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+The Project Gutenberg EBook of Games For All Occasions, by Mary E. 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. Blain
+
+*** END OF THIS PROJECT GUTENBERG EBOOK GAMES FOR ALL OCCASIONS ***
+
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