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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/24597-h.zip b/24597-h.zip Binary files differnew file mode 100644 index 0000000..0c26786 --- /dev/null +++ b/24597-h.zip diff --git a/24597-h/24597-h.htm b/24597-h/24597-h.htm new file mode 100644 index 0000000..2b00d74 --- /dev/null +++ b/24597-h/24597-h.htm @@ -0,0 +1,6455 @@ +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" + "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> + +<html xmlns="http://www.w3.org/1999/xhtml"> + <head> + <meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1" /> + <title> + The Project Gutenberg eBook of Games For All Occasions, by Mary E. 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Blain + +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: Games For All Occasions + +Author: Mary E. Blain + +Release Date: February 13, 2008 [EBook #24597] + +Language: English + +Character set encoding: ISO-8859-1 + +*** START OF THIS PROJECT GUTENBERG EBOOK GAMES FOR ALL OCCASIONS *** + + + + +Produced by Barbara Tozier, Annie McGuire, Bill Tozier and +the Online Distributed Proofreading Team at +http://www.pgdp.net + + + + + + +</pre> + + +<div class="transnote"> +<p> +Transcriber's Note: Alternative and inconsistent spellings in the original +have been retained. Underlined words in the original book are shown as <b>bold</b>.</p> +</div> + +<h1>GAMES FOR ALL OCCASIONS</h1> + +<h3>BY</h3> +<h2>MARY E. BLAIN</h2> + +<h4>CHICAGO</h4> +<h4>BREWER, BARSE & CO.</h4> + +<h4>Copyright, 1909</h4> +<h4>By Brewer, Barse & Co.</h4> +<p><span class='pagenum'><a name="Page_7" id="Page_7">[Pg 7]</a></span> +</p> + +<hr style="width: 65%;" /> +<h2><a name="PREFACE" id="PREFACE"></a>PREFACE</h2> + +<p class="center">"A Merry heart maketh a cheerful countenance."</p> + +<p>The desire to play and frolic seems to be a heritage of mankind. In +infancy and early childhood this joy and exuberance of spirit is given +full sway. In youth, that effervescent stage of human existence, "joy is +unconfined." But in middle age and later life we are prone to stifle +this wholesome atmosphere of happiness, with care and worry and perhaps, +when a vexed or worried feeling has been allowed to control us, even +forbid the children to play at that time. Why not reverse things and +drown care and strife in the well-spring of joy given and received by +reviving the latent spark of childhood and youth; joining in their +pleasures passively or actively and being one of them at heart. So +presuming that "men are but children of a larger growth," the games, +pastimes and entertainments described herewith were collected, +remembered and originated respectively with the view of pleasing all of +the children, from the tiny tot to, and including the "grown-up," each +according to their age and temperament.</p> + +<p> +<span style="margin-left: 31em;">M. E. B.</span><br /></p> +<p><span class='pagenum'><a name="Page_8" id="Page_8">[Pg 8]</a></span><br /> +<span class='pagenum'><a name="Page_9" id="Page_9">[Pg 9]</a></span></p> + +<hr style="width: 65%;" /> +<p><span class='pagenum'><a name="Page_10" id="Page_10">[Pg 10]</a></span><br /> +<span class='pagenum'><a name="Page_11" id="Page_11">[Pg 11]</a></span></p> + +<h2><a name="GAMES_FOR_TINY_TOTS" id="GAMES_FOR_TINY_TOTS"></a>GAMES FOR TINY TOTS</h2> +<hr style="width: 65%;" /> + +<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 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 centre, and can +either wind the children up tightly or can turn them on nearing the +centre and run out again. For another change the long line can start +running and so unwind the spiral.</p> + +<h3>BEAN BAG</h3> + +<p>All stand in a line except one who is the leader who stands a short +distance opposite the line.</p> + +<p><span class='pagenum'><a name="Page_12" id="Page_12">[Pg 12]</a></span></p><p>The leader throws the bean bag to the child at the head of the line who +returns it to the leader. The leader throws it to the next child, who +throws it back to the leader, and so it is thrown back and forth to each +child in turn. Any one in the line who fails to catch the bag must go to +the foot of the line.</p> + +<p>If the leader fails to catch the bag he must go to the foot of the line +and the one at the head of the line takes his place.</p> + +<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 creatures "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> + +<h3>BUTTON, BUTTON</h3> + +<p>All the children except the one who passes the button sit in a circle +with hands placed palm to palm in their laps.</p> + +<p>The child passing the button holds it between her palms and goes to each +one, in turn, slipping<span class='pagenum'><a name="Page_13" id="Page_13">[Pg 13]</a></span> her hands between the palms of the children. As +she goes around the circle she drops the button into some child's hands, +but continues going around as long after as she pleases, so the rest +will not know who has it.</p> + +<p>Then she stands in the middle of the circle and says: "Button, button, +who has the button?" All the children guess who has it, the one calling +out the correct name first is out and it is his turn to go around with +the button.</p> + +<h3>BINGO</h3> + +<p> +<span style="margin-left: 11em;">"The miller's dog lay at the mill,</span><br /> +<span style="margin-left: 11em;">And his name was little Bingo,</span><br /> +<span style="margin-left: 11em;">B with an I, I with an N, N with a G, G with an O,</span><br /> +<span style="margin-left: 11em;">His name was little Bingo.</span><br /> +<br /> +<span style="margin-left: 11em;">"The miller he bought a cask of ale,</span><br /> +<span style="margin-left: 11em;">And he called it right good Stingo,</span><br /> +<span style="margin-left: 11em;">S with a T, T with an I, I with an N, N with a G, G with an O,</span><br /> +<span style="margin-left: 11em;">He called it right good Stingo."</span><br /> +</p> + +<p>One child represents the miller, the rest stand round him in a circle, +and all dance round and sing the verse. 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>Anyone who makes a mistake must pay a forfeit.<span class='pagenum'><a name="Page_14" id="Page_14">[Pg 14]</a></span></p> + +<h3>BLINDMAN'S BUFF</h3> + +<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?" The answer is "Three," and to the question: "What +color are they?" he replies: "Black, white, and gray." All the players +then cry: "Turn around three times and catch whom you may." "Buff" +accordingly spins round and then the fun commences. He tries to catch +the players, whilst 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.</p> + +<h3>BLOWING THE FEATHER</h3> + +<p>All the children, except one, sit on the floor around a sheet or table +cloth which they hold about eighteen or twenty inches above the floor. A +feather is placed on the sheet and at a signal the child nearest it +blows the feather toward another child. The<span class='pagenum'><a name="Page_15" id="Page_15">[Pg 15]</a></span> object is to keep the +feather in the air, not allowing it to light.</p> + +<p>The remaining child runs back and forth around the group trying to catch +the feather. When he is successful, the person on whom the feather +rested or was nearest to, changes place with him.</p> + +<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> + +<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.<span class='pagenum'><a name="Page_16" id="Page_16">[Pg 16]</a></span></p> + +<h3>CATCHING THE 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, 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> + +<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> + +<p> +<span style="margin-left: 18em;">"A tisket, a tasket</span><br /> +<span style="margin-left: 18em;">A green and yellow basket,</span><br /> +<span style="margin-left: 18em;">I wrote a letter to my love,</span><br /> +<span style="margin-left: 18em;">But on my way, I dropped it;</span><br /> +<span style="margin-left: 18em;">A little child picked it up</span><br /> +<span style="margin-left: 18em;">And put it in his pocket."</span><br /> +</p> + +<p>He must drop the handkerchief behind one of the players, who picks it up +and tries to catch him before he can run around the ring and jump into +the vacant place. As soon as this happens, the first player joins the +ring, whilst it is now the turn of the second to "drop the +handkerchief."<span class='pagenum'><a name="Page_17" id="Page_17">[Pg 17]</a></span></p> + +<h3>DONKEY'S TAIL</h3> + +<p>A good-sized donkey without a tail is first of all cut out of brown +paper and fastened to the wall. The tail is then cut out separately, and +a hat-pin is stuck through the end. The players arrange themselves in a +line some little distance from the wall, and the fun begins. Each player +must, in turn, advance with closed eyes towards the donkey, and, still +keeping his eyes tightly shut, fasten the tail in what he believes to be +the right position. When, amidst much laughter, he is told to open his +eyes, he finds that he has very carefully fastened the tail to the tip +of the donkey's ear, or on the side of his nose.</p> + +<h3>FROG IN THE MIDDLE</h3> + +<p>One child is seated on the ground with his legs under him and the other +players form a ring round him. They then pull him about and give him +little pushes, and he must try and catch one without rising from the +floor.</p> + +<p>The child who is caught takes the middle, and the frog joins the circle.</p> + +<h3>GREEN GRAVEL</h3> + +<p>Girls form a circle and dance around one of their number. The girl in +the ring turns her head<span class='pagenum'><a name="Page_18" id="Page_18">[Pg 18]</a></span> gravely as a messenger advances, while the rest +sing to a pleasing air—</p> + +<p> +<span style="margin-left: 18em;">Green gravel, green gravel,</span><br /> +<span style="margin-left: 20em;">The grass grows so green,</span><br /> +<span style="margin-left: 18em;">The fairest of ladies,</span><br /> +<span style="margin-left: 20em;">Is fit to be seen.</span><br /> +<span style="margin-left: 18em;">Dear ——, Dear ——</span><br /> +<span style="margin-left: 20em;">Your true love is dead;</span><br /> +<span style="margin-left: 18em;">The king sends you a letter</span><br /> +<span style="margin-left: 20em;">To turn back your head.</span><br /> +</p> + +<p>The process is repeated calling each child by name until all of the +children have so turned. Turning the head is the sign of sorrow. The +game is continued by the following verse in which the lost lovers +appear:</p> + +<p> +<span style="margin-left: 18em;">Dear ——, Dear ——</span><br /> +<span style="margin-left: 20em;">Your true love's not slain,</span><br /> +<span style="margin-left: 18em;">The king sends you a letter</span><br /> +<span style="margin-left: 20em;">To turn around again.</span><br /> +</p> + +<p>And the dancers who have all turned about, are one by one made to face +the ring.</p> + +<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<span class='pagenum'><a name="Page_19" id="Page_19">[Pg 19]</a></span> are knotted together. The players +then take the string in their hands and form a circle, whilst 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, whilst the person who held +the ring becomes the "hunter."</p> + +<h3>HOT TAMALES</h3> + +<p>The "tamale" in this game is a knotted handkerchief. One player is +chosen for the Hot Tamale man and stands in the center of the room while +the others sit around in a circle.</p> + +<p>The Hot Tamale man begins the game by saying, "hot tamales, hot +tamales," at the same time throwing the hot tamale to some one in the +circle who must throw it to another player in the circle and so on, +tossing it from one to another without stopping.</p> + +<p>The Hot Tamale man tries to catch it and if he succeeds, the one who +last tossed it changes places with him and the game continues.</p> + +<h3>HUNT THE SLIPPER</h3> + +<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<span class='pagenum'><a name="Page_20" id="Page_20">[Pg 20]</a></span> 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> +<span style="margin-left: 18em;">"Cobbler, cobbler, mend my shoe;</span><br /> +<span style="margin-left: 18em;">Get it done by half-past two."</span><br /> +</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 get 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 on to his +neighbor without its being seen by the customer. The person upon whom +the shoe is found must become the customer, whilst the customer takes +his place in the circle on the floor.</p> + +<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<span class='pagenum'><a name="Page_21" id="Page_21">[Pg 21]</a></span> she is "very hot" or "very cold," +will denote that she is very near or very far away from the object that +is hidden, whilst 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> + +<h3>HIDE AND SEEK</h3> + +<p>One child is chosen "It." This one stands by a post or in a corner which +is called "base," and hides his eyes. The children decide among +themselves how many he shall count while they are hiding. Suppose they +choose 100, then he counts 5, 10, 15, 20, etc., until he reaches 100, +and then he calls out:</p> + +<p> +<span style="margin-left: 21em;">"Ready or not,</span><br /> +<span style="margin-left: 21em;">You shall be caught."</span><br /> +</p> + +<p>The children having hidden while he was counting remain perfectly still +while he is hunting them. If he passes by some child without finding +him, that one may run to the "base" and say "One, two, three, I'm in +free!" As many children as can, try to get in "free," but if the one who +is "it" sees a child, runs to the base and touches it first, calling: +"One, two, three," and the child's name he has to be "it." If the child +reaches the "base" first he is "free" and the game proceeds until +someone is "caught." If all the children get "free" the one who is "it" +again hides his eyes.<span class='pagenum'><a name="Page_22" id="Page_22">[Pg 22]</a></span></p> + +<h3>HISS AND CLAP</h3> + +<p>This is an excellent party game. One of the company goes outside the +room, whilst the remainder of the players decide amongst themselves +which of them he shall kneel to. When this is settled upon, the person +who is outside is allowed to enter, and he kneels in front of whom he +thinks is the right one. If he should make a correct guess, the company +clap their hands, and the person to whom he knelt goes outside. If, +however, the guess is an incorrect one, the company hiss loudly, and the +guesser has to go outside, come back, and try again. Of course, it will +make more amusement if when a boy is sent outside the room a girl be +chosen as the person to whom he has to kneel; and the opposite if a girl +be outside the room.</p> + +<h3>LONDON BRIDGE</h3> + +<p>No game has been more popular with children than this, and any summer +evening, in the poorer quarters of the cities, it may still be seen how +six years instructs three years in the proper way of conducting it. Two +players, by their uplifted hands, form an arch, representing the bridge, +under which passes the train of children, each clinging to the garments +of the predecessor and hurrying to get safely by. As the last verse is +sung the raised Arms of the two directors of the game descend and +enclose<span class='pagenum'><a name="Page_23" id="Page_23">[Pg 23]</a></span> the child who happens to be passing at the time. The prisoner +is then led, still confined by the arms of her captors, to the corner +which represents the prison and asked, "Will you have a diamond necklace +or a gold pin?" "A rose or a cabbage?" or some equivalent question. The +keepers have already privately agreed which of the two each of these +objects shall represent, and, according to the prisoner's choice, he is +placed behind one or the other. When all are caught, the game ends with +a "Tug of War," the two sides pulling against each other; and the child +who lets go, and breaks the line, is pointed at and derided. The words +of the rhyme sung while the row passes under the bridge are now reduced +to two lines:</p> + +<p> +<span style="margin-left: 18em;">London bridge is falling down,</span><br /> +<span style="margin-left: 21em;">My fair lady!</span><br /> +<br /> +<span style="margin-left: 18em;">London bridge is falling down,</span><br /> +<span style="margin-left: 21em;">Falling down, falling down,</span><br /> +<span style="margin-left: 18em;">London bridge is falling down</span><br /> +<span style="margin-left: 21em;">My fair lady!</span><br /> +<span style="margin-left: 18em;">You've stole my watch and kept my keys,</span><br /> +<span style="margin-left: 21em;">My fair lady!</span><br /> +<span style="margin-left: 18em;">Off to prison you must go,</span><br /> +<span style="margin-left: 21em;">My fair lady!</span><br /> +<span style="margin-left: 18em;">Take the key and lock her up,</span><br /> +<span style="margin-left: 21em;">My fair lady!</span><br /> +<span class='pagenum'><a name="Page_24" id="Page_24">[Pg 24]</a></span></p> + +<h3>MISS JENNIA JONES</h3> + +<p>The story of this is originally a love story. The young lady dies from a +blighted affection and the prohibition of cruel parents.</p> + +<p>A mother, seated, Miss Jones stands behind her chair, or reclines on her +lap as if lying sick. A dancer advances from the ring.</p> + +<p> +<span style="margin-left: 18em;">"I've come to see Miss Jennia Jones,</span><br /> +<span style="margin-left: 20em;">Miss Jennia Jones, Miss Jennia Jones—</span><br /> +<span style="margin-left: 18em;">I've come to see Miss Jennia Jones,</span><br /> +<span style="margin-left: 20em;">And how is she to-day?"</span><br /> +<br /> +<span style="margin-left: 18em;">"She's up stairs washing,</span><br /> +<span style="margin-left: 20em;">Washing, washing—</span><br /> +<span style="margin-left: 18em;">She's up stairs washing,</span><br /> +<span style="margin-left: 18.5em;">You cannot see her to-day."</span><br /> +</p> + +<p>The questions are repeated to the same air for every day of the week and +Miss Jones is baking, ironing, or scrubbing. She is then sick or worse +and finally is dead.</p> + +<p> +<span style="margin-left: 18em;">"What shall we dress her in,</span><br /> +<span style="margin-left: 20em;">Dress her in, dress her in;</span><br /> +<span style="margin-left: 18em;">What shall we dress her in—</span><br /> +<span style="margin-left: 20em;">Shall it be blue?"</span><br /> +<br /> +<span style="margin-left: 18em;">"Blue is for sailors,</span><br /> +<span class='pagenum'><a name="Page_25" id="Page_25">[Pg 25]</a></span><span style="margin-left: 20em;">So that will never do."</span><br /> +<br /> +<span style="margin-left: 18em;">"What shall we dress her in,</span><br /> +<span style="margin-left: 20em;">Shall it be red?"</span><br /> +<span style="margin-left: 18em;">"Red is for firemen,</span><br /> +<span style="margin-left: 20em;">So that will never do."</span><br /> +<br /> +<span style="margin-left: 18em;">"Pink is for babies</span><br /> +<span style="margin-left: 20em;">So that will never do."</span><br /> +<br /> +<span style="margin-left: 18em;">"Green is forsaken,</span><br /> +<span style="margin-left: 20em;">So that will never do."</span><br /> +<br /> +<span style="margin-left: 18em;">"Black is for mourners,</span><br /> +<span style="margin-left: 20em;">So that will never do."</span><br /> +<br /> +<span style="margin-left: 18em;">"White is for dead people</span><br /> +<span style="margin-left: 20em;">So that will just do."</span><br /> +<br /> +<span style="margin-left: 18em;">"Where shall we bury her?</span><br /> +<span style="margin-left: 20em;">Under the apple tree."</span><br /> +</p> + +<p>Miss Jennia Jones is "laid out" upon the floor and something white +thrown over her.</p> + +<p>After the burial is completed the children form a ring and sing:</p> + +<p> +<span style="margin-left: 18em;">"I dreamed I saw a ghost last night,</span><br /> +<span style="margin-left: 20em;">Ghost last night, ghost last night—</span><br /> +<span style="margin-left: 20em;">I dreamed I saw a ghost last night,</span><br /> +<span style="margin-left: 20em;">Under the apple tree!"</span><br /> +</p> + +<p>The ghost suddenly arises. The ring breaks up, the children fly with +shrieks, and the one caught by the ghost is to take the part of Miss +Jennia Jones in the next game.<span class='pagenum'><a name="Page_26" id="Page_26">[Pg 26]</a></span></p> + +<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 to scatter +seed; then 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 send 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 centre joins the ring and the game is continued as before.</p> + +<p> +<span style="margin-left: 18em;">"Oats and beans and barley O!</span><br /> +<span style="margin-left: 18em;">Do you or I or anyone know</span><br /> +<span style="margin-left: 18em;">How oats and beans and barley grow?</span><br /> +<br /> +<span style="margin-left: 18em;">"First the farmer sows his seed,</span><br /> +<span style="margin-left: 18em;">Then he stands and takes his ease,</span><br /> +<span style="margin-left: 18em;">Stamps his foot and claps his hands,</span><br /> +<span style="margin-left: 18em;">And turns him round to view the land.</span><br /> +<br /> +<span style="margin-left: 18em;">"Oats and beans and barley O!</span><br /> +<span style="margin-left: 18em;">Waiting for a partner, waiting for a partner,</span><br /> +<span style="margin-left: 18em;">Open the ring and send one in.</span><br /> +<span class='pagenum'><a name="Page_27" id="Page_27">[Pg 27]</a></span><span style="margin-left: 18em;">Oats and beans and barley O!</span><br /> +<br /> +<span style="margin-left: 18em;">"So now you're married you must obey,</span><br /> +<span style="margin-left: 18em;">You must be true to all you say,</span><br /> +<span style="margin-left: 18em;">You must be kind, you must be good,</span><br /> +<span style="margin-left: 18em;">And help your wife to chop the wood.</span><br /> +<span style="margin-left: 18em;">Oats and beans and barley O!"</span><br /> +</p> + +<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, and +the fifth who is Puss 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 everyone.</p> + +<p>The fun consists in the players trying to change places without allowing +Puss to get a corner. When they leave their corners, the player in the +centre tries to get into one of them.</p> + +<p>When the centre 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> + +<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<span class='pagenum'><a name="Page_28" id="Page_28">[Pg 28]</a></span> than four want to play, with a table +cloth or small sheet.</p> + +<p>Each person takes hold of the cloth; the leader of the game holds it +with the left hand, while with the right he makes pretence 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."</p> + +<p>The leader then calls out one or other of the commands, and the rest +must do the opposite of what he says. Anyone who fails must pay a +forfeit.</p> + +<h3>SOAP BUBBLE BATTLE</h3> + +<p>Two children act as captains, one of company A, the other of company B +and each in turn choose a soldier until the children are evenly divided +into two companies.</p> + +<p>Stretch a rope or cord at a medium height across the middle of the room, +with company A on one side and company B on the other side.</p> + +<p>Each company is provided with a basin of soap suds (a little glycerine +added to the water will make the bubbles last longer) and each soldier +with a clay pipe.</p> + +<p>Two soldiers, one from company A and one from company B stand at arms +length from the rope and each blows a bubble from his pipe towards the +"enemy" and over the rope if he can. If a soldier blows a bubble over +the rope without it bursting<span class='pagenum'><a name="Page_29" id="Page_29">[Pg 29]</a></span> his company wins a point. If he fails to +do so, his company loses a point.</p> + +<p>These soldiers step back and two more (one from each company) advance +and blow a bubble and so on until all have had a turn. Some one keeps +the score and the company having the most points are the "victors" and +to them belong the "spoils" which consists of a tiny paper drum filled +with candy, a small silk flag or any appropriate prize.</p> + +<h3>SPIDER WEB.</h3> + +<p>Attach one end of a number of strings (one for each guest) to the +chandelier. Fasten to the other end of each string a small prize wrapped +up in tissue paper. Have strings of various lengths and twine them +around the table legs, chairs, etc., some may be "spun" around +furniture, etc., in adjoining rooms, trying to hide the prizes as much +as possible.</p> + +<p>At a signal each child takes or is given a string from the chandelier +and proceeds to wind it around an empty spool or piece of pasteboard, +until a prize is reached. The strings must not be broken. An extra prize +may be awarded to the child who first winds up a string neatly.</p> + +<h3>SEVERED FLOWERS</h3> + +<p>Cut from colored cloth or paper a number of petals for forming wild +roses, using pink material; mar<span class='pagenum'><a name="Page_30" id="Page_30">[Pg 30]</a></span>guerite daisies of white material and +pansies of purple. Five petals for each rose, five for each pansy and +ten for each daisy.</p> + +<p>Have the children sit around a table. Provide each one with a sheet of +plain paper, three pins having the heads covered with yellow tissue +paper and mixed petals enough to make one of each kind of flower.</p> + +<p>At a signal the children begin to make the flowers by sticking the pin +through the point of the petals and pinning each flower to the sheet of +paper.</p> + +<p>A prize may be given to the child finishing the flowers first or the +child making the best looking flowers.<span class='pagenum'><a name="Page_31" id="Page_31">[Pg 31]</a></span></p> + +<hr style="width: 65%;" /> +<p><span class='pagenum'><a name="Page_32" id="Page_32">[Pg 32]</a></span><br /> +<span class='pagenum'><a name="Page_33" id="Page_33">[Pg 33]</a></span></p> +<h2><a name="GAMES_FOR_CHILDREN" id="GAMES_FOR_CHILDREN"></a>GAMES FOR CHILDREN</h2> +<hr style="width: 65%;" /> + +<h3>ACTING PROVERBS</h3> + +<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.<span class='pagenum'><a name="Page_34" id="Page_34">[Pg 34]</a></span></p> + +<h3>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 centre 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. Someone 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.</p> + +<h3>THE BLIND POSTMAN</h3> + +<p>First a postmaster-general must be appointed, whose duty is to write +down the names of the players, and the names of the cities they have +chosen to represent. The postman is blindfolded and led<span class='pagenum'><a name="Page_35" id="Page_35">[Pg 35]</a></span> to the middle +of the room, whilst the other players are seated round it. The +postmaster-general then begins to announce that a letter has been sent +from one town to another, say from Denver to Chicago. The two players +who have taken those names must rise up silently and change seats.</p> + +<p>The postman's duty is to try and seat himself in one of the vacant +chairs; the player who loses his chair must become the blind postman.</p> + +<h3>BLOWING THE CANDLE</h3> + +<p>Place a lighted candle on a table at the end of a room. Invite someone +to stand in front of it, then blindfold him, make him take three steps +backwards, turn round three times and then advance three steps and blow +out the candle. If he fails he must pay a forfeit. It will be found that +very few are able to succeed, simple though the test appears to be.</p> + +<h3>CAT AND MOUSE</h3> + +<p>All players form a ring, joining hands, except one called the Mouse, +whom they enclose within the circle, and one who is on the outside who +represents the cat. They then dance around, raising their arms at +intervals. The cat watches the chance to spring into the circle at one +side, and the mouse dashes out at the other—public sympathy being<span class='pagenum'><a name="Page_36" id="Page_36">[Pg 36]</a></span> with +the mouse, his or her movements are aided when possible. When the cat is +in the circle, the players lower their arms so as to keep the enemy +prisoner. The cat goes around meekly, crying "mew," while the rest dance +around her. With a sudden "miaou!" she tries to break through any weak +place in the chain of hands.</p> + +<p>As soon as she escapes she tries to catch the mouse, who runs for safety +into the ring again, hotly pursued. If the cat is so near as to follow +the mouse into the ring, before her entrance can be prevented, or if she +catches the mouse outside the circle, the mouse must pay a forfeit. Two +more players are then named by the cat and mouse to succeed them.</p> + +<h3>THE CLAIRVOYANT</h3> + +<p>The clairvoyant goes out of the room, undertaking to name the person +whom his confederate shall point out.</p> + +<p>The door being shut upon the clairvoyant the confederate points to one +whom we will call Mr. B.</p> + +<p>"At whom am I pointing?" he queries.</p> + +<p>"At Mr. B.," replies the clairvoyant.</p> + +<p>The trick is for the clairvoyant and his confederate to arrange between +them that the person who speaks last before the clairvoyant leaves the +room is the person to be pointed at.<span class='pagenum'><a name="Page_37" id="Page_37">[Pg 37]</a></span></p> + +<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 +upwards, in the middle of the room. Suddenly one party endeavours 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> + +<h3>"CHANGE SEATS: THE KING'S COME."</h3> + +<p>In this game as many seats are placed round the room as will seat all +the players but one. This one stands in the middle of the room, +repeating the words: "Change seats, change seats;" but no one moves +unless he says: "Change seats: the king's come."</p> + +<p>Then all must change seats. In the bustle the one standing can generally +manage to secure a seat, when the person left out must take his place.</p> + +<p>The person in the centre may tell a story if he chooses, bringing in the +words; "Change seats," oc<span class='pagenum'><a name="Page_38" id="Page_38">[Pg 38]</a></span>casionally, and sometimes he may say slyly: +"The king's not come," when everyone should, of course, remain seated; +but some are sure to mistake the words for "The king's come," and jump +up, when the centre player can slip into a seat.</p> + +<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 holds 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.</p> + +<h3>THE GARDENER</h3> + +<p>Any number of children can play. One is chosen as leader and is called +the "gardener."</p> + +<p>All the children sit in a circle and the "gardener" gives each one in +turn the name of some flower. When all are named the "gardener" stands +in the centre of the circle and tells how he has gone to the woods to +gather certain flowers; how he has trans<span class='pagenum'><a name="Page_39" id="Page_39">[Pg 39]</a></span>planted them to form a lovely +garden; the care he has to take of them, and so on, telling quite a long +story and bringing in the names of all the flowers he has given to the +children.</p> + +<p>As a flower is mentioned, the child who has that name rises, turns +around, and sits down again. Anyone who fails to rise when his flower is +named must pay a forfeit. When the gardener says something about a +bouquet, all the children rise and exchange seats. Then the "gardener" +tries to get a seat, and if he succeeds, the person who has no seat +becomes the "gardener" and the game goes on as before.</p> + +<h3>GOING TO JERUSALEM</h3> + +<p>A row of chairs, facing alternately different ways, is placed through +the centre of the room—a chair for every player except one.</p> + +<p>Some one at the piano plays a lively air, first fast, then slow, very +loud, then low—while the children march around the chairs without +touching them, keeping time with the music. When the music suddenly +stops, all rush for a seat. A chair must be taken away each time the +marching recommences—until but two chairs remain, when the excitement +becomes intense. The one who at the moment that the music ceases has the +good fortune to seat himself or herself in the one chair remaining wins +the game and perhaps a prize.<span class='pagenum'><a name="Page_40" id="Page_40">[Pg 40]</a></span></p> + +<h3>GAME OF CAT</h3> + +<p>The person who is to play the part of Cat should stand outside of 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."</p> + +<p>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.</p> + +<p>If, on the contrary, the Cat cannot recognize the voice, he is hissed, +and remains outside until he is able to do so.</p> + +<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 centre, 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.<span class='pagenum'><a name="Page_41" id="Page_41">[Pg 41]</a></span></p> + +<h3>HERE I BAKE, HERE I BREW</h3> + +<p>The players join hands in a circle, with one of their number in the +middle, who is supposed to be a captive, longing for freedom and reduced +to diplomatic means to secure it.</p> + +<p>The prisoner touches one pair of joined hands in the circle saying, +"Here I Bake." Then, passing to the other side, says, "Here I Brew," as +she touches another pair of hands. Suddenly, then, in a place least +suspected, perhaps whirling around and springing at two of the clasped +hands behind her, or at the pair which she had touched before, if their +owners appear to be off guard, she exclaims "Here I mean to break +through!" and forces her way out of the circle if she can.</p> + +<p>The players must be on the alert and strongly resist the captive's +effort to escape.</p> + +<p>Those who permitted her to regain her freedom—through inattention or +weakness—must then make use of the "counts" familiar to all generations +of children, to decide which of them shall take the place of the +prisoner.</p> + +<h3>HAT GAME</h3> + +<p>One of the players has two hats, one he places on his own head and the +other he hands to one of the company. The person who has received the +hat must then make every action contrary to the<span class='pagenum'><a name="Page_42" id="Page_42">[Pg 42]</a></span> action of the person +who handed him the hat. For instance, if No. 1 sits down, No. 2 must +stand up. If No. 1 takes his hat off, No. 2 must put it on. If No. 2 +fails he must pay a forfeit. The time of trial is limited to three +minutes, or less if the players wish, after that No. 1 is bound to take +the hat and be tried in his turn.</p> + +<h3>THE HUNTSMAN</h3> + +<p>One person represents the huntsman, the other players call themselves +after some part of a 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, whilst 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 cries: "Bang," +when the players must<span class='pagenum'><a name="Page_43" id="Page_43">[Pg 43]</a></span> 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> + +<h3>"HE CAN DO LITTLE WHO CAN'T DO THIS."</h3> + +<p>One of the players takes a stick in his left hand and thumps the floor +with it, saying, "He can do little who can't do this." Then he hands the +stick to another player, who will most probably use his right hand when +holding the stick and thumping the ground. If he does he is told he has +failed in the simple task, and the stick is handed to another. The game +goes on until someone discovers that the secret of the trick is to copy +the leader exactly, and therefore the stick must be held in the left +hand.</p> + +<h3>HISSING AND CLAPPING</h3> + +<p>As many chairs as there are players must be arranged down the middle of +the room. The girls then all sit down so that each has a vacant chair +next her, and the boys retire from the room. During their absence the +girls all decide which particular boy is to occupy the vacant chair next +her, and the boys are summoned in turn. On entering the room the boy +must walk straight to<span class='pagenum'><a name="Page_44" id="Page_44">[Pg 44]</a></span> the chair next the girl whom he imagines to have +chosen him, and sit down. If he has guessed correctly he is loudly +clapped by all the girls present, and another boy is called in. But if +he makes a mistake, and sits down on the wrong chair, he is hissed so +vehemently that he is only too glad to escape from the room. Another +player is called in, and the process is repeated, until finally all the +boys have guessed correctly, and all the vacant chairs are occupied.</p> + +<h3>HOLD FAST! LET GO!</h3> + +<p>For this game the company must divide themselves into parties with four +in each group, and one odd player who must issue commands and lead the +game. Each party of four must hold a handkerchief cornerwise, one player +at each corner. The leader of the game then takes up his position in the +middle of the room from which he issues his commands in sharp, quick, +decisive tones, when he shouts "Let go!" the players must all hold +tightly on to the handkerchief. And when, almost with the same breath, +he calls "Hold fast!" they must drop it as if it burnt the tips of their +fingers. The fun of the game lies in the leader issuing his commands so +rapidly one on top of the other that the players become bewildered. The +players who make a mistake retire from the game, until finally only one +of the four is left and he becomes leader.<span class='pagenum'><a name="Page_45" id="Page_45">[Pg 45]</a></span></p> + +<h3>HUNT THE WHISTLE</h3> + +<p>The chief participator in this game must be ignorant of the trick about +to be played. He is told to kneel down whilst a lady knights him, naming +him "Knight of the Whistle." During the process someone fastens a small +whistle to his coat tails by means of a piece of ribbon. He is then +bidden to rise up and search for the whistle. The hunt begins; all the +players combine to deceive the searcher; they must blow the whistle +whenever they can do so without being detected. When the searcher +discovers the trick the game is, of course, at an end.</p> + +<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> + +<p> +<span style="margin-left: 16em;">"I sell my bat, I sell my ball,</span><br /> +<span style="margin-left: 16em;">I sell my spinning-wheel and all;</span><br /> +<span style="margin-left: 16em;">And I'll do all that e'er I can</span><br /> +<span style="margin-left: 16em;">To follow the eyes of the drummer-man."</span><br /> +</p> + +<p>Anyone who does not at once imitate the "drummer-man" must pay a forfeit +and take his place as "drummer-man."<span class='pagenum'><a name="Page_46" id="Page_46">[Pg 46]</a></span></p> + +<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 anyone, 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, whilst the person who is opposite to him +must reply, before the judge can count ten; the penalty on failing to do +this or answering out of one's turn 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 +"grey." For the breaking of this rule a forfeit may also be claimed.</p> + +<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:<span class='pagenum'><a name="Page_47" id="Page_47">[Pg 47]</a></span> "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 everyone 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 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> + +<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 or has found the task she is to perform.<span class='pagenum'><a name="Page_48" id="Page_48">[Pg 48]</a></span></p> + +<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 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> + +<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 everyone 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.<span class='pagenum'><a name="Page_49" id="Page_49">[Pg 49]</a></span></p> + +<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> + +<p> +<span style="margin-left: 18em;">"Oranges and Lemons,</span><br /> +<span style="margin-left: 18em;">Say the bells of St. Clement's;</span><br /> +<span style="margin-left: 18em;">You owe me five farthings,</span><br /> +<span style="margin-left: 18em;">Say the bells of St. Martin's;</span><br /> +<span style="margin-left: 18em;">When will you pay me?</span><br /> +<span style="margin-left: 18em;">Say the bells of Old Bailey.</span><br /> +<span style="margin-left: 18em;">I do not know,</span><br /> +<span style="margin-left: 18em;">Says the big bell of Bow.</span><br /> +<span style="margin-left: 18em;">Here comes a candle to light you to bed</span><br /> +<span style="margin-left: 18em;">Here comes a chopper to chop off your head!"</span><br /> +</p> + +<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> + +<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<span class='pagenum'><a name="Page_50" id="Page_50">[Pg 50]</a></span> 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> + +<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," +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. Anyone who does not +reply at once, or who uses any of the forbidden words, must pay a +forfeit.</p> + +<h3>POST-OFFICE</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.<span class='pagenum'><a name="Page_51" id="Page_51">[Pg 51]</a></span></p> + +<p>The postman names some member of the company, generally of the opposite +sex; he is then asked, "How many stamps 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 stamps; after which he or she must +take a turn as postman.</p> + +<h3>PETER PIPER</h3> + +<p>This is an amusing game for children. A blackboard is needed upon which +the verse, "Peter Piper," etc., is illustrated or written so that the +words are mixed up and it will be difficult to point out. Some older +person will be needed to superintend the game.</p> + +<p>One child is given a pointer and as the others sing, to any familiar +tune:</p> + +<p> +<span style="margin-left: 15em;">"Peter Piper picked a peck of pickled peppers,</span><br /> +<span style="margin-left: 15em;">Now if Peter Piper picked a peck of pickled peppers,</span><br /> +<span style="margin-left: 15em;">Where is that peck of pickled peppers,</span><br /> +<span style="margin-left: 15em;">Peter Piper picked?"</span><br /> +</p> + +<p>she must point out each word or drawing as quickly as it is sung.</p> + +<p>If a mistake is made in pointing, the child takes her place with the +rest and another child is out. Each one is given a turn.</p> + +<p>It is an achievement, if done successfully, and some suitable gift +should be given as a prize.<span class='pagenum'><a name="Page_52" id="Page_52">[Pg 52]</a></span></p> + +<h3>THE SEA AND HER CHILDREN</h3> + +<p>The players seat themselves in a circle, one of the number remaining in +the center to represent the "Sea." Each player takes the name of some +fish and the Sea walking around the circle calls each person by the name +they have adopted. As they are called they must rise and follow the +"Sea." When all have left their seats the "Sea" begins to run about +crying: "The Sea is troubled." Suddenly she seats herself, when all her +companions must try to do the same; but there will be one seat short, so +there will be one player left over and this player becomes the "Sea." No +player must seat himself until the "Sea" has taken a chair, and she can +create some fun by running about and pretending she is about to seat +herself. Any player seating himself before the "Sea" must pay a forfeit.</p> + +<h3>THE STAGE COACH</h3> + +<p>The leader tells every member of the company to choose as a name some +article connected with a stage coach; the wheels, the horses, the whip, +the bridle, etc., may be chosen. These the leader jots down on a piece +of paper and then begins to tell a thrilling story. "The stage coach +left the old Stag Inn, amidst the thundering of the horses' hoofs and +the cracking of the driver's whip." Some member will probably have +chosen to be the horses, another the<span class='pagenum'><a name="Page_53" id="Page_53">[Pg 53]</a></span> whip, and as their names are +mentioned they must rise, twirl round and sit down again. Then the +narrator continues: "For some miles all went well, then a bridle gave +way (the bridle must rise and twirl round) and the driver put down the +reins, jumped from his seat and ran to the horses' heads. It was found +necessary to take the horses out of the shafts before the stage coach +could proceed on its way." As each member's name is mentioned he must +rise and twirl round; but when the Stage Coach is mentioned every one +must rise and change seats, when the narrator, who has been standing, +tries to secure one. If he succeeds the person left out becomes +narrator. The great point is for the narrator to tell such a thrilling +story that the members forget to acknowledge the mention of their names, +when they must pay a forfeit.</p> + +<h3>SHADOW BUFF</h3> + +<p>A splendid game, and one specially suitable for a large party. A sheet +or white tablecloth is first of all stretched right across the room, and +on a table behind it is placed a bright lamp. All the other lights in +the room are then extinguished, and one of the players takes a seat upon +a low stool midway between the lamp and the sheet. The other players +endeavor to disguise themselves as much as possible, by distorting their +features, rumpling their hair, wearing wigs, false noses, &c., and pass +one by one<span class='pagenum'><a name="Page_54" id="Page_54">[Pg 54]</a></span> behind the player seated on the stool. Their shadows are +thus thrown upon the sheet. The aim of the seated player is to guess the +identity of the shadows as they pass before him; and the aim of the +others is to endeavor by every means in their power to keep him from +recognizing them. As may be imagined, the task of the single player is +not an easy one, the distorted shadows being vastly different from the +originals as seen before the lights were extinguished.</p> + +<h3>STEPS</h3> + +<p>The blindfolded player is placed in the middle of the room, and the +other players all place themselves at various distances round him. The +blind-man is then told how many steps he must take in order to be able +to touch a certain player. This game does, I know, sound rather simple +in writing; but try it, and you will find that it is not so easy as you +imagine. It will also have the effect of making the dullest party +lively, because the blind-man makes such absurd mistakes as to the +direction and length of steps that he has to take.</p> + +<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<span class='pagenum'><a name="Page_55" id="Page_55">[Pg 55]</a></span> 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 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<span class='pagenum'><a name="Page_56" id="Page_56">[Pg 56]</a></span> "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> + +<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," &c., are the kind of +orders to be given.<span class='pagenum'><a name="Page_57" id="Page_57">[Pg 57]</a></span></p> + +<h3>THE SERGEANT</h3> + +<p>One player represents the Sergeant, and the others the soldiers, whom he +is supposed to be drilling. When the Sergeant says "Do this," all the +players must imitate him. But when he says "Do that," they must take no +notice.</p> + +<p>If a soldier makes a mistake he has to pay a forfeit, and takes the +Sergeant's place.</p> + +<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 centre 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.</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.<span class='pagenum'><a name="Page_58" id="Page_58">[Pg 58]</a></span></p> + +<h3>TONGUE TWISTERS</h3> + +<p>The leader begins by saying the first sentence, which is repeated by +each player in turn. The leader in every case adds the new line, which +is repeated by the other players in succession. Anyone making a mistake +or omission drops out of the contest. As the ranks grow thinner, the +players are required to repeat the sentences more rapidly, and no time +for hesitation allowed. The one who makes no mistake is entitled to a +prize.</p> + +<p>The sentences are as follows:</p> +<div class="blockquot"> +<ol><li>One old ox opening oysters.</li> + +<li>Two tall Turks twirling twisted turbans.</li> + +<li>Three tinkering tailors totally tired.</li> + +<li>Four fat Frenchmen fanning a fainting fly.</li> + +<li>Five funny farmers feeding feathered fowls.</li> + +<li>Six slippery snails slid slowly seaward.</li> + +<li>Seven shy soldiers shooting salted salmon.</li> + +<li>Eight eccentric Englishmen exhibiting educated elephants.</li> + +<li>Nine nimble noblemen nibbling nasturtiums.</li> + +<li>Ten tipsy tailors toddling timidly together.</li></ol></div> + +<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<span class='pagenum'><a name="Page_59" id="Page_59">[Pg 59]</a></span> trade. Everyone 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.</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.</p> + +<p>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> + +<h3>THINK OF A NUMBER</h3> + +<p>In this game the leader tells one of the players to think of any number +he likes, but not to say it aloud. He next tells him to double it; this +done, the player is told to add eight to the result, and then halve it. +After doing this he must halve the whole, and from what is left take +away the number first thought of. If correctly worked out the answer +will be four, which is just half the number which the leader told the +player to add after the original number was<span class='pagenum'><a name="Page_60" id="Page_60">[Pg 60]</a></span> doubled. For instance, we +will suppose the number thought of to have been twenty. When doubled, +the result will be forty. The player then adds eight, which gives him a +total of forty-eight. He halves this, and has twenty-four left. When he +has taken away the number first thought of (twenty) he has a total of +four—which is half the number the leader told him to add in the +beginning of the game.</p> + +<h3>THIS AND THAT</h3> + +<p>A confederate is necessary for this trick. The one performing the trick +goes out of the room and the confederate agrees with the audience to +touch a certain article. The person outside is recalled and his +confederate begins to question him. "Did I touch this music book?" "No." +"Did I touch this table?" "No." "Did I touch this knife?" "No." "Did I +touch that fork?" "Yes." The secret consists in saying the word "that" +before the article touched, instead of "this."</p> + +<h3>WHAT AM I DOING?</h3> + +<p>The players seat themselves in a row and the leader of the game takes +his place behind them, beginning at the top of the row. He makes some +absurd gesture and then asks the person behind whom<span class='pagenum'><a name="Page_61" id="Page_61">[Pg 61]</a></span> he is standing +"What am I doing?" If the player replies incorrectly, and he generally +does, he is doomed to stand up and imitate in silence the gesture he +could not guess, until he has leave to sit down.</p> + +<h3>WONDERMENT</h3> + +<p>It is necessary that only two 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, through a closed door, to name 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, Hearthrug, 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 skilful there is no need for the trick to be +discovered.<span class='pagenum'><a name="Page_62" id="Page_62">[Pg 62]</a></span></p> + +<h3>WINK</h3> + +<p>All the girls sit in a circle, and the boys stand outside, one boy +behind each girl's chair. One chair is left vacant, but a boy stands +behind it, and by winking at the girls one at a time, tries to get one +for his empty chair.</p> + +<p>As soon as a girl is winked at, she tries to leave her seat, and take +the vacant one, but if the boy behind her touches her before she leaves +the seat, she cannot go. Each boy has to keep his eye on the one who is +winking and on the girl in his chair, for if he is not watching, she may +escape before he has time to touch her, and then it is his turn to do +the winking and get a girl for his chair.</p> + +<p>If the winking is done quickly it adds to the interest of the game. No +boy can keep hold of a girl all the time; he must only touch her when +she starts to leave her place, and then if she is beyond arm's length he +cannot call her back.</p> + +<h3>RIDDLES</h3> + +<p>Few children think they will ever tire of playing games; but all the +same, towards 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 may sit quietly around the +room, resting after their<span class='pagenum'><a name="Page_63" id="Page_63">[Pg 63]</a></span> 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> +<div class="blockquot"> +<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> + +<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>Why does a sculptor die horribly?—Because he makes faces and busts.<span class='pagenum'><a name="Page_64" id="Page_64">[Pg 64]</a></span></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 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>What coin doubles its value by taking away a half of it?—Halfpenny.</p> + +<p>Why is it dangerous to walk in the meadows in<span class='pagenum'><a name="Page_65" id="Page_65">[Pg 65]</a></span> springtime?—Because the +trees are shooting and the bulrush is out (bull rushes out).</p> + +<p>Why is a vine like a soldier?—Because it is listed and has ten drills +(ten-drils) and shoots.</p> + +<p>Why is an opera-singer like a confectioner?—Because she deals in +ice-creams (high screams).</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>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-pound bank-note much more profitable than five +sovereigns?—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> + +<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<span class='pagenum'><a name="Page_66" id="Page_66">[Pg 66]</a></span> an +engine-driver?—One minds the train and the other trains the mind.</p> + +<p>A man had twenty sick (six) sheep, and one died; how many were +left?—19.</p> + +<p>What is that which everybody has seen but will never see +again?—Yesterday.</p> + +<p>Which is the best day for making a pancake?—Friday.</p> + +<p>Which is the smallest bridge in the world?—The bridge of your nose.</p> + +<p>What four letters would frighten a thief?—O I C U.</p> + +<p>What is that which goes from London to York without moving?—The road.</p> + +<p>Which is easier to spell—fiddle-de-dee or +fiddle-de-dum?—Fiddle-de-dee, because it is spelt 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>Which of the English kings has most reason to complain of his +washer-woman?—King John, when he lost his baggage in the Wash.</p> + +<p>If a bear were to go into a linen-draper's shop, what would he want?—He +would want muzzlin'.</p> + +<p>Why is B like a hot fire?—Because it makes oil Boil.<span class='pagenum'><a name="Page_67" id="Page_67">[Pg 67]</a></span></p> + +<p>Why was the first day of Adam's life the longest?—Because it had no +Eve.</p> + +<p>If an egg were found on a music-stool, what poem would it remind you +of?—"The Lay of the Last Minstrel."</p> + +<p>Why is a schoolmaster like a shoe-black?—Because he polishes the +understanding of the people.</p> + +<p>Why is a washer-woman like a navigator?—Because she spreads her sheets, +crosses the line, and goes from pole to pole.</p> + +<p>Why is an author the queerest animal in the world?—Because his tale +comes out of his head.</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> + +<p>When is a tradesman always above his business?—When he lives over his +shop.</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.<span class='pagenum'><a name="Page_68" id="Page_68">[Pg 68]</a></span></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 locomotive.</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>What tune did he whistle?—Over the hills and far away.</p> + +<p>Why need a traveller 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.)<span class='pagenum'><a name="Page_69" id="Page_69">[Pg 69]</a></span></p> + +<p>Why is a diner on board a steam-boat like Easter Day?—Because it is a +movable feast.</p> + +<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 +war, the other goes to pieces.</p> + +<p>Why is it dangerous to sleep in a train?—Because every train runs over +all the sleepers on the line.</p> + +<p>Spell "enemy" in three letters?—F O E.</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?—Be<span class='pagenum'><a name="Page_70" id="Page_70">[Pg 70]</a></span>cause the boots 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 World's Fair?" 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 supplied with?—Ceiling whacks. (Sealing-wax.)</p> + +<p>Which is the longest word in the English language?—Smiles; because +there is a mile between the first and last letters.</p> + +<p>Which is the oldest tree in England?—The Elder Tree.</p> + +<p>How many sides are there to a tree?—Two, inside and out.</p> + +<p>What is that which happens twice in a moment and not once in a thousand +years?—The letter M.</p> + +<p>What sea would a man most like to be in on a wet day?—A dry attic. +(Adriatic.)<span class='pagenum'><a name="Page_71" id="Page_71">[Pg 71]</a></span></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.<span class='pagenum'><a name="Page_72" id="Page_72">[Pg 72]</a></span></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> + +<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 could a negro slave not be caught if he ran away?—Because he would +be sure to keep dark at all times.</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.<span class='pagenum'><a name="Page_73" id="Page_73">[Pg 73]</a></span></p> +</div> +<hr style="width: 65%;" /> +<p><span class='pagenum'><a name="Page_74" id="Page_74">[Pg 74]</a></span><br /> +<span class='pagenum'><a name="Page_75" id="Page_75">[Pg 75]</a></span></p> +<h2><a name="GAMES_FOR_ADULTS" id="GAMES_FOR_ADULTS"></a>GAMES FOR ADULTS</h2> +<hr style="width: 65%;" /> + +<h3>ADVICE</h3> + +<p>Each player is given a slip of paper and asked to write a piece of +advice—the ladies write to the gentlemen and vice versa. The slips are +collected and again distributed and each player is asked to read the +advice which has been given him. Before looking at the paper he must +tell what sort of advice it is—good, bad, unnecessary, etc., and +whether or not he intends to profit by it.</p> + +<h3>ADJECTIVES</h3> + +<p>A slip of paper and a pencil is given to each player, who must then +write a number of adjectives upon it. The slips are collected and given +to the principal player, who has undertaken to read out a short story, +substituting the adjectives on the slips for those already in the story. +The adjectives must be taken as they come and not picked out to suit the +story. The result is sometimes very laughable; as for in<span class='pagenum'><a name="Page_76" id="Page_76">[Pg 76]</a></span>stance—"The +pretty rhinoceros is a very amiable animal. It is very attractive in its +habits, and lives near lakes or rivers. Its delicate skin is so soft +that special bullets are needed to pierce it, etc."</p> + +<h3>"ANIMAL, VEGETABLE, OR MINERAL?"</h3> + +<p>This is a capital game for a large party, for it is both instructive and +amusing. One player is selected who has to guess what word or sentence +the remainder of the company has chosen. He goes out of the room, and +when the subject has been decided upon, returns and asks a question of +each of the company 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<span class='pagenum'><a name="Page_77" id="Page_77">[Pg 77]</a></span> 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.</p> + +<h3>ACTING RHYMES</h3> + +<p>For this game, half the players go outside the door, whilst 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 be 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, whilst 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 turn, become the actors.<span class='pagenum'><a name="Page_78" id="Page_78">[Pg 78]</a></span></p> + +<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 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> + +<h3>BUZZ</h3> + +<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 +in<span class='pagenum'><a name="Page_79" id="Page_79">[Pg 79]</a></span>stance, 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, &c., up to 79, but it is very seldom +that this stage is reached.</p> + +<h3>BIRDS, FRUITS AND FLOWERS</h3> + +<p>In this game every one in the company has to describe in a riddle, first +a bird, then a fruit, and finally a flower. The others must guess. +Whoever guesses the most is the winner of the game.</p> + +<p>Here are examples of the riddles:</p> + +<div class="blockquot"><p>BIRD. Although a bird I am part of a plant. STORK. (Stalk).</p> + +<p>FRUIT. Although a single specimen, I am really two. PEAR.</p> + +<p>FLOWERS. Although usually white, I am always described as rose +colored in hue. PINK.</p></div><p><span class='pagenum'><a name="Page_80" id="Page_80">[Pg 80]</a></span></p> + +<h3>CITIES</h3> + +<p>Materials required.—As many sheets of paper and pencils as there are +players.</p> + +<p>The players seat themselves round a table, and each one is provided with +a sheet of paper and a pencil. The hostess then asks them to write at +the head of the paper the name of the town in which they were born. A +time limit of fifteen minutes is then given them in which to make up a +sentence, each word of which must begin with the letters composing the +name of the town. The sentence must be either suggestive, or descriptive +of the town which each has written on his or her paper. For example:—</p> + +<p> +<span style="margin-left: 1em;">Town—Chicago.</span><br /> +<br /> +<span style="margin-left: 1em;">Sentence—Came home in carriage after going out.</span><br /> +</p> + +<h3>THE COOK WHO DOESN'T LIKE PEAS</h3> + +<p>One of the players commences the game by saying to his neighbor, "I have +a cook who doesn't like peas (p's); what will you give her for dinner?" +The person addressed must avoid the letter P in his answer. For +instance, he may answer, "Artichokes," "Onions," "Cabbage," and +"Carrots," but he must not say "Spinach," "Asparagus," "Potatoes." The +question is then asked of the second player, and so on until all have +replied. If a player mentions a word containing the letter P he has to +pay a forfeit.<span class='pagenum'><a name="Page_81" id="Page_81">[Pg 81]</a></span></p> + +<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.</p> + +<p>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 somewhat like this:—</p> + +<p>(1) The horrifying and delightful (2) Mr. Brown (3) met the charming (4) +Miss Philips (5) in Westminster Abbey; (6) he gave her a flower (7) and<span class='pagenum'><a name="Page_82" id="Page_82">[Pg 82]</a></span> +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> + +<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> + +<p>The first player whispers a question to his neighbor, such as: "Do you +like roses?"</p> + +<p>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 everyone 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 belongs +to him.<span class='pagenum'><a name="Page_83" id="Page_83">[Pg 83]</a></span></p> + +<p>At the end of the game each 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!'"</p> + +<p>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> + +<h3>THE CURATE</h3> + +<p>A player is chosen to represent "The Curate." The other players are +assigned such names as printer, plumber, jeweler, butcher, druggist, +shoemaker, etc. "The Curate" starts the game by saying,</p> + +<p>"Mr. Butcher (or any other name) I called to see you this morning but +you were not at home."</p> + +<p>The Butcher: "I had just gone over to the jeweler's."</p> + +<p>Curate: "And what business had you at the jeweler's?"</p> + +<p>(The jeweler is the next to speak but he must not do so until the +question is answered.)</p> + +<p>"I went to get a bracelet for Mrs. Butcher."</p> + +<p>The Jeweler: "I was not at home for I had gone to the printer's."</p> + +<p>The Curate: "And what was your business at the printer's?"</p> + +<p>(The printer is the next to speak but he must not do so until the +question is answered.)<span class='pagenum'><a name="Page_84" id="Page_84">[Pg 84]</a></span></p> + +<p>The game may be made very interesting by bringing into it little +personal references and bits of innocent scandal, as</p> + +<p>"I was at the jeweler's to help Mr. —— select a ring for Miss ——."</p> + +<h3>DEFINITIONS</h3> + +<p>A subject is given to the company by the "teacher" and those joining in +the game are each to define the subject in as terse a manner as +possible, in epigram or verse, written on a slip of paper. The cards are +then signed, turned in and the "teacher" reads the definitions. Then the +company are to decide which one of the definitions has the greatest +merit. For instance, the word "Friendship" is given and the answers +might run like these:</p> + +<ul><li>"A feather from love's wing."</li> + +<li>"The greatest of boons."</li> + +<li>"Something akin to glue," etc.</li> + +<li>Or the word "Gold" might evoke:</li> + +<li>"That which I have not."</li> + +<li>"The root of all evil."</li> + +<li>"What goes to the plumber," etc.</li></ul> + +<h3>EARTH, AIR, FIRE AND WATER</h3> + +<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<span class='pagenum'><a name="Page_85" id="Page_85">[Pg 85]</a></span> 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> + +<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.</p> + +<p>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.<span class='pagenum'><a name="Page_86" id="Page_86">[Pg 86]</a></span></p> + +<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> + +<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> + +<h3>THE FORBIDDEN VOWELS</h3> + +<p>The players seat themselves and are questioned by the leader of the game +and must answer without bringing in a word containing a forbidden vowel. +Say the vowel "a" is forbidden, the leader asks—"Are you fond of +playing the piano?" The answer "Yes, very much," would be correct as the +words do not contain the letter "a." But if the answer were—"Yes, and I +am fond of singing too," the speaker would have to pay a forfeit. Any +vowel<span class='pagenum'><a name="Page_87" id="Page_87">[Pg 87]</a></span> may be forbidden, or if the players choose to make the game very +difficult, two vowels may be forbidden. Say "a" and "e" are forbidden, +and the question is, "Will your father be late home?" "I do not know" +would be a correct answer.</p> + +<h3>FORTUNE TELLING</h3> + +<p>The Fortune Teller must provide the person who is to have his or her +fortune told with a piece of paper and a pencil and then proceed to say:</p> +<div class="blockquot"> +<ol><li>Write "Yes" or "no."</li> + +<li>"State a gentleman's or a lady's name." (If a lady's fortune is +to be told she must write a gentleman's name and vice versa.)</li> + +<li>"Give a number."</li> + +<li>"Length of time."</li> + +<li>"Yes or no."</li> + +<li>"Yes or no."</li> + +<li>"Yes or no."</li> + +<li>"A color."</li> + +<li>"A color."</li> + +<li>"Yes or no."</li> + +<li>"Yes or no."</li> + +<li>"A shape."</li> + +<li>"A measure."</li> + +<li>"A sum of money."</li> + +<li>"A sum of money."</li> + +<li>"A virtue."</li> + +<li>"A profession."</li> + +<li>"The name of a place."</li> + +<li>"A lady's or gentleman's name."</li> + +<li>"The name of a place."</li> + +<li>"A number."</li> + +<li>"Yes or no."</li> + +<li>"State a time."</li></ol></div> +<p><span class='pagenum'><a name="Page_88" id="Page_88">[Pg 88]</a></span></p> + +<p>When these have all been written down, the Fortune Teller proceeds to +read out the list of questions he has, with the answers corresponding in +number. Below is appended the list of questions, which, of course, must +not be shown to the person whose fortune is being told until he or she +has written the answers.</p> +<div class="blockquot"> +<ol><li>Have you a lover?</li> + +<li>What is his or her name?</li> + +<li>How old is he or she?</li> + +<li>How long have you known him or her?</li> + +<li>Does he or she know you love him or her?</li> + +<li>Is your affection returned?</li> + +<li>Have you or has he proposed?</li> + +<li>What color is his or her hair?</li> + +<li>What color are his or her eyes?</li> + +<li>Is he or she handsome?</li> + +<li>Is he or she conceited?</li> + +<li>What shape is his or her nose?</li> + +<li>What size is his or her mouth?</li> + +<li>What is his or her fortune?</li> + +<li>How much will he or she allow you?</li> + +<li>What is his or her chief virtue?</li> + +<li>What is his or her profession?</li> + +<li>Where did you first meet?</li> + +<li>What is your rival's name?</li> + +<li>Where do you intend to live?</li> + +<li>How many other proposals have you had, or made?</li> + +<li>Will the marriage be a happy one?</li> + +<li>When will you be married?</li></ol></div> +<p><span class='pagenum'><a name="Page_89" id="Page_89">[Pg 89]</a></span></p> +<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, whilst the +remainder of the company listen.</p> + +<p>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 theatre 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<span class='pagenum'><a name="Page_90" id="Page_90">[Pg 90]</a></span> great number +of things were packed away. By this time possibly the person who joined +in the conversation will leave off, completely mystified.</p> + +<p>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> + +<h3>GUILTY OR INNOCENT?</h3> + +<p>One of the company gets himself up to represent the old man of the +woods, the rest take the names of various animals, such as lion, tiger, +leopard and so on.</p> + +<p>The players seat themselves round the room, and the old man standing in +the centre tells them that some of their number have committed a crime +and he is about to question them, in order that he may discover the +guilty ones. He then begins—"Now, Mr. Lion, where have you been +hunting, and what have you eaten to-day?" "I hunted in the forest and +caught an antelope." "Then you are twice guilty and must pay two +forfeits," says the old man; and the lion must pay his forfeit without +being told the crime he has committed. The old man passes on to a Polar +Bear. "Where did you hunt and what have you eaten?" he asks.—"I hunted +in the water and had a fine fish to eat." The Polar Bear is pronounced +innocent. The real game is that no animal may bring in the letter "o" +either in their hunting ground or the food they eat. "Forest" and +"Ante<span class='pagenum'><a name="Page_91" id="Page_91">[Pg 91]</a></span>lope" both have an "o" in them, so the lion has to pay two +forfeits whereas "Water" and "Fish" having no "o" the bear was declared +innocent. The great fun is for the old man to keep the secret of +"guilty" or "innocent" to himself; but even if the other players know +the secret, it is very difficult not to make a slip, as the answers must +be given promptly.</p> + +<p>When the game is over the players must pay for their forfeits in any way +the old man decides.</p> + +<h3>GUESSING GROCERIES</h3> + +<p>Into bits of muslin should be tied samples of groceries—tea, coffee, +starch, rice, beans, spices, etc. The players are allowed one guess for +each sample, depending entirely upon the sense of feeling, and the one +guessing the largest number correctly is given a prize. The hostess +should have the samples numbered in order to keep count of the guesses. +One young lady has a lot of pretty little silk bags filled with these +samples and uses them again and again, and they always bring the same +amount of fun.</p> + +<h3>GOSSIP</h3> + +<p>The leader writes out a short story. It may be a bit of gossip, a +newspaper incident or anything he wishes, it should however be rather +excitable<span class='pagenum'><a name="Page_92" id="Page_92">[Pg 92]</a></span> in character. He reads the story over, that he may whisper it +to one of his neighbors without the aid of the paper. The neighbor +listens attentively and in turn whispers it to another neighbor, and it +is whispered from one to the other until everyone has heard it. The last +person to whom the story was told is asked to relate it and then the +person who originated the story is asked to read his written copy. It +will be almost unbelievable how the facts of the story have changed in +the telling. Scarcely ever will the story be accurate in any particular.</p> + +<h3>HOW? WHEN? WHERE?</h3> + +<p>One of the players goes out of the room and the players decide upon an +object. Let us suppose that the word chosen is chest. The word being +agreed upon, the other player is called in. The game is for this player +to guess the word by asking the three questions "How do you like it? +When do you like it? Where do you like it?" of each person until the +word is guessed. For instance, one player is asked:</p> + +<ul><li>"How do you like it?"</li> + +<li>"Full of gold coins."</li> + +<li>"When do you like it?"</li> + +<li>"When I am traveling."</li> + +<li>"Where do you like it?"</li> + +<li>"In a safe place where robbers cannot find it."</li></ul> + +<p><span class='pagenum'><a name="Page_93" id="Page_93">[Pg 93]</a></span></p> + +<p>And so the game goes on until the guesser knows the word. If he fails to +guess it after asking every one of the players the three questions, "How +do you like it? When do you like it? Where do you like it?" he must pay +a forfeit. The guesser next time is the person who, in making his answer +gave away the word decided upon.</p> + +<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 Aberdeen, 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 Bath, 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> + +<h3>IT</h3> + +<p>One of the players is asked to go outside whilst the company think of +some person in the room, and on his return he has to guess of whom the +company has thought.<span class='pagenum'><a name="Page_94" id="Page_94">[Pg 94]</a></span></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 something +like this may be the result: "A boy," "very dark complexion," "long +yellow hair," "wearing a black Eton 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> + +<h3>"JACK'S ALIVE"</h3> + +<p>A match or small piece of wood is lighted and when well afire blown out. +It is then passed from one player to another with the words, "Jack's +alive," and may be handed about so long as a live spark remains. The +trick is to dispose of Jack while he<span class='pagenum'><a name="Page_95" id="Page_95">[Pg 95]</a></span> is still alive but no player needs +to take him unless the words, "Jack's alive" are quoted. Jack may not be +handed along after he is dead but the player in whose hands he dies must +pay a forfeit or have a mustache drawn on his face with the end of the +burned stick.</p> + +<h3>THE MENAGERIE</h3> + +<p>To each member of the company is given the name of a bird or animal by +the "Keeper" who is to relate a story of adventure in which the names of +the birds and animals are frequently mentioned. At the mention of the +word the member of the company bearing that name is to imitate the noise +made by the creature named. Failing to do so promptly or imitating the +noise of a creature assigned to some one else he or she is required to +pay a forfeit. The "keeper" may demand the delinquent player's seat +instead of a forfeit and assume his menagerie name while the unseated +one becomes the "keeper" and must continue the story.</p> + +<h3>THE MINISTER'S CAT</h3> + +<p>This game is very similar to that of "I love my love." Each of the +players must describe the minister's cat, going right through the +alphabet to do so. "The minister's cat is an angry cat," says one;<span class='pagenum'><a name="Page_96" id="Page_96">[Pg 96]</a></span> "an +anxious cat," says another; and so on until everyone has used an +adjective beginning with "A." Then they take the "B's." "The minister's +cat is a big cat," and so on.</p> + +<p>The leader of the game must see that no one hesitates for a word. If any +one should take longer than half a minute he must pay a forfeit.</p> + +<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 whilst 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).<span class='pagenum'><a name="Page_97" id="Page_97">[Pg 97]</a></span></p> + +<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 the audience for a considerable time.</p> + +<h3>THE "MIMIC" CLUB</h3> + +<p>This is a game which causes much amusement to a company of children, and +even grown-ups may join in.</p> + +<p>All the players, with the exception of two, leave the room. One of the +outside party is then called in, and told that a new club has been +formed and his name enrolled, but that he cannot be formally admitted +unless he can guess the name of the club from the movements of the two +members who have remained in the room.</p> + +<p>The candidate for admission is then offered a chair, and everything said +and every movement made is mimicked by the other two.</p> + +<p>Sometimes the new member guesses at once, but when unable to do this it +is very funny to watch the effect that the copying of his every movement +has upon him, especially when six or seven have been admitted.</p> + +<p>When the name of the club has been guessed another candidate is invited +in and the same performance takes place.<span class='pagenum'><a name="Page_98" id="Page_98">[Pg 98]</a></span></p> + +<h3>MY LADY'S TOILET</h3> + +<p>The leader gives to each of the party the name of some article used by a +lady—a glove, fan, handkerchief, slippers, veil, belt, ribbon, brooch, +back comb, collar, hairpins, cloak, etc. The players to whom the names +of the articles have been given arrange themselves in a circle; one +stands in the center and spins a plate. An ordinary tin pie plate may be +used. As he spins the plate he says, "My lady is going to the theatre +and needs her ——," naming one of the articles assigned to the players. +At the mention of this article, the person to whom it has been given +comes forward and catches the plate while it is still spinning. If he +fails to catch the plate before it falls to the floor he must pay a +forfeit. He now takes his turn with the plate, spinning it and using the +name of another of the articles.</p> + +<h3>PARTNERS</h3> + +<p>The players divide themselves into ladies and gentlemen, if the ladies +predominate they must personate gentlemen, and vice versa. The gentlemen +then proceed to choose lady partners. One of the players next undertakes +to question the couples. The fun consists of the questions being put to +the lady and the gentleman answering for her. "Do you like<span class='pagenum'><a name="Page_99" id="Page_99">[Pg 99]</a></span> your +partner?" the lady is asked, and the gentleman may reply, "Yes, I adore +him." Whatever the reply the lady is forbidden to deny it; if she does, +or if she answers for herself, she must pay a forfeit. But retaliation +comes, for when all the ladies have been questioned the gentleman's turn +arrives, and the ladies answer for their partners. "What is your +favorite occupation?" the question may be, and the lady may answer +"Dressing dolls," or "Making mud pies," or anything ridiculous that +occurs to her.</p> + +<h3>PROVERBS</h3> + +<p>"Proverbs" is a game that will always remain popular. One of the players +is sent out of the room, and during his absence the others decide upon a +well-known proverb which he must, by asking questions, guess on his +return. The answers to the questions must each contain one word of the +proverb. For instance, suppose the players fix on the proverb "It's +never too late to mend," the question asked, and answers given, will +perhaps be similar to the following;—</p> + +<div class="blockquot"> +<p>Questioner (to first player).—"Is the proverb one that you would guess +easily?"</p> + +<p>Answer.—"As I'm not in your place <b>it's</b> impossible for me to say."</p> + +<p>Questioner (to second player).—"Am I mistaken, or did I see you at the +theatre last night?"<span class='pagenum'><a name="Page_100" id="Page_100">[Pg 100]</a></span></p> + +<p>Answer.—"I <b>never</b> go to theatres, so you must have made a mistake."</p> + +<p>Questioner (to second player).—"Do you consider this game amusing, or +the reverse?"</p> + +<p>Answer.—"At the present moment it's really <b>too</b> amusing for me to keep +my countenance."</p> + +<p>Questioner (to fourth player).—"How was it I didn't see you at dinner, +Mr. Francis?"</p> + +<p>Answer.—"I was detained at the office, so arrived <b>late</b>."</p> + +<p>Questioner (to fifth player).—"Were you skating this afternoon, Miss +Philips?"</p> + +<p>Answer.—"No, I meant <b>to</b> have gone, but felt too tired after last +night's festivities."</p> + +<p>Questioner (to sixth player).—"You're looking terribly bored, Miss +Jones, would you rather take my place?"</p> + +<p>Answer.—"I would willingly; but my doing so wouldn't <b>mend</b> matters."</p> +</div> +<p>If the interrogator cannot discover the proverb after the first round of +questions and answers, he must go round again, and again. The player +whose answer reveals to him the proverb, must go outside in his place.</p> + +<p>The following proverbs are all excellent for this game:—</p> +<div class="blockquot"> + +<p>"A new broom sweeps clean."</p> + +<p>"A stitch in time saves nine."</p> + +<p>"Make hay while the sun shines."</p> + +<p><span class='pagenum'><a name="Page_101" id="Page_101">[Pg 101]</a></span>"Waste not, want not."</p> + +<p>"Never put off till to-morrow what you can do to-day."</p> + +<p>"Fine feathers make fine birds."</p> + +<p>"Marry in haste, repent in leisure."</p> + +<p>"The empty vessel makes the greatest sound."</p> + +<p>"Make the best of a bad bargain."</p> + +<p>"Out of sight, out of mind."</p> + +<p>"Safe bind, safe find."</p> + +<p>"Half a loaf is better than no bread."</p> + +<p>"A rolling stone gathers no moss."</p> + +<p>"One good turn deserves another."</p> + +<p>"Look before you leap."</p> + +<p>"Faint heart never won fair lady."</p> + +<p>"A friend in need, is a friend indeed."</p> + +<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> + +</div> +<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> + +<p>Then the players write an answer on their second<span class='pagenum'><a name="Page_102" id="Page_102">[Pg 102]</a></span> slip. These are put +into a different bag, and the two bags are then well shaken and handed +round to the company.</p> + +<p>Everyone 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> +<div class="blockquot"> + +<p>Question: "Do you like roses?"</p> + +<p>Answer: "Yes, with mustard."</p> + +<p>Question: "Where are you going to this summer?"</p> + +<p>Answer: "I am very much afraid of them."</p> + +<p>Question: "Do you like beef?"</p> + +<p>Answer: "Yes, without thorns."</p> + +<p>Question: "Do you like spiders?"</p> + +<p>Answer: "To Switzerland."</p> +</div> + +<h3>RUTH AND JACOB</h3> + +<p>One player is blindfolded, the rest dance in a circle around him till he +points at one of them. This person then enters the ring, and when the +blind man calls out, "Ruth," answers, "Jacob," and moves about within +the circle so as to avoid being caught by the blind man and continues to +answer, "Jacob," as often as the blind man 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."<span class='pagenum'><a name="Page_103" id="Page_103">[Pg 103]</a></span></p> + +<h3>RHYMES</h3> + +<p>A number of slips of paper are passed among the players and each one is +asked to write upon one of the papers, two words which will rhyme. These +papers are collected and in turn read aloud, the players then writing +short stanzas employing the rhyming words. It is amusing to note in what +very different ways the same set of words is treated by the various +players. The usual forfeits may be claimed if the players fail to write +the rhyme in a given time.</p> + +<h3>SKETCHES</h3> + +<p>Each player is asked to draw a haphazard line on a piece of paper. The +line may be anything he wishes and does not need to suggest or resemble +any object. The papers are collected and again distributed. Any player +getting his own drawing may exchange with any one he wishes. Each player +must draw the picture of some object, using in its composition, the +original haphazard line.</p> + +<h3>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,<span class='pagenum'><a name="Page_104" id="Page_104">[Pg 104]</a></span> 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> + +<h3>THOUGHT READING</h3> + +<p>This is a very good game, which always causes considerable amusement, +and if skilfully 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-reading 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, "Hastings."</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 and first +finger and rubs it, folded as it is, over his<span class='pagenum'><a name="Page_105" id="Page_105">[Pg 105]</a></span> forehead, at each rub +mentioning a letter, as H. rub, A. rub, S.T.I.N.G.S., after which he +calls out that some lady or gentleman has written "Hastings." "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> + +<h3>THE LITTLE DUTCH BAND</h3> + +<p>The players sit or stand around the room in a circle. The leader assigns +to each some imaginary musical instrument—horn, fife, drum, trombone, +violin, harp, flute, banjo, etc. Some well known, but lively air is +given out and the band begins to play, each player imitating as nearly +as possible the instrument he has been assigned. All goes well until the +leader suddenly drops his instrument and begins playing on that of +another of the band. At this the player to whom that particular +instrument has been given must change his attitude and imitate the +instrument the leader has dropped. Again the playing goes on until the +leader drops this instrument and takes up that of another player, and +this player takes up the leader's instrument. Close watch must be kept +of the leader that the players<span class='pagenum'><a name="Page_106" id="Page_106">[Pg 106]</a></span> may detect the instant he takes up a new +instrument. The player failing to change immediately must pay a forfeit. +Much fun may be had from this game. It may be carried on with a little +practice without any perceptible break in the music and with a few +talented players it is even harmonious.</p> + +<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.<span class='pagenum'><a name="Page_107" id="Page_107">[Pg 107]</a></span></p> + +<hr style="width: 35%;" /> + +<h2>Forfeits</h2> + +<p>In going through this book of games the reader will find that the +players for various reasons are penalized or required to pay a forfeit. +When a player is so fined he must immediately surrender some pocketpiece +or personal belonging as a pawn or security which may later be redeemed +when "Blind Justice" passes the real sentence.</p> + +<p>The players usually select some ready witted person to assume the part +of Justice, another acts as Crier or Collector. Justice is blindfolded +and the Crier holds the article over his head saying: "Heavy, heavy +hangs over thy head." Justice asks: "Fine or Superfine?" If it be an +article belonging to a gentleman the Crier answers "Fine;" if it belongs +to a lady he answers, "Superfine," and asks, "What shall the owner do to +redeem his (or her) property?" and Blind Justice renders the sentence.</p> + +<p>If the proper person has been chosen for Justice a great deal of fun may +be caused by the impromptu imposition of ridiculous penalties.</p> + +<p>Or the persons making up the party may in turn take the part of Justice, +each imposing a penalty. Some of the most familiar penalties are:</p> + +<p>Put one hand where the other cannot touch it—Grasp the elbow.</p> + +<p>Take the Journey to Rome.—The culprit is required to go to each person +and say that he or she is going on a journey to Rome and ask whether +they have anything to send to the Pope. The players load him up with +various articles, the more cumber<span class='pagenum'><a name="Page_108" id="Page_108">[Pg 108]</a></span>some the better, which he must carry +until every person has been visited. Then he must walk out of the room +and back, distributing the articles to their proper places.</p> + +<p>Spell Constantinople.—When the offender begins to spell and reaches +C-o-n-s-t-a-n-t-i-, the players cry "no" (the next letters in the word +being n-o). Each time the culprit gets to C-o-n-s-t-a-n-t-i-, the +players cry "no," and unless he knows the trick he will begin the +spelling again and again.</p> + +<p>Kiss Your own Shadow.—If the culprit is not familiar with this forfeit +he will kiss his own shadow on the wall, but realizes how foolish he was +when he sees some other victim place himself between the light and a +lady and kiss his shadow which then falls on the lady.</p> + +<p>Sit Upon the Fire.—This forfeit will puzzle the culprit, but may be +easily accomplished by writing the word "fire" on a slip of paper and +sitting upon it.</p> + +<p>Ask a Question Which cannot be Answered in the Negative.—"What do the +letters y-e-s spell?"</p> + +<p>Kiss a Book Inside and Outside Without Opening the Book.—This +apparently impossible feat may be accomplished by kissing the book +inside the room and then carrying it outside of the room and kissing it +there.</p> + +<p>Take a Person up Stairs and Bring him Down on a Feather.—This is +another apparently impossible feat but of course there is "down on a +feather."<span class='pagenum'><a name="Page_109" id="Page_109">[Pg 109]</a></span></p> + +<p>Act Living Statue.—The victim must stand upon a chair and is posed by +the players in succession according to their various ideas of Grecian +statuary, giving the victim various articles to hold in his hand such as +pokers, shovels, etc.</p> + +<p>Leave the Room with two Legs and Come Back with Six.—This sentence can +be fulfilled by going out of the room and carrying a chair into the room +when you come back.</p> + +<p>Perform the Egotist.—The culprit is required to drink his own health +and make some flowery speech concerning himself. If his speech is not +egotistic enough the players may again and again demand a more +flattering one.</p> + +<p>Place three Chairs in a Row, Take off Your Shoes and Jump Over them.—It +is very funny to hear the culprit plead that he could not possibly jump +over the three chairs when the sentence means to jump over his +shoes—"take off your shoes and jump over them."</p> + +<p>The Three Salutes.—The victim is required to "Kneel to the prettiest; +bow to the wittiest and kiss the one he loves the best." The easiest way +to pay this forfeit is to kneel to the plainest, bow to the dullest and +kiss the one for whom he cares the least.</p> + +<p>Kiss the Lady you Love the best without letting any one know.—This is +performed by the condemned kissing several ladies, or perhaps every lady +in the room.<span class='pagenum'><a name="Page_110" id="Page_110">[Pg 110]</a></span></p> + +<p>Imitate a Donkey.—The culprit must bray like one.</p> + +<p>Play the Shoemaker.—The culprit must take off his shoe and pretend to +drive pegs into it.</p> + +<p>Shake a Coin off the Head.—This may be made productive of much +amusement. The leader, having wetted a coin, presses it firmly for +several seconds against the forehead of the victim. When he withdraws +his thumb he secretly brings away the coin, but the victim invariably +believes that he can still feel it sticking to his forehead, and his +head-shaking and facial contortions to get rid of his imaginary burden +are ludicrous. It is understood at the time the sentence is pronounced +that he must shake the coin off and must not touch it with his hands.</p> + +<p>The Three Questions.—The victim is required to leave the room. Three +questions are agreed upon in his absence, and he is requested to say +"yes" or "no" to each as they are asked him, not knowing, of course, +what the questions are, the result is usually embarrassing, he finds he +has made some ignominious admission, has declined something he would be +very glad to have or accepted something he would much rather do without.</p> + +<p>Go to Market.—The culprit is ordered to go to market with some one of +the opposite sex. They stand about eight feet apart, facing each other, +and the culprit asks his companion if she likes apples (or any article +he may choose), if the answer is<span class='pagenum'><a name="Page_111" id="Page_111">[Pg 111]</a></span> "yes," she takes a step forward, if +"no" a step backward. If something is liked very much or disliked very +much a long step is taken. Then she asks him a question which is +answered by stepping forward or backward and so on until they meet when +a kiss is usually claimed and taken.</p> + +<p>Place a Straw or Small Article on the Ground in Such a Manner that No +one Present can Jump Over It.—This is done by placing the article +against the wall.</p> + +<p>Bite an Inch Off the Poker.—A poker is held about an inch from the +face, making a bite—of course, the person does not bite the poker but +"an inch off the poker."</p> + +<p>Blow a Candle Out Blindfold.—The person paying the forfeit is shown the +exact position of the candle and then blindfolded, and having been +turned about once or twice is requested to blow it out. The cautious +manner in which the person will go and endeavor to blow out the clock on +the mantle piece or an old gentleman's bald head, while the candle is +serenely burning a few feet away must be seen to be appreciated.</p> + +<p>The German Band.—This is a joint forfeit for three or four persons, +each of whom is assigned some imaginary instrument and required to +impersonate a performer in a German band, imitating not only the action +of the players but the sound of the instrument as well.<span class='pagenum'><a name="Page_112" id="Page_112">[Pg 112]</a></span></p> + +<p><span class='pagenum'><a name="Page_113" id="Page_113">[Pg 113]</a></span></p> + +<hr style="width: 65%;" /> +<p><span class='pagenum'><a name="Page_114" id="Page_114">[Pg 114]</a></span><br /> +<span class='pagenum'><a name="Page_115" id="Page_115">[Pg 115]</a></span></p> +<h2><a name="GAMES_FOR_SPECIAL_OCCASIONS" id="GAMES_FOR_SPECIAL_OCCASIONS"></a>GAMES FOR SPECIAL OCCASIONS</h2> + +<hr style="width: 65%;" /> +<h2><a name="New_Years_Day" id="New_Years_Day"></a>New Year's Day</h2> + +<p class="center"> +Resolved:—To do my best to-day—<br /> +<span style="margin-left: 5em;">Tomorrow is far away.</span><br /> +</p> + +<p>New Year's day calling and receiving—the custom of our Grandmother's +time—is in vogue again.</p> + +<p>If it is desirable to announce that one wishes to receive callers on +that day, the visiting card of the party or parties receiving with the +words—"At Home January the first, 19—, from — to — P. M.," and the +address written upon it, may be sent to one's friends.</p> + +<p>Or upon the back of a visiting card may be written, "Let me (or us) wish +you a Happy New Year on January the first. At Home from — to — P. M. +Address ————————."</p> + +<p>Simple refreshments should be served, hot tea, coffee or chocolate with +sweet or salted wafers—fruit punch with sweet wafers—bouillon in cups +with salted crackers.</p> + +<p>Two, three or all of these beverages with assorted wafers, etc., could +be served from the dining room table, giving an opportunity to cater to +the individual taste of one's guests.</p> + +<p>Have a center piece of three large white tissue paper bells tied +together with white ribbon. Place them on their side with long ribbon +streamers com<span class='pagenum'><a name="Page_116" id="Page_116">[Pg 116]</a></span>ing from underneath each one and in the center of the +three place another white bell, open side up, holding an infant doll to +represent the new year. Intertwine a few sprays of asparagus fern or +smilax.</p> + +<p>It is not wise to serve intoxicants to New Year's callers thus adding a +drop to the bucket that will overflow eventually with regret and +remorse.</p> + +<p>New Year's Day Party Invitations may be in hour glass form cut from +heavy white paper, or bell shape.</p> + +<p>Decorations of evergreen festoons and wreaths are appropriate, also the +tissue paper bells and festoons and holly and mistletoe.</p> + +<p>A pretty center piece for the table is a large pile of snow balls made +of cotton and sprinkled with diamond dust, each one containing a small +favor and having a ribbon attached which runs to each plate and at a +given time the guests may each pull a ribbon and receive a prize.</p> + +<p>Refreshments may be ice cream in the form of snow balls, small cakes +with the abbreviated names of the months frosted on, assorted fancy +cakes and bon-bons.</p> + +<p>The following games are suggested.</p> + +<h3>GOOD RESOLUTIONS</h3> + +<p>Each person is given a paper and pencil and requested to write at the +top of the page the word "Resolved," followed by expressions of +amendment<span class='pagenum'><a name="Page_117" id="Page_117">[Pg 117]</a></span> that he or she is conscious of needing. One such attempt at +self examination resulted in the following resolves:</p> + +<div class="blockquot"> +<p>"I will be as honest as the times will permit."</p> + +<p>"I will be good to all."</p> + +<p>"I will tell no more lies."</p> + +<p>"My best self shall rule."</p> + +<p>"I will try to love everybody."</p></div> + +<p>These are read aloud and the authorship guessed. All the correct guesses +at the authorship are counted, for the prize of a china mug with "For a +Good Girl" or "For a Good Boy" in letters upon it.</p> + +<h3>TESTING FATES</h3> + +<p>Upon the floor are twelve candles in a row, all alight and each of a +different color. Each candle stands for a month in the year. The white +one for January, blue for February, pale green for March, bright green +for April, violet for May, light pink for June, dark pink for July, +yellow for August, lilac for September, crimson for October, orange for +November, scarlet for December. Each child in turn is invited to jump +over the candles, and if the feat be accomplished without extinguishing +a single candle, prosperity and happiness are in store through all the +months of the coming year; but if one is put out, ill-luck threatens in +the month whose shining is thus eclipsed; while to knock one over, +predicts dire calamity.<span class='pagenum'><a name="Page_118" id="Page_118">[Pg 118]</a></span></p> + +<h3>SPIN THE PLATE</h3> + +<p>The players seat themselves in a circle except one who gives all a name +pertaining to the calendar and chooses a name for himself. If there are +twelve or less players, each take the name of a month. If more than a +dozen play name them January first, January second, etc.</p> + +<p>The player standing in the center of the circle, with a tin plate, +places it upon its edge and spins it, at the same time calling out the +name of a month or day of the month which has been given to one of the +players.</p> + +<p>The person named must jump up and catch the plate before it stops +spinning or he must pay a forfeit. It is then his turn to spin the plate +and call some one else into the center.</p> + +<h3>A NEW YEAR'S EVE ENTERTAINMENT</h3> + +<p>Look through your old newspapers and magazines and cut out all the +pictures of the famous men and women of the century you find—everybody, +from Decatur to Li Hung Chang, from Daniel Boone to Kruger, from Queen +Hortense to Helen Gould, from Coxey to Kipling. Clip the names off, and +make frames for them of pasteboard and gilt paper.</p> + +<p>Write the invitations on the backs of your cards: "You are invited to +attend the opening of the Nine<span class='pagenum'><a name="Page_119" id="Page_119">[Pg 119]</a></span>teenth Century Portrait Gallery, on New +Year's Eve,"—fixing the hours to suit yourself.</p> + +<p>Then clear your drawing-room of all its furniture and pictures, covering +the walls with the pictures you have framed. In the middle of the floor +make a pedestal of two store boxes covered with a sheet, and on it stand +a girl dressed as the goddess of Fame—draped in a sheet, her hair +knotted in Grecian style, her bare arms hanging straight down, with a +laurel wreath in one hand, and in the other a little package neatly +tied. Light the room with four heavily shaded piano lamps, one in each +corner.</p> + +<p>Outside the drawn portieres seat another girl dressed as Time, with +white hair and beard and hour-glass and scythe. And on the floor before +her put a basket woven of evergreens, and filled with little tablets, +each marked with all the numbers that are stuck in the corners of the +pictures. Four little girls of different sizes as the Seasons—Spring +with a wreath of artificial jonquils, Summer with roses, Autumn with +chrysanthemums, Winter with holly—stand on the stairs to receive.</p> + +<p>As the guests arrive they are led up to Time, who bids them enter his +temple of Fame, and write down on the tablets he gives them, the names +of those they recognize.</p> + +<p>They enter and begin their inspection of the pictures, putting down such +as they know—or think they know; and incidentally making many mistakes. +And when they have finished the round of the room,<span class='pagenum'><a name="Page_120" id="Page_120">[Pg 120]</a></span> they sign their +tablets, drop them into Time's basket, and are led away by a Season to +the supper room.</p> + +<p>When all the guests have made the tour of inspection, and the prize has +been adjudged, the winner is escorted back to the "gallery" by the whole +company, to receive from the hands of the Goddess the laurel wreath and +its little golden duplicate that the package contains.</p> + +<h3>SUGGESTIONS FOR NEW YEAR PARTIES</h3> + +<p>A novel way of selecting partners for a New Year's party is to paint +upon water color paper such objects as may illustrate the different +months of the year. A candle for January, to represent Twelfth Night, or +"The Feast of Candles." February, a heart for St. Valentine. March, the +shamrock, as complimentary to St. Patrick. For April, an umbrella, the +sign of rain. May, the month for moving, is represented by a sign upon +which are the words, "House to Let." June, of course, is the month of +roses, while a fire-cracker is always symbolical of July. A fan for the +hot month of August, and a pile of school books for the first days of +September. Hallow-e'en, the gala day of October, has a Jack-o'lantern, +while the year closes with a turkey for Thanksgiving and a stocking for +Christmas.<span class='pagenum'><a name="Page_121" id="Page_121">[Pg 121]</a></span></p> + +<p>Cut these out and fasten a loop of ribbon to each one, except the +fire-cracker, where a bit of cord will answer both for the fuse and the +loop by which to hang it. These are for the ladies, while the men will +receive plain cards upon each one of which is written a month of the +year. If there be more than twenty-four guests there are many other +available days, as Arbor Day, represented by a tree; a hatchet for +Washington's Birthday; a flag for Flag Day; a saw, trowel or spade for +Labor Day, and a ballot box for Election Day. If it be necessary to use +these extra days the plain cards must be numbered to designate the +different days of the same month. For instance, the card that +corresponds with St. Valentine's Day will be February No. 1, while the +bearer of February No. 2 will be the partner for the holder of the +Washington's birthday illustration.</p> + +<p>The same idea may be carried out for dinner favors, painting the various +objects on cards about four by six inches in size, and pasting on one +corner a small calendar. When the guests arrive they will be given the +plain slips upon which are written the months of the year, and must then +find at the table the calendars that correspond with their cards.<span class='pagenum'><a name="Page_122" id="Page_122">[Pg 122]</a></span></p> + +<hr style="width: 35%;" /> +<h2><a name="Lincolns_Birthday" id="Lincolns_Birthday"></a>Lincoln's Birthday</h2> + +<p>At dinners, parties and entertainments given on February 12th, the +anniversary of the birth of our immortal Lincoln, one aim of the host or +hostess should be to imbue the affair with the spirit of patriotism; so +use the good old red, white and blue for the color scheme in decorating. +Busts and pictures of Lincoln, national emblems, such as the flag, +shield, American Eagle, etc., and military accouterments would make +appropriate decorations.</p> + +<p>Dinner favors should be candy boxes representing either miniature log +cabins or a log of wood with a tiny paper or metal ax imbedded in it; +small busts of Lincoln would make ideal favors for such an occasion. +Place cards may have on the reverse side a quotation from Lincoln which +the guests may read in turn to furnish food for thought and +conversation. The following sayings of Lincoln are suggested:—</p> +<div class="blockquot"> +<p>"I do not think much of a man who is not wiser to-day than he was +yesterday."</p> + +<p>"Gold is good in its place, but living, brave, and patriotic men are +better than gold."</p> + +<p>"Let none falter who thinks he is right."</p> + +<p>"My politics are short and sweet like an old woman's dance."</p> + +<p>"I have never studied the art of paying compliments to women; but I must +say that if all that has<span class='pagenum'><a name="Page_123" id="Page_123">[Pg 123]</a></span> been said by orators and poets since the +creation of the world in praise of women, were applied to the women of +America, it would not do them justice for their conduct during the war."</p> + +<p>"You may fool all the people some of the time, and some of the people +all of the time; but you cannot fool all of the people all of the time."</p> + +<p>"The dogmas of the quiet past are inadequate to the stormy present."</p> + +<p>"The way for a young man to rise is to improve himself every way he can, +never suspecting that anybody wishes to injure him."</p> + +<p>"The severest justice may not always be the best policy."</p> + +<p>"I always plucked a thorn and planted a rose when in my power."</p> + +<p>"Let not him who is houseless pull down the house of another."</p> + +<p>"Government of the people, by the people, for the people shall not +perish from the earth."</p> +</div> + +<h3>MILITARY EUCHRE.</h3> + +<p>A most enjoyable afternoon or evening may be furnished ones friends by +giving a <a href="#washington">military euchre party</a>, as suggested for Washington's Birthday.<span class='pagenum'><a name="Page_124" id="Page_124">[Pg 124]</a></span></p> + +<h3>GUESSING CONTEST.</h3> + +<p>Supply pencils and papers to the guests having the following mixed words +written upon them:—</p> +<div class="blockquot"> +<ol><li>Olinnlc</li> +<li>Averlys</li> +<li>Sidetenpr</li> +<li>Lair-sliptter</li> +<li>Stohen-Bea</li> +<li>Yawrel</li> +<li>Roft-Termus</li> +<li>Pecanlurib</li> +<li>Caniream</li> +<li>Yenktuck</li></ol></div> + +<p>Inform the guests that these words pertain to the history of Lincoln. An +appropriate prize may be given to the one having the correct answers, or +having the most correct answers in a limited time. The correct words +are:—</p> +<div class="blockquot"> +<ol><li>Lincoln</li> +<li>Slavery</li> +<li>President</li> +<li>Rail-splitter</li> +<li>Honest Abe</li> +<li>Lawyer</li> +<li>Fort Sumter</li> +<li>Republican</li> +<li>American</li> +<li>Kentucky</li></ol></div> + +<p><span class='pagenum'><a name="Page_125" id="Page_125">[Pg 125]</a></span></p> + +<h3>SPLITTING RAILS.</h3> + +<p>Guests are to be supplied with pencils and papers containing the +following letters:—</p> +<div class="blockquot"> +<ol><li>Loadailrrfliar</li> +<li>Aliredalrig</li> +<li>Ginlatirlairgruad</li> +<li>Wilrayalingir</li> +<li>Letairrlailerry</li></ol></div> + +<p>Which are the rails to be split or divided into ten words, each rail +containing two words which contain the word "rail" with other letters. +The person splitting the most rails in a given time (having the most +correct words) should be awarded a suitable prize. The split rails +are:—</p> +<div class="blockquot"> +<ol><li>Railroad, frail</li> +<li>Derail, grail</li> +<li>Trailing, railguard</li> +<li>Railway, railing</li> +<li>Trailer, raillery.</li></ol></div> + +<p><span class='pagenum'><a name="Page_126" id="Page_126">[Pg 126]</a></span></p> + +<h3>BREAKING THE CHAIN.</h3> + +<p>Several children are chosen as slaves and stand in the center of the +room. The other children stand in a circle about them, forming a chain +by linking each arm into the arm of a child on either side and clasping +his own hands in front of him. The chain of children may circle around +or stand in one place while the slaves try to break the chain and gain +their freedom.</p> + +<h3>LOG CABIN.</h3> + +<p>The tiny tots would enjoy building a log cabin of tooth-picks by placing +upon the table two wooden tooth-picks about two inches apart in a +horizontal line, then laying two tooth-picks across them in a vertical +position. Place two more directly above the first ones, then two above +the second ones and so on as high as the children can build.<span class='pagenum'><a name="Page_127" id="Page_127">[Pg 127]</a></span></p> + +<hr style="width: 35%;" /> +<h2><a name="St_Valentines_Day" id="St_Valentines_Day"></a>St. Valentine's Day</h2> + +<p>Invitations for this party are written on red paper hearts. The +decorations also are red paper hearts strung from the corners of the +rooms to the chandeliers, between arches, draped across windows, etc., +etc.</p> + +<p>For refreshments, cakes and ices may be heart shape, also tiny heart +shape sandwiches and candy hearts with mottoes on them.</p> + +<p>For a center piece a wax cupid with bow and arrow in the midst of +flowers and foliage, with various sized red paper hearts scattered +around.</p> + +<p>A large heart shaped bag with the words, "There is something in my heart +for you," printed on it, contains a valentine or a favor for each guest. +The young host or hostess holds the bag while the guests march along and +each one in turn reaches into the bag for a prize.</p> + +<p>The following games are appropriate:—</p> + +<h3>ST. VALENTINE'S POST OFFICE</h3> + +<p>The players sit in a circle around the room except one who is selected +for postman, blind folded and placed in the center of the room. Some +grown person, who acts as Postmaster General giving each<span class='pagenum'><a name="Page_128" id="Page_128">[Pg 128]</a></span> child the name +of a city or town and standing in a position to see the players, begins +the game by saying, "I have sent a valentine from Chicago to New York +(or the names of any of the cities or towns given the children.)" The +children representing these cities change places quickly, the postman +trying to catch them or to sit in one of the empty chairs. If he is +successful in either attempt the child who is caught or whose chair he +has taken becomes postman, while the retiring postman receives a small +valentine as his reward. A child who remains seated when his name is +called must take the place of the postman.</p> + +<h3>CUPID IS COMING</h3> + +<p>The players seat themselves round the room, and one having announced +"Cupid is coming," another questions, "How is he coming?" Whereupon +everyone must in turn say "Cupid is coming amblingly" or "amiably," or +use some other adverb beginning with "A." When every member of the +company has mentioned an adverb, the game goes on by using adverbs +beginning with "B," then "C," and so on until all the letters are used +up, or the company prefers to change the game. Anyone failing to supply +an adverb must pay a forfeit.<span class='pagenum'><a name="Page_129" id="Page_129">[Pg 129]</a></span></p> + +<h3>HEART HUNT</h3> + +<p>Candy or paper hearts are hidden in nooks and corners, behind bric a +brac, curtains, etc. Heart shaped paper baskets, boxes or envelopes are +given to each hunter, to put the hearts in. The one finding the greatest +number of hearts receives a heart shaped prize, such as a box of +bonbons, pin tray or cushion, photo frame, blotter, pen wiper, needle +book, trinket box, etc. etc.</p> + +<h3>CUPID'S DART</h3> + +<p>A large white heart-shaped target having a small red heart for the +bull's eye, a bow and cupid's dart are necessary for this game. Each +person in turn stands a certain distance from the target and shoots at +the red heart. A satin heart with the motto, "Cupid's dart has pierced +my heart" may be awarded the person making the best shot.</p> + +<h3>A HEART GUESSING CONTEST</h3> + +<p>The following sentences are written on heart shaped cards and passed +with pencils to the guests<span class='pagenum'><a name="Page_130" id="Page_130">[Pg 130]</a></span> who are told to supply the missing word with +a word whose first five letters spell heart.</p> +<div class="blockquot"> +<dl> +<dd> +<ol class="first"> +<li>Cupid's symbol—.</li> +<li>Cupid greets you—.</li> +<li>Sitting on the—.</li> +<li>He is never—.</li> +<li>Sometimes he is—.</li> +<li>If he has caused a—.</li> +<li>If he were ill with—.</li> +<li>It would be—.</li> +<li>His favorite flower is—.</li> +<li>Thoughts of love to touch the—.</li> +</ol> +</dd> +<dd> +<ol class="second"> +<li>Hearts</li> +<li>Heartily</li> +<li>Hearth</li> +<li>Heartless</li> +<li>Heart-sick</li> +<li>Heartache</li> +<li>Heart-burn</li> +<li>Heart-rending</li> +<li>Heart's-ease</li> +<li>Heart-strings</li></ol> +</dd> +</dl> +</div> +<p><br /><br />The first person who guesses correctly receives an appropriate heart +shaped prize.</p> + +<h3>BROKEN HEARTS</h3> + +<p>Place two red paper hearts which have been cut into several irregular +pieces into an envelope and distribute to each gentleman guest, who +selects a lady for a partner and at a signal they begin putting<span class='pagenum'><a name="Page_131" id="Page_131">[Pg 131]</a></span> the +pieces together to form the heart. The couple first getting the pieces +together in perfect order, forming two hearts, wins the contest and each +receives a prize.</p> + +<h3>TWO HEARTS THAT BEAT AS ONE</h3> + +<p>Fasten a large white handkerchief on the wall or door. Paste or sew a +small red paper heart in the center of it.</p> + +<p>Let each person in turn be blindfolded and try to pin a heart of +corresponding size over the heart on the handkerchief. The one +accomplishing the feat or coming the nearest to it receives a valentine +or appropriate prize.<span class='pagenum'><a name="Page_132" id="Page_132">[Pg 132]</a></span></p> + +<hr style="width: 35%;" /> +<h2><a name="Washingtons_Birthday" id="Washingtons_Birthday"></a>Washington's Birthday</h2> + +<p>To give a patriotic air to the surroundings should be the aim of the +hostess in giving a party or entertaining on Washington's Birthday.</p> + +<p>Use the American flag, various sizes, for draping and decorating +pictures, mantels, door-ways, windows etc., and red white and blue +bunting hung from the chandeliers to the corners of the room, over +archways, twined around the banister of stairways, etc., etc.</p> + +<p>Red, white and blue paper garlands, paper hatchets and clusters or +branches of artificial cherries are attractive; and pictures and busts +of Washington draped with flags or bunting would be very effective.</p> + +<p><a name="washington" id="washington"></a>A military Euchre Party would be very appropriate for this occasion. +Invitations written on a card with the American flag painted or printed +on may be worded as follows:</p> + +<div class="bbox" style="margin-top: 2em; margin-bottom: 2em;"> +<p class="center" style="margin-bottom: 0em;">You are respectfully requested to enlist in a<br /> +Military Skirmish<br /> +On Friday <span style="word-spacing: 4em;">Evening February</span> twenty-second<br /> +At the Barrack, seven forty-six First Street.</p> +<p style="margin: 0 0 0 1em;">Assembly <span style="word-spacing: 7em;">call By</span> order of<br /> +Eight <span style="word-spacing: 9em;">o'clock Mrs.</span> John Smith<br /> +<span style="word-spacing: 13em;">sharp General</span> pro-tem.</p> +</div> +<p><span class='pagenum'><a name="Page_133" id="Page_133">[Pg 133]</a></span></p> + +<p>Greet the guests with a military salute, which they should, of course, +return.</p> + +<p>Over each table suspend a small wooden ball with tiny holes in, just +large enough to insert the smallest size flag having a wooden staff. +(These flag holders may be purchased. They are usually red and have a +long round stick or handle which may be tied or wired to the chandelier, +or festoons.)</p> + +<p>Red, white and blue festoons must be strung upon wire or very heavy cord +to be strong enough to hold the wooden ball for the flags.</p> + +<p>A card about three by ten inches bearing the name of a fort should also +be hung over the table. Fort Sumter, Fort Ticonderoga, Fort Moultrie, +Fort Duquesne, Fort Riley, Fort Hamilton, Fort Necessity, Fort Dodge, +Fort McAllister, and Fort Donelson are names which may be used.</p> + +<p>Tally cards may represent flags or shields with red strings or ribbons +for the ladies and blue for the men, and on the reverse side write the +name of the fort and company, as "Fort Sumter, Company A" and "Fort +Sumter, Company B" instead of table 1, couple 1, etc., etc.</p> + +<p>Six players are at each table—three are Company A and three are Company +B. When all are seated the bugle is sounded and company A of each fort +advances to the next fort in rotation to meet the enemy, company A of +the foot table coming to the first table or fort.</p> + +<p>The bugle sounds again as a signal for the players<span class='pagenum'><a name="Page_134" id="Page_134">[Pg 134]</a></span> to begin. Company A +are partners sitting alternately with company B, who are partners and, +of course, company A play against company B.</p> + +<p>Thirty-three cards are used to play this game, the Joker, Aces, Kings, +Queens, Jacks, Ten, Nine, Eight, and Seven spots. Five cards are dealt +to each player, the three remaining cards, called the widow, are turned +face down. No trump is turned. After the deal the players bid for the +trump in turn, commencing with the eldest hand. When a player bids he +must name the suit he bids on. The highest bid wins and the bidder is +entitled to the widow, selecting any cards he wishes and discarding +others in their place. The side whose bid is successful must win the +number of tricks bid or it is euchred and the opposite side scores the +amount bid. A bid to play alone is higher than a bid of five and if the +bidder takes all the tricks his side scores ten.</p> + +<p>At the end of five minutes the bugle is sounded and all must stop +immediately. The company which has scored the most points at that time +is victorious and takes the small flag, which has been placed on the +table while they were playing, and places it in their own fort. (The +flag holder suspended above the table.)</p> + +<p>All players return to their original forts and at the first sound of the +bugle company B advances to meet the enemy while company A remains to +protect the fort. At the second bugle call the soldiers begin the +warfare which lasts another five minutes when<span class='pagenum'><a name="Page_135" id="Page_135">[Pg 135]</a></span> the bugle announces time +is up. A flag is given to the winning company at each table and furled +above their fort, the players again taking their original seats at their +own fort.</p> + +<p>At the bugle's blast company A advances to the second fort while company +B remains to hold the fort, etc. etc.</p> + +<p>These maneuvers are kept up until the "soldiers" of each fort have +"fought for the flag" with the "soldiers" of each of the other forts, or +as long as the "General" may see fit.</p> + +<p>The home fort must not be deserted by all of its soldiers at the same +time. Either company A or company B remain during each skirmish—nor do +company A and company B of the same fort play against each other.</p> + +<p>At the desired time the sound of the bugle is heard and the skirmish is +ended. The fort having captured the most flags gains the victory and +each soldier should be awarded a suitable prize. The fort having the +least number of flags may be given a booby prize in the shape of small +toy drums for the ladies and toy fife or horn for the gentlemen. The +"General" may then order the soldiers of this fort to serenade the +victorious soldiers.</p> + +<p>Fruit Punch with a generous supply of Maraschino cherries may be served +during the evening.</p> + +<p>Refreshments may consist of sandwiches tied with red, white and blue +ribbon; red, white and blue layer cake (vegetable coloring can be +obtained from<span class='pagenum'><a name="Page_136" id="Page_136">[Pg 136]</a></span> the confectioner) or small fancy cakes; red, white and +blue cream patties, salted nuts, coffee, cherry ice or vanilla +ice-cream. Use an ice cream disher which forms the ice cream into a +conical shape. Small flags having a very long pin for a staff are placed +in these forts.</p> + +<p>The menu may be enlarged by serving a salad or meat patties of various +kinds.</p> + +<p>Cream cheese served with preserved cherries and salted crackers would be +a palatable and appropriate dish. Ice cream and ices may be obtained +from the caterer in various appropriate molds, such as cannon balls, +shields, flags, Geo. Washington hatchets, etc., etc.</p> + +<h3>A WASHINGTON'S BIRTHDAY LUNCHEON IN WHITE AND RED</h3> + +<p>A White cloth covered the table at this luncheon—a white embroidered +linen center piece with lace edge under which showed red crepe tissue +paper—vase of red and white carnations. Place Cards ornamented with +hand painted cherries and hatchets. Favors, miniature artificial cherry +trees (with a tiny paper hatchet at the base) growing in (imitation) +birch-wood candy boxes, which should be filled with candied cherries.</p> + +<p>Cream of oyster soup served in bouillon cups—salted crackers.—Celery; +pimentos cut in small<span class='pagenum'><a name="Page_137" id="Page_137">[Pg 137]</a></span> pieces; salted peanuts in red paper cups. Serve +on individual plates, chicken chartreuse with cannon ball potatoes.</p> + +<p>Chicken Chartreuse,—Butter tin moulds (½ pt. tin cups are good ones) +and line with cooked rice. Fill with creamed chicken previously +prepared. Set moulds in pan of hot water and keep hot until wanted. Run +knife around inside of tin to loosen the contents and invert mould upon +serving plate. The result will be apparently a mould of rice. Place a +Maraschino cherry on the top.</p> + +<p>Cannon Ball Potatoes,—With a potato scoop cut round balls out of raw +potatoes. Boil them in beet juice or use enough liquid off of pickled +beets to color the water a deep red. Watch carefully that they do not +cook soft enough to break. Serve a couple on each plate with the chicken +chartreuse.</p> + +<p>Thin bread and butter sandwiches.</p> + +<p>Lady Washington Salad,—Cut the top off and scoop out the inside of +bright red Jonathan apples. Place them on white lace paper doilies on +salad plates and fill with the following mixture:—</p> + +<p>Equal portions of apple and celery cut in small cubes, one-eighth the +amount of pimentos cut fine and one-eighth the amount of Maraschino +cherries cut in half. Use a mayonnaise dressing or one of the +manufactured salad dressings mixed with a generous amount of whipped +cream.</p> + +<p>Coffee covered with whipped cream. Vanilla ice cream or any fancy cream +that is white, served in<span class='pagenum'><a name="Page_138" id="Page_138">[Pg 138]</a></span> champagne glasses topped with a maraschino +cherry. Marshmallow cake dotted with candied cherries. Red and white +cream patties.</p> + +<h3>GAMES AND PASTIMES FOR WASHINGTON'S BIRTHDAY</h3> + +<h3>HUNTING THE HATCHET</h3> + +<p>Small paper hatchets (containing candy if desired) are previously hidden +in every conceivable place in rooms to which guests have access, behind +doors and pictures, in vases, under chairs and tables, on the gas +fixtures, etc., etc. A certain length of time should be allowed for the +hunt and the one finding the most hatchets should be rewarded with a +prize.</p> + +<h3>CHERRY RIPE</h3> + +<p>A tooth pick is suspended by a string in the door way or from the +ceiling just out of reach of the children. Stick a ripe cherry or a +candied cherry on the tooth pick. The children in turn jump up and try +to catch the cherry in their mouth. The cherry is the prize and when won +by one of the children another cherry must be put on the toothpick until +each child has had a turn.<span class='pagenum'><a name="Page_139" id="Page_139">[Pg 139]</a></span></p> + +<h3>WASHINGTON PI</h3> + +<p>Distribute to each guest a pencil and a slip of paper with the following +letters written upon it:—</p> +<div class="blockquot"> +<dl> +<dd> +<ol class="first"> +<li>Higtaswonn</li> +<li>Itesrpden</li> +<li>Nutom Nervon</li> +<li>Leyalv Gorfe</li> +<li>Serrouvy</li> +<li>Wealadre</li> +<li>Rechyr Erte</li> +<li>Rebrafuy</li> +<li>Tariopt</li> +<li>Sametastn</li> +</ol> +</dd> +<dd> +<ol class="second"> +<li>Washington</li> +<li>President</li> +<li>Mount Vernon</li> +<li>Valley Forge</li> +<li>Surveyor</li> +<li>Delaware</li> +<li>Cherry Tree</li> +<li>February</li> +<li>Patriot</li> +<li>Statesman</li></ol> +</dd> +</dl></div> + +<p><br /><br />Announce to them that by transposing the letters they will spell a word +which is in some way connected with the history of George Washington. +The person having the correct answers first or the one having the most +correct answers in a given time wins a prize. A candy box in the form of +a pie full of candied cherries would be appropriate or something in a +patriotic line such as a portrait or bust of Washington—a small cannon +on a solid base intended for a paper weight—a drum pincushion—a +miniature sword paper knife, etc., etc.</p> + +<h3>CROSSING THE DELAWARE</h3> + +<p>A space about four or five feet wide is marked off on the floor by +stretching two strings from one<span class='pagenum'><a name="Page_140" id="Page_140">[Pg 140]</a></span> side of the room to the other or with +chalk which represents the "Delaware River." Or an imaginary line will +answer. Half of the players stand on one side of the space and half on +the opposite side.</p> + +<p>Each company has a captain who gives each of his soldiers a name that +denotes action and can be demonstrated—beginning with the letter "A" +such as appealingly, angrily, etc. The second soldier's name begins with +"B"—blindly, bashfully, boisterously. The third soldier's name begins +with "C"—cautiously, carelessly, curiously, and so on through the +alphabet until all are named.</p> + +<p>Then the captain of company A announces, "Washington is crossing the +Delaware." The captain of the opposite company "B" replies, "How?" The +first captain responds "A" whereupon the soldier of his company whose +name begins with "A" walks across the space and back "awkwardly," +"angrily" or acting whatever name has been given to him (or her.) The +opposite side try to guess the name from the actions or manner of the +soldier. If the soldier crosses to the opposite side and back before his +name is guessed he remains with his own company, but if the soldiers of +the opposite side guess his name before he reaches camp he must join +their ranks.</p> + +<p>Then the captain of company B announces, "Washington is crossing the +Delaware." Captain of company A asks, "How?" Captain of company B +responds "A" and his soldier "A" crosses over "anx<span class='pagenum'><a name="Page_141" id="Page_141">[Pg 141]</a></span>iously," "actively" +or whatever the name may be. If he succeeds in reaching camp before his +name is guessed he remains there but joins the opposite company if they +guess his name before he reaches camp.</p> + +<p>Now it is company A's turn to send soldier "B" across with the same +preliminaries as before. Then company B sends soldier "B" across the +Delaware. Then Company A sends soldier "C" followed by soldier "C" of +company B and so on, a soldier from each company alternately until all +have had a chance to cross.</p> + +<p>The company having the most soldiers is victorious, as they have either +crossed successfully or been captured. They may be rewarded by some +appropriate trifle such as a tiny flag or paper hatchet, or some of the +small brass or metal stick pins representing shields, flags, eagles, +colonial hats, rosettes, muskets, drums, etc., etc.<span class='pagenum'><a name="Page_142" id="Page_142">[Pg 142]</a></span></p> + +<hr style="width: 35%;" /> +<h2><a name="April_Fools_Day" id="April_Fools_Day"></a>April Fool's Day</h2> + +<p>April first would be an occasion for a fancy dress party en masque. +Invitations may be written on a large sheet of paper and folded or +rolled into a small parcel and tied up in wrapping paper like a package.</p> + +<p>Decorate the rooms with paper or artificial flowers and plants. April +Fool the guests when time for them to arrive by having the lights as low +as possible. The maid or person admitting the guests informs them the +hostess is "not at home," but immediately adds "please come in and +wait," and they are then directed to lighted rooms where they may remove +their wraps.</p> + +<p>An invitation to a "Folly Party" may be adorned with a picture of a +fools cap and bells or a Jester. One form reads thus:—</p> + +<p> +<span style="margin-left: 15em;">On ye night of April first at stroke of eight</span><br /> +<span style="margin-left: 15em;">Ye Fooles and Jesters will congregate</span><br /> +<span style="margin-left: 15em;">At —— St; Prithee come, likewise</span><br /> +<span style="margin-left: 15em;">Bedecked in frivolous garb, Thy face disguise</span><br /> +<span style="margin-left: 15em;">So unquestioned you may see</span><br /> +<span style="margin-left: 15em;">"What fools these mortals be."</span><br /> +</p> + +<p>If there is any question as to which member or members of the family is +giving the party, enclose a visiting card or write the name of the host +or<span class='pagenum'><a name="Page_143" id="Page_143">[Pg 143]</a></span> hostess on the reverse side of invitation or back of envelope.</p> + +<p>One may choose from the following menu, foolish food for refreshment.</p> + +<p class="center"> +Turtle Soup—au natural<br /> +(Soup plates or bouillon cups of water with tiny toy turtle in each one)<br /><br /> +Radishes<br /> +(Toy or paper red dishes)<br /><br /> +Piccalilli<br /> +(A dish of artificial or natural lilies to pick from)<br /><br /> +Blue Points<br /> +(Short pointed ends of blue crayon or lead pencils)<br /><br /> +Crackers<br /> +(Tiny fire crackers)<br /><br /> +FISH<br /><br /> +Baked Sole<br /> +(An old sole of a shoe)<br /><br /> +Fried Perch<br /> +(A wooden perch—the kind used in bird cages)<br /><br /> +ROAST<br /><br /> +Spring Lamb<br /> +(A toy lamb in place of a jack-in-the-box)<br /><br /> +Wild Duck<br /> +(Throw at the guests a large handful of small +rubber or paper balls attached to rubber strings, so +they will return and hit no one—the guests will +"duck" to escape being hit.)<br /><br /> +ENTREES<br /><br /> +Rabbit en casserole<br /> +<span class='pagenum'><a name="Page_144" id="Page_144">[Pg 144]</a></span>(Hair (hare) in covered dish)<br /><br /> +DESSERT<br /><br /> +Strawberry Ice<br /> +(Strawberry buried in ice)<br /><br /> +Cake—Devil's Food<br /> +(Sulphur matches)<br /><br /> +Black Coffee<br /> +(Have the colored man step in and cough)<br /><br /> +Mixed Nuts<br /> +(Iron nuts such as used on bolts and machinery)<br /><br /> +Raisins<br /> +(Yeast cakes)<br /> +</p> + +<p>The hostess should have a bell at her place and ring it before each +course, when the butler (or a gentleman who will act as butler for the +occasion) will repeat in a loud voice the order of the hostess which, of +course, will be simply the name of the food about to be served. Or have +at each plate a small card with the menu written on it.</p> + +<p>For a centerpiece a dish of artificial fruit or a vase of daffodils +(daffy-dills) may be used, placed on a cloth centerpiece, circular and +cut in points, a bell on each point. Two colors should be used for the +points.</p> + +<p>A few dishes of April Fool bon bons may be distributed on the table.</p> + +<p>After this foolish feast is ended genuine refreshments should be served. +One might reverse the order of serving; begin with the dessert and end +with what should have been first.</p> + +<p>Many viands may be served "in disguise" and yet be very palatable. For +instance creamed chick<span class='pagenum'><a name="Page_145" id="Page_145">[Pg 145]</a></span>en, sweet breads, etc., may be encased in mashed +potato or boiled rice.</p> + +<p>Line tin moulds with the potato or rice, fill the center with the +creamed fowl, sweet breads or oysters and heat in pan of hot water. When +inverted on serving plate there will be, apparently, a mound of potatoes +or rice.</p> + +<p>Large baked potato skins may be used to enclose the meat, also grape +fruit or orange rinds cut in half and contents removed, then filled with +the hot chicken, etc., and the other half replaced, or cover the top +with a lettuce leaf or sprigs of water cress or parsley.</p> + +<p>Lift one section of a banana skin, remove fruit, fill with any desired +salad and replace section of skin. Use a toothpick to keep in place if +necessary.</p> + +<p>Olives may be served, each covered with the half of an English walnut +shell. A corn husk may hold a sandwich, etc., etc.</p> + +<p>Fruit cups may be made from apples, oranges, lemons, grape fruit, +bananas, etc., and many of the vegetables could be utilized. The large +telephone pea pods may contain a small pickle or relish of some kind.</p> + +<p>Mangoes or green pepper pods, tomatoes, cantaloupe, cucumbers, etc., may +be scooped out and filled with food of a different nature.</p> + +<p>Cover the opening in the bottom of small flower pots with stiff paper or +fill with paraffin wax. Line the flower pot with stiff white paper to +within an<span class='pagenum'><a name="Page_146" id="Page_146">[Pg 146]</a></span> inch of the top. Fill with chocolate ice cream or any desired +cream, but cover the top with chocolate ice cream or chocolate frosting +as dark as possible, sprinkle grated sweet chocolate or bits of +chocolate fudge on top. Stick rather a short stemmed carnation, daisy or +similar flower in the center and serve.</p> + +<p>Small cakes may be served from cabbage heads. Use cabbage having the +outside leaves on. Open the outer leaves carefully until there is enough +to hide the interior. Cut out the center of the cabbage and fill with +small cakes.</p> + +<p>All sorts of odd candy boxes filled with candies may be used for favors.</p> + +<p>Ordinary refreshments may be served on dishes not ordinarily used for +that particular purpose. Use bowls or soup dishes instead of +cups—saucers, vegetables dishes, cups, etc., where plates or platters +should be used.</p> + +<p>The clever hostess will, no doubt, think of many ways wise and otherwise +to serve refreshments on such an occasion.</p> + +<h3>AN APRIL FIRST FESTIVAL</h3> + +<p>A "King's Jester," painted in water-color, clad in red and yellow, +smiling and beckoning, is painted on one side of the white card of +invitation. On the reverse side is written, in gold ink, "'Fools make +feasts and wise people eat them,' saith the seer. Will<span class='pagenum'><a name="Page_147" id="Page_147">[Pg 147]</a></span> you be one of +the many wise ones on All Fools' Day evening to partake of a feast, and +make merry betimes?"</p> + +<p>On the appointed evening the guests are met at the door and conducted to +the parlor by a youth, dressed in a red blouse with full bishop sleeves +and long pointed yellow cuffs, and a full-gathered, double skirt, half +way to the knees, made in pointed scallops—the scallops of the lower +skirt of yellow alternating with the scallops of the upper one of red +with a jingling gold bell sewed to each scallop. One stocking is red, +and the other yellow, and one foot is thrust into a red sandal, and the +other into a yellow one, with a bell on each sharply pointed toe.</p> + +<p>Around his waist is a red leather belt; a yellow jester's cap with red +leather rim, and with bells on the hood, and a red cape with yellow +lining completes his dress. The costume is made of glossy sateen; the +sandals of canton flannel.</p> + +<p>A half hour before dinner, the "fool" hands each guest pencil and paper +and menu card, and they are asked to guess the dinner viands. The menu +reads, "Food for the Wise:"</p> +<div class="blockquot"> +<ol> +<li>Baked portion of beast Americanized in 1493, by Columbus. (Ham.)</li> + +<li>Fried jewel-boxes of the sea. (Oysters.)</li> + +<li>Fried young sons of a fowl first found in Java. (Spring chicken.)</li> + +<li>Slices of a Chilean tuber that once saved a cross-sea nation from +famine. (Chipped potatoes.)<span class='pagenum'><a name="Page_148" id="Page_148">[Pg 148]</a></span></li> + +<li>Love apples. (Tomatoes.)</li> + +<li>Salad of a bleached vegetable, akin to the hemlock of Socrates. +(Celery salad.)</li> + +<li>A nineteen-day vegetable. (Radishes.)</li> + +<li>A Greek herb pudding. (Asparagus.)</li> + +<li>Fruit that caused a war. (Apples.)</li> + +<li>Sauce of an old world plant, akin to dock. (Rhubarb.)</li> + +<li>Slices of bread, and the fruit of the emblem of peace. (Olives +sandwiches.)</li> + +<li>A food with which Canaan was said to flow—eggs and sugar, boiled +and frozen. (Custard.)</li> + +<li>Dear to squirrels. (Nuts.)</li> + +<li>Sugar plums. (Bon-bons.)</li> + +<li>Obtained from the hoopskirt and tin can eater. (Cheese.)</li> + +<li>Sugared dough. (Cake.)</li> + +<li>A drink (from a berry) introduced in England in 1652 by a Greek. +(Coffee.)</li> +</ol></div> + +<p>The prizes for the best "guessers" are books—Max Pemberton's "Queen of +Jesters" for the fortunate girl, and Victor Hugo's "Man Who Laughs" for +the lucky man. The booby prizes are wands with "fools' heads" of +gingerbread.</p> + +<p>The cloth of the dining table is made of sheeting, with a two-inch hem, +and with pleasantly jingling bells of yellow and red sewed thickly +around the entire edge.</p> + +<p>At each end of the table, with each hand catching a red ribbon that runs +in waves entirely around the<span class='pagenum'><a name="Page_149" id="Page_149">[Pg 149]</a></span> table, is a King's Jester, painted on the +cloth—facsimiles of the living one who served the guests.</p> + +<p>For painting the cloth—common tube paints are used—taking for a +thinning medium a mixture of three ounces of turpentine, ten drops of +pure cider vinegar, six drops of lemon extract, and a little sugar of +lead. The figures are drawn with a lead drawing pencil, and care taken +in painting them to prevent the paint spreading over the edges of the +design. Several days are given the cloth to dry before using.</p> + +<p>The tomatoes and apples are yellow and red; the radishes are red; the +cakes are small squares, iced yellow and red, and the bon-bons are +little clear red and lemon colored fishes—typical of the French +"poissons d'Avril," "April fish," as their "April Fool" is called.</p> + +<p>Following are a few games, etc., for the amusement of children small and +children tall.</p> + +<h3>FOLLIES OF FORTUNE</h3> + +<p>Let one of the ladies be blindfolded and seated behind a large screen or +curtain or in a tent in an adjoining room which is dimly lighted. A +gypsy tent may be improvised with three long sticks tied together at one +end, the other ends resting on the floor at equal distances forming a +tripod which is covered with a couple of large sheets.</p> + +<p>Announce to the guests, "We have secured for your pleasure this evening +that remarkable necro<span class='pagenum'><a name="Page_150" id="Page_150">[Pg 150]</a></span>mancer, Madam Loof-lirpa. (April fool spelled +backwards.) The madam is the seventh daughter of the seventh daughter +and has the rare and marvelous power of second sight, and while securely +blindfolded she will tell you anything that you have done."</p> + +<p>"All are welcome to visit this seeress but only one at a time. Mr. —— +you may come first if you please," (naming one of the gentlemen +present.)</p> + +<p>Just before ushering the "fated" one into the presence of Madam +Loof-lirpa, inform him that in order to be sure the fortune teller +cannot see through the bandages over her eyes, he should make several +motions or signs or pose before her for a few seconds and then say to +her "Madam, what did I do?"</p> + +<p>The Seeress may keep him in suspense a second or two before replying or +may say "I am not quite sure. Please do it again," and finally answer, +"You made a fool of yourself."</p> + +<p>Each victim has the privilege of remaining near enough to see the next +one caught.</p> + +<h3>FOLLOW MY FOOT-STEPS</h3> + +<p>Place a number of articles such as pillows, books, handkerchiefs, +inexpensive bric-a-brac, etc., on the floor. One person acts as leader +and walks in a zigzag path around the obstacles, followed by the others. +Then one of the party is blindfolded and told by the leader to "follow +my foot-steps and if<span class='pagenum'><a name="Page_151" id="Page_151">[Pg 151]</a></span> you do not break or mar anything you shall have a +surprise."</p> + +<p>When the "victim" starts on his journey everything is quietly removed +from his path and when he has tired of wandering and removes the bandage +he is greeted by "April Fool."</p> + +<h3>FOOLISHNESS</h3> + +<p>Ask the guests to tell the most foolish thing they ever did and give a +suitable prize for the most foolish answer.</p> + +<h3>IT IS TO LAUGH</h3> + +<p>The players form a circle taking hold of hands and circle around one of +the players who is blindfolded and holds a staff or cane. When he raps +on the floor with the cane they all stand still. He then points the cane +towards some one, saying, "It is to laugh." The person touched by the +cane or nearest it places the end of the cane close to his mouth and +laughs. If his name is guessed by the player in the center they change +places and circle again—if not, they circle until the player in the +center succeeds in naming the owner of the laugh.<span class='pagenum'><a name="Page_152" id="Page_152">[Pg 152]</a></span></p> + +<h3>THE MUSEUM</h3> + +<p>The guests are invited to inspect your collection of curios and +souvenirs which are displayed in numerous paste board boxes, +collectively on a large table, or distributed in convenient places about +the room on mantels, tables, piano, book shelves, etc.</p> + +<p>Each box bears a large placard or label of its contents. "An Ancient +Instrument of Punishment," a worn slipper; "An Irish Bat," a brick bat; +"The Mummy of the Mound Builders," a stuffed mole; "Bonaparte," two +small bones placed apart from each other; "An American Fool's Cap," a +sheet of fools-cap paper; "Tainted Money," a penny flattened and +mutilated until it is spoiled; "A Longfellow Souvenir," a section of +bamboo; "A Pair of Ancient Pincers," two dried crawfish or lobster +claws; "A Fool's Paradise," a pair of dice; "Sacred White Rabbit," a +white hair.</p> +<div class="blockquot"> +<p>"A Lobster," a small mirror reflecting each one who peers in;</p> + +<p>"A Marble Bust from Italy," a broken marble;</p> + +<p>"A Pair of Pink Hose from London," two tiny toy hoes colored pink;</p> + +<p>"A Necktie from Mexico," a rope noose;</p> + +<p>"An Old Fashioned Beaux," a bow of ribbon;</p> + +<p>"A Diamond Tray," the three spot of diamonds.</p> + +<p>"A Crazy Flower," a daffodil (daffy-dill);</p> + +<p>Etc., etc.</p> +</div> +<p>Pitfalls and snares for the unwary are all around.<span class='pagenum'><a name="Page_153" id="Page_153">[Pg 153]</a></span> A silver coin is +glued to the floor. A handkerchief or bow is fastened to the floor. A +vase of flowers have a little snuff or pepper sprinkled on them—those +who smell will sneeze. An artificial mouse is attached to a curtain. +Slyly pin papers, bearing different inscriptions, on the backs of some +of the guests. One may read, "Please tell me my name." All who read it +will tell him his name which becomes monotonous. "Please kiss me," +"Please hold my hand," "Please kick me gently," "Please borrow my +money," "Please make me laugh," "Please call me Fond Heart."</p> + +<p>These and many other foolish things will seem funny on All Fool's Day.<span class='pagenum'><a name="Page_154" id="Page_154">[Pg 154]</a></span></p> + +<hr style="width: 35%;" /> +<h2><a name="Easter" id="Easter"></a>Easter</h2> + +<p>Easter Day should be a peaceful, happy day of rejoicing, thanksgiving +and praise to the Giver of all good. Easter is symbolic of a new life, +and a brighter one. It is springtime, the sun shines brightly, and +Nature smiles. She is rejoicing because her dead are coming to life +again. The trees, the grass, the flowers all rise up in the glory of a +new and beautiful life. Chrysalis and egg are not strong enough to keep +back the new life of butterfly and bird which rises skyward to rejoice, +each in its own way.</p> + +<p>One of the oldest and most characteristic Easter rites and the most +widely diffused is the use of paschal (Easter or Passover) eggs. They +are usually dyed in various colors and people mutually make presents of +them. There can be little doubt that their use at this season was +originally symbolical of the revivication of nature, the springing forth +of life which in turn is symbolical of the ascension.</p> + +<p>In some parts of the country colored eggs are hidden in nests or in +corners, and the children have a great deal of pleasure on Easter +morning hunting for the eggs which, according to German folk-lore, were +brought during the night by the White Rabbit.</p> + +<p>Here is an idea for an Easter Luncheon which would be appropriate at +this season.<span class='pagenum'><a name="Page_155" id="Page_155">[Pg 155]</a></span></p> + +<h3>A LUNCHEON IN WHITE AND YELLOW</h3> + +<p>Use a large plateau or mirror for the centerpiece, in the center of +which lay an irregular piece of real (or artificial) moss about one-half +the diameter of the plateau (to represent an island.) Stick a few sprays +of asparagus and maidenhair fern in it and a number of white and yellow +spring flowers—the crocus, jonquil, daffodil, daisy and snowdrop. Cut +the stems of the flowers in various lengths to give a better effect. +Place a few (artificial) little fluffy chickens on the island and +several downy ducklings in the surrounding lake (mirror.) Or use a vase +of jonquils and daffodils for a center piece.</p> + +<p>Place cards may be made by cutting bristol board into egg shape or oval +pieces. On a portion of this card spread some mucilage and sprinkle +yellow sand over it. Then stand a tiny yellow chick (these are made of +wool and can be purchased very cheap) on the sand (using glue) and close +behind it glue the small end of an egg shell. Similar cards can be +purchased all ready decorated.</p> + +<p>Serve a grape fruit cocktail first. Cut the grape fruit in half, take +out the fruit in as large pieces as possible, place in a bowl with the +juice. Mix with this a small amount of white grapes, halved and the +seeds removed, and a portion of pineapple canned or fresh cut in small +pieces and some of the juice or syrup from the pineapple. Add a little +sugar and angelica wine if desired. Remove the pulp from the<span class='pagenum'><a name="Page_156" id="Page_156">[Pg 156]</a></span> grape +fruit, fill each half with the mixture and serve on doylie covered +plates.</p> + +<p>For a relish use celery, white radishes, small yellow tomato pickles or +pickled white grapes.</p> + +<p>The meat course consists of creamed chicken, creamed sweetbreads and +creamed veal. Carefully cut about one-third of the shell off the top of +as many eggs as needed. Remove egg and fill shell with the hot creamed +meat, (use three shells for each plate, each having a different filling) +and replace top of shell.</p> + +<p>Form shoestring potatoes into a nest on a serving plate and place the +stuffed eggs in the nest. (Tap the filled egg slightly on the end, +indenting but not breaking it and the egg will easily stand on end.)</p> + +<p>Or make a nest of mashed potatoes pressing it through a fruit press or +potato ricer and place in the center of it meat croquettes, oval shaped +and very delicately browned.</p> + +<p>Bread sticks or tiny rolls tied with white and yellow ribbon. Mould the +butter into the shape of an egg.</p> + +<p>Escalloped corn in ramikins.</p> + +<p>Salad of California Asparagus tips on bleached lettuce leaf: Place a +ring of hard boiled eggs around the stem end of asparagus (slice hard +boiled eggs cross-wise, remove the yolk and thrust the ends of asparagus +through the white part) serve with French dressing.</p> + +<p>If ice cream is to be served on plates, have vanilla<span class='pagenum'><a name="Page_157" id="Page_157">[Pg 157]</a></span> and orange flavors +packed in a tubular mold, the orange in the center and the vanilla +around the outside so that when cut it has the appearance of a slice of +hard boiled egg.</p> + +<p>If the cream is served in glasses have the two colors moulded in the +form of an egg.</p> + +<p>Serve lady fingers and egg kisses, or angel food and sunshine cake.</p> + +<p>At each place have salted almonds in a yellow egg shell cup. Color the +eggs a rich yellow, cut off about one-third of the top and remove +egg—use the larger portion of the shell, mash the end a trifle and glue +to a small oval paste board.</p> + +<p>Bon-bons consist of small jelly eggs, white and yellow in a tiny basket +at each place.</p> + +<p>The favors are Easter bonnets which the guests are asked to wear. +(Procure small doll hats of various styles profusely trimmed with +flowers of white and yellow and place a common white hat pin in each +one.)</p> + +<h3>AN EASTER BONNET PARTY</h3> + +<p>A very pleasant entertainment to be given about Eastertide is one at +which the all-engrossing head covering of the season is to be +manufactured.</p> + +<p>The materials required are simple—two sheets of tissue paper for each +guest, numerous pairs of scissors and silver table knives, and pins +without limit.<span class='pagenum'><a name="Page_158" id="Page_158">[Pg 158]</a></span></p> + +<p>The workroom—preferably one provided with a large table—is decorated +with plates of fashionable hats borrowed from a milliner, advertisements +of all sorts displaying bonnets, and half a dozen pattern hats +previously made by the hostess.</p> + +<p>Placards announcing "Fashion's Fancies" or "Hints on Headgear" give +substantial advice like the following: "Bald-headed gentlemen are no +longer affecting the pompadour style of hat;" "A simple crown is King +Edward VII.'s favorite headgear at present;" "None but the very fast set +will wear more than fifteen colors in any one bonnet this season."</p> + +<p>Each guest is furnished with a roll of two sheets of paper which +harmonize in hue, and is told to make a hat or bonnet in fifteen +minutes. Really surprising results will begin to appear. Some very +lovely creations will be evolved by the tasteful fingers of the +wonderful woman who can stretch a dollar; exceedingly funny dunce and +soldier caps with nodding tassels of paper fringe will be the products +of the big men who can always laugh and give others an occasion for +mirth. Hats with brims and without, crownless and with peaked crowns, +with streamers and with ties, so small that they challenge the +ever-present bow in the hair, and so large as to give cause for another +arrest in a New Orleans theater—all the hat family will be there—and +so will fun.</p> + +<p>Did you ever make one? Lay together two<span class='pagenum'><a name="Page_159" id="Page_159">[Pg 159]</a></span> squares of tissue of different +colors (white and blue are pretty), gather it—with pins—in a circle, +so as to form a crown, leaving the four corners sticking straight out +for the present. Roll back two corners loosely, so as to give a +pompadour effect for the front, and plait the others so they stand stiff +for high trimming behind. This gives you a foundation. For trimming use +aigrettes—long fringe pinned so tightly as to stand stiff and curled on +its edges with a table knife—and ostrich plumes—short fringe well +curled. Pin on the back a pair of bewitching strings, pat, punch and +pull into shape, and you have a fetching bonnet.</p> + +<p>That is only one—an easy one. Numberless forms come when one begins to +invoke them.</p> + +<p>When the time has expired, form couples for a cake walk before the +judges and award the prizes. A bunch of Easter lilies, or a clump of +hepaticas or pasque flowers growing in a tiny china bowl is appropriate +for head prize; a hat-pin or a book of nonsense verse for the foot +prize.</p> + +<p>The following games are also suggested.</p> + +<h3>MATCHING EGGS</h3> + +<p>Give each person a certain number of hard boiled eggs. The one who +succeeds in cracking the shells of his opponent's by hitting the ends +together is the winner.<span class='pagenum'><a name="Page_160" id="Page_160">[Pg 160]</a></span></p> + +<h3>EGG RACE</h3> + +<p>Place six hard boiled Easter eggs on each side of the room about one +foot apart. A large basket is placed at the far end of the room. The +players are divided in two sides, each side being chosen one at a time +by the leaders. A large wooden or tin spoon is then given to one player +on each side, who, at a given signal, dishes up the eggs one at a time +with the spoon, placing them in the basket provided. The leader replaces +the eggs on the floor and the next player on each side takes the spoon +and lifts the eggs from the floor and carries them to the basket and so +on until all have had a turn.</p> + +<p>A record is kept of the winners and the side having the greater number +wins the game. This game may be changed slightly by someone timing the +players with a watch, keeping track of the seconds and the one getting +all the eggs into the basket in the shortest time receives a prize.</p> + +<p>When it is convenient to play this game out of doors or in a very large +room place six or more rows of six eggs each on each side of the room or +lawn, with a player (provided with a spoon) behind each row. At a given +signal all start to pick up the eggs with their spoons, and the one +finishing first wins for his side.<span class='pagenum'><a name="Page_161" id="Page_161">[Pg 161]</a></span></p> + +<h3>HEN AND CHICKENS</h3> + +<p>A leader is chosen for the "hen" and the remainder of the children are +"chickens," except one who is supposed to be a chicken hawk.</p> + +<p>They stand in a row behind one another and grasp the skirts or +coat-tails of the child ahead and then they march along with the "hen" +at the head of the line.</p> + +<p>The "hawk" stands from six to sixteen feet away (the distance depends on +the size of the players and the space to play in, the larger each are +the greater the distance may be) watching the parade for a short time, +then begins to flop his wings (moves arms in imitation of flying) and +calls out, "How many chicks have you?" The "hen" replies, "four and +twenty, shoo! shoo!" The "hawk" shouts, "That's too many. I'll take a +few," and then runs after the children trying to touch or "tag" them. +The "hen," of course, tries to protect them by getting them under her +wing—when the "chicks" stoop they are supposed to be under their +mother's wing and cannot be caught. The children must not let go of each +other's skirts or coat-tails (except when caught, then the captured one +steps out of the line and the line is closed up.) The hen and chickens +may run around as much as they like, only they must keep together by +holding on to each other's clothes. The game continues until the hawk +has caught the hen and chickens—then a different player is chosen for +the hawk and the hen.<span class='pagenum'><a name="Page_162" id="Page_162">[Pg 162]</a></span></p> + +<h3>AN EGG HUNT</h3> + +<p>Hide colored Easter eggs or small candy eggs in various places, in +corners, behind curtains, bric a brac, etc., etc. Provide each child +with a small basket or paper bag and at a signal they start to hunt for +the hidden eggs. Allow a certain length of time for the hunting and +reward the one who finds the most eggs with a large candy egg.</p> + +<h3>BOWLING</h3> + +<p>Get ten small toy ten-pins or use wooden clothes pins. Stand them upon +end about six or eight inches apart in a line across the room. Use five +colored eggs for the balls. A player kneels on one knee at a distance of +four feet from the ten-pins and rolls the eggs, one after another toward +the ten-pins, knocking down as many as he can. Then another player rolls +the eggs and so on until all have taken a turn. Count is kept and the +person knocking down the most ten-pins is the winner and receives a +"Panorama egg" or some other appropriate prize.<span class='pagenum'><a name="Page_163" id="Page_163">[Pg 163]</a></span></p> + +<hr style="width: 35%;" /> +<h2><a name="May_Day" id="May_Day"></a>May Day</h2> + +<p>May Day was one of the chief festivals of ancient times and also in more +modern times. The Romans held the "Floralia" or festivals in honor of +Flora, the Goddess of Flowers, from April 28th to the First of May. The +Celts and English used to celebrate May Day extensively. But time makes +many changes and as the years increase this custom has decreased, so +that in some parts of the country the present generation know May first +only as moving day instead of a festival of flowers.</p> + +<h3>MAY POLE DANCE</h3> + +<p>If this entertainment is to be out-of-doors a long pole is erected in +the center of the lawn; or fastened into a solid base and set in the +center of the room if desired for indoor amusement.</p> + +<p>Procure a very light weight wheel about twenty inches in diameter. Wind +bright colored bunting or ribbon around the wheel and spokes and attach +various flowers and blossoms singly and in clusters to the cloth, +letting some hang down as vines and festoons. Place the hub over top of +May Pole. Insert in the top of hub three pennants of red, white and blue +and stalks of flowers. Natural flowers<span class='pagenum'><a name="Page_164" id="Page_164">[Pg 164]</a></span> should be used if possible but +paper or artificial ones may be substituted.</p> + +<p>Attach from ten to twenty bright colored narrow streamers or ribbons to +the May-pole underneath the hub; braid these in and out around the May +pole intertwining garlands of flowers for a distance of about twelve +inches and fasten streamers securely in place. Supply each child with a +basket or bouquet of flowers.</p> + +<p>The end of each streamer is given to a girl and boy alternately. The +girls hold the ribbon in the left hand and the boys hold the ribbon in +the right hand. They spread out into a circle the ribbons or streamers +at full length the children standing sideways from the May-pole, the +girls facing one direction and the boys facing the opposite direction. +The music starts up and the children dance around in a circle. The boys +pass on the outside first letting their ribbons pass over the heads of +the girls, then the girls pass at the outer edge of the circle letting +their ribbons pass over the heads of the boys, and so on until the +ribbons are braided around the May-pole, and then they are unwound in +the same manner if desired.</p> + +<h3>MAY-DAY FETE</h3> + +<p>A Japanese fete is suitable for a May Day affair, especially for a large +affair where house and grounds can be utilized. The hostess who wishes +to carry<span class='pagenum'><a name="Page_165" id="Page_165">[Pg 165]</a></span> out the Japanese idea correctly will study a book on Japanese +customs. She will find it an easy matter to make her grounds attractive +on this idea. Cross two long bamboo fishing poles over the gate and hang +two fancy lanterns therefrom. Make a path from gate to house by setting +up wooden pedestals surmounted by lanterns (this is the approach to the +Japanese temples); suspended. Outline the veranda with the lanterns, +suspend large ones in doors and windows, and burn red fire in dark +corners of the lawn. Have fans passed by small boys in Japanese costume. +Have all waiters in the house dressed as Japanese waiters.</p> + +<p>In fixing up the house, take into consideration the Japanese love for +flowers and that they have several floral feasts. The flowers can be +made from paper. Let one room represent the cherry blossoms, the great +flower of Japan. Use the pink cherry blossoms everywhere, against the +walls, from chandelier and in the hair of the ladies. Serve cherry ice +and small cakes decorated with candied cherries, and cherry phosphate or +punch in this room. The wisteria is another flower which is cultivated +in great quantities in Japan. This room should be in lavender, and if it +is impossible to secure the wisteria for a pattern, show Japanese +photographs or have Japanese tableaux, a reading from "Madame +Butterfly," or "The Japanese Nightingale," and give tiny fans tied with +violet ribbon in this room. In August the Japanese have their feast of +the lotus and the pond<span class='pagenum'><a name="Page_166" id="Page_166">[Pg 166]</a></span> lily can be used in decoration of one room. Have +everything here green and white. Use the water-lily and its broad leaves +in a frieze around the room and in a wreath about the table. For the +table decoration use tiny dwarf plants in odd jardiniers surmounting an +"island" made of rocks. Mirrors can be used about the base of this rocky +pile and a miniature garden laid out with tiny shells, white pebbles, +and the sprigs. The Japanese delight in making these miniature landscape +gardens in the smallest possible space; the dwarf trees, but a few +inches high, are the wonder of tourists.</p> + +<p>In this room serve white sandwiches tied with red ribbons. These may be +chicken, Neufchatel cheese, chopped almonds and Brazil nuts, peanuts, +lettuce with white mayonnaise. Serve white ice cream, in scarlet tissue +cups, and cake. Decorate the squares of white cake with round red +candies in imitation of the flag of Japan. The imperial flag is the gold +ball on a red field, the national flag a red sun on a white field and +the man-of-war flag, a red sun with rays on a white field. Iced tea may +be served in this room.</p> + +<p>A fancy dress party, each person representing a flower would be a pretty +idea for May Day. Dancing, according to history, was the favorite +pastime on this occasion and would be very appropriate at the present +time.<span class='pagenum'><a name="Page_167" id="Page_167">[Pg 167]</a></span></p> + +<h3>VARIEGATED ROSES</h3> + +<p>Pass pencils and slips of paper to the guests with the following written +on each paper:—</p> +<div class="blockquot"> +<ol><li>(A Symbol of purity.)</li> +<li>(What has been done with a newspaper.)</li> +<li>(A pronoun.)</li> +<li>(A product of Japan.)</li> +<li>(A braying fellow.)</li> +<li>(A state of insanity.)</li> +<li>(A rose without a thorn.)</li> +<li>(A verdant growth found on old trees.)</li> +<li>(A native of Africa.)</li> +<li>(Pertaining to the U. S. and a synonym of lovely.)</li></ol></div> + +<p>Tell the guests that the questions represent some kind of a rose or a +word whose last syllable has the sound of rose. A suitable prize is +given the person who has the correct answers in a limited time.</p> + +<p>The "roses" represented are (1) white rose; (2) red rose; (3) heroes; +(4) tea rose; (5) jack rose; (6) wild rose; (7) tuberose; (8) moss rose; +(9) negroes; (10) American beauty rose.</p> + +<h3>RING AROUND A ROSY</h3> + +<p>The children take hold of hands and form a circle; except one who stands +in the center of the ring. They circle around singing this little verse<span class='pagenum'><a name="Page_168" id="Page_168">[Pg 168]</a></span></p> + +<p> +<span style="margin-left: 18em;">Ring Around a Rosy</span><br /> +<span style="margin-left: 18em;">A pocket full of posy</span><br /> +<span style="margin-left: 18em;">The one who stoops last</span><br /> +<span style="margin-left: 18em;">Wants to be your Beau-sy</span><br /> +</p> + +<p>When the verse is ended the children in the circle stoop quickly and the +last one down must join the child in the center of the ring. The circle +of children go around again singing the same ditty. The last child to +stoop this time joins the one who went into the circle the previous time +and the child who has remained through the two verses steps out and +joins the children in the circle.</p> + +<h3>DROP THE FLOWER</h3> + +<p>This is played the same as drop the handkerchief except a flower is used +instead of a handkerchief and the verse is a trifle different. The song +runs thus—"A tisket a tasket a green and yellow basket. I sent a +bouquet to my love and on the way I dropped it, etc., etc."<span class='pagenum'><a name="Page_169" id="Page_169">[Pg 169]</a></span></p> + +<hr style="width: 35%;" /> +<h2><a name="Fourth_of_July" id="Fourth_of_July"></a>Fourth of July</h2> + +<p>Fire crackers and fire works seem to have first place in the celebration +of our Glorious Fourth, but a few games and amusements of a patriotic +nature or connected in some way with the symbols of the day may not come +amiss.</p> + +<h3>WHAT WILL YOU DO FOR YOUR COUNTRY</h3> + +<p>The players are seated in a row or circle except the leader who is +seated in the center of the group. The leader begins the game by asking +the first one "What will you do for your country." The player must reply +immediately with a word beginning with the letter "A" such as admire it, +adore it, aid it, act for it, etc., etc. If he does not reply promptly +he must pay a forfeit or he must pay a forfeit if he uses a word which +would show disloyalty to his country such as antagonize it, abhor it, +etc. etc.</p> + +<p>The same question is put to each player to answer with a word beginning +with the letter "A." Then ask the first player again, "What will you do +for your country." This time the reply must begin with the letter "B" +such as battle, beg, bawl or be brave for it. The next time use the +letter "C" and so on through the alphabet.<span class='pagenum'><a name="Page_170" id="Page_170">[Pg 170]</a></span></p> + +<h3>RALLY ROUND THE FLAG</h3> + +<p>The children take hold of hands and form a circle, except one who is +standard bearer and stands in the center of the circle holding an +American flag having a staff about four feet long, which is pointed so +it can be easily stuck into the ground. The children all sing,</p> + +<p> +<span style="margin-left: 15em;">The Union Forever, Hurrah boys, Hurrah!</span><br /> +<span style="margin-left: 15em;">Down with the traitor, Up with the star;</span><br /> +<span style="margin-left: 15em;">While we rally 'round the flag, boys, rally once again,</span><br /> +<span style="margin-left: 15em;">Shouting the battle cry of Freedom.</span><br /> +</p> + +<p>When the children sing, "Hurrah boys, Hurrah," they wave their right +hands high in the air. As they sing "Down with the traitor" all stoop to +the ground. As they sing "Up with the star" all jump up and the child in +the center raises the flag and waves it until the last line is sung, +when he places the flag in the ground. As the children begin to sing the +third line of the verse, "While we rally round the flag, etc.," they +join hands and circle around until the verse is finished, when they drop +hands and run. While the child in the center counts one, two, three, +four, five, six, seven, eight, nine, ten, halt. If the standard bearer +sees any child's feet move after he cries "halt," he has the privilege +of tagging that child, who is then an ally of the standard bearer and +helps tag the other children he sees<span class='pagenum'><a name="Page_171" id="Page_171">[Pg 171]</a></span> moving. If a child can reach the +flag and touch it without his movements being seen by the standard +bearer or his allies he is free. When all have gained freedom or been +caught the game is finished and may be repeated if desired, choosing a +different standard bearer.</p> + +<h3>TORPEDO HUNT</h3> + +<p>Hide a lot of small paper torpedoes in various places around the lawn. +Give each child a paper bag and at a signal, which is the explosion of a +torpedo, they begin to hunt for the hidden torpedoes. The one finding +the most is given a small flag which the children salute by firing off +their torpedoes.</p> + +<h3>THE FLAG OF THE FREE</h3> + +<p>With water colors or crayons sketch the American flag on white cards +omitting the stars. Give each guest a card and forty-six tiny mucilaged +stars. Wave a flag as a signal to begin placing the stars on the blue of +the flag. Ring a bell at the end of five or six minutes and award a +small silk flag or a fire cracker candy box filled with candy to the one +having his flag the most complete.<span class='pagenum'><a name="Page_172" id="Page_172">[Pg 172]</a></span></p> + +<h3>BATTLES OF THE UNITED STATES, FOR FOURTH OF JULY</h3> + +<p>Try the following: What battle of the United States is</p> +<div class="blockquot"> +<ol><li>A fortified place, to perform and a walking stick?</li> + +<li>An English coin and the act of directing attention?</li> + +<li>A royal weight?</li> + +<li>A teutonic village?</li> + +<li>Two intoxicants?</li> + +<li>A feminine proper name and a Roman garment?</li> + +<li>Inclosures for domestic animals?</li> + +<li>An English city and a village?</li> + +<li>What railway porters expect, a consonant and a kind of boat?</li> + +<li>The village of a female ruler?</li> + +<li>A male bovine and what people do when it chases them?</li> + +<li>The residence of "Portia" in the "Merchant of Venice?"</li> + +<li>A vegetable and a range of hills?</li> + +<li>An ancient city of Greece?</li> + +<li>Beautiful forest trees?</li> + +<li>A number and table utensils?</li> + +<li>To propel, a forest tree, and a body of land surrounded by water?</li> + +<li>A judicial officer's village?</li> + +<li>A dear fortification?</li> + +<li>A range of hills for burial purposes?</li></ol></div> +<p><span class='pagenum'><a name="Page_173" id="Page_173">[Pg 173]</a></span></p> + +<p>Answers:</p> + +<p>1. Battle of Fort Du Quesne. 2. Crown Point. 3. Princeton. 4. +Germantown. 5. Brandywine. 6. Saratoga. 7. Cowpens. 8. Yorktown. 9. +Tippecanoe. 10. Queenstown. 11. Bull Run. 12. Belmont. 13. Pea Ridge. +14. Corinth. 15. Fair Oaks. 16. Five Forks. 17. Roanoke Island. 18. +Chancellorsville. 19. Richmond. 20. Cemetery Ridge.</p> + +<h3>FLAGS OF ALL NATIONS</h3> + +<p>Drape the red, white and blue bunting from tree to tree and nail to the +trees flags of sixteen different countries; the flags to be numbered. +Provide each guest with a card containing as many numbers as there are +flags. The guests are requested to fill out the cards with the names of +countries the flags represent, and are allowed fifteen minutes in which +to do this. He who correctly fills his card in the shortest time is +given a prize. Flag stickpins, bon-bon boxes representing flags, or some +patriotic book would be appropriate.</p> + +<p>It is surprising how few are familiar with the flags of different +nations.<span class='pagenum'><a name="Page_174" id="Page_174">[Pg 174]</a></span></p> + +<hr style="width: 35%;" /> +<h2><a name="Hallow-een" id="Hallow-een"></a>Hallow-e'en</h2> + +<p>Hallow-e'en or Hallow-Even is the last night of October, being the eve +or vigil of All-Hallow's or All Saint's Day, and no holiday in all the +year is so informal or so marked by fun both for grown-ups as well as +children as this one. On this night there should be nothing but +laughter, fun and mystery. It is the night when Fairies dance, Ghosts, +Witches, Devils and mischief-making Elves wander around. It is the night +when all sorts of charms and spells are invoked for prying into the +future by all young folks and sometimes by folks who are not young.</p> + +<p>In getting up a Hallow-e'en Party everything should be made as secret as +possible, and each guest bound to secrecy concerning the invitations.</p> + +<p>Any of the following forms of invitations might be used.</p> + +<div class="bbox"><br /> +Witches and Choice Spirits of Darkness will<br /> +hold High Carnival at my house,<br /><br /> +.................. Wednesday, October 31st,<br /> +at eight o'clock. Come prepared to test your fate.<br /> + Costume, Witches, Ghosts, etc.<br /><br /> +</div> +<p><span class='pagenum'><a name="Page_175" id="Page_175">[Pg 175]</a></span></p> + +<p><br /></p> + +<div class="bbox"><br /> +Miss Ethel Jones will expect to see you<br /> +at her Hallow-e'en Party Wednesday, Oct.<br /> +31st, at 8 o'clock. She begs that you will<br /> +come prepared to participate in the mysteries<br /> +and rites of All Hallow's Eve, and to wear<br /> +a costume appropriate to the occasion.<br /><br /> +</div> + +<p><br /></p> + +<div class="bbox"><br /> +On Wednesday, Oct. 31st, at 8 o'clock, I<br /> +shall celebrate Hallow-e'en and hope that you<br /> +will come and participate in the mysteries<br /> +and rites of All Hallow's Eve, so come prepared<br /> +to learn your fate.<br /><br /> +</div> + +<p>The room or rooms in which most of the games are to be played should be +decorated as grotesquely as possible with Jack-o'-lanterns made from +apples, cucumbers, squash, pumpkins, etc., with incisions made for eyes, +nose and mouth and a lighted candle placed within.</p> + +<p>Jack-o'-lanterns for the gas jets may be made of paste board boxes about +the size of a shoe box. Cut holes for eyes, nose and mouth in all four +sides of the box and cover the holes with red or green tissue paper. A +black box with the openings covered with red tissue paper or vice versa +or white and green make good combinations.</p> + +<p>Cut a hole in the bottom of the box just large enough to fit over the +gas jet, turning the gas low enough to not burn the box.</p> + +<p>In addition to this Jack-o'-lanterns made from<span class='pagenum'><a name="Page_176" id="Page_176">[Pg 176]</a></span> pumpkins, etc., should +be placed around on tables, mantles, corners, etc.</p> + +<p>A skull and cross bones placed over the door entering the house would be +very appropriate. The hall should be in total darkness except for the +light coming from the Jack-o'-lanterns of all shapes and sizes in +various places.</p> + +<p>Autumn leaves, green branches, apples, tomatoes and corn should also +play an important part in the decorations. Black and yellow cheese cloth +or crepe paper makes very effective and inexpensive decorations.</p> + +<p>The dining room should be decorated with autumn leaves, golden rod, +yellow chrysanthemums, strings of cranberries, etc. For a table center +piece a large pumpkin could be used with the top cut off and partly +filled with water in which a large bunch of yellow chrysanthemums or +golden-rod could be placed. Bay leaves can be scattered over the table.</p> + +<p>Another idea for a center piece is a large pumpkin Jack-o'-lantern, the +top cut in large points with small chocolate mice in the notches and +scampering down the sides of the pumpkin (held in place by long pins or +a little glue) and over the table.</p> + +<p>Place Cards representing pumpkins, black cats, witches' hats, witches, +brownies, etc., are appropriate.</p> + +<p>If one is not an artist in water color painting, some of the cards could +be cut from colored bristol board or heavy paper. The witches' hats of +black<span class='pagenum'><a name="Page_177" id="Page_177">[Pg 177]</a></span> or brown paper with a red ribbon band; the cats of black paper +showing a back view may have a red or yellow ribbon necktie; the +pumpkins of yellow paper with the sections traced in ink or notched a +trifle and black thread drawn between the notches.</p> + +<p>Any of these designs could be used for an invitation for a children's +party, by writing on the reverse side: "Will you please come to my party +on Wednesday, October 31st" with the name and address of the little host +or hostess, using white ink on black paper.</p> + +<p>The dining-room should also be in total darkness, except for the light +given by the Jack-o'-lanterns, until the guests are seated, when they +should unmask. The supper could be served in this dim light or the +lights turned up and the room made brilliant. After the supper is over +and while the guests are still seated a splendid idea would be to +extinguish all the lights and to have one or more of the party tell +ghost stories.</p> + +<p>Have a large pumpkin on a stand or table from which hang as many ribbons +as there are guests. Have one end of the ribbon attached to a small card +in the pumpkin on which may be a little water color sketch of pumpkin, +apples, witch, ghost or other appropriate design together with a number. +Have red ribbon for the girls and yellow ribbon for the boys, with +corresponding numbers. Let each guest draw a ribbon from the pumpkin and +find their partner by number.<span class='pagenum'><a name="Page_178" id="Page_178">[Pg 178]</a></span></p> + +<p>Another suggestion is to have the hall totally dark with the door ajar +and no one in sight to welcome the guests. As they step in they are +surprised to be greeted by some one dressed as a ghost who extends his +hand which is covered with wet salt.</p> + +<p>The following games and tests of fate and fortune will furnish +entertainment for children small and children of a larger growth. Of +course, prying into the future with these tests at any other time, they +may not prove infallible, but on the Eve of All Saint's Day, when all +the elves, the fairies, goblins and hob-goblins are at large playing +pranks and teasing and pleasing, why should they not "come true."</p> + +<h3>APPLE SEEDS</h3> + +<p>Name two wet apple seeds and stick them on forehead. First seed to fall +indicates that the person for whom seed is named is not a true lover.</p> + +<h3>APPLE PARING</h3> + +<p>Each guest, receiving apple and knife, is requested to peel apple +without breaking; then swing paring around head, and let it drop to +floor. The letter formed is initial of future mate's name. Or, you may +hang your paring over door—the first of opposite sex to pass under will +be your mate.<span class='pagenum'><a name="Page_179" id="Page_179">[Pg 179]</a></span></p> + +<h3>APPLE-SEED TEST</h3> + +<p>Cut an apple open and pick out seeds from core. If only two seeds are +found, they portend early marriage; three, legacy; four, great wealth; +five, sea voyage; six, great fame as orator or singer; seven, possession +of any gift most desired.</p> + +<h3>BLIND NUT SEEKERS</h3> + +<p>Let several guests be blindfolded. Then hide nuts or apples in various +parts of room or house. One finding most nuts or apples wins prize.</p> + +<h3>BARREL-HOOP</h3> + +<p>Suspend horizontally from ceiling a barrel-hoop on which are fastened +alternately at regular intervals apples, cakes, candies, candle-ends. +Players gather in circle and, as it revolves, each in turn tries to bite +one of the edibles; the one who seizes candle pays forfeit.</p> + +<h3>RAISIN RACE</h3> + +<p>A raisin is strung in middle of thread a yard long, and two persons take +each an end of string in mouth; whoever, by chewing string, reaches +raisin first has raisin and will be first wedded.<span class='pagenum'><a name="Page_180" id="Page_180">[Pg 180]</a></span></p> + +<h3>HALLOW-E'EN SOUVENIR GAME</h3> + +<p>Suspend apples by means of strings in doorway or from ceiling at proper +height to be caught between the teeth. First successful player receives +prize. These prizes should be Hallow-e'en souvenirs, such as emery +cushions of silk representing tomatoes, radishes, apples, pears, +pickles; or pen-wipers representing brooms, bats, cats, witches, etc.</p> + +<h3>CANDLE AND APPLE</h3> + +<p>At one end of stick 18 inches long fasten an apple; at the other end, a +short piece of lighted candle. Suspend stick from ceiling by stout cord +fastened in its middle so that stick will balance horizontally; while +stick revolves players try to catch apple with their teeth. A prize may +be in center of apple.</p> + +<h3>TRUE-LOVER TEST</h3> + +<p>Two hazel-nuts are thrown into hot coals by maiden, who secretly gives a +lover's name to each. If one nut bursts, then that lover is unfaithful; +but if it burns with steady glow until it becomes ashes, she knows that +her lover is true. Sometimes it happens, but not often, that both nuts +burn steadily, and then the maiden's heart is sore perplexed.<span class='pagenum'><a name="Page_181" id="Page_181">[Pg 181]</a></span></p> + +<h3>RING AND GOBLET</h3> + +<p>Tie wedding-ring or key to silken thread or horsehair, and hold it +suspended within a glass; then say the alphabet slowly; whenever ring +strikes glass, begin over again and in this way spell name of future +mate.</p> + +<h3>THREADING A NEEDLE</h3> + +<p>Sit on round bottle laid lengthwise on floor, and try to thread a +needle. First to succeed will be first married.</p> + +<h3>ALPHABET GAME</h3> + +<p>Cut alphabet from newspaper and sprinkle on surface of water; letters +floating may spell or suggest name of future husband or wife.</p> + +<h3>NEEDLE GAME</h3> + +<p>Each person floats greased needle in basin of water. Impelled by +attraction of gravitation, needles will act very curiously; some cling +together, others rush to margin and remain. The manner in which one +person's needle behaves towards another's causes amusement, and is +supposed to be suggestive and prophetic.<span class='pagenum'><a name="Page_182" id="Page_182">[Pg 182]</a></span></p> + +<h3>APPLES AND FLOUR</h3> + +<p>Suspend horizontally from ceiling a stick three feet long. On one end +stick an apple, upon other tie small bag of flour. Set stick whirling. +Each guest takes turn in trying to bite apple-end of stick. It is +amusing to see guests receive dabs of flour on face. Guest who first +succeeds in biting apple gets prize.</p> + +<h3>CYNIVER</h3> + +<p>Each girl and boy seeks an even-leaved sprig of ash; first of either sex +that finds one calls out cyniver, and is answered by first of opposite +sex that succeeds; and these two, if omen fails not, will be joined in +wedlock.</p> + +<h3>WALNUT BOATS</h3> + +<p>Open English walnuts, remove meat, and in each half shell fasten short +pieces of differently colored Christmas candles, each of which is to be +named for a member of party and, after lighting, set afloat in large pan +or tub of water. The behavior of these tiny boats reveals future of +those for whom they are named. If two glide on together, their owners +have a similar destiny; if they glide apart, so will their<span class='pagenum'><a name="Page_183" id="Page_183">[Pg 183]</a></span> owners. +Sometimes candles will huddle together as if talking to one another, +while perchance one will be left alone, out in the cold, as it were. +Again, two will start off and all the rest will closely follow. The one +whose candle first goes out is destined to be old bachelor or maid. +These nut-shell boats may also be made by pouring melted wax into halves +of walnut-shells in which are short strings for wicks.</p> + +<h3>WINDING YARN</h3> + +<p>Throw a ball of yarn out of window but hold fast to one end and begin to +wind. As you wind say, "I wind, who holds?" over and over again; before +end of yarn is reached, face of future partner will appear in window, or +name of sweetheart will be whispered in ear.</p> + +<h3>SNAPDRAGON</h3> + +<p>1. The dragon consists of half a pint of ignited brandy or alcohol in a +dish. As soon as brandy is aflame, all lights are extinguished, and salt +is freely sprinkled in dish, imparting a corpse-like pallor to every +face. Candied fruits, figs, raisins, sugared almonds, etc., are thrown +in, and guests snap for them with their fingers; person securing most +prizes from flames will meet his true love within the year.</p> + +<p>2. Or, slips of paper on which verses are written are wrapped tightly in +tin-foil and placed in dish.<span class='pagenum'><a name="Page_184" id="Page_184">[Pg 184]</a></span> Brandy is poured on and ignited. The verse +each person gets is supposed to tell his fortune.</p> + +<p>Place burning dish in middle of bare table, for drops of burning spirits +are often splashed about.</p> + +<h3>NECKLACE</h3> + +<p>Make barrel-hoop into necklace of bread, candies, red peppers and +candle-ends, and hang horizontally from ceiling. Set hoop whirling and +try to grasp its freight with your teeth. Accordingly as you like your +first bite will you enjoy married life.</p> + +<h3>WINNOWING CORN</h3> + +<p>Steal out into barn or garden alone and go three times through motions +of throwing corn against the wind. The third time an apparition of +future spouse will pass you; in some mysterious manner, also, you may +obtain an idea of his (her) employment and station in life.</p> + +<h3>MAGIC STAIRS</h3> + +<p>Walk downstairs backward, holding lighted candle over your head. Upon +reaching bottom, turn suddenly and before you will stand your wished-for +one.<span class='pagenum'><a name="Page_185" id="Page_185">[Pg 185]</a></span></p> + +<h3>PUMPKIN ALPHABET</h3> + +<p>Carve all the letters of the alphabet on a medium sized pumpkin. Put it +on a dish and set on a stand or table. Each guest in turn is blindfolded +and given a hat-pin, then led to pumpkin, where he (she) is expected to +stick pin into one of the letters on the pumpkin, thus indicating the +initial of future life-partner.</p> + +<h3>JUMPING LIGHTED CANDLE</h3> + +<p>Place a lighted candle in middle of floor, not too securely placed; each +one jumps over it. Whoever succeeds in clearing candle is guaranteed a +happy year, free of trouble or anxiety. He who knocks candle over will +have a twelve-month of woe.</p> + +<h3>DUMB CAKE</h3> + +<p>Each one places handful of wheat flour on sheet of white paper and +sprinkles it over with a pinch of salt. Some one makes it into dough, +being careful not to use spring water. Each rolls up a piece of dough, +spreads it out thin and flat, and marks initials on it with a new pin. +The cakes are placed before fire, and all take seats as far from it as +possible. This is done before eleven p. m., and between that time and +midnight each one must turn<span class='pagenum'><a name="Page_186" id="Page_186">[Pg 186]</a></span> cake once. When clock strikes twelve future +wife or husband of one who is to be married first will enter and lay +hand on cake marked with name. Throughout whole proceeding not a word is +spoken. Hence the name "dumb cake." (If supper is served before 11:30, +"Dumb Cake" should be reserved for one of the After-Supper Tests.)</p> + +<h3>HIDING RING, THIMBLE AND PENNY</h3> + +<p>Hide ring, thimble and penny in room. To one who finds ring, speedy +marriage is assured; thimble denotes life of single blessedness; penny +promises wealth.</p> + +<h3>PULLING KALE</h3> + +<p>All are blindfolded and go out singly or hand-in-hand to garden. Groping +about they pull up first stalk of kale or head of cabbage. If stalk +comes up easily the sweetheart will be easy to win; if the reverse, hard +to win. The shape of the stump will hint at figure of prospective wife +or husband. Its length will suggest age. If much soil clings to it, +life-partner will be rich; if not, poor. Finally, the stump is carried +home and hung over door, first person outside of family who passes under +it will bear a name whose initial is same as that of sweetheart.<span class='pagenum'><a name="Page_187" id="Page_187">[Pg 187]</a></span></p> + +<h3>PERPLEXING HUNT</h3> + +<p>In this game the seeker for a prize is guided from place to place by +doggerels as the following, and is started on his hunt with this rhyme:</p> + +<p> +<span style="margin-left: 15em;">"Perhaps you'll find it in the air;</span><br /> +<span style="margin-left: 15em;">If not, look underneath your chair."</span><br /> +</p> + +<p>Beneath his chair he finds the following:</p> + +<p> +<span style="margin-left: 15em;">"No, you will not find it here;</span><br /> +<span style="margin-left: 15em;">Search the clock and have no fear."</span><br /> +</p> + +<p>Under the clock he finds:</p> + +<p> +<span style="margin-left: 15em;">"You will have to try once more;</span><br /> +<span style="margin-left: 15em;">Look behind the parlor door."</span><br /> +</p> + +<p>Tied to the door-knob he discovers:</p> + +<p> +<span style="margin-left: 15em;">"If it's not out in the stable.</span><br /> +<span style="margin-left: 15em;">Seek beneath the kitchen table."</span><br /> +</p> + +<p>Under the kitchen table he finds another note, which reads:</p> + +<p> +<span style="margin-left: 15em;">"If your quest remains uncertain,</span><br /> +<span style="margin-left: 15em;">You will find it 'neath a curtain."</span><br /> +</p> + +<p>And here his quest is rewarded by finding the prize.</p> + +<h3>DOUGH TEST</h3> + +<p>Take water and meal and make dough. Write on slips of paper names of +several of opposite sex friends; roll papers into balls of dough and +drop them into water. First name to appear will be future husband or +wife.<span class='pagenum'><a name="Page_188" id="Page_188">[Pg 188]</a></span></p> + +<h3>WATER EXPERIMENT</h3> + +<p>A laughable experiment consists in filling mouth with water and walking +around house or block without swallowing or spilling a drop. First +person of opposite sex you meet is your fate. A clever hostess will send +two unsuspecting lovers by different doors; they are sure to meet, and +not unfrequently settle matters then and there.</p> + +<h3>THE DREAMER</h3> + +<p>If a maid wishes to know whom she is to marry, if a man of wealth, +tradesman, or traveler, let her, on All-Hallow-e'en, take a walnut, +hazelnut, and nutmeg; grate and mix them with butter and sugar into +pills, and take when she goes to bed; and then, if her fortune be to +marry a rich man, her sleep will be filled with gold dreams; if a +tradesman, she will dream of odd noises and tumults; if a traveler, +there will be thunder and lightning to disturb her.</p> + +<h3>MIRROR AND APPLE</h3> + +<p>Stand in front of mirror in dimly lighted room and eat an apple. If your +lover reciprocates your love he will appear behind you and look over +your right shoulder and ask for a piece of apple.<span class='pagenum'><a name="Page_189" id="Page_189">[Pg 189]</a></span></p> + +<h3>CELLAR STAIRS</h3> + +<p>Cellar-stairs' test is where girl boldly goes down stairs backward, +holding a mirror, and trying to catch in it the features of him who is +to be her mate.</p> + +<h3>AROUND THE WALNUT TREE</h3> + +<p>Of all Hallow-e'en spells and charms associated with nuts, the following +is one of the oldest: If a young man or woman goes at midnight on +Hallow-e'en to a walnut tree and walks around three times, crying out +each time, "Let him (her) that is to be my true love bring me some +walnuts," future wife or husband will be seen in tree gathering nuts.</p> + +<h3>DUCKING FOR APPLES</h3> + +<p>Into one tub half filled with water are placed apples to the stems of +which are tied bits of paper containing the names of the boys present at +the party, while across the room is a similar tub in which the names of +the girls are placed. With hands tied behind them the young folks +endeavor to extricate the apples with their teeth, and it is alleged +that the name appearing upon the slip fastened to the apple is the +patronymic of the future helpmeet of the one securing the fruit from the +receptacle.<span class='pagenum'><a name="Page_190" id="Page_190">[Pg 190]</a></span></p> + +<h3>COMBING HAIR BEFORE MIRROR</h3> + +<p>Stand alone before mirror, and by light of candle comb your hair; face +of your future partner will appear in glass, peeping over your shoulder.</p> + +<h3>THE FOUR SAUCERS</h3> + +<p>Place four saucers on table in line. Into first put dirt; into second, +water; into third, a ring; into fourth, a rag. Guests are blindfolded +and led around table twice; then told to go alone and put fingers into +saucer. If they put into dirt, it means divorce; into water, a trip +across ocean; where ring is, to marry; where rag is, never to marry.</p> + +<h3>GAME OF FATE</h3> + +<p>Guests take part, seated in a circle. Three Fates are chosen, one of +whom whispers to each person in turn name of his (her) future +sweetheart. Second Fate follows, whispering to each where he (she) will +next meet his (her) sweetheart; as, "You will meet on a load of hay," +or, "at a picnic," or, "at church," or, "on the river," etc. The third +Fate reveals the future; as, "You will marry him (her) next Christmas," +or, "You will be separated many years by a quarrel, but will finally +marry," or, "Neither of you will ever marry," etc. Each guest must +remember<span class='pagenum'><a name="Page_191" id="Page_191">[Pg 191]</a></span> what is said by the Fates; then each in turn repeats aloud +what has been told him (her). For example, "My future sweetheart's name +is Obednego; I shall meet him next Wednesday on the Moonlight Excursion, +and we shall be married in a week."</p> + +<h3>WHERE DWELLS MY LOVER?</h3> + +<p>Steal out unobserved at midnight; plucking a small lock of hair from +your head, cast it to breeze. Whatever direction it is blown is believed +to be location of future matrimonial partner.</p> + +<p> +<span style="margin-left: 15em;">"I pluck this lock of hair off my head</span><br /> +<span style="margin-left: 15em;">To tell whence comes the one I shall wed.</span><br /> +<span style="margin-left: 15em;">Fly, silken hair, fly all the world around</span><br /> +<span style="margin-left: 15em;">Until you reach the spot where my true love is found."</span><br /> +</p> + +<h3>FEATHER TESTS</h3> + +<p>To foretell complexion of future mate, select three soft fluffy +feathers. (If none is handy, ask for a pillow and rip open and take out +feathers.) On bottom end of each feather fasten a small piece of paper; +a drop of paste or mucilage will hold all three in place. Write "blonde" +on one paper; "brunette," on another, and "medium" on the third. Label +papers before gluing them on feathers. Hold up<span class='pagenum'><a name="Page_192" id="Page_192">[Pg 192]</a></span> feather by its top and +send it flying with a puff of breath. Do same with the other two; the +feather landing nearest you denotes complexion of your true love. To +make test sure, try three times, not using too much force in blowing +feathers, which should land on table, not on floor.</p> + +<h3>ROSE TEST</h3> + +<p>Take two roses with long stems. Name one for yourself and one for your +lover. Go to your room without speaking to any one; kneel beside bed; +twine stems of roses together, and repeat following lines, gazing +intently on lover's rose:</p> + +<p> +<span style="margin-left: 18em;">"Twine, twine, and intertwine,</span><br /> +<span style="margin-left: 18em;">Let my love be wholly thine.</span><br /> +<span style="margin-left: 18em;">If his heart be kind and true,</span><br /> +<span style="margin-left: 18em;">Deeper grow his rose's hue."</span><br /> +</p> + +<p>If your swain is faithful, color of rose will grow darker.</p> + +<h3>DRY BREAD</h3> + +<p>Dreams mean much on Hallow-e'en, but certain ceremonies must be +carefully followed in order to insure the spell. Before going to sleep +for the night have some one bring a small piece of dry bread. No word +can be spoken after this; silence must pre<span class='pagenum'><a name="Page_193" id="Page_193">[Pg 193]</a></span>vail. Eat bread slowly, at +same time making a wish and thinking the pleasantest thing imaginable. +Then drop off to sleep, and your dreams will be sweet and peaceful, and +your wish will come true, if the charm works.</p> + +<h3>THE LOAF CAKE</h3> + +<p>A loaf cake is often made, and in it are placed a ring and a key. The +former signifies marriage, and the latter a journey, and the person who +cuts the slice containing either must accept the inevitable.</p> + +<h3>TO TRY ONE'S LUCK</h3> + +<p>In a dish of mashed potatoes place a ring, a dime, and a thimble. Each +guest is provided with a spoon with which to eat the potatoes; whoever +gets the ring is to be married within a year; the thimble signifies +single blessedness, while the dime prophesies riches or a legacy.</p> + +<p>Some canny lassies have been known to get the ring into one of their +very first spoonfuls, and have kept it for fun in their mouths, tucked +snugly beneath the tongue, until the dish was emptied. Such a lass was +believed to possess the rare accomplishment of being able to hold her +tongue, but nevertheless tricky.<span class='pagenum'><a name="Page_194" id="Page_194">[Pg 194]</a></span></p> + +<h3>MELTING LEAD</h3> + +<p>Each person melts some lead and pours it through a wedding-ring or key +into a dish of water. The lead will cool in various shapes, supposed to +be prophetic. Any ingenious person will interpret the shapes, and +furnish much amusement for the listeners; thus, a bell-shaped drop +indicates a wedding within the year; a drop resembling a torch or lamp +signifies fame; a pen or ink-bottle, that the future companion is to be +an author; a horn of plenty, wealth; a bag or trunk, travel; etc.</p> + +<h3>NAMING CHESTNUTS</h3> + +<p>Roast three chestnuts before the fire, one of which is named for some +lady (or gentleman); the other two, for gentlemen (or ladies). If they +separate, so will those for whom they are named; those jumping toward +the fire are going to a warmer climate; those jumping from the fire, to +a colder climate; if two gentlemen jump toward one another, it means +rivalry.</p> + +<h3>THE MIRROR</h3> + +<p>Walk backward several feet out of doors in moonlight with mirror in your +hand, or within doors with candle in one hand and mirror in the other, +repeat<span class='pagenum'><a name="Page_195" id="Page_195">[Pg 195]</a></span>ing following rhyme, and face of your future companion will +appear in glass:</p> + +<p> +<span style="margin-left: 15em;">"Round and round, O stars so fair!</span><br /> +<span style="margin-left: 15em;">Ye travel and search out everywhere;</span><br /> +<span style="margin-left: 15em;">I pray you, sweet stars, now show to me</span><br /> +<span style="margin-left: 15em;">This night who my future husband (wife) shall be."</span><br /> +</p> + +<h3>BOWLS</h3> + +<p>One bowl is filled with clear water, another with wine, a third with +vinegar, a fourth is empty. All are placed in line on table. Each +person in turn is blindfolded, turned about three times, and led to +table. A hand is put out and prophecy made by bowl touched. Water shows +happy, peaceful life; wine promises rich, eventful, noble career; +vinegar, misery and poverty; an empty bowl is a symbol of bachelor or +spinster life.</p> + +<h3>LOVER'S TEST</h3> + +<p>A maid and youth each places a chestnut to roast on fire, side by side. +If one hisses and steams, it indicates a fretful temper in owner of +chestnut; if both chestnuts equally misbehave it augurs strife. If one +or both pop away, it means separation; but if both burn to ashes +tranquilly side by side, a long<span class='pagenum'><a name="Page_196" id="Page_196">[Pg 196]</a></span> life of undisturbed happiness will be +lot of owners.</p> + +<p>These portentous omens are fitly defined in the following lines:</p> + +<p> +<span style="margin-left: 15em;">"These glowing nuts are emblems true</span><br /> +<span style="margin-left: 15em;">Of what in human life we view;</span><br /> +<span style="margin-left: 15em;">The ill-matched couple fret and fume,</span><br /> +<span style="margin-left: 15em;">And thus in strife themselves consume;</span><br /> +<span style="margin-left: 15em;">Or from each other wildly start,</span><br /> +<span style="margin-left: 15em;">And with a noise forever part.</span><br /> +<span style="margin-left: 15em;">But see the happy, happy pair,</span><br /> +<span style="margin-left: 15em;">Of genuine love and truth sincere;</span><br /> +<span style="margin-left: 15em;">With mutual fondness while they burn,</span><br /> +<span style="margin-left: 15em;">Still to each other kindly turn;</span><br /> +<span style="margin-left: 15em;">And as the vital sparks decay,</span><br /> +<span style="margin-left: 15em;">Together gently sink away;</span><br /> +<span style="margin-left: 15em;">Till life's fierce trials being past,</span><br /> +<span style="margin-left: 15em;">Their mingled ashes rest at last."</span><br /> +</p> + +<h3>FLOUR TEST</h3> + +<p>A bowl is filled tightly with flour. During the process of filling, a +wedding ring is inserted vertically in some part of it. The bowl, when +full, is inverted upon a dish and withdrawn, leaving the mound of flour +on the dish. Each guest cuts off with a knife a thin slice which +crumbles into dust. The guest who cuts off the slice containing the ring +will be married first.<span class='pagenum'><a name="Page_197" id="Page_197">[Pg 197]</a></span></p> + +<h3>APPLE SEEDS</h3> + +<p>Apple seeds act as charms on Hallow-e'en. Stick one on each eyelid and +name one "Home" and the other "Travel." If seed named travel stays on +longer, you will go on a journey before year expires. If "Home" clings +better, you will remain home. Again, take all the apple seeds, place +them on back of outspread left hand and with loosely clenched right hand +strike palm of left. This will cause some, if not all, of seeds to fall. +Those left on hand show number of letters you will receive the coming +fortnight. Should all seeds drop, you must wait patiently for your mail.</p> + +<p>Put twelve apple seeds carefully one side while you cut twelve slips of +blank paper exactly alike, and on one side of each write name of friend. +Turn them all over with blanks uppermost and mix them so that you will +not know which is which; then, holding seeds in your left hand, repeat:</p> + +<p> +<span style="margin-left: 18em;">"One I love,</span><br /> +<span style="margin-left: 18em;">Two I love,</span><br /> +<span style="margin-left: 21em;">Three I love I say;</span><br /> +<span style="margin-left: 18em;">Four I love with all my heart</span><br /> +<span style="margin-left: 18em;">Five I cast away.</span><br /> +<span style="margin-left: 18em;">Six he loves,</span><br /> +<span style="margin-left: 18em;">Seven she loves,</span><br /> +<span style="margin-left: 18em;">Eight they both love;</span><br /> +<span class='pagenum'><a name="Page_198" id="Page_198">[Pg 198]</a></span><span style="margin-left: 21em;">Nine he comes,</span><br /> +<span style="margin-left: 18em;">Ten he tarries,</span><br /> +<span style="margin-left: 21em;">Eleven he courts and</span><br /> +<span style="margin-left: 18em;">Twelve he marries."</span><br /> +</p> + +<p>Stop at each line to place a seed on a paper, and turn slip over to +discover name of one you love or cast away. Continue matching apple +seeds with papers as you count, until all twelve seeds and twelve papers +are used.</p> + +<p><span class='pagenum'><a name="Page_199" id="Page_199">[Pg 199]</a></span></p> + +<hr style="width: 35%;" /> +<h2><a name="Thanksgiving" id="Thanksgiving"></a>Thanksgiving</h2> + +<h3>AFTER DINNER GAMES FOR THANKSGIVING DAY</h3> + +<p>The game of enigmatical menus, as its name implies, is not only +especially appropriate for Thanksgiving Day, but has the further merit +of not requiring a great deal of preparation beforehand, and is +therefore not too great a tax upon a busy woman's time. Before this +greatest feast day of the year, the hostess is usually so fully occupied +in planning the actual bill of fare, that a game which requires nothing +more than pencils, and sheets of paper with the following riddles either +plainly written or typewritten upon them, will be found a boon indeed. +An hour's time is usually allowed for guessing the names of the guests, +and of the viands suggested upon any one of the menus which are given +together with the correct answers.</p> + +<h3>A DINNER FOR HISTORIC CELEBRITIES</h3> + +<p>The Guests</p> +<div class="blockquot"> +<ol> +<li><span class='pagenum'><a name="Page_200" id="Page_200">[Pg 200]</a></span> +He who refused the crown of England.—Cromwell.</li> + +<li>The conqueror of Napoleon I.—The Duke of Wellington.</li> + +<li>He who escaped from his foes by reversing his horse's shoes.—Israel +O. Putnam.</li> + +<li>He who owed his good fortune to his cat.—Dick Whittington.</li> + +<li>The inventor of printing.—Guttenberg.</li> + +<li>The captive king whose hiding place was discovered by his +troubadour.—Richard Coeur de Leon.</li> + +<li>A sly one.—Fox.</li> + +<li>The kernel of the peach.—Pitt.</li> + +<li>Minister to George II.—Walpole.</li> + +<li>The author of Poor Richard's Almanac.—Benjamin Franklin.</li> +</ol></div> + +<p>The Menu</p> +<div class="blockquot"> +<ol> +<li>Soup—The mainstay of the Chinese. Rice.</li> + +<li>Fish—A color. Blue Fish.</li> + +<li>Roast—The pride of Old England. Roast Beef.</li> + +<li>Vegetable—A porridge and an apartment. Mushroom.</li> + +<li>Game—A nut cracker.—Squirrel.</li> + +<li>Salad—Part of a house and a letter. Celery.</li> + +<li>Pudding—A summer residence. Cottage.</li> + +<li>Cake—What variety gives to life. Spice.<span class='pagenum'><a name="Page_201" id="Page_201">[Pg 201]</a></span></li> + +<li>Fruit—From an historic tree. Cherries.</li> + +<li>Wine—The kind of invitation one likes to receive. Cordial.</li> +</ol></div> + +<h3>A DINNER FOR LITERARY CELEBRITIES</h3> + +<p>The Guests</p> + +<div class="blockquot"> +<ol> +<li>A barrel maker.—Cooper.</li> + +<li>A mixture of black and white.—Gray.</li> + +<li>The baby of the flock.—Lamb.</li> + +<li>A disagreeable fellow to have on one's foot.—Bunyan.</li> + +<li>Joyous hardness.—Gladstone.</li> + +<li>A country in Europe.—Holland.</li> + +<li>A lion's abode, free from dampness.—Dryden.</li> + +<li>A head covering.—Hood.</li> + +<li>Small talk and a cask.—Chatterton.</li> + +<li>Absence of all color.—Black.</li></ol></div> + + +<p>The Menu</p> + +<div class="blockquot"> +<ol><li>Soup—What a ship sometimes springs. Leek.</li> + +<li>Fish—All colors combined. White Fish.</li> + +<li>Roast—A red hot bar of iron. Pig.</li> + +<li>Vegetable—To steal mildly. Cabbage.</li> + +<li>Game—Chinese English. Pigeon.</li> + +<li>Relish—Dreadful predicaments. Pickles.</li> + +<li>Pudding—The mantle of winter. Snow.<span class='pagenum'><a name="Page_202" id="Page_202">[Pg 202]</a></span></li> + +<li>Cake—Brightest and best of all. Sunshine.</li> + +<li>Fruit—A church dignitary and a fruit. Elderberry.</li> + +<li>Wine—An island in the Atlantic. Madeira.</li></ol></div> + +<h3>NUTS TO CRACK</h3> + +<p>Pass pencils and paper to each guest with the following written upon +it:—</p> +<div class="blockquot"> +<ol><li>(A Dairy product.)</li> + +<li>(A Vegetable.)</li> + +<li>(A Country.)</li> + +<li>(A Girl's name.)</li> + +<li>(A structure.)</li> + +<li>(A name often applied to one of our presidents.)</li> + +<li>(Every Ocean has one.)</li> + +<li>(That which often holds a treasure.)</li> + +<li>(The names of two boys.)</li> + +<li>(A letter of the alphabet and an article made of tin.)</li></ol></div> + +<p>Explain that the above describes ten different nuts, which they are to +guess. The nuts described are (1) butternut; (2) peanut; (3) brazil nut; +(4) hazel nut; (5) walnut; (6) hickory nut; (7) beechnut; (8) chestnut; +(9) filbert; (10) pecan. A prize may be awarded to the one first having +correct answers.<span class='pagenum'><a name="Page_203" id="Page_203">[Pg 203]</a></span></p> + +<p>Thanksgiving originated with the pilgrims who came from England in the +Mayflower. What other ships were they acquainted with? Provide the +guests with pencils and paper having the following questions written +upon it:</p> +<div class="blockquot"> +<ol> +<li>What they met for on Sunday?</li> + +<li>What feeling existed among them?</li> + +<li>What ship was popular with the young folks?</li> + +<li>What did it lead up to?</li> + +<li>What was one of the young women fond of?</li> + +<li>What was unpleasant for them?</li> + +<li>What caused them to leave England?</li> + +<li>What interfered with their peace?</li> + +<li>What would have aided them?</li> + +<li>What increased their number?</li></ol></div> + +<p>A prize may be awarded to the one who correctly answers the questions +first. The answers are: 1. Worship; 2. Friendship; 3. Courtship; 4. +Partnership; 5. Fellowship; 6. Hardship; 7. Rulership; 8. Leadership; 9. +Airship; 10. Heirship.<span class='pagenum'><a name="Page_204" id="Page_204">[Pg 204]</a></span></p> + +<hr style="width: 35%;" /> +<h2><a name="Christmas" id="Christmas"></a>Christmas</h2> + +<p>"Christmas comes but once a year and when it comes it brings"—a whole +lot of things. If there doesn't seem to be anything to be thankful for, +there was a Christmas hundreds of years ago which gave us One who +comprised and radiated everything to be thankful for, so let us rejoice +in memory of that Christmas and be merry and cheerful and glad.</p> + +<p>Children, especially, love to have games and amusements at this time of +the year, so a number are suggested as appropriate, some of which will +prove entertaining to grown-ups.</p> + +<h3>JOLLY ST. NICHOLAS</h3> + +<p>One child is chosen to represent Jolly St. Nicholas or Santa Claus and +stands in the center of the room. The other children stand around in a +circle while Santa Claus reads his rules of good behavior to them which +are as follows:—</p> + +<p>"You must speak when you are spoken to. Do you understand?" (The +children reply, "Yes, sir.")</p> + +<p>"You must come when you are called. Come here." (The children run toward +Santa Claus and stand still when he raises his hand.)<span class='pagenum'><a name="Page_205" id="Page_205">[Pg 205]</a></span></p> + +<p>"You must keep your place." (The children return to their former +places.)</p> + +<p>"You must be asleep by eight o'clock." (Santa Claus counts eight and the +children must all close their eyes by the time he says 'eight.')</p> + +<p>"It is more blessed to give than to receive." The children are supposed +to keep their eyes closed and when Santa Claus gives them something +(which will be a little tap on the hand or a light trod on the foot, a +kiss, a hug or gentle pull of the hair or ear or something of that +sort,) the recipient must pass it on to the next who passes it on to the +next, and so on.</p> + +<p>If Santa Claus observes anyone disobeying his rules he tags them and +they are out of the game. If any of the children succeed in being +perfectly good children they are given a suitable prize by Santa Claus, +and another Santa Claus chosen if it is desired to continue the game.</p> + +<h3>CHRISTMAS STOCKING</h3> + +<p>Paint or draw on a sheet the picture of a fireplace. Tack this to the +wall and after providing each child with a small stocking and pin, +blindfold them in turn, telling them to hang up their stocking at the +mantel. Drop a small toy in the stocking of those who succeed before +taking the handkerchief from their eyes. Those who fail may have one +more turn after all have had a chance.<span class='pagenum'><a name="Page_206" id="Page_206">[Pg 206]</a></span></p> + +<h3>CHRISTMAS CANDLES</h3> + +<p>Place on a low table a small Christmas tree, on which there is arranged +lighted candles. Blindfold each child in turn, having them stand about +one foot away with their back turned toward the tree. He is then told to +take three steps forward, turn around three times, then walk four steps +and blow as hard as he can. A prize is awarded to the one who blows out +the most candles.</p> + +<h3>HOLLY WREATH OR SNOW BALL</h3> + +<p>Make several snowballs from crepe paper or white cotton. Hang a large +holly wreath in the doorway and let each child in turn try to throw his +snowball through the wreath. The players who are successful throw three +balls through the wreath, and the one who throws them all through +receives a prize.</p> + +<h3>AFTER DINNER GAMES FOR CHRISTMAS</h3> + +<h3>A DINNER FOR CONTEMPORARY CELEBRITIES</h3> + +<p>The Guests</p> + +<div class="blockquot"> +<ol> +<li>The first month of the year. Janvier.</li> + +<li>Strong and sturdy. Hardy.</li> + +<li><span class='pagenum'><a name="Page_207" id="Page_207">[Pg 207]</a></span> +An out of date arrangement for the front hair. Bangs.</li> + +<li>An author whose name is on every page. Page.</li> + +<li>The poet laureate of England. Alfred Austin.</li> + +<li>A medium for transatlantic messages. Cable.</li> + +<li>One form of single blessedness. Bacheller (Irving).</li> + +<li>The pedestrian's aid. Caine (Hall).</li> + +<li>What springs eternal in the human breast. Hope (Anthony).</li> + +<li>A dignitary of the church. Abbott (Lyman).</li> +</ol></div> + +<p>The Menu</p> + +<div class="blockquot"> +<ol> +<li>Soup—Toe not found on man. Tomato.</li> + +<li>Fish—A unit of measurement. Perch.</li> + +<li>Roast—A lean wife. Spare rib.</li> + +<li>Vegetable—The result of pressure. Squash.</li> + +<li>Game—Timber and the herald of the dawn. Woodcock.</li> + +<li>Salad—He who fights the Japanese. Russian.</li> + +<li>Pudding—An aborigine. Indian.</li> + +<li>Cake—A tropical sea plant. Sponge.</li> + +<li>Fruit—To waste away and Eve's temptation. Pineapple.</li> + +<li>Wine—A part of the foot and a letter. Tokay.</li> +</ol></div> + +<h3>A LUNCHEON FOR LITERARY WOMEN</h3> + +<p>The Guests</p> + +<div class="blockquot"> +<ol> +<li>A verdant one. Greene (Anna Katherine).</li> + +<li>To evade. Dodge (Mary Mapes).</li> + +<li><span class='pagenum'><a name="Page_208" id="Page_208">[Pg 208]</a></span> +A head covering and a tavern. Wiggin (Kate Douglas).</li> + +<li>What ships and schooners often cross. Barr (Amelia E.).</li> + +<li>A thistle's product and a head dress. Burnett (Frances Hodgson).</li> + +<li>A part of the human body. Foote (Mary Hallock).</li> + +<li>A pig's house and a measurement. Pennell (Elizabeth).</li> + +<li>A guardian's trust. Ward (Mrs. Humphry).</li> + +<li>Act of a poor cook. Burnham. (Clara Louise).</li> + +<li>What the rebellion made of every negro. Freeman (Mary E. Wilkins).</li> +</ol></div> + +<p>The Menu</p> +<div class="blockquot"> +<ol> +<li>Fruit—Small shot. Grape fruit.</li> + +<li>Fish—A soft shelled sign of the Zodiac. Crab.</li> + +<li>Roast—A genial English author. Lamb.</li> + +<li>Sauce—A money maker. Mint.</li> + +<li>Vegetable—A city of Belgium and what a leaf does in spring. Brussels sprouts.</li> + +<li>Salad—Elizabeth and her German. Garden.</li> + +<li>Tarts—Water in motion. Currant.</li> + +<li>Cake—A precious metal. Gold.</li> + +<li>Ice—A celebrated prince. Orange (William of).</li> + +<li>The floral Decorations—The flowers that bloomed on their lips. Roses.</li> +</ol></div> + +<hr style="width: 65%;" /> +<h2>INDEX</h2> +<hr style="width: 65%;" /> + +<h3>GAMES FOR TINY TOTS</h3> + +<p> +A Running Maze, <a href='#Page_11'><b>11</b></a><br /> +<br /> +Bean Bag, <a href='#Page_11'><b>11</b></a><br /> +<br /> +Birds Fly, <a href='#Page_12'><b>12</b></a><br /> +<br /> +Button, Button, <a href='#Page_12'><b>12</b></a><br /> +<br /> +Bingo, <a href='#Page_13'><b>13</b></a><br /> +<br /> +Blindman's Buff, <a href='#Page_14'><b>14</b></a><br /> +<br /> +Blowing The Feather, <a href='#Page_14'><b>14</b></a><br /> +<br /> +Cock Fighting, <a href='#Page_15'><b>15</b></a><br /> +<br /> +Catching The Mouse, <a href='#Page_16'><b>16</b></a><br /> +<br /> +Drop The Handkerchief, <a href='#Page_16'><b>16</b></a><br /> +<br /> +Donkey's Tail, <a href='#Page_17'><b>17</b></a><br /> +<br /> +Frog In the Middle, <a href='#Page_17'><b>17</b></a><br /> +<br /> +Green Gravel, <a href='#Page_17'><b>17</b></a><br /> +<br /> +Hunt The Ring, <a href='#Page_18'><b>18</b></a><br /> +<br /> +Hot Tamales, <a href='#Page_19'><b>19</b></a><br /> +<br /> +Hunt The Slipper, <a href='#Page_19'><b>19</b></a><br /> +<br /> +Hot Boiled Beans and Bacon, <a href='#Page_20'><b>20</b></a><br /> +<br /> +Hide and Seek, <a href='#Page_21'><b>21</b></a><br /> +<br /> +Hiss and Clap, <a href='#Page_22'><b>22</b></a><br /> +<br /> +London Bridge, <a href='#Page_22'><b>22</b></a><br /> +<br /> +Miss Jennia Jones, <a href='#Page_24'><b>24</b></a><br /> +<br /> +Oats and Beans and Barley, <a href='#Page_26'><b>26</b></a><br /> +<br /> +Puss In the Corner, <a href='#Page_27'><b>27</b></a><br /> +<br /> +Rule of Contrary, <a href='#Page_27'><b>27</b></a><br /> +<br /> +Soap Bubble Battle, <a href='#Page_28'><b>28</b></a><br /> +<br /> +Spider Web, <a href='#Page_29'><b>29</b></a><br /> +<br /> +Severed Flowers, <a href='#Page_29'><b>29</b></a><br /></p> + +<h3>GAMES FOR CHILDREN</h3> + +<p> +Acting Proverbs, <a href='#Page_33'><b>33</b></a><br /> +<br /> +Blind Man's Wand, <a href='#Page_34'><b>34</b></a><br /> +<br /> +Blind Postman, The, <a href='#Page_34'><b>34</b></a><br /> +<br /> +Blowing The Candle, <a href='#Page_35'><b>35</b></a><br /> +<br /> +Cat and Mouse, <a href='#Page_35'><b>35</b></a><br /> +<br /> +Clairvoyant, The, <a href='#Page_36'><b>36</b></a><br /> +<br /> +Cushion Dance, The, <a href='#Page_37'><b>37</b></a><br /> +<br /> +Change Seats: The King's Come, <a href='#Page_37'><b>37</b></a><br /> +<br /> +Duck Under The Water, <a href='#Page_38'><b>38</b></a><br /> +<br /> +Gardener, The, <a href='#Page_38'><b>38</b></a><br /> +<br /> +Going To Jerusalem, <a href='#Page_39'><b>39</b></a><br /> +<br /> +Game of Cat, <a href='#Page_40'><b>40</b></a><br /> +<br /> +Grand Mufti, <a href='#Page_40'><b>40</b></a><br /> +<br /> +Here I Bake, Here I Brew, <a href='#Page_41'><b>41</b></a><br /> +<br /> +Hat Game, <a href='#Page_41'><b>41</b></a><br /> +<br /> +Huntsman, The, <a href='#Page_42'><b>42</b></a><br /> +<br /> +He Can Do Little Who Can't Do This, <a href='#Page_43'><b>43</b></a><br /> +<br /> +Hissing and Clapping, <a href='#Page_43'><b>43</b></a><br /> +<br /> +Hold Fast! Let Go!, <a href='#Page_44'><b>44</b></a><br /> +<br /> +Hunt The Whistle, <a href='#Page_45'><b>45</b></a><br /> +<br /> +I Sell My Bat, I Sell My Ball, <a href='#Page_45'><b>45</b></a><br /> +<br /> +Judge and Jury, <a href='#Page_46'><b>46</b></a><br /> +<br /> +My Master Bids You Do As I Do, <a href='#Page_46'><b>46</b></a><br /> +<br /> +Magic Music, <a href='#Page_47'><b>47</b></a><br /> +<br /> +Malaga Raisins, <a href='#Page_48'><b>48</b></a><br /> +<br /> +Our Old Grannie Doesn't Like Tea, <a href='#Page_48'><b>48</b></a><br /> +<br /> +Oranges and Lemons, <a href='#Page_49'><b>49</b></a><br /> +<br /> +Old Soldier, <a href='#Page_50'><b>50</b></a><br /> +<br /> +Post-Office, <a href='#Page_50'><b>50</b></a><br /> +<br /> +Peter Piper, <a href='#Page_51'><b>51</b></a><br /> +<br /> +Sea and Her Children, The, <a href='#Page_52'><b>52</b></a><br /> +<br /> +Stage Coach, The, <a href='#Page_52'><b>52</b></a><br /> +<br /> +Shadow Buff, <a href='#Page_53'><b>53</b></a><br /> +<br /> +Steps, <a href='#Page_54'><b>54</b></a><br /> +<br /> +Spelling Game, The, <a href='#Page_54'><b>54</b></a><br /> +<br /> +Simon Says, <a href='#Page_56'><b>56</b></a><br /> +<br /> +Sergeant, The, <a href='#Page_57'><b>57</b></a><br /> +<br /> +Sea King, The, <a href='#Page_57'><b>57</b></a><br /> +<br /> +Tongue Twisters, <a href='#Page_58'><b>58</b></a><br /> +<br /> +Trades, <a href='#Page_58'><b>58</b></a><br /> +<br /> +Think of A Number, <a href='#Page_59'><b>59</b></a><br /> +<br /> +This and That, <a href='#Page_60'><b>60</b></a><br /> +<br /> +What Am I Doing, <a href='#Page_60'><b>60</b></a><br /> +<br /> +Wonderment, <a href='#Page_61'><b>61</b></a><br /> +<br /> +Wink, <a href='#Page_62'><b>62</b></a><br /> +<br /> +Riddles, <a href='#Page_62'><b>62</b></a><br /> +</p> + +<h3>GAMES FOR ADULTS</h3> + +<p> +Advice, <a href='#Page_75'><b>75</b></a><br /> +<br /> +Adjectives, <a href='#Page_75'><b>75</b></a><br /> +<br /> +Animal, Vegetable, or Mineral, <a href='#Page_76'><b>76</b></a><br /> +<br /> +Acting Rhymes, <a href='#Page_77'><b>77</b></a><br /> +<br /> +Bird-Catcher, The, <a href='#Page_78'><b>78</b></a><br /> +<br /> +Buzz, <a href='#Page_78'><b>78</b></a><br /> +<br /> +Birds, Fruits and Flowers, <a href='#Page_79'><b>79</b></a><br /> +<br /> +Cities, <a href='#Page_80'><b>80</b></a><br /> +<br /> +Cook Who Doesn't Like Peas, The, <a href='#Page_80'><b>80</b></a><br /> +<br /> +Consequences, <a href='#Page_81'><b>81</b></a><br /> +<br /> +Cross Questions and Crooked Answers, <a href='#Page_82'><b>82</b></a><br /> +<br /> +Curate, The, <a href='#Page_83'><b>83</b></a><br /> +<br /> +Definitions, <a href='#Page_84'><b>84</b></a><br /> +<br /> +Earth, Air, Fire and Water, <a href='#Page_84'><b>84</b></a><br /> +<br /> +Farmyard, The, <a href='#Page_85'><b>85</b></a><br /> +<br /> +Forbidden Letter, The, <a href='#Page_86'><b>86</b></a><br /> +<br /> +Forbidden Vowels, The, <a href='#Page_86'><b>86</b></a><br /> +<br /> +Fortune Telling, <a href='#Page_87'><b>87</b></a><br /> +<br /> +Game of Conversation, The, <a href='#Page_89'><b>89</b></a><br /> +<br /> +Guilty Or Innocent, <a href='#Page_90'><b>90</b></a><br /> +<br /> +Guessing Groceries, <a href='#Page_91'><b>91</b></a><br /> +<br /> +Gossip, <a href='#Page_91'><b>91</b></a><br /> +<br /> +How? When? Where?, <a href='#Page_92'><b>92</b></a><br /> +<br /> +I Love My Love With An A, <a href='#Page_93'><b>93</b></a><br /> +<br /> +It, <a href='#Page_93'><b>93</b></a><br /> +<br /> +Jack's Alive, <a href='#Page_94'><b>94</b></a><br /> +<br /> +Menagerie, The, <a href='#Page_95'><b>95</b></a><br /> +<br /> +Minister's Cat, The, <a href='#Page_95'><b>95</b></a><br /> +<br /> +Magic Writing, <a href='#Page_96'><b>96</b></a><br /> +<br /> +Mimic Club, The, <a href='#Page_97'><b>97</b></a><br /> +<br /> +My Lady's Toilet, <a href='#Page_98'><b>98</b></a><br /> +<br /> +Partners, <a href='#Page_98'><b>98</b></a><br /> +<br /> +Proverbs, <a href='#Page_99'><b>99</b></a><br /> +<br /> +Questions and Answers, <a href='#Page_101'><b>101</b></a><br /> +<br /> +Ruth and Jacob, <a href='#Page_102'><b>102</b></a><br /> +<br /> +Rhymes, <a href='#Page_103'><b>103</b></a><br /> +<br /> +Sketches, <a href='#Page_103'><b>103</b></a><br /> +<br /> +Traveller's Alphabet, <a href='#Page_103'><b>103</b></a><br /> +<br /> +Thought Reading, <a href='#Page_104'><b>104</b></a><br /> +<br /> +The Little Dutch Band, <a href='#Page_105'><b>105</b></a><br /> +<br /> +What's My Thought Like, <a href='#Page_106'><b>106</b></a><br /> +</p> + +<h3>FORFEITS</h3> + +<p> +Forfeits, <a href='#Page_107'><b>107</b></a><br /> +</p> + +<h3>GAMES FOR SPECIAL OCCASIONS</h3> + +<p> +New Year's Day, <a href='#Page_115'><b>115</b></a><br /> +<br /> +Lincoln's Birthday, <a href='#Page_122'><b>122</b></a><br /> +<br /> +St, Valentine's Day, <a href='#Page_127'><b>127</b></a><br /> +<br /> +Washington's Birthday, <a href='#Page_132'><b>132</b></a><br /> +<br /> +April Fools' Day, <a href='#Page_142'><b>142</b></a><br /> +<br /> +Easter, <a href='#Page_154'><b>154</b></a><br /> +<br /> +May Day, <a href='#Page_163'><b>163</b></a><br /> +<br /> +Fourth of July, <a href='#Page_169'><b>169</b></a><br /> +<br /> +Hallow-e'en, <a href='#Page_174'><b>174</b></a><br /> +<br /> +Thanksgiving, <a href='#Page_199'><b>199</b></a><br /> +<br /> +Christmas, <a href='#Page_204'><b>204</b></a><br /> +</p> + +<hr style="width: 65%;" /> +<h2><a name="TIGHT-WADS" id="TIGHT-WADS"></a>TIGHT-WADS</h2> + +<p>A collection of the best stories that could be found after a careful +research, by</p> + +<h4>R. U. TITE</h4> + +<p>With sixteen illustrations of different types of "Tight-Wads" you have +met, by</p> + +<h4>CLARE A. BRIGGS,</h4> + +<p>The famous cartoonist of "The Chicago Tribune."</p> + +<p>This unique volume presents the Tight-Wad in all his glory, showing him +"at home," on the "street car," while "entertaining friends," when "out +with the boys," and other places too numerous to mention. Mr. Briggs' +illustrations prove that during his travelling experience he has +encountered many descendants of the Tight-Wad family who have made a +lasting impression on his mind. From title to "finis" the book abounds +in wit and humor which will make you scream as loud as the eagle on the +cover.</p> + +<p class="center">Cloth binding with four color<br /> +inlay, square 16 mo., 50c. +</p> + +<p>For sale at all book stores, or sent (postage paid) on receipt of price, +by the publishers</p> + +<h3>BREWER, BARSE & CO.</h3> +<h4>300-304 WABASH AVE. :: :: :: :: CHICAGO</h4> + +<hr style="width: 65%;" /> +<h3>The Famous</h3> + +<h2>Billy Whiskers Books</h2> + +<h4>By Frances Trego Montgomery</h4> + +<h3>Billy Whiskers' Friends<br /> +Billy Whiskers Jr. and His Chums<br /> +Billy Whiskers' Vacation<br /> +Billy Whiskers' Grandchildren</h3> + +<p>Thousands of children have read this delightful series of books which +are written around the lives and adventures of a goat, "Billy Whiskers," +his wife, Nannie, and their descendants. The family have a strain of the +adventurous spirit which leads them into many serious and laughable +mishaps. Mrs. Montgomery has the happy faculty of writing stories about +animals which always amuse and please the children. Each book has over +fifty black and white illustrations and six full page pictures in colors +by Hugo Von Hofsten.</p> + +<p class="center">Bound in boards with cloth<br /> +back, quarto, each $1.00 +</p> + +<p>For sale at all book stores, or sent (postage paid) on receipt of price, +by the publishers</p> + +<h3>BREWER, BARSE & CO.</h3> +<h4>300-304 WABASH AVE. :: :: :: :: CHICAGO</h4> + +<hr style="width: 65%;" /> +<h3>Everybody should save their</h3> + +<h2>THEATRE PROGRAMS</h2> + +<p>In after years many of them become historic and increase wonderfully in +value as souvenirs of the great plays and actors you have seen. Nearly +every one takes home their theatre program, and is at a loss afterwards +what to do with it, or where to put it so it can be found when wanted in +the future. Here is a book that solves the problem:</p> + +<h2>PLAYS AND PLAYERS</h2> +<h3>A Theatre-Goer's Record</h3> + +<p>in which one may keep a record of the plays seen, the date, play, +theatre, in whose company, coupon of seats, comment on the play and +players, synopsis of scenes, cast of characters, pictures, scenes and +clippings pertaining to the play.</p> + +<p>The paper (India Tint) is of fine quality; the printing is in colors; +the binding is cloth with an appropriate cover design in colors; the +whole making a very attractive book for gift purposes, or for one's own +use, and is put up in a handsome box.</p> + +<p class="center">8¾x6¾ inches, cloth binding (boxed) $1.50<br /> +Full limp leather, gilt edges (boxed) 3.00 +</p> + +<p>For sale at all book stores, or sent (postage paid) on receipt of price, +by the publishers</p> + +<h3>BREWER, BARSE & CO.</h3> +<h4>300-304 Wabash Ave., CHICAGO</h4> + +<hr style="width: 65%;" /> +<h2>CARD CLUB RECORD</h2> + +<p>Every person who attends card parties wants to refer at some time or +another to what happened at or who attended a certain gathering and here +is a book specially designed for that purpose. Blank spaces are provided +in which to record: The Date, Hostess, Game Played, Scores, Prizes, +Winners, Refreshments, Guests, and General Remarks. The book is printed +in two colors with handsome border designs, and includes concise card +rules of latest revision. Both bindings put in a handsome box.</p> + +<p class="center">Cloth binding, cover stamped in gold, boxed, $1.00<br /> +Full leather binding, full gilt edges, boxed, $2.00 +</p> + +<h3>NOTE: THIS BOOK MAKES THE VERY BEST KIND OF A CARD PARTY PRIZE</h3> + +<p class="center">For sale at all book stores, or sent (postage paid) on receipt of price, +by the publishers</p> + +<h3>BREWER, BARSE & CO.</h3> +<h4>300-304 Wabash Ave. CHICAGO</h4> + +<hr style="width: 65%;" /> +<h2>AMERICAN SKAT</h2> + +<h4>By J. CHARLES EICHHORN</h4> + +<p class="center">Chairman Committee on Rules of the North American Skat League</p> + +<p>The rapid strides this great game of cards has made in America, can be +gathered from the fact, that at the First Congress at St. Louis, in +1897, of the North American Skat League just 288 players took part. In +1907, ten years later, at Chicago, 2700 gentlemen and 600 ladies took +part.</p> + +<p>The book "American Skat" is a complete and comprehensive guide for +beginners, and a complete treatise of the game as played to-day.</p> + +<p>It is also a ready reference on all rulings and plays up to the present +time, a condensed glossary on the game of Skat.</p> + +<p>Endorsed by the "North American Skat League" as the Authority on rules.</p> + +<div class='center'> +<table border="0" cellpadding="4" cellspacing="0" summary=""> +<tr><td align='left'></td><td align='left'>Paper cover</td><td align='right'>50c</td></tr> +<tr><td align='left'></td><td align='left'>Cloth binding</td><td align='right'>75c</td></tr> +<tr><td align='left'></td><td align='left'>Special De Luxe Edition, full gilt edges</td><td align='right'>1.00</td></tr> +</table></div> + +<p class="center">For sale at all book stores, or sent (postage paid) on receipt of price, +by the publishers</p> + +<h3>BREWER, BARSE & CO.</h3> +<h4>300-304 WABASH AVE. :: :: :: :: :: CHICAGO</h4> + +<hr style="width: 65%;" /> +<h3>THE</h3> +<h2>Wealth of Friendship</h2> + +<h4>Compiled by Wallace and Frances Rice</h4> + +<h4>WITH A PREFATORY HOMILY ON</h4> +<h3>FRIENDSHIP</h3> +<h4>By the Rev. FRANK W. GUNSAULUS</h4> + +<p>Dr. Gunsaulus, the most popular pulpit and platform lecturer in the +United States, has written the introduction for the most inclusive +selection of extracts regarding friendship ever brought together in a +single volume. He has seen in the theme of friendship the basis of all +true religion, and has stamped with his approval the work of the +compilers. They in turn have exhausted English literature from the time +of Queen Elizabeth to that of President Taft in order to present in the +briefest possible space the views of all great writers in Great Britain +and America on this most interesting topic. They have drawn extensively +on the languages of continental Europe, in many cases making original +translations of the sentiments of the most famous authors and poets +there. And finally the sacred Scriptures have been diligently searched +for this same high purpose, leaving this the furthest reaching +compilation on the finest relation between human beings ever published.</p> + +<p>Printed in two colors on fine paper, and bound in lavender silk finish +cloth, cover stamped in gold. Size 5x8¼ inches. Attractively boxed, +$1.25.</p> + +<p class="center">Pull leather edition, boxed, $2.50.</p> + +<p class="center">For sale at all book stores, or sent (postage paid) on receipt of price, +by the publishers</p> + +<h3>BREWER, BARSE & CO.</h3> +<h4>300-304 WABASH AVE. :: :: :: :: CHICAGO</h4> + +<hr style="width: 65%;" /> +<h2><a name="DINNERS_AND_LUNCHEONS" id="DINNERS_AND_LUNCHEONS"></a>DINNERS AND LUNCHEONS</h2> + +<p class="center">Compiled by <span class="smcap">Paul Pierce</span></p> + +<p>The busy housewife is ever seeking for something new—for unique ideas +for these occasions. This book is full of suggestions—"Ice Breakers, +for Getting the Company Started Right," "Sentiments and Quotations for +Dinner Menus," "Dinners for Patriotic and Special Occasions and +appropriate table stories and toasts." "Favors and Place Cards," "Helps +Over Hard Places," "Don'ts for the Table," "Passing the Loving Cup," are +some of the many hints.</p> + +<p class="center">Appropriate cover design in colors. Size 6¼ x 4½ in. 50c</p> + +<h2>PARTIES AND ENTERTAINMENTS</h2> + +<p class="center">Compiled by <span class="smcap">Paul Pierce</span></p> + +<p>"<i>What shall I do to entertain my friends?</i>" is always the question that +confronts the hostess. It is answered here. This little book is made up +of new and novel suggestions for all kinds of occasions, something to +replace the thread-worn ideas of old time social usage. Here are some of +the chapter headings: "A Rainbow Bridge," "A German Whist," "Golf +Euchre," "Valentine's Day," "St. Patrick's Day," "April Fool's Day," +"Easter," "Decoration Day," "Fourth of July," "Hallow-e'en," +"Thanksgiving Day," "Christmas," "New Year's," "Birthday," "Colonial +Ball," "Lawn Parties," "Children's Parties," etc.</p> + +<p class="center">Appropriate cover design in colors. Size 6¼ x 4½ in. 50c</p> + +<hr style='width: 45%;' /> + +<p class="center">For sale at all book stores, or sent (postage paid) on receipt of price, +by the publishers</p> + +<h3>BREWER, BARSE & CO.</h3> +<h4>300-304 Wabash Ave., CHICAGO</h4> + +<hr style="width: 65%;" /> +<h2>BREAKFASTS AND TEAS</h2> + +<p class="center">Compiled by <span class="smcap">PAUL PIERCE</span></p> + +<p>A book containing some new ideas for Breakfasts and Teas will be +welcomed by the perplexed hostess. Here are some of the suggestions:</p> + +<p>"Chrysanthemum Breakfasts," "Bon Voyage Breakfast," "A Club Breakfast," +"A Gypsy Tea," "Book Title Tea," "Fancywork Tea," "Valentine Tea," +"Colonial Tea," etc. With other unique ideas for menus, together with +toasts and stories.</p> + +<p class="center">Appropriate cover design in colors. Size 6¼x4½ in. 50c</p> + +<hr style="width: 65%;" /> +<h2>SUPPERS</h2> +<p class="center">Compiled by <span class="smcap">Paul Pierce</span><br /> +</p> + +<p>This is a subject of which there has been very little written, and +offers a great opportunity for the display of unique and novel ideas. +This book is full of such. Here are some of the subjects treated:</p> + +<p>"Buffet Suppers," "Dutch Suppers," "Stag Suppers," "After the Play and +Sunday Evening Suppers," "Bohemian Suppers," "Suppers for Patriotic, +Holiday and Special Occasions," with toasts and stories for all these +occasions.</p> + +<p class="center">Appropriate cover design in colors. Size 6¼x4½ in. 50c</p> + +<p class="center">For sale at all book stores, or sent (postage paid) on receipt of price, +by the publishers</p> + +<h3>BREWER, BARSE & CO.</h3> +<h4>300-304 Wabash Ave., CHICAGO</h4> + +<hr style="width: 65%;" /> +<h2>TOASTS AND AFTER-DINNER STORIES</h2> + +<p>Being a careful selection of the best toasts and sentiments, new and +old, gleaned from the writings of standard and popular authors and +conveniently arranged for reference. The scope of the subjects is wide +and the variety such that this book is all that could be desired in a +book of toasts. The latter half of the book is a collection of +side-splitting and clever stories as told by the great humorists and +well-known after-dinner speakers. Here again the wide range of subjects +makes this book especially useful and withal highly entertaining. The +idea of a combination of toasts and stories (two-books-in-one) is +attractive.</p> + +<p>Cloth binding. Cover design in five colors from appropriate drawing. +Size 6¼x4½ in. 50c</p> + +<p class="center">For sale at all book stores, or sent (postage paid) on receipt of price, +by the publishers</p> + +<h3>BREWER, BARSE & CO.</h3> +<h4>300-304 Wabash Ave., CHICAGO</h4> + + + + + + + + +<pre> + + + + + +End of Project Gutenberg's Games For All Occasions, by Mary E. 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Blain + +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: Games For All Occasions + +Author: Mary E. Blain + +Release Date: February 13, 2008 [EBook #24597] + +Language: English + +Character set encoding: ASCII + +*** START OF THIS PROJECT GUTENBERG EBOOK GAMES FOR ALL OCCASIONS *** + + + + +Produced by Barbara Tozier, Annie McGuire, Bill Tozier and +the Online Distributed Proofreading Team at +http://www.pgdp.net + + + + + + + + + + +----------------------------------------------------------+ + |Alternative and inconsistent spellings in the original | + |have been retained. | + | | + |Underlined words in the original book are shown as =bold=.| + +----------------------------------------------------------+ + + + + + GAMES FOR ALL OCCASIONS + + BY + MARY E. BLAIN + + CHICAGO + BREWER, BARSE & CO. + + Copyright, 1909 + By Brewer, Barse & Co. + + + + +PREFACE + + +"A Merry heart maketh a cheerful countenance." + +The desire to play and frolic seems to be a heritage of mankind. In +infancy and early childhood this joy and exuberance of spirit is given +full sway. In youth, that effervescent stage of human existence, "joy is +unconfined." But in middle age and later life we are prone to stifle +this wholesome atmosphere of happiness, with care and worry and perhaps, +when a vexed or worried feeling has been allowed to control us, even +forbid the children to play at that time. Why not reverse things and +drown care and strife in the well-spring of joy given and received by +reviving the latent spark of childhood and youth; joining in their +pleasures passively or actively and being one of them at heart. So +presuming that "men are but children of a larger growth," the games, +pastimes and entertainments described herewith were collected, +remembered and originated respectively with the view of pleasing all of +the children, from the tiny tot to, and including the "grown-up," each +according to their age and temperament. + + M. E. B. + + + + +GAMES FOR TINY TOTS + + + + +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 centre, and can +either wind the children up tightly or can turn them on nearing the +centre and run out again. For another change the long line can start +running and so unwind the spiral. + + +BEAN BAG + +All stand in a line except one who is the leader who stands a short +distance opposite the line. + +The leader throws the bean bag to the child at the head of the line who +returns it to the leader. The leader throws it to the next child, who +throws it back to the leader, and so it is thrown back and forth to each +child in turn. Any one in the line who fails to catch the bag must go to +the foot of the line. + +If the leader fails to catch the bag he must go to the foot of the line +and the one at the head of the line takes his place. + + +"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 creatures "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. + + +BUTTON, BUTTON + +All the children except the one who passes the button sit in a circle +with hands placed palm to palm in their laps. + +The child passing the button holds it between her palms and goes to each +one, in turn, slipping her hands between the palms of the children. As +she goes around the circle she drops the button into some child's hands, +but continues going around as long after as she pleases, so the rest +will not know who has it. + +Then she stands in the middle of the circle and says: "Button, button, +who has the button?" All the children guess who has it, the one calling +out the correct name first is out and it is his turn to go around with +the button. + + +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 a cask of ale, + 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 verse. When it comes to the spelling +part of the rhyme, the miller points to a child who must call out the +right letter. + +Anyone who makes a mistake must pay a forfeit. + + +BLINDMAN'S BUFF + +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?" The answer is "Three," and to the question: "What +color are they?" he replies: "Black, white, and gray." All the players +then cry: "Turn around three times and catch whom you may." "Buff" +accordingly spins round and then the fun commences. He tries to catch +the players, whilst 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. + + +BLOWING THE FEATHER + +All the children, except one, sit on the floor around a sheet or table +cloth which they hold about eighteen or twenty inches above the floor. A +feather is placed on the sheet and at a signal the child nearest it +blows the feather toward another child. The object is to keep the +feather in the air, not allowing it to light. + +The remaining child runs back and forth around the group trying to catch +the feather. When he is successful, the person on whom the feather +rested or was nearest to, changes place with him. + + +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. + + +CATCHING THE MOUSE + +The children sit in two rows opposite each other with a space between. +One child takes the place of "cat," being 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. + + +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:-- + + "A tisket, a tasket + A green and yellow basket, + 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." + +He must drop the handkerchief behind one of the players, who picks it up +and tries to catch him before he can run around the ring and jump into +the vacant place. As soon as this happens, the first player joins the +ring, whilst it is now the turn of the second to "drop the +handkerchief." + + +DONKEY'S TAIL + +A good-sized donkey without a tail is first of all cut out of brown +paper and fastened to the wall. The tail is then cut out separately, and +a hat-pin is stuck through the end. The players arrange themselves in a +line some little distance from the wall, and the fun begins. Each player +must, in turn, advance with closed eyes towards the donkey, and, still +keeping his eyes tightly shut, fasten the tail in what he believes to be +the right position. When, amidst much laughter, he is told to open his +eyes, he finds that he has very carefully fastened the tail to the tip +of the donkey's ear, or on the side of his nose. + + +FROG IN THE MIDDLE + +One child is seated on the ground with his legs under him and the other +players form a ring round him. They then pull him about and give him +little pushes, and he must try and catch one without rising from the +floor. + +The child who is caught takes the middle, and the frog joins the circle. + + +GREEN GRAVEL + +Girls form a circle and dance around one of their number. The girl in +the ring turns her head gravely as a messenger advances, while the rest +sing to a pleasing air-- + + Green gravel, green gravel, + The grass grows so green, + The fairest of ladies, + Is fit to be seen. + Dear ----, Dear ---- + Your true love is dead; + The king sends you a letter + To turn back your head. + +The process is repeated calling each child by name until all of the +children have so turned. Turning the head is the sign of sorrow. The +game is continued by the following verse in which the lost lovers +appear: + + Dear ----, Dear ---- + Your true love's not slain, + The king sends you a letter + To turn around again. + +And the dancers who have all turned about, are one by one made to face +the ring. + + +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, whilst 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, whilst the person who held +the ring becomes the "hunter." + + +HOT TAMALES + +The "tamale" in this game is a knotted handkerchief. One player is +chosen for the Hot Tamale man and stands in the center of the room while +the others sit around in a circle. + +The Hot Tamale man begins the game by saying, "hot tamales, hot +tamales," at the same time throwing the hot tamale to some one in the +circle who must throw it to another player in the circle and so on, +tossing it from one to another without stopping. + +The Hot Tamale man tries to catch it and if he succeeds, the one who +last tossed it changes places with him and the game continues. + + +HUNT THE SLIPPER + +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 get 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 on to his +neighbor without its being seen by the customer. The person upon whom +the shoe is found must become the customer, whilst the customer takes +his place in the circle on the floor. + + +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 or very far away from the object that +is hidden, whilst 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." + + +HIDE AND SEEK + +One child is chosen "It." This one stands by a post or in a corner which +is called "base," and hides his eyes. The children decide among +themselves how many he shall count while they are hiding. Suppose they +choose 100, then he counts 5, 10, 15, 20, etc., until he reaches 100, +and then he calls out: + + "Ready or not, + You shall be caught." + +The children having hidden while he was counting remain perfectly still +while he is hunting them. If he passes by some child without finding +him, that one may run to the "base" and say "One, two, three, I'm in +free!" As many children as can, try to get in "free," but if the one who +is "it" sees a child, runs to the base and touches it first, calling: +"One, two, three," and the child's name he has to be "it." If the child +reaches the "base" first he is "free" and the game proceeds until +someone is "caught." If all the children get "free" the one who is "it" +again hides his eyes. + + +HISS AND CLAP + +This is an excellent party game. One of the company goes outside the +room, whilst the remainder of the players decide amongst themselves +which of them he shall kneel to. When this is settled upon, the person +who is outside is allowed to enter, and he kneels in front of whom he +thinks is the right one. If he should make a correct guess, the company +clap their hands, and the person to whom he knelt goes outside. If, +however, the guess is an incorrect one, the company hiss loudly, and the +guesser has to go outside, come back, and try again. Of course, it will +make more amusement if when a boy is sent outside the room a girl be +chosen as the person to whom he has to kneel; and the opposite if a girl +be outside the room. + + +LONDON BRIDGE + +No game has been more popular with children than this, and any summer +evening, in the poorer quarters of the cities, it may still be seen how +six years instructs three years in the proper way of conducting it. Two +players, by their uplifted hands, form an arch, representing the bridge, +under which passes the train of children, each clinging to the garments +of the predecessor and hurrying to get safely by. As the last verse is +sung the raised Arms of the two directors of the game descend and +enclose the child who happens to be passing at the time. The prisoner +is then led, still confined by the arms of her captors, to the corner +which represents the prison and asked, "Will you have a diamond necklace +or a gold pin?" "A rose or a cabbage?" or some equivalent question. The +keepers have already privately agreed which of the two each of these +objects shall represent, and, according to the prisoner's choice, he is +placed behind one or the other. When all are caught, the game ends with +a "Tug of War," the two sides pulling against each other; and the child +who lets go, and breaks the line, is pointed at and derided. The words +of the rhyme sung while the row passes under the bridge are now reduced +to two lines: + + London bridge is falling down, + My fair lady! + + London bridge is falling down, + Falling down, falling down, + London bridge is falling down + My fair lady! + You've stole my watch and kept my keys, + My fair lady! + Off to prison you must go, + My fair lady! + Take the key and lock her up, + My fair lady! + + +MISS JENNIA JONES + +The story of this is originally a love story. The young lady dies from a +blighted affection and the prohibition of cruel parents. + +A mother, seated, Miss Jones stands behind her chair, or reclines on her +lap as if lying sick. A dancer advances from the ring. + + "I've come to see Miss Jennia Jones, + Miss Jennia Jones, Miss Jennia Jones-- + I've come to see Miss Jennia Jones, + And how is she to-day?" + + "She's up stairs washing, + Washing, washing-- + She's up stairs washing, + You cannot see her to-day." + +The questions are repeated to the same air for every day of the week and +Miss Jones is baking, ironing, or scrubbing. She is then sick or worse +and finally is dead. + + "What shall we dress her in, + Dress her in, dress her in; + What shall we dress her in-- + Shall it be blue?" + + "Blue is for sailors, + So that will never do." + + "What shall we dress her in, + Shall it be red?" + "Red is for firemen, + So that will never do." + + "Pink is for babies + So that will never do." + + "Green is forsaken, + So that will never do." + + "Black is for mourners, + So that will never do." + + "White is for dead people + So that will just do." + + "Where shall we bury her? + Under the apple tree." + +Miss Jennia Jones is "laid out" upon the floor and something white +thrown over her. + +After the burial is completed the children form a ring and sing: + + "I dreamed I saw a ghost last night, + Ghost last night, ghost last night-- + I dreamed I saw a ghost last night, + Under the apple tree!" + +The ghost suddenly arises. The ring breaks up, the children fly with +shrieks, and the one caught by the ghost is to take the part of Miss +Jennia Jones in the next game. + + +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; then 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 send 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 centre joins the ring and the game is continued as before. + + "Oats and beans and barley O! + Do you or I or anyone 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 the 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!" + + +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, and +the fifth who is Puss 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 everyone. + +The fun consists in the players trying to change places without allowing +Puss to get a corner. When they leave their corners, the player in the +centre tries to get into one of them. + +When the centre player succeeds in getting into a corner, the one who +has been displaced has to take his place in the middle of the room. + + +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 pretence 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. Anyone who fails must pay a +forfeit. + + +SOAP BUBBLE BATTLE + +Two children act as captains, one of company A, the other of company B +and each in turn choose a soldier until the children are evenly divided +into two companies. + +Stretch a rope or cord at a medium height across the middle of the room, +with company A on one side and company B on the other side. + +Each company is provided with a basin of soap suds (a little glycerine +added to the water will make the bubbles last longer) and each soldier +with a clay pipe. + +Two soldiers, one from company A and one from company B stand at arms +length from the rope and each blows a bubble from his pipe towards the +"enemy" and over the rope if he can. If a soldier blows a bubble over +the rope without it bursting his company wins a point. If he fails to +do so, his company loses a point. + +These soldiers step back and two more (one from each company) advance +and blow a bubble and so on until all have had a turn. Some one keeps +the score and the company having the most points are the "victors" and +to them belong the "spoils" which consists of a tiny paper drum filled +with candy, a small silk flag or any appropriate prize. + + +SPIDER WEB. + +Attach one end of a number of strings (one for each guest) to the +chandelier. Fasten to the other end of each string a small prize wrapped +up in tissue paper. Have strings of various lengths and twine them +around the table legs, chairs, etc., some may be "spun" around +furniture, etc., in adjoining rooms, trying to hide the prizes as much +as possible. + +At a signal each child takes or is given a string from the chandelier +and proceeds to wind it around an empty spool or piece of pasteboard, +until a prize is reached. The strings must not be broken. An extra prize +may be awarded to the child who first winds up a string neatly. + + +SEVERED FLOWERS + +Cut from colored cloth or paper a number of petals for forming wild +roses, using pink material; marguerite daisies of white material and +pansies of purple. Five petals for each rose, five for each pansy and +ten for each daisy. + +Have the children sit around a table. Provide each one with a sheet of +plain paper, three pins having the heads covered with yellow tissue +paper and mixed petals enough to make one of each kind of flower. + +At a signal the children begin to make the flowers by sticking the pin +through the point of the petals and pinning each flower to the sheet of +paper. + +A prize may be given to the child finishing the flowers first or the +child making the best looking flowers. + + + + +GAMES FOR CHILDREN + + + + +ACTING PROVERBS + +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. + + +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 centre 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. Someone 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. + + +THE BLIND POSTMAN + +First a postmaster-general must be appointed, whose duty is to write +down the names of the players, and the names of the cities they have +chosen to represent. The postman is blindfolded and led to the middle +of the room, whilst the other players are seated round it. The +postmaster-general then begins to announce that a letter has been sent +from one town to another, say from Denver to Chicago. The two players +who have taken those names must rise up silently and change seats. + +The postman's duty is to try and seat himself in one of the vacant +chairs; the player who loses his chair must become the blind postman. + + +BLOWING THE CANDLE + +Place a lighted candle on a table at the end of a room. Invite someone +to stand in front of it, then blindfold him, make him take three steps +backwards, turn round three times and then advance three steps and blow +out the candle. If he fails he must pay a forfeit. It will be found that +very few are able to succeed, simple though the test appears to be. + + +CAT AND MOUSE + +All players form a ring, joining hands, except one called the Mouse, +whom they enclose within the circle, and one who is on the outside who +represents the cat. They then dance around, raising their arms at +intervals. The cat watches the chance to spring into the circle at one +side, and the mouse dashes out at the other--public sympathy being with +the mouse, his or her movements are aided when possible. When the cat is +in the circle, the players lower their arms so as to keep the enemy +prisoner. The cat goes around meekly, crying "mew," while the rest dance +around her. With a sudden "miaou!" she tries to break through any weak +place in the chain of hands. + +As soon as she escapes she tries to catch the mouse, who runs for safety +into the ring again, hotly pursued. If the cat is so near as to follow +the mouse into the ring, before her entrance can be prevented, or if she +catches the mouse outside the circle, the mouse must pay a forfeit. Two +more players are then named by the cat and mouse to succeed them. + + +THE CLAIRVOYANT + +The clairvoyant goes out of the room, undertaking to name the person +whom his confederate shall point out. + +The door being shut upon the clairvoyant the confederate points to one +whom we will call Mr. B. + +"At whom am I pointing?" he queries. + +"At Mr. B.," replies the clairvoyant. + +The trick is for the clairvoyant and his confederate to arrange between +them that the person who speaks last before the clairvoyant leaves the +room is the person to be pointed at. + + +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 +upwards, in the middle of the room. Suddenly one party endeavours 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. + + +"CHANGE SEATS: THE KING'S COME." + +In this game as many seats are placed round the room as will seat all +the players but one. This one stands in the middle of the room, +repeating the words: "Change seats, change seats;" but no one moves +unless he says: "Change seats: the king's come." + +Then all must change seats. In the bustle the one standing can generally +manage to secure a seat, when the person left out must take his place. + +The person in the centre may tell a story if he chooses, bringing in the +words; "Change seats," occasionally, and sometimes he may say slyly: +"The king's not come," when everyone should, of course, remain seated; +but some are sure to mistake the words for "The king's come," and jump +up, when the centre player can slip into a seat. + + +DUCK UNDER THE WATER + +Each child chooses a partner and stands opposite to her, so that two +long lines are formed. Each couple holds 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. + + +THE GARDENER + +Any number of children can play. One is chosen as leader and is called +the "gardener." + +All the children sit in a circle and the "gardener" gives each one in +turn the name of some flower. When all are named the "gardener" stands +in the centre of the circle and tells how he has gone to the woods to +gather certain flowers; how he has transplanted them to form a lovely +garden; the care he has to take of them, and so on, telling quite a long +story and bringing in the names of all the flowers he has given to the +children. + +As a flower is mentioned, the child who has that name rises, turns +around, and sits down again. Anyone who fails to rise when his flower is +named must pay a forfeit. When the gardener says something about a +bouquet, all the children rise and exchange seats. Then the "gardener" +tries to get a seat, and if he succeeds, the person who has no seat +becomes the "gardener" and the game goes on as before. + + +GOING TO JERUSALEM + +A row of chairs, facing alternately different ways, is placed through +the centre of the room--a chair for every player except one. + +Some one at the piano plays a lively air, first fast, then slow, very +loud, then low--while the children march around the chairs without +touching them, keeping time with the music. When the music suddenly +stops, all rush for a seat. A chair must be taken away each time the +marching recommences--until but two chairs remain, when the excitement +becomes intense. The one who at the moment that the music ceases has the +good fortune to seat himself or herself in the one chair remaining wins +the game and perhaps a prize. + + +GAME OF CAT + +The person who is to play the part of Cat should stand outside of 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 is able to do so. + + +GRAND MUFTI + +One of the company is chosen as Grand Mufti. The others then form a +circle with the Grand Mufti in the centre, 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. + + +HERE I BAKE, HERE I BREW + +The players join hands in a circle, with one of their number in the +middle, who is supposed to be a captive, longing for freedom and reduced +to diplomatic means to secure it. + +The prisoner touches one pair of joined hands in the circle saying, +"Here I Bake." Then, passing to the other side, says, "Here I Brew," as +she touches another pair of hands. Suddenly, then, in a place least +suspected, perhaps whirling around and springing at two of the clasped +hands behind her, or at the pair which she had touched before, if their +owners appear to be off guard, she exclaims "Here I mean to break +through!" and forces her way out of the circle if she can. + +The players must be on the alert and strongly resist the captive's +effort to escape. + +Those who permitted her to regain her freedom--through inattention or +weakness--must then make use of the "counts" familiar to all generations +of children, to decide which of them shall take the place of the +prisoner. + + +HAT GAME + +One of the players has two hats, one he places on his own head and the +other he hands to one of the company. The person who has received the +hat must then make every action contrary to the action of the person +who handed him the hat. For instance, if No. 1 sits down, No. 2 must +stand up. If No. 1 takes his hat off, No. 2 must put it on. If No. 2 +fails he must pay a forfeit. The time of trial is limited to three +minutes, or less if the players wish, after that No. 1 is bound to take +the hat and be tried in his turn. + + +THE HUNTSMAN + +One person represents the huntsman, the other players call themselves +after some part of a 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, whilst 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. + + +"HE CAN DO LITTLE WHO CAN'T DO THIS." + +One of the players takes a stick in his left hand and thumps the floor +with it, saying, "He can do little who can't do this." Then he hands the +stick to another player, who will most probably use his right hand when +holding the stick and thumping the ground. If he does he is told he has +failed in the simple task, and the stick is handed to another. The game +goes on until someone discovers that the secret of the trick is to copy +the leader exactly, and therefore the stick must be held in the left +hand. + + +HISSING AND CLAPPING + +As many chairs as there are players must be arranged down the middle of +the room. The girls then all sit down so that each has a vacant chair +next her, and the boys retire from the room. During their absence the +girls all decide which particular boy is to occupy the vacant chair next +her, and the boys are summoned in turn. On entering the room the boy +must walk straight to the chair next the girl whom he imagines to have +chosen him, and sit down. If he has guessed correctly he is loudly +clapped by all the girls present, and another boy is called in. But if +he makes a mistake, and sits down on the wrong chair, he is hissed so +vehemently that he is only too glad to escape from the room. Another +player is called in, and the process is repeated, until finally all the +boys have guessed correctly, and all the vacant chairs are occupied. + + +HOLD FAST! LET GO! + +For this game the company must divide themselves into parties with four +in each group, and one odd player who must issue commands and lead the +game. Each party of four must hold a handkerchief cornerwise, one player +at each corner. The leader of the game then takes up his position in the +middle of the room from which he issues his commands in sharp, quick, +decisive tones, when he shouts "Let go!" the players must all hold +tightly on to the handkerchief. And when, almost with the same breath, +he calls "Hold fast!" they must drop it as if it burnt the tips of their +fingers. The fun of the game lies in the leader issuing his commands so +rapidly one on top of the other that the players become bewildered. The +players who make a mistake retire from the game, until finally only one +of the four is left and he becomes leader. + + +HUNT THE WHISTLE + +The chief participator in this game must be ignorant of the trick about +to be played. He is told to kneel down whilst a lady knights him, naming +him "Knight of the Whistle." During the process someone fastens a small +whistle to his coat tails by means of a piece of ribbon. He is then +bidden to rise up and search for the whistle. The hunt begins; all the +players combine to deceive the searcher; they must blow the whistle +whenever they can do so without being detected. When the searcher +discovers the trick the game is, of course, at an end. + + +"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." + +Anyone who does not at once imitate the "drummer-man" must pay a forfeit +and take his place as "drummer-man." + + +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 anyone, 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, whilst the person who is opposite to him +must reply, before the judge can count ten; the penalty on failing to do +this or answering out of one's turn 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 +"grey." For the breaking of this rule a forfeit may also be claimed. + + +"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 everyone 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. + + +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 or has found the task she is to perform. + + +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. + + +"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 everyone 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. + + +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 candle 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. + +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. + + +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. Anyone who does not +reply at once, or who uses any of the forbidden words, must pay a +forfeit. + + +POST-OFFICE + +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 stamps 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 stamps; after which he or she must +take a turn as postman. + + +PETER PIPER + +This is an amusing game for children. A blackboard is needed upon which +the verse, "Peter Piper," etc., is illustrated or written so that the +words are mixed up and it will be difficult to point out. Some older +person will be needed to superintend the game. + +One child is given a pointer and as the others sing, to any familiar +tune: + + "Peter Piper picked a peck of pickled peppers, + Now if Peter Piper picked a peck of pickled peppers, + Where is that peck of pickled peppers, + Peter Piper picked?" + +she must point out each word or drawing as quickly as it is sung. + +If a mistake is made in pointing, the child takes her place with the +rest and another child is out. Each one is given a turn. + +It is an achievement, if done successfully, and some suitable gift +should be given as a prize. + + +THE SEA AND HER CHILDREN + +The players seat themselves in a circle, one of the number remaining in +the center to represent the "Sea." Each player takes the name of some +fish and the Sea walking around the circle calls each person by the name +they have adopted. As they are called they must rise and follow the +"Sea." When all have left their seats the "Sea" begins to run about +crying: "The Sea is troubled." Suddenly she seats herself, when all her +companions must try to do the same; but there will be one seat short, so +there will be one player left over and this player becomes the "Sea." No +player must seat himself until the "Sea" has taken a chair, and she can +create some fun by running about and pretending she is about to seat +herself. Any player seating himself before the "Sea" must pay a forfeit. + + +THE STAGE COACH + +The leader tells every member of the company to choose as a name some +article connected with a stage coach; the wheels, the horses, the whip, +the bridle, etc., may be chosen. These the leader jots down on a piece +of paper and then begins to tell a thrilling story. "The stage coach +left the old Stag Inn, amidst the thundering of the horses' hoofs and +the cracking of the driver's whip." Some member will probably have +chosen to be the horses, another the whip, and as their names are +mentioned they must rise, twirl round and sit down again. Then the +narrator continues: "For some miles all went well, then a bridle gave +way (the bridle must rise and twirl round) and the driver put down the +reins, jumped from his seat and ran to the horses' heads. It was found +necessary to take the horses out of the shafts before the stage coach +could proceed on its way." As each member's name is mentioned he must +rise and twirl round; but when the Stage Coach is mentioned every one +must rise and change seats, when the narrator, who has been standing, +tries to secure one. If he succeeds the person left out becomes +narrator. The great point is for the narrator to tell such a thrilling +story that the members forget to acknowledge the mention of their names, +when they must pay a forfeit. + + +SHADOW BUFF + +A splendid game, and one specially suitable for a large party. A sheet +or white tablecloth is first of all stretched right across the room, and +on a table behind it is placed a bright lamp. All the other lights in +the room are then extinguished, and one of the players takes a seat upon +a low stool midway between the lamp and the sheet. The other players +endeavor to disguise themselves as much as possible, by distorting their +features, rumpling their hair, wearing wigs, false noses, etc., and pass +one by one behind the player seated on the stool. Their shadows are +thus thrown upon the sheet. The aim of the seated player is to guess the +identity of the shadows as they pass before him; and the aim of the +others is to endeavor by every means in their power to keep him from +recognizing them. As may be imagined, the task of the single player is +not an easy one, the distorted shadows being vastly different from the +originals as seen before the lights were extinguished. + + +STEPS + +The blindfolded player is placed in the middle of the room, and the +other players all place themselves at various distances round him. The +blind-man is then told how many steps he must take in order to be able +to touch a certain player. This game does, I know, sound rather simple +in writing; but try it, and you will find that it is not so easy as you +imagine. It will also have the effect of making the dullest party +lively, because the blind-man makes such absurd mistakes as to the +direction and length of steps that he has to take. + + +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 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. + + +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 SERGEANT + +One player represents the Sergeant, and the others the soldiers, whom he +is supposed to be drilling. When the Sergeant says "Do this," all the +players must imitate him. But when he says "Do that," they must take no +notice. + +If a soldier makes a mistake he has to pay a forfeit, and takes the +Sergeant's place. + + +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 centre 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. + + +TONGUE TWISTERS + +The leader begins by saying the first sentence, which is repeated by +each player in turn. The leader in every case adds the new line, which +is repeated by the other players in succession. Anyone making a mistake +or omission drops out of the contest. As the ranks grow thinner, the +players are required to repeat the sentences more rapidly, and no time +for hesitation allowed. The one who makes no mistake is entitled to a +prize. + +The sentences are as follows: + + 1. One old ox opening oysters. + + 2. Two tall Turks twirling twisted turbans. + + 3. Three tinkering tailors totally tired. + + 4. Four fat Frenchmen fanning a fainting fly. + + 5. Five funny farmers feeding feathered fowls. + + 6. Six slippery snails slid slowly seaward. + + 7. Seven shy soldiers shooting salted salmon. + + 8. Eight eccentric Englishmen exhibiting educated elephants. + + 9. Nine nimble noblemen nibbling nasturtiums. + + 10. Ten tipsy tailors toddling timidly together. + + +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. Everyone 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. + + +THINK OF A NUMBER + +In this game the leader tells one of the players to think of any number +he likes, but not to say it aloud. He next tells him to double it; this +done, the player is told to add eight to the result, and then halve it. +After doing this he must halve the whole, and from what is left take +away the number first thought of. If correctly worked out the answer +will be four, which is just half the number which the leader told the +player to add after the original number was doubled. For instance, we +will suppose the number thought of to have been twenty. When doubled, +the result will be forty. The player then adds eight, which gives him a +total of forty-eight. He halves this, and has twenty-four left. When he +has taken away the number first thought of (twenty) he has a total of +four--which is half the number the leader told him to add in the +beginning of the game. + + +THIS AND THAT + +A confederate is necessary for this trick. The one performing the trick +goes out of the room and the confederate agrees with the audience to +touch a certain article. The person outside is recalled and his +confederate begins to question him. "Did I touch this music book?" "No." +"Did I touch this table?" "No." "Did I touch this knife?" "No." "Did I +touch that fork?" "Yes." The secret consists in saying the word "that" +before the article touched, instead of "this." + + +WHAT AM I DOING? + +The players seat themselves in a row and the leader of the game takes +his place behind them, beginning at the top of the row. He makes some +absurd gesture and then asks the person behind whom he is standing +"What am I doing?" If the player replies incorrectly, and he generally +does, he is doomed to stand up and imitate in silence the gesture he +could not guess, until he has leave to sit down. + + +WONDERMENT + +It is necessary that only two 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, through a closed door, to name 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, Hearthrug, 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 skilful there is no need for the trick to be +discovered. + + +WINK + +All the girls sit in a circle, and the boys stand outside, one boy +behind each girl's chair. One chair is left vacant, but a boy stands +behind it, and by winking at the girls one at a time, tries to get one +for his empty chair. + +As soon as a girl is winked at, she tries to leave her seat, and take +the vacant one, but if the boy behind her touches her before she leaves +the seat, she cannot go. Each boy has to keep his eye on the one who is +winking and on the girl in his chair, for if he is not watching, she may +escape before he has time to touch her, and then it is his turn to do +the winking and get a girl for his chair. + +If the winking is done quickly it adds to the interest of the game. No +boy can keep hold of a girl all the time; he must only touch her when +she starts to leave her place, and then if she is beyond arm's length he +cannot call her back. + + +RIDDLES + +Few children think they will ever tire of playing games; but all the +same, towards 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 may sit quietly around 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. + + Why does a sculptor die horribly?--Because he makes faces and + busts. + + 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 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. + + What coin doubles its value by taking away a half of it?--Halfpenny. + + 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 (ten-drils) and shoots. + + Why is an opera-singer like a confectioner?--Because she deals in + ice-creams (high screams). + + 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. + + 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-pound bank-note much more profitable than five + sovereigns?--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. + + 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. + + A man had twenty sick (six) sheep, and one died; how many were + left?--19. + + What is that which everybody has seen but will never see + again?--Yesterday. + + Which is the best day for making a pancake?--Friday. + + Which is the smallest bridge in the world?--The bridge of your nose. + + What four letters would frighten a thief?--O I C U. + + What is that which goes from London to York without moving?--The + road. + + Which is easier to spell--fiddle-de-dee or + fiddle-de-dum?--Fiddle-de-dee, because it is spelt 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. + + Which of the English kings has most reason to complain of his + washer-woman?--King John, when he lost his baggage in the Wash. + + If a bear were to go into a linen-draper's shop, what would he + want?--He would want muzzlin'. + + Why is B like a hot fire?--Because it makes oil Boil. + + Why was the first day of Adam's life the longest?--Because it had no + Eve. + + If an egg were found on a music-stool, what poem would it remind you + of?--"The Lay of the Last Minstrel." + + Why is a schoolmaster like a shoe-black?--Because he polishes the + understanding of the people. + + Why is a washer-woman like a navigator?--Because she spreads her + sheets, crosses the line, and goes from pole to pole. + + Why is an author the queerest animal in the world?--Because his tale + comes out of his head. + + 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. + + When is a tradesman always above his business?--When he lives over + his shop. + + 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 locomotive. + + 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. + + What tune did he whistle?--Over the hills and far away. + + Why need a traveller 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 diner on board a steam-boat like Easter Day?--Because it is + a movable feast. + + 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 war, the other goes to pieces. + + Why is it dangerous to sleep in a train?--Because every train runs + over all the sleepers on the line. + + Spell "enemy" in three letters?--F O E. + + 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 boots 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 World's Fair?" 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 supplied with?--Ceiling whacks. + (Sealing-wax.) + + Which is the longest word in the English language?--Smiles; because + there is a mile between the first and last letters. + + Which is the oldest tree in England?--The Elder Tree. + + How many sides are there to a tree?--Two, inside and out. + + What is that which happens twice in a moment and not once in a + thousand years?--The letter M. + + 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 could a negro slave not be caught if he ran away?--Because he + would be sure to keep dark at all times. + + 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. + + + + +GAMES FOR ADULTS + + + + +ADVICE + +Each player is given a slip of paper and asked to write a piece of +advice--the ladies write to the gentlemen and vice versa. The slips are +collected and again distributed and each player is asked to read the +advice which has been given him. Before looking at the paper he must +tell what sort of advice it is--good, bad, unnecessary, etc., and +whether or not he intends to profit by it. + + +ADJECTIVES + +A slip of paper and a pencil is given to each player, who must then +write a number of adjectives upon it. The slips are collected and given +to the principal player, who has undertaken to read out a short story, +substituting the adjectives on the slips for those already in the story. +The adjectives must be taken as they come and not picked out to suit the +story. The result is sometimes very laughable; as for instance--"The +pretty rhinoceros is a very amiable animal. It is very attractive in its +habits, and lives near lakes or rivers. Its delicate skin is so soft +that special bullets are needed to pierce it, etc." + + +"ANIMAL, VEGETABLE, OR MINERAL?" + +This is a capital game for a large party, for it is both instructive and +amusing. One player is selected who has to guess what word or sentence +the remainder of the company has chosen. He goes out of the room, and +when the subject has been decided upon, returns and asks a question of +each of the company 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. + + +ACTING RHYMES + +For this game, half the players go outside the door, whilst 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 be 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, whilst 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 turn, become the actors. + + +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. + + +BUZZ + +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. + + +BIRDS, FRUITS AND FLOWERS + +In this game every one in the company has to describe in a riddle, first +a bird, then a fruit, and finally a flower. The others must guess. +Whoever guesses the most is the winner of the game. + +Here are examples of the riddles: + + BIRD. Although a bird I am part of a plant. STORK. (Stalk). + + FRUIT. Although a single specimen, I am really two. PEAR. + + FLOWERS. Although usually white, I am always described as rose + colored in hue. PINK. + + +CITIES + +Materials required.--As many sheets of paper and pencils as there are +players. + +The players seat themselves round a table, and each one is provided with +a sheet of paper and a pencil. The hostess then asks them to write at +the head of the paper the name of the town in which they were born. A +time limit of fifteen minutes is then given them in which to make up a +sentence, each word of which must begin with the letters composing the +name of the town. The sentence must be either suggestive, or descriptive +of the town which each has written on his or her paper. For example:-- + + Town--Chicago. + + Sentence--Came home in carriage after going out. + + +THE COOK WHO DOESN'T LIKE PEAS + +One of the players commences the game by saying to his neighbor, "I have +a cook who doesn't like peas (p's); what will you give her for dinner?" +The person addressed must avoid the letter P in his answer. For +instance, he may answer, "Artichokes," "Onions," "Cabbage," and +"Carrots," but he must not say "Spinach," "Asparagus," "Potatoes." The +question is then asked of the second player, and so on until all have +replied. If a player mentions a word containing the letter P he has to +pay a forfeit. + + +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 somewhat like this:-- + +(1) The horrifying and delightful (2) Mr. Brown (3) met the charming (4) +Miss Philips (5) in Westminster Abbey; (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." + + +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 everyone 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 belongs +to him. + +At the end of the game each 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.'" + + +THE CURATE + +A player is chosen to represent "The Curate." The other players are +assigned such names as printer, plumber, jeweler, butcher, druggist, +shoemaker, etc. "The Curate" starts the game by saying, + +"Mr. Butcher (or any other name) I called to see you this morning but +you were not at home." + +The Butcher: "I had just gone over to the jeweler's." + +Curate: "And what business had you at the jeweler's?" + +(The jeweler is the next to speak but he must not do so until the +question is answered.) + +"I went to get a bracelet for Mrs. Butcher." + +The Jeweler: "I was not at home for I had gone to the printer's." + +The Curate: "And what was your business at the printer's?" + +(The printer is the next to speak but he must not do so until the +question is answered.) + +The game may be made very interesting by bringing into it little +personal references and bits of innocent scandal, as + +"I was at the jeweler's to help Mr. ---- select a ring for Miss ----." + + +DEFINITIONS + +A subject is given to the company by the "teacher" and those joining in +the game are each to define the subject in as terse a manner as +possible, in epigram or verse, written on a slip of paper. The cards are +then signed, turned in and the "teacher" reads the definitions. Then the +company are to decide which one of the definitions has the greatest +merit. For instance, the word "Friendship" is given and the answers +might run like these: + + "A feather from love's wing." + + "The greatest of boons." + + "Something akin to glue," etc. + + Or the word "Gold" might evoke: + + "That which I have not." + + "The root of all evil." + + "What goes to the plumber," etc. + + +EARTH, AIR, FIRE AND WATER + +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. + + +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. + + +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. + + +THE FORBIDDEN VOWELS + +The players seat themselves and are questioned by the leader of the game +and must answer without bringing in a word containing a forbidden vowel. +Say the vowel "a" is forbidden, the leader asks--"Are you fond of +playing the piano?" The answer "Yes, very much," would be correct as the +words do not contain the letter "a." But if the answer were--"Yes, and I +am fond of singing too," the speaker would have to pay a forfeit. Any +vowel may be forbidden, or if the players choose to make the game very +difficult, two vowels may be forbidden. Say "a" and "e" are forbidden, +and the question is, "Will your father be late home?" "I do not know" +would be a correct answer. + + +FORTUNE TELLING + +The Fortune Teller must provide the person who is to have his or her +fortune told with a piece of paper and a pencil and then proceed to say: + + 1. Write "Yes" or "no." + + 2. "State a gentleman's or a lady's name." (If a lady's fortune is + to be told she must write a gentleman's name and vice versa.) + + 3. "Give a number." + + 4. "Length of time." + + 5. "Yes or no." + + 6. "Yes or no." + + 7. "Yes or no." + + 8. "A color." + + 9. "A color." + + 10. "Yes or no." + + 11. "Yes or no." + + 12. "A shape." + + 13. "A measure." + + 14. "A sum of money." + + 15. "A sum of money." + + 16. "A virtue." + + 17. "A profession." + + 18. "The name of a place." + + 19. "A lady's or gentleman's name." + + 20. "The name of a place." + + 21. "A number." + + 22. "Yes or no." + + 23. "State a time." + +When these have all been written down, the Fortune Teller proceeds to +read out the list of questions he has, with the answers corresponding in +number. Below is appended the list of questions, which, of course, must +not be shown to the person whose fortune is being told until he or she +has written the answers. + + 1. Have you a lover? + + 2. What is his or her name? + + 3. How old is he or she? + + 4. How long have you known him or her? + + 5. Does he or she know you love him or her? + + 6. Is your affection returned? + + 7. Have you or has he proposed? + + 8. What color is his or her hair? + + 9. What color are his or her eyes? + + 10. Is he or she handsome? + + 11. Is he or she conceited? + + 12. What shape is his or her nose? + + 13. What size is his or her mouth? + + 14. What is his or her fortune? + + 15. How much will he or she allow you? + + 16. What is his or her chief virtue? + + 17. What is his or her profession? + + 18. Where did you first meet? + + 19. What is your rival's name? + + 20. Where do you intend to live? + + 21. How many other proposals have you had, or made? + + 22. Will the marriage be a happy one? + + 23. When will you be married? + + +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, whilst 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 theatre 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. + + +GUILTY OR INNOCENT? + +One of the company gets himself up to represent the old man of the +woods, the rest take the names of various animals, such as lion, tiger, +leopard and so on. + +The players seat themselves round the room, and the old man standing in +the centre tells them that some of their number have committed a crime +and he is about to question them, in order that he may discover the +guilty ones. He then begins--"Now, Mr. Lion, where have you been +hunting, and what have you eaten to-day?" "I hunted in the forest and +caught an antelope." "Then you are twice guilty and must pay two +forfeits," says the old man; and the lion must pay his forfeit without +being told the crime he has committed. The old man passes on to a Polar +Bear. "Where did you hunt and what have you eaten?" he asks.--"I hunted +in the water and had a fine fish to eat." The Polar Bear is pronounced +innocent. The real game is that no animal may bring in the letter "o" +either in their hunting ground or the food they eat. "Forest" and +"Antelope" both have an "o" in them, so the lion has to pay two +forfeits whereas "Water" and "Fish" having no "o" the bear was declared +innocent. The great fun is for the old man to keep the secret of +"guilty" or "innocent" to himself; but even if the other players know +the secret, it is very difficult not to make a slip, as the answers must +be given promptly. + +When the game is over the players must pay for their forfeits in any way +the old man decides. + + +GUESSING GROCERIES + +Into bits of muslin should be tied samples of groceries--tea, coffee, +starch, rice, beans, spices, etc. The players are allowed one guess for +each sample, depending entirely upon the sense of feeling, and the one +guessing the largest number correctly is given a prize. The hostess +should have the samples numbered in order to keep count of the guesses. +One young lady has a lot of pretty little silk bags filled with these +samples and uses them again and again, and they always bring the same +amount of fun. + + +GOSSIP + +The leader writes out a short story. It may be a bit of gossip, a +newspaper incident or anything he wishes, it should however be rather +excitable in character. He reads the story over, that he may whisper it +to one of his neighbors without the aid of the paper. The neighbor +listens attentively and in turn whispers it to another neighbor, and it +is whispered from one to the other until everyone has heard it. The last +person to whom the story was told is asked to relate it and then the +person who originated the story is asked to read his written copy. It +will be almost unbelievable how the facts of the story have changed in +the telling. Scarcely ever will the story be accurate in any particular. + + +HOW? WHEN? WHERE? + +One of the players goes out of the room and the players decide upon an +object. Let us suppose that the word chosen is chest. The word being +agreed upon, the other player is called in. The game is for this player +to guess the word by asking the three questions "How do you like it? +When do you like it? Where do you like it?" of each person until the +word is guessed. For instance, one player is asked: + + "How do you like it?" + + "Full of gold coins." + + "When do you like it?" + + "When I am traveling." + + "Where do you like it?" + + "In a safe place where robbers cannot find it." + +And so the game goes on until the guesser knows the word. If he fails to +guess it after asking every one of the players the three questions, "How +do you like it? When do you like it? Where do you like it?" he must pay +a forfeit. The guesser next time is the person who, in making his answer +gave away the word decided upon. + + +"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 Aberdeen, 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 Bath, 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. + + +IT + +One of the players is asked to go outside whilst the company think 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 Eton 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. + + +"JACK'S ALIVE" + +A match or small piece of wood is lighted and when well afire blown out. +It is then passed from one player to another with the words, "Jack's +alive," and may be handed about so long as a live spark remains. The +trick is to dispose of Jack while he is still alive but no player needs +to take him unless the words, "Jack's alive" are quoted. Jack may not be +handed along after he is dead but the player in whose hands he dies must +pay a forfeit or have a mustache drawn on his face with the end of the +burned stick. + + +THE MENAGERIE + +To each member of the company is given the name of a bird or animal by +the "Keeper" who is to relate a story of adventure in which the names of +the birds and animals are frequently mentioned. At the mention of the +word the member of the company bearing that name is to imitate the noise +made by the creature named. Failing to do so promptly or imitating the +noise of a creature assigned to some one else he or she is required to +pay a forfeit. The "keeper" may demand the delinquent player's seat +instead of a forfeit and assume his menagerie name while the unseated +one becomes the "keeper" and must continue the story. + + +THE MINISTER'S CAT + +This game is very similar to that of "I love my love." Each of the +players must describe the minister's cat, going right through the +alphabet to do so. "The minister's cat is an angry cat," says one; "an +anxious cat," says another; and so on until everyone has used an +adjective beginning with "A." Then they take the "B's." "The minister's +cat is a big cat," and so on. + +The leader of the game must see that no one hesitates for a word. If any +one should take longer than half a minute he must 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 whilst 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 the audience for a considerable time. + + +THE "MIMIC" CLUB + +This is a game which causes much amusement to a company of children, and +even grown-ups may join in. + +All the players, with the exception of two, leave the room. One of the +outside party is then called in, and told that a new club has been +formed and his name enrolled, but that he cannot be formally admitted +unless he can guess the name of the club from the movements of the two +members who have remained in the room. + +The candidate for admission is then offered a chair, and everything said +and every movement made is mimicked by the other two. + +Sometimes the new member guesses at once, but when unable to do this it +is very funny to watch the effect that the copying of his every movement +has upon him, especially when six or seven have been admitted. + +When the name of the club has been guessed another candidate is invited +in and the same performance takes place. + + +MY LADY'S TOILET + +The leader gives to each of the party the name of some article used by a +lady--a glove, fan, handkerchief, slippers, veil, belt, ribbon, brooch, +back comb, collar, hairpins, cloak, etc. The players to whom the names +of the articles have been given arrange themselves in a circle; one +stands in the center and spins a plate. An ordinary tin pie plate may be +used. As he spins the plate he says, "My lady is going to the theatre +and needs her ----," naming one of the articles assigned to the players. +At the mention of this article, the person to whom it has been given +comes forward and catches the plate while it is still spinning. If he +fails to catch the plate before it falls to the floor he must pay a +forfeit. He now takes his turn with the plate, spinning it and using the +name of another of the articles. + + +PARTNERS + +The players divide themselves into ladies and gentlemen, if the ladies +predominate they must personate gentlemen, and vice versa. The gentlemen +then proceed to choose lady partners. One of the players next undertakes +to question the couples. The fun consists of the questions being put to +the lady and the gentleman answering for her. "Do you like your +partner?" the lady is asked, and the gentleman may reply, "Yes, I adore +him." Whatever the reply the lady is forbidden to deny it; if she does, +or if she answers for herself, she must pay a forfeit. But retaliation +comes, for when all the ladies have been questioned the gentleman's turn +arrives, and the ladies answer for their partners. "What is your +favorite occupation?" the question may be, and the lady may answer +"Dressing dolls," or "Making mud pies," or anything ridiculous that +occurs to her. + + +PROVERBS + +"Proverbs" is a game that will always remain popular. One of the players +is sent out of the room, and during his absence the others decide upon a +well-known proverb which he must, by asking questions, guess on his +return. The answers to the questions must each contain one word of the +proverb. For instance, suppose the players fix on the proverb "It's +never too late to mend," the question asked, and answers given, will +perhaps be similar to the following;-- + + Questioner (to first player).--"Is the proverb one that you would + guess easily?" + + Answer.--"As I'm not in your place =it's= impossible for me to say." + + Questioner (to second player).--"Am I mistaken, or did I see you at + the theatre last night?" + + Answer.--"I =never= go to theatres, so you must have made a + mistake." + + Questioner (to second player).--"Do you consider this game amusing, + or the reverse?" + + Answer.--"At the present moment it's really =too= amusing for me to + keep my countenance." + + Questioner (to fourth player).--"How was it I didn't see you at + dinner, Mr. Francis?" + + Answer.--"I was detained at the office, so arrived =late=." + + Questioner (to fifth player).--"Were you skating this afternoon, + Miss Philips?" + + Answer.--"No, I meant =to= have gone, but felt too tired after last + night's festivities." + + Questioner (to sixth player).--"You're looking terribly bored, Miss + Jones, would you rather take my place?" + + Answer.--"I would willingly; but my doing so wouldn't =mend= + matters." + +If the interrogator cannot discover the proverb after the first round of +questions and answers, he must go round again, and again. The player +whose answer reveals to him the proverb, must go outside in his place. + +The following proverbs are all excellent for this game:-- + + "A new broom sweeps clean." + + "A stitch in time saves nine." + + "Make hay while the sun shines." + + "Waste not, want not." + + "Never put off till to-morrow what you can do to-day." + + "Fine feathers make fine birds." + + "Marry in haste, repent in leisure." + + "The empty vessel makes the greatest sound." + + "Make the best of a bad bargain." + + "Out of sight, out of mind." + + "Safe bind, safe find." + + "Half a loaf is better than no bread." + + "A rolling stone gathers no moss." + + "One good turn deserves another." + + "Look before you leap." + + "Faint heart never won fair lady." + + "A friend in need, is a friend indeed." + + "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." + + +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. + +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. + +Everyone draws a question and an answer, and must then read the two out +to the company. + +The result is sometimes very comical; for instance:-- + + Question: "Do you like roses?" + + Answer: "Yes, with mustard." + + Question: "Where are you going to this summer?" + + Answer: "I am very much afraid of them." + + Question: "Do you like beef?" + + Answer: "Yes, without thorns." + + Question: "Do you like spiders?" + + Answer: "To Switzerland." + + +RUTH AND JACOB + +One player is blindfolded, the rest dance in a circle around him till he +points at one of them. This person then enters the ring, and when the +blind man calls out, "Ruth," answers, "Jacob," and moves about within +the circle so as to avoid being caught by the blind man and continues to +answer, "Jacob," as often as the blind man 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." + + +RHYMES + +A number of slips of paper are passed among the players and each one is +asked to write upon one of the papers, two words which will rhyme. These +papers are collected and in turn read aloud, the players then writing +short stanzas employing the rhyming words. It is amusing to note in what +very different ways the same set of words is treated by the various +players. The usual forfeits may be claimed if the players fail to write +the rhyme in a given time. + + +SKETCHES + + +Each player is asked to draw a haphazard line on a piece of paper. The +line may be anything he wishes and does not need to suggest or resemble +any object. The papers are collected and again distributed. Any player +getting his own drawing may exchange with any one he wishes. Each player +must draw the picture of some object, using in its composition, the +original haphazard line. + + +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. + + +THOUGHT READING + +This is a very good game, which always causes considerable amusement, +and if skilfully carried out will very successfully mystify the whole +company. + +It is necessary that the player who is to take the part of +thought-reading 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, "Hastings." + +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 H. rub, A. rub, S.T.I.N.G.S., after which he +calls out that some lady or gentleman has written "Hastings." "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 LITTLE DUTCH BAND + +The players sit or stand around the room in a circle. The leader assigns +to each some imaginary musical instrument--horn, fife, drum, trombone, +violin, harp, flute, banjo, etc. Some well known, but lively air is +given out and the band begins to play, each player imitating as nearly +as possible the instrument he has been assigned. All goes well until the +leader suddenly drops his instrument and begins playing on that of +another of the band. At this the player to whom that particular +instrument has been given must change his attitude and imitate the +instrument the leader has dropped. Again the playing goes on until the +leader drops this instrument and takes up that of another player, and +this player takes up the leader's instrument. Close watch must be kept +of the leader that the players may detect the instant he takes up a new +instrument. The player failing to change immediately must pay a forfeit. +Much fun may be had from this game. It may be carried on with a little +practice without any perceptible break in the music and with a few +talented players it is even harmonious. + + +"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. + + + + +=FORFEITS= + +In going through this book of games the reader will find that the +players for various reasons are penalized or required to pay a forfeit. +When a player is so fined he must immediately surrender some pocketpiece +or personal belonging as a pawn or security which may later be redeemed +when "Blind Justice" passes the real sentence. + +The players usually select some ready witted person to assume the part +of Justice, another acts as Crier or Collector. Justice is blindfolded +and the Crier holds the article over his head saying: "Heavy, heavy +hangs over thy head." Justice asks: "Fine or Superfine?" If it be an +article belonging to a gentleman the Crier answers "Fine;" if it belongs +to a lady he answers, "Superfine," and asks, "What shall the owner do to +redeem his (or her) property?" and Blind Justice renders the sentence. + +If the proper person has been chosen for Justice a great deal of fun may +be caused by the impromptu imposition of ridiculous penalties. + +Or the persons making up the party may in turn take the part of Justice, +each imposing a penalty. Some of the most familiar penalties are: + +Put one hand where the other cannot touch it--Grasp the elbow. + +Take the Journey to Rome.--The culprit is required to go to each person +and say that he or she is going on a journey to Rome and ask whether +they have anything to send to the Pope. The players load him up with +various articles, the more cumbersome the better, which he must carry +until every person has been visited. Then he must walk out of the room +and back, distributing the articles to their proper places. + +Spell Constantinople.--When the offender begins to spell and reaches +C-o-n-s-t-a-n-t-i-, the players cry "no" (the next letters in the word +being n-o). Each time the culprit gets to C-o-n-s-t-a-n-t-i-, the +players cry "no," and unless he knows the trick he will begin the +spelling again and again. + +Kiss Your own Shadow.--If the culprit is not familiar with this forfeit +he will kiss his own shadow on the wall, but realizes how foolish he was +when he sees some other victim place himself between the light and a +lady and kiss his shadow which then falls on the lady. + +Sit Upon the Fire.--This forfeit will puzzle the culprit, but may be +easily accomplished by writing the word "fire" on a slip of paper and +sitting upon it. + +Ask a Question Which cannot be Answered in the Negative.--"What do the +letters y-e-s spell?" + +Kiss a Book Inside and Outside Without Opening the Book.--This +apparently impossible feat may be accomplished by kissing the book +inside the room and then carrying it outside of the room and kissing it +there. + +Take a Person up Stairs and Bring him Down on a Feather.--This is +another apparently impossible feat but of course there is "down on a +feather." + +Act Living Statue.--The victim must stand upon a chair and is posed by +the players in succession according to their various ideas of Grecian +statuary, giving the victim various articles to hold in his hand such as +pokers, shovels, etc. + +Leave the Room with two Legs and Come Back with Six.--This sentence can +be fulfilled by going out of the room and carrying a chair into the room +when you come back. + +Perform the Egotist.--The culprit is required to drink his own health +and make some flowery speech concerning himself. If his speech is not +egotistic enough the players may again and again demand a more +flattering one. + +Place three Chairs in a Row, Take off Your Shoes and Jump Over them.--It +is very funny to hear the culprit plead that he could not possibly jump +over the three chairs when the sentence means to jump over his +shoes--"take off your shoes and jump over them." + +The Three Salutes.--The victim is required to "Kneel to the prettiest; +bow to the wittiest and kiss the one he loves the best." The easiest way +to pay this forfeit is to kneel to the plainest, bow to the dullest and +kiss the one for whom he cares the least. + +Kiss the Lady you Love the best without letting any one know.--This is +performed by the condemned kissing several ladies, or perhaps every lady +in the room. + +Imitate a Donkey.--The culprit must bray like one. + +Play the Shoemaker.--The culprit must take off his shoe and pretend to +drive pegs into it. + +Shake a Coin off the Head.--This may be made productive of much +amusement. The leader, having wetted a coin, presses it firmly for +several seconds against the forehead of the victim. When he withdraws +his thumb he secretly brings away the coin, but the victim invariably +believes that he can still feel it sticking to his forehead, and his +head-shaking and facial contortions to get rid of his imaginary burden +are ludicrous. It is understood at the time the sentence is pronounced +that he must shake the coin off and must not touch it with his hands. + +The Three Questions.--The victim is required to leave the room. Three +questions are agreed upon in his absence, and he is requested to say +"yes" or "no" to each as they are asked him, not knowing, of course, +what the questions are, the result is usually embarrassing, he finds he +has made some ignominious admission, has declined something he would be +very glad to have or accepted something he would much rather do without. + +Go to Market.--The culprit is ordered to go to market with some one of +the opposite sex. They stand about eight feet apart, facing each other, +and the culprit asks his companion if she likes apples (or any article +he may choose), if the answer is "yes," she takes a step forward, if +"no" a step backward. If something is liked very much or disliked very +much a long step is taken. Then she asks him a question which is +answered by stepping forward or backward and so on until they meet when +a kiss is usually claimed and taken. + +Place a Straw or Small Article on the Ground in Such a Manner that No +one Present can Jump Over It.--This is done by placing the article +against the wall. + +Bite an Inch Off the Poker.--A poker is held about an inch from the +face, making a bite--of course, the person does not bite the poker but +"an inch off the poker." + +Blow a Candle Out Blindfold.--The person paying the forfeit is shown the +exact position of the candle and then blindfolded, and having been +turned about once or twice is requested to blow it out. The cautious +manner in which the person will go and endeavor to blow out the clock on +the mantle piece or an old gentleman's bald head, while the candle is +serenely burning a few feet away must be seen to be appreciated. + +The German Band.--This is a joint forfeit for three or four persons, +each of whom is assigned some imaginary instrument and required to +impersonate a performer in a German band, imitating not only the action +of the players but the sound of the instrument as well. + + + + +GAMES FOR SPECIAL OCCASIONS + + + + +=NEW YEAR'S DAY= + + Resolved:--To do my best to-day-- + Tomorrow is far away. + + +New Year's day calling and receiving--the custom of our Grandmother's +time--is in vogue again. + +If it is desirable to announce that one wishes to receive callers on +that day, the visiting card of the party or parties receiving with the +words--"At Home January the first, 19--, from -- to -- P. M.," and the +address written upon it, may be sent to one's friends. + +Or upon the back of a visiting card may be written, "Let me (or us) wish +you a Happy New Year on January the first. At Home from -- to -- P. M. +Address ----------------." + +Simple refreshments should be served, hot tea, coffee or chocolate with +sweet or salted wafers--fruit punch with sweet wafers--bouillon in cups +with salted crackers. + +Two, three or all of these beverages with assorted wafers, etc., could +be served from the dining room table, giving an opportunity to cater to +the individual taste of one's guests. + +Have a center piece of three large white tissue paper bells tied +together with white ribbon. Place them on their side with long ribbon +streamers coming from underneath each one and in the center of the +three place another white bell, open side up, holding an infant doll to +represent the new year. Intertwine a few sprays of asparagus fern or +smilax. + +It is not wise to serve intoxicants to New Year's callers thus adding a +drop to the bucket that will overflow eventually with regret and +remorse. + +New Year's Day Party Invitations may be in hour glass form cut from +heavy white paper, or bell shape. + +Decorations of evergreen festoons and wreaths are appropriate, also the +tissue paper bells and festoons and holly and mistletoe. + +A pretty center piece for the table is a large pile of snow balls made +of cotton and sprinkled with diamond dust, each one containing a small +favor and having a ribbon attached which runs to each plate and at a +given time the guests may each pull a ribbon and receive a prize. + +Refreshments may be ice cream in the form of snow balls, small cakes +with the abbreviated names of the months frosted on, assorted fancy +cakes and bon-bons. + +The following games are suggested. + + +GOOD RESOLUTIONS + +Each person is given a paper and pencil and requested to write at the +top of the page the word "Resolved," followed by expressions of +amendment that he or she is conscious of needing. One such attempt at +self examination resulted in the following resolves: + + "I will be as honest as the times will permit." + + "I will be good to all." + + "I will tell no more lies." + + "My best self shall rule." + + "I will try to love everybody." + +These are read aloud and the authorship guessed. All the correct guesses +at the authorship are counted, for the prize of a china mug with "For a +Good Girl" or "For a Good Boy" in letters upon it. + + +TESTING FATES + +Upon the floor are twelve candles in a row, all alight and each of a +different color. Each candle stands for a month in the year. The white +one for January, blue for February, pale green for March, bright green +for April, violet for May, light pink for June, dark pink for July, +yellow for August, lilac for September, crimson for October, orange for +November, scarlet for December. Each child in turn is invited to jump +over the candles, and if the feat be accomplished without extinguishing +a single candle, prosperity and happiness are in store through all the +months of the coming year; but if one is put out, ill-luck threatens in +the month whose shining is thus eclipsed; while to knock one over, +predicts dire calamity. + + +SPIN THE PLATE + +The players seat themselves in a circle except one who gives all a name +pertaining to the calendar and chooses a name for himself. If there are +twelve or less players, each take the name of a month. If more than a +dozen play name them January first, January second, etc. + +The player standing in the center of the circle, with a tin plate, +places it upon its edge and spins it, at the same time calling out the +name of a month or day of the month which has been given to one of the +players. + +The person named must jump up and catch the plate before it stops +spinning or he must pay a forfeit. It is then his turn to spin the plate +and call some one else into the center. + + +A NEW YEAR'S EVE ENTERTAINMENT + +Look through your old newspapers and magazines and cut out all the +pictures of the famous men and women of the century you find--everybody, +from Decatur to Li Hung Chang, from Daniel Boone to Kruger, from Queen +Hortense to Helen Gould, from Coxey to Kipling. Clip the names off, and +make frames for them of pasteboard and gilt paper. + +Write the invitations on the backs of your cards: "You are invited to +attend the opening of the Nineteenth Century Portrait Gallery, on New +Year's Eve,"--fixing the hours to suit yourself. + +Then clear your drawing-room of all its furniture and pictures, covering +the walls with the pictures you have framed. In the middle of the floor +make a pedestal of two store boxes covered with a sheet, and on it stand +a girl dressed as the goddess of Fame--draped in a sheet, her hair +knotted in Grecian style, her bare arms hanging straight down, with a +laurel wreath in one hand, and in the other a little package neatly +tied. Light the room with four heavily shaded piano lamps, one in each +corner. + +Outside the drawn portieres seat another girl dressed as Time, with +white hair and beard and hour-glass and scythe. And on the floor before +her put a basket woven of evergreens, and filled with little tablets, +each marked with all the numbers that are stuck in the corners of the +pictures. Four little girls of different sizes as the Seasons--Spring +with a wreath of artificial jonquils, Summer with roses, Autumn with +chrysanthemums, Winter with holly--stand on the stairs to receive. + +As the guests arrive they are led up to Time, who bids them enter his +temple of Fame, and write down on the tablets he gives them, the names +of those they recognize. + +They enter and begin their inspection of the pictures, putting down such +as they know--or think they know; and incidentally making many mistakes. +And when they have finished the round of the room, they sign their +tablets, drop them into Time's basket, and are led away by a Season to +the supper room. + +When all the guests have made the tour of inspection, and the prize has +been adjudged, the winner is escorted back to the "gallery" by the whole +company, to receive from the hands of the Goddess the laurel wreath and +its little golden duplicate that the package contains. + + +SUGGESTIONS FOR NEW YEAR PARTIES + +A novel way of selecting partners for a New Year's party is to paint +upon water color paper such objects as may illustrate the different +months of the year. A candle for January, to represent Twelfth Night, or +"The Feast of Candles." February, a heart for St. Valentine. March, the +shamrock, as complimentary to St. Patrick. For April, an umbrella, the +sign of rain. May, the month for moving, is represented by a sign upon +which are the words, "House to Let." June, of course, is the month of +roses, while a fire-cracker is always symbolical of July. A fan for the +hot month of August, and a pile of school books for the first days of +September. Hallow-e'en, the gala day of October, has a Jack-o'lantern, +while the year closes with a turkey for Thanksgiving and a stocking for +Christmas. + +Cut these out and fasten a loop of ribbon to each one, except the +fire-cracker, where a bit of cord will answer both for the fuse and the +loop by which to hang it. These are for the ladies, while the men will +receive plain cards upon each one of which is written a month of the +year. If there be more than twenty-four guests there are many other +available days, as Arbor Day, represented by a tree; a hatchet for +Washington's Birthday; a flag for Flag Day; a saw, trowel or spade for +Labor Day, and a ballot box for Election Day. If it be necessary to use +these extra days the plain cards must be numbered to designate the +different days of the same month. For instance, the card that +corresponds with St. Valentine's Day will be February No. 1, while the +bearer of February No. 2 will be the partner for the holder of the +Washington's birthday illustration. + +The same idea may be carried out for dinner favors, painting the various +objects on cards about four by six inches in size, and pasting on one +corner a small calendar. When the guests arrive they will be given the +plain slips upon which are written the months of the year, and must then +find at the table the calendars that correspond with their cards. + + + + +=LINCOLN'S BIRTHDAY= + + +At dinners, parties and entertainments given on February 12th, the +anniversary of the birth of our immortal Lincoln, one aim of the host or +hostess should be to imbue the affair with the spirit of patriotism; so +use the good old red, white and blue for the color scheme in decorating. +Busts and pictures of Lincoln, national emblems, such as the flag, +shield, American Eagle, etc., and military accouterments would make +appropriate decorations. + +Dinner favors should be candy boxes representing either miniature log +cabins or a log of wood with a tiny paper or metal ax imbedded in it; +small busts of Lincoln would make ideal favors for such an occasion. +Place cards may have on the reverse side a quotation from Lincoln which +the guests may read in turn to furnish food for thought and +conversation. The following sayings of Lincoln are suggested:-- + +"I do not think much of a man who is not wiser to-day than he was +yesterday." + +"Gold is good in its place, but living, brave, and patriotic men are +better than gold." + +"Let none falter who thinks he is right." + +"My politics are short and sweet like an old woman's dance." + +"I have never studied the art of paying compliments to women; but I must +say that if all that has been said by orators and poets since the +creation of the world in praise of women, were applied to the women of +America, it would not do them justice for their conduct during the war." + +"You may fool all the people some of the time, and some of the people +all of the time; but you cannot fool all of the people all of the time." + +"The dogmas of the quiet past are inadequate to the stormy present." + +"The way for a young man to rise is to improve himself every way he can, +never suspecting that anybody wishes to injure him." + +"The severest justice may not always be the best policy." + +"I always plucked a thorn and planted a rose when in my power." + +"Let not him who is houseless pull down the house of another." + +"Government of the people, by the people, for the people shall not +perish from the earth." + + +MILITARY EUCHRE. + +A most enjoyable afternoon or evening may be furnished ones friends by +giving a military euchre party, as suggested for Washington's Birthday. + + +GUESSING CONTEST. + +Supply pencils and papers to the guests having the following mixed words +written upon them:-- + + 1. Olinnlc + 2. Averlys + 3. Sidetenpr + 4. Lair-sliptter + 5. Stohen-Bea + 6. Yawrel + 7. Roft-Termus + 8. Pecanlurib + 9. Caniream + 10. Yenktuck + +Inform the guests that these words pertain to the history of Lincoln. An +appropriate prize may be given to the one having the correct answers, or +having the most correct answers in a limited time. The correct words +are:-- + + 1. Lincoln + 2. Slavery + 3. President + 4. Rail-splitter + 5. Honest Abe + 6. Lawyer + 7. Fort Sumter + 8. Republican + 9. American + 10. Kentucky + + +SPLITTING RAILS. + +Guests are to be supplied with pencils and papers containing the +following letters:-- + + 1. Loadailrrfliar + 2. Aliredalrig + 3. Ginlatirlairgruad + 4. Wilrayalingir + 5. Letairrlailerry + +Which are the rails to be split or divided into ten words, each rail +containing two words which contain the word "rail" with other letters. +The person splitting the most rails in a given time (having the most +correct words) should be awarded a suitable prize. The split rails +are:-- + + 1. Railroad, frail + 2. Derail, grail + 3. Trailing, railguard + 4. Railway, railing + 5. Trailer, raillery. + + +BREAKING THE CHAIN. + +Several children are chosen as slaves and stand in the center of the +room. The other children stand in a circle about them, forming a chain +by linking each arm into the arm of a child on either side and clasping +his own hands in front of him. The chain of children may circle around +or stand in one place while the slaves try to break the chain and gain +their freedom. + + +LOG CABIN. + +The tiny tots would enjoy building a log cabin of tooth-picks by placing +upon the table two wooden tooth-picks about two inches apart in a +horizontal line, then laying two tooth-picks across them in a vertical +position. Place two more directly above the first ones, then two above +the second ones and so on as high as the children can build. + + + + +=ST. VALENTINE'S DAY= + + +Invitations for this party are written on red paper hearts. The +decorations also are red paper hearts strung from the corners of the +rooms to the chandeliers, between arches, draped across windows, etc., +etc. + +For refreshments, cakes and ices may be heart shape, also tiny heart +shape sandwiches and candy hearts with mottoes on them. + +For a center piece a wax cupid with bow and arrow in the midst of +flowers and foliage, with various sized red paper hearts scattered +around. + +A large heart shaped bag with the words, "There is something in my heart +for you," printed on it, contains a valentine or a favor for each guest. +The young host or hostess holds the bag while the guests march along and +each one in turn reaches into the bag for a prize. + +The following games are appropriate:-- + + +ST. VALENTINE'S POST OFFICE + +The players sit in a circle around the room except one who is selected +for postman, blind folded and placed in the center of the room. Some +grown person, who acts as Postmaster General giving each child the name +of a city or town and standing in a position to see the players, begins +the game by saying, "I have sent a valentine from Chicago to New York +(or the names of any of the cities or towns given the children.)" The +children representing these cities change places quickly, the postman +trying to catch them or to sit in one of the empty chairs. If he is +successful in either attempt the child who is caught or whose chair he +has taken becomes postman, while the retiring postman receives a small +valentine as his reward. A child who remains seated when his name is +called must take the place of the postman. + + +CUPID IS COMING + +The players seat themselves round the room, and one having announced +"Cupid is coming," another questions, "How is he coming?" Whereupon +everyone must in turn say "Cupid is coming amblingly" or "amiably," or +use some other adverb beginning with "A." When every member of the +company has mentioned an adverb, the game goes on by using adverbs +beginning with "B," then "C," and so on until all the letters are used +up, or the company prefers to change the game. Anyone failing to supply +an adverb must pay a forfeit. + + +HEART HUNT + +Candy or paper hearts are hidden in nooks and corners, behind bric a +brac, curtains, etc. Heart shaped paper baskets, boxes or envelopes are +given to each hunter, to put the hearts in. The one finding the greatest +number of hearts receives a heart shaped prize, such as a box of +bon-bons, pin tray or cushion, photo frame, blotter, pen wiper, needle +book, trinket box, etc. etc. + + +CUPID'S DART + +A large white heart-shaped target having a small red heart for the +bull's eye, a bow and cupid's dart are necessary for this game. Each +person in turn stands a certain distance from the target and shoots at +the red heart. A satin heart with the motto, "Cupid's dart has pierced +my heart" may be awarded the person making the best shot. + + +A HEART GUESSING CONTEST + +The following sentences are written on heart shaped cards and passed +with pencils to the guests who are told to supply the missing word with +a word whose first five letters spell heart. + + 1. Cupid's symbol--. 1. Hearts + 2. Cupid greets you--. 2. Heartily + 3. Sitting on the--. 3. Hearth + 4. He is never--. 4. Heartless + 5. Sometimes he is--. 5. Heart-sick + 6. If he has caused a--. 6. Heartache + 7. If he were ill with--. 7. Heart-burn + 8. It would be--. 8. Heart-rending + 9. His favorite flower is--. 9. Heart's-ease + 10. Thoughts of love to touch the--. 10. Heart-strings + +The first person who guesses correctly receives an appropriate heart +shaped prize. + + +BROKEN HEARTS + +Place two red paper hearts which have been cut into several irregular +pieces into an envelope and distribute to each gentleman guest, who +selects a lady for a partner and at a signal they begin putting the +pieces together to form the heart. The couple first getting the pieces +together in perfect order, forming two hearts, wins the contest and each +receives a prize. + + +TWO HEARTS THAT BEAT AS ONE + +Fasten a large white handkerchief on the wall or door. Paste or sew a +small red paper heart in the center of it. + +Let each person in turn be blindfolded and try to pin a heart of +corresponding size over the heart on the handkerchief. The one +accomplishing the feat or coming the nearest to it receives a valentine +or appropriate prize. + + + + +=WASHINGTON'S BIRTHDAY= + + +To give a patriotic air to the surroundings should be the aim of the +hostess in giving a party or entertaining on Washington's Birthday. + +Use the American flag, various sizes, for draping and decorating +pictures, mantels, door-ways, windows etc., and red white and blue +bunting hung from the chandeliers to the corners of the room, over +archways, twined around the banister of stairways, etc., etc. + +Red, white and blue paper garlands, paper hatchets and clusters or +branches of artificial cherries are attractive; and pictures and busts +of Washington draped with flags or bunting would be very effective. + +A military Euchre Party would be very appropriate for this occasion. +Invitations written on a card with the American flag painted or printed +on may be worded as follows: + + +-----------------------------------------------+ + | You are respectfully requested to enlist in a | + | Military Skirmish | + | On Friday Evening February twenty-second | + | At the Barrack, seven forty-six First Street. | + | Assembly call By order of | + | Eight o'clock Mrs. John Smith | + | sharp General pro-tem. | + +-----------------------------------------------+ + +Greet the guests with a military salute, which they should, of course, +return. + +Over each table suspend a small wooden ball with tiny holes in, just +large enough to insert the smallest size flag having a wooden staff. +(These flag holders may be purchased. They are usually red and have a +long round stick or handle which may be tied or wired to the chandelier, +or festoons.) + +Red, white and blue festoons must be strung upon wire or very heavy cord +to be strong enough to hold the wooden ball for the flags. + +A card about three by ten inches bearing the name of a fort should also +be hung over the table. Fort Sumter, Fort Ticonderoga, Fort Moultrie, +Fort Duquesne, Fort Riley, Fort Hamilton, Fort Necessity, Fort Dodge, +Fort McAllister, and Fort Donelson are names which may be used. + +Tally cards may represent flags or shields with red strings or ribbons +for the ladies and blue for the men, and on the reverse side write the +name of the fort and company, as "Fort Sumter, Company A" and "Fort +Sumter, Company B" instead of table 1, couple 1, etc., etc. + +Six players are at each table--three are Company A and three are Company +B. When all are seated the bugle is sounded and company A of each fort +advances to the next fort in rotation to meet the enemy, company A of +the foot table coming to the first table or fort. + +The bugle sounds again as a signal for the players to begin. Company A +are partners sitting alternately with company B, who are partners and, +of course, company A play against company B. + +Thirty-three cards are used to play this game, the Joker, Aces, Kings, +Queens, Jacks, Ten, Nine, Eight, and Seven spots. Five cards are dealt +to each player, the three remaining cards, called the widow, are turned +face down. No trump is turned. After the deal the players bid for the +trump in turn, commencing with the eldest hand. When a player bids he +must name the suit he bids on. The highest bid wins and the bidder is +entitled to the widow, selecting any cards he wishes and discarding +others in their place. The side whose bid is successful must win the +number of tricks bid or it is euchred and the opposite side scores the +amount bid. A bid to play alone is higher than a bid of five and if the +bidder takes all the tricks his side scores ten. + +At the end of five minutes the bugle is sounded and all must stop +immediately. The company which has scored the most points at that time +is victorious and takes the small flag, which has been placed on the +table while they were playing, and places it in their own fort. (The +flag holder suspended above the table.) + +All players return to their original forts and at the first sound of the +bugle company B advances to meet the enemy while company A remains to +protect the fort. At the second bugle call the soldiers begin the +warfare which lasts another five minutes when the bugle announces time +is up. A flag is given to the winning company at each table and furled +above their fort, the players again taking their original seats at their +own fort. + +At the bugle's blast company A advances to the second fort while company +B remains to hold the fort, etc. etc. + +These maneuvers are kept up until the "soldiers" of each fort have +"fought for the flag" with the "soldiers" of each of the other forts, or +as long as the "General" may see fit. + +The home fort must not be deserted by all of its soldiers at the same +time. Either company A or company B remain during each skirmish--nor do +company A and company B of the same fort play against each other. + +At the desired time the sound of the bugle is heard and the skirmish is +ended. The fort having captured the most flags gains the victory and +each soldier should be awarded a suitable prize. The fort having the +least number of flags may be given a booby prize in the shape of small +toy drums for the ladies and toy fife or horn for the gentlemen. The +"General" may then order the soldiers of this fort to serenade the +victorious soldiers. + +Fruit Punch with a generous supply of Maraschino cherries may be served +during the evening. + +Refreshments may consist of sandwiches tied with red, white and blue +ribbon; red, white and blue layer cake (vegetable coloring can be +obtained from the confectioner) or small fancy cakes; red, white and +blue cream patties, salted nuts, coffee, cherry ice or vanilla +ice-cream. Use an ice cream disher which forms the ice cream into a +conical shape. Small flags having a very long pin for a staff are placed +in these forts. + +The menu may be enlarged by serving a salad or meat patties of various +kinds. + +Cream cheese served with preserved cherries and salted crackers would be +a palatable and appropriate dish. Ice cream and ices may be obtained +from the caterer in various appropriate molds, such as cannon balls, +shields, flags, Geo. Washington hatchets, etc., etc. + + +A WASHINGTON'S BIRTHDAY LUNCHEON IN WHITE AND RED + +A White cloth covered the table at this luncheon--a white embroidered +linen center piece with lace edge under which showed red crepe tissue +paper--vase of red and white carnations. Place Cards ornamented with +hand painted cherries and hatchets. Favors, miniature artificial cherry +trees (with a tiny paper hatchet at the base) growing in (imitation) +birch-wood candy boxes, which should be filled with candied cherries. + +Cream of oyster soup served in bouillon cups--salted crackers.--Celery; +pimentos cut in small pieces; salted peanuts in red paper cups. Serve +on individual plates, chicken chartreuse with cannon ball potatoes. + +Chicken Chartreuse,--Butter tin moulds (1/2 pt. tin cups are good ones) +and line with cooked rice. Fill with creamed chicken previously +prepared. Set moulds in pan of hot water and keep hot until wanted. Run +knife around inside of tin to loosen the contents and invert mould upon +serving plate. The result will be apparently a mould of rice. Place a +Maraschino cherry on the top. + +Cannon Ball Potatoes,--With a potato scoop cut round balls out of raw +potatoes. Boil them in beet juice or use enough liquid off of pickled +beets to color the water a deep red. Watch carefully that they do not +cook soft enough to break. Serve a couple on each plate with the chicken +chartreuse. + +Thin bread and butter sandwiches. + +Lady Washington Salad,--Cut the top off and scoop out the inside of +bright red Jonathan apples. Place them on white lace paper doilies on +salad plates and fill with the following mixture:-- + +Equal portions of apple and celery cut in small cubes, one-eighth the +amount of pimentos cut fine and one-eighth the amount of Maraschino +cherries cut in half. Use a mayonnaise dressing or one of the +manufactured salad dressings mixed with a generous amount of whipped +cream. + +Coffee covered with whipped cream. Vanilla ice cream or any fancy cream +that is white, served in champagne glasses topped with a maraschino +cherry. Marshmallow cake dotted with candied cherries. Red and white +cream patties. + + +GAMES AND PASTIMES FOR WASHINGTON'S BIRTHDAY + + +HUNTING THE HATCHET + +Small paper hatchets (containing candy if desired) are previously hidden +in every conceivable place in rooms to which guests have access, behind +doors and pictures, in vases, under chairs and tables, on the gas +fixtures, etc., etc. A certain length of time should be allowed for the +hunt and the one finding the most hatchets should be rewarded with a +prize. + + +CHERRY RIPE + +A tooth pick is suspended by a string in the door way or from the +ceiling just out of reach of the children. Stick a ripe cherry or a +candied cherry on the tooth pick. The children in turn jump up and try +to catch the cherry in their mouth. The cherry is the prize and when won +by one of the children another cherry must be put on the toothpick until +each child has had a turn. + + +WASHINGTON PI + +Distribute to each guest a pencil and a slip of paper with the following +letters written upon it:-- + + 1 Higtaswonn 1 Washington + 2 Itesrpden 2 President + 3 Nutom Nervon 3 Mount Vernon + 4 Leyalv Gorfe 4 Valley Forge + 5 Serrouvy 5 Surveyor + 6 Wealadre 6 Delaware + 7 Rechyr Erte 7 Cherry Tree + 8 Rebrafuy 8 February + 9 Tariopt 9 Patriot + 10 Sametastn 10 Statesman + +Announce to them that by transposing the letters they will spell a word +which is in some way connected with the history of George Washington. +The person having the correct answers first or the one having the most +correct answers in a given time wins a prize. A candy box in the form of +a pie full of candied cherries would be appropriate or something in a +patriotic line such as a portrait or bust of Washington--a small cannon +on a solid base intended for a paper weight--a drum pincushion--a +miniature sword paper knife, etc., etc. + + +CROSSING THE DELAWARE + +A space about four or five feet wide is marked off on the floor by +stretching two strings from one side of the room to the other or with +chalk which represents the "Delaware River." Or an imaginary line will +answer. Half of the players stand on one side of the space and half on +the opposite side. + +Each company has a captain who gives each of his soldiers a name that +denotes action and can be demonstrated--beginning with the letter "A" +such as appealingly, angrily, etc. The second soldier's name begins with +"B"--blindly, bashfully, boisterously. The third soldier's name begins +with "C"--cautiously, carelessly, curiously, and so on through the +alphabet until all are named. + +Then the captain of company A announces, "Washington is crossing the +Delaware." The captain of the opposite company "B" replies, "How?" The +first captain responds "A" whereupon the soldier of his company whose +name begins with "A" walks across the space and back "awkwardly," +"angrily" or acting whatever name has been given to him (or her.) The +opposite side try to guess the name from the actions or manner of the +soldier. If the soldier crosses to the opposite side and back before his +name is guessed he remains with his own company, but if the soldiers of +the opposite side guess his name before he reaches camp he must join +their ranks. + +Then the captain of company B announces, "Washington is crossing the +Delaware." Captain of company A asks, "How?" Captain of company B +responds "A" and his soldier "A" crosses over "anxiously," "actively" +or whatever the name may be. If he succeeds in reaching camp before his +name is guessed he remains there but joins the opposite company if they +guess his name before he reaches camp. + +Now it is company A's turn to send soldier "B" across with the same +preliminaries as before. Then company B sends soldier "B" across the +Delaware. Then Company A sends soldier "C" followed by soldier "C" of +company B and so on, a soldier from each company alternately until all +have had a chance to cross. + +The company having the most soldiers is victorious, as they have either +crossed successfully or been captured. They may be rewarded by some +appropriate trifle such as a tiny flag or paper hatchet, or some of the +small brass or metal stick pins representing shields, flags, eagles, +colonial hats, rosettes, muskets, drums, etc., etc. + + + + +=APRIL FOOL'S DAY= + + +April first would be an occasion for a fancy dress party en masque. +Invitations may be written on a large sheet of paper and folded or +rolled into a small parcel and tied up in wrapping paper like a package. + +Decorate the rooms with paper or artificial flowers and plants. April +Fool the guests when time for them to arrive by having the lights as low +as possible. The maid or person admitting the guests informs them the +hostess is "not at home," but immediately adds "please come in and +wait," and they are then directed to lighted rooms where they may remove +their wraps. + +An invitation to a "Folly Party" may be adorned with a picture of a +fools cap and bells or a Jester. One form reads thus:-- + + On ye night of April first at stroke of eight + Ye Fooles and Jesters will congregate + At ---- St; Prithee come, likewise + Bedecked in frivolous garb, Thy face disguise + So unquestioned you may see + "What fools these mortals be." + +If there is any question as to which member or members of the family is +giving the party, enclose a visiting card or write the name of the host +or hostess on the reverse side of invitation or back of envelope. + +One may choose from the following menu, foolish food for refreshment. + + Turtle Soup--au natural + (Soup plates or bouillon cups of water with tiny toy turtle in + each one) + + Radishes + (Toy or paper red dishes) + + Piccalilli + (A dish of artificial or natural lilies to pick from) + + Blue Points + (Short pointed ends of blue crayon or lead pencils) + + Crackers + (Tiny fire crackers) + + + FISH + + Baked Sole + (An old sole of a shoe) + + Fried Perch + (A wooden perch--the kind used in bird cages) + + + ROAST + + Spring Lamb + (A toy lamb in place of a jack-in-the-box) + + Wild Duck + (Throw at the guests a large handful of small rubber or paper balls + attached to rubber strings, so they will return and hit no one--the + guests will "duck" to escape being hit.) + + + ENTREES + + Rabbit en casserole + (Hair (hare) in covered dish) + + + DESSERT + + Strawberry Ice + (Strawberry buried in ice) + + Cake--Devil's Food + (Sulphur matches) + + Black Coffee + (Have the colored man step in and cough) + + Mixed Nuts + (Iron nuts such as used on bolts and machinery) + + Raisins + (Yeast cakes) + +The hostess should have a bell at her place and ring it before each +course, when the butler (or a gentleman who will act as butler for the +occasion) will repeat in a loud voice the order of the hostess which, of +course, will be simply the name of the food about to be served. Or have +at each plate a small card with the menu written on it. + +For a centerpiece a dish of artificial fruit or a vase of daffodils +(daffy-dills) may be used, placed on a cloth centerpiece, circular and +cut in points, a bell on each point. Two colors should be used for the +points. + +A few dishes of April Fool bon bons may be distributed on the table. + +After this foolish feast is ended genuine refreshments should be served. +One might reverse the order of serving; begin with the dessert and end +with what should have been first. + +Many viands may be served "in disguise" and yet be very palatable. For +instance creamed chicken, sweet breads, etc., may be encased in mashed +potato or boiled rice. + +Line tin moulds with the potato or rice, fill the center with the +creamed fowl, sweet breads or oysters and heat in pan of hot water. When +inverted on serving plate there will be, apparently, a mound of potatoes +or rice. + +Large baked potato skins may be used to enclose the meat, also grape +fruit or orange rinds cut in half and contents removed, then filled with +the hot chicken, etc., and the other half replaced, or cover the top +with a lettuce leaf or sprigs of water cress or parsley. + +Lift one section of a banana skin, remove fruit, fill with any desired +salad and replace section of skin. Use a toothpick to keep in place if +necessary. + +Olives may be served, each covered with the half of an English walnut +shell. A corn husk may hold a sandwich, etc., etc. + +Fruit cups may be made from apples, oranges, lemons, grape fruit, +bananas, etc., and many of the vegetables could be utilized. The large +telephone pea pods may contain a small pickle or relish of some kind. + +Mangoes or green pepper pods, tomatoes, cantaloupe, cucumbers, etc., may +be scooped out and filled with food of a different nature. + +Cover the opening in the bottom of small flower pots with stiff paper or +fill with paraffin wax. Line the flower pot with stiff white paper to +within an inch of the top. Fill with chocolate ice cream or any desired +cream, but cover the top with chocolate ice cream or chocolate frosting +as dark as possible, sprinkle grated sweet chocolate or bits of +chocolate fudge on top. Stick rather a short stemmed carnation, daisy or +similar flower in the center and serve. + +Small cakes may be served from cabbage heads. Use cabbage having the +outside leaves on. Open the outer leaves carefully until there is enough +to hide the interior. Cut out the center of the cabbage and fill with +small cakes. + +All sorts of odd candy boxes filled with candies may be used for favors. + +Ordinary refreshments may be served on dishes not ordinarily used for +that particular purpose. Use bowls or soup dishes instead of +cups--saucers, vegetables dishes, cups, etc., where plates or platters +should be used. + +The clever hostess will, no doubt, think of many ways wise and otherwise +to serve refreshments on such an occasion. + + +AN APRIL FIRST FESTIVAL + +A "King's Jester," painted in water-color, clad in red and yellow, +smiling and beckoning, is painted on one side of the white card of +invitation. On the reverse side is written, in gold ink, "'Fools make +feasts and wise people eat them,' saith the seer. Will you be one of +the many wise ones on All Fools' Day evening to partake of a feast, and +make merry betimes?" + +On the appointed evening the guests are met at the door and conducted to +the parlor by a youth, dressed in a red blouse with full bishop sleeves +and long pointed yellow cuffs, and a full-gathered, double skirt, half +way to the knees, made in pointed scallops--the scallops of the lower +skirt of yellow alternating with the scallops of the upper one of red +with a jingling gold bell sewed to each scallop. One stocking is red, +and the other yellow, and one foot is thrust into a red sandal, and the +other into a yellow one, with a bell on each sharply pointed toe. + +Around his waist is a red leather belt; a yellow jester's cap with red +leather rim, and with bells on the hood, and a red cape with yellow +lining completes his dress. The costume is made of glossy sateen; the +sandals of canton flannel. + +A half hour before dinner, the "fool" hands each guest pencil and paper +and menu card, and they are asked to guess the dinner viands. The menu +reads, "Food for the Wise:" + + 1. Baked portion of beast Americanized in 1493, by Columbus. (Ham.) + + 2. Fried jewel-boxes of the sea. (Oysters.) + + 3. Fried young sons of a fowl first found in Java. (Spring chicken.) + + 4. Slices of a Chilean tuber that once saved a cross-sea nation from + famine. (Chipped potatoes.) + + 5. Love apples. (Tomatoes.) + + 6. Salad of a bleached vegetable, akin to the hemlock of Socrates. + (Celery salad.) + + 7. A nineteen-day vegetable. (Radishes.) + + 8. A Greek herb pudding. (Asparagus.) + + 9. Fruit that caused a war. (Apples.) + + 10. Sauce of an old world plant, akin to dock. (Rhubarb.) + + 11. Slices of bread, and the fruit of the emblem of peace. (Olives + sandwiches.) + + 12. A food with which Canaan was said to flow--eggs and sugar, boiled + and frozen. (Custard.) + + 13. Dear to squirrels. (Nuts.) + + 14. Sugar plums. (Bon-bons.) + + 15. Obtained from the hoopskirt and tin can eater. (Cheese.) + + 16. Sugared dough. (Cake.) + + 17. A drink (from a berry) introduced in England in 1652 by a Greek. + (Coffee.) + +The prizes for the best "guessers" are books--Max Pemberton's "Queen of +Jesters" for the fortunate girl, and Victor Hugo's "Man Who Laughs" for +the lucky man. The booby prizes are wands with "fools' heads" of +gingerbread. + +The cloth of the dining table is made of sheeting, with a two-inch hem, +and with pleasantly jingling bells of yellow and red sewed thickly +around the entire edge. + +At each end of the table, with each hand catching a red ribbon that runs +in waves entirely around the table, is a King's Jester, painted on the +cloth--facsimiles of the living one who served the guests. + +For painting the cloth--common tube paints are used--taking for a +thinning medium a mixture of three ounces of turpentine, ten drops of +pure cider vinegar, six drops of lemon extract, and a little sugar of +lead. The figures are drawn with a lead drawing pencil, and care taken +in painting them to prevent the paint spreading over the edges of the +design. Several days are given the cloth to dry before using. + +The tomatoes and apples are yellow and red; the radishes are red; the +cakes are small squares, iced yellow and red, and the bon-bons are +little clear red and lemon colored fishes--typical of the French +"poissons d'Avril," "April fish," as their "April Fool" is called. + +Following are a few games, etc., for the amusement of children small and +children tall. + + +FOLLIES OF FORTUNE + +Let one of the ladies be blindfolded and seated behind a large screen or +curtain or in a tent in an adjoining room which is dimly lighted. A +gypsy tent may be improvised with three long sticks tied together at one +end, the other ends resting on the floor at equal distances forming a +tripod which is covered with a couple of large sheets. + +Announce to the guests, "We have secured for your pleasure this evening +that remarkable necromancer, Madam Loof-lirpa. (April fool spelled +backwards.) The madam is the seventh daughter of the seventh daughter +and has the rare and marvelous power of second sight, and while securely +blindfolded she will tell you anything that you have done." + +"All are welcome to visit this seeress but only one at a time. Mr. ---- +you may come first if you please," (naming one of the gentlemen +present.) + +Just before ushering the "fated" one into the presence of Madam +Loof-lirpa, inform him that in order to be sure the fortune teller +cannot see through the bandages over her eyes, he should make several +motions or signs or pose before her for a few seconds and then say to +her "Madam, what did I do?" + +The Seeress may keep him in suspense a second or two before replying or +may say "I am not quite sure. Please do it again," and finally answer, +"You made a fool of yourself." + +Each victim has the privilege of remaining near enough to see the next +one caught. + + +FOLLOW MY FOOT-STEPS + +Place a number of articles such as pillows, books, handkerchiefs, +inexpensive bric-a-brac, etc., on the floor. One person acts as leader +and walks in a zigzag path around the obstacles, followed by the others. +Then one of the party is blindfolded and told by the leader to "follow +my foot-steps and if you do not break or mar anything you shall have a +surprise." + +When the "victim" starts on his journey everything is quietly removed +from his path and when he has tired of wandering and removes the bandage +he is greeted by "April Fool." + + +FOOLISHNESS + +Ask the guests to tell the most foolish thing they ever did and give a +suitable prize for the most foolish answer. + + +IT IS TO LAUGH + +The players form a circle taking hold of hands and circle around one of +the players who is blindfolded and holds a staff or cane. When he raps +on the floor with the cane they all stand still. He then points the cane +towards some one, saying, "It is to laugh." The person touched by the +cane or nearest it places the end of the cane close to his mouth and +laughs. If his name is guessed by the player in the center they change +places and circle again--if not, they circle until the player in the +center succeeds in naming the owner of the laugh. + + +THE MUSEUM + +The guests are invited to inspect your collection of curios and +souvenirs which are displayed in numerous paste board boxes, +collectively on a large table, or distributed in convenient places about +the room on mantels, tables, piano, book shelves, etc. + +Each box bears a large placard or label of its contents. "An Ancient +Instrument of Punishment," a worn slipper; "An Irish Bat," a brick bat; +"The Mummy of the Mound Builders," a stuffed mole; "Bonaparte," two +small bones placed apart from each other; "An American Fool's Cap," a +sheet of fools-cap paper; "Tainted Money," a penny flattened and +mutilated until it is spoiled; "A Longfellow Souvenir," a section of +bamboo; "A Pair of Ancient Pincers," two dried crawfish or lobster +claws; "A Fool's Paradise," a pair of dice; "Sacred White Rabbit," a +white hair. + + "A Lobster," a small mirror reflecting each one who peers in; + + "A Marble Bust from Italy," a broken marble; + + "A Pair of Pink Hose from London," two tiny toy hoes colored pink; + + "A Necktie from Mexico," a rope noose; + + "An Old Fashioned Beaux," a bow of ribbon; + + "A Diamond Tray," the three spot of diamonds. + + "A Crazy Flower," a daffodil (daffy-dill); + + Etc., etc. + +Pitfalls and snares for the unwary are all around. A silver coin is +glued to the floor. A handkerchief or bow is fastened to the floor. A +vase of flowers have a little snuff or pepper sprinkled on them--those +who smell will sneeze. An artificial mouse is attached to a curtain. +Slyly pin papers, bearing different inscriptions, on the backs of some +of the guests. One may read, "Please tell me my name." All who read it +will tell him his name which becomes monotonous. "Please kiss me," +"Please hold my hand," "Please kick me gently," "Please borrow my +money," "Please make me laugh," "Please call me Fond Heart." + +These and many other foolish things will seem funny on All Fool's Day. + + + + +=EASTER= + + +Easter Day should be a peaceful, happy day of rejoicing, thanksgiving +and praise to the Giver of all good. Easter is symbolic of a new life, +and a brighter one. It is springtime, the sun shines brightly, and +Nature smiles. She is rejoicing because her dead are coming to life +again. The trees, the grass, the flowers all rise up in the glory of a +new and beautiful life. Chrysalis and egg are not strong enough to keep +back the new life of butterfly and bird which rises skyward to rejoice, +each in its own way. + +One of the oldest and most characteristic Easter rites and the most +widely diffused is the use of paschal (Easter or Passover) eggs. They +are usually dyed in various colors and people mutually make presents of +them. There can be little doubt that their use at this season was +originally symbolical of the revivication of nature, the springing forth +of life which in turn is symbolical of the ascension. + +In some parts of the country colored eggs are hidden in nests or in +corners, and the children have a great deal of pleasure on Easter +morning hunting for the eggs which, according to German folk-lore, were +brought during the night by the White Rabbit. + +Here is an idea for an Easter Luncheon which would be appropriate at +this season. + + +A LUNCHEON IN WHITE AND YELLOW + +Use a large plateau or mirror for the centerpiece, in the center of +which lay an irregular piece of real (or artificial) moss about one-half +the diameter of the plateau (to represent an island.) Stick a few sprays +of asparagus and maidenhair fern in it and a number of white and yellow +spring flowers--the crocus, jonquil, daffodil, daisy and snowdrop. Cut +the stems of the flowers in various lengths to give a better effect. +Place a few (artificial) little fluffy chickens on the island and +several downy ducklings in the surrounding lake (mirror.) Or use a vase +of jonquils and daffodils for a center piece. + +Place cards may be made by cutting bristol board into egg shape or oval +pieces. On a portion of this card spread some mucilage and sprinkle +yellow sand over it. Then stand a tiny yellow chick (these are made of +wool and can be purchased very cheap) on the sand (using glue) and close +behind it glue the small end of an egg shell. Similar cards can be +purchased all ready decorated. + +Serve a grape fruit cocktail first. Cut the grape fruit in half, take +out the fruit in as large pieces as possible, place in a bowl with the +juice. Mix with this a small amount of white grapes, halved and the +seeds removed, and a portion of pineapple canned or fresh cut in small +pieces and some of the juice or syrup from the pineapple. Add a little +sugar and angelica wine if desired. Remove the pulp from the grape +fruit, fill each half with the mixture and serve on doylie covered +plates. + +For a relish use celery, white radishes, small yellow tomato pickles or +pickled white grapes. + +The meat course consists of creamed chicken, creamed sweetbreads and +creamed veal. Carefully cut about one-third of the shell off the top of +as many eggs as needed. Remove egg and fill shell with the hot creamed +meat, (use three shells for each plate, each having a different filling) +and replace top of shell. + +Form shoestring potatoes into a nest on a serving plate and place the +stuffed eggs in the nest. (Tap the filled egg slightly on the end, +indenting but not breaking it and the egg will easily stand on end.) + +Or make a nest of mashed potatoes pressing it through a fruit press or +potato ricer and place in the center of it meat croquettes, oval shaped +and very delicately browned. + +Bread sticks or tiny rolls tied with white and yellow ribbon. Mould the +butter into the shape of an egg. + +Escalloped corn in ramikins. + +Salad of California Asparagus tips on bleached lettuce leaf: Place a +ring of hard boiled eggs around the stem end of asparagus (slice hard +boiled eggs cross-wise, remove the yolk and thrust the ends of asparagus +through the white part) serve with French dressing. + +If ice cream is to be served on plates, have vanilla and orange flavors +packed in a tubular mold, the orange in the center and the vanilla +around the outside so that when cut it has the appearance of a slice of +hard boiled egg. + +If the cream is served in glasses have the two colors moulded in the +form of an egg. + +Serve lady fingers and egg kisses, or angel food and sunshine cake. + +At each place have salted almonds in a yellow egg shell cup. Color the +eggs a rich yellow, cut off about one-third of the top and remove +egg--use the larger portion of the shell, mash the end a trifle and glue +to a small oval paste board. + +Bon-bons consist of small jelly eggs, white and yellow in a tiny basket +at each place. + +The favors are Easter bonnets which the guests are asked to wear. +(Procure small doll hats of various styles profusely trimmed with +flowers of white and yellow and place a common white hat pin in each +one.) + + +AN EASTER BONNET PARTY + +A very pleasant entertainment to be given about Eastertide is one at +which the all-engrossing head covering of the season is to be +manufactured. + +The materials required are simple--two sheets of tissue paper for each +guest, numerous pairs of scissors and silver table knives, and pins +without limit. + +The workroom--preferably one provided with a large table--is decorated +with plates of fashionable hats borrowed from a milliner, advertisements +of all sorts displaying bonnets, and half a dozen pattern hats +previously made by the hostess. + +Placards announcing "Fashion's Fancies" or "Hints on Headgear" give +substantial advice like the following: "Bald-headed gentlemen are no +longer affecting the pompadour style of hat;" "A simple crown is King +Edward VII.'s favorite headgear at present;" "None but the very fast set +will wear more than fifteen colors in any one bonnet this season." + +Each guest is furnished with a roll of two sheets of paper which +harmonize in hue, and is told to make a hat or bonnet in fifteen +minutes. Really surprising results will begin to appear. Some very +lovely creations will be evolved by the tasteful fingers of the +wonderful woman who can stretch a dollar; exceedingly funny dunce and +soldier caps with nodding tassels of paper fringe will be the products +of the big men who can always laugh and give others an occasion for +mirth. Hats with brims and without, crownless and with peaked crowns, +with streamers and with ties, so small that they challenge the +ever-present bow in the hair, and so large as to give cause for another +arrest in a New Orleans theater--all the hat family will be there--and +so will fun. + +Did you ever make one? Lay together two squares of tissue of different +colors (white and blue are pretty), gather it--with pins--in a circle, +so as to form a crown, leaving the four corners sticking straight out +for the present. Roll back two corners loosely, so as to give a +pompadour effect for the front, and plait the others so they stand stiff +for high trimming behind. This gives you a foundation. For trimming use +aigrettes--long fringe pinned so tightly as to stand stiff and curled on +its edges with a table knife--and ostrich plumes--short fringe well +curled. Pin on the back a pair of bewitching strings, pat, punch and +pull into shape, and you have a fetching bonnet. + +That is only one--an easy one. Numberless forms come when one begins to +invoke them. + +When the time has expired, form couples for a cake walk before the +judges and award the prizes. A bunch of Easter lilies, or a clump of +hepaticas or pasque flowers growing in a tiny china bowl is appropriate +for head prize; a hat-pin or a book of nonsense verse for the foot +prize. + +The following games are also suggested. + + +MATCHING EGGS + +Give each person a certain number of hard boiled eggs. The one who +succeeds in cracking the shells of his opponent's by hitting the ends +together is the winner. + + +EGG RACE + +Place six hard boiled Easter eggs on each side of the room about one +foot apart. A large basket is placed at the far end of the room. The +players are divided in two sides, each side being chosen one at a time +by the leaders. A large wooden or tin spoon is then given to one player +on each side, who, at a given signal, dishes up the eggs one at a time +with the spoon, placing them in the basket provided. The leader replaces +the eggs on the floor and the next player on each side takes the spoon +and lifts the eggs from the floor and carries them to the basket and so +on until all have had a turn. + +A record is kept of the winners and the side having the greater number +wins the game. This game may be changed slightly by someone timing the +players with a watch, keeping track of the seconds and the one getting +all the eggs into the basket in the shortest time receives a prize. + +When it is convenient to play this game out of doors or in a very large +room place six or more rows of six eggs each on each side of the room or +lawn, with a player (provided with a spoon) behind each row. At a given +signal all start to pick up the eggs with their spoons, and the one +finishing first wins for his side. + + +HEN AND CHICKENS + +A leader is chosen for the "hen" and the remainder of the children are +"chickens," except one who is supposed to be a chicken hawk. + +They stand in a row behind one another and grasp the skirts or +coat-tails of the child ahead and then they march along with the "hen" +at the head of the line. + +The "hawk" stands from six to sixteen feet away (the distance depends on +the size of the players and the space to play in, the larger each are +the greater the distance may be) watching the parade for a short time, +then begins to flop his wings (moves arms in imitation of flying) and +calls out, "How many chicks have you?" The "hen" replies, "four and +twenty, shoo! shoo!" The "hawk" shouts, "That's too many. I'll take a +few," and then runs after the children trying to touch or "tag" them. +The "hen," of course, tries to protect them by getting them under her +wing--when the "chicks" stoop they are supposed to be under their +mother's wing and cannot be caught. The children must not let go of each +other's skirts or coat-tails (except when caught, then the captured one +steps out of the line and the line is closed up.) The hen and chickens +may run around as much as they like, only they must keep together by +holding on to each other's clothes. The game continues until the hawk +has caught the hen and chickens--then a different player is chosen for +the hawk and the hen. + + +AN EGG HUNT + +Hide colored Easter eggs or small candy eggs in various places, in +corners, behind curtains, bric a brac, etc., etc. Provide each child +with a small basket or paper bag and at a signal they start to hunt for +the hidden eggs. Allow a certain length of time for the hunting and +reward the one who finds the most eggs with a large candy egg. + + +BOWLING + +Get ten small toy ten-pins or use wooden clothes pins. Stand them upon +end about six or eight inches apart in a line across the room. Use five +colored eggs for the balls. A player kneels on one knee at a distance of +four feet from the ten-pins and rolls the eggs, one after another toward +the ten-pins, knocking down as many as he can. Then another player rolls +the eggs and so on until all have taken a turn. Count is kept and the +person knocking down the most ten-pins is the winner and receives a +"Panorama egg" or some other appropriate prize. + + + + +=MAY DAY= + + +May Day was one of the chief festivals of ancient times and also in more +modern times. The Romans held the "Floralia" or festivals in honor of +Flora, the Goddess of Flowers, from April 28th to the First of May. The +Celts and English used to celebrate May Day extensively. But time makes +many changes and as the years increase this custom has decreased, so +that in some parts of the country the present generation know May first +only as moving day instead of a festival of flowers. + + +MAY POLE DANCE + +If this entertainment is to be out-of-doors a long pole is erected in +the center of the lawn; or fastened into a solid base and set in the +center of the room if desired for indoor amusement. + +Procure a very light weight wheel about twenty inches in diameter. Wind +bright colored bunting or ribbon around the wheel and spokes and attach +various flowers and blossoms singly and in clusters to the cloth, +letting some hang down as vines and festoons. Place the hub over top of +May Pole. Insert in the top of hub three pennants of red, white and blue +and stalks of flowers. Natural flowers should be used if possible but +paper or artificial ones may be substituted. + +Attach from ten to twenty bright colored narrow streamers or ribbons to +the May-pole underneath the hub; braid these in and out around the May +pole intertwining garlands of flowers for a distance of about twelve +inches and fasten streamers securely in place. Supply each child with a +basket or bouquet of flowers. + +The end of each streamer is given to a girl and boy alternately. The +girls hold the ribbon in the left hand and the boys hold the ribbon in +the right hand. They spread out into a circle the ribbons or streamers +at full length the children standing sideways from the May-pole, the +girls facing one direction and the boys facing the opposite direction. +The music starts up and the children dance around in a circle. The boys +pass on the outside first letting their ribbons pass over the heads of +the girls, then the girls pass at the outer edge of the circle letting +their ribbons pass over the heads of the boys, and so on until the +ribbons are braided around the May-pole, and then they are unwound in +the same manner if desired. + + +MAY-DAY FETE + +A Japanese fete is suitable for a May Day affair, especially for a large +affair where house and grounds can be utilized. The hostess who wishes +to carry out the Japanese idea correctly will study a book on Japanese +customs. She will find it an easy matter to make her grounds attractive +on this idea. Cross two long bamboo fishing poles over the gate and hang +two fancy lanterns therefrom. Make a path from gate to house by setting +up wooden pedestals surmounted by lanterns (this is the approach to the +Japanese temples); suspended. Outline the veranda with the lanterns, +suspend large ones in doors and windows, and burn red fire in dark +corners of the lawn. Have fans passed by small boys in Japanese costume. +Have all waiters in the house dressed as Japanese waiters. + +In fixing up the house, take into consideration the Japanese love for +flowers and that they have several floral feasts. The flowers can be +made from paper. Let one room represent the cherry blossoms, the great +flower of Japan. Use the pink cherry blossoms everywhere, against the +walls, from chandelier and in the hair of the ladies. Serve cherry ice +and small cakes decorated with candied cherries, and cherry phosphate or +punch in this room. The wisteria is another flower which is cultivated +in great quantities in Japan. This room should be in lavender, and if it +is impossible to secure the wisteria for a pattern, show Japanese +photographs or have Japanese tableaux, a reading from "Madame +Butterfly," or "The Japanese Nightingale," and give tiny fans tied with +violet ribbon in this room. In August the Japanese have their feast of +the lotus and the pond lily can be used in decoration of one room. Have +everything here green and white. Use the water-lily and its broad leaves +in a frieze around the room and in a wreath about the table. For the +table decoration use tiny dwarf plants in odd jardiniers surmounting an +"island" made of rocks. Mirrors can be used about the base of this rocky +pile and a miniature garden laid out with tiny shells, white pebbles, +and the sprigs. The Japanese delight in making these miniature landscape +gardens in the smallest possible space; the dwarf trees, but a few +inches high, are the wonder of tourists. + +In this room serve white sandwiches tied with red ribbons. These may be +chicken, Neufchatel cheese, chopped almonds and Brazil nuts, peanuts, +lettuce with white mayonnaise. Serve white ice cream, in scarlet tissue +cups, and cake. Decorate the squares of white cake with round red +candies in imitation of the flag of Japan. The imperial flag is the gold +ball on a red field, the national flag a red sun on a white field and +the man-of-war flag, a red sun with rays on a white field. Iced tea may +be served in this room. + +A fancy dress party, each person representing a flower would be a pretty +idea for May Day. Dancing, according to history, was the favorite +pastime on this occasion and would be very appropriate at the present +time. + + +VARIEGATED ROSES + +Pass pencils and slips of paper to the guests with the following written +on each paper:-- + + 1. (A Symbol of purity.) + 2. (What has been done with a newspaper.) + 3. (A pronoun.) + 4. (A product of Japan.) + 5. (A braying fellow.) + 6. (A state of insanity.) + 7. (A rose without a thorn.) + 8. (A verdant growth found on old trees.) + 9. (A native of Africa.) + 10. (Pertaining to the U. S. and a synonym of lovely.) + +Tell the guests that the questions represent some kind of a rose or a +word whose last syllable has the sound of rose. A suitable prize is +given the person who has the correct answers in a limited time. + +The "roses" represented are (1) white rose; (2) red rose; (3) heroes; +(4) tea rose; (5) jack rose; (6) wild rose; (7) tuberose; (8) moss rose; +(9) negroes; (10) American beauty rose. + + +RING AROUND A ROSY + +The children take hold of hands and form a circle; except one who stands +in the center of the ring. They circle around singing this little verse + + Ring Around a Rosy + A pocket full of posy + The one who stoops last + Wants to be your Beau-sy + +When the verse is ended the children in the circle stoop quickly and the +last one down must join the child in the center of the ring. The circle +of children go around again singing the same ditty. The last child to +stoop this time joins the one who went into the circle the previous time +and the child who has remained through the two verses steps out and +joins the children in the circle. + + +DROP THE FLOWER + +This is played the same as drop the handkerchief except a flower is used +instead of a handkerchief and the verse is a trifle different. The song +runs thus--"A tisket a tasket a green and yellow basket. I sent a +bouquet to my love and on the way I dropped it, etc., etc." + + + + +=FOURTH OF JULY= + +Fire crackers and fire works seem to have first place in the celebration +of our Glorious Fourth, but a few games and amusements of a patriotic +nature or connected in some way with the symbols of the day may not come +amiss. + + +WHAT WILL YOU DO FOR YOUR COUNTRY + +The players are seated in a row or circle except the leader who is +seated in the center of the group. The leader begins the game by asking +the first one "What will you do for your country." The player must reply +immediately with a word beginning with the letter "A" such as admire it, +adore it, aid it, act for it, etc., etc. If he does not reply promptly +he must pay a forfeit or he must pay a forfeit if he uses a word which +would show disloyalty to his country such as antagonize it, abhor it, +etc. etc. + +The same question is put to each player to answer with a word beginning +with the letter "A." Then ask the first player again, "What will you do +for your country." This time the reply must begin with the letter "B" +such as battle, beg, bawl or be brave for it. The next time use the +letter "C" and so on through the alphabet. + + +RALLY ROUND THE FLAG + +The children take hold of hands and form a circle, except one who is +standard bearer and stands in the center of the circle holding an +American flag having a staff about four feet long, which is pointed so +it can be easily stuck into the ground. The children all sing, + + The Union Forever, Hurrah boys, Hurrah! + Down with the traitor, Up with the star; + While we rally 'round the flag, boys, rally once again, + Shouting the battle cry of Freedom. + +When the children sing, "Hurrah boys, Hurrah," they wave their right +hands high in the air. As they sing "Down with the traitor" all stoop to +the ground. As they sing "Up with the star" all jump up and the child in +the center raises the flag and waves it until the last line is sung, +when he places the flag in the ground. As the children begin to sing the +third line of the verse, "While we rally round the flag, etc.," they +join hands and circle around until the verse is finished, when they drop +hands and run. While the child in the center counts one, two, three, +four, five, six, seven, eight, nine, ten, halt. If the standard bearer +sees any child's feet move after he cries "halt," he has the privilege +of tagging that child, who is then an ally of the standard bearer and +helps tag the other children he sees moving. If a child can reach the +flag and touch it without his movements being seen by the standard +bearer or his allies he is free. When all have gained freedom or been +caught the game is finished and may be repeated if desired, choosing a +different standard bearer. + + +TORPEDO HUNT + +Hide a lot of small paper torpedoes in various places around the lawn. +Give each child a paper bag and at a signal, which is the explosion of a +torpedo, they begin to hunt for the hidden torpedoes. The one finding +the most is given a small flag which the children salute by firing off +their torpedoes. + + +THE FLAG OF THE FREE + +With water colors or crayons sketch the American flag on white cards +omitting the stars. Give each guest a card and forty-six tiny mucilaged +stars. Wave a flag as a signal to begin placing the stars on the blue of +the flag. Ring a bell at the end of five or six minutes and award a +small silk flag or a fire cracker candy box filled with candy to the one +having his flag the most complete. + + +BATTLES OF THE UNITED STATES, FOR FOURTH OF JULY + +Try the following: What battle of the United States is + + 1. A fortified place, to perform and a walking stick? + + 2. An English coin and the act of directing attention? + + 3. A royal weight? + + 4. A teutonic village? + + 5. Two intoxicants? + + 6. A feminine proper name and a Roman garment? + + 7. Inclosures for domestic animals? + + 8. An English city and a village? + + 9. What railway porters expect, a consonant and a kind of boat? + + 10. The village of a female ruler? + + 11. A male bovine and what people do when it chases them? + + 12. The residence of "Portia" in the "Merchant of Venice?" + + 13. A vegetable and a range of hills? + + 14. An ancient city of Greece? + + 15. Beautiful forest trees? + + 16. A number and table utensils? + + 17. To propel, a forest tree, and a body of land surrounded by water? + + 18. A judicial officer's village? + + 19. A dear fortification? + + 20. A range of hills for burial purposes? + +Answers: + +1. Battle of Fort Du Quesne. 2. Crown Point. 3. Princeton. 4. +Germantown. 5. Brandywine. 6. Saratoga. 7. Cowpens. 8. Yorktown. 9. +Tippecanoe. 10. Queenstown. 11. Bull Run. 12. Belmont. 13. Pea Ridge. +14. Corinth. 15. Fair Oaks. 16. Five Forks. 17. Roanoke Island. 18. +Chancellorsville. 19. Richmond. 20. Cemetery Ridge. + + +FLAGS OF ALL NATIONS + +Drape the red, white and blue bunting from tree to tree and nail to the +trees flags of sixteen different countries; the flags to be numbered. +Provide each guest with a card containing as many numbers as there are +flags. The guests are requested to fill out the cards with the names of +countries the flags represent, and are allowed fifteen minutes in which +to do this. He who correctly fills his card in the shortest time is +given a prize. Flag stickpins, bon-bon boxes representing flags, or some +patriotic book would be appropriate. + +It is surprising how few are familiar with the flags of different +nations. + + + + +=HALLOW-E'EN= + + +Hallow-e'en or Hallow-Even is the last night of October, being the eve +or vigil of All-Hallow's or All Saint's Day, and no holiday in all the +year is so informal or so marked by fun both for grown-ups as well as +children as this one. On this night there should be nothing but +laughter, fun and mystery. It is the night when Fairies dance, Ghosts, +Witches, Devils and mischief-making Elves wander around. It is the night +when all sorts of charms and spells are invoked for prying into the +future by all young folks and sometimes by folks who are not young. + +In getting up a Hallow-e'en Party everything should be made as secret as +possible, and each guest bound to secrecy concerning the invitations. + +Any of the following forms of invitations might be used. + + +-----------------------------------------------+ + | Witches and Choice Spirits of Darkness will | + | hold High Carnival at my house, | + | .................. Wednesday, October 31st, | + | at eight o'clock. Come prepared to test your | + | fate. | + | Costume, Witches, Ghosts, etc. | + +-----------------------------------------------+ + + +-----------------------------------------------+ + | Miss Ethel Jones will expect to see you | + | at her Hallow-e'en Party Wednesday, Oct. | + | 31st, at 8 o'clock. She begs that you will | + | come prepared to participate in the mysteries | + | and rites of All Hallow's Eve, and to wear | + | a costume appropriate to the occasion. | + +-----------------------------------------------+ + + +-----------------------------------------------+ + | On Wednesday, Oct. 31st, at 8 o'clock, I | + |shall celebrate Hallow-e'en and hope that you | + |will come and participate in the mysteries | + |and rites of All Hallow's Eve, so come prepared| + |to learn your fate. | + +-----------------------------------------------+ + +The room or rooms in which most of the games are to be played should be +decorated as grotesquely as possible with Jack-o'-lanterns made from +apples, cucumbers, squash, pumpkins, etc., with incisions made for eyes, +nose and mouth and a lighted candle placed within. + +Jack-o'-lanterns for the gas jets may be made of paste board boxes about +the size of a shoe box. Cut holes for eyes, nose and mouth in all four +sides of the box and cover the holes with red or green tissue paper. A +black box with the openings covered with red tissue paper or vice versa +or white and green make good combinations. + +Cut a hole in the bottom of the box just large enough to fit over the +gas jet, turning the gas low enough to not burn the box. + +In addition to this Jack-o'-lanterns made from pumpkins, etc., should +be placed around on tables, mantles, corners, etc. + +A skull and cross bones placed over the door entering the house would be +very appropriate. The hall should be in total darkness except for the +light coming from the Jack-o'-lanterns of all shapes and sizes in +various places. + +Autumn leaves, green branches, apples, tomatoes and corn should also +play an important part in the decorations. Black and yellow cheese cloth +or crepe paper makes very effective and inexpensive decorations. + +The dining room should be decorated with autumn leaves, golden rod, +yellow chrysanthemums, strings of cranberries, etc. For a table center +piece a large pumpkin could be used with the top cut off and partly +filled with water in which a large bunch of yellow chrysanthemums or +golden-rod could be placed. Bay leaves can be scattered over the table. + +Another idea for a center piece is a large pumpkin Jack-o'-lantern, the +top cut in large points with small chocolate mice in the notches and +scampering down the sides of the pumpkin (held in place by long pins or +a little glue) and over the table. + +Place Cards representing pumpkins, black cats, witches' hats, witches, +brownies, etc., are appropriate. + +If one is not an artist in water color painting, some of the cards could +be cut from colored bristol board or heavy paper. The witches' hats of +black or brown paper with a red ribbon band; the cats of black paper +showing a back view may have a red or yellow ribbon necktie; the +pumpkins of yellow paper with the sections traced in ink or notched a +trifle and black thread drawn between the notches. + +Any of these designs could be used for an invitation for a children's +party, by writing on the reverse side: "Will you please come to my party +on Wednesday, October 31st" with the name and address of the little host +or hostess, using white ink on black paper. + +The dining-room should also be in total darkness, except for the light +given by the Jack-o'-lanterns, until the guests are seated, when they +should unmask. The supper could be served in this dim light or the +lights turned up and the room made brilliant. After the supper is over +and while the guests are still seated a splendid idea would be to +extinguish all the lights and to have one or more of the party tell +ghost stories. + +Have a large pumpkin on a stand or table from which hang as many ribbons +as there are guests. Have one end of the ribbon attached to a small card +in the pumpkin on which may be a little water color sketch of pumpkin, +apples, witch, ghost or other appropriate design together with a number. +Have red ribbon for the girls and yellow ribbon for the boys, with +corresponding numbers. Let each guest draw a ribbon from the pumpkin and +find their partner by number. + +Another suggestion is to have the hall totally dark with the door ajar +and no one in sight to welcome the guests. As they step in they are +surprised to be greeted by some one dressed as a ghost who extends his +hand which is covered with wet salt. + +The following games and tests of fate and fortune will furnish +entertainment for children small and children of a larger growth. Of +course, prying into the future with these tests at any other time, they +may not prove infallible, but on the Eve of All Saint's Day, when all +the elves, the fairies, goblins and hob-goblins are at large playing +pranks and teasing and pleasing, why should they not "come true." + + +APPLE SEEDS + +Name two wet apple seeds and stick them on forehead. First seed to fall +indicates that the person for whom seed is named is not a true lover. + + +APPLE PARING + +Each guest, receiving apple and knife, is requested to peel apple +without breaking; then swing paring around head, and let it drop to +floor. The letter formed is initial of future mate's name. Or, you may +hang your paring over door--the first of opposite sex to pass under will +be your mate. + + +APPLE-SEED TEST + +Cut an apple open and pick out seeds from core. If only two seeds are +found, they portend early marriage; three, legacy; four, great wealth; +five, sea voyage; six, great fame as orator or singer; seven, possession +of any gift most desired. + + +BLIND NUT SEEKERS + +Let several guests be blindfolded. Then hide nuts or apples in various +parts of room or house. One finding most nuts or apples wins prize. + + +BARREL-HOOP + +Suspend horizontally from ceiling a barrel-hoop on which are fastened +alternately at regular intervals apples, cakes, candies, candle-ends. +Players gather in circle and, as it revolves, each in turn tries to bite +one of the edibles; the one who seizes candle pays forfeit. + + +RAISIN RACE + +A raisin is strung in middle of thread a yard long, and two persons take +each an end of string in mouth; whoever, by chewing string, reaches +raisin first has raisin and will be first wedded. + + +HALLOW-E'EN SOUVENIR GAME + +Suspend apples by means of strings in doorway or from ceiling at proper +height to be caught between the teeth. First successful player receives +prize. These prizes should be Hallow-e'en souvenirs, such as emery +cushions of silk representing tomatoes, radishes, apples, pears, +pickles; or pen-wipers representing brooms, bats, cats, witches, etc. + + +CANDLE AND APPLE + +At one end of stick 18 inches long fasten an apple; at the other end, a +short piece of lighted candle. Suspend stick from ceiling by stout cord +fastened in its middle so that stick will balance horizontally; while +stick revolves players try to catch apple with their teeth. A prize may +be in center of apple. + + +TRUE-LOVER TEST + +Two hazel-nuts are thrown into hot coals by maiden, who secretly gives a +lover's name to each. If one nut bursts, then that lover is unfaithful; +but if it burns with steady glow until it becomes ashes, she knows that +her lover is true. Sometimes it happens, but not often, that both nuts +burn steadily, and then the maiden's heart is sore perplexed. + + +RING AND GOBLET + +Tie wedding-ring or key to silken thread or horsehair, and hold it +suspended within a glass; then say the alphabet slowly; whenever ring +strikes glass, begin over again and in this way spell name of future +mate. + + +THREADING A NEEDLE + +Sit on round bottle laid lengthwise on floor, and try to thread a +needle. First to succeed will be first married. + + +ALPHABET GAME + +Cut alphabet from newspaper and sprinkle on surface of water; letters +floating may spell or suggest name of future husband or wife. + + +NEEDLE GAME + +Each person floats greased needle in basin of water. Impelled by +attraction of gravitation, needles will act very curiously; some cling +together, others rush to margin and remain. The manner in which one +person's needle behaves towards another's causes amusement, and is +supposed to be suggestive and prophetic. + + +APPLES AND FLOUR + +Suspend horizontally from ceiling a stick three feet long. On one end +stick an apple, upon other tie small bag of flour. Set stick whirling. +Each guest takes turn in trying to bite apple-end of stick. It is +amusing to see guests receive dabs of flour on face. Guest who first +succeeds in biting apple gets prize. + + +CYNIVER + +Each girl and boy seeks an even-leaved sprig of ash; first of either sex +that finds one calls out cyniver, and is answered by first of opposite +sex that succeeds; and these two, if omen fails not, will be joined in +wedlock. + + +WALNUT BOATS + +Open English walnuts, remove meat, and in each half shell fasten short +pieces of differently colored Christmas candles, each of which is to be +named for a member of party and, after lighting, set afloat in large pan +or tub of water. The behavior of these tiny boats reveals future of +those for whom they are named. If two glide on together, their owners +have a similar destiny; if they glide apart, so will their owners. +Sometimes candles will huddle together as if talking to one another, +while perchance one will be left alone, out in the cold, as it were. +Again, two will start off and all the rest will closely follow. The one +whose candle first goes out is destined to be old bachelor or maid. +These nut-shell boats may also be made by pouring melted wax into halves +of walnut-shells in which are short strings for wicks. + + +WINDING YARN + +Throw a ball of yarn out of window but hold fast to one end and begin to +wind. As you wind say, "I wind, who holds?" over and over again; before +end of yarn is reached, face of future partner will appear in window, or +name of sweetheart will be whispered in ear. + + +SNAPDRAGON + +1. The dragon consists of half a pint of ignited brandy or alcohol in a +dish. As soon as brandy is aflame, all lights are extinguished, and salt +is freely sprinkled in dish, imparting a corpse-like pallor to every +face. Candied fruits, figs, raisins, sugared almonds, etc., are thrown +in, and guests snap for them with their fingers; person securing most +prizes from flames will meet his true love within the year. + +2. Or, slips of paper on which verses are written are wrapped tightly in +tin-foil and placed in dish. Brandy is poured on and ignited. The verse +each person gets is supposed to tell his fortune. + +Place burning dish in middle of bare table, for drops of burning spirits +are often splashed about. + + +NECKLACE + +Make barrel-hoop into necklace of bread, candies, red peppers and +candle-ends, and hang horizontally from ceiling. Set hoop whirling and +try to grasp its freight with your teeth. Accordingly as you like your +first bite will you enjoy married life. + + +WINNOWING CORN + +Steal out into barn or garden alone and go three times through motions +of throwing corn against the wind. The third time an apparition of +future spouse will pass you; in some mysterious manner, also, you may +obtain an idea of his (her) employment and station in life. + + +MAGIC STAIRS + +Walk downstairs backward, holding lighted candle over your head. Upon +reaching bottom, turn suddenly and before you will stand your wished-for +one. + + +PUMPKIN ALPHABET + +Carve all the letters of the alphabet on a medium sized pumpkin. Put it +on a dish and set on a stand or table. Each guest in turn is blindfolded +and given a hat-pin, then led to pumpkin, where he (she) is expected to +stick pin into one of the letters on the pumpkin, thus indicating the +initial of future life-partner. + + +JUMPING LIGHTED CANDLE + +Place a lighted candle in middle of floor, not too securely placed; each +one jumps over it. Whoever succeeds in clearing candle is guaranteed a +happy year, free of trouble or anxiety. He who knocks candle over will +have a twelve-month of woe. + + +DUMB CAKE + +Each one places handful of wheat flour on sheet of white paper and +sprinkles it over with a pinch of salt. Some one makes it into dough, +being careful not to use spring water. Each rolls up a piece of dough, +spreads it out thin and flat, and marks initials on it with a new pin. +The cakes are placed before fire, and all take seats as far from it as +possible. This is done before eleven p. m., and between that time and +midnight each one must turn cake once. When clock strikes twelve future +wife or husband of one who is to be married first will enter and lay +hand on cake marked with name. Throughout whole proceeding not a word is +spoken. Hence the name "dumb cake." (If supper is served before 11:30, +"Dumb Cake" should be reserved for one of the After-Supper Tests.) + + +HIDING RING, THIMBLE AND PENNY + +Hide ring, thimble and penny in room. To one who finds ring, speedy +marriage is assured; thimble denotes life of single blessedness; penny +promises wealth. + + +PULLING KALE + +All are blindfolded and go out singly or hand-in-hand to garden. Groping +about they pull up first stalk of kale or head of cabbage. If stalk +comes up easily the sweetheart will be easy to win; if the reverse, hard +to win. The shape of the stump will hint at figure of prospective wife +or husband. Its length will suggest age. If much soil clings to it, +life-partner will be rich; if not, poor. Finally, the stump is carried +home and hung over door, first person outside of family who passes under +it will bear a name whose initial is same as that of sweetheart. + + +PERPLEXING HUNT + +In this game the seeker for a prize is guided from place to place by +doggerels as the following, and is started on his hunt with this rhyme: + + "Perhaps you'll find it in the air; + If not, look underneath your chair." + +Beneath his chair he finds the following: + + "No, you will not find it here; + Search the clock and have no fear." + +Under the clock he finds: + + "You will have to try once more; + Look behind the parlor door." + +Tied to the door-knob he discovers: + + "If it's not out in the stable. + Seek beneath the kitchen table." + +Under the kitchen table he finds another note, which reads: + + "If your quest remains uncertain, + You will find it 'neath a curtain." + +And here his quest is rewarded by finding the prize. + + +DOUGH TEST + +Take water and meal and make dough. Write on slips of paper names of +several of opposite sex friends; roll papers into balls of dough and +drop them into water. First name to appear will be future husband or +wife. + + +WATER EXPERIMENT + +A laughable experiment consists in filling mouth with water and walking +around house or block without swallowing or spilling a drop. First +person of opposite sex you meet is your fate. A clever hostess will send +two unsuspecting lovers by different doors; they are sure to meet, and +not unfrequently settle matters then and there. + + +THE DREAMER + +If a maid wishes to know whom she is to marry, if a man of wealth, +tradesman, or traveler, let her, on All-Hallow-e'en, take a walnut, +hazelnut, and nutmeg; grate and mix them with butter and sugar into +pills, and take when she goes to bed; and then, if her fortune be to +marry a rich man, her sleep will be filled with gold dreams; if a +tradesman, she will dream of odd noises and tumults; if a traveler, +there will be thunder and lightning to disturb her. + + +MIRROR AND APPLE + +Stand in front of mirror in dimly lighted room and eat an apple. If your +lover reciprocates your love he will appear behind you and look over +your right shoulder and ask for a piece of apple. + + +CELLAR STAIRS + +Cellar-stairs' test is where girl boldly goes down stairs backward, +holding a mirror, and trying to catch in it the features of him who is +to be her mate. + + +AROUND THE WALNUT TREE + +Of all Hallow-e'en spells and charms associated with nuts, the following +is one of the oldest: If a young man or woman goes at midnight on +Hallow-e'en to a walnut tree and walks around three times, crying out +each time, "Let him (her) that is to be my true love bring me some +walnuts," future wife or husband will be seen in tree gathering nuts. + + +DUCKING FOR APPLES + +Into one tub half filled with water are placed apples to the stems of +which are tied bits of paper containing the names of the boys present at +the party, while across the room is a similar tub in which the names of +the girls are placed. With hands tied behind them the young folks +endeavor to extricate the apples with their teeth, and it is alleged +that the name appearing upon the slip fastened to the apple is the +patronymic of the future helpmeet of the one securing the fruit from the +receptacle. + + +COMBING HAIR BEFORE MIRROR + +Stand alone before mirror, and by light of candle comb your hair; face +of your future partner will appear in glass, peeping over your shoulder. + + +THE FOUR SAUCERS + +Place four saucers on table in line. Into first put dirt; into second, +water; into third, a ring; into fourth, a rag. Guests are blindfolded +and led around table twice; then told to go alone and put fingers into +saucer. If they put into dirt, it means divorce; into water, a trip +across ocean; where ring is, to marry; where rag is, never to marry. + + +GAME OF FATE + +Guests take part, seated in a circle. Three Fates are chosen, one of +whom whispers to each person in turn name of his (her) future +sweetheart. Second Fate follows, whispering to each where he (she) will +next meet his (her) sweetheart; as, "You will meet on a load of hay," +or, "at a picnic," or, "at church," or, "on the river," etc. The third +Fate reveals the future; as, "You will marry him (her) next Christmas," +or, "You will be separated many years by a quarrel, but will finally +marry," or, "Neither of you will ever marry," etc. Each guest must +remember what is said by the Fates; then each in turn repeats aloud +what has been told him (her). For example, "My future sweetheart's name +is Obednego; I shall meet him next Wednesday on the Moonlight Excursion, +and we shall be married in a week." + + +WHERE DWELLS MY LOVER? + +Steal out unobserved at midnight; plucking a small lock of hair from +your head, cast it to breeze. Whatever direction it is blown is believed +to be location of future matrimonial partner. + + "I pluck this lock of hair off my head + To tell whence comes the one I shall wed. + Fly, silken hair, fly all the world around + Until you reach the spot where my true love is found." + + +FEATHER TESTS + +To foretell complexion of future mate, select three soft fluffy +feathers. (If none is handy, ask for a pillow and rip open and take out +feathers.) On bottom end of each feather fasten a small piece of paper; +a drop of paste or mucilage will hold all three in place. Write "blonde" +on one paper; "brunette," on another, and "medium" on the third. Label +papers before gluing them on feathers. Hold up feather by its top and +send it flying with a puff of breath. Do same with the other two; the +feather landing nearest you denotes complexion of your true love. To +make test sure, try three times, not using too much force in blowing +feathers, which should land on table, not on floor. + + +ROSE TEST + +Take two roses with long stems. Name one for yourself and one for your +lover. Go to your room without speaking to any one; kneel beside bed; +twine stems of roses together, and repeat following lines, gazing +intently on lover's rose: + + "Twine, twine, and intertwine, + Let my love be wholly thine. + If his heart be kind and true, + Deeper grow his rose's hue." + +If your swain is faithful, color of rose will grow darker. + + +DRY BREAD + +Dreams mean much on Hallow-e'en, but certain ceremonies must be +carefully followed in order to insure the spell. Before going to sleep +for the night have some one bring a small piece of dry bread. No word +can be spoken after this; silence must prevail. Eat bread slowly, at +same time making a wish and thinking the pleasantest thing imaginable. +Then drop off to sleep, and your dreams will be sweet and peaceful, and +your wish will come true, if the charm works. + + +THE LOAF CAKE + +A loaf cake is often made, and in it are placed a ring and a key. The +former signifies marriage, and the latter a journey, and the person who +cuts the slice containing either must accept the inevitable. + + +TO TRY ONE'S LUCK + +In a dish of mashed potatoes place a ring, a dime, and a thimble. Each +guest is provided with a spoon with which to eat the potatoes; whoever +gets the ring is to be married within a year; the thimble signifies +single blessedness, while the dime prophesies riches or a legacy. + +Some canny lassies have been known to get the ring into one of their +very first spoonfuls, and have kept it for fun in their mouths, tucked +snugly beneath the tongue, until the dish was emptied. Such a lass was +believed to possess the rare accomplishment of being able to hold her +tongue, but nevertheless tricky. + + +MELTING LEAD + +Each person melts some lead and pours it through a wedding-ring or key +into a dish of water. The lead will cool in various shapes, supposed to +be prophetic. Any ingenious person will interpret the shapes, and +furnish much amusement for the listeners; thus, a bell-shaped drop +indicates a wedding within the year; a drop resembling a torch or lamp +signifies fame; a pen or ink-bottle, that the future companion is to be +an author; a horn of plenty, wealth; a bag or trunk, travel; etc. + + +NAMING CHESTNUTS + +Roast three chestnuts before the fire, one of which is named for some +lady (or gentleman); the other two, for gentlemen (or ladies). If they +separate, so will those for whom they are named; those jumping toward +the fire are going to a warmer climate; those jumping from the fire, to +a colder climate; if two gentlemen jump toward one another, it means +rivalry. + + +THE MIRROR + +Walk backward several feet out of doors in moonlight with mirror in your +hand, or within doors with candle in one hand and mirror in the other, +repeating following rhyme, and face of your future companion will +appear in glass: + + "Round and round, O stars so fair! + Ye travel and search out everywhere; + I pray you, sweet stars, now show to me + This night who my future husband (wife) shall be." + + +BOWLS + +One bowl is filled with clear water, another with wine, a third with +vinegar, a fourth is empty. All are placed in line on table. Each +person in turn is blindfolded, turned about three times, and led to +table. A hand is put out and prophecy made by bowl touched. Water shows +happy, peaceful life; wine promises rich, eventful, noble career; +vinegar, misery and poverty; an empty bowl is a symbol of bachelor or +spinster life. + + +LOVER'S TEST + +A maid and youth each places a chestnut to roast on fire, side by side. +If one hisses and steams, it indicates a fretful temper in owner of +chestnut; if both chestnuts equally misbehave it augurs strife. If one +or both pop away, it means separation; but if both burn to ashes +tranquilly side by side, a long life of undisturbed happiness will be +lot of owners. + +These portentous omens are fitly defined in the following lines: + + "These glowing nuts are emblems true + Of what in human life we view; + The ill-matched couple fret and fume, + And thus in strife themselves consume; + Or from each other wildly start, + And with a noise forever part. + But see the happy, happy pair, + Of genuine love and truth sincere; + With mutual fondness while they burn, + Still to each other kindly turn; + And as the vital sparks decay, + Together gently sink away; + Till life's fierce trials being past, + Their mingled ashes rest at last." + + +FLOUR TEST + +A bowl is filled tightly with flour. During the process of filling, a +wedding ring is inserted vertically in some part of it. The bowl, when +full, is inverted upon a dish and withdrawn, leaving the mound of flour +on the dish. Each guest cuts off with a knife a thin slice which +crumbles into dust. The guest who cuts off the slice containing the ring +will be married first. + + +APPLE SEEDS + +Apple seeds act as charms on Hallow-e'en. Stick one on each eyelid and +name one "Home" and the other "Travel." If seed named travel stays on +longer, you will go on a journey before year expires. If "Home" clings +better, you will remain home. Again, take all the apple seeds, place +them on back of outspread left hand and with loosely clenched right hand +strike palm of left. This will cause some, if not all, of seeds to fall. +Those left on hand show number of letters you will receive the coming +fortnight. Should all seeds drop, you must wait patiently for your mail. + +Put twelve apple seeds carefully one side while you cut twelve slips of +blank paper exactly alike, and on one side of each write name of friend. +Turn them all over with blanks uppermost and mix them so that you will +not know which is which; then, holding seeds in your left hand, repeat: + + "One I love, + Two I love, + Three I love I say; + Four I love with all my heart + Five I cast away. + Six he loves, + Seven she loves, + Eight they both love; + Nine he comes, + Ten he tarries, + Eleven he courts and + Twelve he marries." + +Stop at each line to place a seed on a paper, and turn slip over to +discover name of one you love or cast away. Continue matching apple +seeds with papers as you count, until all twelve seeds and twelve papers +are used. + + + + +=THANKSGIVING= + + +AFTER DINNER GAMES FOR THANKSGIVING DAY + +The game of enigmatical menus, as its name implies, is not only +especially appropriate for Thanksgiving Day, but has the further merit +of not requiring a great deal of preparation beforehand, and is +therefore not too great a tax upon a busy woman's time. Before this +greatest feast day of the year, the hostess is usually so fully occupied +in planning the actual bill of fare, that a game which requires nothing +more than pencils, and sheets of paper with the following riddles either +plainly written or typewritten upon them, will be found a boon indeed. +An hour's time is usually allowed for guessing the names of the guests, +and of the viands suggested upon any one of the menus which are given +together with the correct answers. + + +A DINNER FOR HISTORIC CELEBRITIES + +The Guests + + 1. He who refused the crown of England.--Cromwell. + + 2. The conqueror of Napoleon I.--The Duke of Wellington. + + 3. He who escaped from his foes by reversing his horse's shoes. + --Israel O. Putnam. + + 4. He who owed his good fortune to his cat.--Dick Whittington. + + 5. The inventor of printing.--Guttenberg. + + 6. The captive king whose hiding place was discovered by his + troubadour.--Richard Coeur de Leon. + + 7. A sly one.--Fox. + + 8. The kernel of the peach.--Pitt. + + 9. Minister to George II.--Walpole. + + 10. The author of Poor Richard's Almanac.--Benjamin Franklin. + +The Menu + + 1. Soup--The mainstay of the Chinese. Rice. + + 2. Fish--A color. Blue Fish. + + 3. Roast--The pride of Old England. Roast Beef. + + 4. Vegetable--A porridge and an apartment. Mushroom. + + 5. Game--A nut cracker.--Squirrel. + + 6. Salad--Part of a house and a letter. Celery. + + 7. Pudding--A summer residence. Cottage. + + 8. Cake--What variety gives to life. Spice. + + 9. Fruit--From an historic tree. Cherries. + + 10. Wine--The kind of invitation one likes to receive. Cordial. + + +A DINNER FOR LITERARY CELEBRITIES + +The Guests + + 1. A barrel maker.--Cooper. + + 2. A mixture of black and white.--Gray. + + 3. The baby of the flock.--Lamb. + + 4. A disagreeable fellow to have on one's foot.--Bunyan. + + 5. Joyous hardness.--Gladstone. + + 6. A country in Europe.--Holland. + + 7. A lion's abode, free from dampness.--Dryden. + + 8. A head covering.--Hood. + + 9. Small talk and a cask.--Chatterton. + + 10. Absence of all color.--Black. + +The Menu + + 1. Soup--What a ship sometimes springs. Leek. + + 2. Fish--All colors combined. White Fish. + + 3. Roast--A red hot bar of iron. Pig. + + 4. Vegetable--To steal mildly. Cabbage. + + 5. Game--Chinese English. Pigeon. + + 6. Relish--Dreadful predicaments. Pickles. + + 7. Pudding--The mantle of winter. Snow. + + 8. Cake--Brightest and best of all. Sunshine. + + 9. Fruit--A church dignitary and a fruit. Elderberry. + + 10. Wine--An island in the Atlantic. Madeira. + + +NUTS TO CRACK + +Pass pencils and paper to each guest with the following written upon +it:-- + + 1 (A Dairy product.) + + 2 (A Vegetable.) + + 3 (A Country.) + + 4 (A Girl's name.) + + 5 (A structure.) + + 6 (A name often applied to one of our presidents.) + + 7 (Every Ocean has one.) + + 8 (That which often holds a treasure.) + + 9 (The names of two boys.) + + 10 (A letter of the alphabet and an article made of tin.) + +Explain that the above describes ten different nuts, which they are to +guess. The nuts described are (1) butternut; (2) peanut; (3) brazil nut; +(4) hazel nut; (5) walnut; (6) hickory nut; (7) beechnut; (8) chestnut; +(9) filbert; (10) pecan. A prize may be awarded to the one first having +correct answers. + +Thanksgiving originated with the pilgrims who came from England in the +Mayflower. What other ships were they acquainted with? Provide the +guests with pencils and paper having the following questions written +upon it: + + 1. What they met for on Sunday? + + 2. What feeling existed among them? + + 3. What ship was popular with the young folks? + + 4. What did it lead up to? + + 5. What was one of the young women fond of? + + 6. What was unpleasant for them? + + 7. What caused them to leave England? + + 8. What interfered with their peace? + + 9. What would have aided them? + + 10. What increased their number? + +A prize may be awarded to the one who correctly answers the questions +first. The answers are: 1. Worship; 2. Friendship; 3. Courtship; 4. +Partnership; 5. Fellowship; 6. Hardship; 7. Rulership; 8. Leadership; 9. +Airship; 10. Heirship. + + + + +=CHRISTMAS= + + +"Christmas comes but once a year and when it comes it brings"--a whole +lot of things. If there doesn't seem to be anything to be thankful for, +there was a Christmas hundreds of years ago which gave us One who +comprised and radiated everything to be thankful for, so let us rejoice +in memory of that Christmas and be merry and cheerful and glad. + +Children, especially, love to have games and amusements at this time of +the year, so a number are suggested as appropriate, some of which will +prove entertaining to grown-ups. + + +JOLLY ST. NICHOLAS + +One child is chosen to represent Jolly St. Nicholas or Santa Claus and +stands in the center of the room. The other children stand around in a +circle while Santa Claus reads his rules of good behavior to them which +are as follows:-- + +"You must speak when you are spoken to. Do you understand?" (The +children reply, "Yes, sir.") + +"You must come when you are called. Come here." (The children run toward +Santa Claus and stand still when he raises his hand.) + +"You must keep your place." (The children return to their former +places.) + +"You must be asleep by eight o'clock." (Santa Claus counts eight and the +children must all close their eyes by the time he says 'eight.') + +"It is more blessed to give than to receive." The children are supposed +to keep their eyes closed and when Santa Claus gives them something +(which will be a little tap on the hand or a light trod on the foot, a +kiss, a hug or gentle pull of the hair or ear or something of that +sort,) the recipient must pass it on to the next who passes it on to the +next, and so on. + +If Santa Claus observes anyone disobeying his rules he tags them and +they are out of the game. If any of the children succeed in being +perfectly good children they are given a suitable prize by Santa Claus, +and another Santa Claus chosen if it is desired to continue the game. + + +CHRISTMAS STOCKING + +Paint or draw on a sheet the picture of a fireplace. Tack this to the +wall and after providing each child with a small stocking and pin, +blindfold them in turn, telling them to hang up their stocking at the +mantel. Drop a small toy in the stocking of those who succeed before +taking the handkerchief from their eyes. Those who fail may have one +more turn after all have had a chance. + + +CHRISTMAS CANDLES + +Place on a low table a small Christmas tree, on which there is arranged +lighted candles. Blindfold each child in turn, having them stand about +one foot away with their back turned toward the tree. He is then told to +take three steps forward, turn around three times, then walk four steps +and blow as hard as he can. A prize is awarded to the one who blows out +the most candles. + + +HOLLY WREATH OR SNOW BALL + +Make several snowballs from crepe paper or white cotton. Hang a large +holly wreath in the doorway and let each child in turn try to throw his +snowball through the wreath. The players who are successful throw three +balls through the wreath, and the one who throws them all through +receives a prize. + + +AFTER DINNER GAMES FOR CHRISTMAS + +A DINNER FOR CONTEMPORARY CELEBRITIES + +The Guests + + 1. The first month of the year. Janvier. + + 2. Strong and sturdy. Hardy. + + 3. An out of date arrangement for the front hair. Bangs. + + 4. An author whose name is on every page. Page. + + 5. The poet laureate of England. Alfred Austin. + + 6. A medium for transatlantic messages. Cable. + + 7. One form of single blessedness. Bacheller (Irving). + + 8. The pedestrian's aid. Caine (Hall). + + 9. What springs eternal in the human breast. Hope (Anthony). + + 10. A dignitary of the church. Abbott (Lyman). + +The Menu + + 1. Soup--Toe not found on man. Tomato. + + 2. Fish--A unit of measurement. Perch. + + 3. Roast--A lean wife. Spare rib. + + 4. Vegetable--The result of pressure. Squash. + + 5. Game--Timber and the herald of the dawn. Woodcock. + + 6. Salad--He who fights the Japanese. Russian. + + 7. Pudding--An aborigine. Indian. + + 8. Cake--A tropical sea plant. Sponge. + + 9. Fruit--To waste away and Eve's temptation. Pineapple. + + 10. Wine--A part of the foot and a letter. Tokay. + + +A LUNCHEON FOR LITERARY WOMEN + +The Guests + + 1. A verdant one. Greene (Anna Katherine). + + 2. To evade. Dodge (Mary Mapes). + + 3. A head covering and a tavern. Wiggin (Kate Douglas). + + 4. What ships and schooners often cross. Barr (Amelia E.). + + 5. A thistle's product and a head dress. Burnett (Frances Hodgson). + + 6. A part of the human body. Foote (Mary Hallock). + + 7. A pig's house and a measurement. Pennell (Elizabeth). + + 8. A guardian's trust. Ward (Mrs. Humphry). + + 9. Act of a poor cook. Burnham. (Clara Louise). + + 10. What the rebellion made of every negro. Freeman (Mary E. Wilkins). + +The Menu + + 1. Fruit--Small shot. Grape fruit. + + 2. Fish--A soft shelled sign of the Zodiac. Crab. + + 3. Roast--A genial English author. Lamb. + + 4. Sauce--A money maker. Mint. + + 5. Vegetable--A city of Belgium and what a leaf does in spring. + Brussels sprouts. + + 6. Salad--Elizabeth and her German. Garden. + + 7. Tarts--Water in motion. Currant. + + 8. Cake--A precious metal. Gold. + + 9. Ice--A celebrated prince. Orange (William of). + + 10. The floral Decorations--The flowers that bloomed on their lips. + Roses. + + + + +INDEX + + +GAMES FOR TINY TOTS + + A Running Maze, 11 + + Bean Bag, 11 + + Birds Fly, 12 + + Button, Button, 12 + + Bingo, 13 + + Blindman's Buff, 14 + + Blowing The Feather, 14 + + Cock Fighting, 15 + + Catching The Mouse, 16 + + Drop The Handkerchief, 16 + + Donkey's Tail, 17 + + Frog In the Middle, 17 + + Green Gravel, 17 + + Hunt The Ring, 18 + + Hot Tamales, 19 + + Hunt The Slipper, 19 + + Hot Boiled Beans and Bacon, 20 + + Hide and Seek, 21 + + Hiss and Clap, 22 + + London Bridge, 22 + + Miss Jennia Jones, 24 + + Oats and Beans and Barley, 26 + + Puss In the Corner, 27 + + Rule of Contrary, 27 + + Soap Bubble Battle, 28 + + Spider Web, 29 + + Severed Flowers, 29 + + +GAMES FOR CHILDREN + + Acting Proverbs, 33 + + Blind Man's Wand, 34 + + Blind Postman, The, 34 + + Blowing The Candle, 35 + + Cat and Mouse, 35 + + Clairvoyant, The, 36 + + Cushion Dance, The, 37 + + Change Seats: The King's Come, 37 + + Duck Under The Water, 38 + + Gardener, The, 38 + + Going To Jerusalem, 39 + + Game of Cat, 40 + + Grand Mufti, 40 + + Here I Bake, Here I Brew, 41 + + Hat Game, 41 + + Huntsman, The, 42 + + He Can Do Little Who Can't Do This, 43 + + Hissing and Clapping, 43 + + Hold Fast! Let Go!, 44 + + Hunt The Whistle, 45 + + I Sell My Bat, I Sell My Ball, 45 + + Judge and Jury, 46 + + My Master Bids You Do As I Do, 46 + + Magic Music, 47 + + Malaga Raisins, 48 + + Our Old Grannie Doesn't Like Tea, 48 + + Oranges and Lemons, 49 + + Old Soldier, 50 + + Post-Office, 50 + + Peter Piper, 51 + + Sea and Her Children, The, 52 + + Stage Coach, The, 52 + + Shadow Buff, 53 + + Steps, 54 + + Spelling Game, The, 54 + + Simon Says, 56 + + Sergeant, The, 57 + + Sea King, The, 57 + + Tongue Twisters, 58 + + Trades, 58 + + Think of A Number, 59 + + This and That, 60 + + What Am I Doing, 60 + + Wonderment, 61 + + Wink, 62 + + Riddles, 62 + + +GAMES FOR ADULTS + + Advice, 75 + + Adjectives, 75 + + Animal, Vegetable, or Mineral, 76 + + Acting Rhymes, 77 + + Bird-Catcher, The, 78 + + Buzz, 78 + + Birds, Fruits and Flowers, 79 + + Cities, 80 + + Cook Who Doesn't Like Peas, The, 80 + + Consequences, 81 + + Cross Questions and Crooked Answers, 82 + + Curate, The, 83 + + Definitions, 84 + + Earth, Air, Fire and Water, 84 + + Farmyard, The, 85 + + Forbidden Letter, The, 86 + + Forbidden Vowels, The, 86 + + Fortune Telling, 87 + + Game of Conversation, The, 89 + + Guilty Or Innocent, 90 + + Guessing Groceries, 91 + + Gossip, 91 + + How? When? Where?, 92 + + I Love My Love With An A, 93 + + It, 93 + + Jack's Alive, 94 + + Menagerie, The, 95 + + Minister's Cat, The, 95 + + Magic Writing, 96 + + Mimic Club, The, 97 + + My Lady's Toilet, 98 + + Partners, 98 + + Proverbs, 99 + + Questions and Answers, 101 + + Ruth and Jacob, 102 + + Rhymes, 103 + + Sketches, 103 + + Traveller's Alphabet, 103 + + Thought Reading, 104 + + The Little Dutch Band, 105 + + What's My Thought Like, 106 + + +FORFEITS + + Forfeits, 107 + + +GAMES FOR SPECIAL OCCASIONS + + New Year's Day, 115 + + Lincoln's Birthday, 122 + + St, Valentine's Day, 127 + + Washington's Birthday, 132 + + April Fools' Day, 142 + + Easter, 154 + + May Day, 163 + + Fourth of July, 169 + + Hallow-e'en, 174 + + Thanksgiving, 199 + + Christmas, 204 + + + + +TIGHT-WADS + +A collection of the best stories that could be found after a careful +research, by + + R. U. TITE + +With sixteen illustrations of different types of "Tight-Wads" you have +met, by + + CLARE A. BRIGGS, + +The famous cartoonist of "The Chicago Tribune." + + +This unique volume presents the Tight-Wad in all his glory, showing him +"at home," on the "street car," while "entertaining friends," when "out +with the boys," and other places too numerous to mention. Mr. Briggs' +illustrations prove that during his travelling experience he has +encountered many descendants of the Tight-Wad family who have made a +lasting impression on his mind. From title to "finis" the book abounds +in wit and humor which will make you scream as loud as the eagle on the +cover. + +Cloth binding with four color inlay, square 16 mo., 50c. + + + + +The Famous Billy Whiskers Books + +By Frances Trego Montgomery + + Billy Whiskers' Friends + Billy Whiskers Jr. and His Chums + Billy Whiskers' Vacation + Billy Whiskers' Grandchildren + +Thousands of children have read this delightful series of books which +are written around the lives and adventures of a goat, "Billy Whiskers," +his wife, Nannie, and their descendants. The family have a strain of the +adventurous spirit which leads them into many serious and laughable +mishaps. Mrs. Montgomery has the happy faculty of writing stories about +animals which always amuse and please the children. Each book has over +fifty black and white illustrations and six full page pictures in colors +by Hugo Von Hofsten. + +Bound in boards with cloth back, quarto, each $1.00 + + + + +Everybody should save their THEATRE PROGRAMS + +In after years many of them become historic and increase wonderfully in +value as souvenirs of the great plays and actors you have seen. Nearly +every one takes home their theatre program, and is at a loss afterwards +what to do with it, or where to put it so it can be found when wanted in +the future. Here is a book that solves the problem: + + PLAYS AND PLAYERS + A Theatre-Goer's Record + +in which one may keep a record of the plays seen, the date, play, +theatre, in whose company, coupon of seats, comment on the play and +players, synopsis of scenes, cast of characters, pictures, scenes and +clippings pertaining to the play. + +The paper (India Tint) is of fine quality; the printing is in colors; +the binding is cloth with an appropriate cover design in colors; the +whole making a very attractive book for gift purposes, or for one's own +use, and is put up in a handsome box. + + 8-3/4 x 6-3/4 inches, cloth binding (boxed) $1.50 + Full limp leather, gilt edges (boxed) 3.00 + + + + +CARD CLUB RECORD + +Every person who attends card parties wants to refer at some time or +another to what happened at or who attended a certain gathering and here +is a book specially designed for that purpose. Blank spaces are provided +in which to record: The Date, Hostess, Game Played, Scores, Prizes, +Winners, Refreshments, Guests, and General Remarks. The book is printed +in two colors with handsome border designs, and includes concise card +rules of latest revision. Both bindings put in a handsome box. + + Cloth binding, cover stamped in gold, boxed, $1.00 + Full leather binding, full gilt edges, boxed, $2.00 + +NOTE THIS BOOK MAKES THE VERY BEST KIND OF A =CARD PARTY PRIZE= + + + + +AMERICAN SKAT + + By J. CHARLES EICHHORN + Chairman Committee on Rules of the North American Skat League + +The rapid strides this great game of cards has made in America, can be +gathered from the fact, that at the First Congress at St. Louis, in +1897, of the North American Skat League just 288 players took part. In +1907, ten years later, at Chicago, 2700 gentlemen and 600 ladies took +part. + +The book "American Skat" is a complete and comprehensive guide for +beginners, and a complete treatise of the game as played to-day. + +It is also a ready reference on all rulings and plays up to the present +time, a condensed glossary on the game of Skat. + +Endorsed by the "North American Skat League" as the Authority on rules. + + Paper cover 50c + Cloth binding 75c + Special De Luxe Edition, full gilt edges 1.00 + + + + +THE Wealth of Friendship + + Compiled by Wallace and Frances Rice + + WITH A PREFATORY HOMILY ON + FRIENDSHIP + By the Rev. FRANK W. GUNSAULUS + +Dr. Gunsaulus, the most popular pulpit and platform lecturer in the +United States, has written the introduction for the most inclusive +selection of extracts regarding friendship ever brought together in a +single volume. He has seen in the theme of friendship the basis of all +true religion, and has stamped with his approval the work of the +compilers. They in turn have exhausted English literature from the time +of Queen Elizabeth to that of President Taft in order to present in the +briefest possible space the views of all great writers in Great Britain +and America on this most interesting topic. They have drawn extensively +on the languages of continental Europe, in many cases making original +translations of the sentiments of the most famous authors and poets +there. And finally the sacred Scriptures have been diligently searched +for this same high purpose, leaving this the furthest reaching +compilation on the finest relation between human beings ever published. + +Printed in two colors on fine paper, and bound in lavender silk finish +cloth, cover stamped in gold. Size 5 x 8-1/4 inches. Attractively boxed, +$1.25. + +Pull leather edition, boxed, $2.50. + + + + +DINNERS AND LUNCHEONS + +Compiled by PAUL PIERCE + +The busy housewife is ever seeking for something new--for unique ideas +for these occasions. This book is full of suggestions--"Ice Breakers, +for Getting the Company Started Right," "Sentiments and Quotations for +Dinner Menus," "Dinners for Patriotic and Special Occasions and +appropriate table stories and toasts." "Favors and Place Cards," "Helps +Over Hard Places," "Don'ts for the Table," "Passing the Loving Cup," are +some of the many hints. + +Appropriate cover design in colors. Size 6-1/4 x 4-1/2 in. 50c + + + + +PARTIES AND ENTERTAINMENTS + +Compiled by PAUL PIERCE + +"_What shall I do to entertain my friends?_" is always the question that +confronts the hostess. It is answered here. This little book is made up +of new and novel suggestions for all kinds of occasions, something to +replace the thread-worn ideas of old time social usage. Here are some of +the chapter headings: "A Rainbow Bridge," "A German Whist," "Golf +Euchre," "Valentine's Day," "St. Patrick's Day," "April Fool's Day," +"Easter," "Decoration Day," "Fourth of July," "Hallow-e'en," +"Thanksgiving Day," "Christmas," "New Year's," "Birthday," "Colonial +Ball," "Lawn Parties," "Children's Parties," etc. + +Appropriate cover design in colors. Size 6-1/4 x 4-1/2 in. 50c + + + + +BREAKFASTS AND TEAS + +Compiled by PAUL PIERCE + +A book containing some new ideas for Breakfasts and Teas will be +welcomed by the perplexed hostess. Here are some of the suggestions: + +"Chrysanthemum Breakfasts," "Bon Voyage Breakfast," "A Club Breakfast," +"A Gypsy Tea," "Book Title Tea," "Fancywork Tea," "Valentine Tea," +"Colonial Tea," etc. With other unique ideas for menus, together with +toasts and stories. + +Appropriate cover design in colors. Size 6-1/4 x 4-1/2 in. 50c + + + + +SUPPERS + +Compiled by PAUL PIERCE + +This is a subject of which there has been very little written, and +offers a great opportunity for the display of unique and novel ideas. +This book is full of such. Here are some of the subjects treated: + +"Buffet Suppers," "Dutch Suppers," "Stag Suppers," "After the Play and +Sunday Evening Suppers," "Bohemian Suppers," "Suppers for Patriotic, +Holiday and Special Occasions," with toasts and stories for all these +occasions. + +Appropriate cover design in colors. Size 6-1/4 x 4-1/2 in. 50c + + + + +TOASTS AND AFTER-DINNER STORIES + +Being a careful selection of the best toasts and sentiments, new and +old, gleaned from the writings of standard and popular authors and +conveniently arranged for reference. The scope of the subjects is wide +and the variety such that this book is all that could be desired in a +book of toasts. The latter half of the book is a collection of +side-splitting and clever stories as told by the great humorists and +well-known after-dinner speakers. Here again the wide range of subjects +makes this book especially useful and withal highly entertaining. The +idea of a combination of toasts and stories (two-books-in-one) is +attractive. + +Cloth binding. Cover design in five colors from appropriate drawing. +Size 6-1/4 x 4-1/2 in. 50c + + * * * * * + +For sale at all book stores, or sent (postage paid) on receipt of price, +by the publishers + + BREWER, BARSE & CO. + 300-304 Wabash Ave., CHICAGO + + + + + +End of Project Gutenberg's Games For All Occasions, by Mary E. 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