without +allowing the special word to be noticed. It often happens that the +"guesser" has to try his powers over several times before succeeding. +The one who by giving a bad answer gives the clue, in turn becomes +guesser, and is then obliged to go out of the room while another +proverb is chosen. + +Here is a list of proverbs: + + A bad workman quarrels with his tools. + A bird in the hand is worth two in the bush. + A cat may look at a king. + Aching teeth are ill tenants. + A creaking door hangs long on the hinges. + A drowning man will catch at a straw. + After dinner sit a while, after supper walk a mile. + A friend in need is a friend indeed. + A good servant makes a good master. + A good word is as soon said as an evil one. + A little leak will sink a great ship. + All are not friends that speak us fair. + All are not hunters that blow the horn. + All is fish that comes to the net. + All is not gold that glitters. + All work and no play makes Jack a dull boy. + A pitcher goes often to the well, but is broken at last. + A rolling stone gathers no moss. + A small spark makes a great fire. + A stitch in time saves nine. + As you make your bed, so you must lie on it. + As you sow, so you shall reap. + A tree is known by its fruit. + A willful man will have his way. + A willing mind makes a light foot. + A word before is worth two behind. + A burden which one chooses is not felt. + Beggars have no right to be choosers. + Be slow to promise and quick to perform. + Better late than never. + Better to bend than to break. + Birds of a feather flock together. + Care killed a cat. + Catch the bear before you sell his skin. + Charity begins at home, but does not end there. + Cut your coat according to your cloth. + Do as you would be done by. + Do not halloo till you are out of the wood. + Do not spur a willing horse. + Early to bed and early to rise makes a man healthy, wealthy, and wise. + Empty vessels make the greatest sound. + Enough is as good as a feast. + Faint heart never won fair lady. + Fine feathers make fine birds. + Fine words butter no parsnips. + Fire and water are good servants, but bad masters. + Grasp all, lose all. + Half a loaf is better than no bread. + Handsome is as handsome does. + Happy is the wooing that is not long in doing. + He that goes a-borrowing goes a-sorrowing. + Hiders are good finders. + Home is home though it be ever so homely. + Honesty is the best policy. + If wishes were horses, beggars would ride. + It is an ill wind that blows nobody good. + It is never too late to learn. + It is not the cowl that makes the friar. + It is a long lane that has no turning. + It's a good horse that never stumbles. + It's a sad heart that never rejoices. + Ill weeds grow apace. + Keep a thing for seven years, and you will find a use for it. + Kill two birds with one stone. + Lazy folk take the most pains. + Let sleeping dogs lie. + Let them laugh that win. + Make hay while the sun shines. + Many a true word is spoken in jest. + Many hands make light work. + Marry in haste, repent at leisure. + Never look a gift horse in the mouth. + Necessity is the mother of invention. + Old birds are not to be caught with chaff. + Old friends and old wine are best. + One swallow makes not a spring, nor one woodcock a winter. + People who live in glass houses should never throw stones. + Possession is nine points of the law. + Procrastination is the thief of time. + Short reckonings make long friends. + Safe bind, safe find. + Strike while the iron is hot. + Take care of the pennies and the dollars will take care of themselves. + The more the merrier, the fewer the better cheer. + The darkest hour is just before the daylight. + The cobbler's wife is the worst shod. + There's many a slip 'twixt the cup and the lip. + There's a silver lining to every cloud. + Those who play with edge tools must expect to be cut. + Time and tide wait for no man. + Too many cooks spoil the broth. + Union is strength. + Waste not, want not. + What the eye sees not, the heart rues not. + When rogues fall out honest men get their own. + When the cat's away, the mice play. + Willful waste makes woful want. + You cannot eat your cake and have it also. + +[Illustration] + + * * * * * + +THE ADVENTURERS + +This is a very good game and will combine both instruction and +amusement. The idea is that the company imagines itself to be a +party of travelers who are about to set out on a journey to foreign +countries. A good knowledge of geography is required, also an idea of +the manufactures and customs of the foreign parts about to be visited. +It would be as well, if not quite certain about the location of the +part, to refer to a map. + +A place for starting having been decided upon, the first player sets +out upon his journey. He tells the company what spot he intends to +visit (in imagination) and what kind of conveyance he means to travel +in. On arriving at his destination, the player states what he wishes +to buy, and to whom he intends to make a present of his purchase on +returning home. + +This may seem very simple, but it is not nearly so easy as it appears. +The player must have some knowledge of the country to which he is +going, the way he will travel, and the time it will take to complete +the journey. To give an instance, it will not do for the player to +state that he is going to Greenland to purchase pineapples, or to +Florida to get furs; nor will it do for him to make a present of a +meerschaum pipe to a lady, or a cashmere shawl to a gentleman. + +More fun is added to this game if forfeits are exacted for all +mistakes. + +The game continues, and the second player must make his starting +point from where the first leaves off. Of course, all depends upon the +imagination or the experience of the player; if he has been a traveler +or has read a good deal, his descriptions should be very interesting. + + * * * * * + +POSTMAN'S KNOCK + +One player begins the game by going out of the room, and then giving a +double (or postman's) knock at the door; it is the duty of one of +the other players to stand at the door inside the room to answer the +knocks that are made, and to ask the postman for whom he has a +letter. The postman names some member of the company, generally of +the opposite sex; he is then asked, "How many cents are to be paid?" +Perhaps he will say "six"; the person for whom the letter is supposed +to be must then pay for it with kisses, instead of cents; after which +he or she must take a turn as postman. + + * * * * * + +"OUR OLD GRANNIE DOESN'T LIKE TEA." + +All the players sit in a row, except one, who sits in front of them +and says to each one in turn: "Our old Grannie doesn't like T; what +can you give her instead?" + +Perhaps the first player will answer, "Cocoa," and that will be +correct; but if the second player should say, "Chocolate," he will +have to pay a forfeit, because there is a "T" in chocolate. This +is really a catch, as at first every one thinks that "tea" is meant +instead of the letter "T." Even after the trick has been found out it +is very easy to make a slip, as the players must answer before "five" +is counted; if they cannot, or if they mention an article of food with +the letter "T" in it, they must pay a forfeit. + + * * * * * + +"I LOVE MY LOVE WITH AN A." + +To play this game it is best for the players to arrange themselves in +a half circle round the room. Then one begins: "I love my love with an +'A,' because she is affectionate; I hate her with an 'A,' because she +is artful. Her name is Alice, she comes from Alabama, and I gave her +an apricot." The next player says: "I love my love with a 'B,' because +she is bonnie; I hate her with a 'B,' because she is boastful. Her +name is Bertha, she comes from Boston, and I gave her a book." The +next player takes "C," and the next "D," and so on through all the +letters of the alphabet. + + * * * * * + +CONSEQUENCES + +One of the most popular games at a party is certainly "Consequences;" +it is a very old favorite, but has lost none of its charms with age. +The players sit in a circle; each person is provided with a half sheet +of notepaper and a pencil, and is asked to write on the top--(1) one +or more adjectives, then to fold the paper over, so that what has been +written cannot be seen. Every player has to pass his or her paper on +to the right-hand neighbor, and all have then to write on the top of +the paper which has been passed by the left-hand neighbor (2) "the +name of the gentleman;" after having done this, the paper must again +be folded and passed on as before; this time must be written (3) one +or more adjectives; then (4) a lady's name; next (5), where they met; +next (6), what he gave her; next (7), what he said to her; next (8), +what she said to him; next (9), the consequence; and lastly (10), what +the world said about it. + +Be careful that every time anything has been written, the paper is +folded down and passed on to the player on your right. When every one +has written what the world says, the papers are collected and one of +the company proceeds to read out the various papers, and the result +may be something like this: + +(1) The horrifying and delightful (2) Mr. Brown (3) met the charming +(4) Miss Philips (5) in Lincoln Park; (6) he gave her a flower (7) +and said to her: "How's your mother?" (8) She said to him: "Not for +Joseph;" (9) the consequence was they danced the hornpipe, and the +world said (10), "Just what we expected." + + * * * * * + +EARTH, AIR, FIRE, AND WATER + +[Illustration] + +To play this game seat yourselves in a circle, take a clean duster +or handkerchief, and tie it in a big knot, so that it may easily be +thrown from one player to another. One of the players throws it to +another, at the same time calling out either of these names: Earth, +Air, Fire, or Water. If "Earth" is called, the player to whom the ball +is thrown has to mention something that lives on the earth, as lion, +cat; if "Air" is called, something that lives in the air; if "Water," +something that lives in the water; but if "Fire" is called, the player +must keep silence. Always remember not to put birds in the water, or +animals or fishes in the air; be silent when "Fire" is called, and +answer before ten can be counted. For breaking any of these rules a +forfeit must be paid. + + * * * * * + +CRAMBO + +One of the party leaves the room, and on his return he is asked to +find a word which has been chosen by the other players in his absence; +and in order to help him, another word is mentioned rhyming with the +word to be guessed. Questions may then be asked by the guesser, and +the players must all introduce, as the final word of their answer, +another word rhyming with the word chosen. For instance, suppose the +word "way" is selected. The guesser would then be told that the word +chosen rhymes with "say." He might then ask the first one of the +party: "What do you think of the weather?" and the answer might be: +"We have had a lovely day." The second question might be: "Have you +enjoyed yourself?" and the answer might be: "Yes; I have had lots of +play." The game would proceed in this way until the guesser gave the +correct answer, or one of the party failed to give the proper rhyme, +in which case the latter would then be called upon to take the place +of the guesser. + + * * * * * + +LOST AND FOUND + +A very similar game to "Consequences" is that of "Lost and Found," +which is played in an exactly similar manner, but the questions are +quite different: (1) Lost, (2) by whom, (3) at what time, (4) where, +(5) found by, (6) in what condition, (7) what time, (8) the reward. + +The answers may be something like the following: (1) Lost a +postage-stamp, (2) by sister Jane, (3) at three in the morning, (4) at +St. Louis, (5) it was found by a policeman, (6) rather the worse for +wear, (7) at dinner-time; (8) the reward was a kiss. + + * * * * * + +"ANIMAL, VEGETABLE, OR MINERAL?" + +This is a capital game for a large party, for it is both instructive +and amusing. Two sides are picked, one has to guess what word or +sentence the remainder of the company has chosen. They go out of the +room, and when the subject has been decided upon, return and ask a +question of each of the other side in turn. The answer must be either +"Yes" or "No," and in no case should more words be used, under penalty +of paying a forfeit. The first important point to be found out is +whether the subject is "Animal," "Vegetable," or "Mineral." Supposing, +for instance, the subject chosen is a cat which is sleeping in +the room by the fire, the questions and answers might be like the +following: "Is the subject chosen an animal?" "Yes." "Wild animal?" +"No." "Domestic animal?" "Yes." "Common?" "Yes." "Are there many to be +seen in this town?" "Yes." "Have you seen many this day?" "Yes." "In +this house?" "No." "Have you seen many in the road?" "Yes." "Do they +draw carts?" "No." "Are they used for working purposes?" "No." "Is the +subject a pet?" "Yes." "Have they one in the house?" "Yes." "In this +room?" "Yes." "Is it lying in front of the fire at the present time?" +"Yes." "Is the subject you all thought of the cat lying in front +of the fire in this room?" "Yes." The subject having been guessed, +another one is chosen and the game proceeds. The questions are limited +to twenty, but it is hardly ever necessary to use that number. + + * * * * * + +HUNT THE SLIPPER + +[Illustration] + +The players seat themselves in a circle on the floor, having chosen +one of their number to remain outside the circle. The children seated +on the floor are supposed to be cobblers, and the one outside is the +customer who has brought his shoe to be mended. He hands it to one of +them, saying: + +"Cobbler, cobbler, mend my shoe; Get it done by half-past two." + +The cobblers pass the shoe round to each other as quickly as they can, +taking care that the customer does not see which of them has it. When +the customer comes to fetch it he is told that it is not ready. He +pretends to get angry and says he will take it as it is. He must then +try to find it, and the cobbler who has it must try to pass it to his +neighbor without its being seen by the customer. The person upon whom +the shoe is found must become the customer, while the customer takes +his place in the circle on the floor. + + * * * * * + +FLYING + +This game requires for the leader a person who can tell a story or +make a little amusing speech. Each one who plays must place the right +hand upon the left arm. The leader then tells a story, during the +telling of which whenever he mentions any creature that can fly, every +right hand is to be raised and fluttered in the air to imitate the +action of flying. At the name of a creature that does not fly, the +hands must be kept quiet, under pain of a forfeit. Thus: + + The little wren is very small, + The humming-bee is less; + The ladybird is least of all, + And beautiful in dress. + The pelican she loves her young, + The stork its parent loves; + The woodcock's bill is very long, + And innocent are doves. + In Germany they hunt the boar, + The bee brings honey home, + The ant lays up a winter store, + The bear loves honeycomb. + + * * * * * + +THE BLIND MAN'S WAND + +This is another way of playing Blind Man's Buff, and is thought by +many to be an improvement on that game. + +The player who is blindfolded stands in the center of the room, with +a long paper wand, which can be made of a newspaper folded up +lengthways, and tied at each end with string. The other players then +join hands and stand round him in a circle. Some one then plays a +merry tune on the piano, and the players dance round and round the +blind man, until suddenly the music stops; the blind man then takes +the opportunity of lowering his wand upon one of the circle, and the +player upon whom it has fallen has to take hold of it. The blind man +then makes a noise, such as, for instance, the barking of a dog, a +street cry, or anything he thinks will cause the player he has caught +to betray himself, as the captive must imitate whatever noise the +blind man likes to make. Should the blind man detect who holds the +stick, the one who is caught has to be blind man; if not, the game +goes on until he succeeds. + + * * * * * + +JUDGE AND JURY + +The company should be seated in two lines facing each other, and one +of the party should then be elected to act as judge. Each person has +to remember who is sitting exactly opposite, because when the judge +asks a question of any one, it is not the person directly asked who +has to reply, but the person opposite to the judge. For instance, if +the judge, addressing one of the company, asks: "Do you like apples?" +the person spoken to must remain silent, while the person who is +opposite to him must reply before the judge can count ten; the penalty +on failing to do this is a forfeit. A rule with regard to the answers +is that the reply must not be less than two words in length, and must +not contain the words: "Yes," "No," "Black," "White," or "Gray." For +the breaking of this rule a forfeit may also be claimed. + + * * * * * + +"HANDS UP!" + +[Plate 3] + +The company in this game must divide, one-half taking seats on one +side of the table, and the other half on the other side; the players +on one side being called the "guessers" and the players on the other +side being called the "hiders." A button or any small object is +produced, and the hiders have to pass it from hand to hand, under the +table, so that those sitting opposite may not know who holds it. When +it is hidden, one of the guessers cries out, "Hands up!" Immediately +the hiders must place their closed hands on the table; the guessers +have then to find out which hand holds the button. If successful, +the hiders take their turn at guessing. The person in whose hand the +button is found must pay a forfeit. + + * * * * * + +LODGINGS TO LET + +The company sit in a circle, and a player stands in the center. There +is one spare chair, and the game is for this player to get possession +of a vacant seat. When the game begins, every one moves as quickly as +possible to the chair next beside him or her, and as this is done all +the time, it is difficult for the person who is looking for "lodgings" +to find a place by slipping in among them, and his attempts will cause +much amusement. + + * * * * * + +HUNT THE RING + +For this game a long piece of string is required. On this a ring is +threaded, and the ends of the string are knotted together. The players +then take the string in their hands and form a circle, while one +of the company, who is called the hunter, stands in the center. The +string must be passed rapidly round and round, and the players must +try to prevent the hunter finding out who holds the ring. As soon as +he has done this, he takes his place in the circle, while the person +who held the ring becomes the "hunter." + + * * * * * + +THE STOOL OF REPENTANCE + +The players sit in a circle, in the center of which a stool is placed. +One of the company goes out of the room, and the rest say all sorts of +things about him. For instance, one will say he is handsome, another +that he is clever, or stupid, or vain. The "culprit" is then called +back into the room and seats himself on the stool, which is called +"the stool of repentance," and one of the players begins to tell him +the different charges which have been made against him. "Some one +said you were vain; can you guess who it was?" If the culprit guesses +correctly, he takes his seat in the circle and the person who made +the accusation becomes the "culprit" in his stead. If, however, the +"culprit" is unable to guess correctly, he must go out of the room +again while fresh charges are made against him. + + * * * * * + +THE FEATHER + +Having procured a small flossy feather, the players sit in a circle as +closely together as possible. One of the party then throws the feather +as high as possible into the air, and it is the duty of all the +players to prevent it from alighting on them, by blowing at it +whenever it comes in their direction. Any player whom it falls upon +must pay a forfeit. + +It is almost impossible to imagine the excitement that is produced by +this game when it is played with spirit, and the fun is not altogether +confined to the players, as it gives almost as much enjoyment to those +who are looking on. + + * * * * * + +THE GAME OF CONVERSATION + +To play this game successfully, two of the company privately agree +upon a word that has several meanings. The two then enter into a +conversation which is obliged to be about the word they have chosen, +while the remainder of the company listen. When a member of the +party imagines that he has guessed the word, he may join in the +conversation, but if he finds he is mistaken, must immediately retire. + +To give an illustration: Supposing the two players who start the +conversation decide upon the word "box." They might talk about the +people they had seen at the theater and the particular part of the +house in which they were sitting. Then they might say how nice it +looked in a garden, and one might mention that it grew into big trees. +Perhaps one of the company might imagine that he had guessed the word +correctly and join in, when the conversation would be immediately +changed, and the two would begin to converse about a huge case in +which a very great number of things were packed away. By this time, +possibly the person who joined in the conversation will leave off, +completely mystified. If, however, the word should be correctly +guessed, the person guessing it chooses a partner, and they together +select a word, and the game begins again. + + * * * * * + +THE GALLERY OF STATUES + +For this game all the company leave the room with the exception +of two. One of these then stands like a statue, with perhaps the +assistance of a tablecloth or something similar as drapery, while the +other acts as showman. + +When the position is decided upon, one of the company is called in and +taken on one side by the showman, and is asked his or her opinion as +to the merits of the statue. It is almost certain that some suggestion +will be made; in that case he or she is made to assume the attitude +suggested, and another player is called in, to whom the same question +is put, and another suggestion made and adopted. As each statue is +added to the gallery, a great deal of merriment is caused, and in a +short time a large collection will be obtained. + + * * * * * + +THE HUNTSMAN + +One person represents the huntsman, the other players call themselves +after some part of the huntsman's belongings; for instance, one is the +cap, another the horn, others the powder-flask, gun, whip, etc. + +A number of chairs are arranged in the middle of the room, and there +must be one chair less than the number of players, not counting the +huntsman. + +The players then seat themselves round the room, while the huntsman +stands in the center and calls for them one at a time, in this way: +"Powder-flask!" At once "Powder-flask" rises and takes hold of the +huntsman's coat. + +"Cap," "Gun," "Shot," "Belt," the huntsman cries; each person who +represents these articles must rise and take hold of the player +summoned before him, until at length the huntsman has a long line +behind him. He then begins to run round the chairs, until he suddenly +cries: "Bang!" when the players must sit down. Of course, as there are +not sufficient chairs, one player will be left standing and he must +pay a forfeit. The huntsman is not changed throughout the game, unless +he grows tired, when he may change places with one of the others. + + * * * * * + +HOT BOILED BEANS AND BACON + +This is a game for young children. Some small article is hidden in the +room, while the little one who has to find it is sent outside. This +finished, the players call out together: "Hot Boiled Beans and Bacon; +it's hidden and can be taken." The little one enters and begins +to hunt about for the hidden article. When she comes near to its +hiding-place, the company tell her that she is getting "hot"; or, if +she is not near it, she is told that she is "cold." That she is "very +hot" or "very cold," will denote that she is very near of very far +away from the object that is hidden; while if she is extremely near, +she would be told that she was "burning." In this way the hidden +object can be found, and all the children can be interested in the +game by being allowed to call out whether the little one is "hot" or +"cold." + + * * * * * + +"MY MASTER BIDS YOU DO AS I DO." + +For all those children who are fond of a little exercise, no better +game than this can be chosen. When the chairs are placed in order +round the room, the first player commences by saying: "My master bids +you do as I do," at the same time working away with the right hand as +if hammering at his knees. The second player then asks: "What does he +bid me do?" in answer to which the first player says: "To work with +one as I do." The second player, working in the same manner, must turn +to his left-hand neighbor and carry on the same conversation, and so +on until every one is working away with the right hand. + +The second time of going round, the order is to work with two, then +both hands must work; then with three, then both hands and one leg +must work; then with four, when both hands and both legs must work; +lastly with five, when both legs, both arms, and the head must be kept +going. Should any of the players fail in keeping in constant motion, a +forfeit may be claimed. + + * * * * * + +RED CAP AND BLUE CAP + +The players seat themselves in a circle to represent tailors at +work on a piece of cloth--a handkerchief or a duster will answer the +purpose. A leader or foreman is chosen, and every one of the company +is named in turn Red Cap, Blue Cap, Black Cap, Yellow Cap, Brown Cap, +etc. The leader then takes the piece of cloth and pretends to examine +the work which is supposed to have been done by the workmen. He is +supposed to discover a bad stitch and asks: "Who did it, Blue Cap?" +The latter immediately answers: "Not I, sir." "Who then, sir?" "Yellow +Cap, sir." Yellow Cap must then answer at once in the same manner and +name another workman. Any one who fails to answer to his name pays a +forfeit. If carried on in a brisk manner, this game will cause endless +amusement. + + * * * * * + +IT + +One of the players is asked to go outside while the company thinks of +some person in the room, and on his return he has to guess of whom the +company has thought. + +The players then arrange themselves in a circle, and agree each to +think of his or her right-hand neighbor; it is best to have a girl and +boy alternately, as this adds much to the amusement. + +The one outside is then called in, and commences to ask questions. +Before replying, the player asked must be careful to notice his or +her right-hand neighbor, and then give a correct reply. For instance, +supposing the first question to be: "Is the person thought of a boy or +a girl?" The answer would possibly be "A boy;" the next person would +then be asked the color of the complexion, the next one the color +of the hair, if long or short, etc., to which questions the answers +would, of course, be given according to the right-hand neighbor. + +Nearly all the answers will contradict the previous ones, and +something like this may be the result: "A boy," "very dark +complexion," "long yellow hair," "wearing a black velvet jacket," +"with a dark green dress," "five feet high," "about six years old," +etc. When the player guessing gives the game up, the joke is explained +to him. + + * * * * * + +ACTING RHYMES + +For this game, half the players go outside the door, while those who +stay in the room choose a word of one syllable, which should not be +too difficult. For instance, suppose the word chosen be "Flat," those +who are out of the room are informed that a word has been thought of +that rhymes with "Cat," and they then have to act without speaking, +all the words they can think of that rhyme with "Cat." Supposing their +first idea be "Bat," they come into the room and play an imaginary +game of cricket. This not being correct, they would get hissed for +their pains, and they must then hurry outside again. They might next +try "Rat," most of them going into the room on their hands and feet, +while the others might pretend to be frightened. Again they would be +hissed. At last the boys go in and fall flat on their faces, while the +girls pretend to use flat-irons upon their backs. The loud clapping +that follows tells them that they are right at last. They then change +places with the audience, who, in their turn, become the actors. + + * * * * * + +MAN AND OBJECT + +Two persons go out of the room, and after agreeing together as to what +they shall represent, they come back again, and sit side by side in +front of the company. One of the two takes the part of some well-known +person, and the other represents an object which is closely connected +with that person; for instance, say one represents the governor, +and the other the mayor. When the two return to the room, the other +players take it in turns to ask each of them a question, to which +both the man and the object must reply either "Yes" or "No," until the +right person and the right object have been guessed. + +The first player will perhaps ask the "man:" "Are you alive?" + +[Illustration] + +The man will reply, "Yes;" then the object is asked: "Are you of +wood?" "No." The second player next questions him, and then the third, +and so on until every one has had a turn at questioning, or the person +and the object have been guessed. + + * * * * * + +THE JOLLY MILLER + +The players decide among themselves which one of their number shall +act the part of the Jolly Miller. This being done, each little boy +chooses a little girl as partner; the Jolly Miller having taken his +stand in the middle of the room, they all commence to walk arm-in-arm +round him, singing the following lines: + + There was a jolly miller who lived by himself; + As the wheel went round he made his wealth; + One hand in the hopper, and the other on the bag; + As the wheel went round he made his grab. + +At the word "Grab" all must change partners, and while the change +is going on the miller has the opportunity given him of securing +a partner for himself. Should he succeed in doing so, the one left +without a partner must take the place of the Jolly Miller, and must +occupy the center of the room until fortunate enough to get another +partner. + + * * * * * + +RUTH AND JACOB + +[Illustration] + +One player is blindfolded, the rest dance in a circle round him till +he points at one of them. This person then enters the ring, and when +the blindman calls out "Ruth," answers "Jacob," and moves about within +the circle so as to avoid being caught by the blindman, and continues +to answer "Jacob," as often as the blindman calls out "Ruth." This +continues until "Ruth" is caught. "Jacob" must then guess who it is he +has caught; if he guesses correctly, "Ruth" takes his place, and the +game goes on; if he guesses wrongly, he continues to be "Jacob." + + * * * * * + +CHECKERS + +This is a splendid game and one very easily learned. It is played upon +a special board with thirty-two white and thirty-two black squares. + +Two persons play at the game, who sit opposite to each other. The +players have each a set of twelve pieces, or "men," the color of the +sets being different, so that the players can distinguish their +own men easily. The men are round and flat, and are usually made of +boxwood or ebony and ivory, one set being white and the other black. + +Before placing the men upon the board, it must be decided whether the +white or the black squares are to be played on, as the whole must be +put on one color only. If the white squares are selected, there must +be a black square in the right-hand corner; if the black squares are +to be played upon, then the right-hand corner square must be a white +one. + +The movements in checkers are very simple; a man can be moved only one +square at a time, except as explained hereafter, and that diagonally, +never straight forward or sideways. If an opponent's man stand in the +way, no move can take place unless there be a vacant square beyond it, +into which the man can be lifted. In this case the man leaped over is +"taken" and removed from the board. + +The great object of the game, then, is to clear the board of the +opponent's men, or to hem them in in such a way that they cannot be +moved, whichever player hems in the opponent or clears the board +first gains the victory. As no man can be moved more than one step +diagonally at a time (except when taking opponent's pieces), there can +be no taking until the two parties come to close quarters; therefore, +the pushing of the men continuously into each other's ground is the +principle of the game. + +In beginning the game, a great advantage can be obtained by having the +first move; the rule, therefore, is, if several games are played, that +the first move be taken alternately by the players. + +When either of the players has, with his men, reached the extreme row +of squares on the opposite side (the first row of his opponent), those +men are entitled to be crowned, which is done by placing on the top of +each another man, which may be selected from the men already removed +from the board. The men so crowned are called "Kings" and have a new +power of movement, as the player may now move them either backward or +forward, as he wills, but always diagonally as before. + +The Kings having this double power of movement, it is an important +point for a player to get as many men crowned as possible. If each +player should be fortunate enough to get two or three Kings, the game +becomes very exciting. Immediately after crowning, it is well for a +player to start blocking up his opponent's men, so as to allow more +freedom for his own pieces, and thus prepare for winning the game. + +It is the rule that if a player touch one of his men he must play it. +If player A omit to take a man when it is in his power to do so, his +opponent B can huff him; that is, take the man of the player A off the +board. If it is to B's advantage, he may insist on his own man being +taken, which is called a "blow." The usual way is to take the man of +the player A who made the omission, and who was huffed, off the board. + +It is not considered right or fair for any one watching the game to +advise what move to be made, or for a player to wait longer than five +minutes between each move. + +Great care should be taken in moving the men, as one false move may at +any time endanger the whole game. + +With constant practice any one can soon become a very fair player, but +even after the game has been played only a few times it will be found +very interesting. + + * * * * * + +DOMINOES + +There are several ways of playing Dominoes, but the following game is +the most simple: + +The dominoes are placed on the table, face downward, and each player +takes up one, to decide who is to play first. The one who draws the +stone with the highest number of pips on it takes the lead. The +two stones are then put back among the rest; the dominoes are then +shuffled, face downward, and the players choose seven stones each, +placing them upright on the table, so that each can see his own +stones, without being able to overlook those of his opponent. + +As there are twenty-eight stones in an ordinary set, there will still +be fourteen left from which to draw. + +The player who has won the lead now places a stone, face upward, on +the table. Suppose it be double-six, the other player is bound to +put down a stone on which six appears, placing the six next to the +double-six. Perhaps he may put six-four; the first player then puts +six-five, placing his six against the opposite six of the double-six; +the second follows with five-four, placing his five against the five +already on the table; thus, you see, the players are bound to put down +a stone which corresponds at one end with one of the end numbers of +those already played. Whenever a player has no corresponding number he +must draw from the fourteen that were left out for that purpose. If, +when twelve of these fourteen stones are used up, he cannot play, +he loses his turn, and his opponent plays instead of him. The two +remaining dominoes must not be drawn. + +When one of the players has used up all his dominoes, his opponent +turns up those he has left, the pips are then counted, and the number +of pips is scored to the account of the player who was out first. + +If neither player can play, the stones are turned face upward on +the table, and the one who has the smallest number of pips scores as +follows: If the pips of one player count ten and those of the other +player five, the five is deducted from the ten, leaving five to be +scored by the player whose pips only counted five. + +The dominoes are shuffled again, the second player this time taking +the lead, and the game proceeds in this way until one or other has +scored a hundred, the first to do so winning the game. + +This game is generally played by two only, though it is possible for +four, five, or even six to join in it; but, in that case, they cannot, +of course, take seven stones each, so they must divide the stones +equally between them, leaving a few to draw from, if they prefer it; +if not they can divide them all. + + * * * * * + +GREEN GRAVEL + +In this game the children join hands and walk round in a circle, +singing the following words: + + Green gravel, green gravel, your grass is so green, + The fairest young damsel that ever was seen. + I'll wash you in new milk and dress you in silk, + And write down your name with a gold pen and ink. + Oh! (Mary) Oh! (Mary) your true love is dead; + He's sent you a letter to turn round your head. + +When the players arrive at that part of the song, "Oh, Mary!" they +name some member of the company; when the song is finished, the one +named must turn right round and face the outside of the ring, having +her back to all the other players. She then joins hands in this +position and the game continues as before until all the players face +outward. They then recommence, until they all face the inside of the +ring as at first. + + * * * * * + +FIVES AND THREES + +This is another game that is played with dominoes, and is one of +the most popular. It is excellent practice for counting, and to be +successful at it depends, in a very great measure, upon skill in doing +this. Two, three or four players may take part in this game. After the +dominoes have been shuffled, face downward, each player takes an equal +number of stones, leaving always three, at least, upon the table; no +player, however, may take more than seven, and it is perhaps better to +limit the number to five. + +In playing dominoes, it should always be borne in mind that one end +of the domino to be played must always agree in number with the end of +the domino it is to be placed against. + +The object of the game is to make as many "fives" and "threes" as are +possible; for instance, a player should always make the domino show +fifteen if he can, as three divides into fifteen five times, and five +divides into fifteen three times, and he would thus score 8 (three +and five). The way to count is to add the two extreme ends together, +always, of course, trying to make the number as high as possible, and +to make it one into which either three or five will divide, as if a +number be formed into which these numbers will not divide, no score +will result. + +Suppose there are two players, A and B. A starts the game by playing +the double-six, for which he scores 4 (three dividing into twelve four +times). B then plays the six-three, making fifteen, and thus scores +8 (the highest score possible, as explained above). A next plays the +double-three, which makes eighteen, and scores 6 (three dividing into +eighteen six times). B then plays six-blank onto the double-six on the +left-hand side and scores 2 (three dividing into six twice). A holding +the blank-three, places it onto the blank end, making the number nine, +and scores 3. B next plays the three-four, which makes ten, and 2 +is added to his score (five dividing into ten twice). Thus the game +proceeds, each player trying to make as many fives and threes as +possible. + + * * * * * + + + + +PAPER AND PENCIL GAMES + +BIRDS, BEASTS, AND FISHES + +Take your pencil and write upon the top of your paper the words, +"Birds, Beasts, and Fishes." Then tell your companion that you are +going to think of, for instance, an animal. Put down the first and +last letters of the name, filling in with crosses the letters that +have been omitted. For example, write down on the paper C*******e. +Your companion would have to think of all the animals' names that he +could remember which contained nine letters, and commenced with the +letter C and ended with "e." If the second player after guessing +several times "gives it up," the first player would tell him that the +animal thought of was "Crocodile," and would then think of another +Bird, Beast, or Fish, and write it down in a similar manner. If, +however, the name of the animal be guessed, then it would be the +second player's turn to take the paper and pencil. + + * * * * * + +NOUGHTS AND CROSSES + +[Illustration] + +This is a game every boy or girl thoroughly enjoys. Take paper, and +with a pencil draw four cross lines as shown: + +[Illustration] + +Two persons only can play at this game, one player taking "noughts," +the other "crosses." The idea is for the one player to try and draw +three "noughts" in a line before the other player can do the same +with three "crosses." Supposing the player who places his "O" in the +right-hand top corner, the player who has taken the "crosses" will +perhaps place an "X" in the left-hand top corner. The next "O" would +be placed in the bottom left-hand corner; then to prevent the line of +three "noughts" being completed, the second player would place his "X" +in the center square. An "O" would then be immediately placed in the +right-hand bottom corner, so that wherever the "X" was placed by the +next player, the "noughts" would be bound to win. Say, for instance, +the "X" has chosen the "noughts" commences and was placed in the +center square on the right-hand side, the place for the "O" to be put +would be the center square at the bottom, thus securing the game. The +diagram would then appear as illustrated: + + * * * * * + +"TIT, TAT, TOE" + +[Illustration] + +There can be two, three, or four players for this game. First take +paper and pencil and write the players' names across the top of +the paper in the order in which they are to play. Next draw a large +circle, in the center of which draw a smaller one, placing the number +100 within it. The space between the inner and outer circles must be +divided into parts, each having a number, as shown in the diagram. + +This having been done, the first player closes his eyes, takes the +pencil, and places his hand over the paper, the point of the pencil +just touching it. He then repeats the following rhyme, moving the +pencil round and round while doing so: + + Tit, tat, toe, + My first go, + Four jolly butcher boys + All in a row. + Stick one up, + Stick one down, + Stick one in + The old man's crown. + +At the word "crown" the player must keep the point of the pencil +firmly on the paper, and open his eyes. If the pencil is not within +the circle, or if within but with the point of the pencil resting upon +a line, then the player gives the pencil to the next player, having +scored nothing. + +If, on the contrary, at the end of the rhyme, the pencil is found to +be resting in a division of the circle, for instance, marked "70," +that number is placed beneath the player's name, and the section is +struck by drawing a line across it. If afterward the pencil rest in a +division of the circle that has been struck out, the player loses his +turn in the same way as if the pencil were not in the circle at all, +or had rested upon a line of the diagram. + +The game continues until all the divisions of the circle have been +scored out, when the numbers gained by each of the players are added +up, and the one who has scored the highest number of points wins the +game. + + * * * * * + + + + +CARD GAMES + +SPECULATION + +Speculation is a game at which any number of persons may play. The +stakes are made with counters or nuts, and the value of the stakes is +settled by the company. The highest trump in each deal wins the pool. + +When the dealer has been chosen, he puts, say, six counters in the +pool and every other player puts four; three cards are given to each +person, though they must be dealt one at a time; another card is then +turned up, and called the trump card. The cards must be left upon the +table, but the player on the left-hand side of the dealer turns up +his top card so that all may see it. If it is a trump card, that is to +say, if it is of the same suit as the card the dealer turned up, the +owner may either keep his card or sell it, and the other players bid +for it in turn. Of course, the owner sells it for the highest price he +can get. + +The next player then turns up his card, keeps it or sells it, and so +the game goes on until all the cards have been shown and disposed of, +and then the player who holds the highest trump either in his own hand +or among the cards he has bought, takes the pool, and there is another +deal. + +Should none of the other players have a trump card in his hand, and +the turn-up card not having been purchased by another player, the +dealer takes the pool. + +If any one look at his cards out of turn, he can be made to turn all +three up, so that the whole company can see them. + + * * * * * + +ALL FOURS + +This game takes its name from the four chances or points of which it +consists, namely, "High," "Low," "Jack," and "Game." It may be played +by two or four players, but the same rules apply to each. + +The four points, which have been already mentioned, count as follows: +"High," the highest trump out; the holder scores one point. "Low," the +lowest trump out; the original holder of it scores one point even if +it is taken by his adversary. "Jack," the knave of trumps; the holder +scores one point, unless it be won by his adversary, in which case +the winner scores one. "Game," the greatest number of tricks gained by +either party; reckoning for each Ace four toward game, each King three +toward game, each Queen two toward game, each Jack one toward game, +each Ten ten toward game. + +The other cards do not count toward game; thus it may happen that +a deal may be played without either party having any to score for +"Game." + +When the players hold equal numbers, the dealer does not score. + +[Plate 4] + +Begging is when the player next the dealer does not like his cards and +says, "I beg," in which case the dealer must either let him score one, +saying, "Take one," or give three more cards from the pack to all the +players and then turn up the next card for trumps; if the trump turned +up is the same suit as the last, the dealer must give another three +cards until a different suit turns up trumps. In playing this game the +ace is the highest card and the deuce (the two) is the lowest. + +Having shuffled and cut a pack of cards, the dealer gives six to each +player. If there be two playing, he turns up the thirteenth card for +trumps; if four are playing, he turns up the twenty-fifth. Should the +turn-up be a jack, the dealer scores one point. The player next the +dealer looks at his hand and either holds it or "begs," as explained. + +The game then begins by the player next the dealer leading a card, the +others following suit, the highest card taking the trick, and so on +until the six tricks have been won. When the six tricks are played, +the points are taken for High, Low, Jack, and Game. + +Should no player have either a court card or a ten, the player next to +the dealer scores the point for the game. If only one trump should be +out, it counts both High and Low to the player who first has it. The +first great thing in this game is to try and win the jack; next you +must try and make the tens; and you must also try and win the tricks. + + * * * * * + +SNAP + +The pack of cards is dealt round, face downward, and each player packs +his cards together, without looking at them, and then places them in +front of him. + +The first player then turns up the top card of his pack, the next does +the same, and so on in turn; but, as soon as a player turns up a card +corresponding in number to the one already lying, uncovered, on the +table, one of the two to whom the cards belong cries, "Snap." + +Whichever succeeds in saying it first takes, not only the snap card of +the other player, but all the cards he has already turned up, and also +those he has himself turned up. The cards he wins must be placed at +the bottom of his own pack. + +The one who succeeds in winning all the cards wins the game. It +is necessary to be very attentive and very quick if you want to be +successful at this game. + +There is a game very similar to the above called "Animal Snap." Each +player takes the name of an animal, and instead of crying "Snap," he +must cry the name of the animal chosen by the player who turned up the +last card. For instance, suppose a five be turned up and a player who +has chosen the name of "Tiger" turn up another five, instead of crying +"Snap," "Tiger" would be called if "Tiger" did not succeed in crying +the other player's name first. + + * * * * * + +SNIP, SNAP, SNORUM + +This is a first-rate game and very exciting. Any number of players may +take part in it, and the whole of the fifty-two cards are dealt out. + +Each player has five counters, and there is a pool in the middle, +which is empty at the commencement of the game. + +The first player plays a card--say it is a six--then the one next to +him looks through his cards, and if he has another six he puts it down +and says, "Snip"; the first player must then pay a counter into the +pool. + +If the next player should chance to have another six, he plays it and +says "Snap," and the one who is snapped must pay in his turn, but the +fine is increased to two counters. Should the fourth player have the +fourth six, he plays it, and says, "Snorum," and the third player must +now pay; his fine is three counters to the pool. No person may play +out of his turn, and every one must "snip" when it is in his power. +When any one has paid the whole of his five counters to the pool he +retires from the game; the pool becomes the property of the one whose +counters last the longest. + + * * * * * + +OLD MAID + +From a pack of cards take out one queen, shuffle the cards and deal +them, face downward, equally among all the players. The cards should +then be taken, the pairs sorted out and thrown upon the table. By +"pairs" is meant two kings, or two fives, and so on. When all the +pairs have been sorted out, the dealer offers the remainder of his +cards to his felt-hand neighbor, who draws any card he chooses to +select, though he is only allowed to see the backs of them. The player +who has drawn then looks at the cards to see if he can pair it with +one he holds in his hand; if he can, he throws out the pair; if not, +he must place it with his other cards. It is now his turn to offer his +cards to his neighbor, and so the game goes on until all the cards are +paired, except, of course, the odd card which is the companion to the +banished queen. The holder of this card is "the old maid." + + * * * * * + +POPE JOAN + +This amusing game is for any number of players, and is played with a +wooden board which is divided into compartments or pools, and can be +bought cheaply at any toy shop for a small sum. Failing a board, use a +sheet of paper marked out in squares. + +Before dealing, the eight of diamonds is taken out of the pack, and +the deal is settled by cutting the cards, and whoever turns up the +first jack is dealer. + +The dealer then shuffles the cards and his left-hand neighbor cuts +them. The dealer must next "dress the board," that is, he must put +counters into the pools, which are all marked differently. This is the +way to dress the board: One counter to each ace, king, queen, jack, +and game, two to matrimony (king and queen), two to intrigue (queen +and jack), and six to the nine of diamonds, which is the Pope. On a +proper board you will see these marked on it. + +The cards are now dealt round to the players, with the exception of +one card, which is turned up for trumps, and six or eight, which are +put aside to form the stops; the four kings and the seven of diamonds +are also always stops. + +If either ace, king, queen, or jack happen to be turned up for trumps, +the dealer may take whatever is in the compartment with that mark; but +when Pope is turned up for trumps, the dealer takes all the counters +in Pope's compartment as well as those in the "game" compartment, +besides a counter for every card dealt to each player, which must, of +course, be paid by the players. There is then a fresh deal. + +It is very seldom, however, that Pope does turn up for trumps; when it +does not happen, the player next to the dealer begins to play, trying +to get rid of as many cards as possible. First he leads cards which he +knows will be stops, then Pope, if he has it, and afterward the lowest +card in his suit, particularly an ace, for that can never be led +up to. The other players follow when they can; for instance, if the +leader plays the two of diamonds, whoever holds the three plays it, +some one follows with the four, and so on until a stop occurs; whoever +plays the card which makes a stop becomes leader and can play what he +chooses. + +This goes on until some person has parted with all his cards, by which +he wins the counters in the "game" compartment and receives from the +players a counter for every card they hold. Should any one hold the +Pope he is excused from paying, unless he happens to have played it. + +Whoever plays any of the cards which have pools or compartments takes +the counters in that pool. If any of these cards are not played, the +counters remain over for the next game. + + * * * * * + +"I SUSPECT YOU" + +This game may be played by any number of persons. As soon as the cards +have been dealt and the players have examined their hands, the one on +the left of the dealer plays the lowest card he has (the ace counting +lowest). He must place the card face downward on the table, at the +same time calling out what it is. The next player also puts down a +card, face downward, and calls the next number; for instance, if No. 1 +puts down a card and says "One," No. 2 says "Two," No. 3 "Three," and +so on. + +It is not necessary for the card laid down to be actually the one +called out. The fun of the game is to put down the wrong card without, +any one suspecting you. Naturally, it is not often that the cards run +straight on, as no one may play out of turn, and if one player thinks +another has put down the wrong card, he says, "I suspect you." The +player must then show his card, and if it should not be the one he +said, he must take all the cards laid down and add them to his pack; +if, however, the card happens to be the right one, then the accuser +must take the cards. The player who first succeeds in getting rid of +his cards wins the game. + + * * * * * + +BEGGAR MY NEIGHBOR + +The cards are dealt equally to the players. The first player puts down +a card, face upward, upon the table. If it be a common card, that +is, a two, or three, or anything but a picture card or an ace, his +neighbors put down in turn their cards until a court card (that is, a +picture card or an ace) turns up. + +If at last an ace be played, the neighbor of the one who plays it must +pay him four cards; if a king three cards, if a queen two, and if a +jack one. The one who played the court card also takes all the cards +that have been played, and puts them under his own pack. If, however, +in playing for a court card, one of the players puts down another +court card, then his neighbor must pay him, and he takes the whole +pack instead of the previous player. Sometimes it happens that a +second player in paying puts down a court card, and the third player +in paying him puts down another, and so on, until perhaps the fourth +or fifth player actually gets the cards in the end. + + * * * * * + + + + +RIDDLES + +Few children think they will ever tire of playing games; but all the +same, toward the end of a long evening, spent merrily in dancing and +playing, the little ones begin to get too weary to play any longer, +and it is very difficult to keep them amused. + +Then comes the time for riddles! The children can sit quietly round +the room, resting after their romps and laughter, and yet be kept +thoroughly interested, trying to guess riddles. + +It is, however, very difficult to remember a number of good and +laughable ones, so we will give a list of some, which will be quite +sufficient to puzzle a roomful of little folk for several hours. + +Why are weary people like carriage wheels? Answer: Because they are +tired. + +An old woman in a red cloak was passing a field in which a goat was +feeding. What strange transformation suddenly took place? Answer: The +goat turned to butter (butt her), and the woman into a scarlet runner. + +Why does a duck go into the water? Answer: For divers reasons. + +Spell "blind pig" in two letters. P G; a pig without an I. + +Which bird can lift the heaviest weights? The crane. + +Why is a wise man like a pin? He has a head and comes to a point. + +Why is a Jew in a fever like a diamond? Because he is a Jew-ill. + +Why may carpenters reasonably believe there is no such thing as stone? +Because they never saw it. + +What is that which is put on the table and cut, but never eaten? A +pack of cards. + +When does a farmer double up a sheep without hurting it? When he folds +it. + +What lives upon its own substance and dies when it has devoured +itself? A candle. + +Why is a dog biting his tail like a good manager? Because he makes +both ends meet. + +What thing is it that is lower with a head than without one? A pillow. + +Which is the left side of a plum pudding? That which is not eaten. + +What letter of the alphabet is necessary to make a shoe? The last. + +If all the seas were dried up, what would everybody say? We haven't a +notion (an ocean). + +Why is it certain that "Uncle Tom's Cabin" was not written by the hand +of its reputed author? Because it was written by Mrs. Beecher's toe +(Stowe). + +Why is a fishmonger never generous? Because his business makes him +sell fish (selfish). + +What is that which works when it plays and plays when it works? A +fountain. + +What is that from which you may take away the whole and yet there will +be some remaining? The word wholesome. + +Why are fowls the most economical things a farmer can keep? Because +for every grain they give a peck. + +Why is it dangerous to walk in the meadows in springtime? Because the +trees are shooting and the bulrush is out (bull rushes out). + +Why is a vine like a soldier? Because it is listed and has ten drills +(tendrils) and shoots. + +If a man who is carrying a dozen glass lamps drops one, what does he +become? A lamp lighter. + +What belongs to yourself, but is used more by your friends than by +yourself? Your name. + +A man had twenty sick (six) sheep and one died; how many were left? +Nineteen. + +Which is the best day for making a pancake? Friday. + +What is that which everybody has seen but will never see again? +Yesterday. + +What four letters would frighten a thief? O I C U. + +[Illustration] + +Why is a spider a good correspondent? Because he drops a line at every +post. + +When is the clock on the stairs dangerous? When it runs down. + +Why is the letter "k" like a pig's tail? Because it comes at the end +of pork. + +What is the keynote to good manners? B natural. + +Why is a five dollar bill much more profitable than five silver +dollars? Because when you put it in your pocket you double it, and +when you take it out you will find it in-creases. + +Why is a watch like a river? Because it doesn't run long without +winding. + +What is that which flies high, flies low, has no feet, and yet wears +shoes? Dust. + +Which is the smallest bridge in the world? The bridge of your nose. + +When has a man four hands? When he doubles his fists. + +What trees has fire no effect upon? Ash trees; because when they are +burned they are ashes still. + +What is the difference between a schoolmaster and an engine-driver? +One minds the train and the other trains the mind. + +What is that which goes from Chicago to Philadelphia without moving? +The road. + +Which is easier to spell--fiddle-de-dee or fiddle-de-dum? +Fiddle-de-dee, because it is spelled with more "e's." + +When may a chair be said to dislike you? When it can't bear you. + +What animal took most luggage into the Ark, and which two took the +least? The elephant, who took his trunk, while the fox and the cock +had only a brush and a comb between them. + +If a bear were to go into a dry goods store, what would he want? He +would want muzzlin'. + +Why was the first day of Adam's life the longest? Because it had no +Eve. + +[Illustration] + +Why is a washerwoman like a navigator? Because she spreads her sheets, +crosses the line and goes from pole to pole. + +Why is it that a tailor won't attend to business? Because he is always +cutting out. + +When can a horse be sea-green in color? When it's a bay. + +Why were gloves never meant to sell? Because they were made to be kept +on hand. + +When are we all artists? When we draw a long face. + +Why are watch-dogs bigger by night than by day? Because they are let +out at night and taken in in the morning. + +Why is B like a hot fire? Because it makes oil Boil. + +Why is a schoolmaster like a bootblack? Because he polishes the +understandings of the people. + +When is a store-keeper always above his business? When he lives over +his store. + +Which is the liveliest city in the world? Berlin; because it's always +on the Spree. + +Why is a water-lily like a whale? Because they both come to the +surface to blow. + +Why is a shoemaker the most industrious of men? Because he works to +the last. + +What is book-keeping? Forgetting to return borrowed volumes. + +Why is scooping out a turnip a noisy process? Because it makes it +hollow. + +Why are teeth like verbs? Because they are regular, irregular, and +defective. + +What ships hardly ever sail out of sight? Hardships. + +When is an artist a dangerous person? When his designs are bad. + +Why are tortoiseshell combs like citadels? They are for-tresses. + +Why is the Isthmus of Suez like the first "u" in cucumber? Because it +is between two "c's" (seas). + +What motive led to the invention of railroads? The loco-motive. + +Why are deaf people like Dutch cheeses? Because you can't make them +here. + +When is the best time to get a fresh egg at sea? When the ship lays +to. + +Who was the first whistler? The wind. + +Why need a traveler never starve in the desert? Because of the sand +which is (sandwiches) there. + +Why is sympathy like blindman's buff? Because it is a fellow feeling +for a fellow creature. + +If a Frenchman were to fall into a tub of tallow, in what word would +he express his situation? In-de-fat-i-gabble. (Indefatigable.) + +Why is a dinner on board a steamboat like Easter Day? Because it is a +movable feast. + +Spell "enemy" in three letters. F O E. + +Why is a little man like a good book? Because he is often looked over. + +Why is a pig in a parlor like a house on fire? Because the sooner it +is put out the better. + +What is the difference between a soldier and a bombshell? One goes to +wars, the other goes to pieces. + +Which is the only way that a leopard can change his spots? By going +from one spot to another. + +Why did Eve never fear the measles? Because she'd Adam. + +When is a tall man a little short? When he hasn't got quite enough +cash. + +What houses are the easiest to break into? The houses of bald people; +because their locks are few. + +Why is a watch the most difficult thing to steal? Because it must be +taken off its guard. + +Why is there never anybody at home in a convent? Because it is an (n) +uninhabited place. + +Why does a person who is not good looking make a better carpenter than +one who is? Because he is a deal plainer. + +What is the best tree for preserving order? The birch. + +Why is shoemaking the easiest of trades? Because the shoes are always +soled before they are made. + +What plant stands for No. 4? IV. + +How can a gardener become thrifty? By making the most of his thyme, +and by always putting some celery in the bank. + +Why is it probable that beer was made in the ark? Because the kangaroo +went in with hops, and the bear was always bruin. + +"What was the biggest thing you saw at the Panama Exposition?" asked a +wife of her husband. "My hotel bill!" said he. + +Why is C like a schoolmistress? Because it forms lasses into classes. + +What is that which never asks any questions and yet requires many +answers? The street door. + +If a man bumped his head against the top of a room, what article of +stationery would he be supplies with? Ceiling whacks (sealing-wax). + +Which is the oldest tree in the country? The elder tree. + +Which is the longest word in the English language? Smiles; because +there is a mile between the first and last letters. + +What is that which happens twice in a moment and not once in a +thousand years? The letter M. + +How many sides are there to a tree? Two, inside and out. + +What sea would a man most like to be in on a wet day? A dry attic +(Adriatic). + +Why is coffee like an axe with a dull edge? Because it must be ground +before it is used. + +What is the difference between a bottle of medicine and a troublesome +boy? One is to be well shaken before taken, and the other is to be +taken and then shaken. + +What makes more noise than a pig under a gate? Two pigs. + +When is a door not a door? When it is a-jar. + +What is the difference between a naughty boy and a postage stamp? +Because one you stick with a lick, and the other you lick with a +stick. + +Why did William Tell shudder when he shot the apple from his son's +head? Because it was an arrow escape for his child. + +What is that which the more you take from it the larger it grows? A +hole. + +What is the best land for little kittens? Lapland. + +Why should a man always wear a watch when he travels in a waterless +desert? Because every watch has a spring in it. + +Of what trade is the sun? A tanner. + +What relation is a doormat to a door? Step-fa(r)ther. + +What is that which you cannot hold ten minutes, although it is as +light as a feather? Your breath. + +What is the worst weather for rats and mice? When it rains cats and +dogs. + +What is that which never uses its teeth for eating purposes? A comb. + +When are two apples alike? When pared. + +What is the difference between a blind man and a sailor in prison? One +cannot see to go and the other cannot go to sea. + +Why is a plum cake like the ocean? Because it contains so many +currants. + +What pudding makes the best cricketer? A good batter. + +When is a sailor not a sailor? When he's a-board. + +Why is the snow different from Sunday? Because it can fall on any day +in the week. + +What trade would you mention to a short boy? Grow sir (grocer). + +What tree is nearest the sea? The beech. + +Why is a game of cards like a timber yard? Because there are always a +great many deals in it. + +Why is a tight boot like an oak tree? Because it produces a corn +(acorn). + +Why is a city in Ireland likely to be the largest city in the world? +Because each year it is Dublin (doubling). + +What is the easiest way to swallow a door? Bolt it. + +Why is a dancing master like a tree? Because of his bows (boughs). + +Name a word of five letters from which if you take two but "one" +remains. Stone. + +Why is A like twelve o'clock? It is the middle of "day" + +When is a man thinner than a lath? When he is a-shaving. + + * * * * * + +THOUGHT READING + +This is a very good game, which always causes considerable amusement, +and if skillfully carried out will very successfully mystify the whole +company. + +It is necessary that the player who is to take the part of +thought-reader should have a confederate, and the game is then played +as follows: + +The thought-reader, having arranged that the confederate should write +a certain word, commences by asking four members of the company to +write each a word upon a piece of paper, fold it up in such a +manner that it cannot be seen, and then to pass it on to him. The +confederate, of course, volunteers to make one of the four, and writes +the word previously agreed upon, which is, we will suppose, "Ohio." + +The thought-reader places the slips of paper between his fingers, +taking care to put the paper of his confederate between the third and +little finger; he then takes the folded paper from between his thumb +and first finger and rubs it, folded as it is, over his forehead, at +each rub mentioning a letter, as O, rub, H, rub, I O, after which he +calls out that some lady or gentleman has written "Ohio." "I did," +replies the confederate. + +The thought-reader then opens the paper, looks at it, and slips it +into his pocket; he has, however, looked at one of the other papers. + +Consequently he is now in a position to spell another word, which he +proceeds to do in the same manner, and thus the game goes on until all +the papers have been read. + + * * * * * + +THE CUSHION DANCE + +The children first of all divide themselves into two parties. They +then form a ring, and commence dancing round a hassock which is +placed, end upward, in the middle of the room. Suddenly one party +endeavors to pull the other party forward, so as to force one of their +number to kick the hassock and upset it. + +The player who has been unfortunate enough to touch the hassock has +then to leave the circle. The game proceeds until only two remain; if +these two happen to be boys, the struggle is generally prolonged, as +they can so easily jump over the hassock, and avoid kicking it. + + * * * * * + +THE FARMYARD + +This game, if carried out properly, will cause great amusement. One +of the party announces that he will whisper to each person the name of +some animal, which, at a given signal, must be imitated as loudly as +possible. Instead, however, of giving the name of an animal to each, +he whispers to all the company, with the exception of one, to keep +perfectly silent. To this one he whispers that the animal he is to +imitate is the donkey. After a short time, so that all may be in +readiness, the signal is given. Instead of all the party making the +sounds of various animals, nothing is heard but a loud bray from the +one unfortunate member of the company. + + * * * * * + +"I POINT" + +It is necessary in this game for the player acting the part of guesser +to have a confederate; he is then able to leave the room, and on his +return to mention what person was pointed at during his absence. It is +done in this way: It is agreed between the guesser and his confederate +that whoever speaks last before the door is closed upon the guesser +shall be the person who is to be pointed at. It is very seldom that +any one discovers this trick. + + * * * * * + +DIAMOND RING + +The players sit in a circle with their hands placed palm to palm, +the little fingers downward, between the knees. One of the company is +chosen to act the part of maid. She takes a ring between her palms, +which she keeps flat together in the same way as the rest. She then +visits each person in turn and places her hands between the palms +of each, so that she is able to slip the ring into some one's hands +without the others knowing. When she has visited each, she touches one +child, and says: + + "My lady's lost her diamond ring; + I fix upon you to find it." + +The child touched must then guess who has the ring. If she guess +correctly, she becomes the maid; if not, she must pay a forfeit. The +maid then touches some one else and repeats the two lines given above. +Each guesser may be allowed three trials. + + * * * * * + +THE FORBIDDEN LETTER + +The idea of this game is to try how many sentences can be spoken +without containing a certain letter which has been agreed upon. +Supposing, for instance, the letter "f" is not to be introduced; the +first player might ask: "Is this a new game to you?" The second player +could answer: "Oh, no! I played it years ago when quite a youngster." + +He would perhaps turn to the third player, and ask: "You remember it, +do you not?" The third player might answer: "Yes; but we used to play +it differently." This player, having used a word with an "f" in it, +must pay a forfeit and remain out. + +The answers must be given at once, without hesitation, and the player +who avoids for the greatest length of time using a word containing the +forbidden letter wins the game. + + * * * * * + +GRAND MUFTI + +One of the company is chosen as Grand Mufti. The others then form a +circle with the Grand Mufti in the center, and every action which he +performs, if preceded by the words, "Thus says the Grand Mufti," must +be imitated by every member of the circle. + +The Grand Mufti, in order to lead one of the company astray, will +sometimes omit to say the words: "Thus says the Grand Mufti;" in this +case, if any member of the company imitate his action, he is compelled +to pay a forfeit. + + * * * * * + +MAGIC WRITING + +In this game a confederate is necessary. The player states to the +company, after a few remarks on ancient sign-language, that he is able +to read signs made with a stick on the floor, and agrees to leave the +room while the company decide upon some word or sentence. + +The game is played as follows: It is agreed by the player and his +confederate that one tap on the floor shall represent A, two taps E, +three taps I, four taps O, and five taps U, and that the first letter +of each remark the confederate makes shall be one of the consonants of +the word or sentence decided upon by the company. The consonants must +be taken in order. On the player's return, supposing the word chosen +to be "March," his confederate would commence: "Many people think +this game a deception" (initial letter M). One tap on the floor (A). +"Really it is very simple" (initial letter R). "Coming to the end +soon" (initial letter C). "Hope it has been quite clear" (initial +letter H). + +A few more signs are made so as not to finish too abruptly, and the +player then states the word to be "March." If carefully conducted, +this game will interest an audience for a considerable time. + + * * * * * + +FLOWERS + +The company divides itself into equal sides, and each side must have a +"home" in opposite corners of the room. The sides retire to their own +"homes," and one side privately chooses a flower, then crosses over +to the other corner and gives the initial letter of that flower. The +children on the second side must try and guess the name of the flower, +and when they have done so they catch as many as they can of the +opposite side before they reach their "home." + +Those caught must go over to the other side, and the game goes on +until one side has won all the children. The sides take it in turns +to give the name of the flower. This game may also be played in the +garden. + + * * * * * + +FOX AND GEESE + +One of the party, called the Fox, goes to one end of the room, and +the rest of the children arrange themselves in a ring, one behind +the other, the tallest first and the smallest last. The first one is +called Mother Goose. The game begins by a conversation between the Fox +and Mother Goose. "What are you after this fine morning?" says she. +"Taking a walk," the Fox answers. "What for?" "To get an appetite for +breakfast." "What will you have for breakfast?" "A nice fat goose." +"Where will you get it?" "Well, as your geese are so handy, I will +take one of them." "Catch one if you can." + +Mother Goose then stretches out her arms to protect her geese and not +let the Fox catch one. The Fox tries to dodge under, right and left, +until he is able to catch the last of the string. Of course, the brood +must try and keep out of reach of the Fox. As the geese are caught +they must go over to the den of the Fox, and the game continues until +all are caught. + + * * * * * + +"I SELL MY BAT, I SELL MY BALL" + +A ring is formed with one child in the middle, who is called the +"drummer-man." Whatever this child does the others mimic, moving round +as they do so, and singing the following words: + + "I sell my bat, I sell my ball, + I sell my spinning-wheel and all; + And I'll do all that e'er I can + To follow the eyes of the drummer-man." + +Any one who does not at once imitate the "drummer-man" must pay a +forfeit and take his place as "drummer-man." + + * * * * * + +"WHAT'S MY THOUGHT LIKE?" + +The players sit in a circle, and one of them asks the others: "What's +my thought like?" One player may say: "A monkey;" the second, "A +candle;" the third, "A pin," and so on. When all the company have +compared the thought to some object, the first player tells them the +thought--perhaps it is "the Cat"--and then asks each, in turn, why it +is like the object he compared it to. + +"Why is my cat like a monkey?" is asked. The other player might +answer: "Because it is full of tricks." "Why is my cat like a candle?" +"Because its eyes glow like a candle in the dark." "Why is my cat like +a pin?" "Because its claws scratch like a pin." + +Any one who is unable to explain why the thought resembles the object +he mentioned must pay a forfeit. + + * * * * * + +CAT'S CRADLE + +Take a piece of string and knot the ends together and slip it over +your hands, as in Fig. 1. + +[Illustration] + +Next wind the string round your hands, not including the thumb, as in +Fig. 2. + +[Illustration] + +Slip the second fingers through the string on your hands and you have +your cat's cradle, as in Fig. 3. + +[Illustration] + +You must now ask a second person to put his thumbs and first fingers +through the cradle, as in Fig. 4. + +[Illustration] + +Draw out the string and take it under the cradle, and you will have +Fig. 5. + +[Illustration] + +Slip the thumbs and first fingers again into the side pieces of the +cradle, draw the string sideways and take it under the cradle, and you +will have Fig. 6. + +[Illustration] + +Now curl the little fingers round the string, slipping one under the +other as shown, and draw out the side pieces. + +[Illustration] + +Slip the thumb and first fingers under the side string, bring them up +the middle, and you have your original cat's cradle again. + +[Illustration] + + * * * * * + +PERSONATIONS + +To play this game the company seat themselves in a circle, while one +of the players commences to describe some person with whom most of the +other players are familiar, and continues until one or other of the +company is able to guess from the description who the person may be. + +The one guessing correctly then commences to describe some one. If, +however, the company are unable to make a correct guess, the player +goes on until some one is successful. + + * * * * * + +FROG IN THE MIDDLE + +One child is seated on the ground with his legs under him, while the +other players form a ring round him. They then pull him about and give +him little pushes, and he must try to catch one without rising from +the floor. + +The child who is caught takes the middle, while the frog joins the +circle. + + * * * * * + +GIANT + +This game must be arranged in the nature of a surprise for the company +assembled. The giant is formed by two youngsters, one of whom seats +himself on the shoulders of his friend. A large cloak should then be +thrown over them, to make it appear as if it were only one person, and +the top boy might wear a mask to prevent recognition. The giant then +enters the room and commences dancing. Great amusement is afforded the +little folk by this game. + + * * * * * + +COCK FIGHTING + +This is a most amusing game, and although only two boys can play at +it at one time, they will keep the rest of the company in roars of +laughter. The two who are to represent the "cocks" having been chosen, +they are both seated upon the floor. + +Each boy has his wrists tied together with a handkerchief, and his +legs secured just above the ankles with another handkerchief; his arms +are then passed over his knees, and a broomstick is pushed over one +arm, under both knees, and out again on the other side over the +other arm. The "cocks" are now considered ready for fighting, and are +carried into the center of the room, and placed opposite each other +with their toes just touching. The fun now commences. + +Each "cock" tries with the aid of his toes to turn his opponent over +on his back or side. + +The one who can succeed in doing this first wins the game. + +It often happens that both "cocks" turn over at the same time, when +the fight commences again. + + * * * * * + +[Illustration] + +GAMES WITH THE ALPHABET + +It is necessary for these games that a large boxful of letters should +be provided, which can be purchased at any toy store or made by the +young people themselves by being cut out of newspapers. The children +should seat themselves round the table; the letters should then be +well shuffled and dealt round to the players. Each child has to form +a word or sentence out of the letters which he has received. Another +variation is to select a long word, and then in a given time to try to +form several words from it. Names of well-known men, places, etc., can +also be given. These games are not only amusing, but serve at the same +time to instruct the young folk. + + * * * * * + +HONEY POTS + +For little ones there is scarcely a more popular game than "Honey +Pots." Small children of three and four can be included in this +game, but there should be two bigger children for the "Buyer" and +the "Merchant." The children, with the exception of the Buyer and +Merchant, seat themselves upon the floor of the room, with their knees +raised and their hands clasped together round them. These children are +called "Honey Pots." The Merchant and the Buyer then talk about the +quality and quantity of the Honey, and the price of each Pot. It is +agreed that the price to be paid shall be according to the weight of +the "Honey" and the "Pot." The children are carefully "weighed" by +raising them two or three times from the floor and swinging them by +the arms, one arm held by the Merchant and the other by the Buyer. + +[Illustration] + +When the "Honey Pots" are all weighed, the Buyer says he will purchase +the whole of the stock, and asks the Merchant to help him carry the +Pots home. Then the Merchant and the Buyer carry the children, one by +one, to the other end of the room. + +When all are safely at the Buyer's house, the Merchant goes out of the +room, but suddenly returns and says to the Buyer: "I believe you have +carried off my little daughter in one of the Honey Pots." The Buyer +replies: "I think not. You sold me all the Pots full of Honey, but if +you doubt me you can taste them." + +The Merchant then pretends to taste the Honey, and after having tried +two or three Pots exclaims: "Ah! this tastes very much like my little +daughter." The little girl who represents the Honey Pot chosen by the +Merchant then cries out: "Yes, I am your little girl," and immediately +jumps up and runs away, the Buyer at the same time endeavoring to +catch her. + +When the one Honey Pot runs away, all the others do the same, the +Buyer catches whom he can, and the game recommences. + + * * * * * + +THE SPELLING GAME + +Each player in this game has what are called three "lives," or +chances. When the company is seated in a circle, the first player +mentions a letter as the beginning of a word. The game is for each +of the company, in turn, to add a letter to it, keeping the word +unfinished as long as possible. + +When a letter is added to the former letters and it makes a complete +word, the person who completed it loses a "life." The next player then +begins again. + +Every letter added must be part of a word, and not an odd letter +thought of on the spur of the moment. When there is any doubt as +to the letter used by the last player being correct, he may be +challenged, and he will then have to give the word he was thinking of +when adding the letter. If he cannot name the word, he loses a "life;" +but if he can, it is the challenger who loses. + +This is an example of how the game should be played. Supposing the +first player commences with the letter "p;" the next, thinking of +"play," would add an "l;" the next an "o," thinking of "plough;" the +next person, not having either of these words in his mind, would +add "v;" the next player, perhaps, not knowing the word of which the +previous player was thinking, might challenge him, and would lose a +"life" on being told the word was "plover." The player next in turn +would then start a new word, and perhaps put down "b," thinking of +"bat;" the next thinking, say, that the word was "bone," would add an +"o," the next player would add "n;" the player whose turn it would +now be, not wanting to lose a "life" by finishing the word, would add +another "n;" the next player for the same reason would add "e," and +then there would be nothing else for the next in turn to do but to +complete the word by adding "t" and thus losing a "life." + +It will be seen that there are three ways of losing a "life." First, +the player may lay down a letter, and on being challenged be unable to +give the word. Secondly, he may himself challenge another player who +is not at fault. Thirdly, he may be obliged to add the final letter to +a word, and so complete it. + +This is a most amusing game for a large party, for as the different +persons lose their three "lives," the players gradually dwindle down +to two or three, when it gets very exciting to see who will be the +last person left in, for he or she will be declared the winner. + + * * * * * + +"DRAW A PAIL OF WATER." + + "Draw a pail of water + For my lady's daughter; + My father's a king and my mother's a queen, + My two little sisters are dressed in green; + Stamping grass and parsley, + Marigold leaves and daisies, + One rush, two rush, + Pray thee, fine lady, come under my bush." + +Two children stand face to face, holding each other's hands. Two +others also face each other holding hands across the other two. They +seesaw backward and forward, singing the above lines. + +When they come to the line, "Pray thee, fine lady, come under my +bush," another child pops under and comes up between one child's arms. +They sing the verse again and another child creeps under another pair +of arms, and so on until there are eight children standing facing each +other. The must then jump up and down until one falls down, when she +is almost sure to pull the others over. + + * * * * * + +QUESTIONS AND ANSWERS + +Each player is furnished with a pencil and two slips of paper. On the +first slip a question must be written. The papers are then collected +and put into a bag or basket. + +[Illustration] + +Then the players write an answer on their second slip. These are put +into a different bag, and the two bags are then well shaken and handed +round to the company. + +Every one draws a question and an answer, and must then read the two +out to the company. + +The result is sometimes very comical; for instance: + +Questions + + Do you like roses? + Where are you going to this summer? + Do you like beef? + Do you like spiders? + +Answers + + Yes, with mustard. + I am very much afraid of them. + Yes, without thorns. + To Switzerland. + + * * * * * + +DUCK UNDER THE WATER + +Each child chooses a partner and stands opposite to her, so that two +long lines are formed. Each couple hold a handkerchief between them, +as high as they can lift their arms, so as to form an arch. The couple +standing at the top of the lines run through the arch without letting +go their handkerchief, and station themselves at the bottom of the +lines, raising their handkerchief again so as to continue the arch. +This is done by each couple in succession until all have had a turn. +Whoever breaks the arch or drops the handkerchief must pay a forfeit. + + * * * * * + +WONDERMENT + +It is necessary that two only of the party should have a knowledge of +this game, and then "wonderment" is sure to be the result. + +The two players agree that a certain word shall be regarded as a +signal word. As an illustration, imagine this word to be "and." + +One of the players asserts his belief that he is gifted with second +sight, and states that he is able to name, through a closed door, any +article touched by any person in sympathy with him, notwithstanding +the said person may attempt to mystify him by mentioning a lot of +other articles. He then chooses his confederate, as being one with +whom he may be in sympathy, and goes outside. + +The player in the room then proceeds to call out, perhaps, as follows: +Table, Rug, Piano, Footstool and Chair, Lamp, Inkstand. He then places +his hand on the back of a chair and asks: "What am I touching now?" +the answer will, of course, be "Chair," because the signal word "and" +came immediately before that article. + +If the players are skillful there is no need for the trick to be +discovered. + + * * * * * + +"MOTHER, MOTHER, THE POT BOILS OVER" + +A number of children choose one of their number to be "mother" and +another to be the witch. One child represents the pot, and the others +are named after the days in the week, Sunday, Monday, Tuesday, etc. If +there are too many children they might be called after the months. + +The mother first names the children, next she takes the pot and +pretends to put it on the fire. She tells the eldest daughter that she +is going to wash, and that she must take great care of her brothers +and sisters while she is away, and on no account to let the old witch +into the house. She is also to look after the dinner and see that +the pot does not boil over. The mother then goes away, and the eldest +daughter pretends to be very busy. + +The child who is supposed to be the witch knocks at the door, and asks +if she may come in and get a light for her pipe. She must pretend to +be very old and walk with a stick. + +"Come in," says the eldest daughter; "what do you want?" + +"To light my pipe at your fire." + +"Very well, but you must not dirty the range." + +"Certainly not; I'll be very careful." + +While the eldest daughter pretends to look on the shelf for something, +the witch puts her dirty shoe on the range, catches hold of Monday +(the youngest child) and runs off with him. The child who is the pot +now makes a hissing noise and pretends to boil over. The daughter +calls out: + +"Mother, mother, the pot boils over." + +"Take a spoon and skim it." + +"Can't find one." + +"Look on the shelf." + +"Can't reach." + +"Take the stool." + +"The leg's broken." + +"Take the chair." + +"The chair's gone to be mended." + +"I suppose I must come myself." + +The mother comes in from the washtub, drying her hands. + +"Where's Monday?" she asks. + +"Please, mother, some one came to beg for a light for her pipe, and +when my back was turned she took Monday." + +"Why, that was the witch." + +The mother pretends to beat the eldest daughter, tells her to be more +careful another time, and goes back to the washtub. The game then goes +on as before, and each time the witch comes she takes away a child, +until at last even the eldest daughter is taken. The pot boils over +for the last time and then the mother, finding all her children gone, +goes to the witch's house to find them, when this conversation ensues: + +"Is this the way to the witch's house?" + +"There's a red bull that way." + +"Then I'll go this way." + +"There's a mad cow that way." + +But the mother insists upon going into the witch's house to look for +her children. The witch generally hides the children behind chairs. +The mother stoops over one child: "This tastes like Monday," she says, +but the witch replies: "That! it is a barrel of pork." + +"No, no," says the mother, "it is my Monday, and there are the rest +of the children." The children now jump out and they and their mother +begin to run home; the witch runs after them, and whoever she catches +becomes witch, while the witch becomes the eldest daughter. + + * * * * * + +THE ANTS AND THE GRASSHOPPER + +Lots are drawn in order to decide who shall be the grasshopper; the +ants then seat themselves in a circle, while the grasshopper writes on +a piece of paper the name of a grain or food which a grasshopper might +be supposed to like. He puts this in his pocket and then addresses the +ants: + +"Dear friends, I am very hungry; would any of you kindly give me some +food?" + +"I have nothing but a grain of barley," says the ant spoken to. + +"Thank you; that is of no use to me," replies the grasshopper, and +goes on to the next player. As soon as any one offers the grain +of food which the grasshopper has written down the paper must be +produced, and the one who guessed the word pays a forfeit and becomes +grasshopper. If no one guesses the word, the grasshopper pays a +forfeit. + +The game then goes on in the same way, except that a different +question is asked on the second round. + +"Neighbors," says the grasshopper, "I have eaten abundantly and would +have a dance. Which would you recommend?" + +A waltz, a polka, a quadrille, etc., are suggested, and when this +question has gone the round, the grasshopper asks what music he can +dance to, and the ants suggest the music of the violin, the piano, +cornet, etc. Then the grasshopper says he is tired of dancing and +wishes for a bed, and the ants offer him moss, straw, grass, and so +on, to lie upon. + +"I should sleep very comfortably," the grasshopper says, "but I am +in fear of being pounced upon by a hungry bird. What bird have I most +reason to fear?" The ants answer: The rook, the lark, the cuckoo, etc. + +When the game is ended, the forfeits that have been lost must be +called. + + * * * * * + +THE MAGIC WHISTLE + +All the players but three stand in two rows facing each other. One +player sits at the end of the two rows, another leads a third player +into the room and makes him kneel down before the player who is +seated, and who is called the President. + +The President then proceeds to make all sorts of "magic" passes over +the kneeler's face, back, and hands. While he is doing this, the boy +who led the victim in fastens a whistle to his coat. It must be slung +on to a piece of string or tape, and fastened very loosely, so that +it can be easily grasped and yet will not knock against the wearer's +back. + +The whistle is then blown by the boy who attached it, and the kneeling +boy is told to rise and search for the magic whistle. The players +who stand on each side must hold their hands before their mouths and +pretend to blow whenever the whistle is blown, which must be as often +as any one can get a chance without being found out. + +The victim will search all along the rows trying to find the magic +whistle, and it will be some time before he discovers that it is +pinned to his own coat. + + * * * * * + +A RUNNING MAZE + +Form a long line of children, one behind the other. The leader starts +running, and is followed by all the rest. They must be sharp enough to +do exactly as the leader does. + +After running for a moment or two in the ordinary running step, the +leader changes to a hopping step, then to a marching step, quick +time, then to a marching step, slow time, claps and runs with hands on +sides, hands on shoulders, hands behind, etc. + +Finally, the leader runs slowly round and round into the center, and +can either wind the children up tightly or can turn them on nearing +the center and run out again. For another change the long line can +start running and so unwind the spiral. + + * * * * * + +THE COACH AND FOUR + +Two children stand hand-in-hand, side by side. These are the front +horses. Two others, close behind, stand also hand-in-hand and side by +side. These are the back horses. + +Slip reins over the left arm of one of the front horses, and over +the right arm of the other. The two back horses hold on the reins, +standing inside them. A driver must then be chosen, who gathers up the +reins in his left hand and in his right hand holds a whip. + +Running beside him, equipped with a horn and parcels and letters, +is another child, who acts as guard or conductor. The rest of the +children form village streets, by standing in rows facing one another. + +The coach and four, with the driver and guard, gallop about the room +and through the villages, the guard blowing his horn and tossing out a +paper or letter here and there. + +Change horses every now and then, so that all may have a turn at being +horses. A change of driver and guard, too, is also much appreciated. + +When the children have had about enough of this game, start a cheer as +the coach dashes through the villages for the last time. Two coaches +greatly add to the fun and enjoyment, as they have to pass and repass +each other. + + * * * * * + +MALAGA RAISINS + +The players sit in a circle, and one who is acquainted with the trick +takes a small stick in his right hand, makes some funny movements +with it, and then, having taken it in his left hand, passes it to his +neighbor, saying: "Malaga raisins are very good raisins, but I like +Valencias better." He then tells his neighbor to do the same. Should +any of the players pass on the stick with the right hand, they must +pay a forfeit, but of course they must not be told what mistake they +have made until the stick has been passed right round the circle. + + * * * * * + +SALLY WATER + +This game can be played by any number of children. A ring is formed +in which all join with the exception of one little girl, who kneels in +the center of the ring. The children then dance round her, singing the +following verses: + + "Sally, Sally Water, sprinkle in the pan, + Rise, Sally, rise, Sally, for a young man; + Choose for the best and choose for the worst, + And choose the very one you love best. + + "Now you're married I wish you joy, + First a girl and then a boy; + Seven years after, son and daughter, + Pray, young couple, come kiss together." + +[Illustration] + +When they come to the words, "Rise, Sally!" the child in the center +rises and chooses another from the ring. The next two lines are then +sung, and the two children in the ring dance round and kiss. Sally +then joins the ring, the second child remaining in the circle, and the +game is continued as before until all the players have acted the part +of Sally. + + * * * * * + +PIGEON-HOUSE GAME + +Make a ring of children. In the center place five or six of the +smaller children of the party. This forms the pigeon-house and +pigeons. + +Now choose one child (boy or girl) to open or shut this old-fashioned +dovecote. + +He runs round the ring outside and gently pushes the children in +toward the center, and close to the pigeons, who are sitting on the +ground softly cooing (or not, just as they please). + +This done he moves back. Let him be called the farmer or the farmer's +boy, if a name is wanted. + +A pretty and lively tune is now started on the piano. Directly it +begins, the boy runs forward and pulls open the ring of children, +which widens out with raised arms, to form pigeon-holes. + +The pigeons rise to their feet and fly out of these holes, round and +round the room. + +As the music begins to stop and die away, the pigeons should return +to their dovecote, and when the last note sounds they should all be +settled again. The farmer's boy now runs round the ring, closing it in +and making all safe for the night. + +This game can be played without music, and the elder children can take +their turn at being pigeons. + + * * * * * + +OATS AND BEANS AND BARLEY + +All the children form a ring with the exception of one player, who +stands in the center. The children then dance round this one, singing +the first three lines of the verses given below. At the fourth line +they stop dancing and act the words that are sung. They pretend to +scatter seed; they stand at ease, stamp their feet, clap their hands, +and at the words: "Turn him round," each child turns round. + +They then again clap hands and dance round, and when the words, +"Open the ring and take one in," are sung, the center child chooses a +partner, who steps into the ring, and the two stand together while the +other children sing the remaining verse, after which the child who +was first in the center joins the ring and the game is continued as +before. + + "Oats and beans and barley O! + Do you or I or any one know + How oats and beans and barley grow? + + "First the farmer sows his seed, + Then he stands and takes his ease, + Stamps his foot and claps his hands, + And turns him round to view the land. + + "Oats and beans and barley O! + Waiting for a partner, waiting for a partner. + Open a ring and send one in. + Oats and beans and barley O! + + "So now you're married you must obey, + You must be true to all you say, + You must be kind, you must be good, + And help your wife to chop the wood. + Oats and beans and barley O!" + + * * * * * + +BINGO + + "The miller's dog lay at the mill, + And his name was little Bingo, + B with an I, I with an N, N with a G, G with an O, + His name was little Bingo. + + "The miller he bought some peppermint, + And he called it right good Stingo, + S with a T, T with an I, I with an N, N with a G, G with an O, + He called it right good Stingo." + +One child represents the miller, the rest stand round him in a circle, +and all dance round and sing the verses. When it comes to the spelling +part of the rhyme, the miller points to a child, who must call out the +right letter. + +Any one who makes a mistake must pay a forfeit. + + * * * * * + +LUBIN LOO + +This game can be played by any number of children. The players form a +ring by clasping hands; they then dance round singing the first verse, +which after the second verse serves as a chorus. + + "Here we dance lubin, loo, + Here we dance lubin, light, + Here we dance lubin, loo, + On a Saturday night." + +While singing the second verse, the children stop, unclasp their hands +and suit their actions to the words contained in the verse. + + "I put my right hand in, + I put my right hand out, + I give my right hand shake, shake, shake, + And turn myself about." + +Each child while singing this first stretches her right arm toward the +center of the ring, then draws the same arm back as far as possible, +next shakes or swings her right hand, and when the last line is sung +she turns right round. The children then once more join hands, and +commence dancing, at the same time singing the chorus. The game +proceeds as before until all the verses have been sung. Here are the +remaining verses: + + "Here we dance the lubin, loo, + Here we dance lubin, light, + Here we dance lubin, loo, + On a Saturday night. + + "I put my left hand in, + I put my left hand out, + I give my left hand shake, shake, shake, + And turn myself about." + + + Chorus. + + "Here we dance lubin, loo," etc. + + "I put my right foot in, + I put my right foot out, + I give my right foot shake, shake, shake, + And turn myself about." + + + Chorus. + + "Here we dance lubin, loo," etc. + + "I put my left foot in, + I put my left foot out, + I give my left foot shake, shake, shake, + And turn myself about." + + + Chorus. + + "Here we dance lubin, loo," etc. + + "I put my own head in, + I put my own head out, + I give my own head shake, shake, shake, + And turn myself about." + + + Chorus. + + "Here we dance lubin, loo," etc. + + "I put my both hands in, + I put my both hands out, + I give my both hands shake, shake, shake, + And turn myself about." + + + Chorus. + + "Here we dance lubin, loo," etc. + + "I put my both feet in, + I put my both feet out, + I give my both feet shake, shake, shake, + And turn myself about." + + + Chorus. + + "Here we dance lubin, loo," etc. + + * * * * * + +THE LITTLE LADY + +For this game a number of pieces of rolled-up paper to represent horns +are required. Whoever makes a mistake in the game has a horn stuck +in her hair; or, if little boys are playing, the horns might be stuck +behind the ears. + +The leader of the game begins by saying to her right hand neighbor: +"Good morning, pretty lady, always pretty; I, a pretty lady, always +pretty, come from that pretty lady, always pretty" (here she points +to the girl on her left), "to tell you that she owns an eagle with a +golden beak." + +The next player turns to her right-hand neighbor, saying: "Good +morning, pretty lady, always pretty; I, a pretty lady, always pretty, +come from that pretty lady, always pretty" (here she points to the +last speaker), "to tell you that she owns an eagle with a golden beak +and silver claws." + +The next girl continues the story word for word, adding "a rare skin." +The next adds "diamond eyes," and the next "purple feathers." If there +are a great number of children, other charms must be added to the +eagle, but each child must say the whole of the story, and for each +mistake made she receives a paper horn, which must be stuck somewhere +about the head. At the end of the game a forfeit must be paid for each +of these horns. + + * * * * * + +"BIRDS FLY" + +This is a very simple game. Each player places a finger on the table, +which he must-raise whenever the conductor of the game says: "Birds +fly," "Pigeons fly," or any other winged creates "fly." + +If he names any creature without wings, such as "Pigs fly," and +any player thoughtlessly raises his finger, that player must pay a +forfeit, as he must also do if he omits to raise his finger when a +winged creature is named. + + * * * * * + +I SAY STOOP + +Teacher says to the class: "I say stoop." + +Upon the word stoop all the children must stoop. If they do not they +must be seated. The teacher must say "I say stand." The children must +stand. If they do not they must be seated. + +This game will cause the children to think quickly, and to act +quickly. + +The teacher can say: "I say fold the hands behind the back. + +"I say take a deep breath of air." + +"I say hands on hips." + +"I say raise the arms over the head." + +Anything else may be substituted; those who are slow to act and think +must be seated. + +The one who remains standing the longest wins. + + * * * * * + +FLAG RACE + +Players seated at desks. Rows need not be full, but there must be same +number in each row. Choose a player to stand in front of each row to +hold the flag, and another to stand at the rear of each row. At the +signal the rear player of each row rises, runs to the front, takes the +flag from the one holding it, carries it to the one standing at the +rear, and takes his seat. As soon as he is seated the next player goes +and takes the flag back to the player in front. This continues till +all have run. Be sure that no team has an unfair advantage because of +the positions taken by the flag holders. + + * * * * * + +SQUIRREL AND NUT + +Players all seated, but one, heads on desks and eyes covered, one hand +open on desk with palm up. The odd player is a squirrel and passes +up and down between the rows and puts a nut in the hand of some +player.... This one rises and chases the squirrel. If the squirrel +is caught before he can reach his own seat, the one who caught him +becomes squirrel; if the squirrel is not caught, he can be squirrel +again. + + * * * * * + +RACING AND COUNTING SCORES + +Make a scoreboard on the blackboard, indicating each row by a number +of letter. Players run as in "Racing" (First Grade, First Half Year). +Have front players run, tag front wall and return to seats, sit erect; +mark score; others in a similar manner. Repeat, runners tagging rear +wall. See which row has largest score. + + * * * * * + +SCHOOL-ROOM BASKET BALL + +Place a basket in the front seat of the second row and another in the +front seat of next to last row. Draw a throwing line on floor 20 feet +from each basket. At some time beforehand choose four captains and +have these captains choose teams, choosing in turn. Teams stand at +least two rows apart and behind throwing line, each team having a +ball. Captains stand beyond baskets, two captains at same basket. Each +captain passes the ball in turn to his players and they throw for +the basket. Team throwing the most baskets in a round wins one point, +first to get five points wins the contest. + + * * * * * + +LAST MAN + +Players seated at desks. Rows playing must be full rows. The game is +much like "Fox and Squirrel" (see First Grade, Second Half Year). +One player is "it," and there is one runner, besides the full rows +of seats. The runner may come to the front of any row and call "Last +Man," and then each player in that row must move back one place, +leaving the front seat for the runner, who is now safe. The last one +in the rear of the row will be out of a place and thus becomes runner. +When a runner is tagged, he is "it," and the one who caught him +becomes runner and must get out of the way at once. + + * * * * * + +CHANGING SEATS + +Players seated at desks. When teacher commands "Change right," all +move one place to right and the right hand row stands. In like manner +the command may be "Change front," "Change back," or "Change left." At +first it is best to follow each change by the reverse, so as to allow +those standing to get seats, but later they may be told that they +must run to the vacant seats on the opposite side or end of the room. +Leaders may be chosen to act in place of the teacher. + + * * * * * + +HUCKLE, BUCKLE, BEANSTALK + +The children close their eyes and put their heads on their desks. +A small object--a thimble or button--is placed in plain sight. At a +signal, the children move about the room, and when they see it, take +their seats without making any sign of its whereabouts. The first one +to see it may hide it the next time. + + * * * * * + +BLACKBOARD RELAY + +This is like the blackboard relay played in the third grade, but +instead of marks and letters, words must be written; these may be +required to form a sentence, numbers may be written and afterwards +added, subtracted, etc., by the succeeding players, or each player may +write his own name. It is often interesting to have the last player +required to erase all his team has written, or each child may erase +his own writing, passing the eraser as he did the chalk. + + * * * * * + +HIDE THE THIMBLE + +One child goes out of the room. A thimble or button is placed in plain +sight by another child. The one who was sent out is then guided to the +object by the clapping of the children--soft clapping for "cold," and +louder for "warm." + + * * * * * + +SUGGESTIVE BREATHING WORK + +1. March winds whistling through the trees. Inhale a deep breath and +imitate the wind. + +2. Keeping a feather in the air. Run with head back and blow short +breaths, keeping an imaginary feather from falling to the ground. + +3. Making Ocean Waves. By blowing the water in a large basin. + + * * * * * + +THE FOX CHASE + +Four farmers are in their home in the country enjoying a quiet +evening. + +They hear a sound outside, they watch and listen and decide that the +foxes are near the cabin. They wait until they are very close, then +give chase--and catch as many as they can before the foxes have +reached their home in the forest. All caught become farmers and help +to catch the rest. + + * * * * * + +POISON + +The players join hands to form a circle. About ten erasers are placed +in the center of the circle, with spaces between them through which a +player might step. The players then try by means of pushing or pulling +their comrades by means of clasped hands, to make them knock over the +erasers. Any player who knocks over an eraser or who unclasps hands +must take his seat, the erasers again being replaced. The first +players so leaving the circle form a scrub circle. The player wins who +remains longest in the first circle. + + * * * * * + +SLAP-JACK + +All the pupils are seated except one. The odd player walks or runs +through the aisles, touching some player, and runs around the room +in the direction he is going. The one touched immediately leaves his +seat, and runs around the room in the opposite direction. The first +one back in the empty seat wins. + +Dodging through the aisles to shorten the distance is not allowed. The +run must be around the outside of the room. + + * * * * * + +CROW'S RACE + +All players form in a straight line. Grasp just above ankles and on +"Go," run a very short distance and return, keeping hold above ankles +all the time. + + * * * * * + +RIDING THE BICYCLE + +Hands in position in front, as though grasping the handle-bars, +running in place with lifting the knee high and pointing toe to the +ground. The same movement, traveling forward with short, quick steps. + + * * * * * + +CAT AND RAT + +Children form a circle around the room, with hands joined. A "cat" +is chosen to stand outside the circle, a "rat" to stand inside. The +players are friends of the rat, and raise their arms to let him under, +but keep them down when the cat tries to get through. The cat chases +the rat in and out of the circle, among desks and over seats, till the +"rat" is caught, when a new cat and rat are chosen. + + * * * * * + +JUMPING THE ROPE + +This makes a splendid combination exercise. Swing the arms in a large +circle, as though swinging the rope, and jump each time that the +rope comes down. Travel forward with the same exercises, jumping and +landing on one foot instead of both. + + * * * * * + +TEACHER + +The children stand or sit in one line. One is teacher and he or she +throws a bean bag or soft ball in rotation down the line, the child +missing goes to the front. When the teacher misses he or she goes to +the foot and the child at the head becomes teacher. No bad or swift +throws are counted. + + * * * * * + +BIRD-CATCHER + +This game is a great favorite with all the children, even in the upper +grades. Two players are chosen as bird-catchers, and stand in one +corner of the room. The "mother-bird" is chosen to stand in another +"nest" in the other front corner of the room. The other players are +named in groups (those in one row of seats usually) for various birds, +"robins," "wrens," etc. As the name of each group of birds is +called, they go to the back of the room, and, at a signal, run to the +"mother-bird's nest." The bird-catchers try to catch them before they +reach it. The "birds" dodge in and out among the desks, jumping over +the seats, etc. The mother-bird and bird-catchers count their birds at +the end of the game, and all "fly" back to their seats; that is, wave +their arms and skip to their seats. + + * * * * * + +TAG ME, OR HEADS UP + +The pupils, upon the command of the player who is the leader and +stands in front of the class, fold their arms upon the desk and lower +the head upon the arms. The leader has an eraser or other article +which he places upon one of the desks. He commands "Heads up" and the +pupils raise their heads. The one finding the eraser on his seat rises +and chases the leader. If he catches him he becomes the leader; if +not, the first one is again the leader. If they fail to catch him +after two trials he chooses another leader. + + * * * * * + +AN ERASER GAME + +A boy places a rubber eraser, or any small object, on the desk of a +girl. She takes the eraser and chases him around the room to his seat. +If she tags him, he goes to the corner to stand, with others who are +caught, till the end of the game. The girl then puts the eraser on a +boy's desk, and the game continues. + + * * * * * + +CIRCLE BALL + +Children stand in a circle around the room; one stands in the center, +with a bean bag or ball, and makes quick throws to children in +different parts of the circle. + + * * * * * + +SEAT TAG--A SCHOOL-ROOM GAME + +The one starting the game runs and tags someone near and gets to that +child's seat as quickly as he can. The child tries to tag him on the +way. If he tags him the one tagged must go in the mush pot, that is, +to go to the front of the room and sit down. The one who caught him +continues the game, and when another one gets in the mush pot the +first one is permitted to take his seat. The game continues until all +have had a run. + +The runs should all be very short to make the game go quickly. + + * * * * * + +DEAD BALL + +Children stand by desks. A tennis or soft rubber ball is thrown among +the players. The child hit sits and is out of the game. The child +standing near where the ball falls throws it the next time. + + * * * * * + +PRELIMINARY BALL + +Children stand in rows, facing each other, two rows of desks between +them, those on one side having bean bags. On the teacher's counts they +throw to those in the row opposite, throwing and catching with both +hands. After a given number of throws, they put the left hand behind +them, throwing and catching with the right hand; the same with the +left hand. This is good muscular training. + + * * * * * + +DODGE + +Players divide into equal groups. One group forms a circle, the other +within. Outside group has a volley or an outdoor baseball with which +they try to hit the one's (players) within. As soon as one is hit he +must immediately join the circle and help hit the others. When all +have been tagged in this way, groups change places and repeat. The +two players who were last to be hit in the two games are captains to +choose up for the next time. + + * * * * * + +THIRD MAN + +Played much like "Three Deep." Players stand in couples, facing each +other, couples scattered in any way around the room. The runner is +free from being tagged when he steps between the two players of any +couple, and the chaser must chase the one toward whom the runner turns +his back. + + * * * * * + +FOX AND CHICKENS + +Choose a player to be fox and another to be the mother hen. The +players are the chickens and all form in a line behind the mother hen, +and each one grasping the waist of the one in front. The fox tries to +tag the last chicken; the line, led by the mother hen, turns and tries +to keep between the fox and that chicken. When the last chicken is +tagged he becomes fox, and the mother hen chooses another player in +her place. + + * * * * * + +ERASER RELAY + +Place an eraser on the front desk of alternate rows. At a signal to +start the first child in each row takes the eraser in both hands and +passes it over his head to the child behind him. This continues till +the last child receives it. The last child runs forward with it, +running down the right aisle. On reaching the front seat, his entire +row moves one seat backward, so as to leave an empty seat in front. +The runner then sits down in the empty seat and passes the eraser +backward with both hands as before stated. + +The changing of seats should be on the left side. + +The game ends when each child is returned to his own seat. + + * * * * * + +SCHOOL-ROOM TAG + +Mark a circle on floor in front of desks. Choose a player to be "it." +He stands near but not in the circle and calls the names of three +players. The players must rise and try to reach the circle without +being tagged. They run in any style in either direction. + +The first one tagged is "it" and the game continues as before. If none +are caught, three more are named. Encourage naming players who have +not been called. + + * * * * * + +THE SERPENTINE MAZE + +Players all in single file, teacher leading. Each player reaches right +hand forward to player next in front and left hand back, grasping +hands. March forward, circling to left and winding up into a spiral. +When tightly wound, last player should lead, all turn about to left +and wind up, circling to right. Several variations should be used +later: + +1. Same as first method without grasping hands. + +2. When wound as far as possible and leave enough space, teach circles +right from center of spiral and line follows, passing out in a reverse +spiral; this is done first grasping hands and later without. + +3. When leader reaches center of spiral, tight wound, she signals to +players in some direction and they lift arms, forming arches, under +which the line may pass, teacher leading, hands are kept grasped in +this case. + + * * * * * + +TEACHER AND CLASS + +[Illustration] + +Similar to "School Ball." A leader is chosen for each group of eight +or ten players, the players in a line and the leader eight or ten feet +away at the side. A row in the school-room may be taken as a group, +with a leader standing in front. The leader tosses the ball or bean +bag to the players in turn, beginning at the head. Any player missing +goes to the foot. If the leader misses he goes to the foot and the +one at the head becomes leader. If the ball goes twice around and the +leader does not miss, he goes in the line just above those who have +missed and the head player becomes leader. + + * * * * * + +BLACKBOARD RELAY + +The competing rows must be placed where there is a blackboard at the +front of each row. First player of each row has a piece of chalk. At +the signal he runs to the board and makes a mark with the chalk, then +he returns to his seat, and hands the chalk to the next player, who +runs and marks in his turn. Later, players may be required to make +a cross, circles, capital letters, small letters, add columns of +numbers, write words, construct sentences. The teacher is the judge +as to whether the marks come up to the requirements, and each team is +charged with a foul for each defect. + + * * * * * + +TAG THE WALL RELAY + +This is like "Racing" (See First Grade), but more continuous. Two or +more rows compete. The player in the back seat rises at a signal from +the teacher, runs forward down the aisle, tags the wall at the front +of the room, and returns to his seat. As soon as he has reached his +seat the player next in front of him does the same, the relay being +complete when each player in turn has run. The line whose front player +is seated first wins. + + * * * * * + +SLOW POKE (INDOORS) + +Alternate rows of children are chosen. On a signal from the teacher, +the last children in the alternate rows, run down the aisles, turn to +their left; run down the other aisle, turn on reaching their seats, +and tag the person who sits in front of them. The person tagged does +as the first person did, tagging the person in front only when he +reaches his starting place. Each person running when tagged. Equal +numbers should be chosen for each row. The object of the game is +to see which row is the winner, depending entirely upon alertness, +quickness of mind and honesty in playing with fellow students. + + * * * * * + + + + +TRICKS AND PUZZLES + +Any one who wishes to play a trick or show off a puzzle should test +it privately, before attempting to show it before company, for often, +owing to some slight error, the trick may at first prove a failure, +whereas a little practice will soon make one perfect. + + * * * * * + +THE DANCING EGG + +Get a hard-boiled egg and place it on the reverse side of a smooth +polished plate or bread-platter. If you now turn the plate round while +holding it in a horizontal position, the egg, which is in the middle +of it, will turn round also, and as the pace is quickened, the egg +will move more and more quickly, until it stands up on one end and +spins round like a top. In order to be quite sure that the experiment +will succeed, you should keep the egg upright while it is being +boiled, so that the inside may be hardened in the proper position. + + * * * * * + +THE MAGIC THREAD + +Soak a piece of thread in a solution of salt or alum (of course, your +audience must not know you have done this). When dry, borrow a very +light ring and fix it to the thread. Apply the thread to the flame of +a candle; it will burn to ashes, but will still support the ring. + + * * * * * + +THE SWIMMING NEEDLES + +There are several ways of making a needle float on the surface of the +water. + +The simplest way is to place a piece of tissue paper on the water and +lay the needle on it; the paper soon becomes soaked with water and +sinks to the bottom, while the needle is left floating on the top. + +Another method is to hang the needle in two slings made of threads, +which must be carefully drawn away as soon as the needle floats. + +You can also make the needle float by simply holding it in your +fingers and laying it on the water. This, however, requires a very +steady hand. + +If you magnetize a sewing-needle by rubbing it on a fairly strong +magnet and float it on the water, it will make an extremely sensitive +compass; and if you place two needles on the water at the same time, +you will see them slowly approach each other until they float side by +side, that is, if they do not strike together so heavily as to cause +them to sink. + + * * * * * + +THE BRIDGE OF KNIVES + +Three knives may be supported by their handles in the following +manner: Place three glasses in a triangle, each side of which must be +about the length of one of the knives. The blade of the first knife +should rest on the blade of the second, by passing over it near to the +point where the handle and blade are joined; the blade of the second +passing in the same manner over the blade of the third, which is to +be made to rest on the blade of the first. The handles being then +carefully placed upon the glasses, a bridge is formed strong enough to +bear a considerable weight. + + * * * * * + +TO BALANCE A COFFEE-CUP ON THE POINT OF A KNIFE + +The articles necessary for the performance of this trick are very +simple, a dinner-fork and an ordinary sized cork being all that are +needed. Fix the cork firmly in the handle of the fork, then stick +the fork into it so that two prongs shall be on each side of the cup +handle, and slope the fork in such a way that its handle will come +under the bottom of the cup. The heaviest weight being thus brought +underneath, you can hold the cup on the point of a knife, if you very +carefully find the exact place on which it will balance. + +As the surface of the cup is usually glazed, the hand which holds the +knife must not tremble, or the cup will slip off. + +You may also obtain the same result by using two knives instead of a +fork. + + * * * * * + +THE OBSTINATE CORK + +Take a small cork and ask some one to blow it into a fairly large +sized, ordinary bottle that has a neck. + +This seems to be quite an easy matter. The one who tries it will +probably blow as hard as possible upon the little cork; but, instead +of going into the bottle, as expected, it will simply fall down. The +harder the puffs or blows, the more obstinate the cork will appear to +be; and even if the effect of blowing gently be tried, it will be of +no use; the cork will not go into the bottle, much to the amusement +of those who are watching. The reason why the cork will not go in is +this: The bottle being already full of air, when the cork is blown, +more air will be forced into the bottle, and consequently the air +inside will be greatly compressed and will simply force the cork back. +The following is a simple way of overcoming the difficulty: Instead +of trying to force the cork through the compressed air in the bottle, +just the contrary should be tried, that is, some of the air should +be sucked out of the bottle; this being done, the bottle will become +partly emptied, and when the outside air rushes in to fill up the +empty space, it will carry the cork with it to the bottom of the +bottle. + + * * * * * + +SIX AND FIVE MAKE NINE + +This is a simple little puzzle. Take eleven strips of cardboard, lay +six of them at exactly equal distances on the table, and ask one of +the company to add the five other strips and yet only make nine. It +is done by placing six of them parallel to each other--the others are +used to spell out the word nine. + +[Illustration] + + * * * * * + +THE VANISHING DIME + +Stick a small piece of white wax on the nail of the middle finger of +your right hand, taking care that no one sees you do it. Then place a +dime in the palm of your hand and tell your audience that you can make +it vanish at the word of command. + +You then close your hand so that the dime sticks to the waxed nail. +Blow on your hand and make magic passes, and cry "Dime, begone!" Open +your hand so quickly that no one will see the dime stuck to the back +of your nail, and show your empty hand. To make the dime reappear, you +merely close you hand again and rub the dime into your palm. + + * * * * * + +TO LIGHT A SNOWBALL WITH A MATCH + +Roll a snowball and put it on a plate. While rolling, contrive to slip +a piece of camphor into the top of it. The camphor must be about the +size and shape of a chestnut, and it must be pushed into the soft snow +so as to be invisible--the smaller end uppermost, to which the match +should be applied. + + * * * * * + +THE DANCING PEA + +For this trick, take a piece, two or three inches long, of a stem of +a clay tobacco pipe, taking care that one end is quite even; with a +knife or file, work the hole at the even end larger, so as to form a +little cup. Choose the roundest pea you can find, place it in the cup, +and blow softly through the other end of the pipe, throwing back +your head while you blow, so that you can hold the pipe in an upright +position over your mouth. + +The pea will rise, fall and dance in its cup, according to the degree +of force you use in blowing, but you must take care not to blow too +hard, or you may blow it away altogether. + + * * * * * + +THE BALANCING SPOON + +Place a half-opened penknife on the edge of the table and hang a large +cooking-spoon by its hook on to the knife, just where the blade and +handle join. Place the spoon so that its inner (concave) side is +facing the table and, after swinging for a little while, the knife and +spoon will keep still in perfect balance. Even if you fill the spoon +with sand it will not fall, so long as the heaviest point is under the +edge of the table. + +The cooking-spoon is hung on to the half-opened penknife where the +blade and the handle join, and you can now place the end of the +knife-handle on the tip of your finger, on the edge of the table, or +on the rim of a glass which is standing near the edge of the table, +and your knife and spoon will balance perfectly, without falling over. + + * * * * * + +THE FORCE OF A WATER-DROP + +Get a match and make a notch in the middle of it, bend it so as to +form an acute angle, and place it over the mouth of a bottle. + +Now place a dime or other small coin on the match and ask any one to +get the coin into the bottle without touching either the bottle or the +match. + +This is very easy to do. Dip your finger in a glass of water, hold it +over the place where the match is notched, and let one or two drops +fall on this point. The force of the water will cause the sides of the +angle to move apart, and the opening thus become large enough to let +the coin fall into the bottle. + + * * * * * + +THE SENTINEL EGG + +This trick requires care and patience. You must lay a piece of +looking-glass on a perfectly even table; then take a new-laid egg and +shake it about for some time until the white is well mixed with the +yolk. In this condition it is possible to balance the egg on its end +and make it stand upright on the glass. This trick is more certain +to be successful if you are clever enough to flatten the end ever so +slightly and evenly, by giving it a gentle and unsuspected tap. + + * * * * * + +THE COIN TRICK + +Take a coin in each hand and stretch out your arms as far apart as you +can. Then tell your audience that you will make both coins pass into +one hand without bringing your hands together. This is easily done by +placing one coin upon the table and then turning your body round until +the hand with the other coin comes to where it lies. You can then +easily pick the coin up, and both will be in one hand, while your arms +are still widely extended. + + * * * * * + +THE WONDERFUL PENDULUM + +If you fill a wineglass with water and place a thick piece of paper +over it so that no air can get in, you will find that you can turn +the glass upside down without spilling a drop of water, because the +pressure of the air on the outside will keep the paper from falling +off. It is on this principle that the present pendulum is to be made. +Take a piece of cardboard larger than the mouth of the glass; pass a +cord through a small hole in the center of the card, and fasten it by +means of a knot on the under side, then carefully cover the hole with +wax, so that no air may get in. + +Place your cardboard over the glass full of water, and by making a +loop in the end of the cord you can hang the glass from a hook in the +ceiling without any fear of its falling off. In order to make sure +that no air can get into the glass, it is wise to smear the rim with +tallow before laying the cardboard on. + + * * * * * + +THE REVOLVING PINS + +Take a piece of elastic which is not covered with silk or wool, and +through the middle of this stick a pin, which you have bent as shown +in the illustration. + +Now hold the elastic between the thumb and first finger of each hand +and twirl it round, stretching it a little at the same time. The rapid +movement thus caused will make the revolving pin look like a glass +object, and if you have a strong light falling on the pin and a dark +background behind it, the resemblance becomes very much stronger. + +After a little practice you will be able to represent many things in +this way--cheese dishes, vases, champagne glasses, etc.; and if the +bent pin should fall into a horizontal position while revolving, on +account of its shape, you can tie one end to the elastic with a piece +of white thread, which will not in any way interfere with the working. + +This trick looks well in a darkened room, when the pin is illuminated +by a ray of sunlight coming through a hole in the window shutter. + + * * * * * + +THE MYSTERIOUS BALL + +This seems to be a plain wooden ball with a hole bored in its center, +through which a string is passed. The ball will move lightly up and +down this cord, but let some one who knows the trick take the string +in his hand and it becomes quite a different matter; the ball will +move quickly, or slowly, at command, and, if told to do so, will stand +still until ordered to move on again. + +The reason for this peculiar behavior is that inside the ball there +are two holes, one of which is quite straight, while the other is +curved, and turns out of the straight hole. + +It is through this curved passage that the cord is passed, and you +can easily see that to regulate the movements of the ball, it is only +necessary to hold the string more or less tightly. If you hold the +cord perfectly tight, the ball will not be able to move at all. The +ball can be purchased at any top shop. + + * * * * * + +THE MAN WITH HIS HEAD THE WRONG WAY + +Put on a coat and vest so that they fasten behind. Then fix a mask +over the back of the head and a wig over the face. The effect is very +curious. + + * * * * * + +TO FIND AN OBJECT WHILE BLINDFOLDED + +To play this trick, you must take one of your friends into your +confidence. Borrow a watch and put it in your pocket, and then ask +your audience to sit at the end of the room, blindfold your friend, +and lead him outside. Now say: "Ladies and gentlemen, if you will give +me some small object to hide, I promise that the blind man will find +it, although I shall not even tell him what he is to look for, and I +shall lower the gas, so that if the bandage should slip, he will +still be unable to see." A key, pencil, or any small thing having been +handed to you, lower the gas and proceed to hide the object, at the +end of the room, mentioning where you have put it, but not mentioning +that you have placed the watch close beside it. You then request +"Silence" and lead in the blind man and ask him to begin his search. +He is guided, of course, by the ticking of the watch, and knows that +whatever he finds close to it is the object hidden. When he calls +"Found," he must slip the watch into his pocket. You then turn up the +gas and quietly ask your audience if they do not think your friend is +a very clever fellow? + + * * * * * + +CHINESE SHADOWS + +Here is a simple way of making shadow pictures: Place a candle on the +table and fix a piece of white paper on the wall at the same height +from the ground as the light is. Now place some non-transparent +object, as, for instance, a large book, between the candle and the +paper, and on one side of the table place a mirror so that it will +reflect the light of the candle on to the paper on the wall. If you +now put little cardboard figures between the candle and the mirror, a +shadow will be thrown on the white paper and you can move your figures +about just as you please. + + * * * * * + +HAND SHADOWS + +It is very difficult to explain how these shadows should be made, but +you must bear in mind the fact that it is necessary to stand between +the lamp and the wall, and extend your arms so that the shadow of your +body does not interfere with the picture shadows you intend to make +with your hands. The illustrations given will show you how to make +two very good shadow pictures, but the fun of the game is for several +people to make up pictures of their own, and see who can succeed in +making the best. + + * * * * * + +THE GAME OF SHADOWS + +For this game you require a white sheet to be hung up at the end of +the room. Then the "shadow-makers" take up their places on low stools +behind the sheet. There must be only one lamp in the room, which +should be placed about six or seven feet behind the "shadow-makers." +Then the "shadow-makers" drape themselves with shawls, or anything +handy, and take their places so that their shadows are thrown upon the +sheet. They must, of course, try to disguise themselves, so that the +"shadow-seekers" may not be able to guess their identity. By loosening +the hair and letting it fall over the face, a girl may appear like a +man with a beard; bending the finger over the nose gives one a very +queer-looking hooked nose in the shadow, and entirely alters the +appearance of the face. Covering one's self up in a sheet and then +extending the arms gives one the appearance of a large bat. As soon as +a "shadow-maker's" identity has been guessed he must take his place +as a "shadow-seeker," and the one who guessed him becomes a +"shadow-maker." The penalty of a glance behind the sheet on the part +of the "shadow-seeker" is to pay a forfeit. + + * * * * * + +THINK OF A NUMBER + +Tell some one to think of any number he likes, but not to tell you +what it is. Tell him then to double it. When he has done that, let him +add an even number to it, which you must give him. After doing this, +he must halve the whole, then from what is left, take away the +number he first thought of. When this is completed, if he has counted +correctly, you will be able to give him the exact remainder, which +will simply be the half of the even number you told him to add to his +own. + + * * * * * + +LIVING SHADOWS + +In order to make these, you must stand in the corner of the room, near +a mirror. Let some one hold a light behind you, so that the shadow of +your head and shoulders will be thrown upon the wall, and also that +the reflected light from the mirror will fall at exactly the same spot +as the shadow of your head. + +If the mirror is now covered with a piece of thick paper, from which +two eyes, a nose, and a mouth are cut out, the effect shown in the +drawing will be produced. In order to make the shadow still more +lifelike, cut out two pieces of paper, fasten one over the mirror, and +move the other over it. In this way the eyes and mouth of the shadow +may be made to move. + + * * * * * + +TO GUESS THE TWO ENDS OF A LINE OF DOMINOES + +For this trick a whole set of dominoes is required, the performer +taking care to hide one of the set, not a double, in his pocket. The +remaining dominoes should be shuffled, and placed according to the +ordinary rules of domino games, and the performer undertakes to tell, +without seeing them, the two numbers forming the extremes of the line, +set during his absence from the room. The numbers on the extreme ends +of the domino line will be exactly the same as the numbers on the +domino which the performer has in his pocket. If he is asked to repeat +the trick, he should be sure to change the hidden domino, or he may +chance to be found out. + + * * * * * + +TO TELL THE AGE OF ANY PERSON + +Prepare a set of cards by making a copy of the tables given here. Hand +them to the person whose age you wish to ascertain, and ask him to +name the cards on which his age appears. + +If you then add together the first number on each of the cards he +names, the total will be the age required. + +No. 1 Card No. 2 Card No. 3 Card No. 4 Card No. 5 Card No. 6 Card + 1 29 2 30 4 30 8 28 16 28 32 44 + 3 31 3 31 5 31 9 29 17 29 33 45 + 5 33 6 34 6 36 10 30 18 30 34 46 + 7 35 7 35 7 37 11 31 19 31 35 47 + 9 37 10 38 12 38 12 40 20 48 36 48 + 11 39 11 39 13 39 13 41 21 49 37 49 + 13 41 14 42 14 44 14 42 22 50 38 50 + 15 43 15 43 15 45 15 43 23 51 39 51 + 17 45 18 46 20 46 24 44 24 52 40 52 + 19 47 19 47 21 47 25 45 25 53 41 53 + 21 49 22 50 22 52 26 46 26 54 42 54 + 23 51 23 51 23 53 27 47 27 55 43 55 + 25 53 26 54 28 54 + 27 55 27 55 29 55 + + + +***END OF THE PROJECT GUTENBERG EBOOK MY BOOK OF INDOOR GAMES*** + + +******* This file should be named 13022.txt or 13022.zip ******* + + +This and all associated files of various formats will be found in: +https://www.gutenberg.org/1/3/0/2/13022 + + + +Updated editions will replace the previous one--the old editions +will be renamed. + +Creating the works from public domain print editions means that no +one owns a United States copyright in these works, so the Foundation +(and you!) can copy and distribute it in the United States without +permission and without paying copyright royalties. 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