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diff --git a/6416.txt b/6416.txt new file mode 100644 index 0000000..ddec94e --- /dev/null +++ b/6416.txt @@ -0,0 +1,5392 @@ +The Project Gutenberg EBook of Entertainments for Home, Church and School +by Frederica Seeger + +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: Entertainments for Home, Church and School + +Author: Frederica Seeger + +Release Date: September, 2004 [EBook #6416] +[Yes, we are more than one year ahead of schedule] +[This file was first posted on December 8, 2002] + +Edition: 10 + +Language: English + +Character set encoding: ASCII + +*** START OF THE PROJECT GUTENBERG EBOOK ENTERTAINMENTS FOR HOME *** + + + + +Produced by Joshua Hutchinson, Anne Soulard, Charles Franks +and the Online Distributed Proofreading Team. + + + + + +ENTERTAINMENTS FOR HOME, CHURCH AND SCHOOL + +BY +FREDERICA SEEGER + +EDITED BY +THEODORE WATERS + + + + +ENTERTAINMENTS FOR HOME, CHURCH AND SCHOOL + + + + +CONTENTS + + +CHAPTER I--HOUSEHOLD GAMES AND AMUSEMENTS +Going Shopping, Hit or Miss, Game of Rhymes, Most Improbable Story, +Animated Art, Guessing Character, Tongue Twisters. + +CHAPTER II--HOUSEHOLD GAMES AND AMUSEMENTS +French Rhymes, Ant and Cricket, A Spoonful of Fun, How, When and Where, +Grandfather's Trunk, Predicaments, Auction, Beast, Bird or Fish, +Rotating Globe, etc. + +CHAPTER III--HOUSEHOLD GAMES AND AMUSEMENTS +Flags of All Nations, Game of Words, Prince of India, Exchange, Shadow +Buff, Old Family Coach, The Tailless Donkey. + +CHAPTER IV--HOUSEHOLD GAMES AND AMUSEMENTS +Magic Music, Cushion Dance, Animal Blind Man's Buff, Musical +Instruments, My Lady's Toilet, Going to Jerusalem. + +CHAPTER V--HOUSEHOLD GAMES AND AMUSEMENTS +Tortoise, Lemon Pig, Seasick Passengers, Enchanted Raisins, Family +Giant, Animated Telescope, etc. + +CHAPTER VI--HOUSEHOLD GAMES AND AMUSEMENTS +The What Do You Think, Knight of the Whistle, "Can Do Little," Throwing +Light. + +CHAPTER VII--CHURCH AND SCHOOL SOCIALS +Charades, "Cicero," "Attenuate," Suggested Words, "Metaphysician," +Charades on the Grecian Islands. + +CHAPTER VIII--CHURCH AND SCHOOL SOCIALS +Living Pictures, Tableaux, Dignity and Impudence, Sailor's Farewell, +Home Again, Various Tableaux. + +CHAPTER IX--CHURCH AND SCHOOL SOCIALS +Wax Works Gallery, Mrs. Jarley's Collection, Chinese Giant, Two-Headed +Girl, Captain Kidd, Celebrated Dwarf, Yankee Cannibal, etc. + +CHAPTER X--CHURCH AND SCHOOL SOCIALS +Art Exhibitions, List of Exhibitors, "Artists," Curiosities, +Explanations, Suggestions. + +CHAPTER XI--OPTICAL ILLUSIONS +Raising the Ghost, Magic Lantern Pictures, Phantasmagoria, Chinese +Shadows, Wonderful Mirror, Multiplied Money. + +CHAPTER XII--TABLE GAMES FOR ADULTS +Dominoes, Backgammon, Checkers, Jenkins, Zoo, Stray Syllables, Chess. + +CHAPTER XIII--OUTDOOR GAMES FOR ADULTS +Lawn Tennis, Polo, Hockey, Golf, Archery, Ring Toss, Lawn Bowls. + +CHAPTER XIV--HOLIDAY GAMES AND AMUSEMENTS +New Years, Lincoln's Day, Valentine Party, Easter Egg Party, Hallowe'en +Games, Flag Day, Thanksgiving, Christmas. + +CHAPTER XV--OUTDOOR GAMES FOR GIRLS +Basket Ball, Box Ball, Guess Ball, Target Ball, String Ball. + +CHAPTER XVI--PASTIMES FOR CHILDREN +Sun Dial, Mother, May I Play? Blind Man's Buff, Tug of War, Various +Ball Games. + +CHAPTER XVII--INDOOR GAMES FOR YOUNG CHILDREN +Patch Work, Peanut Game, Soap Bubbles, Candy Pulls, Cook and Peas, +Magic Music, Zoology. + +CHAPTER XVIII--OUTDOOR GAMES FOR YOUNG CHILDREN +Bean Bag Games, Skipping the Rope, Various Tag Games, Crossing the +Brook. + +CHAPTER XIX--SINGING GAMES FOR CHILDREN +Moon and Stars, Bologna Man, Orchestra, Jack Be Nimble, Oats, Peas, +Beans, Farmer in the Dell, London Bridge, etc. + +CHAPTER XX--GAMES OF ARITHMETIC +Thought Numbers, Mystical Nine, Magic Hundred, King and Counselor, +Horse Shoe Nails, Dinner Party Puzzle, Baskets and Stones, etc. + +CHAPTER XXI--ONE HUNDRED CONUNDRUMS +Witty Questions, Facetious Puzzles, Ready Answers, Entertaining Play +Upon Words. + + + + +INTRODUCTION. + + +Games are meant to amuse, but in addition to amusing, a good game, +played in the right spirit, may have great educational value. + +Now, this is distinctly a book of _games and amusements_. + +There are games for indoors, scores of them, while there are other +scores that can be enjoyed only in the open. + +When young folks, and older folks, too, for that matter, meet for a +pleasant evening, it is rather depressing to have them sit solemnly +on stiff chairs in the company room and stare helplessly at one another, +like folks awaiting a funeral service. + +Now, if there is present, and there usually is, a bright girl, who +knows the games in this book, and she starts in to "get the ball +a-rolling," all will soon be enjoying themselves better than if they +were watching a three-ring circus. And then the volleys of wholesome +laughter that will roll out--why, they will be better for the digestion +than all the medicines of all the doctors. + +It will be noticed that some of the outdoor games, and others devised +for indoors, require some apparatus, like tennis and croquet, or +back-gammon boards and magic lanterns, but the majority need only the +company, and--let it be added--the disposition to have a good time. + +Within the covers of "Entertainments for Home, Church, and School," +you will find condensed and clearly set forth the best of a library +of books on amusements. + + + + +ENTERTAINMENTS FOR HOME, CHURCH AND SCHOOL + + + + +CHAPTER I + +HOUSEHOLD GAMES AND AMUSEMENTS + +GOING SHOPPING--HIT OR MISS--GAME OF RHYMES--MOST IMPROBABLE STORY-- +ANIMATED ART--GUESSING CHARACTERS--TONGUE TWISTERS + + +GOING SHOPPING + +A lively game of "talk and touch." The company is seated in a circle, +and one who understands the game commences by saying to his neighbor +at the right: + +"I have been shopping." + +"What did you buy?" is the required response. + +"A dress," "a book," "some flowers," "a pencil"--whatever the first +speaker wishes, provided always that he can, in pronouncing the word, +touch the object mentioned. Then the second player addresses his +neighbor in similar manner, and so on around the circle until the +secret of the game is discovered by all. + +Whoever mentions an object without touching it, or names one that has +already been given, pays a forfeit. + +LIGHTING THE CANDLE + +This feat is a very amusing one, and is performed as follows: Two +persons kneel on the ground, facing each other. Each holds in his left +hand a candle in a candlestick, at the same time grasping his right +foot in his right hand. This position compels him to balance himself +on his left knee. One of the candles is lighted; the other is not. The +holders are required to light the unlighted candle from the lighted +one. The conditions are simple enough, but one would hardly believe +how often the performers will roll over on the floor before they succeed +in lighting the candle. It will be found desirable to spread a newspaper +on the floor between the combatants. Many spots of candle-grease will +thus be intercepted, and the peace of mind of the lady of the house +proportionately spared. + +HIT OR MISS + +Great amusement is excited by this game when played in the presence +of a company of guests. Spread a sheet upon the floor and place two +chairs upon it. Seat two of the party in the chairs within reach of +each other and blindfold them. Give each a saucer of cracker or bread +crumbs and a spoon, then request them to feed each other. The frantic +efforts of each victim to reach his fellow sufferer's mouth is truly +absurd--the crumbs finding lodgment in the hair, ears and neck much +oftener than the mouth. Sometimes bibs are fastened around the necks +of the victims for protection. + +CROSS QUESTIONS + +The company is divided into two equal parts and blank cards and pencils +are distributed. One side writes questions on any subject desired, +while the other prepares in like manner a set of haphazard answers. +The question cards are then collected and distributed to the players +on the other side, while their answer are divided among the questioners. +The leader holding a question then reads it aloud, the first player +on the other side reading the answer he holds. Some of the answers are +highly amusing. + +THE GAME OF RHYMES + +A variation of the former game. The game is begun by a young lady or +gentleman speaking a single line, to which the next nearest on the +left must respond with another line to rhyme with the first. The next +player gives a new line, of the same length, and the fourth supplies +a rhyme in turn, and so on. The game is provocative of any amount of +fun and nonsense. A sample may be given: + +1st Player.--I think I see a brindle cow. +2d Player.--It's nothing but your dad's bow-wow. +3rd. Player.--He is chasing our black Tommy cat. +4th Player.--Poor puss had best get out of that, etc. + +Any amount of nonsense may be indulged in a game of this sort, within +proper limits. Clever players can easily give the game a most +interesting turn and provoke rhymes that are original and witty. Thus, +a subject once started, every phase of it may be touched upon before +the round closes. + +THE MOST IMPROBABLE STORY + +The players are seated in a circle and are provided with pencils and +paper. It is then announced that this is a competition, and that the +one who writes the most improbable story in fifteen minutes wins a +prize. The allotted time being up, the papers are collected and +re-distributed so that each players receives another player's story. +The stories are then read aloud and a committee decides which is the +most improbable story. A prize is usually given the writer of this. + +ANIMATED ART + +A picture is selected showing a group of individuals and portraying +some historical incident or event illustrative of the affairs of +every-day life. The performers make up, each one to represent some +character in the picture. Out of their number some one is chosen to +act as stage manager and he poses the figures. Two rooms with +folding-doors, or one room divided by a curtain, are required for this +representation. A reflection, or footlight, will enhance the beauty +of the picture. + +GUESSING CHARACTERS + +One of the party leaves the room, while the others decide upon some +character, real or fictitious. The absentee is then recalled, and each +in turn asks him a question referring to the character he has been +elected to represent. When he guesses his identity, the player whose +question has thrown the most light upon the subject has to go from the +room. + +For example: A goes from the room, and the company decides that he +shall represent King Henry VIII. When he enters, No. 1 asks: "Which +one of your wives did you love best?" No. 2 says: "Do you approve of +a man marrying his deceased brother's wife?" No. 3 adds: "Were you +very sorry your brother died?" etc., while A, after guessing various +names, is led by some question to guess correctly, and the fortunate +questioner is consequently sent from the room to have a new character +assigned him in turn. + +WHO IS MY NEIGHBOR? + +One-half the company is blindfolded; these are then seated in such a +way that each has a vacant chair at his right hand. The other half of +the players gather in the middle of the room. This is done silently. +The unblindfolded players will each one take one of the empty seats +next to those who are blindfolded. When requested to speak or sing +they must do so. It is permissible to disguise the voice. The +blindfolded neighbor must guess who is speaking or singing. The bandages +are not taken off until the wearer has guessed correctly the name of +the person at his right. When he guesses correctly, the one whose name +was guessed is blindfolded and takes the guesser's place. + +The leader gives a signal, and the players who are unblindfolded walk +softly to a vacant chair. The leader then plays a familiar air on an +instrument, and says, "sing!" All must sing until he suddenly stops +playing. The guessing goes on as before until the leader decides to +stop it. + +TONGUE-TWISTERS--ANY NUMBER OF PLAYERS + +The amusing game of tongue-twisters is played thus: The leader gives +out a sentence (one of the following), and each repeats it in turn, +any player who gets tangled up in the pronunciation having to pay +forfeit. + +A haddock! a haddock! a black-spotted haddock, a black spot on the +black back of the black-spotted haddock. + +She sells sea shells. + +She stood at the door of Mr. Smith's fish-sauce shop, welcoming him in. + +The sea ceaseth and it sufficeth us. + +Six thick thistle sticks. + +The flesh of freshly fried flying fish. + +A growing gleam glowing green. I saw Esau kissing Kate, the fact we +all three saw, I saw Esau, he saw me, and she saw I saw Esau. + +Swan swam over the sea; swim, swan, swim; Swan swam back again; well +swum, Swan. + +You snuff ship snuff, I snuff box snuff. + +The bleak breeze blighted the bright broom blossoms. + +High roller, low roller, rower. + +Oliver Oglethorp ogled an owl and oyster. Did Oliver Oglethorp ogle +an owl and oyster? If Oliver Oglethorp ogled an owl and oyster, where +are the owl and oyster Oliver Oglethorp ogled? + +Hobbs meets Snobbs and Nobbs; Hobbs bobs to Snobbs and Nobbs; Hobbs +nobs with Snobbs and robs Nobbs' fob. "That is," says Nobbs, "the worse +for Hobbs' jobs," and Snobbs sobs. + +Susan shines shoes and socks; socks and shoes shine Susan. She ceaseth +shining shoes and socks, for shoes and socks shocks Susan. + +Robert Royley rolled a round roll round; a round roll Robert Rowley +rolled round. Where rolled the round roll Robert Rowley rolled round? + +Strict, strong Stephen Stringer snared slickly six sickly, silky snakes. +The Leith police dismisseth us. + +She sun shines upon shop signs. + + + + +CHAPTER II + +FRENCH RHYMES--ANT AND CRICKET--SPOONFUL OF FUN--HOW, WHEN AND WHERE-- +GRANDFATHER'S TRUNK--PREDICAMENTS--AUCTION--BEAST, BIRD, OR FISH--ROTATING +GLOBE + + +BUTTON, BUTTON + +The players sit around the room in a circle. The leader then holds a +button between his hands, with the palms pressed together, so as to +hide it. He goes around the circle, passing his hand between those of +the players. As he does this, he says: "Hold fast to what I give you." +He is careful not to let the players see into whose hands he passed +the button. The circuit having been made, the leader says to the first +player: "Button, button, who has the button?" The one questioned must +answer, naming some one whom he thinks has it. So it continues until +all have had a turn at answering the same question. Then the leader +says: "Button, button, rise!" The button holder must do this. + +FRENCH RHYMES + +Each member of the company writes upon a slip of paper two words that +rhyme. These are collected by one player and read aloud, and as they +are read everybody writes them down upon new papers. Five or ten minutes +being allowed, each player must write a poem introducing all the rhyming +words in their original pairs. At the expiration of the given time the +lines are read aloud. Suppose the words given are "man and than," +"drops and copse," "went and intent," etc., these are easily framed +into something like this: + +Once on a time a brooklet drops, With splash and clash, through a shady +copse; One day there chanced to pass a man, Who, deeming water better +than Cider, down by the brooklet went, To dip some up was his intent. + +Of course, the result is nonsense, but it is pleasant nonsense, and +may be kept up indefinitely, to the entertainment of the participants. + +CONSEQUENCES + +The players are each provided with a slip of paper and a pencil. Each +must write the name of some gentleman (who is known to the party), +turn down the end of the paper on which the name is written, and pass +the paper to the next neighbor. All must then write the name of some +lady (also known), then change the papers again and write "where they +met," "what he said," "what she said," "what the world said," and "the +consequences," always passing the papers on. When all are written, +each player must then read his paper. + +Mr. Jones . . . . . . . . . And Miss Smith . . . . . . . . . Met on +a roof . . . . . . . . . He said, "I trust you are not afraid." She +said, "Not while you are here." World said, "It's a match." +Consequences, "He sailed for Africa next morning," etc. + +ANT AND CRICKET + +One of the company being appointed to represent the Cricket, seats +himself in the midst of the other players, who are the Ants, and writes +upon a piece of paper the name of a certain grain, whatever kind he +pleases. He then addresses the first Ant: "My dear neighbor, I am very +hungry, and I have come to you for aid. What will you give me!" "A +grain of rice, a kernel of corn, a worm," etc., replies the Ant, as +he sees fit. The Cricket asks each in turn, and if one of them announces +as his gift the word already written upon the paper, the Cricket +declares himself satisfied and changes places with the Ant. + +A SPOONFUL OF FUN + +This is a German game. One of the players goes into the middle of a +ring formed by the other players. He is blindfolded and has a large, +wooden spoon for a wand. The players join hands and dance about him. +There may be music, if it be so desired. When the signal is given to +stop, all must stand still. The blindfolded one touches one of the +players with his hand and tries to guess his identity. If he guesses +correctly, that player must take his place. Stooping, kneeling, or +tiptoeing may be resorted to, to conceal the identity of the players. + +WHAT IS MY THOUGHT LIKE? + +Though this is a very old game, it is well worth the playing. The +leader asks each player in turn, "What is my thought like?" The one +questioned gives any answer he desires. Each player is asked in turn +and a list is kept of the replies. Finally the leader tells what his +thought was, and asks each player in what way it resembles the thing +he, or she, likened it to. + +BIOGRAPHY + +Each player receives a pencil and paper and takes a seat as one of the +circle of players. The left-hand neighbor is the subject for his +right-hand neighbor's biographical sketch. Any absurd happening will +do, the more ridiculous the biography, the better. The wittiest one +calls for a prize. + +NICKNAMES OF CITIES + +Certain cities have been nick-named, as Chicago, the Windy City; +Philadelphia, the City of Brotherly Love, etc. The hostess requests +her guests to wear something suggestive of the nickname of the city +represented. Each guest writes on a piece of paper what cities he +supposes the other guests are representing. A half hour is allowed, +when a prize is awarded the one who has given the largest number of +guesses correctly. + +HOW, WHEN AND WHERE + +One member of the company, leaving the room, a word admitting of more +than one interpretation is chosen by the others. On his return, he +asks each in succession, "How do you like it?" The player questioned +being required to give an appropriate answer. He then inquires in +similar manner, "When do you like it," and if the answer to that +question still gives him no clue, proceeds to ask, "Where do you like +it?" + +When he at last discovers the word, the person whose answer has +furnished him with the most information, must in turn leave the room +and become the questioner. + +We will suppose the word chosen to be "rain," which can also be taken +as "reign" or "rein." The question, "How do you like it?" receives the +answers, "tight," "heavy," "short," "warm," etc. + +The question, "When do you like it?", "in summer," "when I am driving," +"in the nineteenth century," etc. + +"Where do you like it?", "in the United States," "on a horse," "in the +sky," etc. + +MY GRANDFATHER'S TRUNK--ANY NUMBER OF PLAYERS + +A great game for young folks of a winter evening. The company being +seated in a circle, somebody begins by saying, for instance: + +No. 1. "I pack my grandfather's trunk with a pair of spectacles." + +No. 2. "I pack my grandfather's trunk with a pair of spectacles and +a silk hat." No. 3. "I pack my grandfather's trunk with a pair of +spectacles, a silk hat and a dime novel." And so on, each person +repeating all the articles already mentioned, besides adding a new one. + +If any one fails to repeat the list correctly, he drops out of the +game, which is continued until the contents of the trunk are unanimously +declared too numerous to remember. + +LOCATION + +Location is geographical in character. Two captains are chosen. They +choose sides until the party is equally divided. One captain begins +the game by calling the name of a city. He then counts thirty. Before +he has finished counting, his opposite opponent must tell where the +city is located. If his answer be correct, he in turn names a place, +and the second player in the opposite row must locate it before he +counts thirty. Should any player fail to answer before thirty is +counted, or answer incorrectly, he or she must drop out. When there +is only one player left on either side, that one gets the prize. + +PREDICAMENTS + +Predicaments are thought out. The more ridiculous they are the better. +They are written on sheets of paper. Each person has to write his +idea of the best way out of a predicament. Then the papers are collected +and read. Prizes are given if the hostess so desires. + +PROGRESSIVE PUZZLES + +Provide as many small, square cards as there are guests; also several +pairs of scissors. The party seats itself in a circle. The cards and +scissors are given out. Then each player cuts his card twice across, +so as to make four pieces. The straight cuts must intersect each other. +After the first cut, the pieces must be held together until the second +cut has been made. + +A player mixes his pieces and passes them to his right-hand neighbor. +When the leader gives the signal, all the players put together the +four pieces they have. The one who first succeeds calls out "ready." +Then all stop and pass the cards on again. The successful player is +given a mark on a tally card. The game goes on until a half hour has +passed. The person receiving the most marks is entitled to a prize, +or may become the leader, as preferred. + +MIRTH + +The leader for this game must have a contagious laugh. He throws a +handkerchief into the air; when he does this, all must laugh heartily, +until the handkerchief lies upon the ground, then the laughing must +stop immediately. The player laughing after the handkerchief touches +the ground is "out." This also happens to the one laughing too soon. +The one left alone at last is the winner, and may become leader. + +CRAMBO + +Each player in the party is given two slips of paper and a pencil. On +one slip he writes a question. This may be serious or absurd, as he +wishes. On another paper he writes a word, this being a noun--either +proper or common. The questions being mixed are distributed--the words +likewise. The players write verses answering the questions and +containing the words received. + +AUCTION + +_Needed: Twenty, or more, packages, wrapped in paper._ + +Auction may be made a very merry game. It depends upon the auctioneer, +however, to make the sales interesting; any articles may be chosen, +though dolls, Teddy bears, etc., are suggested. The articles are +catalogued. They are paid for with the beans given to the players with +the catalogues. + +BEAST, BIRD OR FISH + +The players sit round in a circle, and one player, who is "it," points +to some one, and says either "beast," "bird," or "fish." He then counts +ten as quickly as possible. The person pointed to must name some +"beast," "bird," or "fish" (whichever he was asked), before ten is +reached. If he fails he must give a forfeit. + +THE ROTATION OF THE GLOBE + +When you next chance to eat an egg for breakfast, do not fail to try +the following experiment. It is one which always succeeds, and is +productive of much amusement to the company. + +Moisten slightly with water the rim of your plate, and in the center +paint with the yolk of the egg a sun with golden rays. By the aid of +this simple apparatus, you will be in a position to illustrate, so +clearly that a child can comprehend it, the double movement of the +earth, which revolves simultaneously round the sun and on its own axis. + +All that you have to do is to place the empty half-shell of your egg +on the rim of the plate, and keeping this latter duly sloped, by a +slight movement of the wrist as may be needful, you will see the +eggshell begin to revolve rapidly on its own axis, at the same time +traveling round the plate. It is hardly necessary to remark that the +egg-shell will not travel uphill, and the plate must therefore be +gradually shifted round, as well as sloped, so that the shell may +always have an inch or two of descending plane before it. + +The slight cohesion caused by the water which moistens the plate +counteracts the centrifugal force and so prevents the eggshell falling +off the edge of the plate. + +ADVICE + +Pencil and paper having been given the players, each writes a piece +of advice and folds his paper. He passes it to his neighbor, who before +opening it, tells whether he thinks the advice good or bad. If he +guesses correctly, he scores a point. The game goes on this way, each +at the table taking a turn, when new advices are written and passed +along. This is done as many times as the hostess desires. The one +getting the most points is winner. + +WORDS + +Each player receives a pencil and paper. He is then told to make as +many words as he can from a given word of fifteen letters, or more. +It is surprising how many words can be thus made. The winner is the +one fashioning the greatest number of words. A book is given him as +a prize. + + + +CHAPTER III + +GAME OF WORDS--PRINCE OF INDIA--EXCHANGE--SHADOW BUFF--TAILLESS DONKEY +--THROWING THE HANDKERCHIEF + + +FLAGS OF ALL NATIONS + +You can learn the colors of the flags of all nations by referring to +a large dictionary, or to a book on flags. The flags are drawn with +colored crayons, or painted in water colors, on a large water-color +card, or a sheet of water-color paper. Large cards with numbers down +the sides are given to each player, with a pencil. The card of flags +is then hung where all can see it, and half an hour is allowed for all +to guess the countries to which the flags belong. The answers are +written on the individual cards, and the papers are signed with the +names of the players. + +A prize is given to the player who has the greatest number of correct +answers. + +ANOTHER GAME OF WORDS + +The players, each of whom is supplied with paper and pencil, are divided +equally into two sides, and the leader, having selected a word, suppose +"notwithstanding," each party sets to work to see how many different +words they can make of the same letters. (Thus from the word above +suggested may be made "not, with, stand, standing, gin, ton, to, wig, +wit, his, twit, tan, has, had, an, nod, tow, this, sat, that, sit, +sin, tin, wink, what, who, wish, win, wan, won," and probably a host +of others.) A scrutiny is then taken, all words common to both parties +being struck out. The remainder are then compared, and the victory is +adjudged to the one having the largest number of words. + +GRAMMATICAL GAME + +This is played by each person drawing, say, twenty letters haphazard, +and trying to form them into a phrase or sentence, the palm of merit +being awarded to the player who, at the same time, produces the most +coherent phrase, and also succeeds in using the greatest proportion +of the letters assigned to him. + +MENAGERIE + +This is a very funny game if the ringmaster keeps up a running fire +of witty remarks. He stands in the circle of animals--otherwise +guests--and, whip in hand, shows off his animals, and their tricks, +singly, and in groups. The lion roars, as well as performs; the dog +barks, and performs the tricks he is told to show off; the canary +warbles its song; the bee buzzes; the donkey brays, balks and kicks, +etc. At the end of the performance there is a grand circus parade, +with music. + +PRINCE OF INDIA + +The players are numbered from one upward. + +The leader stands in front of them and says: "The Prince of India has +lost his pearl. Did you find it, number seven?" Upon this, number 7 +replies, jumping to his feet quickly: + +"I, sir, I?" + +The leader replies, "Yes, you, sir!" + +Number 7 says: "Not I, sir!" + +Leader: "Who then, sir, if not you?" + +Number 7: "Number 4, sir." + +Number 4 jumps up, and says: "What, sir? I, I?" + +Leader: "Yes, sir; you, you." + +Number 4: "Not I, not I, sir."' + +Leader: "Who then, sir?" + +Number 4: "Number 2, sir."' + +Then number 2 jumps to his feet. + +This goes on until the leader reaches the last one in the circle. If +he can repeat again "The Prince of India has lost his pearl," before +this one can jump to his feet, they exchange places. + +EXCHANGE + +A blindfolded player stands in the center; the others are seated about +him in a circle. Each one is numbered. The blindfolded player calls +out two numbers, whereupon the players bearing those numbers exchange +places, the blindfolded player trying meanwhile either to catch one +of the players or to secure one of the chairs. Any player so caught +must yield his chair to the catcher. No player may go outside of the +circle formed by the chairs. + +HUNT THE RING + +All the players stand in a circle holding a long cord, which forms an +endless band upon which a ring has been slipped before it was joined +at the ends. This ring is passed rapidly from one player to +another--always on the cord and concealed by the hand--while somebody +in the center endeavors to seize the hands of the person who holds it, +who, when actually caught, takes his place within the circle. + +If the circle is very large, two rings may be slipped upon the cord, +and two players placed in the center together. + +A small key may be used instead of a ring, while still another variation +is to have the concealed object a small whistle with a ring attached. +When this is adopted, an amusing phase of the game is to secretly +attach a string to the whistle and fasten this to the back of the +player in the center by means of a bent pin at the other end of the +string. Then while feigning to pass the whistle from hand to hand, it +is occasionally seized and blown upon by some one in the ring, toward +whom the victim is at that moment turning his back, causing that +individual to be greatly puzzled. + +SHADOW BLUFF + +A sheet being stretched across one end of the room, one of the players +being seated upon a low stool facing it, and with his eyes fixed upon +it. The only light in the room must be a lamp placed upon a table in +the center of the room. Between this lamp and the person on the stool, +the players pass in succession, their shadows being thrown upon the +sheet in strong relief. The victim of the moment endeavors to identify +the other players by their respective shadows, and if he succeeds the +detected party must take his place. + +It is allowable to make detection as difficult as possible by means +of any available disguise that does not conceal the whole person, any +grimacing, contortion of form, etc. + +GUESSING EYES AND NOSES + +A sheet is fastened up between two doors. Holes are cut in it, and +some of the party go behind the sheet and stand with their eyes at the +holes, while the others must guess to whom the eyes belong. Failing +to guess correctly, they must give a forfeit. + +THE TAILLESS DONKEY + +An amusing game, at which any size party may play and enjoy it for +hours. Cut a large figure of a donkey, minus a tail, from dark paper +or cloth, and pin it upon a sheet stretched tightly across a door-way. +Each player is given a piece of paper, which would fit the donkey for +a tail, if applied. On each tail is written the name of the person +holding it. When all is ready, the players are blindfolded in +turn--placed facing the donkey a few steps back in the room--then +turned around rapidly two or three times, and told to advance with the +tail held at arm's length, and with a pin previously inserted in the +end, attach it to the figure of the donkey wherever they first touch +it. When the whole curtain is adorned with tails--(not to mention all +the furniture, family portraits, etc., in the vicinity)--and there are +no more to pin on, the person who has succeeded in fastening the +appendage the nearest to its natural dwelling place, receives a prize, +and the player who has given the most eccentric position to the tail +entrusted to his care, receives the "booby" prize, generally some gift +of a nature to cause a good-humored laugh. + +THROWING THE HANDKERCHIEF + +A very old and still quite popular game. The company being seated +around the room in a circle, some one stationed in the center throws +an unfolded handkerchief to one of the seated players. Whoever receives +it must instantly throw it to some one else, and so on, while the +person in the center endeavors to catch the handkerchief in its passage +from one player to another. If he catches it, as it touches somebody, +that person must take his place in the center. If it is caught in the +air, the player whose hands it last left enters the circle. + +The handkerchief must not be knotted or twisted, but thrown loosely. + + + + +CHAPTER IV + +MAGIC MUSIC--CUSHION DANCE--ANIMAL BLINDMAN'S BLUFF--MY LADY'S TOILET +--GOING TO JERUSALEM + + +MAGIC MUSIC + +A beautiful game, which amuses even the mere spectator as much as it +does the players. One of the company sits at the piano while another +leaves the room. The rest of the party then hide some article, +previously agreed upon, and recall the absent player. At his entrance +the pianist begins playing some lively air, very softly, keeping up +a sort of musical commentary upon his search, playing louder as he +approaches the goal, and softer when he wanders away from it. In this +way he is guided to at last discover the object of his search. + +CUSHION DANCE + +The cushions are set upright in a circle on the floor. The players +then join hands, and form a ring round them. The circle formed by the +cushions should be almost as large as the ring formed by the players, +and the cushions may be placed at a considerable distance apart. The +players in the ring dance round; and each player, as he dances, tries +to make his neighbors knock over the cushions. He, however, avoids +knocking over any himself. The players should not break the ring, as +the penalty to one letting go hands is expulsion from the ring. If it +is preferred, Indian clubs placed on end may be substituted for the +cushions. + +MUSICAL INSTRUMENTS + +The players sit in a circle and form an orchestra. The conductor stands +in the center. A tune is decided on, and the instruments are selected. +Then the conductor beats time, and each player imitates as well as he +can the sound of his instrument, and the motion used in playing it. +Suddenly the conductor turns to one of the players and asks, "What is +the matter with your instrument?" and immediately counts ten. Before +he finishes counting, the player who has been questioned must begin +an answer which is appropriate to his instrument. If his answer is +inappropriate, or if it is not begun before the counting stops, he +must change places with the conductor. + +Whenever the conductor claps his hands the music must stop, and the +players must remain in the attitudes in which they were when he gave +the signal. Any one who fails to stop humming, or who changes his +position, must become leader. + +The same conductor may continue throughout the game. The person who +fails in any of the requirements of the game then pays a forfeit. + +ANIMAL BLINDMAN'S BLUFF + +A blindfolded player stands in the center of a circle with a wand, +stick, or cane in his hand. The other players dance around him in a +circle until he taps three times on the floor with the cane, when all +must stand still. The blindfolded one points his cane in any direction. +The one directly opposite it must make a noise like an animal. From +this the person in the center of the ring guesses the other's identity. +If he does so, there is an exchange of places. + +MY LADY'S TOILET + +This is a French game. In it each player is named for some article of +"My Lady's Toilet," such as her gown, her hat, her gloves, etc. The +players sit in a circle, and when the leader mentions an article of +the toilet, the one who is named for it must rush to the center of the +ring before the platter stops spinning there. If successful, he or she +takes the place of the spinner in the center of the ring. If +unsuccessful, the person returns to his or her place. + +The leader may keep up the interest of the game by comments on the +toilettes. This is most interesting in story form. + +A variation of this game introduces the word ball. Whenever this is +spoken of, the players must jump up and change places, the spinner +trying to secure a seat in the general confusion. The odd player becomes +a spinner. + +MARY AND JOHN + +The players--all but two--form a circle and clasp hands. Two odd players +in the center are called, "Mary" and "John." The object of the game +is for John to catch Mary. As he is blindfolded, he can only locate +her in her stealthy movements by the sound of her muffled voice. When +he says, "Mary, where are you?" she must answer as often as he questions +her. + +Mary may stoop or tiptoe, or resort to any means to escape capture, +except leaving the ring. + +When Mary is captured she is blindfolded and John takes her seat. + +So the game goes on after Mary has chosen a new John. + +GOING TO JERUSALEM + +This is a piano game, but does not require great skill. One person +goes to the piano, while the others arrange in a line as many chairs, +less one, as there are players, the chairs alternately facing opposite +directions. Then, as the pianist begins to play, the others commence +marching around the line of chairs, keeping time to the music. When +this suddenly ceases, everybody tries to sit down, but as there is one +less chair than players, somebody is left standing, and must remain +out of the game. Then another chair is removed, and the march continues, +until the chairs decrease to one, and the players to two. + +Whichever of these succeeds in seating himself as the music stops, has +won the game. + +"WHAT D'YE BUY?" + +This game may be played by any number from three to thirteen. There +are a dozen good-sized pieces of cardboard, each bearing a colored +illustration of one of the "trades" following, viz.: a milliner, a +fishmonger, a greengrocer, plumber, a music-seller, a toyman, mason, +a pastry-cook, a hardware-man, a tailor, a poulterer, and a doctor. +Besides these there are a number of smaller tickets, half a dozen to +each trade. Each of these has the name of the particular trade, and +also the name of some article in which the particular tradesman in +question may be considered to deal. A book accompanies the cards, +containing a nonsense story, with a blank at the end of each sentence. + +One of the players is chosen as leader, and the others each select a +trade, receiving the appropriate picture, and the six cards containing +the names of the articles in which the tradesman deals. He places his +"sign" before him on the table, and holds the remainder of his cards +in his hand. The leader then reads the story, and whenever he comes +to one of the blanks, he glances towards one of the other players, who +must immediately, under penalty of a forfeit, supply the blank with +some article he sells, at the same time laying down the card bearing +its name. The incongruity of the article named with the context make +the fun of the game, which is heightened by the vigilance which each +player must exercise in order to avoid a forfeit. Where the number of +players is very small, each may undertake two or more trades. + +We will give an illustration. The concluding words indicate the trade +of the person at whom the leader glances to fill up a given hiatus. + +"Ladies and gentlemen, I propose to relate some curious adventures +which befell me and my wife Peggy the other day, but as I am troubled +with a complaint called 'Non mi ricordo,' or the 'Can't remembers,' +I shall want each of you to tell me what you sell; therefore, when I +stop and look at one of you, you must be brisk in recommending your +goods. Whoever does not name something before I count 'three' must pay +a forfeit. Attention! + +"Last Friday week I was awakened very early in the morning by a loud +knocking at my door in Humguffin Court. I got up in a great fright, +and put on"--(looks at Toyman, who replies, "A fool's cap and bells," +and lays down that card). + +"When I got downstairs, who should be there but a fat porter, with a +knot, on which he carried"--(Poulterer) "a pound of pork sausages." + +"'Hallo!' said I, 'my fellow, what do you want at this time of day?' He +answered"--(Fishmonger) "'A cod's head and shoulders.'" + +"'Get along with you,' I said; 'there's my neighbor, Dr. Drenchall, I see, +wants'"--(Butcher) "'a sheep's head.'" + +"I now went up to shave, but my soap-dish was gone, and the maid brought +me instead"--(Milliner) "a lady's chip hat." + +"My razor had been taken to chop firewood, so I used"--(Greengrocer) +"a cucumber." + +"I then washed my face in"--(Doctor) "a cup of quinine," "cleaned my +teeth with"--(Fishmonger) "a fresh herring," and "combed my hair +with"--(Pastrycook) "a jam tart." + +"My best coat was taken possession of by pussy and kittens, so I whipped +on"--(Hardware-man) "a dripping pan." + +"The monkey, seeing how funny I looked, snatched off my wig, and clapped +on my head"--(Poulterer) "a fat hen." + +"I now awoke my wife, and asked her what she had nice for breakfast; +she said"--(Doctor) "a mustard plaster." + +"Then I scolded Sukey, the servant, and called her"--(Poulterer) "a +tough old turkey." + +"But she saucily told me I was no better than"--(Music-seller) "an old +fiddle." + +"I soon had enough of that, so I asked my wife to go with me to +buy"--(Tailor) "a pair of trousers." + +"But she said she must have her lunch first, which consisted of----" +etc., etc., through half a dozen pages, the tradesmen supply more or +less appropriate articles to fill up the gaps in the discourse. + + + + +CHAPTER V. + +RAISIN TORTOISE--LEMON PIG--SEASICK PASSENGER--ENCHANTED RAISINS--LUMP +OF SUGAR--MYSTERIOUS PRODUCTION--FAMILY GIANT + + +THE RAISIN TORTOISE + +This noble animal is constructed as follows: A muscatel raisin forms +the body, and small portions of the stalk of the same fruit the head +and legs. With a little judgment in the selection of the pieces of +stalk and the mode in which they are thrust into the body, it is +surprising what a life-like tortoise may be thus produced. While the +work of art in question is being handed round on a plate for admiration, +the artist may further distinguish himself, if the wherewithal is +obtainable, by constructing + +THE LEMON PIG + +The body of the pig consists of a lemon. The shape of this fruit renders +it particularly well adapted for this purpose, the crease or shoulder +at the small end of the lemon being just the right shape to form the +head and neck of the pig. With three or four lemons to choose from, +you cannot fail to find at least one which will answer the purpose +exactly. The mouth and ears are made by cutting the ring with a +penknife, the legs of short ends of lucifer matches, and the eyes +either of black pins, thrust in up to the head, or grape stones. + +THE SEASICK PASSENGER + +The requirements for this touching picture are an orange, a pocket +handkerchief or soft table napkin, and a narrow water goblet. The +orange is first prepared by cutting in the rind with a penknife the +best ears, nose, and mouth which the artist can compass, a couple of +raisin-pips supplying the place of eyes. A pocket handkerchief is +stretched lightly over the glass, and the prepared orange laid thereon. +The pocket-handkerchief is then moved gently backward and forward over +the top of the glass, imparting to the orange a rolling motion, and +affording a laughable but striking caricature of the agonies of a +seasick passenger. + +THE ENCHANTED RAISINS + +Take four raisins or bread-pills, and place them about a foot apart, +so as to form a square on the table. Next fold a couple of +table-napkins, each into a pad of five inches square. Take one of these +in each hand, the fingers undermost and the thumb uppermost. Then +inform the company that you are about to give them a lesson in the art +of hanky-panky, etc., and in the course of your remarks, bring down +the two napkins carelessly over the two raisins farthest from you. +Leave the right-hand napkin on the table, but, in withdrawing the hand, +bring away the raisin between the second and third fingers, and at the +same moment remarking, "You must watch particularly how many raisins +I place under each napkin." Lift the left napkin (as if merely to show +that there is one raisin only beneath it), and transfer it to the palm +of the outstretched right hand, behind which the raisin is now +concealed. Without any perceptible pause, but at the same time without +any appearance of haste, replace the folded napkin on raisin No. 2, +and in so doing, leave raisin No. 1 beside it. Now take up raisin No. +3 (with the right hand). Put the hand under the table, and in doing +so get raisin No. 3 between the second and third fingers, as much +behind the hand as possible. Give a rap with the knuckles on the +underside of the table, at the same time saying, "Pass!" and forthwith +pick up the left-hand napkin with the left hand, showing the raisins +1 and 2 beneath it. All eyes are drawn to the two raisins on the table, +and as the right hand comes into sight from beneath the table, the +left quietly transfers the napkin to it, thereby effectually concealing +the presence of raisin No. 3. The napkin is again laid over raisins +1 and 2, and No. 3 is secretly deposited with them. No. 4 is then taken +in the right hand, and the process repeated, when three raisins are +naturally discovered, the napkin being once more replaced, and No. 4 +left with the rest. There are now four raisins under the left-hand +napkin, and none under that on the right hand, though the spectators +are persuaded that there is one under the latter, and only three under +the former. The trick being now practically over, the performer may +please himself as to the form of the denouement, and, having gone +through any appropriate form of incantation, commands the imaginary +one to go and join the other three, which is found to have taken place +accordingly. + +THE DEMON LUMP OF SUGAR + +The performer commences by borrowing two hats, which he places, crowns +upward, upon the table, drawing particular attention to the fact that +there is nothing whatever under either of them. He next demands the +loan of the family sugar basin, and requests some one to select from +it a lump of sugar (preferably one of an unusual and easily +distinguished shape), at the same time informing them that, by means +of a secret process, only known to himself, he will undertake to swallow +such lump of sugar before their eyes, and yet, after a few minutes' +interval, bring it under either of the two hats they may choose. The +company, having been prepared by the last trick to expect some ingenious +piece of sleight-of-hand, are all on the _qui vive_ to prevent any +substitution of another lump of sugar, or any pretence of swallowing +without actually doing so. However, the performer does unmistakably +take the identical lump of sugar chosen and crushes it to pieces with +his teeth. He then asks, with unabated confidence, under which of the +two hats he shall bring it, and, the choice having been made, places +the chosen hat on his own head, and in that way fulfills his +undertaking. + +THE MYSTERIOUS PRODUCTION + +This is another feat of the _genus_ "sell," and to produce due effect, +should only be introduced after the performer has, by virtue of a +little genuine magic, prepared the company to expect from him something +a little out of the common. He begins by informing the spectators that +he is about to show them a great mystery, a production of nature on +which no human being has ever yet set eye, and which, when they have +once seen, no human being will ever set eyes on again. When the general +interest is sufficiently awakened, he takes a nut from the dish, and, +having gravely cracked it, exhibits the kernel, and says, "Here is an +object which you will admit no human being has ever seen, and which" +(here he puts it into his mouth and gravely swallows it) "I am quite +sure nobody will ever see again." + +THE FAMILY GIANT + +A very fair giant, for domestic purposes, may be produced by the simple +expedient of seating a young lad astride on the shoulders of one of +the older members of the company, and draping the combined figure with +a long cloak or Inverness cape. The "head" portion may, of course, be +"made up" as much as you please, the more complete the disguise the +more effective being the giant. A ferocious-looking moustache and +whiskers will greatly add to his appearance. If some ready-witted +member of the party will undertake to act as showman, and exhibit the +giant, holding a lively conversation with him, and calling attention +to his gigantic idiosyncrasies, a great deal of fun may be produced. +The joke should not, however, be very long continued, as the feelings +of the "legs" have to be considered. If too long deprived of air and +light they are apt to wax rebellious, and either carry the giant in +the directions he would fain avoid, or even occasionally to strike +together, and bring the giant's days to a sudden and undignified +termination. + + + + +CHAPTER VI + +THE WHAT-DO-YOU-THINK?--KNIGHT OF THE WHISTLE--"CAN DO LITTLE"-- +THROWING LIGHT + + +"THE WHAT-DO-YOU-THINK?" + +The exhibitor begins, in proper showman style: "Ladies and gentlemen, +I have the pleasure of exhibiting to your notice the celebrated +'What-do-you-think?' or Giant Uncle-Eater. You have all probably heard +of the Ant-Eater. This is, as you will readily perceive, a member of +the same family, but more so! He measures seven feet from the tip of +his snout to the end of his tail, eight feet back again, five feet +around the small of his waist, and has four feet of his own, making +twenty-four in all. In his natural state he lives chiefly on blue-bottle +flies and mixed pickles, but in captivity it is found that so rich a +diet has a tendency to make him stout, and he is now fed exclusively +on old corks and back numbers of some daily paper. His voice, which +you may perhaps have an opportunity of hearing (here the +'What-do-you-think?' howls dismally), is in the key of B fiat, and is +greatly admired. People come here before breakfast to hear it, and +when they have heard it, they assure us that they never heard anything +like it before. Some have even gone so far as to say that they never +wish to hear anything like it again,"' etc. The "What-do-you-think?" +is manufactured as follows: The performer, who should have black kid +gloves on, places on his head a conical paper cap, worked up with the +aid of the nursery paint box into a rough semblance of an animal's +head. This being securely fastened on, he goes down on his hands and +knees and a shaggy railway rug (of fur, if procurable) is thrown over +him and secured round his neck, when the animal is complete. + +THE KNIGHT OF THE WHISTLE + +This is a capital game for everybody but the victim, and produces much +fun. Some one who does not know the game is chosen to be Knight of the +Whistle, and is commanded to kneel down and receive the honor of +knighthood, which the leader (armed with a light cane, the drawing- +room poker, or other substitute for a sword) confers by a slight +stroke on the back. While placing him in position, opportunity is taken +to attach to his back, by means of a bent pin or otherwise, a piece of +string about a foot in length, to which is appended a small light +whistle. Having been duly dubbed, in order to complete his dignity, +he is informed that he must now go in quest of the whistle, which will +be sounded at intervals, in order to guide him in his search. Meanwhile +the other players gather in a circle round him, making believe to pass +an imaginary object from hand to hand. The victim naturally believes that +this imaginary object must be the long-lost whistle, and makes a dash +for it accordingly, when the player who happens to be behind his back +blows the actual whistle and instantly drops it again. Round flies the +unhappy knight, and makes a fresh dash to seize the whistle, but in +vain. No sooner has he turned to a fresh quarter than the ubiquitous +whistle again sounds behind his back. + +If the game is played smartly, and care taken not to pull the cord, +the knight may often be kept revolving for a considerable period before +he discovers the secret. + +"HE CAN DO LITTLE." + +This is another "sell" of almost childish simplicity, but we have seen +people desperately puzzled over it, and even "give it up" in despair. + +The leader takes a stick (or poker) in his left hand, thence transfers +it to his right, and thumps three times on the floor, saying: "He can +do little who can't do this." He then hands the stick to another person, +who, as he supposes, goes through exactly the same performance; but +if he does not know the game, is generally told, to his disgust, that +he has incurred a forfeit, his imitation not having been exact. + +The secret lies in the fact that the stick, when passed on, is first +received in the left hand and thence transferred to the right before +going through the performance. + +"THROWING LIGHT." + +Two of the company agree privately upon a word (which should be one +susceptible of two or three meanings), and interchange remarks tending +to throw light upon it. The rest of the players do their best to guess +the word, but when any of them fancies he has succeeded, he does not +publicly announce his guess, but makes such a remark as to indicate +to the two initiated that he has discovered their secret. If they have +any doubt that he has really guessed the word, they challenge him, +i.e., require him to name it in a whisper. If this guess proves to be +right, he joins in conversation, and assists in throwing light on the +subject; but if, on the other hand, he is wrong, he must submit to +have a handkerchief thrown over his head, and so remain until by some +more fortunate observation he shall prove that he really possesses the +secret. + +We will give an example. Mr. A. and Miss B. have agreed on "bed" as +the word, and proceed to throw light upon it, alternating upon its +various meanings of a place of repose, a part of a garden, or the bed +of a river. + +Miss B. I don't know what your opinion may be, but I am never tired +of it. + +Mr. A. Well, for my part, I am never in a hurry, either to get to it +or to leave it. + +Miss B. How delightful it is after a long, tiring day! + +Mr. A. Yes. But it is a pleasure that soon palls. The most luxurious +person does not care for too much of it at a stretch. + +Miss B. Oh, don't you think so. In early spring, for instance, with +the dew upon the flowers! + +Mr. A. Ah! you take the romantic view. But how would you like it beneath +some rapid torrent or some broad majestic river? + +Miss C. (thinks she sees her way, and hazards a remark). Or in a sauce? + +Mr. A. I beg your pardon. Please tell me in a whisper what you suppose +the word to be? + +Miss C. (whispers) Fish! What! isn't that right? + +Mr. A. I am afraid you must submit to a temporary eclipse. (Throws her +handkerchief over her face.) + +Mr. A. to Miss B. You mentioned spring, I think. For my own part, I +prefer feathers. + +Mr. D. (rashly concludes, from the combination of "spring" and +"feathers," that spring chickens must be referred to). Surely you would +have them plucked? + +Mr. A. (looks puzzled). I think not May I ask you to name your guess? +Oh, no, quite out. I must trouble you for your pocket handkerchief. + +Miss B. It is curious, isn't it, that they must be made afresh every +day? + +Mr. A. So it is; though I confess it never struck me in that light +before. I don't fancy, however, that old Brown, the gardener, makes +his quite so often. + +Miss B. You may depend that he has it made for him, though. + +Miss C. (from under the handkerchief). At any rate, according as he +makes it, his fate will be affected accordingly. You know the proverb? + +Mr. A. (removing the handkerchief). You have fairly earned your release. +By the way, do you remember an old paradox upon this subject, "What +nobody cares to give away, yet nobody wishes to keep?" + +Miss E. Ah! now you have let out the secret. I certainly don't wish +to keep mine for long together, but I would willingly give it away if +I could get a better. + +Miss B. Tell me your guess. (Miss E. whispers.) Yes, you have hit it. +I was afraid Mr. A.'s last "light" was rather too strong. + +And so the game goes on, until every player is in the secret, or the +few who may be still in the dark "give it up" and plead for mercy. +This, however, is a rare occurrence, for, as the company in general +become acquainted with the secret, the "lights" are flashed about in +a rash and reckless manner, till the task of guessing becomes almost +a matter of course to an ordinarily acute person. + + + + +CHAPTER VII + +CHURCH AND SCHOOL SOCIALS + +CHARADES: "CICERO"--"ATTENUATE"--SUGGESTED WORDS--"METAPHYSICIAN"-- +CHARADES ON THE GRECIAN ISLANDS + + +ACTING CHARADES + +In some form or other the game of charades is played in almost every +country under the sun. In acting charades the characters and situation +are made to represent a play upon a word or words by portraying some +feature which vividly brings such word or words to the mind. + +Here is a popular one: Send one-half the company out of the room, into +another which may be separated by double doors; portieres are best for +the purpose. The party in the inner room think of some word which can +be represented entire, in pantomime or tableau, and proceed to enact +it. After they have made up, the door opens, and discloses half a dozen +girls standing in a line, while one of the acting party announces that +this striking tableau represents the name of a famous orator. The +others failing to guess are told that Cicero (Sissy-row) is the orator +represented. + +Again, just as the clock strikes ten, the doors opening reveal a lady +eating an apple or any convenient edible, while a gentleman who stands +near points to the clock and then at her. This being correctly guessed +to represent "attenuate" (at ten you ate), the other side goes from +the room and the previous performers become the audience. + +There are a host of words which with a little ingenuity may be turned +to account. For example: + +Ingratiate. (In gray she ate.) Catering. (Kate. Her ring.) Hero. (He +row.) Tennessee. (Ten, I see.) The following are also good charade +words: Knighthood, penitent, looking-glass, hornpipe, necklace, +indolent, lighthouse, Hamlet, pantry, phantom, windfall, sweepstake, +sackcloth, antidote, antimony, pearl powder, kingfisher, football, +housekeeping, infancy, snowball, definite, bowstring, carpet, Sunday, +Shylock, earwig, matrimony, cowhiding, welcome, friendship, +horsemanship, coltsfoot, bridegroom, housemaid, curl-papers, crumpet. + +We will take the word "windfall," as affording a ready illustration +of the pantomime charade. "Wind" may be represented by a German band, +puffing away at imaginary ophicleides and trombones, with distended +cheeks and frantic energy, though in perfect silence. "Fall" may be +portrayed by an elderly gentleman with umbrella up, who walks +unsuspectingly on an ice slide and falls. The complete word "windfall" +may be represented by a young man sitting alone, leaning his elbows +on his hands, and having every appearance of being in the last stage +of impecuniosity. To produce this effect, he may go through a pantomime +of examining his purse and showing it empty, searching his pockets and +turning them one by one inside out, shaking his head mournfully and +sitting down again, throwing into his expression as much despair as +he conveniently can. A letter carrier's whistle is heard; a servant +enters with a legal-looking letter. The impecunious hero, tearing it +open, produces from it a roll of stage banknotes, and forthwith gives +way to demonstrations of the most extravagant delight, upon which the +curtain falls. + +In another the curtain rises (i.e., the folding-doors are thrown open), +and a placard is seen denoting, "This is Madison Square," or any other +place where professional men congregate. Two gentlemen in out-door +costumes cross the stage from opposite sides and bow gravely on passing +each other, one of them saying, as they do so, "Good morning, doctor." +The curtain falls, and the audience are informed that the charade, +which represents a word of six syllables, is complete in that scene. +When the spectators have guessed or been told that the word is +"met-a-physician," the curtain again rises on precisely the same scene, +and the same performance, action for action, and word for word, is +repeated over again. The audience hazard the same word "metaphysician" +as the answer, but are informed that they are wrong--the word now +represented having only three syllables, and they ultimately discover +that the word is "metaphor" (met afore). + +In another charade is seen a little toy wooden horse, such as can be +bought for fifty cents. The spectators are told that this forms a word +of two syllables, representing an island in the Aegean Sea. If the +spectators are well up in ancient geography, they may possibly guess +that Delos (deal hoss) is referred to. The curtain falls, and again +rises on the same contemptible object, which is now stated to represent +a second island in the same part of the world. The classical reader +will at once see that Samos (same hoss) is intended. Again the curtain +rises on the representation of an island. Two little wooden horses now +occupy the scene, Pharos (pair 'oss) being the island referred to. +Once more the curtain rises, this time on a group of charming damsels, +each reclining in a woebegone attitude, surrounded by pill boxes and +physic bottles, and apparently suffering from some painful malady. +This scene represents a word of three syllables, and is stated to +include all that has gone before. Cyclades (sick ladies), the name of +the group to which Delos, Samos and Pharos belong, is of course the +answer. + +A comical charade is a performance representing the word "imitation." +The spectators are informed that the charade about to be performed can +be exhibited to only one person at a time. One person is accordingly +admitted into the room in which the actors are congregated. The unhappy +wight stares about him with curiosity, not unmingled with apprehension, +fearing to be made the victim of some practical joke; nor is his comfort +increased by finding that his every look or action is faithfully copied +by each person present. This continues until he has either guessed or +given up the word, when a fresh victim is admitted, and the new initiate +becomes in turn one of the actors. Sometimes, however, the victim +manages to turn the laugh against his persecutors. We have known a +young lady, seeing through the joke, quietly take a chair and remain +motionless, reducing the matter to a simple trial of patience between +herself and the company. + + + + +CHAPTER VIII + +CHURCH AND SCHOOL SOCIALS + +LIVING PICTURES--TABLEAUX: DIGNITY AND IMPUDENCE--SAILOR'S FAREWELL--HOME +AGAIN--VARIOUS TABLEAUX + + +LIVING PICTURES + +There are few better amusements for a large party in the same house, +with plenty of time on their hands, than the organization of _tableaux +vivants,_ or living representations. Tableaux, to be successfully +represented, demand quite as much attention to detail as a theatrical +performance, and scarcely less careful rehearsal. The first element +of success is a competent stage manager. His artistic taste should be +beyond all question, and his will should be law among the members of +his corps. The essentials of a "living picture" are very much the same +as those of a picture of the inanimate description, viz., form, color +and arrangement. If, therefore, you can secure for the office of stage +manager a gentleman of some artistic skill, by all means do so, as his +technical knowledge will be found of the greatest possible service. + +Before proceeding to plan your series of pictures, it will be necessary +to provide the "frame" in which they are to be exhibited. If the room +which you propose to use has folding doors, they will of course be +used. A curtain, preferably of some dark color, should be hung on each +side, and a lambrequin or valance across the top. Where circumstances +admit, the directions we give elsewhere as to the construction of a +stage and proscenium for private theatricals may be followed with +advantage. In any case, a piece of fine gauze should be carefully +stretched over the whole length and depth of the opening. This is +found, by producing softer outlines, materially to enhance the pictorial +effect. If it is practicable to have a raised stage, it will be found +of great addition. Where this cannot be arranged, it is well to place +a board, six inches in width, and covered with the same material as +the rest of the frame, across the floor (on edge) from side to side, +in the position which the footlights would ordinarily occupy. + +The next consideration will be the curtain. The ordinary domestic +curtains, hung by rings from a rod or pole, and opening in the middle, +will serve as a makeshift; but where a really artistic series of +tableaux is contemplated, the regular stage curtain of green baize is +decidedly to be preferred. + +The question of "background" will be the next point to be considered. +_Tableaux vivants_ may be divided into two classes, the dramatic, i.e., +representing some incident, e.g., a duel, or a trial in a court of +justice, and the simply artistic, viz., such as portray merely a group, +allegorical or otherwise, without reference to any particular plot or +story. For the former, an appropriate scene is required, varying with +each tableau represented; for the latter, all that is necessary is a +simple background of drapery, of such a tone of color as to harmonize +with, and yet to give full prominence to, the group of actors. The +material of the latter as also the covering of the floor, should be +of woolen or velvet, so as to absorb rather than reflect light. A +lustrous background, as of satin or glazed calico, will completely +destroy the effect of an otherwise effective tableau. + +The lighting is a point of very considerable importance--the conditions +appropriate to an ordinary theatrical performance being here reversed. +In an ordinary dramatic performance all shadow is a thing to be avoided, +the point aimed at being to secure a strong bright light, uniformly +distributed over the stage. In a _tableau vivant_, on the contrary, +the skillful manipulation of light and shade is a valuable aid in +producing artistic effect. Footlights should, in this case, either be +dispensed with altogether or at any rate used very sparingly, the +stronger light coming from one or the other side. A good deal of +experiment and some little artistic taste will be necessary to attain +the right balance in this particular. Where gas is available it will +afford the readiest means of illumination. What is called a "string +light," viz., a piece of gaspipe with fishtail burners at frequent +intervals, connected with the permanent gas arrangements of the house +by a piece of india rubber tube, and fixed in a vertical position +behind each side of the temporary proscenium, will be found very +effective; one or the other set of lights being turned up, as may be +necessary. Where a green or red light is desired, the interposition +of a strip of glass of that color, or of a "medium" of red or green +silk or tammy, will give the necessary tone. Colored fires are supplied +for the same purpose, but are subject to the drawback of being somewhat +odoriferous in combustion. Where, as is sometimes the case, a strong +white light is required, this may be produced by burning the end of +a piece of magnesium wire in the flame of an ordinary candle. + +These points being disposed of, costume and make-up will be the next +consideration. As to the latter, the reader will find full instructions +in the chapter devoted to private theatricals. With respect to costume, +as the characters are seen for only a few moments, and in one position, +this point may be dealt with in a much more rough-and-ready manner +than would be advisable in the case of a regular dramatic performance. +The royal crown need only be golden, the royal robe need only be trimmed +with ermine-on the side toward the spectators; indeed, the proudest +of sovereigns, from the audience point of view, may, as seen from the +rear, be the humblest of citizens. Even on the side toward the +spectators a great deal of "make believe" is admissible. Seen through +the intervening gauze, the cheapest cotton velvet is equal to the +richest silk; glazed calico takes the place of satin; and even the +royal ermine may be admirably simulated by tails of black worsted +stitched on a ground of flannel. Lace may be manufactured from cut +paper, and a dollar's worth of tinsel will afford jewels for a congress +of sovereigns. Of course, there is not the least objection to his +wearing a crown of the purest gold, or diamonds of the finest possible +water (if he can get them), but they will not look one whit more +effective than the homely substitutes we have mentioned. + +A "ghost effect" may, where necessary, be produced by the aid of a +magic lantern; the other lights of the tableau being lowered in order +to give sufficient distinctness to the reflection. + +Dramatic tableaux may often be exhibited with advantage in two or more +"scenes"; the curtain being lowered for a moment in order to enable +the characters to assume a fresh position. Examples of this will be +found among the tableaux which follow. + +Having indicated the general arrangements of _tableaux vivants_, we +append, for the reader's assistance, a selection of effective subjects, +both simply pictorial and dramatic. + +I. DIGNITY AND IMPUDENCE. + +(With background of plain drapery, remaining unchanged.) + +A magnificent flunkey, in a gorgeous suit of livery, standing, with +left hand on hip, right hand in breast, side by side with a very small +and saucy "boy in buttons," upon whom he looks down superciliously. +Boy with both hands in trouser pockets and gazing up at his companion +with an expression of impertinent familiarity. + +II. THE FORTUNE-TELLER + +A pretty girl, in simple outdoor costume, standing sideways to the +spectators, with downcast eyes and a half-smiling, half-frightened +expression. The fortune-teller faces her and holds the young lady's +right hand in her left, while her own right hand holds a coin with +which she is apparently tracing the lines of the young lady's palm, +at the same time gazing with an arch expression into her face, as +though to note the effect of her predictions. The fortune-teller should +be in gipsy costume, a short, dark skirt and a hood of some brighter +material thrown carelessly over her head. She should be of a swarthy +complexion, with a good deal of color and jet-black hair. + +III. FAITH + +A large cross, apparently of white marble (really of deal, well washed +with whitening and size) occupies a diagonal position across the center +of the stage, facing slightly toward the left. Its base or plinth is +formed of two or three successive platforms or steps of the same +material. At the foot a woman kneels, clasping her arms around the +cross, as though she had just thrown herself into that position in +escaping from some danger. Her gaze should be directed upward. A loose +brown robe and hood, the latter thrown back off the head, will be the +most appropriate costume. Magnesium light from above. + +IV. HOPE + +A female figure, clothed in sober gray, and seated on a very +low stool, facing right and gazing heavenward. (If a "sky" background +is procurable, a single star should be visible, and should be the +object of her gaze.) Her right elbow rests upon her right knee, and +her right hand supports her chin. Her left hand hangs by her side, and +at her feet lies the emblematic anchor. Red light, not too strong. + +V. CHARITY + +A ragged boy, barefooted and clasping a wornout broom, sits huddled +on the ground left, but facing right. His arms are folded and rest on +his knees, and his head is bent down upon them, so as to hide his face. +A girl, in nun's costume, is touching him on the shoulder, and +apparently proffering help and sympathy. + +VI. SINGLE LIFE + +Scene, a tolerably well-furnished but untidy sitting-room, with numerous +traces of bachelor occupation, such as crossed foils on the wall, a +set of boxing-gloves under a side table, boots, hats and walking-sticks +lying about in various directions. On one corner of the table some one +has apparently breakfasted in rather higgledy-piggledy fashion. Near +the table sits a young man, with a short pipe in his mouth and one +foot bare, while he is endeavoring to darn an extremely dilapidated +sock. + +VII. THE SAILOR'S FAREWELL + +Scene, a cottage home. A young man, in sailor costume and with a bundle +on his shoulder, stands with his right hand on the latch of the door, +right center, but looking back with a sorrowful expression at his +wife--personated by a young lady in short black or blue skirt, red or +white blouse, and white mob-cap--who sits with her apron up to her +eyes in an apparent agony of grief. Three children are present, the +two elder crying for sympathy, the youngest sitting in a crib or cradle +and amusing himself with some toy, in apparent unconsciousness of his +father's approaching departure. Soft blue light from left. Music, "The +Minstrel Boy." + +VIII. HOME AGAIN. + +The same scene. Children a couple of years older. (This may be effected +by suppressing the youngest and introducing a fresh eldest, as much +like the others as possible.) The sailor of the last scene, slightly +more tanned, and with a fuller "made-up" beard, has apparently just +entered. The wife has both arms round his neck, her face being hidden +in his bosom. Of the children, the eldest has seized and is kissing +her father's hand, while the two younger each cling round one leg. +Soft red light. Music, "A Lass that Loves a Sailor," or "When Johnny +Comes Marching Home Again." + +VARIOUS TABLEAUX + +We subjoin a list of favorite subjects, leaving their actual arrangement +to the taste and intelligence of the reader. It will usually be safe +to follow the hints in good illustrations. + +"Choosing the Wedding Gown." A charming scene after Mulready, from the +"Vicar of Wakefield." + +"William Penn Signing the Treaty with the Indians." + +"The Drunkard's Home," "Signing the Pledge," "The Temperance Home." +See some good illustrations. + +"Mary Queen of Scots and the Four Maries." + +"Mr. Pecksniff Dismissing Tom Pinch." + +"The Song of the Shirt." + +"Little Red Riding-Hood." + +"The Duel from the 'Corsican Brothers.'" + +"Heloise in Her Cell." + +"William Tell Shooting the Apple From His Son's Head," etc., etc., etc. + + + + +CHAPTER IX. + +CHURCH AND SCHOOL SOCIALS + +WAX WORKS GALLERY: MRS. JARLEY'S COLLECTION--CHINESE GIANT--TWO-HEADED +GIRL--CAPTAIN KIDD--CELEBRATED DWARF--YANKEE--CANNIBAL, ETC. + + +The idea is that of a waxwork exhibition, the characters being +personated, after a burlesque fashion, by living performers. Each +"figure" is first duly described by the exhibitor, and then "wound up" +and made to go through certain characteristic movements. + +The collection is supposed to be that of the far-famed Mrs. Jarley, +of "Old Curiosity Shop" celebrity. She may be assisted, if thought +desirable, by "Little Nell" and a couple of manservants, John and +Peter. The costume of Mrs. Jarley is a black or chintz dress, bright +shawl and huge bonnet; that of Little Nell may be a calico dress and +white apron, with hat slung over her arm. John and Peter may be dressed +in livery suits, and should be provided with watchman's rattle, +screwdriver, hammer, nails and oil-can. At the rise of the curtain the +figures are seen ranged in a semicircle at the back of the stage, and +Little Nell is discovered dusting them with a long feather brush. Mrs. +Jarley stands in front, and delivers her descriptive orations, directing +her men to bring forward each figure before she describes it. After +having been duly described, the figure is "wound" up, and goes through +its peculiar movement, and when it stops it is moved back to its place. + +If the stage is small, or it is desired that the same actors shall +appear in various characters in succession, the figures may be exhibited +in successive groups or compartments, the curtain being lowered to +permit one party to retire and another to take their places. After the +whole of the figures of a given chamber have been described, the +assistants wind them all up, and they go through their various movements +simultaneously, to a pianoforte accompaniment, which should gradually +go faster, coming at last to a sudden stop, when the figures become +motionless and the curtain falls. + +Mrs. Jarley may be made a silent character, sitting on one side, and +occasionally making believe to dust or arrange a figure, while the +"patter" is delivered by a male exhibitor. Or Mrs. Jarley may, if +preferred, be suppressed altogether, and the exhibitor appear as (say) +Artemus Ward, or in ordinary evening costume, without assuming any +special character. A good deal of fun may be made of the supposed +tendency of any particular figure to tip over, and the application, +by John and Peter, of wooden wedges, penny pieces, etc., under its +feet to keep it upright. Supposed defective working, causing the figure +to stop suddenly in the middle of its movements, and involving the +rewinding or oiling of its internal mechanism, will also produce a +good deal of amusement. The "winding up" may be done with a bed-winch, +a bottle-jack key, or the winch of a kitchen range, the click of the +mechanism being imitated by means of a watchman's rattle, or by the +even simpler expedient of drawing a piece of hard wood smartly along +a notched stick. (This, of course, should be done out of sight of the +audience.) The movement of the figure should be accompanied by the +piano, to a slow or lively measure, as may be most appropriate. + +The arrangement being complete and the curtain raised, Mrs. Jarley +delivers her opening speech, about as follows: + +"Ladies and gentlemen, you here behold Mrs. Jarley, one of the most +remarkable women of the world, who has traveled all over the country +with her curious Collection of Waxworks. These figures have been +gathered, at great expense, from every clime and country, and are here +shown together for the first time. I shall describe each one of them +for your benefit, and, after I have given you their history, I shall +have each one of them wound up, for they are all fitted with clockwork +inside, and they can thus go through the same motions they did when +living. In fact, they execute their movements so naturally that many +people have supposed them to be alive; but I assure you that they are +all made of wood and wax--blockheads every one. + +"Without further prelude, I shall now introduce to your notice each +one of my figures, beginning, as usual, with the last one first." + +I. THE CHINESE GIANT + +A MAN OR WOMAN STANDING ON A HIGH STOOL, CHINTZ SKIRT AROUND THE WAIST, +LONG ENOUGH TO HIDE THE STOOL, CHINESE OVERDRESS, HAT, PIG-TAIL AND +MOUSTACHE + +"This figure is universally allowed to be the tallest figure in my +collection; he originated in the two provinces of Oolong and Shanghi, +one province not being long enough to produce him. On account of his +extreme length it is impossible to give any adequate idea of him in +one entertainment, consequently he will be continued in our next. + +"He was the inventor, projector and discoverer of Niagara Falls, +Bunker's Hill Monument and the Balm of Columbia. In fact, everything +was originally discovered by him or some other of the Chinese. The +portrait of this person, who was a high dignitary among them, may be +often seen depicted on a blue china plate, standing upon a bridge, +which leans upon nothing, at either end, and intently observing two +birds which are behind him in the distance. + +"John, wind up the Giant." + +The Giant bows low, then wags his head three times and bows as before, +and after a dozen motions slowly stops. + +"You will observe that I have spared no expense in procuring wonders +of every sort, and here is my crowning effort or masterpiece--" + +II. THE TWO-HEADED GIRL + +"A remarkable freak of nature, which impresses the beholder with silent +awe. Observe the two heads and one body. See these fair faces, each +one lovelier than the other. No one can gaze upon them without a double +sensation 'of sorrow and of joy'--sorrow that such beauty and grace +were ever united, and joy that he has had the pleasure of contemplating +their union. + +"Wind them up, Peter." + +This figure is made by two young ladies standing back to back, wrapped +in one large skirt. They hold their arms out, with their hands hanging, +and slowly revolve when they are wound up. + +III. THE SEWING-WOMAN + +"John, bring out the Sewing-Woman, and let the ladies behold the +unfortunate seamstress who died from pricking her finger with a needle +while sewing on Sunday. You see that the work which she holds is stained +with gore, which drips from her finger onto the floor. (Which is +poetry!) This forms a sad and melancholy warning to all heads of +families immediately to purchase the best sewing-machines, for this +accident never could have happened had she not been without one of +those excellent machines, such as no family should be without." + +Costume: Optional. + +When wound up, the figure sews very stiffly and stops slowly. + +IV. CAPTAIN KIDD AND HIS VICTIM + +"Ladies and Gentlemen: Permit me to call your attention to this +beautiful group, which has lately been added, at an enormous expense, +to my collection. You here behold the first privateer and the first +victim of his murderous propensities. Captain Kidd, the robber of the +main, is supposed to have originated somewhere down east. His whole +life being spent upon the stormy deep, he amassed an immense fortune, +and buried it in the sand along the flower-clad banks of Cape Cod, by +which course he invented the savings banks, now so common along shore. +Having hidden away so much property, which, like so many modern +investments, never can be unearthed, he was known as a great +_sea-cretur_. Before him kneels his lovely and innocent victim, the +Lady Blousabella Infantina, who was several times taken and murdered +by this bloodthirsty tyrant, which accounts for the calm look of +resignation depicted upon her lovely countenance. + +"Wind 'em up, John." + +Costumes: Captain Kidd--white pantaloons, blue shirt, sailor hat, pistol +and sword. + +Victim--Lady with flowing hair, white dress. Movement--The captain's +sword moves up and down, and the victim's arms go in unison. + +V. THE SIAMESE TWINS + +Two gentlemen dressed alike in ordinary costume, with a large bone +(attached by wire or string) between them. One arm of each over the +other's neck. Pugnacious expression of countenance. + +"The wonderful Siamese Twins compose the next group. These remarkable +brothers lived together in the greatest harmony, though there was +always a bone of contention between them. They were never seen apart, +such was their brotherly fondness. They married young, both being +opposed to a single life. The short one is not quite so tall as his +brother, although their ages are about the same. One of them was born +in the Island of Borneo, the other on the southern extremity of Cape +Cod." + +When wound up they begin to fight, continue for a moment and stop +suddenly. + +VI. THE CELEBRATED DWARF + +BOY WITH RED CLOAK, LONG WHITE WIG, BOWL AND SPOON + +"This wonderful child has created some interest in the medical and +scientific world, from the fact that he was thirteen years old when +he was born, and kept on growing older and older until he died, at the +somewhat advanced age of two hundred and ninety-seven, in consequence +of eating too freely of pies and cakes, his favorite food. He measured +exactly two feet and seven inches from the crown of his head to the +sole of his foot, and two feet and ten inches back again. Was first +discovered ten miles from any land and twelve miles from any water, +making the enormous total of ninety-one, which figure was never before +reached by any previous exhibition. Wind him up, John." + +Dwarf eats very stiffly with a large spoon in his right hand; in his +left hand he holds a bowl, which falls on the floor after a moment and +is broken. + +"John, get your tools and screw up that dwarf's hand, for it has become +so loose that it costs a fortune for the crockery he breaks." + +John screws up the hand, gets a new bowl, and again winds up the figure, +which now moves with much greater energy. + +VII. THE VOCALIST + +"Bring out the Vocalist. I now call your attention to the most costly +of all my figures. This wonderful automaton singer represents Signorina +Squallini, the unrivaled vocalist, whose notes are current in every +market, and sway all hearts at her own sweet will. + +"Wind her up and let her liquid notes pour forth." + +She gesticulates wildly, and sings a few notes in a very extravagant +manner, then stops with a hoarse sound. + +Mrs. J.: "John, this figure needs oiling. Why do you not attend to +your duties better?" + +John gets oilcan, which he applies to each ear of the figure, which +strikes a high note and sings with much expression and many trills, +then makes a gurgling sound, as if running down, and suddenly stops +again. + +Costume: Evening dress. + +VIII. THE YANKEE + +Description: A tall, thin man, clean shaven, but for a tuft on chin, +dressed in black, with broad-brimmed straw hat. He is seated on a low +rocking-chair, with his legs resting on the back of another chair. He +holds a wooden stick, which he is whittling with a jackknife. + +"You here behold a specimen of our irrepressible, indomitable native +Yankee, who has been everywhere, seen everything and knows everything. +He has explored the arid jungles of Africa, drawn forth the spotted +cobra by his prehensile tail, snowballed the Russian bear on the snowy +slopes of Alpine forests, and sold wooden nutmegs to the unsuspecting +innocents of Patagonia. He has peddled patent medicines in the Desert +of Sahara, and hung his hat and carved his name on the extreme top of +the North Pole. The only difficulty I find in describing him is that +I cannot tell what he cannot do. I will therefore set him in motion, +as he hates to be quiet." + +When, wound up he pushes his hat back on his head and begins to whittle. + +IX. THE CANNIBAL + +"Here you behold a curious cannibal from the Feejee Islands, first +discovered by Captain Cook, who came very near being cooked by him. +In that case, the worthy captain would never have completed his +celebrated voyage round the world. This individual was greatly +interested in the cause of foreign missions. Indeed, he received the +missionaries gladly and gave them a place near his heart. He was finally +converted by a very tough tract-distributor, who had been brought up +in a Bloomsbury boarding-house, and was induced to become civilized. +One of his evidences of a change of life was shown by his statement +that he now had but one wife, like the English. 'What have you done +with the other twelve which you said you had a month ago?' asked the +tract distributor. 'Oh, I have eaten them!' replied the gentle savage. +This cannibal was very fond of children, especially those of a tender +age; he holds in his hand a war-club, with which he prepared his daily +meals, also a warwhoop, which is an original one." + +Costume: Brown jersey and drawers, face and hands colored to match, +very short skirt, feather headdress, large rings in nose and ears. One +hand holds a war-club, the other a child's hoop. + +Movement: When wound up he brandishes his club and raises hoop to his +mouth. + +X. BABES IN THE WOOD + +Two men, the bigger the better, one dressed as a very small boy, the +other as a little girl; each holds a penny bun. + +"In the next group you behold the Babes in the Wood, who had the +misfortune to have an uncle. This wicked man hired a villain to carry +these babes away into the wood and leave them to wander until death +put an end to their sorrow, and the little robins covered them up with +leaves. These lifelike figures represent the children just after taking +their leaves of the villain. By a master stroke of genius the artist +has shown very delicately that human nature is not utterly depraved, +for the villain has placed in the hand of each of the innocents a penny +bun as a parting present. I have been often asked 'why I did not have +a figure of the villain also added to the group?' but my reply always +is, 'Villains are too common to be any curiosity.' + +"Wind 'em up, John." + +Each Babe offers to the other a bite of bun alternately. + +XI. LITTLE RED RIDING-HOOD + +A young lady carrying a basket on her arm. Costume in accordance with +the story. + +"Here you behold Little Red Riding-Hood, a model of grand filial +devotion, for she was so fond of her granny that she wandered through +the forest to take the old lady's luncheon, and was eaten by the wolf +for so doing, which is a warning to all children to be careful how +they do much for their grandmothers, unless they are rich and can leave +them something in their wills. This personage was an especial favorite +with children, who love to read about her, and shed tears over her +unhappy fate, although some of them think that had she been as smart +as her dress, she would have been too smart to have mistaken the wolf +for her grandmother, unless she had been a very homely old lady, or +he had been much better looking than most wolves." + +When wound up, the figure curtseys and holds out her basket. + +XII. LADY WITH GOLDEN LOCKS + +Young lady with long hair, flowing over her shoulders, holds bottle +(labelled Mrs. Blank's Hair Restorer) and curling-tongs. + +"This is one of the most expensive of my costly collection, for blonde +hair is very high, and you see how heavy and long are the golden locks +which adorn her beautiful face. I cannot pass this figure without +saying a few words in praise of the wonderful hair restorer, for this +image had grown so bald from the effect of long journeys by road or +rail that she was exhibited for two years as the Old Man of the +Mountain. One bottle of this wonderful fluid, however, restored her +hair to its present growth and beauty, and a little of the fluid being +accidentally spilled upon the pine box in which the figure was carried, +it immediately became an excellent hair trunk." + + + + +CHAPTER X. + +CHURCH AND SCHOOL SOCIALS + +ART EXHIBITIONS--LIST OF EXHIBITORS--"ARTISTS"--CURIOSITIES--EXPLANATIONS-- +SUGGESTIONS + + +"ART" EXHIBITION + +The elaborate "sell" which goes by this name used to be a regular +institution in church bazaars and might well be rejuvenated as a +novelty. + +A regular printed catalogue is got up, containing apparently the names +of a collection of pictures or sculptures, each object duly numbered +and with the name of the artist appended. In some instances the name +of a (supposed) picture is followed by an appropriate quotation in +poetry or prose, after the orthodox fashion of art galleries. We append, +by way of illustration, a selection from the catalogue of a collection +which has met with great success: EXHIBITION OF THE WORKS OF LIVING +ARTISTS + +PART I. WORKS OF ART + +1. Horse Fair After Rosa Bonheur. +2. A Brush With a Cutter Off Deal Carpenter. +3. Caught in a Squall Off Yarmouth Fisher. +4. The Last of Poor Dog Tray Barker. +5. "He Will Return, I Know He Will" Lent by the Trustees of the Parish. +6. The Midnight Hour. C. Lock. +7. Heroes of Waterloo. Schumacher. +8. True to the Core. C. Odling. +9. "Spring, Spring, Beautiful Spring!" Mayne. +10. "Tears, Idle Tears." Strong. +11. The Midnight Assassin. F. Sharpe. +12. The Dripping Well. T. Inman. +13. Family Jars. Potter. +14. Never Too Late to Mend. S. Titch. +15. Past Healing. Kobler. +16. The First Sorrow. Smalchild. +17. Saved. S. Kinflint +18. Lost +19. First Love. Sweet. +20. The Death of the Camel. After Goodall. +21. His First Cigar. A. Young. +22. A Good Fellow Gone. M. I. Slade. +23. Portrait of a Gentleman. Anonymous. +24. Portrait of a Lady. Anonymous. +25. Our Churchwardens. Screw. +26. Portraits of the Reigning Sovereigns of Europe. (Taken by special +order). G. P. O. +27. Waifs of Ocean. Fish. "Strange things come up to look at us, The +Monsters of the deep." +28. The Last Man. Unknown. +29. Contribution from the Celebrated Sheepsbanks Collection. Butcher. +30. The Light of Other Days. Dimm. +31. The Meet of Her Majesty's Hounds. Pratt. +32. Water Scene. "And I hear Those waters rolling from the mountain +springs With a sweet inland murmur." +33. The Maiden's Joy. Bachelor. +34. The Fall. Adam. +35. Motherhood. + + "She laid it where the sunbeams fall + Unscanned upon the broken wall, + Without a tear, without a groan, + She laid it near a mighty stone + Which some rude swain had haply cast + Thither in sports, long ages past. + There in its cool and quiet bed, + She set her burden down and fled; + Nor flung, all eager to escape, + One glance upon the perfect shape + That lay, still warm and fresh and fair, + But motionless and soundless there." + --C. S. Calverley. + +36. A Friendly Party on Hampstead Heath. Moke. +37. Borrowed Plumes. Wigg. +38. Out for the Night. Anonymous. +39. Something to Adore. Anonymous. +40. The Weaned Grinder. Mayne Force. "Change and decay in all around +I see." +41. Repentance. G. Templar. +42. Maggie's Secret. Rossetter. +43. Somebody's Luggage. S. Canty. +44. Eusebius. B. Linkers. +45. Happy Childhood. Wackford Squeers. +46. Not Such a Fool as He Looks. The Exhibitor. +47. A Choice Collection of Old China. +48. A Fine Specimen of Local Quartz Discovered in the Possession of a +Workman. +During the Building of the New Town Hall. +49. The Skull of the Last of the Mohicans. +50. A Marble Group. +51. Bust. +52. The Puzzle. +53. The Instantaneous Kid Reviver. +54. The Earnest Entreaty. + +EXPLANATION + +Anyone not in the secret, perusing the above catalogue, would naturally +conclude that the descriptions referred to pictorial art of some kind +or other. But such is by no means the case. The visitor, on being +admitted, finds, in place of the expected pictures, shelves or tables +on which are arranged sundry very commonplace objects, each bearing +a numbered ticket. On close examination he finds that the numbers +correspond with those in the catalogue, and that No. 1, "Horse +Fair"--fare--is represented after a realistic fashion by a handful of +oats and a wisp of hay. No. 2, which he expected to find a spirited +marine sketch, is in reality only a toothbrush lying beside a +jack-plane; while the supposed companion picture, "Caught in a Squall +Off Yarmouth," is represented by a red herring. No. 4, "The Last of +Poor Dog Tray," is a sausage, and the exhibitor particularly begs that +no gentleman will on any account whistle while passing this picture. +No. 5, "He Will Return, I Know He Will," presumably the agonized cry +of a forsaken maiden, is in reality a poor-rate collector's paper, +marked "Fifth application." No. 6 is represented by a numbered ticket +only, with no object attached to it. The exhibitor explains that "The +Midnight Hour" has not yet arrived, but that any gentleman who likes +to wait till it does (which will be at twelve o'clock punctually), is +very welcome to do so. The "Heroes of Waterloo," Wellington and Blucher, +No. 7, are represented by a couple of boots known by those distinguished +names. 8, "True to the Core," is a rosy-cheeked apple. 9 is a coil of +watch spring. 10, "Tears, Idle Tears," on which the exhibitor feelingly +expatiates as a noble example of the imaginative in art, is an onion. +The space dedicated to No. 11 is occupied by the numbered ticket only, +the exhibitor explaining that "The Midnight Assassin" (who is stated +to be a large and lively flea) has strolled away and is wandering at +large about the room; and he adds an entreaty that any lady or gentleman +who may meet with him will immediately return him to his place in the +collection. "The Dripping Well" (No. 12) proves to be of the description +more usually known as a dripping-pan. "Family Jars," by Potter, is +found to consist of a pickle jar and jam pot. No. 14, "Never Too Late +to Mend," is a boot patched all over; while 15, "Past Healing," is its +fellow, too far gone to admit of like renovation. "The First Sorrow" +is a broken doll. "Saved" is a money box, containing twopence halfpenny, +mostly in farthings. The next is a vacant space, over which the +exhibitor passes with the casual remark, "No. 18, as you will observe, +is unfortunately lost." No. 19, "First Love," is a piece of taffy. 20, +"The Death of the Camel," is a straw, labeled "the last," and the +exhibitor explains that this is the identical straw that broke the +camel's back. "His First Cigar" is a mild Havana of brown paper. "A +Good Fellow Gone" is suggested, rather than represented, by an odd +glove. Nos. 23 and 24 are represented by two small mirrors, which are +handed to a lady and a gentleman respectively, with a few appropriate +remarks as to the extreme success of the likenesses, coupled with +critical remarks as to the "expression" in each case. "Our +Churchwardens" are a pair of long clay pipes. No. 26, "Portraits of +the Reigning Sovereigns of Europe," are represented by a few cancelled +foreign postage stamps. "The Monsters of the Deep," in No. 27, are +represented by a periwinkle and a shrimp. "The Last Man" (No. 28), is +at present missing from his place in the collection, but the exhibitor +explains that he will be seen going out just as the exhibition closes. +The "Contribution from the Sheepshanks Collection" (29), is a couple +of mutton bones; while "The Light of Other Days" (30) is an +old-fashioned lantern and tinder box. "The Meet (meat) of Her Majesty's +Hounds" is a piece of dog biscuit. No. 32 is a leaky can of water. +"The Maiden's Joy" (obviously) is a wedding ring. "The Fall" is a +lady's veil. No. 35, "Motherhood," is the gem of the collection, and +should be kept carefully hidden (say by a handkerchief thrown over it) +until the company have had time to read and appreciate Mr. Caverley's +graceful lines, when the veil is removed, and behold--an egg! No. 36, +"A Friendly Party on Hampstead Heath," is represented by three toy +donkeys. "Borrowed Plumes" are represented by a lady's false front. +"Out for the Night" is an extinguished candle. "Something to Adore" +is a rusty bolt. "The Wearied Grinder" is a back tooth of somebody's +very much the worse for wear. "Repentance" (No. 41) is represented by +a smashed hat and a bottle of sodawater. "Maggie's Secret" is a gray +hair, labeled "Her First." No. 43, "Somebody's Luggage," consists of +a broken comb and a paper collar. "Eusebius" is a pair of spectacles. +"Happy Childhood" is indicated by a lithe and "swishy" cane. When the +company arrive at No. 46, the corresponding object is apparently +missing. The exhibitor refers to his notes and says: "46--46? I see +they have written down against No. 46, 'The Exhibitor,' but I don't +see quite what they mean. Suppose we pass on to the curiosities, ladies +and gentlemen." No. 47 is merely some smashed crockery, and No. 48 a +pewter quart pot. No. 49 is again a vacant space, and the exhibitor +explains that "The Last of the Mohicans" has just gone home to his +tea, and has taken his skull with him. No. 50 is, as its name implies, +a group of marbles, of the school boy character. No. 51 is a paper bag +of peas, and, being too full, has "bust." "The Puzzle" (No. 52) is an +old guide book. "The Instantaneous Kid Reviver" is a baby's feeding +bottle; and the "Earnest Entreaty" is the request of the exhibitor +that the visitors will recommend the collection to their friends. + +If the "showman" be possessed of a good fund of talk and a dash of dry +humor, the fun of the collection may be still further enhanced by his +explanations and criticisms of the various objects. Poor Artemus Ward's +celebrated lecture is an excellent model to copy; indeed, many of his +"bits" may be stolen bodily with very satisfactory result. Even without +the aid of a showman, the comparison of the poetical descriptions and +the sober reality will produce a good deal of fun; but, in this case, +the various blanks or vacant spaces to be filled up by explanation +must necessarily be omitted--a good many telling items being thereby +sacrificed. + + + + +CHAPTER XI. + +OPTICAL ILLUSIONS + +RAISING THE GHOST--MAGIC LANTERN PICTURES--PHANTASMAGORIA--CHINESE +SHADOWS--WONDERFUL MIRROR--MULTIPLIED MONEY + + +RAISING A GHOST + +Place a small magic lantern in a box large enough to contain a small +swing dressing-glass, which will reflect the light thrown on it by the +lantern in such a way that it will pass out at the aperture made at +the top of the box, which aperture should be oval and of a size adapted +to the cone of light to pass through it. There should be a flap with +hinges, to cover the opening, that the inside of the box may not be +seen. There must be holes in that part of the box which is over the +lantern, to let out the smoke; and over this must be placed a +chafing-dish, of an oblong figure, large enough to hold several lighted +coals. This chafing-dish, for the better carrying on the deception, +may be inclosed in a painted tin box, about a foot high, with a hole +at top, and should stand on four feet, to let the smoke of the lantern +escape. There must also be a glass planned to move up and down in the +groove, and so managed by a cord and pulley that it may be raised up +and let down by the cord coming through the outside of the box. On +this glass the spectre (or any other figure you please) must be painted, +in a contracted or squat form, as the figure will reflect a greater +length than it is drawn. When you have lighted the lamp in the lantern +and placed the mirror in a proper direction, put the box on a table, +and, setting the chafing-dish in it, throw some incense in powder on +the coals. You then open the trap door and let down the glass in the +groove slowly, and when you perceive the smoke diminish, draw up the +glass, that the figure may disappear, and shut the trap-door. This +exhibition will afford much wonder. The lights in the room must be +extinguished, and the box should be placed on a high table, that the +aperture through which the light comes out may not be seen. + +A MAGIC-LANTERN TRICK + +The light of the magic-lantern and the color of images may not only +be painted on a cloth, but also reflected by a cloud of smoke. Provide +a box of wood or pasteboard, about four feet high and seven or eight +inches square at bottom, but diminishing as it ascends, so that its +aperture at the top be but six inches long and half an inch wide. At +the bottom of this box there must be a door that shuts quite close, +by which you are to place in the box a chafing-dish with hot coals, +on which is to be thrown incense, whose smoke goes out in a cloud at +the top of the box; on this cloud you are to throw the light that comes +out of the lantern, and which you bring into a smaller compass by +drawing out the movable tube. In this representation, the motion of +the smoke does not at all change the figures, which appear so +conspicuous that the spectator thinks he can grasp them with his hand. +In the experiment, some of the rays passing through the smoke, the +representation will be much less vivid than on the cloth; and if care +be not taken to reduce the light to its smallest focus, it will be +still more imperfect. + +THE PHANTASMAGORIA + +In showing the common magic-lantern, the spectators see a round circle +of light with the figures in the middle of it; but in the Phantasmagoria +they see the figures only, without any circle of light. The exhibition +is produced by a magic lantern, placed on that side of a +half-transparent screen which is opposite to that on which the +spectators are, instead of being on the same side, as in the ordinary +exhibition of the magic lantern. To favor the deception, the slides +are made perfectly opaque, except in those places that contain the +figures to be exhibited, and in these light parts the glass is covered +with a more or less transparent tint, according to the effect required. +The easiest way is to draw the figures with water colors on thin paper +and afterward varnish them. To imitate the natural motions of the +objects represented, several pieces of glass placed behind each other +are occasionally employed. By removing the lantern to different +distances, and at the same time altering, more or less distinct, at +the pleasure of the exhibitor; so that, to a person unacquainted with +the effect of optical instruments, these figures appear actually to +advance and recede. Transparent screens for the Phantasmagoria are +prepared by spreading white wax, dissolved in spirits of wine or oil +of turpentine, over thin muslin; a screen so prepared may be rolled +up without injury. A clearer screen may be produced by having the +muslin always strained upon a rectangular frame, and preparing it with +turpentine, instead of wax; but such a screen is not always convenient, +and cannot be rolled without cracking, and becoming in a short time +useless. + +CHINESE SHADOWS + +In a partition wall cut an aperture of any size; for example, four +feet in length and two in breadth, so that the lower edge may be about +five feet from the floor, and cover it with white Italian gauze, +varnished with gum-copal. Provide several frames of the same size as +the aperture, covered with the same kind of gauze, and delineate upon +the gauze different figures, such as landscapes and buildings, analogous +to the scenes which you intend to exhibit by means of small figures +representing men and animals. These figures are formed of pasteboard, +and their different parts are made movable, according to the effect +intended to be produced by their shadows, when moved backward and +forward behind the frames, at a small distance from them. To make them +act with more facility, small wires, fixed to their movable parts, are +bent backward and made to terminate in rings, through which the fingers +of the hand are put, while the figure is supported on the left by means +of another iron wire. In this manner they may be made to advance or +recede and to gesticulate, without the spectators observing the +mechanism by which they are moved; and as the shadow of these figures +is not observed on the paintings till they are opposite those parts +which are not strongly shaded, they may thus be concealed and made to +appear at the proper moments, and others may be occasionally substituted +in their stead. + +It is necessary, when the figures are made to act, to speak a dialogue, +suited to their gestures, and imitate the noise occasioned by different +circumstances. The paintings must be illuminated from behind by means +of a reverberating lamp, placed opposite to the center of the painting, +and distant from it about four or five feet. Various amusing scenes +may be represented in this manner by employing small figures of men +and animals, and making them move in as natural a way as possible, +which will depend on the address and practice of the person who exhibits +them. + +A WONDERFUL MIRROR + +Make two openings of a foot high and ten inches wide and about a foot +distant from each other, in the wainscoting of a wall; let them be at +the common height of a man's head; and in each of them place a +transparent glass, surrounded with a frame, like a common mirror. +Behind this partition place two mirrors, one on the outward side of +each opening, inclined to the wainscot at an angle of forty-five +degrees; let them both be eighteen inches square; let all the space +between them be enclosed by boards or pasteboard, painted black and +well closed, that no light may enter; let there be also two curtains +to cover them, which may be drawn aside at pleasure. When a person +looks into one of these supposed mirrors, instead of seeing his own +face he will perceive the object that is in the front of the other; +so that, if two persons present themselves at the same time before +these mirrors, instead of each one seeing himself, they will +reciprocally see each other. There should be a sconce with a candle +or lamp placed on each side of the two glasses in the wainscot, to +enlighten the faces of the persons who look in them, otherwise this +experiment will have no remarkable effect. This recreation may be +considerably improved by placing the two glasses in the wainscot in +adjoining rooms, and a number of persons being previously placed in +one room, when a stranger enters the other, you may tell him his face +is dirty, and desire him to look in the glass, which he will naturally +do; and on seeing a strange face he will draw back; but returning to +it, and seeing another, another and another, what his surprise will +be is more easy to conceive than express. + +When one looks in a mirror placed perpendicularly to another, his face +will appear entirely deformed. If the mirror be a little inclined, so +as to make an angle of eighty degrees (that is, one-ninth part from +the perpendicular), he will then see all the parts of his face, except +the nose and forehead; if it be inclined to sixty degrees (that is, +one-third part), he will appear with three noses and six eyes; in +short, the apparent deformity will vary at each degree of inclination; +and when the glass comes to forty-five degrees (that is, half-way +down), the face will vanish. If, instead of placing the two mirrors +in this situation, they are so disposed that their junction may be +vertical, their different inclinations will produce other effects, as +the situation of the object relative to these mirrors is quite +different. + +THE DISAPPEARING PAPER + +Attach to a dark wall a round piece of paper an inch or two in diameter, +and, a little lower, at the distance of two feet on each side, make +two marks; then place yourself directly opposite to the paper, and +hold the end of your finger before your face in such a manner that +when the right eye is open it shall conceal the mark on the right; if +you then look with both eyes to the end of your finger, the paper, +which is not at all concealed by it from either of your eyes, will, +nevertheless, disappear. + +MULTIPLIED MONEY + +Take a large drinking-glass, of a conical form, that is, small at +bottom and wide at top, and, having put into it a dime, let it be half +filled with water; then place a plate upon the top of the glass, and +turn it quickly over, that the water may not get out; a piece of silver +as large as half a dollar will immediately appear on the plate, and +somewhat higher up another piece of the size of a dime. + +MULTIPLYING SHADOWS + +A dummy figure (suppose that of a witch, riding on the conventional +broomstick) is suspended by fine threads or wires on the screen remote +from the spectators. Behind this are ranged, one behind the other, and +at right angles to the screen, a row of lighted candles. Being all in +the same line, they throw one shadow only on the screen. The figure +is now made to oscillate slightly, so as to impart some little motion +to the shadow. One of the candles is now removed from its place in the +row, and waved gently about, now high, now low, the effect to the +spectators being that a second shadow springs out of the first, and +dances about it on the screen. A second and third candle is then +removed, and waved up and down, each candle as it leaves its place in +the line, producing a separate shadow. It is well to have three or +four assistants, each taking a candle in each hand. + + + + +CHAPTER XII + +TABLE GAMES FOR ADULTS + +DOMINOES--BACKGAMMON--CHECKERS--JENKINS--ZOO--STRAY SYLLABLES--CHESS + + +DOMINOES + +At the beginning of the game the dominoes are thoroughly shuffled by +being turned face down and stirred round and round. The players then +draw at random as many bones as the game requires. These dominoes with +which the hand is to be played may stand on their edges in front of +the players or may be held in the hand, or both. It is usual to sort +them into suits as far as possible. The one who has drawn the highest +doublet usually plays or sets first. + +The object in dominoes is either to block the game so that the adversary +cannot play or it is to make the two ends when added together equal +to some multiple of a given number, or it is to make both ends of the +line the same. The player first getting rid of all his pieces is +"Domino." + +Dominoes are made in sets known by the number of pips on the highest +domino or bone in the set. The standard set is double-sixes and contains +twenty-eight bones. Some persons use double-nines. In the double-six +set there are seven "suits," each named after some number from six to +blank. In each of these suits there are seven bones, but each domino +in a suit, except the doublet, belongs to some other suit as well. The +lower figure on each domino shows the other suit to which it belongs. + +All games of dominoes, except matadore, are based on the principle of +following suit or matching. The first player "sets" a certain domino, +and after that each player must play one of the same suit, the suit +called for being always that of the exposed or open end. + +BACKGAMMON + +The object of each player is to get all his men into his home table, +and as soon as they have all arrived to throw them off the board +altogether. The one that succeeds in doing this first wins the game. +Each of two players has fifteen men, known as black and white, and +each should have his own dice-box. Almost all of the folding checker +boards are marked on the reverse side for backgammon, and the fifteen +men of each color in a checker set are intended for backgammon players. +The two sides of the board nearer the players are called tables, and +the table with only two men on two of the points is called the inner +table. It is also the home table of the player who sits with that side +of the board nearer to him. + +It does not matter which way the board is turned, as the arrow points +are alternately light and dark all the way round in either direction, +but it is usual to place the side of the board with only two men on +points nearest the window, so that there shall be a good light on the +home tables. The points in the home tables are known by their numbers, +which correspond to the faces of a die, and are called: ace point, +deuce point, trey point, four point, five point, and six point. + +The point immediately across the bar which divides the two tables is +called the "bar point," not because it is next the bar, but because +it bars the two adverse men in your home table from running away with +double sixes if you can "make it up." + +CHECKERS + +The object of the game is to capture all the opponent's men and remove +them from the board, or else to pin them up in such a manner that he +cannot move. If neither player can accomplish this, the game is drawn. + +A board divided into sixty-four squares is used. These are of dark and +light color. Each player receives twelve men, known as white and black. +At the beginning of the game the board is so placed that each player +shall have two of his men touching the edge of the board at his left. +The men are set on the black squares. + +The squares upon the board are supposed to be numbered from one to +sixty-four, beginning at the upper left-hand corner upon the side of +the board occupied by the black men. + +In giving the moves the first figures are the moves of a black man. +The next figures are the moves of a white man. + +As the men never leave the color upon which they are first placed, all +moves must be diagonal. A man can move only one square at a time, and +only to a square which is in front of him diagonally and is not +occupied. + +If a square to which a man might move is occupied by an adverse piece, +that piece can be jumped over if there is a vacant square immediately +beyond him. The capturing piece moves to this vacant square, and the +man jumped over is removed from the board. Two or more men may sometimes +be captured simultaneously. When a piece may be captured the player +is obliged to take it. If he does not, his adversary can compel him +to take back his move and make the capture, or can remove from the +board the piece that should have made the capture, or can let the +matter stand. If there are two different captures on the board at the +same time the player can take his choice of them. + +JENKINS + +Any number of players may play this game, which is common to almost +every nation, and is very interesting. Sides being formed, the players +seat themselves at a table, facing each other. It having been decided +who shall first hold the silver piece, the player who receives it holds +it in his closed hand under the table, as do all the players on his +side, when they receive it, and the piece is passed from hand to hand, +the object being to deceive the opposite players as to its whereabouts. + +The captain of the side which has not the coin now calls: "Jenkins +says hands up," and all the hands come up, closed; then "Jenkins says +hands down," and all the hands fall, palms downward, on the table. +There should be much noise to drown the clink of the piece as it falls +on the table. + +The opposing side now tries to guess the side which has not the coin. +The captain directs the players who have not the piece to take their +"hands off." None of his side may give this order. Should any do so +the coin is forfeited. + +Should the captain make a mistake and call up a hand under which the +coin is hidden, the piece remains with the same side, and the number +of hands still on the table counts for the side which keeps the coin. +If the last hand left on the table covers the piece, it then goes to +the opposing players. It is necessary to set a score. The side which +makes these points wins the game. + +BOUQUET + +Each guest receives a slip of paper, on which is written the name of +a flower. When all are ready to begin, the hostess gives to each a +sheet of tissue paper of the color needed to make a designated flower; +also two sheets of green paper of different shades. + +Thirty minutes are allowed for the making of the flowers. A pair of +scissors and a needle and thread must be given to each guest; also +some mucilage. The flowers are collected and a committee decides who +has made the most perfect flower. The one who has done so receives the +bouquet of flowers made by the guests. + +ZOO + +The names of animals are given the players. Each receives ten slips +of paper numbered from one to ten. These are arranged irregularly in +a pile. The slips are turned with the faces downward. + +The first player turns up his upper slip so that the number is visible +and lays it down in front of him. In doing this, he must turn it away +from himself, so that the other players see it first; the next player +then does the same. + +Should two slips coincide in number, they must each at once call each +other's names--the animal names given them. The one who first calls +the other's name gives away his slip to that other person, the object +being to get rid of one's slips as fast as possible. If the slip turned +up by the second player does not correspond in number to that turned +up by the first, he also lays it down in front of him; the third player +then turns his up, and this is continued around the circle until a +slip is turned that corresponds in number with any that has been turned +up, when those two players must immediately call each other's names. +The winner is the one who first gets rid of his slips. + +SIMON SAYS + +Any number of players seat themselves at a table. Each player makes +a fist of each hand, extending the thumb. + +The leader says, "Simon says, 'Thumbs up'!" whereupon he places his +own fist on the table before him, with the thumbs upward. The players +do likewise. When the leader says, "Simon says, 'Thumbs down'," he +turns his own hand over so that the tips of the thumbs touch the table. +The others must imitate him. + +He then says, "'My thumb wiggles-waggles." He suits the action to the +word, and the rest repeat his performance. + +If at any time the leader omits the words "Simon says," and goes through +the movements only with the words "Thumbs up," "Thumbs down," or +"Wigle-waggle," the players must all keep their hands still and not +imitate his movements. Any player doing this pays a forfeit. + +AUTHOR'S INITIALS + +Each player writes on a piece of paper groups of words, each group +descriptive of some author, and each word beginning with one of his +initials in regular order. The player who guesses the largest number +of authors wins the game. + +Example: Who is the just, gentle writer? + +Answer: John Greenleaf Whittier. + +Whose stories are read alike by old and young? + +Answer: James Fennimore Cooper. + +Who was the greatest humorist? + +Answer: "Mark Twain." + +SKETCHES + +The players are provided with sheets of paper and pencils. They then +write a description of some historical character. The object is to +give a description that is truthful, yet misleading, in a way, so as +to make the guessing a little harder. + +One player reads his description. The others ask questions that may +be answered by "Yes" and "No." The one guessing correctly reads his +description next. + +STRAY SYLLABLES + +The same syllable is often seen in different words. You can prove this +by playing the following game: Each player writes several words on a +long strip of paper, leaving spaces between the different words. This +having been done the syllables are cut out and shuffled. Each player +draws three syllables. The guests seat themselves at small tables, and +try to fashion words from the syllables, either using two or three of +them. If it is impossible to do this, they must be returned and others +are taken in their place. Another trial at word-making is given, and +the one who, after a definite time, has made the most words out of his +syllables, wins a prize. + +SHAKESPEAREAN ROMANCE + +One of Shakespeare's plays is selected, and as many questions are +arranged in connection with it as the writer can think of. These are +given to the players. + +Example: About what time of the month were they married? +Answer: Twelfth-Night. + +Of whom did they buy the ring? +Answer: Merchant of Venice. + +In what kind of a place did they live? +Answer: Hamlet. + +PARODIES + +Pencils and paper are given the guests, and a subject for the parody +is given. This may be a poem or a story, as selected by the hostess. +The parodies are collected and read. The company decides which is the +best one. To this one a handsome copy of the poem or story is given. + +LONDON + +On a large, oblong slate draw with a slate pencil a diagram, as follows: +Horizontal lines every two inches across the narrow part of the slate. +Pieces of paper are blown over the diagram toward the top of the slate; +or beans or pieces of chalk may be substituted for the paper. One of +these is called a "chipper." If you use beans, snap them over the +diagram with the fingers. Where the "chipper" stops, draw a mark to +represent a small round "o." This depicts a man's head. The "chipper," +having been returned to the starting point, is again snapped over the +diagram. This continues until the player has marked a head in each of +the spaces; or should his chipper land a second time in a space in +which he has already marked such a head, he makes a larger round "O" +under the head, to represent the body of a man. The third time it lands +in this place he makes a downward stroke for a leg, and the fourth +time, one for a second leg, which completes the man. Should three +complete men be so drawn in one space, the player, without shooting +again, draws what are called "arms," that is, a horizontal line from +the figure across the space to the outside limit. This occupies the +space completely and keeps the other players out of it. He continues +to play until his "chipper" lands on a line. If this goes beyond the +diagram, the player is "out." Each player takes a turn. He can start, +or complete men, in any space not occupied with three armed men, even +though the former player may have started men in the space or have +completed two of them. A player can build only on his own men. The one +drawing the largest number of spaces with three armed men is the winner. + +CHESS + +Chess is a game which can only be played by two persons at the same +time. The requisites are a board consisting of 64 squares of alternate +black and white, and 32 pieces of wood, ivory, bone or other +composition, which are technically known as "men." The board is so +placed between the players that a white square is on the extreme right +of each. The "men" are called black and white, there being an equal +number of each. One player takes the white and another the black. Each +division of 16 is composed of a king (the capture of which is the issue +of the game), a queen, 2 rooks or castles, 2 bishops, 2 knights, and +8 pawns. In commencing the game, the rooks are placed on the corner +squares, next to them on each side a knight, next to the knights on +each side a bishop, and then the king and queen. If white, the queen +is placed on the remaining white square, if black, on the remaining +black square, and thus both queens face each other. It is the same +with the kings. The 8 pawns are placed on each side on the squares +immediately in front of the pieces. + +The player has the privilege of moving his king into any vacant square +adjacent to one he is occupying, provided it is not already taken by +a piece belonging to his opponent, but he can go no farther. The queen +can be moved in any direction up, down, backwards, forwards, as long +as there is no piece to block her. The same can be done with the rook +or castle, except that it cannot be moved diagonally--The bishop can +only be moved diagonally, in a backward or forward direction. The move +of the knight is a combination of the rook's shortest move, followed +by the bishop's shortest move. It is not hindered by intervening pawns +or pieces. The pawn can only be moved one square at a time, and that +in a forward direction. Another pawn in front of it stops its progress. +A pawn has the power of capturing an opposite pawn in either of the +adjacent squares in advance and diagonally to the right or left of it +when it moves into the square of the one captured. The king is never +captured. When a piece or pawn attacks him he is said to be in check +and the opposite player cries out "Check"! The attacked king is freed +from check by moving him to an adjacent square not occupied by a piece +or pawn of the opposite side, or else by opposing some piece to defend +him from the check. If the player cannot resort to either of these +tactics to save his king he is "checkmated" and loses the game. + + + + +CHAPTER XIII + +OUTDOOR GAMES FOR ADULTS + +LAWN TENNIS--POLO--HOCKEY--GOLF--ARCHERY--RING TOSS--LAWN BOWLS + + +LAWN TENNIS + +A lawn tennis court is a plot of level ground about 26 yards by 9 +yards, divided into sections. A net standing 3 1/2 feet high is drawn +across the middle and attached to two posts outside the court on each +side about three feet. The players stand on opposite sides of the net; +the one who first delivers the ball is called the server and the other +the striker-out. At the end of each game they reverse places. The +server wins a stroke if the striker out "volley" the service, that is, +he strike the ball before it touches the ground; or if the ball is +returned by the striker-out, so that it drops outside his opponent's +court, the latter wins the stroke. + +The striker-out wins if the server serves two consecutive "faults," +which consist in sending the ball to the net or outside the lines; or +if the server fail to return the ball in play, the striker-out wins. +Either player loses a stroke if the ball touch him in the act of +striking, if he touches the ball with his racket more than once, if +he touch the net or any of its supports while the ball is in play, or +if he "volley" the ball before it has passed the net. + +The player winning the first stroke gets a credit score of 15; for the +second he gets 30; for the third 40, and if he wins the fourth he has +the game. Six games in succession entitle the winner to a _Set_. + +For a three-handed or four-handed game the Court requires to be 12 +yards in width. In a three-handed game the single player serves every +alternate game. In the four-handed game the pair who have the right +to serve in the first game shall decide which partner shall do so and +the opposing pair shall decide in like manner for the second game. The +partner of the player who served in the first game shall serve in the +third, and the partner of the player who served in the second game +shall serve in the fourth, and the same order is to be observed in all +the succeeding games of the set. If one partner of a double team strikes +at a ball and does not touch it, his partner still has the right to +return it. A player or different member of a team may strike at a ball +as often as he pleases, for it is still in play until hit. The server +must wait until the striker-out is ready for the second service as +well as the first, and if the striker-out claims to be not ready and +makes no effort to return the second service, the server cannot claim +the point, even though the service was good. If a player's racket +touches the net after the ball has struck the latter he does not loose +a point. + +The ball is always in play until it has struck the ground outside of +the Court or has touched the inside ground _twice_. A ball is "dead" +the instant it strikes the ground outside of the Court, and the point +must be scored against the side sending the ball there, no matter what +happens _after_ the ball touches the ground. + +In selecting a site for a lawn tennis court select a level field. Lay +it out north and south, if possible so as to prevent the rays of the +sun from blinding the players. The court may, or may not, be grassy. +As a general rule, sand courts are preferred. Level the court carefully, +so there will be no gradient or inequality in it. To make a foundation, +use stones pounded into place, and add top-soil to a depth of seven +inches or more. The ground should be often watered and rolled. Sand +is usually mixed with clay for a top soil, as the sand is likely to +give under the running feet. In the case of a grassy court it should +be constantly clipped and in addition rolled once or twice a week to +keep the ground hard and even. + +POLO + +Polo is a game played from horseback in a large, level field. There +is a goal at each end of the field in the center, the posts ten feet +high and 24 feet apart. The teams are generally four a side, but when +possible a greater number may play. The regular game in this country +for teams of four is of four periods of 15 minutes of actual play each. +To win a goal counts one, and the team having the largest score at the +end wins the match. + +The equipment for the game besides the goal posts (which are generally +of wood or papier-mache to prevent serious accidents) are the balls +and mallets. The balls are of willow 3 1/8 inches in diameter, and +weigh 5 ounces. The mallet sticks are of rattan cane, and from 4 to +4 1/2 feet long, set into square heads beveled at the sides and about +8 inches long and 2 wide. The handles are leather-wrapped to insure +a good grip. As to the ponies, no blinkers are used, so that they may +have a clear sight of the field. No rowels or spurs are permitted. The +animals have to be trained for the purpose. + +Each of the four players of a side has certain rules to obey governing +his position. It is for Number 1 to watch the opposing back, to ride +him off and clear the way for his own side when they have the ball +going towards the goal. All his energies must be directed to obtaining +a clear field for his side. He requires a fast pony to do the work. + +The position of Number 2 is the most independent and the player is +called the "flying man" of the team. He must be an adept in "dribbling" +out the ball so as to get a fair hit at it. As it comes to him from +his side players his part is to race with it, hitting as he gallops, +and in this way make the goal if he can. + +It is the duty of Number 3 to help his back when the latter is being +hard pressed and be ready to exchange places with him when the back +gets an opportunity to make a run with the ball. + +Number 4 is the real back, for all the others are in front of him and +consequently his is the most important position. He must have a shifty +pony well trained to riding work. He has to defend the goal, and +therefore must be an expert "backhander," that is, quick to send back +the ball to the opposing rank when it comes in the direction of his +goal. It is the place of the back to knock in when the ball goes over +the end line. When he is sure of the half-back player on his side he +may go up into the game and make a leading attack himself, but it is +nearly always well for him to avoid meeting the ball, for if he misses, +the goal is left defenceless. + +On the whole, pony polo is an intricate game, and while it is not the +sport of kings, it is only adapted to the people of leisure with whom +time and money are not an object. + +HOCKEY + +To play hockey a level field is required about 100 yards long and 50 +yards wide. The space is marked out in whitewash lines and small flags +are placed at each corner. The long lines are called _side_ lines, and +the shorter ones _goal_ lines. Across the center, 50 yards from either +goal, is the center line. This divides the ground in half. These halves +are again equally divided by 25-yard lines. Five yards inside each +line is marked a dotted line, parallel with the side line, and which +is called the five-yard line. + +In the middle of each goal line and 4 yards apart are placed the goal +posts, which are uprights 7 feet high, with a horizontal bar from one +to the other. Fifteen yards in front of each goal is drawn a line 4 +yards long, parallel to the goal line; the ends of this line are brought +round in curves to meet the goal line and the space thus inclosed is +called the "striking circle." + +The stick and balls are the main requisites of hockey. The sticks are +made of hickory. The better kind have ash blades and cane handles, +such handles giving a spring which sends a clean drive without giving +a jar to the hands. The balls used are about the size and weight of +the average baseball. + +Nowadays it is customary to have nets behind the goal posts, so that +it may be definitely determined if there is any dispute whether the +ball went clean through between the goal posts or past the outside of +either. + +Hockey requires 22 players, 11 on each side, consisting of 5 forwards, +3 half-backs, 2 full-backs and a goal-keeper. The center forward +stands in the middle of the ground. On her right about 10 yards distant +stands the inside right; the right wing stands between the 5-yard line +and the side line; the inside left and the left wing stand on the left +of the center forward. The half-backs stand 15 yards behind the forward. +The center half takes her place directly in line with the center +forward; the right half covers the two right forwards, while the left +half covers the two left forwards. Behind, on the 25-yard line, stand +the fullbacks, right and left; the goalkeeper stands between the goal +posts about a foot in front of the goal line. + +The two center forwards start the game by "bullying off" the ball in +the center of the field; the ball is placed on the center line while +the two forwards stand with a foot on either side of the line facing +each other and standing square to the side line; then the center halves +and left and inside forwards on the blowing of the whistle for the +"bully," close up in order to keep watch, each one ready to take the +ball should it come in her direction. When one of the center forwards +gets the ball she tries to pass it out to either of her own inside +players, who endeavors to "dribble" it up the field until she is +encountered by an opposition player, at which juncture, by a quick +stroke she passes it out to the wing player. It is in this manner, by +keeping a straight course and assisted by their halfbacks that the +forwards by passing and "dribbling" get the ball into the "striking +circle," and when they get it that length it is not a difficult matter +to score a goal. + +GOLF + +In golf the player strikes a ball in the endeavor to send it to a +particular spot. He is not met with opposition in such endeavor, as +in other ball games, his opponent having also a ball which he, too, +is trying to put into the same spot with fewer strokes. This spot into +which the player tries to put his ball is a small hole in the earth +about 4-1/4 inches in diameter, and the instruments he uses for doing +so are exceedingly varied. + +The game commences by a player hitting off from a marked line called +the teeing-ground, the ball in the direction of the first hole. In +a regular golf course there are generally 18 holes, their distance +apart varying from about 100 yards to 500 yards. The smoothly kept +grounds near the holes is called the "putting-greens," and beside +each "putting-green" is a marked teeing-ground. After the ball has +been struck from the "tee" the player must not touch it with his hand +until it is driven into the next hole, out of which he may then take +it and "tee" it on the teeing ground in a good position for the +drive-off to the next hole. + +As the holes are widely separated and the ground in many places uneven +and broken up, the ball will be driven into many positions, it will +lie in the grass, in sand pits or bunkers, and in all kinds of holes +and hollows in the rough surface, therefore it will be readily +understood that the distance the ball is sent will vary with the stroke. +It is to meet the difficulties arising from having to strike the ball +in its different positions that so many instruments are called into +requisition for the purpose. The names of the chief sticks and +implements employed in the sport are: driver, brassie, spoon, cleek, +iron, mashie, niblick and putter. The driver, brassie and spoon are +wooden-headed clubs, but the others have always iron heads. The +driver is the club used for striking to the greatest distance when the +ball is on the "tee," that is, on the little mound of sand on which +it is placed at the commencement of each hole, so that more facility +may be had in striking it. The putter is used on the putting--green, +for short strokes round about the holes. The putting--green or ground +surrounding each hole is kept level for about a radius of 20 yards +from the hole. The different sticks or clubs are graded from driver +to putter in accordance with the different lengths of stroke for which +they are designed. For instance, the niblick is a short club for taking +the ball out of difficult positions ("lies") as when the latter gets +into long grass, sand or some other awkward kind of obstruction. + +A good driver by well hitting the ball can send it to a distance of +about 200 yards from the tee. If the hole be so far off as to require +a second stroke of equal length he can use the driver again, provided +the ball is on level ground, but it is likely it will not be on such +ground for the second stroke, and in such case the brassie or spoon +is called on to do service. Each of these instruments has the face +that strikes the ball laid back more than in the driver, so that they +can lift it more easily off the ground. If the ball gets into a worse +position, as a bunker or sandpit, the use of the cleek, iron or niblick +will become necessary. The heads of these clubs are adjusted to deal +with difficult "_lies_" that is, positions in which the ball may be +driven. The niblick is used for taking it out of especially bad +situations. + +The stroke called the full swing is used with the driver. There are +many other modifications of stroke, such as the three-quarter, the +half and the wrist strokes. + +As has been said, the issue of the game depends upon sending the ball +into the holes with fewer strokes than the opposition. Victory is +gained by the side which holes the ball with less strokes. If the sides +hole out in the same number of strokes the hole is halved. A match is +also won by the side which is leading by a number of holes greater +than the number of holes remaining to be played. Thus if Jones has won +six holes and Smith four, and seven holes have been halved, Jones, in +case the round is the ordinary length of 18 holes, will be two holes +up, with only one hole remaining to be played, and therefore he, Jones, +wins the match. This is the general manner of playing the game in a +match, each player playing his own ball. + +In what is known as "score" play the relative merits of several can +be tested at the same time. In this kind of play the total score of +each player for all of the 18 holes is added up and the player who has +the lowest total is declared the winner. + +ARCHERY + +Archery has played an important part in the history of the race from +the very earliest times. Primitive man hurled his stone-pointed arrows +at wild beasts, and as he advanced to a higher state of the observances +of the laws of force he fashioned bows to give a greater impulse to +his missiles. For hundreds of years the bow and arrow constituted the +principal weapon of the chase, and finally became the instrument of +offence and defence for armored knights, warriors and heroes. Robin +Hood, roving the wild woods of Merry England, depended upon it for his +prowess, as did Allan a Dale and Little John. In the early battles it +was the chief weapon, and did effective service. In the battle of +Hastings it decided the issue for William the Conqueror; at Agincourt, +Crecy and Poitiers victory depended on its use. Skilled archers became +famous all over the land, and many were their doughty deeds with the +long bow. + +In modern time, however, with the introduction of firearms, archery +declined, until it came to be but a mere memory of the past. The last +century revived it, and to-day it is one of the most popular sports +in England. Americans, too, have taken it up with enthusiasm, and clubs +are interested in it all over the land, the ladies being especially +devoted to it. + +In 1879 the first organization of Archery Clubs was formed at +Crawfordsville, Indiana, and the first annual target meeting was held +in Chicago in the same year. + +Bows for archery are generally made out of tough soft wood, such as +yew, with a flat outside called the back and a rounded inside called +the belly; they are always strung with latter side inward. Lance wood +is chiefly used in the United States on account of its resistance to +heat. The bow must be easily controlled, and not too heavy. The strain +of drawing a heavy bow is apt to pull the bow hand out of the line of +sight. A 48-pound bow well drawn and loosed will give a lower trajectory +than one of 55 pounds sluggishly handled. By the weight of a bow is +not meant its avoirdupois, but the force necessary to draw the arrow +to its head on the bow. It is all important to know how to string the +bow. Grasp the handle firmly with the right hand, draw it near your +right side, while the lower end rests against the inside of the right +foot, the back of the bow being toward you. With left foot well extended +in front so as to brace the body, rest the left hand on the bow below +the loop of the upper end of the string, the tip of the thumb and +knuckle of forefinger pressing firmly on opposite edges of the bow. +Draw the bow firmly to you with the right hand, while you push down +and away from you with the left. A little practice will soon give the +knack. No part of the body except the face must be turned towards the +target. Stand with the feet at right angles to the direction of the +target and have them a few inches apart. In handling the arrow avoid +touching the feathers, and in the act of drawing always keep the thumb +and fourth finger away from the arrow and string. As the bow is lifted, +draw it three parts of the way, catch the aim, complete the draw and +instantly loose. + +The arrows are an important consideration. Never use a light arrow +with a heavy bow, nor, conversely, a heavy arrow with a light bow. +Arrows are generally made of one piece of wood, but sometimes a harder +kind is used for the part joining the tip and which is dovetailed into +the shaft. The tip is formed of steel, and is cylindrical in form. The +length varies. A lady's bow of 5 feet calls for a 24-inch arrow, the +customary length of men's arrows is 28 inches. + +The target is a flat disc about four feet in diameter made from straw +and covered with an oilcloth or white sheet painted in concentric rings +of gold, red, blue, black and white, each color of which, when +penetrated by the arrow counts so many points in the aim. The gold is +the objective point of the archer, the "bull's eye," as it is called. +Three arrows are shot by each archer in turn, then three more, the six +constituting an end. A certain number of ends complete a given range, +while two or three ranges form a round. Here is the American round: + +30 arrows at 60 yards. +30 arrows at 50 yards. +30 arrows at 40 yards. + +RING TOSS + +This is a very simple game. A stake is driven into the ground for a +flagstaff. At a distance of, say nine feet, stakes are arranged as +follows: four at equal distances, back of these, at a short distance, +three; then two; then one. The setting for nine pins is the same. + +Each stake is numbered from ten, beginning on the left hand side, to +one hundred, which is the apex of the setting. + +Iron rings are tossed from the flagstaff by each player. A score is +kept. The one getting the greatest number of points is the winner. + +LAWN BOWLS + +Lawn bowls, although but recently introduced into the United States, +is, however, one of the oldest games in existence, and is believed to +have been played by the Ancient Greeks and Romans. Scotland has brought +this game to its present state of perfection. The game is played as +follows: + +Select a level lawn, or a floor will answer if this game be played indoors. +Choose sides, giving those of a side, balls of a similar color. + +A ball of a third color is called the Jack. The one holding it begins +the play by rolling the ball over the lawn. Where it stops is the goal. +The others try to strike the Jack. The one doing this is the winner +of the game. Or put a nine pin, or nine pins, at a distance from the +players, and try to strike as is done in a bowling alley. + + + + +CHAPTER XIV + +HOLIDAY GAMES AND AMUSEMENTS + +NEW YEAR'S--LINCOLN'S DAY--VALENTINE PARTY--EASTER EGG PARTY--HALLOWE'EN +GAMES--FLAG DAY--THANKSGIVING--CHRISTMAS + + +NEW YEAR'S EVE PARTY + +The decorations for the room are holly and mistletoe. The guests are +attired in white to represent snow, or they may appear in fur-trimmed +garments. At midnight all sing "Auld Lang Syne," and shake hands. +Calendars are appropriate souvenirs for the occasion. At midnight all +wish each other "A Happy New Year." + +CHILDREN'S NEW YEAR GAMES + +Give the children pencils and paper. Let them write out their +resolutions for the New Year. These may be grave or funny as desired. +Give calendars as souvenirs. + +LINCOLN'S DAY + +Recite poems about Lincoln. Tell stories about him. Explain why "Uncle +Tom's Cabin" is a suitable book to read on this day. + +If possible give tableaux suited to the occasion. Those taken from +Uncle Tom's Cabin are eminently suitable. + +VALENTINE PARTY + +The evening is opened with the playing of a game of hearts. Each lady +receives a red paper heart, and is requested to write her name on the +back of it. The hearts are shuffled and put in a bowl; the men's hearts +are put in another bowl. A lady chooses a heart from the men's bowl, +then a man chooses from the ladies' bowl. The lady is partner for the +evening of the man whose heart she drew and vice versa. + +Valentines are given, and are read aloud by the recipient. Comic ones +are admissible if not vulgar. Valentine mottoes also are given. + +WASHINGTON'S BIRTHDAY + +A Martha Washington party in costume with a supper in Colonial time +style. Dance the Minuet and old-time dances. + +FOR APRIL FIRST + +This is April Fool's Day. It may be made the occasion of a party. Games +suitable to the occasion are played; among them pinning a tail to the +picture of a tailless donkey fastened on the wall. This may be drawn +by one of the children. Tails are slightly pinned on the children among +themselves. April fool candy is served, and glasses are offered which +appear to have lemonade in them, but which are so made that no liquor +can be drunk from them, etc. The one who is not fooled all evening +receives a prize--the funnier it is the better. It may be a "nigger +doll" or the like. A donkey is given as a booby prize to the one most +often fooled. This fooling can be done in any way which suggests itself. + +EASTER EGG PARTIES + +Color hard-boiled eggs and hide them. Give your little guests pretty +baskets and let them hunt for the eggs, or give each a large wooden +spoon to spoon them up. If you live in the country roll eggs down hill +at one place as a target at the foot of it. + +Draw a bunny holding an egg. Pin it to the wall. The one who, +blindfolded, succeeds in putting a pin in the egg receives eggs as +presents. + +FLAG DAY + +Display flags liberally. Tell stories about the American Flag. Sing +"America," "Star-Spangled Banner," etc. Salute "Old Glory." + +A HALLOWE'EN PARTY + +The usual Hallowe'en tricks are tried such as the following: A ring, +a piece of money and a thimble are hidden; the player who finds the +ring will be first married, or these articles may be baked in a cake +which is cut and distributed. The one getting the money will be +prosperous, the getter of the thimble industrious, the getter of the +ring will soon be married. + +BOBBING FOR APPLES + +Bobbing for apples. All children like this. In a tub of water several +apples float. The children try to capture them with their teeth. + +FLOATING NEEDLES + +Grease needles and let them float in a bowl of water, upon which tissue +paper is laid. Each child has his, or her, own needle. It is amusing +to watch the action of the needle when the paper sinks--as it does +when it becomes saturated--the needles rush about. + +CANDLE AND LOOKING-GLASS + +Each person in turn walks downstairs backwards, alone in the dark, +with a looking-glass in one hand and a lighted candle in the other. +The future husband or wife will be seen--? Or, run around the house +three times with your mouth full of water--at midnight. + +Melted lead poured into water results in queer figures which sometimes +resemble initials; these are supposed to be those of the future husband +or wife. + +The water charm: put three dishes on a table--one empty, one containing +clean water, one soapy water; the blindfolded ones put a finger into +one of the dishes, the position of which are changed after the +blindfolding. If he puts his finger in clear water a happy marriage +will result. + +APPLE GAMES + +Put a basket on the wall halfway up. The players stand at a distance +and throw apples into the basket. A score is kept, the one putting the +greatest number of apples into the basket receiving the prize. + +THANKSGIVING PARTY + +This may be held in a barn. The stalls may be draped with bright-colored +goods and decorated with greens, or autumn leaves. Japanese lanterns +are strung about. Chrysanthemums should be the table flowers. Old-time +dances are danced, such as the Virginia Reel, Money Musk, etc. Pumpkin +pies, grapes, nuts and cider are served as a part of the collation. + +KRIS KRINGLE PARTY + +A Kris Kringle party may be taken in the open--in sleighs. The driver +is dressed as Kris Kringle. After a sleigh ride in large sleighs drawn +by horses decorated to represent reindeer, the party returns to an +elaborate Christmas supper. + +Christmas songs should be sung, well-known Christmas carols, as "'Tis +the Eve of Christmas Day," "Merry Bells," "The Christmas Tree," etc. + +Shadow pantomimes are a good form of entertainment for Christmas. They +should carry out the idea of the festival. Any of the Merry Games given +in the book may be played. The winter games are especially recommended. + +SNOWBALL BATTLE + +Throw ball at a target and keep a score, or build a snow fort and make +it the target. + +CHRISTMAS GUESSES + +Suspend mistletoe from a chandelier. Let the children in turn guess +how many berries are on the suspended bush. The one guessing most +correctly wins a prize. + +"The Night Before Christmas" is read. As the names are named the +children arise and turn around, then sit down again. Santa Claus is +mentioned last. When he is spoken of all change seats. The story teller +tries to secure a seat. If she succeeds there is an odd player. He +must tell a funny story. + +JACK FROST + +Sing and act out the Jack Frost song,--"Jack Frost is a roguish little +fellow," etc., etc. The music and words may be obtained at a music +store. + +Jesus Bids Us Shine. Christmas Is Coming. Christmas Greeting. + +LEAD TEST + +Drop melted lead into cold water. It assumes queer shapes. Hallowe'en +stories are told. + +APPLE TESTS + +Peel an apple without breaking the peeling. Throw the skin over your +shoulder and see what shape it assumes. + +Apples are tied to a string and hung from the chandelier. The boys and +girls try to bite these without touching them with their hands. + +A PUMPKIN GAME + +A pumpkin is scooped out and a candle is placed inside; the light +shines through the holes in the pumpkin. Pumpkin favors are given. + +All dance around the pumpkin and sing "Peter, Peter, Pumpkin Eater," +etc. + +THE CHRISTMAS DINNER + +The Christmas dinner is a family reunion, generally; sometimes a friend +is invited. If he be a homeless one so much the better. The turkey, +of course, is part of the dinner, and pumpkin and mince pies and plum +pudding are served, each guest making a choice; rosy-cheeked apples, +grapes, nuts and cider form a last course. The Christmas presents may +be laid at the plates or may be dispensed from the Christmas +tree--preferably the latter. + +One of the party impersonates Santa Claus. Yule-tide songs are sung +and old-time Christmas games are played. Stockings hung behind curtains +and in odd places hold candy, nuts, raisins, etc. These may be made +of silk or any pretty material. The guests hunt for these. + +SUGGESTIONS FOR GAMES TO BE PLAYED AT CHRISTMAS TIME OR AT THANKSGIVING + +Put a very large pumpkin in the center of the room or on a grass plot. +The players stand at a distance. Each one runs and jumps over the +pumpkin, using both feet. In so doing a score is kept. The one jumping +over _with both feet together_ the oftenest wins the pumpkin. Or dance +about the pumpkin; when a small child sitting on it claps or whistles +all stop. She selects a player with whom she changes place. This game +may be played by adults, the player standing near the pumpkin. + + + + +CHAPTER XV + +OUTDOOR GAMES FOR GIRLS + +BASKET BALL--BOX BALL--GUESS BALL--TARGET BALL--STRING BALL + + +BASKET BALL FOR GIRLS + +Basket Ball is a good form of exercise for women. + +Draw a circle on the ground six feet in diameter. A line is drawn +across the center. This is the throwing line. A player stands in the +circle and throws the basket ball from her line to other lines, the +ball scoring according to its landing place. + +The lines drawn across the throwing space must be parallel with the +throwing line in the circle. For younger girls the lines should be +ten, fourteen or twenty feet, according to the age, from the forward +edge of the circle. + +The players of each team throw in rapid succession. Each player has +but one turn, unless the ball strikes some object before touching the +ground, when another trial is allowed. At starting a thrower must stand +in the circle and toe the throwing line, drawn across the center of +the circle. In completing the throw she must not fall or step forward +over the outer line of the circle in front of her. If at any part of +the throw, from start to finish, the thrower be out of the circle it +is considered a foul and does not score, the number of players in the +team being counted as one less when the total or average is figured. +For each throw to the first line or any point between it and the next +line, a team scores one point. For each throw to the second line or +between it and the next line a team scores three points. For each throw +to or beyond the third line, a team scores five points. The team +averaging or adding the largest score wins first place in the game. +There are other forms of basket ball games, where girls throw balls +into baskets fastened at a given height. + +BOX BALL + +Boxes are placed on the floor or ground in a row. The players in line +stand at a distance from these, each player facing a box. The play is +begun at the right of the line and each tries to toss her ball into +the box. When one succeeds in doing this, all run except the one into +whose box the ball fell. She picks up the ball, and tries to throw it +so as to strike one of the players (of course a soft ball is used). +If she fails a stone is put into her box. The game is continued by the +same player, but she tries to throw her ball into another box. If she +strikes a player with her ball, the one who is struck receives a stone, +and she then starts to throw her ball. The game is continued as above. +When a player has five stones she goes out of the game. + +GUESS BALL + +Use a soft ball. The players form in line. One stands before them, +with back turned, at a distance of several feet. This player counts +up to a certain number, as the ball passes back and forth along the +line; as a certain number is called, the holder of the ball throws it +so as to strike one of the players. If this player is hit, she turns +suddenly and tries to guess by the attitude of the players which one +threw the ball. If she guesses correctly, she goes to the front. If +the ball misses, the thrower changes places with the one she aimed at. + +TARGET BALL + +There are so many variations of this game that it is impossible to +describe them all. A target is placed and the balls are thrown at it; +or several targets at different distances may be aimed at by the +players. A score is kept. The one getting the greatest number of points +wins the game. Or sides may be formed. + +BOMBARDMENT + +This game is played with balls and Indian clubs--half as many as there +are players. Bean bags may be used instead of balls. A score is decided +upon, and an umpire keeps the record. Each player, in throwing, tries +to knock down a club, and this club counts for one or more, up to the +number decided upon by the players. + +STRING BALL + +The players stand in a circle around the ball, which is hung by a +string--in the open--from the branch of a tree. A player tries to +strike it with her hand. Another tries to catch it before she strikes +it again. If the ball is not caught the player scores one. She plays +until it is caught. Each has a turn. + + + + +CHAPTER XVI + +PASTIMES FOR CHILDREN + +SUN DIAL--MOTHER, MAY I PLAY?--BLIND MAN'S BUFF--TUG OF WAR--VARIOUS +BALL GAMES + + +SUN DIAL + +Draw a large circle; intersect this with lines like the spokes of a +wheel, dividing it into twelve sections, and number them. + +Put a blindfolded player in the center for a hub, and turn him about +a number of times, as is done in "Blindman's Buff." He then walks +about. The number of the space he stops upon, after repeating a silly +verse to the end, is put upon his score card. If he goes outside the +circle, even with one foot, he receives no points. + +The player who gets the greatest number of points in a given time, +wins the game. + +MOTHER, MAY I GO OUT TO PLAY? + +The mother stands before her children. One asks: "Mother, may I go out +to play?" "No," says the mother, "it is a very wet day." + +"See, mother, the sun shines." + +"Well, be off," says the mother; "but make three courtesies before you +go." + +The child then does this, the other children doing the same. They all +run off and return. + +"Why did you run so far?" says the mother. "Where did you go, and what +have you been doing all this time?" + +"Brushing Mary's hair," says the first player. + +"What did she give you for so doing?" + +"A silver penny." + +"Where's my share of it?" + +"The cat ran away with it." + +"Where's the cat?" + +"In the wood." + +"Where's the wood?" + +"Fire burnt it." + +"Where's the fire?" + +"Water quenched it." + +"Where's the water?" + +"Moo cow drank it." + +"Where's the moo cow?" + +"Sold it for a silver penny." + +"What did you do with the money?" + +"Bought nuts with it." + +"What did you do with them?" + +"You can have the nut shells, if you like." + +The last words being rude, the mother chases the child or children, +according to the manner in which the game is played. She asks as she +does this, "Where's my money?" + +The one addressed answers, "You may have the nut shells." + +The mother tries to catch one or more of the children to inflict +punishment. The punishments are usually funny acts of some kind. + +GARDEN SCAMP + +All but two players form a ring, and clasp hands. The garden is enclosed +by the players. One of the odd players will be the scamp; another +player is the gardener. He moves around outside of the circle, and +says, "Who let you into my garden?" The scamp replies, "No one," and +starts to run. The gardener follows his lead in and out among the +players, who lift their hands to allow this. If the scamp be caught +he becomes the gardener. + +The scamp can lead the gardener a lively chase, for he can play leap +frog, or turn somersaults, if he so desires. The gardener must imitate +him. + +DO THIS, DO THAT + +The players face each other in two lines, the leader being in the +center. When he says, "Do this," they obey, and when he quickly follows +his first order by saying, "Do that," the "that" being another act, +they must again obey at once. If any one is slow, he must exchange +places with the leader. The fun of the game depends upon the antics +of the one in the ring. + +WEATHER COCK + +This is an instructive game, as it teaches children direction. Each +child represents a point of the compass--north, south, east, west. +When a leader calls: "Which way does the wind blow?" a child of whom +this is asked, points either to the north, south, east or west, +according to the name given him. + +THE FLOWERS AND THE WIND + +Two parties play this game. They stand at a distance apart. The players +represent flowers. The first one in the line walks to the opposite +line, and asks of the first one: "What flower am I?" Saying this, the +flower is ready to run for the wind. An odd player stands ready to +give chase, if the guesser does not guess correctly. The wind, of +course, is told the names of the different flowers. Each player has +a turn. + +BLIND MAN'S BUFF + +One player is blindfolded, and turned about three times, in the center +of the room. He tries to catch one of the other players. If he succeeds, +he takes off the handkerchief and puts it upon the one touched. + +In one form of "Blind Man's Buff," the blindfolded one must guess the +name of the one he catches before he can remove the handkerchief. + +FRENCH BLIND MAN'S BUFF + +In this game the players are numbered, and one is blindfolded. Two +numbers are called out. The ones so numbered run, and the blindfolded +one tries to catch one of them, or they may run one at a time. If the +one in the center catches another, he takes that one's place. + +BLIND MAN'S BUFF WITH A WAND + +The players dance around the blindfolded one until he touches a player +with his wand. When he does this, all stand still. The one in the +center may ask three questions of the one touched. He, replying, +disguises his voice. If the blindfolded one succeeds in guessing whom +he questioned, he exchanges places with him. + +HIDE-AND-SEEK GAMES + +A player hides, the others seek him. Or any object may be hidden in +an out-of-the-way place, and this is to be found by a player. When +he succeeds in doing this, the handkerchief is taken from his eyes (if +one is used). Each child has a turn in finding the article, the place +of hiding being changed each time for the new finder. + +FOLLOW OUR LEADER + +The leader walks before a line of players and performs ridiculous acts +which all must imitate. If any player fails to do this, he or she is +out of the game. The leader may make the players perform feats like +jumping over high places, turning somersaults, climbing, etc., if the +players are boys. If among the players there are girls, the feats, of +necessity, must not be too hard. + +FEATS AND FORFEITS + +The children are required to perform certain acts or pay a forfeit. +These acts are decided upon by a committee before the guests, or +players, assemble. A few feats may be suggested, such as the rabbit +hop, leap frog, picking up a stick with the teeth while in a kneeling +position, etc., or the player may be required to repeat "Peter Piper," +or any ridiculous verses quickly. If he does not succeed in doing what +is required of him, he must--if he is a boy--turn a somersault. If the +player is a girl, she pays a forfeit or stands with her face to a +corner. + +DUMB MOTIONS + +The players form two sides; those on one side are "masters," the others +"men." Trades are represented, and the men aim to keep working so that +the masters will not take their places. The tradesmen go through the +motions of their trade. The master must guess the trade. When he does, +he exchanges place with the one whose trade he guessed. + +WAND TUG OF WAR + +Wooden gymnastic wands are used, half as many as there are players. +Draw a line across the room or grass; divide the players into two +divisions, one on each side of the line, each player facing his +opponent. These grasp each other's wand, and at a signal begin to tug, +but they must not put foot into the opponent's territory. If they do +the struggle ceases. The side wins which secures the greatest number +of wands. + +CATCH AND PULL TUG OF WAR + +In the "Catch and Pull Tug of War," a ring is formed by joining hands +and standing in a circle, and all tug to break the ring. + +NINE PINS + +A player takes his stand in the center of the room. The others stand +in couples a few feet apart. They march around the girl or boy in the +center. When the music stops suddenly, one player of each pair goes +to the one in front of him. While they do this, the one in the center +tries to secure a place. + +PRELIMINARY BALL + +The players stand in two lines. The players of one line, at a signal, +throw the balls to those opposite them. They then turn and throw against +the wall, if the game is played indoors. + +BALL DULL + +The object of this game is to train the perceptions, the muscular +sense, and the muscles themselves. The weight of the ball is suited +to the players. The two-pound weights are used for girls. + +The couples are far enough apart to allow space for full play. One of +each couple has a ball for himself and his partner. The throwing of +the balls to one of the opposite side is simultaneous, when a leader +gives the command. + +TIME BALL + +In this game the children are seated. A line is drawn near the wall, +and two lines are drawn to form an aisle. Then the children decide +upon the manner of throwing the ball. This may be done with either +hand. The leader stands opposite his aisle on the line. At a signal +the first player in each row runs to the mark in his aisle. When he +has reached it, the leader, in the way previously agreed upon, throws +him the ball, which he catches and returns. He runs back to his seat. +This is repeated by each player. Then the leader, seating himself, +places the ball before him on the floor, or if in the open, on the +ground. All assume position. The first row doing this at a signal, +scores a point. This is repeated fifteen times. The row which assumes +position promptly the greatest number of times win the game. + +RAILROAD TRAIN + +The players are named for an object on a train, as smoke-stack, boiler, +baggage car, wheels, conductor, etc. One player is the train master. +He says: "We must hurry up and make up a train to go to New York City +at once. It is a special. We will take engine Number 21, some coal and +wood; the bell must be in good order, and the carpet must be swept; +the cushions dusted; the beds in the sleeper must be made up, etc." +When these objects are named, the players run up to the starter when +their names are given, each one putting his hands on the shoulder of +the one before him, the first one having put his hands upon the starter +in the same way. When all are in line, the train starts, after the +signal, which is a bell. The starter may imitate the noises a locomotive +makes as it starts out on its journey. He leads up hill and down dale, +and the line must remain unbroken. The one who breaks the line pays +a forfeit or is out of the game. The line being mended, continues its +journey. + +MERRY-GO-ROUND + +Stools are placed close together to form a circle, and all the players +seat themselves, facing inwards, except one player, who stands in the +center. He tries to secure the seat that has been left vacant. This +is difficult, because the players on the stools keep moving to the +right from one stool to the next, so that the location of the vacant +seat varies. When the player in the center secures a seat, the one at +his left goes into the center. If more than thirty are playing, it is +better to have two vacant stools and two players in the center. + +PEBBLE CHASE + +The leader holds a pebble between the palms of his hands. The others +are grouped about him, each with hands extended, palm to palm. The +leader then passes his hands between those of the players. No one can +tell where he leaves the pebble, until some one guesses where it is. +Each player has a turn. The one receiving the pebble is chased by the +others. If he succeeds in getting to the leader and giving the pebble +to him before he is caught, he can return to his place; otherwise he +changes place with the leader. + +HOW MANY MILES TO BABYLON? + +The players, being divided into two lines, stand facing each other, +with a distance of about twelve feet between them. The lines pair off, +and take hold of hands all along the line. + +A dialogue takes place between the lines, the players in a line speaking +in unison. As this is done, they swing their arms and rock backward +and forward from one foot to another, keeping time to the rhythm of +the words, as follows: + +"How many miles to Babylon?" + +"Three score and ten." + +"Will we be there by candle light?" + +"Yes, and back again." + +"Open your gates and let us through." + +"Not without a beck (courtesy) and a boo (bow)." + +"Here's a beck and here's a boo, Here's a side and here's a sou; Open +your gates and let us through." + +All the players in the first line say: "Here's a beck and here's a +boo," as they suit the action to the word. As they do so, they also +drop hands and each makes a courtesy, with hands at the hips for the +"beck," and straighten up and make a deep bow forward for the "boo"; +assuming an upright attitude, then, and bending the head sideways to +the right for "Here's a side," and to the left for "Here's a sou." + +The partners clasp hands, and all run forward ten steps, keeping time +with the rhythm of the words. Then all pass under the upraised hands, +which represent the city gates. This is done in four running steps, +making twelve steps in all. The couples who made the gate then turn +around in four running steps, until they face the first line, when +they repeat the dialogue as given above, etc. + +PUSS IN THE CORNER + +Corners are selected by some of the players; the others remain in the +center of the room. The puss in a corner calls to the other puss in +a corner, "Puss, puss," and they try to get to each other's corner +before these can be taken by the others. + +When this is played outdoors, trees or the corners in a fence may be +utilized as were the corners of a room. + + + + +CHAPTER XVII + +INDOOR GAMES FOR YOUNG CHILDREN. + +PATCH WORK--PEANUT GAME--SOAP BUBBLES--CANDY PULLS--COOK AND PEAS--MAGIC +MUSIC--ZOOLOGY + + +PATCHWORK + +The hostess cuts pictures into four parts and mixes them in a box, or +loosely places them in the center of a table. Then each guest takes +four and puts them together as a picture. The effect is very funny at +times. Some of the children's picture blocks may be used for this game, +using four sets at a time. + +QUOTATIONS + +The girl or boy host gives each guest, on a slip of paper, the beginning +of a quotation. All go about the room looking for the end of the +quotations, which are hidden in different places in the room; or, if +older children are playing this game, pencils and paper are given them, +and they write the full quotation. + +TABLE GAME + +A penny party furnishes amusement for an evening. With the invitations +is sent a request for each guest to bring a penny, not for an admission +fee, but for use. For each guest there are provided two cards and a +pencil; one card is blank; the other has a list of the things to be +found on a penny. The list is numbered, and each person is expected +to name as many as he can, prizes being awarded for the best and poorest +list. + +Find-- +1. Top of hill. +2. Place of worship. +3. An animal. +4. A fruit. +5. A common fruit. +6. Links between absent friends. +7. Union of youth and old age. +8. A vegetable. +9. Flowers. +10. What we fight for. +11. Metal. +12. A messenger. +13. A weapon of defense. +14. A weapon of warfare. +15. A body of water. +16. A beverage. +17. What young ladies want. +18. The most popular State. +19, What men work for. +20. Sign of royalty. +21. A jolly dog. + +The answers are: +1. Brow. +2. Temple. +3. Hare (hair). +4. Date. +5. Apple. +6. Letters. +7. 1894 (The date of the penny). +8. Ear. +9. Tulips (two lips). +10. Liberty. +11. Copper. +12. One cent (sent). +13. Shield. +14. Arrow. +15. Sea (c). +16. Tea (t). +17. Beau (bow). +18. United States (matrimony). +19. Money. +20. Crown. +21. A merry cur (America). + +Usually a half hour is allowed for filling out the blank cards, and +after that some time for correcting the lists and awarding prizes. + +A DOLL SHOW + +This is a form of entertainment always liked by the younger children. +It can be made amusing, as well as instructive, by having those +representing the show to take the part of dolls of the different +nations. When the invitations are sent out, it should be specified +what part each little guest will take. Some of the guests may be the +audience if they prefer, or adults may be the on-lookers. Each little +guest receives a doll as a souvenir. + +Another form of doll party is where the children bring dolls dressed +by themselves. The doll whose gown is most neatly made receives a +prize. + +There may also be dolls made of beets, carrots, potatoes, tomatoes, +etc., by using sticks, cloves, etc., with the vegetables named. The +results are very funny. These are put on exhibition on the table and +an umpire decides for which prizes are to be given. + +PEANUT GAME + +The little hostess or host selects two leaders. These choose sides. +Two large rugs are placed near together on the floor. A bowl of peanuts +is placed in the center of each. The little players which can soonest +dispose of their peanuts two inches apart on their rug, are the winners. +The hostess gives the signal at the beginning and end of the contest. +The sides may work simultaneously or singly, according as the game is +played, individually or by sides as a whole. The peanuts are eaten at +the end of the game, and a prize of a box of candy is given the winning +side or child. This is passed about to the guests. + +PEANUT HUNT + +Some peanuts must be secretly hidden in out-of-the-way places--in +bric-a-brac, etc. Give a pretty bag or box to be used as a receptacle +for the peanuts, and then the hunt begins. The one getting the most +peanuts, receives a prize. He may eat all the peanuts he finds, after +the contest is decided, but a lesson in unselfishness is here possible. +The hostess may suggest sharing the peanuts with one who _tried hard_ +to find many nuts, but did not succeed; or, if there be a lame child, +or one deformed, he or she should receive some of the nuts of the +winners, and of those the others find. + +A PEANUT PARTY + +The invitations have peanuts painted on them, so have little menu +cards, which are placed at each plate at the table. These designs are +often funny, and even grotesque, as they represent brownies, etc. +Peanuts are strung as necklaces, bracelets, etc. Some of the sandwiches +are made of mashed peanuts--called peanut butter--and they are +delicious. Peanut candy is served, and at the end peanuts are jabbed +for with hat pins. For this all gather at different little tables, or +turns are taken at one table, the peanuts being piled up in the center. +A box of candy is given the winner. This he or she, of course, passes +among the guests. + +A CHILDREN'S FAIR + +This may be made not only enjoyable, but charitable as well. Tables +holding fancy work--preferably the work of the children--candies +(home-made), groceries, aprons, pen-wipers, iron-holders, hand-painted +cards, capes, etc., etc., may be sold. Rebecca sits at the Well--a +well of lemonade. A grab-bag, an orange tree, with saleable parcels +on it. A post-office, where letters are sold, and finally a refreshment +table or tables, the little girls and boys serving as waiters, in +costumes. + +SOAP BUBBLES + +Making bubbles requires no great effort of the mind or body. Clay pipes +for the players are furnished by the hostess. Bowls are filled with +water which is quite soapy. The pipes show the colors of the side or +sides, being tied with ribbons of different colors. The game contest +may be decided in two ways. Either the one who makes the largest bubble +is winner, or the one making the most bubbles in a given time. The +sides or individuals may play in turn. + +A POP-CORN PARTY + +A pop-corn party, of necessity, like a candy pull, must be held in the +kitchen. This can be decorated for the occasion. Each little guest +brings an apron to be donned before the "popping" begins. + +First, shell the corn. Second, take a dipper full of corn and "pop" +it. This popping is done in a pan over a clear fire. + +Third, divide into parts, when done. + +Fourth, sprinkle some with cochineal, if pink corn is desired. + +Fifth, string the pop-corn on threads. A needle is used to do this. +Necklaces, bracelets, and boys' chains may be so made. + +Each child receives a handsome cornucopia or box as a receptacle for +his popcorn. + +CANDY PULL + +Candy ready to pull may be bought at a candy store, or molasses may +be boiled at home until it is ready to pull, when the hands are greased +and the pulling begins. As suggested for a pop-corn party, the kitchen +or dining-room is the best place in which to give a party of this kind. +It may be decorated to look well, and the children doubtless would +enjoy their play here more than in the parlor. + +A BABY SHOW + +This may be of dolls or real babies. You can borrow the babies for the +occasion. A committee decides which is the handsomest baby, which the +best-natured, etc. Rattiers, toys, etc., are given the babies, or you +can have your parents and other lady friends take the part of babies. +Put a bib on them when they go to supper. + +MISS CHILDREN + +The little players sit or stand round the room in a circle. The leader +assigns to each some musical instrument, as harp, flute, violincello, +trombone, etc., and also selects one for himself. Some well-known tune +is then given out, say "Yankee Doodle," and the players all begin to +play accordingly, each doing his best to imitate, both in sound and +action, the instrument which has been assigned to him, the effect being +generally extremely harmonious. The leader commences with his own +instrument, but without any warning suddenly ceases, and begins instead +to perform on the instrument assigned to one of the players. Such +player is bound to notice the change, and forthwith to take the +instrument just abandoned by the leader, incurring a forfeit if he +fails to do so. + +THE COOK WHO DOESN'T LIKE PEAS + +The fun of this game depends on a fair proportion of the players not +being acquainted with it. The leader begins, addressing the first +player, "I have a cook who doesn't like peas (p's); what will you give +her for dinner?" The person addressed, if acquainted with the secret, +avoids the letter p in his answer, and, for example, says, "I will +give her some walnuts." The question is then asked of the second person, +who, if unacquainted with the trick, is likely enough to offer some +delicacy which contains the letter p; e.g., potatoes, asparagus, pork, +apple-pie, pickled cabbage, peanuts, etc., etc. When this occurs, the +offender is called upon to pay a forfeit, but the precise nature of +his offense is not explained to him. He is simply told, in answer to +his expostulations, that "the cook doesn't like p's." When a sufficient +number of forfeits has been extracted, the secret is revealed, and +those who have not already guessed it, are teased by being told (over +and over again) that the cook did not like p's, and if they would +persist in giving them to her, they must, of course, take the +consequences. + +MAGIC MUSIC--ANY NUMBER OF PLAYERS + +One player is sent from the room. The others decide upon something for +him to do, but he is not told what it is, though he is helped by a +noise of some kind on metal, or on a musical instrument. When he is +near an object with which he is to perform some feat, the noise is +loud. If he touches the wrong object, the music is soft. Any one of +the musical instruments commonly used by children may be employed in +this game. + +ZOOLOGY--ANY NUMBER OF PLAYERS + +The leader says: "Of what animal am I thinking?" He tells that the +animal has a certain number of legs, and gives other points of a like +nature. From this description the guessing is done. When a player +guesses the animal correctly, he scores a point. Each player has a +turn. The game is played until it loses its interest. + + + + +CHAPTER XVIII + +OUT-DOOR GAMES FOR YOUNG CHILDREN + +BEAN BAG GAMES--SKIPPING THE ROPE--VARIOUS TAG GAMES--CROSSING THE +BROOK + + +TARGET BEAN BAG + +The bags are thrown at targets. A score is made out. A prize is given +the one getting the best score. + +Throwing the bean bag over the head is another form of Bean Bag Game. +It must be caught by one standing back of the tosser. The one who +catches it becomes the tosser. + +BOX BEAN BAG + +This game consists of tosses of the bean bag into boxes. The player +stands at a distance. The one being successful in his throws the most +times is the winner. + +BEAN BAG GAMES + +An equal number of players out of doors. Two parties are formed, divided +by eight or ten feet of space. The umpire gives a signal, and a player +in one line runs to the other side--half way, and tosses his bag to +the one at the end of the line; he then takes his place next to this +one, and the line moves down. + +This is continued, opposite sides taking turns. Then the game is +reversed, until the player who first played is in his original place. + +BEAN BAG RACE + +A bean bag is placed on the ground and another at some distance from +it. Two players, at a given signal, run to these bags. The one who can +catch the bag and get to the staff placed near the umpire is the winner. +Sides may be scored instead of the individual players. + +BEAN BAG AT THE SEASHORE + +At the seashore stones or blocks of wood may be substituted for the +bags. A ring is drawn on the ground and the players take sides. The +leader of each side toes a starting line across the ground at a distance +from the circle. Bean bags or stones are thrown into the center of +this, each one having a turn. + +The side getting the biggest score is the winning one. + +SKIPPING THE ROPE + +Skipping the rope is an admirable exercise for girls and boys. There +should be a spring in doing this. When a jumper comes down on his +heels, instead of jumping from his toes, he is apt to make the skipping +injurious by jarring his back. The players jump in turn over a long +rope turned by two of the players. Each has a turn. A score is kept +of the number of times a player can do this. Sides may be formed, or +the jumpers may see how many times they can jump over the rope in +succession. + +HOME TAG--ANY NUMBER OF PLAYERS + +The chaser tries to tag the runners before they can "get home," or to +a given place. If he succeeds, the one tagged is "It." + +SECRET TAG + +Is played by not telling who is "It." He chases the other players and +tries to tag one of them. If he succeeds, the one who was tagged becomes +"It." + +JAPANESE TAG + +In this game the one tagged must place his hand on the spot of his +body where the tagger tagged him; doing this, he must chase the other +players until he tags one of them. + +CROSSING THE BROOK + +This is a favorite game with little children. + +A place is marked off and named "The Brook"--we will say it is three +feet wide. + +The players run and try to jump the brook. When all have jumped over, +they stand and jump backwards. The one who jumps into the brook instead +of across it is out of the game. + + + + +CHAPTER XIX + +SINGING GAMES FOR CHILDREN + +MOON AND STARS--BOLOGNA MAN--ORCHESTRA--JACK BE NIMBLE--OATS, PEAS, BEANS-- +FARMER IN THE DELL--LONDON BRIDGE, ETC. + + +ORCHESTRA + +This is a very noisy game. The conductor names his players for +instruments, and tells them in pantomime how to play. He then orders +them to tune up. They do so, producing a terrible discord. Then the +baton is waved by the conductor, and the musicians imitate the sounds +of their instruments, while also imitating the movements assigned them +by the conductor. The result is very funny. + +CHARLEY OVER THE WATER + +A player becomes "Charlie." He stands in the center; the others form +a circle about him, and dance, repeating the rhyme: + + "Charlie over the water, + Charlie over the sea, + Charlie caught a black-bird, + He can't catch me." + +When the verse is ended, all the players try to stop before Charlie +can tag them. If they succeed in doing this, Charlie remains in the +ring and the verse is repeated, etc. The tagged one takes his place +and he enters the ring. + +JACK BE NIMBLE + + "Jack, be nimble, + Jack, be quick, + Jack jumped over the candlestick." + +A candlestick is placed on the floor. The players in turn jump over +it, using both feet in so doing. Any other object may be substituted +for the candlestick. One of the players sings the verse and when the +last line is reached the jump is made. + +MARY'S LITTLE LAMB + +This is a great favorite with the young folks. When everything else +has become tiresome, some one starts the first line of the verse: + + Mary had a little lamb, + Fleece as white as snow, etc. + +All sing, and on the second verse being reached the last syllable of +the first line is dropped, then the next to the last, the third, the +fourth, and so on, until the line is totally omitted. The aim of the +singers is to keep exact time, counting a beat for each omitted +syllable, and any one whose voice breaks in when all should be silent, +pays a forfeit. The same can be done with "John Brown's Body," repeating +the first verse and omitting syllable after syllable at the end of the +first line until there is nothing left to sing but the chorus. + +THE SNAIL + +Holding hands, the children form a line, singing the following words; +they wind up in a spiral, following the first child, who is the largest +one, and represents the snail's head. The others huddle together to +form the shell into which the snail creeps. The motion is slow, for +the saying "creeps like a snail," is proverbial. + + Hand in hand you see us well, + Creep like a snail into his shell, + Ever nearer, ever nearer, + Ever closer, ever closer. + Very snug indeed you dwell, + Snail, within your tiny shell. + Hand in hand you see us well, + Creep like a snail out of his shell, + Ever farther, ever farther, + Ever wider, ever wider, + Who'd have thought this tiny shell, + Could have held the snail so well? + +With the last verse the creeping out of the shell is accomplished. + +OATS, PEAS, BEANS + +A circle is formed. One player stands in the center. After singing the +first four lines, all drop their hands. After this they imitate the +motions suggested by the song. At the end of the verse they turn around +several times, and then, joining hands, sing the chorus, standing +still, for the last two lines. Then the one in the center chooses "one +in," and returns herself to the circle. The game goes on as before. + + Oats, peas, beans and barley grows, + Oats, peas, beans and barley grows, + Nor you nor I nor nobody knows, + How oats, peas, beans and barley grows, + +Thus the farmer sows his seed, Thus he stands and takes his ease, +Stamps his foot and clasps his hands, And turn around to view his +lands. + +A-waiting for a partner, A-waiting for a partner, So open the ring and +choose one in, Make haste and choose your partner. + + Now you're married you must obey. + You must be true to all you say. + You must be kind, you must be good, + And keep your wife in kindling wood. + +MULBERRY BUSH + +The players stand in a circle clasping hands, and circle round, singing +the first verse. In the second and alternate verses, the action +indicated by the lines is given in pantomime. In all verses the players +spin around rapidly, each in her own place, on the repetition of the +refrain, "So early in the morning." + + Here we go round the mulberry bush, + The mulberry bush, the mulberry bush, + Here we go round the mulberry bush, + So early in the morning! + + This is the way we wash our clothes, + We wash our clothes, we wash our clothes, + This is the way we wash our clothes, + So early Monday morning. + + This is the way we iron our clothes, + We iron our clothes, we iron our clothes, + This is the way we iron our clothes, + So early Tuesday morning. + + This is the way we scrub the floor, + We scrub the floor, we scrub the floor, + This is the way we scrub the floor, + So early Wednesday morning. + + This is the way we mend our clothes, + We mend our clothes, we mend our clothes, + This is the way we mend our clothes, + So early Thursday morning. + + This is the way we sweep the house, + We sweep the house, we sweep the house, + This is the way we sweep the house, + So early Friday morning. + + Thus we play when our work is done, + Our work is done, our work is done, + Thus we play when our work is done, + So early Saturday morning. + +ITISKIT, ITASKET + +All the players but one stand in a circle with clasped hands; the odd +player, carrying a handkerchief, runs around on the outside of the +circle, singing: + + Itiskit, itasket, + A green and yellow basket; + I wrote a letter to my love + And on the way I dropped it. + Some one of you has picked it up + And put it in your pocket; + It isn't you--it isn't you-- + +The last phrase is repeated until the player reaches one behind whom +he wishes to drop the handkerchief, when he says, "It is you," and +immediately starts on a quick run around the circle. The one behind +whom the handkerchief was dropped picks it up and at once starts around +the circle in the opposite direction, the object being to see which +of the two shall first reach the vacant place. The one who is left out +takes the handkerchief for the next round. + +Should a circle player fail to discover that the handkerchief has been +dropped behind him until the one who has dropped it has walked or run +entirely around the circle, he must yield his place in the circle to +the handkerchief man, changing places with him. + +FARMER IN THE DELL + +The players stand in a circle. One of their number is in the center. +He is the farmer in the dell. At the singing of the second verse, where +the farmer takes a wife, the center player beckons to another, who +goes in and stands by her. The circle keeps moving while each verse +is sung, and each time the player last called in beckons to another; +that is, the wife beckons one into the circle as the child, the child +beckons one for the nurse, etc., until six are standing in the circle. +When the lines, "The rat takes the cheese," are sung, the players +inside the circle and those forming it jump up and down and clap their +hands in a grand confusion, and the game breaks up. + + The farmer in the dell, + The farmer in the dell, + Heigh-o! the cherry-oh! + The farmer in the dell. + + The farmer takes a wife, + The farmer takes a wife, + Heigh-o! the cherry-oh! + The farmer takes a wife. + + The wife takes a child, + The wife takes a child, + Heigh-o! the cherry-oh! + The wife takes a child. + + The child takes a nurse, etc. + The nurse takes a cat, etc. + The cat takes a rat, etc. + The rat takes the cheese, etc. + +The succeeding verses vary only in the choice in each, and follow in +this order. + +THE KING OF FRANCE + + The King of France with forty thousand men + Marched up the hill and then marched down again. + +The players stand in two rows or groups facing each other. Each group +has a leader, who stands in the center and represents a king leading +his army. + +The game or play is a simple one of imitation, in which the players +perform in unison some action first indicated by one of the leaders. + +The leaders of the two groups take turns in singing the verse, at the +same time marching forward during the first line of the verse, and +back again to their places during the second line, illustrating the +action that is then to be taken by all. The verse is then sung by both +groups while advancing toward each other and retreating, performing +the movements indicated by the leaders. The movements illustrated by +the leaders may be anything suitable to an army of men, the words +describing the movement being substituted for the line, "marched up +the hill," thus: + +The King of France with forty thousand men Waved his flag and then +marched down again. + +The following variations are suggested, each of which indicates the +movements to go with it: + + Gave a salute, etc. + Beat his drum, etc. + Blew his horn, etc. + Drew his sword, etc. + Aimed his gun, etc. + Fired his gun, etc. + Shouldered arms, etc. + Pranced on his horse, etc. + +It is scarcely necessary to say that a real flag and drum add much to +the martial spirit of the game, and if each soldier can have a stick +or wand over his shoulder for a gun, the esprit de corps will be +proportionately enhanced. + +LONDON BRIDGE + + London bridge is falling down, + Falling down, falling down. + London bridge is falling down, + My fair lady! + + Build it up with iron bars, + Iron bars, iron bars, + Build it up with iron bars, + My fair lady! + + Iron bars will bend and break, + Bend and break, bend and break, + Iron bars will bend and break, + My fair lady! + + Build it up with gold and silver, etc. + Gold and silver will be stolen away, etc. + Get a man to watch all night, etc. + Suppose the man should fall asleep? etc. + Put a pipe into his mouth, etc. + Suppose the pipe should fall and break, etc. + Get a dog to bark all night, etc. + Suppose the dog should meet a bone? etc. + Get a cock to crow all night, etc. + Here's a prisoner I have got, etc. + What's the prisoner done to you? etc. + Stole my hat and lost my keys, etc. + A hundred pounds will set him free, etc. + A hundred pounds he has not got, etc. + Off to prison he must go, etc. + +Two of the tallest players represent a bridge by facing each other, +clasping hands, and holding them high for the others to pass under. +The other players, in a long line, each holding the other by the hand +or dress, pass under the arch while the verses are sung alternately +by the players representing the bridge and those passing under, those +forming the arch singing the first and alternate verses and the last +"Off to prison." As the words + + "Here's a prisoner I have got," + +are sung, the players representing the bridge drop their arms around +the one who happens to be passing under at the time. The succeeding +verses are then sung to "Off to prison he must go." During this last +one the prisoner is led off to one side to a place supposed to be a +prison, and is there asked in a whisper or low voice to choose between +two valuable objects, represented by the two bridge players, who have +previously agreed which each shall represent, such as a "diamond +necklace" or a "gold piano." The prisoner belongs to the side which +he thus chooses. When all have been caught the prisoners line up behind +their respective leaders (who have up to this time been the holders +of the bridge), clasp each other around the waist, and a tug of war +takes place, the side winning which succeeds in pulling its opponent +across a given line. + +Where a large number of players are taking part, say over ten, the +action may be made much more rapid and interesting by forming several +spans or arches to the bridge instead of only one, and by having the +players run instead of walk under. There is thus much more activity +for each player, and the prisoners are all caught much sooner. + +SINGING GAMES FOR SMALL CHILDREN + +MOON AND MORNING STARS + +This is a Spanish game. A player represents the moon; the rest are +stars. The moon is placed in the shadow of a tree or house. + +The morning stars dance about a child, standing on a chair with extended +arms, to represent the sun just risen. The stars dance around the sun, +occasionally going quite near the moon; while doing this, they sing + + O moon and morning stars, + O the moon and morning stars + Who dares to tread--oh, + Within the shadow? + +The moon tries to catch a star, and the one caught becomes the moon. + +WEE BOLOGNA MAN + +Two to forty players. The leader recites: + + I'm a wee Bologna Man; + Always do the best you can + To follow the wee Bologna Man. + +While doing this he imitates an instrument of an orchestra. The others +imitate him. + +This game may be varied, the Bologna man imitating animals or birds, +or making any sound he wishes to make, or he can hop and croak like +a frog, or imitate the motions and noise of an angry cat, or the like. + +DRAW A BUCKET OF WATER + +This game is played in groups of four. Two players face each other, +clasping hands at full arms' length. The other two face each other in +the same way, with their arms crossing those of the first couple at +right angles. Bracing the feet, the couples sway backward and forward, +singing the following rhyme: + + Draw a bucket of water, + For my lady's daughter. + One in a rush, + Two in a rush, + Please, little girl, bob under the bush. + +When the last line is sung the players all raise their arms without +unclasping the hands, and place them around their companions, who stoop +to step inside. They will then be standing in a circle with arms around +each other's waists. The game finishes by dancing in this position +around the ring, repeating the verse once more. + + + + +CHAPTER XX GAMES OF ARITHMETIC + +THOUGHT NUMBERS--MYSTICAL NINE--MAGIC HUNDRED--KING AND COUNSELLOR-- +HORSE-SHOE NAILS--DINNER PARTY PUZZLE--BASKETS AND STONES, ETC. + + +HOW TO TELL ANY NUMBER THOUGHT OF + +Ask any person to think of a number, say a certain number of dollars; +tell him to borrow that sum of some one in the company, and add the +number borrowed to the amount thought of. It will here be proper to +name the person who lends him the money, and to beg the one who makes +the calculation to do it with great care, as he may readily fall into +an error, especially the first time. Then say to the person: "I do not +lend you, but give you $10; add them to the former sum." Continue in +this manner: "Give the half to the poor, and retain in your memory the +other half." Then add: "Return to the gentleman, or lady, what you +borrowed, and remember that the sum lent you was exactly equal to the +number thought of." Ask the person if he knows exactly what remains; +he will answer "Yes". You must then say: "And I know also the number +that remains; it is equal to what I am going to conceal in my hand." +Put into one of your hands 5 pieces of money, and desire the person +to tell how many you have got. He will answer 5; upon which open your +hand and show him the 5 pieces. You may then say: "I well knew that +your result was 5; but if you had thought of a very large number, for +example, two or three millions, the result would have been much greater, +but my hand would not have held a number of pieces equal to the +remainder." The person then supposing that the result of the calculation +must be different, according to the difference of the number thought +of, will imagine that it is necessary to know the last number in order +to guess the result; but this idea is false, for, in the case which +we have here supposed, whatever be the number thought of, the remainder +must always be 5. The reason of this is as follows: The sum, the half +of which is given to the poor, is nothing else than twice the number +thought of, plus 10; and when the poor have received their part, there +remains only the number thought of plus 5; but the number thought of +is cut off when the sum borrowed is returned, and consequently there +remains only 5. The result may be easily known, since it will be the +half of the number given in the third part of the operation; for +example, whatever be the number thought of, the remainder will be 36 +or 25, according as 72 or 50 have been given. If this trick be performed +several times successively, the number given in the third part of the +operation must be always different; for if the result were several +times the same, the deception might be discovered. When the five first +parts of the calculation for obtaining a result are finished, it will +be best not to name it at first, but to continue the operation, to +render it more complex, by saying for example: "Double the remainder, +deduct two, add three, take the fourth part," etc.; and the different +steps of the calculation may be kept in mind, in order to know how +much the first result has been increased or diminished. This irregular +process never fails to confound those who attempt to follow it. + +ANOTHER WAY + +Tell the person to take 1 from the number thought of, and then double +the remainder; desire him to take 1 from this double, and to add to +it the number thought of, in the last place, ask him the number arising +from this addition, and, if you add 3 to it, the third of the sum will +be the number thought of. The application of this rule is so easy that +it is needless to illustrate it by an example. + +A THIRD WAY + +Ask the person to add 1 to the triple of the number thought of, and +to multiply the sum by three; then bid him add to this product the +number thought of, and the result will be a sum from which if 3 be +subtracted, the remainder will be ten times the number required; and +if the cipher on the right be cut off from the remainder, the other +figure will indicate the number sought. + +Example--Let the number thought of be 6, the triple of which is 18; +and if 1 be added, it makes 19; the triple of this last number is 57, +and if 6 be added it makes 63, from which if 3 be subtracted, the +remainder will be 60; now, if the cipher on the right be cut off, the +remaining figure, 6, will be the number required. + +A FOURTH WAY + +Tell the person to multiply the number thought of by itself; then +desire him to add 1 to the number thought of, and to multiply it also +by itself; in the last place, ask him to tell the difference of these +two products, which will certainly be an odd number, and the least +half of it will be the number required. + +Let the number thought of, for example, be 10; which, multiplied by +itself, gives 100; in the next place, 10 increased by 1 is 11; which, +multiplied by itself makes 121; and the difference of these two squares +is 21, the least half of which, being 10, is the number thought of. + +HOW TO TELL NUMBERS THOUGHT OF + +If one or more numbers thought of be greater than 9, we must distinguish +two cases; that in which the number or the numbers thought of is odd, +and that in which it is even. In the first case, ask the sum of the +first and second; of the second and third; the third and fourth; and +so on to the last; and then the sum of the first and the last. Having +written down all these sums in order, add together all those, the +places of which are odd, as the first, the third, the fifth, etc.; +make another sum of all those, the places of which are even, as the +second, the fourth, the sixth, etc.; subtract this sum from the former, +and the remainder will be the double of the first number. Let us +suppose, for example, that the five following numbers are thought of: +3, 7, 13, 17, 20, which, when added two and two as above, give 10, 20, +30, 37, 23; the sum of the first, third, and fifth is 63, and that of +the second and fourth is 57; if 57 be subtracted from 63, the remainder +6, will be the double of the first number, 3. Now, if 3 be taken from +10, the first of the sums, the remainder 7, will be the second number; +and by proceeding in this manner, we may find all the rest. + +In the second case, that is to say, if the number or the numbers thought +of be even, you must ask and write down as above, the sum of the first +and second; that of the second and third; and so on, as before; but +instead of the sum of the first and the last, you must take that of +the second and last; then add together those which stand in the even +places, and form them into a new sum apart; add also those in the odd +places, the first excepted, and subtract this sum from the former, the +remainder will be double of the second number; and if the second number, +thus found, be subtracted from the sum of the first and second, you +will have the first number; if it be taken from that of the second and +third, it will give the third; and so of the rest. Let the numbers +thought of be, for example, 3, 7, 13, 17; the sums formed as above are +10, 20, 30, 24; the sum of the second and fourth is 44, from which if +30, the third, be subtracted, the remainder will be 14, the double of +7, the second number. The first therefore is 3, third 13, and the +fourth 17. + +When each of the numbers thought of does not exceed 9, they may be +easily found in the following manner: + +Having made the person add 1 to the double of the first number thought +of, desire him to multiply the whole by 5, and to add to the product +the second number. If there be a third, make him double this first +sum, and add 1 to it, after which, desire him to multiply the new sum +by 5, and to add to it the third number. If there be a fourth, proceed +in the same manner, desiring him to double the preceding sum; to add +to it 1; to multiply by 5; to add the fourth number; and so on. + +Then ask the number arising from the addition of the last number thought +of, and if there were two numbers, subtract 5 from it; if there were +three, 55; if there were four, 555; and so on; for the remainder will +be composed of figures, of which the first on the left will be the +first number thought of, the next second, and so on. + +Suppose the numbers thought of be 3, 4, 6; by adding 1 to 6, the double +of the first, we shall have 7, which, being multiplied by 5, will give +35; if 4, the second number thought of, be then added, we shall have +39, which doubled gives 78; and, if we add 1, and multiply 79, the +sum, by 5, the result will be 395. In the last place, if we add 6, the +number thought of, the sum will be 401; and if 55 be deducted from it, +we shall have, for remainder, 346, the figures of which, 3, 4, 6, +indicate in order the three numbers though of. + +GOLD AND SILVER GAME + +One of the party having in one hand a piece of gold and in the other +a piece of silver, you may tell in which hand he has the gold and in +which the silver, by the following method: Some value, represented by +an even number, such as 8, must be assigned to the gold, and a value +represented by an odd number, such as 3, must be assigned to the silver; +after which, desire the person to multiply the number in the right +hand by any even number whatever, such as 2; and that in the left hand +by an odd number, as 3; then bid him add together the two products, +and if the whole sum be odd, the gold will be in the right hand and +the silver in the left; if the sum be even, the contrary will be the +case. + +To conceal the trick better, it will be sufficient to ask whether the +sum of the two products can be halved without a remainder; for in that +case the total will be even, and in the contrary case odd. + +It may be readily seen, that the pieces, instead of being in the two +hands of the same person, may be supposed to be in the hands of two +persons, one of whom has the even number, or piece of gold, and the +other the odd number, or piece of silver. The same operations may then +be performed in regard to these two persons, as are performed in regard +to the two hands of the same person, calling the one privately the +right and the other the left. + +THE NUMBER BAG + +The plan is to let a person select several numbers out of a bag, and +to tell him the number which shall exactly divide the sum of those he +has chosen; provide a small bag, divided into two parts, into one of +which put several tickets, numbered, 6, 9, 15, 36, 63, 120, 213, 309, +etc.; and in the other part put as many other tickets marked number +3 only. Draw a handful of tickets from the first part, and, after +showing them to the company, put them into the bag again, and, having +opened it a second time, desire any one to take out as many tickets +as he thinks proper; when he has done that, you open privately the +other part of the bag, and tell him to take out of it one ticket only. +You may safely pronounce that the ticket shall contain the number by +which the amount of the other numbers is divisible; for, as each of +these numbers can be multiplied by 3, their sum total must, evidently, +be divisible by that number. An ingenious mind may easily diversify +this exercise, by marking the tickets in one part of the bag with any +numbers that are divisible by 9 only, the properties of both 9 and 3 +being the same; and it should never be exhibited to the same company +twice without being varied. + +THE MYSTICAL NUMBER NINE + +The discovery of remarkable properties of the number 9 was accidentally +made, more than forty years since, though, we believe, it is not +generally known. + +The component figures of the product made by the multiplication of +every digit into the number 9, when added together, make Nine. + +The order of these component figures is reversed after the said number +has been multiplied by 5. + +The component figures of the amount of the multipliers (viz. 45), when +added together, make Nine. + +The amount of the several products or multiples of 9 (viz. 405), when +divided by 9, gives far a quotient, 45; that is, 4 plus 5 = Nine. + +The amount of the first product (viz. 9), when added to the other +product, whose respective component figures make 9, is 81; which is +the square of Nine. + +The said number 81, when added to the above-mentioned amount of the +several products, or multiples, of 9 (viz. 405), makes 486; which, if +divided by 9, gives, for a quotient, 54; that is 5 plus 4 = Nine. + +It is also observable, that the number of changes that may be rung on +nine bells, is 362,880; which figures added together, make 27; that +is, 2 plus 7 = Nine. + +And the quotient of 362,880, divided by 9, will be 40,320; that is, +4 plus 0 plus 3 plus 2 plus 0 = Nine. + +To add a figure to any given number, which shall render it divisible +by Nine: Add the figures named; and the figure which must be added to +the sum produced, in order to render it divisible by 9, is the one +required. Thus + +Suppose the given number to be 7521: Add these together, and 15 will +be produced; now 15 requires 3 to render it divisible by 9; and that +number 3, being added to 7521, causes the same divisibility; 7521 plus +3 gives 7524, and divided by 9, gives 836. This exercise may be +diversified by your specifying, before the sum is named, the particular +place where the figure shall be inserted, to make the number divisible +by 9; for it is exactly the same thing whether the figure be put at +the head of the number, or between any two of its digits. + +THE MAGIC HUNDRED. + +Two persons agree to take, alternately, numbers less than a given +number, for example, 11 and to add them together till one of them has +reached a certain sum, such as 100. By what means can one of them +infallibly attain to that number before the other? The whole secret +in this consists in immediately making choice of the numbers, 1, 12, +23, 34, and so on, or of a series which continually increases by 11, +up to 100. Let us suppose, that the first person, who knows the game, +makes choice of 1; it is evident that his adversary, as he must count +less than 11, can, at most, reach 11 by adding 10 to it. The first +will then take 1, which will make 12; and whatever number the second +may add, the first will certainly win, provided he continually add the +number which forms the complement of that of his adversary, to 11; +that is to say, if the latter take 8, he must take 3; if 9, he must +take 2; and so on. By following this method, he will infallibly attain +to 89; and it will then be impossible for the second to prevent him +from getting first to 100; for whatever number the second takes, he +can attain only to 99; after which the first may say--"and 1 makes +100." If the second take 1 after 89, it would make 90, and his adversary +would finish by saying--"and 10 makes 100." Between two persons who +are equally acquainted with the game, he who begins must necessarily +win. + +TO GUESS THE MISSING FIGURE + +To tell the figure a person has struck out of the sum of two given +numbers: Arbitrarily command those numbers only, that are divisible +by 9; such, for instance, as 36, 63, 81, 117, 126, 162, 261, 360, 315, +and 432. Then let a person choose any two of these numbers; and, after +adding them together in his mind, strike out from the sum any one of +the figures he pleases. After he has so done, desire him to tell you +the sum of the remaining figures; and it follows, that the number which +you are obliged to add to this amount, in order to make it 9 or 18, +is the one he struck out. Thus:--Suppose he chooses the numbers 162 +and 261, making altogether 423, and that he strike out the center +figure; the two other figures will, added together, make 7, which, to +make nine, requires 2, the number struck out. + +THE KING AND THE COUNSELLOR + +A King being desirous to confer a liberal reward on one of his +courtiers, who had performed some very important service, desired him +to ask whatever he thought proper, assuring him it should be granted. +The courtier, who was well acquainted with the science of numbers, +only requested that the monarch would give him a quantity of wheat +equal to that which would arise from one grain doubled sixty-three +times successively. The value of the reward was immense; for it will +be seen, by calculation, that the sixty-fourth of the double progression +divided by 1: 2: 4: 8: 16: 32: etc., is 9223372036854775808. But the +sum of all the terms of a double progression, beginning with 1, may +be obtained by doubling the last term, and subtracting from it 1. The +number of the grains of wheat, therefore, in the present case, will +be 18446744073709551615. Now, if a pint contains 9216 grains of wheat, +a gallon will contain 73728; and, as eight gallons make one bushel, +if we divide the above result by eight times 73728, we shall have +31274997411295 for the number of the bushels of wheat equal to the +above number of grains; a quantity greater than what the whole earth +could produce in several years. + +THE NAILS IN THE HORSE'S SHOE + +A man took a fancy to a horse, which a dealer wished to dispose of at +as high a price as he could; the latter, to induce the man to become +a purchaser, offered to let him have the horse for the value of the +twenty-fourth nail in his shoes, reckoning one farthing for the first +nail, two for the second, four for the third, and so on to the +twenty-fourth. The man, thinking he should have a good bargain, accepted +the offer; the price of the horse was, therefore, necessarily great. +By calculating as before, the twenty-fourth term of the progression +1:2:4:8: etc., will be found to be 8388608, equal to the number of +farthings the purchaser gave for the horse; the price, therefore +amounted to 8738 pounds 2s. 8d. + +THE DINNER PARTY PUZZLE + +A club of seven agreed to dine together every day successively as long +as they could sit down to table in different order. How many dinners +would be necessary for that purpose? It may be easily found, by the +rules already given, that the club must dine together 5040 times, +before they would exhaust all the arrangements possible, which would +require about thirteen years. + +BASKET AND STONES + +If a hundred stones be placed in a straight line, at the distance of +a yard from each other, the first being at the same distance from a +basket, how many yards must the person walk who engages to pick them +up, one by one, and put them into the basket? It is evident that, to +pick up the first stone, and put it into the basket, the person must +walk two yards; for the second, he must walk four; for the third, six; +and so on, increasing by two, to the hundredth. The number of yards +which the person must walk, will be equal to the sum of the progression, +2, 4, 6, etc., the last term of which is 200, (22). But the sum of the +progression is equal to 202, the sum of the two extremes, multiplied +by 50, or half the number of terms; that is to say, 10,000 yards, which +makes more than 5 1/2 miles. + + + + +CHAPTER XXI + +ONE HUNDRED CONUNDRUMS + +WITTY QUESTIONS-FACETIOUS PUZZLES--READY ANSWERS--ENTERTAINING PLAY +UPON WORDS + + +ONE HUNDRED CONUNDRUMS + +He loved her. She hated him, but womanlike, she would have him, and +she was the death of him. Who was he? Answer: A flea. + +Why is life the greatest of riddles? Because we must all give it up. + +If a church be on fire, why has the organ the smallest chance of escape? +Because the organ cannot play on it. + +Why should a sailor be the best authority as to what goes on in the +moon? Because he has been to see (sea). + +What does a cat have that no other animal has? Kittens. + +When is a man behind the times? When he's a weak (week) back. What is +the difference between a baby and a pair of boots? One I was and the +other I wear. + +Use me well, and I'm everybody; scratch my back and I'm nobody. A +looking glass. + +What word becomes shorter by adding a syllable to it? Short. + +If a stupid fellow was going up for a competitive examination, why +should he study the letter P? Because P makes ass Pass. + +Why is buttermilk like something that never happened? Because it hasn't +a curd (occurred). + +Why is the letter O the noisiest of all the vowels? Because the rest +are in audible. + +Why is a Member of Parliament like a shrimp? Because he has M. P. at +the end of his name. + +Why is a pig a paradox? Because it is killed first and cured afterward. + +Why is a bad half-dollar like something said in a whisper? Because it +is uttered, but not allowed (aloud). + +Why do black sheep eat less than white ones? Because there are fewer +of them. + +Why is a barn-door fowl sitting on a gate like a half-penny? Because +its head is on one side and its tail on the other. + +Why is a man searching for the Philosopher's Stone like Neptune? Because +he is a-seeking (sea-king) what never was. + +Why is the nose placed in the middle of the face? Because it's the scenter +(cen-ter). + +What is most like a hen stealing? A cock robbing (cock robin). + +What is worse than "raining cats and dogs"? Hailing omnibuses. When +is butter like Irish children? When it is made into little pats. Why +is a chronometer like thingumbob? Because it's a watch-you-may-call-it. + +Of what color is grass when covered with snow? Invisible green. + +Name in two letters the destiny of all earthly things? D. K. + +What is even better than presence of mind in a railway accident? Absence +of body. What word contains all the vowels in due order? Facetiously. + +Why is a caterpillar like a hot roll? Because its the grub that makes +the butterfly. What is that which occurs twice in a moment, once in +a minute, and not once in a thousand years? The letter M. + +What is that which will give a cold, cure a cold, and pay the doctor's +bill? A draught (draft). + +What is that which is neither flesh nor bone, yet has four fingers and +a thumb? A glove. + +Why has man more hair than woman? Because he is naturally her suitor +(hirsuter). + +What is that which no one wishes to have, yet no one cares to lose? +A bald head. + +Why is the letter G like the sun? Because it is the center of light. + +Why is the letter D like a wedding-ring? Because we cannot be wed +without it. + +Why should ladies not learn French? Because one tongue is enough for +any woman. + +Which tree is most suggestive of kissing? Yew. + +What act of folly does a washerwoman commit? Putting out tubs to catch +soft water when it rains hard. + +Why should a cabman be brave? Because none but the brave deserve the +fair (fare). + +What is the most difficult surgical operation? To take the jaw out of +a woman. + +Why is it difficult to flirt on board the P. and O. steamers? Because +all of the mails (males) are tied up in bags. + +What letter made Queen Bess mind her P's and Q's? R made her (Armada). + +Why is it an insult to a cock-sparrow to mistake him for a pheasant? +Because it is making game of him. + +What is that from which the whole may be taken, and yet some will +remain? The word wholesome. + +Why is blind-man's buff like sympathy? Because it is a fellow feeling +for another. + +When may a man be said to have four hands? When he doubles his fists. + +Why is it easy to break into an old man's house? Because his gait +(gate) is broken and his locks are few. + +Why should you not go to New York by the 12:50 train? Because it is +ten-to-one if you catch it. + +Why should the male sex avoid the letter A? Because it makes the men +mean. + +When does a man sneeze three times? When he cannot help it. + +What relation is the doormat to the scraper? A step farther. + +Why does a piebald pony never pay toll? Because his master pays it for +him. + +Why is the letter S like a sewing-machine? Because it makes needles +needless. + +What is the difference between a cow and a rickety chair? One gives +milk and the other gives way (whey). + +What flower most resembles a bull's mouth? A cowslip. + +What does a stone become in the water? Wet. + +If the alphabet were invited out to dine, what time would U, V, W, X, +Y, and Z go--They would go after tea. + +When was beef-tea first introduced into England? When Henry VIII +dissolved the Pope's bull. + +What letter is the pleasantest to a deaf woman? A, because it makes +her hear. + +When is love a deformity? When it is all on one side. + +Why is a mouse like hay? Because the cat'll (cattle) eat it. + +Why is a madman equal to two men? Because he is one beside himself. + +Why are good resolutions like ladies fainting in church? Because the +sooner they are carried out the better. + +Which is the merriest letter in the alphabet? U, because it is always +in fun. + +What is the difference between a bankrupt and a feather bed? One is +hard up and the other is soft down. + +What is that word of five letters from which, if you take two, only +one remains? Stone. + +Why is the letter B like a fire? Because it makes oil boil. + +What word is pronounced quicker by adding a syllable to it? Quick. + +Which animal travels with the most, and which with the least, luggage? +The elephant the most because he is never without his trunk. The fox +and cock the least because they have only one brush and comb between +them. + +Why are bakers the most self-denying people? Because they sell what +they need (knead) themselves. + +Which of the constellations reminds you of an empty fireplace? The +Great Bear (grate bear). + +What relation is that child to its own father who is not its own +father's son? His daughter. + +When does a pig become landed property? When he is turned into a meadow. + +Which is the heavier, the full or the new moon? The full moon is a +great deal lighter. + +Why is an alligator the most deceitful of animals? Because he takes +you in with an open countenance. + +Why are fowls the most profitable of live stock? Because for every +grain they give a peck. + +What is that which comes with a coach, goes with a coach, is of no use +whatever to the coach, and yet the coach can't go without it? Noise. + +If your uncle's sister is not your aunt, what relation is she to you? +Your mother. + +Why does a duck put his head under water? For divers reasons. + +Why does it take it out again? For sundry reasons. + +What vegetable products are the most important in history? Dates. + +Why is the letter W like a maid of honor? Because it is always in +waiting. + +What letter is always invisible, yet never out of sight? The letter S. + +Why is the letter F like a cow's tail? Because it is the end of beef. + +On which side of a pitcher is the handle? The outside. + +What is higher and handsomer when the head is off? Your pillow. + +Why is a pig in a parlor like a house on fire? Because the sooner it +is put out the better. + +What is the keynote to good breeding? B natural. + +What is it that walks with its head downwards? A nail in a shoe. + +Why is a lame dog like a schoolboy adding six and seven together? +Because he puts down three and carries one. + +Why is the Brooklyn Bridge like merit? Because it is very often passed +over. + +What did Adam first plant in the Garden of Eden? His foot. + +What is Majesty, deprived of its externals? A jest. + +How would you make a thin man fat? Throw him out of a second story +window and let him come down plump. + +What is the difference between a young maid of sixteen and an old maid +of eighty? One is happy and careless and the other is cappy and +hairless. + +When was fruit known to use bad language? When the first apple cursed +the first pair. + +If a man gets up on a donkey, where should he get down? From a swan's +breast. + +What is lengthened by being cut at both ends? A ditch. + +"I am what I am; I am not what I follow. If I were what I follow, I +should not be what I am." What is it? A footman. + +Which is the strongest day of the week? Sunday. All the others are +weak days. + +THE END. + + + + + + + +End of the Project Gutenberg EBook of Entertainments for Home, Church and +School, by Frederica Seeger + +*** END OF THE PROJECT GUTENBERG EBOOK ENTERTAINMENTS FOR HOME *** + +This file should be named 6416.txt or 6416.zip + +Produced by Joshua Hutchinson, Anne Soulard, Charles Franks +and 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. 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