diff options
| -rw-r--r-- | .gitattributes | 3 | ||||
| -rw-r--r-- | 5890.txt | 1894 | ||||
| -rw-r--r-- | 5890.zip | bin | 0 -> 30658 bytes | |||
| -rw-r--r-- | LICENSE.txt | 11 | ||||
| -rw-r--r-- | README.md | 2 |
5 files changed, 1910 insertions, 0 deletions
diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..6833f05 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,3 @@ +* text=auto +*.txt text +*.md text diff --git a/5890.txt b/5890.txt new file mode 100644 index 0000000..cea7dc6 --- /dev/null +++ b/5890.txt @@ -0,0 +1,1894 @@ +The Project Gutenberg EBook of Games for Hallow-e'en, by Mary E. Blain + +Copyright laws are changing all over the world. Be sure to check the +copyright laws for your country before downloading or redistributing +this or any other Project Gutenberg eBook. + +This header should be the first thing seen when viewing this Project +Gutenberg file. Please do not remove it. Do not change or edit the +header without written permission. + +Please read the "legal small print," and other information about the +eBook and Project Gutenberg at the bottom of this file. Included is +important information about your specific rights and restrictions in +how the file may be used. You can also find out about how to make a +donation to Project Gutenberg, and how to get involved. + + +**Welcome To The World of Free Plain Vanilla Electronic Texts** + +**eBooks Readable By Both Humans and By Computers, Since 1971** + +*****These eBooks Were Prepared By Thousands of Volunteers!***** + + +Title: Games for Hallow-e'en + +Author: Mary E. Blain + +Release Date: June, 2004 [EBook #5890] +[Yes, we are more than one year ahead of schedule] +[This file was first posted on September 17, 2002] + +Edition: 10 + +Language: English + +Character set encoding: ASCII + +*** START OF THE PROJECT GUTENBERG EBOOK GAMES FOR HALLOW-E'EN *** + + + + +Produced by Juliet Sutherland, Charles Franks +nd the Online Distributed Proofreading Team. + + + + +GAMES FOR HALLOW-E'EN + +BY + +MARY F. BLAIN + +NEW YORK +1912 + + + + +GAMES FOR 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 hobgoblins are at large +playing pranks and teasing and pleasing, why should they not "come +true." + + +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. + + +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.) + + +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. + + +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. + + +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." + + +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. + + +APPLE SEEDS + +Apple seeds act as charms on Hallowe'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. + + +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. + + +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. + + +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. + + +"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. + + +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. + + +KISMET + +Take half as many apples as guests, tie two long strings, one red and +one yellow, to each apple. + +Place them in one large or several small baskets or receptacles on a +table. The girls choose the red and the boys the yellow strings and at +a signal they carefully pull the strings and follow them up until each +finds his or her mate holding the string of the opposite color, +attached to the same apple. The apples are then to be divided between +each couple and the seeds in each half, counted as follows: + +One--I love thee. +Two--he (she) loves me. +Three--Wedded we will be. +Four--he (she) loves me dearly. +Five--he (she) loves me nearly. +Six--a friend forever. +Seven--we must sever. +Eight--we met too late. +Nine--why hesitate. +Ten--he (she) is my chosen 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. + + +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. + + +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. + + +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. + + +CELLAR STAIRS + +Cellar-stairs' test is where girl boldly goes downstairs 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. + + +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." + + +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. + + +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." + + +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. + + +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. + + +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. + + +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. + + +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. + + +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--(i) 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 Phillips (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." + + +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. + + +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. + + +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. + + +ALPHABET GAME + +Cut alphabet from newspaper and sprinkle on surface of water; letters +floating may spell or suggest name of future husband or wife. + + +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. + + +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. + + +PARTNERS + +The players divide themselves into ladies and gentlemen, if the ladies +predominate some 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 gentlemen'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. + + +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. + + +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. + + +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 a 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. + + +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." + +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? + + +LOVE'S DISPENSARY + +A cozy corner or a convenient part of the room may be converted into +an impromptu dispensary with the addition of the Love potions and +receptacles containing them, presided over by Dr. Dopem and his +assistants. There are a number of pill boxes containing different +colored pills, which are nothing but little round candies. The +powders, composed of powdered sugar or brown sugar are folded in the +regulation way, only in paper of various colors. Plasters, court +plaster cut in small pieces of different design. The directions for +taking the powders, etc., may be read or told to each patient, as they +are prescribed for, or a copied prescription could be given with each +remedy. Tell the guests that you understand they are all more or less +inoculated with the Love germ in some form and this condition, if +neglected, may prove serious--so for their benefit, Dr. Dopem will +prescribe for each, according to his need, a remedy which is +guaranteed to have the desired effect. + +REMEDIES AND THEIR USE. + +Red pills--six, take one every two and a half minutes. Will cause your +ideal to reciprocate your love. + +Pink pills--four at once. Will renew your fading love. + +White pills--three, taken with eyes closed. Will cure jealousy. + +Black pills--three--take one between each breath. Will vanquish your +rival. + +Yellow pills--sneeze, take three pills and sneeze again--repeat if +necessary. Will make you love the one who loves you. + +Lavender pills--stand on left foot, place right hand on heart, take +two pills, reverse position, stand on right foot, left hand on heart, +take two pills. Will bring about a proposal--or consent to your +proposal. + +White powder--take with fingers crossed and eyes shut. Will make you +fall in love with the first one of the opposite sex you see. + +Pink powder--take with feet crossed. Will gain consent for a kiss from +the right party. + +Blue powder--take with right hand holding left ear. Will bring about +an introduction to Miss or Mr. Right. + +Red powder--take with right hand on stomach and standing on right +foot. Will bring your heart's desire, providing you tell what it is. + +Yellow powder-take while kneeling. Will make your rival jealous. + +Purple powder--take with right hand and arm extended forward, left +foot and limb extended backward. Will bring a speedy marriage. + +Black powder--take while on left knee, with left hand on top of head. +Will cause unwelcome attentions to cease. + +The plasters worn conspicuously--have the following meaning:-- + +Worn on the right cheek--I love you. +On the left cheek--I dislike you. +On the forehead--I will be your friend. +On the nose--I am looking for a partner. +On the chin--I wish to speak to you. +At the corner of the mouth--I am willing to be kissed. + +Prescriptions may be paid for with some trinket which may be redeemed +as a forfeit. A forfeit may be demanded if directions are not +faithfully carried out. + +Forfeits may be demanded or omitted as desired by the hostess. +Suggestions for redeeming forfeits will be found under heading +"Forfeits" in this book. + + +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. + + +WEB OF FATE + +Long bright colored strings, of equal length are twined and +intertwined to form a web. + +Use half as many strings as there are guests. + +Remove furniture from center of a large room--stretch a rope around +the room, from corner to corner, about four feet from the floor. Tie +one end of each string to the rope, half at one end and half at one +side of the room; weave the strings across to the opposite end and +side of the room and attach to rope. Or leave furniture in room and +twine the strings around it. + +Each guest is stationed at the end of a string and at a signal they +begin to wind up the string until they meet their fate at the other +end of it. + +The lady and gentleman winding the same string will marry each other, +conditions being favorable; otherwise they will marry someone else. +Those who meet one of their own sex at the other end of the string +will be old maids or bachelors. + +The couple finishing first will be wedded first. + +A prize may be given the lucky couple, also to the pair of old maids +and the pair of bachelors finishing first. + + +PARTNERS + +Partners for different games or for the midnight spread may be decided +by the fates. Write a number on one side of a small slip of paper, on +the reverse side write a bit of "fortune." Place the folded papers in +empty peanut or English walnut shells; the shells may be slightly +glued together or tied with colored ribbons or string, or a narrow +band of paper pasted at the ends will hold the two halves together. If +the paper band is used, the numbers may be written on them and +partners drawn before the nuts are cracked and fortunes read. + +There should be two portions of nuts and two sets of numbers, one for +the ladies and one for the gentlemen. The lady and gentleman drawing +corresponding numbers are partners. + + +A FEW SUGGESTIONS FOR FORTUNES. + +You will meet your future husband (or wife) to-night. +Prosperity and love await you. +A lap full of money and a lap full of children. +Change your mind before it is too late. +You have made the right choice. +Your love is not returned. +She is tired of Taffy, try chocolates. +Thee does not love him as much the(e)auto. +You have too many beaux to your string. +Your face is your fortune, but poverty is no crime. +Fate has deceived you; you will be left in the lurch, waiting at the + Church. +Your mate is true blue; what color are you? +Press your suit again; it needs it. +A kiss in time may save nine others taking a chance. +Dame Fortune says, "A good wife, Happy days, a long life." +You are well bred, but doomed to travel in single harness. +Your better half will be a silver one. +Your heart is like a street car--carries many passengers and always + room for one more. + +The fates decree +You shall married be +In the year of 1923. + +Ask her--two can live as cheap as one, in fact cheaper, on the same + salary. + + +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. + + +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. + + +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. + + +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. + + +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." + + +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. + + +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. + + +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. + + +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. + + +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, a sea voyage; six, great fame as orator or singer; seven, +possession of any gift most desired. + + +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. + + +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. + + + + +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 folks 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. + +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). + +If all the seas were dried up, what would everybody say?--We haven't a +notion (an ocean). + +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 increases. + +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?--Ashtrees; 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. + +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 was the first day of Adam's life the longest?--Because it had no +Eve. + +Why is a washerwoman 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 traveler never starve in the desert?--Because of the sand +which is (sandwiches) there. + +Why is sympathy like blindman's buff?--Because it is a fellow feeling +for a fellow creature. + +If a Frenchman were to fall into a tub of tallow, in what word would +he express his situation?--In-de-fat-i-gabble. (Indefatigable.) + +Why is a 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 plant stands for No. 4?--IV. + +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. + +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. + +What is that which happens twice in a moment and not once in a +thousand years?--The letter M. + + + + +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 Upstairs 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 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-shakings 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 +personate a performer in a German band, imitating not only the action +of the players but the sound of the instrument as well. + + + + + + +End of the Project Gutenberg EBook of Games for Hallow-e'en, by Mary E. Blain + +*** END OF THE PROJECT GUTENBERG EBOOK GAMES FOR HALLOW-E'EN *** + +This file should be named 5890.txt or 5890.zip + +Produced by Juliet Sutherland, Charles Franks +nd the Online Distributed Proofreading Team. + +Project Gutenberg eBooks are often created from several printed +editions, all of which are confirmed as Public Domain in the US +unless a copyright notice is included. Thus, we usually do not +keep eBooks in compliance with any particular paper edition. + +We are now trying to release all our eBooks one year in advance +of the official release dates, leaving time for better editing. +Please be encouraged to tell us about any error or corrections, +even years after the official publication date. + +Please note neither this listing nor its contents are final til +midnight of the last day of the month of any such announcement. +The official release date of all Project Gutenberg eBooks is at +Midnight, Central Time, of the last day of the stated month. A +preliminary version may often be posted for suggestion, comment +and editing by those who wish to do so. + +Most people start at our Web sites at: +https://gutenberg.org or +http://promo.net/pg + +These Web sites include award-winning information about Project +Gutenberg, including how to donate, how to help produce our new +eBooks, and how to subscribe to our email newsletter (free!). + + +Those of you who want to download any eBook before announcement +can get to them as follows, and just download by date. This is +also a good way to get them instantly upon announcement, as the +indexes our cataloguers produce obviously take a while after an +announcement goes out in the Project Gutenberg Newsletter. + +http://www.ibiblio.org/gutenberg/etext03 or +ftp://ftp.ibiblio.org/pub/docs/books/gutenberg/etext03 + +Or /etext02, 01, 00, 99, 98, 97, 96, 95, 94, 93, 92, 92, 91 or 90 + +Just search by the first five letters of the filename you want, +as it appears in our Newsletters. + + +Information about Project Gutenberg (one page) + +We produce about two million dollars for each hour we work. The +time it takes us, a rather conservative estimate, is fifty hours +to get any eBook selected, entered, proofread, edited, copyright +searched and analyzed, the copyright letters written, etc. Our +projected audience is one hundred million readers. If the value +per text is nominally estimated at one dollar then we produce $2 +million dollars per hour in 2002 as we release over 100 new text +files per month: 1240 more eBooks in 2001 for a total of 4000+ +We are already on our way to trying for 2000 more eBooks in 2002 +If they reach just 1-2% of the world's population then the total +will reach over half a trillion eBooks given away by year's end. + +The Goal of Project Gutenberg is to Give Away 1 Trillion eBooks! +This is ten thousand titles each to one hundred million readers, +which is only about 4% of the present number of computer users. + +Here is the briefest record of our progress (* means estimated): + +eBooks Year Month + + 1 1971 July + 10 1991 January + 100 1994 January + 1000 1997 August + 1500 1998 October + 2000 1999 December + 2500 2000 December + 3000 2001 November + 4000 2001 October/November + 6000 2002 December* + 9000 2003 November* +10000 2004 January* + + +The Project Gutenberg Literary Archive Foundation has been created +to secure a future for Project Gutenberg into the next millennium. + +We need your donations more than ever! + +As of February, 2002, contributions are being solicited from people +and organizations in: Alabama, Alaska, Arkansas, Connecticut, +Delaware, District of Columbia, Florida, Georgia, Hawaii, Illinois, +Indiana, Iowa, Kansas, Kentucky, Louisiana, Maine, Massachusetts, +Michigan, Mississippi, Missouri, Montana, Nebraska, Nevada, New +Hampshire, New Jersey, New Mexico, New York, North Carolina, Ohio, +Oklahoma, Oregon, Pennsylvania, Rhode Island, South Carolina, South +Dakota, Tennessee, Texas, Utah, Vermont, Virginia, Washington, West +Virginia, Wisconsin, and Wyoming. + +We have filed in all 50 states now, but these are the only ones +that have responded. + +As the requirements for other states are met, additions to this list +will be made and fund raising will begin in the additional states. +Please feel free to ask to check the status of your state. + +In answer to various questions we have received on this: + +We are constantly working on finishing the paperwork to legally +request donations in all 50 states. If your state is not listed and +you would like to know if we have added it since the list you have, +just ask. + +While we cannot solicit donations from people in states where we are +not yet registered, we know of no prohibition against accepting +donations from donors in these states who approach us with an offer to +donate. + +International donations are accepted, but we don't know ANYTHING about +how to make them tax-deductible, or even if they CAN be made +deductible, and don't have the staff to handle it even if there are +ways. + +Donations by check or money order may be sent to: + +Project Gutenberg Literary Archive Foundation +PMB 113 +1739 University Ave. +Oxford, MS 38655-4109 + +Contact us if you want to arrange for a wire transfer or payment +method other than by check or money order. + +The Project Gutenberg Literary Archive Foundation has been approved by +the US Internal Revenue Service as a 501(c)(3) organization with EIN +[Employee Identification Number] 64-622154. Donations are +tax-deductible to the maximum extent permitted by law. As fund-raising +requirements for other states are met, additions to this list will be +made and fund-raising will begin in the additional states. + +We need your donations more than ever! + +You can get up to date donation information online at: + +https://www.gutenberg.org/donation.html + + +*** + +If you can't reach Project Gutenberg, +you can always email directly to: + +Michael S. Hart <hart@pobox.com> + +Prof. Hart will answer or forward your message. + +We would prefer to send you information by email. + + +**The Legal Small Print** + + +(Three Pages) + +***START**THE SMALL PRINT!**FOR PUBLIC DOMAIN EBOOKS**START*** +Why is this "Small Print!" statement here? You know: lawyers. +They tell us you might sue us if there is something wrong with +your copy of this eBook, even if you got it for free from +someone other than us, and even if what's wrong is not our +fault. So, among other things, this "Small Print!" statement +disclaims most of our liability to you. It also tells you how +you may distribute copies of this eBook if you want to. + +*BEFORE!* YOU USE OR READ THIS EBOOK +By using or reading any part of this PROJECT GUTENBERG-tm +eBook, you indicate that you understand, agree to and accept +this "Small Print!" statement. If you do not, you can receive +a refund of the money (if any) you paid for this eBook by +sending a request within 30 days of receiving it to the person +you got it from. If you received this eBook on a physical +medium (such as a disk), you must return it with your request. + +ABOUT PROJECT GUTENBERG-TM EBOOKS +This PROJECT GUTENBERG-tm eBook, like most PROJECT GUTENBERG-tm eBooks, +is a "public domain" work distributed by Professor Michael S. Hart +through the Project Gutenberg Association (the "Project"). +Among other things, this means that no one owns a United States copyright +on or for this work, so the Project (and you!) can copy and +distribute it in the United States without permission and +without paying copyright royalties. Special rules, set forth +below, apply if you wish to copy and distribute this eBook +under the "PROJECT GUTENBERG" trademark. + +Please do not use the "PROJECT GUTENBERG" trademark to market +any commercial products without permission. + +To create these eBooks, the Project expends considerable +efforts to identify, transcribe and proofread public domain +works. Despite these efforts, the Project's eBooks and any +medium they may be on may contain "Defects". Among other +things, Defects may take the form of incomplete, inaccurate or +corrupt data, transcription errors, a copyright or other +intellectual property infringement, a defective or damaged +disk or other eBook medium, a computer virus, or computer +codes that damage or cannot be read by your equipment. + +LIMITED WARRANTY; DISCLAIMER OF DAMAGES +But for the "Right of Replacement or Refund" described below, +[1] Michael Hart and the Foundation (and any other party you may +receive this eBook from as a PROJECT GUTENBERG-tm eBook) disclaims +all liability to you for damages, costs and expenses, including +legal fees, and [2] YOU HAVE NO REMEDIES FOR NEGLIGENCE OR +UNDER STRICT LIABILITY, OR FOR BREACH OF WARRANTY OR CONTRACT, +INCLUDING BUT NOT LIMITED TO INDIRECT, CONSEQUENTIAL, PUNITIVE +OR INCIDENTAL DAMAGES, EVEN IF YOU GIVE NOTICE OF THE +POSSIBILITY OF SUCH DAMAGES. + +If you discover a Defect in this eBook within 90 days of +receiving it, you can receive a refund of the money (if any) +you paid for it by sending an explanatory note within that +time to the person you received it from. If you received it +on a physical medium, you must return it with your note, and +such person may choose to alternatively give you a replacement +copy. If you received it electronically, such person may +choose to alternatively give you a second opportunity to +receive it electronically. + +THIS EBOOK IS OTHERWISE PROVIDED TO YOU "AS-IS". NO OTHER +WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED, ARE MADE TO YOU AS +TO THE EBOOK OR ANY MEDIUM IT MAY BE ON, INCLUDING BUT NOT +LIMITED TO WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A +PARTICULAR PURPOSE. + +Some states do not allow disclaimers of implied warranties or +the exclusion or limitation of consequential damages, so the +above disclaimers and exclusions may not apply to you, and you +may have other legal rights. + +INDEMNITY +You will indemnify and hold Michael Hart, the Foundation, +and its trustees and agents, and any volunteers associated +with the production and distribution of Project Gutenberg-tm +texts harmless, from all liability, cost and expense, including +legal fees, that arise directly or indirectly from any of the +following that you do or cause: [1] distribution of this eBook, +[2] alteration, modification, or addition to the eBook, +or [3] any Defect. + +DISTRIBUTION UNDER "PROJECT GUTENBERG-tm" +You may distribute copies of this eBook electronically, or by +disk, book or any other medium if you either delete this +"Small Print!" and all other references to Project Gutenberg, +or: + +[1] Only give exact copies of it. Among other things, this + requires that you do not remove, alter or modify the + eBook or this "small print!" statement. You may however, + if you wish, distribute this eBook in machine readable + binary, compressed, mark-up, or proprietary form, + including any form resulting from conversion by word + processing or hypertext software, but only so long as + *EITHER*: + + [*] The eBook, when displayed, is clearly readable, and + does *not* contain characters other than those + intended by the author of the work, although tilde + (~), asterisk (*) and underline (_) characters may + be used to convey punctuation intended by the + author, and additional characters may be used to + indicate hypertext links; OR + + [*] The eBook may be readily converted by the reader at + no expense into plain ASCII, EBCDIC or equivalent + form by the program that displays the eBook (as is + the case, for instance, with most word processors); + OR + + [*] You provide, or agree to also provide on request at + no additional cost, fee or expense, a copy of the + eBook in its original plain ASCII form (or in EBCDIC + or other equivalent proprietary form). + +[2] Honor the eBook refund and replacement provisions of this + "Small Print!" statement. + +[3] Pay a trademark license fee to the Foundation of 20% of the + gross profits you derive calculated using the method you + already use to calculate your applicable taxes. If you + don't derive profits, no royalty is due. Royalties are + payable to "Project Gutenberg Literary Archive Foundation" + the 60 days following each date you prepare (or were + legally required to prepare) your annual (or equivalent + periodic) tax return. Please contact us beforehand to + let us know your plans and to work out the details. + +WHAT IF YOU *WANT* TO SEND MONEY EVEN IF YOU DON'T HAVE TO? +Project Gutenberg is dedicated to increasing the number of +public domain and licensed works that can be freely distributed +in machine readable form. + +The Project gratefully accepts contributions of money, time, +public domain materials, or royalty free copyright licenses. +Money should be paid to the: +"Project Gutenberg Literary Archive Foundation." + +If you are interested in contributing scanning equipment or +software or other items, please contact Michael Hart at: +hart@pobox.com + +[Portions of this eBook's header and trailer may be reprinted only +when distributed free of all fees. Copyright (C) 2001, 2002 by +Michael S. Hart. Project Gutenberg is a TradeMark and may not be +used in any sales of Project Gutenberg eBooks or other materials be +they hardware or software or any other related product without +express permission.] + +*END THE SMALL PRINT! FOR PUBLIC DOMAIN EBOOKS*Ver.02/11/02*END* + diff --git a/5890.zip b/5890.zip Binary files differnew file mode 100644 index 0000000..c610ac3 --- /dev/null +++ b/5890.zip diff --git a/LICENSE.txt b/LICENSE.txt new file mode 100644 index 0000000..6312041 --- /dev/null +++ b/LICENSE.txt @@ -0,0 +1,11 @@ +This eBook, including all associated images, markup, improvements, +metadata, and any other content or labor, has been confirmed to be +in the PUBLIC DOMAIN IN THE UNITED STATES. + +Procedures for determining public domain status are described in +the "Copyright How-To" at https://www.gutenberg.org. + +No investigation has been made concerning possible copyrights in +jurisdictions other than the United States. Anyone seeking to utilize +this eBook outside of the United States should confirm copyright +status under the laws that apply to them. diff --git a/README.md b/README.md new file mode 100644 index 0000000..6c5e6f2 --- /dev/null +++ b/README.md @@ -0,0 +1,2 @@ +Project Gutenberg (https://www.gutenberg.org) public repository for +eBook #5890 (https://www.gutenberg.org/ebooks/5890) |
