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+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.
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+
+
+**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 ***
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