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diff --git a/old/games10.txt b/old/games10.txt new file mode 100644 index 0000000..17e39da --- /dev/null +++ b/old/games10.txt @@ -0,0 +1,5022 @@ +The Project Gutenberg EBook of Games for Everybody, by May C. Hofmann + +Copyright laws are changing all over the world. Be sure to check the +copyright laws for your country before downloading or redistributing +this or any other Project Gutenberg eBook. + +This header should be the first thing seen when viewing this Project +Gutenberg file. Please do not remove it. Do not change or edit the +header without written permission. + +Please read the "legal small print," and other information about the +eBook and Project Gutenberg at the bottom of this file. Included is +important information about your specific rights and restrictions in +how the file may be used. You can also find out about how to make a +donation to Project Gutenberg, and how to get involved. + + +**Welcome To The World of Free Plain Vanilla Electronic Texts** + +**eBooks Readable By Both Humans and By Computers, Since 1971** + +*****These eBooks Were Prepared By Thousands of Volunteers!***** + + +Title: Games for Everybody + +Author: May C. Hofmann + +Release Date: July, 2005 [EBook #8439] +[Yes, we are more than one year ahead of schedule] +[This file was first posted on July 10, 2003] + +Edition: 10 + +Language: English + +Character set encoding: ISO-Latin-1 + +*** START OF THE PROJECT GUTENBERG EBOOK GAMES FOR EVERYBODY *** + + + + +Produced by Kevin Handy, Dave Maddock, +and the Online Distributed Proofreading Team. + + + + + +GAMES FOR EVERYBODY + +by + +MAY C. HOFMANN + + + + +FOREWORD + + +Every one is fond of having a good time when invited out to a party or +social. Sometimes a stupid evening has been spent because either the +guests were not congenial or the hostess had not planned good +games. The purpose of this book is to furnish just what is needed for +a pleasant home gathering, church social, or any other indoor +occasion. + +Very few, if any, of these games require much preparation. Just use +what is in the house, follow the directions given, and a good time +will be the result. Some of the games for "Adults" can be played by +the younger ones, and _vice versa_. Other games, by being changed a +little by the hostess, can be made to suit the occasion. + +Many of the good old games that every one has played are here, while +the newer ones, which may be strange at first, will prove most +enjoyable when every one has "caught on," as the saying is. M.C.H. + + + +CONTENTS + +I. GAMES FOR CHILDREN + + Animal Show. + Chase The Rabbit. + Soap-bubble Contest. + Rose Guess. + New Blind Man's Buff. + Finding Flowers. + Bean-bag Contest. + Blowing The Feathers. + School. + Hide The Thimble. + Fan Ball. + Spool Flower Hunt. + Marble Contest. + Passing By. + The Serpent's Tail. + Little Bo-peep. + Spool Armies. + Spinning For 20. + Shoe Hunt. + Hop-over. + Bouquet. + Making Squares. + Simple Simon's Silly Smile. + Tea-pot. + Blind Man's Buff. + Cat And Mouse. + Musical Chairs. + Button, Button. + Statues. + Our Cook Doesn't Like Peas. + Hold Fast, Let Go. + Simon Says. + Old Soldier. + Hide And Seek. + Hang-man. + Bird, Beast, Or Fish. + Peter Piper. + Look Out For The Bear! + Hoop Race. + Button Fun. + Steps. + He Can Do Little. + Wink. + Double Tag. + Puss In The Corner. + I Have A Basket. + Still Pond, No More Moving. + Ring On A String. + Hunt The Slipper. + What Is My Thought Like? + Oranges And Lemons. + Red-hot Potato. + Judge And Jury. + Reuben And Rachel. + Frog In The Middle. + Horsemen. + My House, Your House. + Malaga Grapes. + +II. GAMES FOR ADULTS + + Spoon Pictures. + Boots, Without Shoes. + Proverbs. + Animal, Vegetable, Or Mineral. + What Time Is It? + It. + How, When, Where. + Buz. + Jenkins Up! + State Outlines. + Prefixes. + My Father Had A Rooster! + Cross Questions And Crooked Answers. + Magic Writing. + Famous Numbers. + Magic Answers. + Modelling. + Scissors Crossed Or Uncrossed. + Capping Verses. + Rabbit. + Ghost. + What Am I? + Needle Threading. + Confusions. + Verbal Authors. + Pin Doll Babies. + Building Sentences. + Geography. + What Would You Do If--? + Watch Trick. + Find Your Better-half. + Words + Letters. + Seeing And Remembering. + Live Tit-tat-to. + Bits Of Advice. + Pictures. + Household Gossip. + Table Football. + Musical Medley. + Another Musical Medley. + Passing Clothespins. + Pantomime. + Birds Fly. + Trips Around The World. + Jack's Alive. + Going A-fishing. + Consequences. + Personal Conundrums. + Hunting The Whistle. + The Five Senses. + Wiggles. + Telegram. + Spelling Match. + Poor Pussy. + Guesses. + Nut Race. + Torn Flowers. + Spearing Peanuts. + Peanut Hunt And Scramble. + Musical Illustrations. + An Apple Hunt. + Shouting Proverbs. + Baker's Dozen. + Peanut Contest. + Definitions. + Alphabetical Answers. + Pitch Basket. + Who Am I? + Progressive Puzzles. + Tit For Tat. + Eye-guessing. + The Prince Of Wales. + Commerce. + Laugh A Little. + Location. + Fashion Notes. + Stray Syllables. + Quaker Meeting. + Magic Music. + Patchwork Illustrations. + Biography. + Orchestra. + Who Is My Next-door Neighbor? + Fire. + The Months. + Bell Buff. + Postman. + Spooney Fun. + Cities. + Going To China. + A Penny For Your Thoughts. + Misquoted Quotations. + Literary Salad. + Broken Quotations. + Parcel Delivery. + Who Are They? + Swaps. + Talking Shop. + Sight Unseen. + A Study In Zoology. + Auction Sale + The Genteel Lady. + Rhymes. + Art Gallery. + Hunting For Book-titles. + + +III. GAMES FOR SPECIAL DAYS + + Jack Frost. + Magic Candles. + The Lucky Or Unlucky Slipper. + Cakes. + Valentines. + Initial Compliments. + Heart Hunt. + Heart Pricks. + Valentine Puzzle. + Hearts And Mittens. + Riven Hearts. + Proposals. + Washington's Birthday. + April First. + Easter Egg Race. + Suspended Eggs. + Egg Race. + Rolling Eggs. + Bunny's Egg. + July Fourth. + Flags Of All Nations. + Our Flag. + Hallowe'en. + Hallowe'en Stories. + Hallowe'en Fates. + Some More Fates. + Water Charm. + Over The Cider Mugs. + Ships Of Fate. + Cake With Candles. + Hunt The Squirrel. + Christmas Tree. + Christmas Guesses. + Christmas Wreath. + Christmas Candles. + A Game Within A Game. + Toss The Goodies. + Snowballs. + Decking Santa Claus. + + + + +PART I. + +GAMES FOR CHILDREN. + + + +ANIMAL SHOW. + + + +An amusing game for children is one in which each child is to make +some sort of animal out of vegetables or fruit, and toothpicks. + +When all the children have arrived, pass around slips of paper +containing a number and the name of some animal. Each one must keep +secret what his animal is to be. + +Let the hostess prepare a basket of vegetables, potatoes, beets, +carrots, and fruits, lemons, bananas, etc., suitable for the occasion, +from which the children can take their choice to make their +animals. Plenty of toothpicks must be provided for the legs, ears and +tails. + +Allow five minutes for constructing the creatures. + +Then collect the specimens, pinning a number corresponding to the one +on the slip, to its back, and arrange the "show" on a table. Many +queer sights will be seen. + +The children, having received pencil and paper, should be told to +write down the number of each animal, and opposite it what the animal +is intended to represent. + +A prize can be given to the one who has guessed the greatest number +correctly. + + + +CHASE THE RABBIT. + + +All the children kneel on the floor in a ring with hands on each +other's shoulders. + +One is chosen to be the "rabbit" and runs around outside the ring and +touches one of the players, who is to chase him to his "hole." + +The minute the player is touched he must run to the left, while the +rabbit goes to the right, must tag the rabbit when they pass each +other and try to get back to the "hole" again. If he fails, he +becomes the "rabbit," and the game goes on as before. + + + +SOAP-BUBBLE CONTEST. + + +Provide each child with a clay pipe and prepare two basins of soap +suds for the game. If a little glycerine is put in the water, the +bubbles will last longer. + +Divide the company into two sides, an even number in each. Stretch a +cord or rope at a medium height across the middle of the room. Two +children, one from each side, play at a time. Each stands on his side, +blows the bubble from the pipe and blows it toward the opposite side, +and over the rope if he can. If it goes over the rope without +breaking, he has won one point for his side, if not, his side has +lost. Tally is kept as each set plays, and the side that has the most +points, wins, and surely deserves a prize. + + + +ROSE GUESS. + + +Any child can play this simple game. Take a full blown rose and hold +it up where all can see it, then let them write on a slip of paper how +many petals they think are in the rose. + +The petals are then counted by one of the children and the one who +guesses the nearest, receives a prize. + +Any flower with many petals, can be used. + + + +NEW BLIND MAN'S BUFF. + + +The one who is chosen for the "blind man" does not have his eyes +bandaged as in the old game. + +Stretch a sheet between two doors and place a light, candle or lamp, +on a table some distance from the sheet. The "blind man" sits on the +floor or low chair in front of the light facing the sheet, but he must +be so low down that his shadow will not appear on the sheet. + +The children form a line and march single file between the light and +the "blind man," who is not allowed to turn around. Thus their shadows +are thrown on the sheet and as they pass, the "blind man" must guess +who they are. The children may disguise their walk and height, so as +to puzzle him. + +As soon as the "blind man" guesses one correctly, that one takes his +place and becomes "blind man," while the former takes his place in the +procession, and the game proceeds as before, but the children had +better change places, so the new "blind man" won't know their +positions. + + + +FINDING FLOWERS. + + +A very simple game for children is one played like the old-fashioned +"London Bridge." + +Two children with joined hands stand opposite each other, and the rest +form a ring and pass under the raised hands, while they repeat, + + "We're seeking a pansy, a pansy, a pansy, + We've found one here." + +As they say "here," the raised hands close around the child who was +passing by, and "Pansy" takes the place of the one who caught her, and +she names some other flower which is to be found, and the game goes on +as before, substituting that flower for pansy. + +Then it continues until all the flowers are "found." + + + +BEAN-BAG CONTEST. + + +Prepare an even number of bean bags of +moderate size, half of one color and half of another. + +Appoint leaders, who choose the children for their respective +sides. There should be an even number on each side. The opponents face +each other, with the leader at the head, who has the bag of one color +at his side. The bags are to be passed, + + 1st, with right hand, + 2d, with left hand, + 3d, with both hands, + 4th, with right hand over left shoulder, + 5th, with left hand over right shoulder. + +Before the contest begins, it is best to have a trial game, so all +understand how to pass the bags. + +At a given signal, the leaders begin, and pass the bags as rapidly as +possible down the line, observing all the directions. The last one +places them on a chair, until all have been passed, and then he sends +them back, observing the same rules, until all have reached the +leader. + +The side who has passed them back to the leader first, and has done so +successfully, is the winning side. + + + +BLOWING THE FEATHERS. + + +The children are seated on the floor, around a sheet or +tablecloth. This is held tight by the players about 1 1/2 ft. from the +floor, and a feather is placed in the middle. + +One is chosen to be out, and at a given signal from the leader, the +feather is blown from one to the other, high and low, never allowed to +rest once. + +The player outside runs back and forth, trying to catch the +feather. When he does succeed, the person on whom it rested or was +nearest to, must take his place. + + + +SCHOOL. + + +The players sit in a circle, and each takes the name of some article +found in the schoolroom, such as desk, rubber, blackboard, etc. + +One of the players stands in the center and spins a plate on end; as +he does so, he calls out the name of an article which one of the +players has taken. + +The person named must jump up and catch the plate before it stops +spinning. + +If he is too slow, he must pay a forfeit. It is then his turn to spin +the plate. + + + +HIDE THE THIMBLE. + + +All the players but one, leave the room. This one hides a thimble in a +place not too conspicuous, but yet in plain sight. + +Then the others come in, and hunt for the thimble; the first one +seeing it, sits down and remains perfectly quiet until all the others +have found it. + +The first one who saw it, takes his turn to hide it. + + + +FAN BALL. + + +Make two balls, one red and one blue, out of paper thus-- + +[Illustration: A drawing of three identical circles of paper. No. 1 +should have slits on the top, bottom, left, and right. No. 2 should +have slits on the left, right, and a vertical slit in the center. +No. 3 should have vertical and horizontal slits intersecting in the +center.] + +Slip No. 1 in No. 2, and No. 3 fits over and bisects the other two. + +Appoint two leaders who choose their teams; each team takes a ball and +a palm leaf fan. + +GOALS--Three chairs, one at each end of the room and one in the +center, at equal distance from others. + +Two play at a time, one player from each side. The player stands in +front of his goal and at the word "ready," fans his ball to the +opposite goal. It must go through the back of the chair in the middle +of the room, and through the opposite goal, in order to win. When all +have finished playing, the team which has the most successful players +in it, wins the game. + + + +SPOOL FLOWER HUNT. + + +Gather together as many spools as possible, marking each with a +separate letter, which, when put together, will form the name of some +flower, such as: rose, violet, daisy, pansy, etc. Stand all the +spools in a row, those forming names standing together. + +One child, the gardener, gathers up all the spools and hides them in +all the corners and out-of-the-way places in the room, only one spool +being in each place. When all are hidden, the children are summoned in +to hunt for the flowers. + +The object is to find such spools as form a name. As the spools are +found, the children see if the letters on them spell a flower. + +When the hunt is over, the one having the most complete sets of +flowers is the winner. + + + +MARBLE CONTEST. + + +Cut five holes of different sizes in the lid of a pasteboard +box. Number the largest hole 5; the next largest 10; the next, 20; the +next, 50; and the smallest, 100. + +Place the box on the floor and give each child an equal number of +marbles. The object of the game is to see which child can count the +most by dropping the marbles into the box through the holes. + +Each player in turn stands over the box, holds his arm out straight, +even with the shoulder, and drops the marbles one by one into the +box. If one goes through the largest hole it counts 5, if through the +smallest, 100, and so on, count being kept for each player. The one +scoring the greatest number of points is the winner. + + + +PASSING BY. + + +An amusement for children on a train, or at home when it is raining, +is the following, and it will help to while away the time. + +If there are several children, choose sides and appoint one to keep +the count for his side. Each side sits by a different window and +watches the passers-by. Every man counts 1; every women 2; baby 3; +animal 5; white horse 10; black cat 50. + +As a child sees someone passing, he calls out the number for his side; +if a woman, he says 2; if a man and woman together, it will be 3, and +so on. + +If the children are looking upon the same street the side that calls +its number out first adds it to its score. It is more exciting if the +different sides have different streets to look out on. + +If on a train, one side sits on the right and the other on the left, +and when an object is seen, they call out right, 5, or left, as the +case may be, for the mother, or older person to put down on the score +card. + +The side which succeeds in reaching 100 first is the winning side. If +the trip is long, 500 can be the limit. + + + +THE SERPENT'S TAIL. + + +This is a Japanese game, and is played this way. All the children form +a line, each resting his hands on the shoulders of the player in front +of him. One child is chosen out, and is called the "catcher." The +first child of the line, or "serpent," is called the "head," and the +last one, the "tail." + +The "catcher" stands about three feet from the "head" and when someone +gives a signal he tries to catch the "tail" without pushing anyone, or +breaking through the line. + +The children forming the "body" defend the "tail," by moving about in +any way they choose, but the line must never be broken, as the "tail" +is considered caught if it is. + +When the "tail" is caught, the "catcher" becomes "head," and the +"tail" is then "catcher," the last child in the line being "tail," and +the game goes on as before. + + + +LITTLE BO-PEEP. + + +Dress the little girl in whose honor the party is given as little +Bo-peep, with a little crook. + + +Hide small toy sheep all over the room in every nook and corner. As +each child comes, give her a little stick fixed up like a crook, and +tell the children to find the sheep. + +After the hunt is over, award the child who found the most sheep some +little prize. Each may keep the sheep she finds. + +If the party is in honor of a little boy, change it to "Little Boy +Blue," and have horns instead of crooks. + + + +SPOOL ARMIES. + + +Children may derive a lot of fun from a large supply of empty spools +of all shapes and sizes. Pieces of cotton batting stuck in the +opening at the top may serve as heads. + +For the "army" gather together as many spools of the same size as you +can, numbering each one. Choose a large spool for the general. + +Arrange them in rows with the general at the head of a chair or box. A +small ball, or pieces of muslin knotted into small balls, will serve +as ammunition. When the battle begins, each child aims at the general, +endeavoring to knock him over, and as many others as he can. The score +is counted after each attack. If a spool has fallen over, but not off +the chair, it counts but half its number; if on the floor, it is +"dead," and the whole number is counted. + + + +SPINNING FOR 20. + + +On a board or piece of cardboard, mark with pencil or ink, the design +illustrated, the size of the circles varying with the size of the +board. + +[Illustration: 4 concentric circles, numbered 20, 15, 10, and 5.] + +A top may be made out of an empty spool by taking one end of it and +sticking a piece of wood, pointed at one end about an inch long, +through it. Each spool makes two tops which are spun with the thumb +and forefinger. A penny may be used to spin, in fact any small thing +that spins will do for a top. + +Number the circles as in the diagram. Place the top on the dot in the +center of circle 20 and spin it. The number of the circle the top +stops on, is the number scored. If on a line it counts for the circle +next it. If outside the line of circle 5 it counts nothing. + +Any number can play and any number, such as 100 or more, may be the +score. + + + +SHOE HUNT. + + +Shoes, four inches long, are cut out of cardboard, from patterns found +in catalogues. The pairs are mixed and hidden all over the room, high +and low, behind pictures, under mats, etc. + +The girl or boy finding the greatest number of shoes that prove to be +pairs receives a prize. + +To add to the merriment, several pairs of real shoes may be hidden, +too, and the children will enjoy hunting for the mates. + + + +HOP-OVER. + + +Fun for the children is in store when they play this game. All stand +in a circle, not too near each other. One player stands in the center, +holding a rope, or stout cord, at the end of which is attached a +weight of some kind. + +At the word "ready" the one in the center whirls the cord rapidly +around near the floor. The players, to prevent it from touching their +feet, hop over it as it approaches them. + +In a short time every one is hopping and a lively time ensues. The one +whose feet were touched takes the center place and endeavors to hit +some other player's feet. + + + +BOUQUET. + + +This is played similarly to "Stage-coach." Any number of children can +play it. One is chosen out and is called the "gardener." + +All the children sit in a circle and the "gardener" gives each one in +turn the name of some flower. When all are named the "gardener" stands +in the center of the circle and tells how he has gone to the woods to +gather certain flowers, how he has transplanted them to form a lovely +garden, the care he has to take of them, and so on, telling quite a +long story and bringing in the names of all the flowers he has given +to the children. + +As a flower is mentioned, the child who has that name rises, turns +around, and sits down again. Anyone who fails to rise when his flower +is named must pay a forfeit. When the gardener says something about a +bouquet, all the children rise and exchange seats. Then the "gardener" +tries to get a seat, and if he succeeds, the person who has no seat +becomes the "gardener" and the game goes on as before. + + + +MAKING SQUARES. + + +Make a square or rectangle of dots, as shown on page 26. + +Provide the children with pencils. Each one makes a line joining two +dots but tries to prevent the others from making a square. + + . . . . . . . + + . . . . . . . + + . . . . . . . + + . . . . . . . + + . . . . . . . + + . . . . . . . + + . . . . . . . + + .-. . . .-. . + |A| | | + .-.-.-. . . . + |A| | | + .-. . . . .-. + |A| | | + .-.-.-. .-.-. + |B|B| | + .-.-. .-. . . + | + . .-. . . .-. + | | | + .-.-. . . . . + +For a while it is easy, but soon the number of dots is scarce, and it +requires careful marking to prevent the squares from being formed. +Finally all the chances are gone and the next player completes a +square, as a reward he is given another chance, thus completing +several, then he joins two dots and the next player continues. + +Each one places his initial in his completed square, so the score is +easily counted. The one who has succeeded in making the most squares +is the winner. + + + +SIMPLE SIMON'S SILLY SMILE. + + +All the players sit in a circle and one who is bright and witty is +chosen as leader. He stands in the center of the circle and asks the +most ridiculous questions he can think of. + +The players when asked any question, must always answer "Simple +Simon's silly smile." No other answer will do and whoever laughs or +fails to say it correctly, must pay a forfeit. + + + +TEA-POT. + + +One player leaves the room, and while he is gone the rest decide upon +some word which has several meanings, which he must guess when he +comes in. + +The rest of the players converse about the word, but instead of +mentioning it, say "Tea-pot" in its place. Suppose the word chosen is +"vain." No. 1 may say: "She is altogether too tea-pot for me." (vain) +No. 2 says: "The tea-pot pointed North yesterday." (vane) No. 3: "The +tea-pot is blue." (vein), and so on, each in turn making some remark +about the chosen word until the player has guessed it correctly. The +person who gave the broadest hint about the hidden word must leave the +room next. + + + +BLIND MAN'S BUFF. + + +It is hardly necessary to describe this game as almost everybody knows +how to play it. There may be some who do not know, however, so it is +included here. + +Clear the room as much as possible, pushing all the chairs, tables, +etc., against the walls. The child chosen as "Buff" is blindfolded, +and is asked the following question by the other children. "How many +horses has your father got?" He answers "Three." "What color are +they?" "Black, white, and gray," is answered. Everyone calls out "Turn +around three times and catch whom you may." + +"Buff" turns around, and then tries to catch whoever he can. The +children try to escape him by dodging him until finally one is caught, +and before the handkerchief is raised, "Buff" must guess whom he has +caught. If he guesses correctly, the one caught becomes "Buff." + + + +CAT AND MOUSE. + + +The children sit in two rows facing each other, with a space +between. Blindfold two children, one being the "cat" and the other the +"mouse." + +The "cat" stands at one end of the row and the "mouse" at the +other. They start in opposite directions and the "cat" tries to catch +the "mouse." The children may give hints as to the direction the +players are to go in. When the "mouse" is caught, he becomes "cat," +and another child is chosen as "mouse." + + + +MUSICAL CHAIRS. + + +Musical Chairs, or Going to Jerusalem, is a favorite game of the +children. Someone who plays the piano well starts up a lively tune and +the children march around a row of chairs which have been arranged +facing alternately in opposite directions. There should be one less +chair than the number of players. + +When the music stops, each child tries to find a seat. Someone will be +left out, as there is one chair short. This one takes another chair +from the row and the game continues until there is one child left with +no chair. This one has won the game. + + + +BUTTON, BUTTON. + + +All the children sit in a circle with hands placed palm to palm in +their laps. One child is given a button and she goes to each in turn, +slipping her hands between the palms of the children. As she goes +around the circle she drops the button into some child's hands, but +continues going around as long after as she pleases, so the rest will +not know who has it. + +Then she stands in the middle of the circle and says: "Button, button, +who has the button?" All the children guess who has it, the one +calling out the correct name first is out and it is his turn to go +around with the button. + + + +STATUES. + + +Arrange all the children except one on chairs or a bench. This one is +the leader and she stands on the floor in front of the children. +Beginning at one end of the row, she pulls each child from the bench, +letting her remain in whatever position she falls. Sometimes she can +tell them how to pose, for instance, she will say "Like an angel," and +that child will fold her hands and look upward. Another might be +"cross school-teacher," and this child may pretend to be scolding +someone. Each child remains perfectly still, posed in the attitude +suggested, until all the children are on the floor. Then the leader +selects the one she thinks has posed the best and that one takes the +leader's place and the game goes on as before. + + + +OUR COOK DOESN'T LIKE PEAS. + + +All the players except one sit in a row. This one sits in front of +them and says to each one in turn: "Our cook doesn't like P's; what +can you give her instead?" + +The first one may answer "sugar" and that will suit her, but the next +one might say "Potatoes," and that will not do, and he will have to +pay a forfeit because the letter "P" comes in that word. + +There is a catch to this as everyone thinks that the vegetable "Peas" +is meant instead of the letter. Even after everybody has discovered +the trick it will be difficult to think of words, and if a player +fails to answer before 5 is counted, a forfeit must be paid. "My +grandma doesn't like tea (T)" is played in the same way. + + + +HOLD FAST, LET GO. + + +A simple game for small children is the following. Each child takes +hold of a small sheet or tablecloth, the leader holding it with his +left hand, while he pretends to write with his right hand. + +The leader says: "When I say 'Hold fast,' let go; and when I say 'let +go,' hold fast." He calls out the commands one at a time and the rest +do just the opposite of what he says. Whoever fails must pay a +forfeit. + + + +SIMON SAYS. + + +One child is selected to be Simon. The rest of the children sit around +in a circle. Simon stands in the middle and gives all sorts of orders +for the children to follow. Every order which begins with "Simon says" +must be obeyed, whether Simon performs it or not, but if Simon should +give some order, such as "Thumbs down," whether he puts his thumbs +down or not, it must not be obeyed by the others because it was not +preceded by "Simon says." + +All sorts of orders such as "Thumbs up," "Thumbs down," "Thumbs +wiggle-waggle," "Thumbs pull left ear," etc., are given. The faster +the orders are given, the more confusing it is. A forfeit must be paid +by those who fail to obey the orders. + + + +OLD SOLDIER. + + +One child, who represents the old soldier, goes around to each child +in turn and begs for something, saying that he is poor, hungry, blind, +etc., and asks what they will do for him. + +In answering the old soldier no one must use the words, "Yes," "No," +"Black," or "White." As soon as a child is asked, he must answer +immediately. If he does not, or says any of the forbidden words, he +must pay a forfeit. + + + +HIDE AND SEEK. + + +One child is chosen out. This one stands by a post or in a corner +which is called "base," and hides his eyes. The children decide among +themselves how much he shall count while they are hiding. Suppose they +choose 100, then he counts 5, 10, 15, 20, etc., until he reaches 100, +and then he calls out: + + "Ready or not, + You shall be caught." + +Each child having hidden in some place while he was counting, remains +perfectly still while he is hunting for them. If he passes by some +child without finding him, that one can run to the "base" and say +"One, two, three, I'm in free!" As many children as can try to get in +"free," but if the one who is out tags any of them before they reach +"base," the first one tagged is the next to hide his eyes. + + + +HANG-MAN. + + +Two children may derive a great deal of amusement from this simple +pastime. At the top of a piece of paper write all the letters of the +alphabet. Underneath, the child who has thought of a word or short +sentence puts a dash down for every letter contained in the word +thought of. + +Suppose the words thought of were "Gamebook," it would be written +thus: -------- + +The other player asks if the word contains "a," and the other puts it +in its proper place, crossing the letter off of the alphabet above. +The other guesses different letters at random, every right one being +put in its place, while for every wrong one a line is drawn to help +construct a gallows for the "hang-man." If there are many wrong +guesses, the "hang-man" may be completed and then the word is told the +other player. The players take turns in giving out and guessing the +words. + +The gallows is made thus for every wrong guess: + +[Illustration: The gallows and hang-man is drawn progressively, one +line at a time.] + + + +BIRD, BEAST, OR FISH. + + +A simple little game for amusing two children is the following. Write +on the top of a slate or paper the words "Bird, beast, and fish." + +One child thinks of the name of some animal and puts down the first +and last letters of the word, marking dashes for the other letters. +His companion thinks over all the names of animals he knows containing +that number of letters, until finally he has guessed what it is or +else has given up. If he guesses correctly it is his turn to give +either a bird, beast, or fish. + + + +PETER PIPER. + + +This is an amusing game for children. A blackboard is needed upon +which the verse, "Peter Piper," etc., is illustrated or written so +that the words are mixed up and it will be difficult to point +out. Some older person will be needed to superintend the game. + +One child is given a pointer and as the others sing, to any familiar +tune (Yankee Doodle, for instance): + + "Peter Piper picked a peck of pickled peppers, + Now if Peter Piper picked a peck of pickled peppers, + Where is that peck of pickled peppers, + Peter Piper picked?" + +she must point out each word or drawing as quickly as it is sung. + +If a mistake is made in pointing, the child takes her place with the +rest and another child is out. Each one is given a turn. + +It is an achievement, if done successfully, and some suitable gift +should be given as a prize. + + + +LOOK OUT FOR THE BEAR! + + +Any number of children can play this game. One is chosen to be the +"bear," and he hides in some part of the room or garden, while the +rest, with their backs turned, are standing at their goal. + +As soon as the children have counted 50 or 100, they all scatter and +hunt for the "bear." The child who finds him first calls out, "Look +out for the bear," and all the children run to their goal. + +If the bear catches any while running for the goal, they become +"bears." These "bears" hide together and the game continues until all +the children are "bears." + + + +HOOP RACE. + + +All children love to roll hoops. For a little folks party, plan to +have as many hoops as children, so each can have one. + +Bind these around with tape or ribbon. The children contest one at a +time. The child who succeeds in rolling his hoop around the room three +times without having it turn over or stop, wins the prize. + +If the room is very large once or twice around will be enough, so the +children aren't tired out. + + + +BUTTON FUN. + + +An amusement for small children, is to gather together as many buttons +of all shapes and sizes, plain and fancy, as can be obtained. + +The largest button is the father, the next size is the mother, several +children arranged according to size, and a tiny one for the baby. + +Plain buttons are called servants, others animals and pets. The +children arrange their families in pasteboard boxes, using pasteboard +cards for chairs, carriages, etc. All children like to play "house," +and a whole afternoon can be whiled away making stores out of cards, +to do shopping in, and boats for the button-children to play +in. "School" also can be played and the boys enjoy forming rows of +soldiers and parading up and down. + + + +STEPS. + + +One child is chosen out. This one stands by a post or door with his +back to the other players. The rest of the children stand in a row at +the other end of the room or porch, as the case may be. + +The one by the door counts 5, slowly or quickly, and then turns +around. While he is counting and his back is turned, the others take +as many steps forward as they can without being caught. If anyone is +moving when the player turns around, they exchange places, and the +game continues, the children advancing step by step toward the +goal. When one has reached the goal and touched it, he can go back +again and begin all over. The one who touches the goal the greatest +number of times just by stepping, and has not been caught, wins the +game. + + + +HE CAN DO LITTLE. + + +All the players sit in a circle. One, knowing the catch, begins by +saying: "Ahem, he can do little who cannot do this." While saying +this, he taps a stick on the floor several times. + +This stick passes from one to the other in turn, each one thinking +that the stick must be tapped a certain number of times, but the catch +is that just before saying "He can do little who cannot do this," each +one ought to clear his throat as the leader did at first. Allow the +game to continue around the circle two or three times before +explaining the catch. A forfeit is paid by each player who does not +do it correctly. + + + +WINK. + + +All the girls sit in a circle, and the boys stand outside, one boy +behind each girl's chair. One chair is left vacant, but a boy stands +behind it, and by winking at the girls one at a time, tries to get one +for his empty chair. + +As soon as a girl is winked at, she tries to leave her seat, and take +the vacant one, but if the boy behind her touches her before she +leaves the seat, she cannot go. Each boy has to keep his eye on the +one who is winking and on the girl in his chair, for if he is not +watching, she may escape before he has time to touch her, and then it +is his turn to do the winking and get a girl for his chair. + +If the winking is done quickly it adds to the interest of the game. No +boy can keep hold of a girl all the time; he must only touch her when +she starts to leave her place, and then if she is beyond arm's length, +he cannot call her back. + + + +DOUBLE TAG. + + +The children stand in pairs, one behind the other, in the form of a +circle, all facing the center. + +Two of them are out, one who runs away, and the other who tries to +catch him. The one who is running away may place himself in front of +any couple for safety and he cannot be tagged, but the child at the +end of the trio must run, and if he is caught before he can stand in +front of another couple, he is the catcher and pursues the other +child. + + + +PUSS IN THE CORNER. + + +All the children except one stand in corners, or in any fixed stations +if there are not enough corners to go around. The one who is out +stands in the middle to represent "Puss." The players then beckon to +each other one at a time saying, "Here, puss, puss," and run and +change places with the one who is called. + +Puss tries to get one of the vacant places. If she succeeds, the +child who is left out is "Puss," until she manages to obtain a place. + + + +I HAVE A BASKET. + + +One child begins by saying: "I have a basket." The one to his left +says: "What is in it?" The first one replies with the name of some +article beginning with "a," as "apples." + +No. 2 says: "I have a basket," and the next one to him says: "What is +in it?" No. 2 replies: "Apples and bananas," (or some other word +beginning with "b"). + +No. 3 says: "I have a basket." No. 4 asks the same question as before +and No. 3 responds with "Apples, bananas, and cats," and so on, each +in turn repeating what the others have said, and adding another +article, which commences with the next letter of the alphabet. +Whoever forgets what the other articles were must pay a forfeit. Thus +it continues until the last one has named all the articles in order, +and ended with "z". + + + +STILL POND, NO MORE MOVING. + + +All the children form a circle, joining hands. One is blindfolded, +given a cane, and stands in the middle of the circle. + +The children march around her, going fast or slowly until she taps on +the floor three times with the cane and says: "Still pond, no more +moving." The children drop hands, and remain perfectly still, right +where they are. + +The one in the middle feels her way toward the children, holding the +cane in front of her. The first child who is touched with the cane +must take hold of it. The blindfolded one says, "Grunt like a pig," +and the one holding the cane must grunt, disguising her voice if +possible. If the blindfolded one guesses who she is, they exchange +places, and the game goes on as before, but if she fails, she has +another turn and may tell the player to "Bark like a dog" or "Mew like +a cat" until she guesses the right one. + + + +RING ON A STRING. + + +Slip a ring on a long piece of string having the ends knotted +together. The players stand in a circle and the string passes through +their closed hands. Each makes the motions of passing something. + +The ring circulates from one to another, while a player in the middle +tries to find it. As soon as the ring is found, the person in whose +hands it was takes his place, and the ring is passed as before. + + + +HUNT THE SLIPPER. + + +All the children except one sit on the floor in a circle, with their +knees raised. The one left out brings a slipper, and handing it to one +child says: + + "Cobbler, cobbler, mend my shoe, + Get it done by quarter-past two." + +He walks to the other side of the room and in a minute comes back and +asks if the shoe is done. In the meantime the slipper is being passed +from one to the other, under their knees. + +The child who is asked if the slipper is done says she thinks her +neighbor has it, the neighbor is asked and receiving the same answer +the one hunting it goes from one to the other until the slipper is +found. If it takes too long for him to find it, the slipper may be +tossed across the circle, so it will be easy to follow it up. + + + +WHAT IS MY THOUGHT LIKE? + + +All the children except one sit in a circle. This one thinks of +something and, standing in the middle of the circle, asks each one in +turn: "What is my thought like?" + +Each one names some object, and when all have been asked, the leader +announces what her thought was and each in turn must prove the +resemblance between his answer and the thought. Whoever fails must pay +a forfeit. + +Suppose the thought is a stove, and No. 1 says: "Like the sun." No. 2, +"Like silver," then the second time around No. 1 can say: "A stove is +like the sun because they both give heat;" No. 2 can say: "A stove is +like silver because they both shine when well polished," and so on. + + + +ORANGES AND LEMONS. + + +The two tallest children, one named "Orange," the other "Lemon," join +hands and form an arch for the other children to pass under. The +children, holding on to each other's dresses, march in single file and +sing: + + "'Oranges and lemons,' say the bells of St. Clement's, + 'Brickbats and tiles,' say the bells of St. Giles, + 'You owe me five farthing,' say the bells of St. Martin's, + 'When will you pay me?' say the bells of old Bailey, + 'When I grow rich,' say the bells of Shoreditch, + 'When will that be?' say the bells of Stepney, + 'I do not know,' says the great bell of Bow. + Here comes a candle to light you to bed, + And here comes a chopper to chop off your head." + +When the last line is sung the child who is under their arms is caught +and asked in a whisper if he will be an orange or lemon. He answers, +and joins whichever side he chose, holding the other around the +waist. The game continues until all are caught, and then there is a +tug-of-war between the oranges and lemons. + + + +RED-HOT POTATO. + + +The "potato" in this game is a knotted handkerchief. One player is +chosen for the center, and the others sit around in a circle. The one +in the center throws the "potato" to anyone in the circle. This one +must throw it to another player and so on, tossing it, from one to +another, and never allowing it to rest. + +The player in the center tries to catch it. If he succeeds, the one +who last tossed it exchanges places with him, and the game goes on as +before. + + + +JUDGE AND JURY. + + +Arrange the children in two rows, facing each other. The judge sits at +one end in the aisle. He asks one of the jury a question (anything he +happens to think of). The one who is questioned must not answer, but +the child sitting opposite him must reply for him, being careful not +to use any of the following words in his answer. Yes, no, black, or +white. Some answer must be given, whether it be sensible, or not. + +Whoever fails to answer before the judge counts 10, or answers out of +turn, or uses any of the forbidden words must either pay a forfeit or +become the judge. + + + +REUBEN AND RACHEL. + + +Blindfold one of the players. All the rest form a ring and dance +around him until he points at some one. That one enters the ring and +the blindman calls out: "Rachel;" she answers: "Here, Reuben," and +moves about in the circle so as to escape being caught by "Reuben." + +Every time the blindman calls out "Rachel," she must reply with +"Reuben" and thus it goes until finally "Rachel" is caught. "Reuben" +must guess who she is, and if he guesses correctly, "Rachel" is +blindfolded and the game goes on as before. If not, the same child is +"Reuben" again. + + + +FROG IN THE MIDDLE. + + +The children form a ring. One, the frog, is chosen out, and he stands +in the middle of the circle. + +The children, holding hands, dance around him, saying: "Frog in the +middle, jump in, jump out, take a stick and poke him out." As the last +line is sung, the frog takes one child by the hands and pulls him to +the center, exchanging places with him. The children continue dancing +around and singing while the frogs jump thick and fast. The game +continues until all have been frogs or are tired out. + + + +HORSEMEN. + + +This is a rough-and-tumble game for the boys, and must be played +either outside, or in a large bare room. + +Sides are chosen, the big boys taking the small boys on their back, +carrying them "pick-a-back." The one carrying the boy is called the +horse, and the other the rider. The sides stand opposite each other +and when a signal is given, they rush toward each other, the horses +trying to knock down the opposing horses, and the riders trying to +dismount each other. + +The game continues until a single horse and rider remain, and the side +to which they belong wins the game. + + + +MY HOUSE, YOUR HOUSE. + + +Attach a string to the end of a small stick. At the end of the string +make a loop that will slip very easily. On a table make a circle with +chalk. + +The leader, or fisherman, arranges the loop around the circle and +holds the stick in his hand. Whenever he says: "My house," each player +must put his first finger inside the circle, and leave it there. When +"Your house" is said, the fingers must be withdrawn. + +The commands must be given very quickly, and the fisherman must be +quick to jerk his rod, thus catching several fingers. + +A forfeit should be paid by everyone who is caught, and the fisherman +can exchange places if he wishes. + + + +MALAGA GRAPES. + + +All the players sit in a circle and one who knows the trick takes a +small cane in his right hand; then, taking it in his left hand, he +passes it to his neighbor, saying: "Malaga grapes are very good +grapes; the best to be had in the market." He tells his neighbor to do +the same. + +Thus the cane passes from one to the other, each one telling about the +grapes; but if any should pass the stick with the right hand, a +forfeit must be paid. The trick must not be told until it has gone +around the circle once or twice. + + + + +PART II. + +GAMES FOR ADULTS + + + +SPOON PICTURES. + + +It will be necessary for two of the players to know how to play the +game. One is sent out of the room, and the other remains inside to +take a picture of one of the guests. This is done by holding up a +spoon or some polished surface to a player's face. + +When the picture is taken, the one outside is called in, given the +spoon, told to look at it, and guess whose picture it is. In a short +time she has guessed correctly, to the amazement of the guests. She +leaves the room again, while another picture is taken, is called in, +and guesses that, and so on. + +If any guest thinks he can do it, he may have a trial, but he may +fail. Finally it is discovered that the one who remained inside and +took the pictures sits in exactly the same position as the person +whose picture was taken. If his feet were crossed and his hands +folded, the leader will take that position. If another person is in +that position, the one who guesses waits until one makes a change, and +thus the name may be guessed. + + + +BOOTS, WITHOUT SHOES. + + +All the players are sent out of the room. The leader remains inside +and calls one player in. They both sit down together and the leader +says: "Say just what I say. Say boots, without shoes." (With a short +pause after boots.) The victim may repeat the whole sentence and the +leader says, "No, I want you to say boots, without shoes," and thus it +may go on until the leader has given the simple statement in all sorts +of tones and expressions, and finally, the player realizes that when +told to say "Boots, without shoes," she must simply say "Boots." + +Each player in turn is called in and put through the ordeal, affording +much amusement for those already in the room, until all have guessed +it and laughed over it. + + + +PROVERBS. + + +Any number of persons may play this game. One is sent out of the room +while the rest choose some proverb. Then he is called in and asks each +player in turn a question. In the answer, no matter what the question +is, one word of the proverb must be given. + +Suppose the proverb "Make hay while the sun shines" is taken, then +player No. 1 would have "Make"; No. 2, "hay"; No. 3, "while"; No. 4, +"the"; No. 5, "sun"; No. 6, "shines"; No. 7, "make"; etc., giving each +player a word, often repeating the proverb several times. + +The answers to the questions must be given quickly, and no special +word emphasized. Often the one guessing will have to go around +several times before he can discover any word which will reveal the +proverb. The one whose answer gave the clue must leave the room next, +and it becomes his turn to guess. + + + +ANIMAL, VEGETABLE, OR MINERAL. + + +When the party is large, this game affords much amusement. One player +is sent out of the room. While he is gone the players decide upon some +object which he is to guess. He is then called in, and asks each one +a question. + +The answers to the questions must be either "Yes" or "No," and a +forfeit must be paid if any other answer is given. + +Suppose the object chosen is a piece of coal in the fireplace. The +player will begin by finding out whether the object chosen is of the +animal, vegetable, or mineral kingdom; thus the following questions +may be asked: "Is it a mineral?" "Yes." "Is it hard?" "Yes." "Is it +very valuable?" "No." "Is it bright and shiny?" "Yes." "Is it gold?" +"No." "Silver?" "No." "Is it in this room?" "Yes." "Is it black?" +"Yes." "Is it a piece of coal?" "Yes." + +The correct object being guessed, another player is sent out and the +game continues. + + + +WHAT TIME IS IT? + + +It requires two players who understand this game, a leader and his +accomplice. The accomplice leaves the room, while the leader and the +rest remain inside. The leader asks the players what hour they will +choose for the accomplice to guess. One will say: "Four o'clock." The +assistant is called in and he questions the leader, saying: "Well, +what time is it?" The leader answers thus: "Don't you know?"; next, +"Doubtless, dancing time." The assistant immediately answers "Four +o'clock," to the amazement of the company. + +The key is that each hour, from 1 to 12 o'clock has been named +according to the letters of the alphabet in rotation, from A to K, The +leader, in answering, must be very careful to begin each answer with +the letter indicating the chosen hour; thus in the above the assistant +noticed that each answer began with "d," and "d" being the fourth +letter, four o'clock was the time chosen. Only the exact hours must be +chosen. As the different players think they understand the game, they +may take the assistant's place, and many ludicrous mistakes will be +the result until the game has been explained to all. + + + +IT. + + +One of the players who does not know the game is sent out of the +room. While he is gone, the others are supposed to be thinking of some +person whom he is to guess when he comes in, but it is arranged that +each one describes his right hand neighbor when asked any +questions. It is more amusing if the circle is composed of boys and +girls alternating. + +The player is called in, having been told beforehand that he is to +guess what person the company thought of and that that person is "It." + +He begins by asking "Is it in this room?" "Yes." "Is it a boy?" +"Yes." "Is his hair long or short?" "Very long," and so on, until the +information he has obtained may be the following: "A boy, very long +hair, pink waist, blue eyes, has a beard, very stout, about 6 feet +tall, about 8 years old." The player, astonished at such information, +may keep up guessing, until, by closely questioning each one, he +guesses correctly. If he cannot guess, it is explained to him who "It" +is. + + + +HOW, WHEN, WHERE. + + +One of the players leaves the room while the others select some word +with two or three meanings, which is to be guessed. Suppose the word +"trunk" is thought of. When the player is summoned in he asks each one +in turn "How do you like it?" The answers may be "full of clothes," +"when the outside is brown," (meaning a tree trunk), "shut up in a +cage," (referring to an elephant's trunk). + +The next time around the question is "When do you like it?" and the +answers may be, "When I'm going away," "When I'm in the country," +"When I visit the Zoo." + +The last question is "Where do you like it?" and the answers may be +"In my room," "In the woods," "On the animal it belongs to." The +questioner must try to guess the word from the various answers. If he +succeeds, the person whose answer revealed the word must leave the +room, but if he fails, he has to guess again. + + + +BUZ. + + +All the players sit in a circle and begin to count in turn, but +whenever seven, or any multiple of seven comes, "Buz" is said in its +place. If anyone forgets he may be put out and the game commenced +over again, but it is more fun if the players go right on with the +counting, as many will fall off when the count is up in the +hundreds. The game may be continued as long as is desired. + +Suppose the players have counted up to twenty, the next one would say +"Buz," as twenty-one is a multiple of seven; the next, "twenty-two," +the next "twenty-three," and so on. The one having "twenty-seven" +would say "Buz," as it contains seven. When seventy is reached, the +numbers are said, "Buz one," "Buz two," etc.; "double Buz," for +seventy-seven, and so on. + +"Siz" may be substituted for six and its multiples, and "Fiz" for +five, just for variety. + + + +JENKINS UP! + + +Divide the company into two sides. One division sits around the table +on one side, the other on the opposite side. The members of division +"A" put their hands under the table and a small coin, dime or quarter, +is passed from one to the other. + +When division "B" thinks they have had enough time, the players call +out, "Jenkins up!" and the players of "A" hold up their closed hands, +and when "Jenkins down!" is called, they must place their hands, palm +down, on the table. The players of "B" must guess under which palm the +coin is. Each player has one guess, those on the opposite side raising +their hands when requested to do so. + +If "B" guesses correctly, the coin is passed over to them and "A" must +guess who has it, but if not, "A" keeps the coin, and "B" has another +trial for guessing. + +Tally may be kept, 1 being counted for every correct guess, and a +certain number, as 50, may be the limit. The side gaining 50 points +first is victorious. + + + +STATE OUTLINES. + + +This is a splendid game for the beginning of an evening as the guests +mingle together and become acquainted while hunting for their +partners. + +The hostess prepares pieces of cardboard on which she has drawn the +outline of a state without the name. The state capitals are written on +separate pieces of paper. The cards and slips are handed out haphazard +as the guests arrive. + +The object of the game is to find the state to which the capital +belongs or vice versa, as the case may be. + +The one who succeeds in locating his capital first is the winner. + +The hostess can arrange for the length of time. + + + +PREFIXES. + + +One of the players is sent out of the room. The others then decide +upon some word which he is to guess when he returns. He is told what +the prefix of the word is, and must guess, by asking questions, what +the rest of the word is. The players answer his questions by their +manner or actions. + +Suppose the word chosen is "encouraged," the answers may be given in a +cheerful way. + +The player who is guessing may think of any number of words with the +prefix "en," but he must continue asking questions until the right +word has been guessed. + +The player who has revealed the word by his or her actions, takes the +other's place and leaves the room while the rest are deciding upon +some word for him to guess. The game continues as before. + + + +MY FATHER HAD A ROOSTER! + + +All the players sit in a circle, the leader begins by saying, "My +father had a rooster!" The player to his left says: "A what?" The +leader answers: "A rooster!" Each player repeats this in turn to his +left-hand neighbor who asks the question, until it is the leader's +turn again. + +He then repeats the first part and asks the player next to him, "Could +he crow?" The player answers, "Crow he could." This is repeated by +each player with the previous questions. The next time the leader +says "How could he crow?" The player on the left answers +"Cock-a-doodle-doo!" This goes around the circle again and when the +last one has taken part, all together say "Cock-a-doodle-doo," as a +finish. + +No one is supposed to laugh during the whole game, whoever does, may +either pay a forfeit or is out of the game. It is best to have a +person who knows the game sit next to the leader, so they can start +the game correctly. The complete statements are these, + + "My father had a rooster!" + "A what?" + "A rooster!" + "Could he crow?" + "Crow he could!" + "How could he crow?" + "Cock-a-doodle-doo!" + + + +CROSS QUESTIONS AND CROOKED ANSWERS. + + +All sit in a circle for this game. The first one begins by whispering +some question to his left hand neighbor, such as "Do you like apples?" +The second player must remember the question asked him, and he answers +No. 1 by saying, "Yes, the nice, red, juicy kind." This answer belongs +to No. 1 and he must remember it. No. 2 asks No. 3 a question, being +careful to remember his answer, as it belongs to him. Suppose he asks, +"Are you fond of books?" and the answer is "Yes, I read every one that +comes out." Thus No. 2 has a question and answer that belong to him. + +Every one in turn asks a question and gives an answer, remembering the +question he was asked and the answer his neighbor gave him, which +belong to him. When all have had a turn, No. 2 begins by saying aloud: +"I was asked: 'Do you like cats?' and the answer was 'Yes, the nice, +red juicy kind';" No. 2 says: "I was asked, 'Do you like apples?' and +the answer was, 'Yes, I read every one that comes out,'" and so on. + + + +MAGIC WRITING. + + +An assistant is necessary for this game. One gives a little talk about +sign-language and says that he can read any sign made with a stick on +the floor, and will leave the room while the others decide upon some +word for him to guess. + +Beforehand, it has been agreed upon between the leader and his +assistant that one tap of the stick on the floor will represent "a"; +two taps, "e"; three taps, "i"; four taps, "o"; five taps, "u." Thus +all the vowels are indicated by taps, and the consonants, by having +the first word of the sentence which the leader gives begin with the +chosen letter. The letters of the chosen word must be given in order. + +The leader, who remains inside, knows the chosen word, and when the +assistant is called in, he makes many signs with the stick, tapping in +the proper places. + +Suppose the word chosen is "Games." When the assistant is called in, +the leader begins by making many scrolls, etc., on the floor, then +says: "Great fun, isn't it?" (initial letter "g"), then one tap, "a"; +"Many don't know what I'm writing." (initial letter "m"); 2 taps, "e"; +"Sometimes it is hard to read." (initial letter "s"). Then a few more +marks, so as not to end too abruptly, and the assistant says "Games," +to the astonishment of the company. + +This is continued until some have guessed, or until the trick has been +explained. + + + +FAMOUS NUMBERS. + + +Provide the players with pencil and paper. Each one writes a number +on his slip. The papers are collected, mixed up, and each player draws +one. Each in turn must name something or someone suggested by that +number. The one who is unable to name anything must pay a forfeit. + +Suppose No. 1 has 4, he will say: "My number is 4; the Declaration of +Independence was signed on the Fourth of July." No. 2, "My number is +13; there are thirteen stripes in our flag." No. 3, "My number is 60; +there are 60 minutes in an hour." + + + +MAGIC ANSWERS. + + +One is sent from the room and the others decide upon some object which +is to be guessed when the player enters. + +The player outside has an accomplice in with the others who asks the +question when he returns. It was arranged between them that the object +chosen should be named after some four-legged thing. + +Suppose a book is chosen by the players. When summoned in, the +accomplice asks: "Is it any one in this room?" "No." "Is it a +handkerchief?" "No." "Is it a picture?" "No." "Is it a dog?" "No." +"Is it this book?" "Yes." + +Another arrangement is to have the correct object mentioned after +something which is black, such as shoes, ink, etc. + + + +MODELLING. + + +Provide each player with a card and a toothpick, also a piece of gum, +or paraffine if preferred. + +The hostess announces that when she says "Ready," the gum is to be +chewed until she tells them to stop, and then each one is to take the +gum, place it upon the card, and with the aid of the toothpick, model +either an animal or a flower, keeping his selection a secret, as each +one can choose what he wishes to model. The hostess keeps an eye on +the time and when time is up, (any length she chooses) all the cards +are collected and placed on a table for exhibition. + +There is a curious mixture of cows, cats, dogs, sunflowers, pansies, +violets, etc. Vote is taken upon the best model and a prize is awarded +the victor. + + + +SCISSORS CROSSED OR UNCROSSED. + + +A simple catch game is as follows. It is best if two of the company +know how to play it. One of the two is the leader and the other helps +her out. + +The leader hands a closed pair of scissors to her accomplice, who +takes it and says: "I received these scissors uncrossed and I give +them crossed." (Opening the scissors as she speaks.) She passes them +to the player on her right who should say: "I receive these scissors +crossed and I give them crossed." (If they are left open; if closed, +they are uncrossed.) Those who do not know the game receive the +scissors and pass them and say what they think they ought. It may be +just what the player before said, but the condition of the scissors +may not be the same, and, therefore, it is not right. + +Thus each one has a turn, and the game continues until some bright +player notices that the scissors are called crossed when they are open +and uncrossed when they are closed, and that the player who knows the +game crossed her feet if the scissors were crossed, and if not, her +feet were uncrossed, or resting on the floor as usual. + +Thus the object of the game is to change the words and the position of +the feet in accordance with the position of the scissors. + + + +CAPPING VERSES. + + +To while away the time before dinner, or while sitting in the +twilight, this is a simple amusement for those who love poetry. + +One begins by giving a line or verse of poetry. The next one +continues, but his verse must commence with the last letter of the +previous verse, and so on, each one capping the other's verse. + +Suppose No.1 quotes: + + "Full many a flower is born to blush unseen + And waste its sweetness on the desert air." + +No. 2 continues quoting: + + "Romeo! wherefore art thou Romeo?" + +No. 3: + + "O speak again, bright angel." + +No. 4: + + "Like summer tempest came her tears, + 'Sweet, my child, I live for thee.'" + +and so on until the guests tire of it. + + + + +RABBIT. + + +The leader, who knows the game, asks each one in turn: "Do you know +how to play rabbit?" When all have answered, he says: "Do just what I +do, and I will show you how." + +1st. All stand in a row. + +2d. All kneel down on one knee. + + +3d. All place the first finger of the right hand on the floor. + +When all the players are in this position, just as they are losing +their balance, the leader, who is at the head of the line, pushes +against the player next to him, thus knocking over the whole row. As +they fall amid laughter, he calmly announces that that is the way to +play rabbit. + + + +GHOST. + + +Turn down the lights. All the players sit in a circle. The leader has +a button which she gives to some player, as in "Button, button, who +has the button?" The one who guesses who has the button takes the +leader's place while the leader becomes a ghost and remains outside +the circle. She can talk to the players in the circle, but no one +except the one in the middle can answer her. Anyone who does, becomes +a ghost with the leader. + +Every effort is made on the part of the ghosts to induce the players +to answer. The button keeps going around the inside circle, the one +depositing the button becoming a ghost when a correct answer is given +and the other one taking his place. + +The game continues until all are ghosts. If there was one who was not +enticed, that one wins the game. + + + +WHAT AM I? + + +One of the players is sent out of the room. The rest decide upon the +name of some animal which he is to guess. + +When he returns the players question him in turn, imitating the habits +of the animal chosen and asking questions as if he were that animal. + +For instance, the animal chosen is tiger. The questions may be, "Do +you scratch?" "Are your claws sharp?" "Do you howl at night?" +etc. The player thinking they have named him a cat answers, "Yes," and +says, "Am I a cat?" When answered in the negative, the players still +question him until he finally guesses tiger. The player whose question +betrayed the name of the chosen animal then takes his place and the +game continues as before. + + + +NEEDLE THREADING. + + +Procure several large jars. Stand these on their sides. Only men can +contest for this, as ladies are supposed to be expert needle-threaders. + +Four or five men contest at a time. Each sits on a jar with his feet +crossed in front. The leader hands each a needle and thread. Allow +five minutes for the contest. + +The jars, being on their sides, will roll around, and as the +contestants have their feet crossed, it is a difficult task to remain +still long enough to thread the needle. Those who succeed deserve some +sort of prize. + + + +CONFUSIONS. + + +The players are provided with pencil and paper. Each player selects +the name of some animal, fish, or bird, and mixes the letters so as to +spell other words. For instance, if one chooses elephant, the words +might be "pent heal"; if monkey, "o my ken," while mackerel may be +"mere lack." + +Allow five minutes for making the "confusion," no letter can be used +twice, and words must be formed. Then the hostess rings the bell and +each player in turn reads his "confusion" to the rest who guess what +his chosen word is. Each puzzle is carefully timed. The one whose +puzzle takes longest to guess is the winner, therefore, each person +must mix the letters as much as possible. + +Sides may be chosen if preferred, the players taking turn alternately, +the side which has taken the least time to guess the puzzles is the +victorious side. + + + +VERBAL AUTHORS. + + +The players sit in a circle. One is chosen as judge and he keeps +tally. Each player in turn, rises, and names some well-known book. +The first one to call out the name of the author scores a point. The +game continues until the interest ceases or the store of literary +knowledge is exhausted. The player having the most points is the +winner. + +This game may be played in another way. Instead of calling out the +author as the book is named, provide each guest with pencil and paper +and announce that as a book is named, each player must write down the +author and the name of some character in that book. + +Examples: + + "The Taming of the Shrew"-- + Wm. Shakespeare--Petruchio. + + "Nicholas Nickleby"-- + Chas. Dickens--Mr. Squeers. + + "Ivanhoe"-- + Sir Walter Scott--Rebecca. + + + +PIN DOLL BABIES. + + +Any number may play this game. If there are men and women it is more +amusing. + +Divide the company into groups of five or six. Each group sits around +a table upon which are pins, needles and thread, scissors, for each +player but no thimbles, and strips of tissue paper, colored and white. + +The hostess hands each guest a large wooden clothes-pin which is to be +dressed as a doll, using the tissue paper for dresses and hats. + +All begin to work at a given signal and the hostess allows a certain +length of time for the dressmaking. There is much merriment, as it is +nearly as awkward for the ladies to sew without a thimble as it is for +the men to use a needle. + +When the time is up, these doll-babies are arranged in line for +inspection. Two judges are appointed to decide upon the best and the +worst. Prizes are awarded. + + + +BUILDING SENTENCES. + + +The hostess begins by saying one word and announces that each word of +the sentence must begin with the initial letter of the given word. The +player to her right gives the second word, the next player, the third, +and so on, until the sentence is complete only when it reaches the +hostess. + +Each player must be careful not to give a word which with the others +completes the sentence, as the hostess is the only one who is supposed +to finish it--but sometimes it seems as though all the words of that +letter have been taken; if this is the case, the player who finished +the sentence must pay a forfeit or drop out of the game. + +Suppose there are nine players and number one says "An," number two +"Angry," number three "Ape," number four "Ate," number five "Apples"; +thus number five is out or pays a forfeit as the sentence is completed +and there are still four more to play. Thus the sentence might have +been "An angry ape ate attractive, audacious, ancient April apples." + +This sentence is absurd, but the more ridiculous, the greater the fun. + +For the second turn the player to the right of the hostess begins, +using a word beginning with another letter and so on, until each +player has started a sentence. + + + +GEOGRAPHY. + + +Select two leaders from the company. Each leader chooses players for +his side. The sides stand opposite each other. One leader begins by +giving the name of some river, mountain, lake, city or town, state or +country, located in any part of the world, that begins with the letter +A, the other leader answers back with another geographical name +commencing with A. The two leaders continue with the letter A until +they can think of no more names, then, they commence with B, and so +on, until every letter of the alphabet has been used. + +The players on the opposite sides simply help their leader with the +names, as soon as one thinks of a name it is passed up to the leader +to help him. No place can be named twice. The side that stands up the +longest wins. + +Another way to play this game is as follows. Having chosen the sides +as before, one leader begins by naming any place, lake, river, etc., +commencing with any letter; the leader on the other side then follows +with a name commencing with the last letter of the previous name; then +the player next to the leader on the opposite side follows with a name +commencing with the last letter of that name and so on, each player +has a turn as it goes from side to side. Suppose the leader names +Washington, the next New York, and so on. Thirty seconds is allowed to +think of a name, if he fails in that, he must drop out. Any one may be +challenged to locate the place which he has named. The side which has +kept up the longest, is the champion. + + + +WHAT WOULD YOU DO IF--? + + +Predicaments of the worst kind are thought of and written on pieces of +paper. These are handed among the guests, who write out an answer, +telling the best way out of the difficulty. Each question begins with +"What would you do if--?" + +When all have written their answers, the papers are collected in a +basket, mixed up, and each one draws one out. The answers are then +read aloud. + +Examples: What would you do if you fell into a tar barrel? I would be +too stuck up to do anything. + +What would you do if you should meet a footpad? I would say, "Please, +sir, go away." + + + +WATCH TRICK. + + +It will require two people who know this game to be in the secret. One +of them leaves the room while his confederate remains inside with the +others. He hides an article which the rest of the players have +selected, in an adjoining room which is totally dark, placing a watch +with a moderately loud tick, either on, or as near to the hidden +object as he can. The rest of the players must not know anything about +the watch, as they are kept guessing how the player who is out, +succeeds in finding the hidden article in the dark room. + +When everything is ready, the one outside is called in, led into the +dark room, and hunts for the object. The rest must remain very quiet, +as it breaks the "charm," so the leader says. Guided by the ticking of +the watch, and knowing that it is there, he soon discovers the hidden +object to the surprise of the others. + +He and his confederate may take turns going out and after a while, if +the company are very quiet, one of them might hear the watch ticking +and the trick is disclosed. + + + +FIND YOUR BETTER-HALF. + + +Select a number of pictures of men and women from fashion papers, +advertising books, etc. If possible, try to procure them in pairs, +that is, a man and woman contained in the same picture, or two having +the same expression. Number the pictures in pairs, thus there will be +two of No. 1, of No. 2, No. 3, etc. + +Give the young ladies the pictures of the men and the young men those +of the ladies. Each one then hunts for his partner or "better-half," +comparing the pictures and number. + +The more mixed the pictures were when given out, the longer it will +take to find partners. + + + +WORDS + + +The players form a line as in a spelling match. Sides may be chosen if +preferred. The first one begins by giving the first letter of a word, +"A" for instance, thinking of the word "Animal." The next player, +thinking of "animate," says, "n." The next, thinking of "antidote," +says "t," but this with the other letters spells "ant," so he must go +to the foot of the line. + +The object of the game is to keep from adding a letter which finishes +the word. Often one will give a letter, when thinking of another +word, which will complete a word. If he does not notice his mistake, +the others call out "foot." + + + + +LETTERS. + + +Empty the contents of a box of "anagrams" on a table so all the +letters are in a pile face downward. The players sit around the table. + +The leader begins by turning up one of the letters and says, "Bird." +The players all see the letter, and the first one who responds with +the name of a bird commencing with that letter is given the card, and +then it is his turn to turn up a card, calling out "Bird," "Animal," +"Fish," or "Famous Man," or anything he wishes. Suppose the first +letter was "E," and a player answered it with "Eagle"; the next letter +was "G," and "Famous Man" was called out, someone would say "Grant." + +The one who has answered the most, thus obtaining the greatest number +of cards, is the winner. + + + +SEEING AND REMEMBERING. + + +Fill a table with all sorts of things, books, gloves, dolls, pins, +scissors, food, some large, striking picture, another very small +object. Keep the table covered until ready for use. + +Then remove the cover and let all the guests march around it three +times, touching nothing on it, simply looking. The cover is replaced +and each one is given a pencil and paper on which he writes down as +many things as he can remember were on the table. + +The one who has the largest list of correct names receives a +prize. The objects may be auctioned off afterwards. + + + +LIVE TIT-TAT-TO. + + +On a sheet mark a regular tit-tat-to diagram in black point. Stretch +the sheet so it will be smooth on the floor. Divide the company into +sides, a captain being appointed for each side. Call one side the +crosses and the other side the zeros. + +When a signal is given, the captain of one side takes his position in +any one of the squares of the diagram. The captain of the other side +follows, taking his position, then a player of the first side takes +his position endeavoring to be in a row with the first move, so the +next player on his side will form the third cross or zero, as the case +may be, in the row, either straight or diagonally, and win the game +for that side. + +The winning side then changes to zeros if they were crosses or vice +versa. Let each player have a turn, as there are only nine squares, +and as the game may be won before they are all filled, some may not +have a chance to play. It is best, when playing a new game, to let +those who did not play before have first play. + + + +BITS OF ADVICE. + + +Each person is given a slip of paper and pencil. The leader then +tells the players to write a bit of advice, original if possible, on +the paper, fold it, and drop it into a basket as it passes by. + +The papers are all mixed up and the basket is passed again, each +player taking one, but not unfolding it until he is told to. + +Before opening the papers each one must say whether the advice is good +or bad, necessary or unnecessary, and whether he intends to follow +it. When the paper is unfolded it may be the opposite of what he has +said. + + + +PICTURES. + + +Provide the players with pencil and paper. All sit in a circle. The +leader announces that pictures are to be drawn in this manner. First, +draw a head (either animal or human), fold the paper, pass it to the +right. + +Second--Draw a neck, shoulders, and arms. + +Third--Complete the body (the former player having left two lines +below the fold of the paper). + +Fourth--The skirt, trousers or legs, as the case may be. + +Fifth--The feet, and if you wish to add to the fun, the last one +writes a name either of some one present or some noted person. + +The papers are folded and passed after each drawing and the last time, +they are all opened and passed around to be inspected and laughed +over. + +[Illustration: A drawing of man with a cat's head, wearing a dinner +jacket, skirt, and clogs. Five folds are indicated at the neck, +mid-torso, waist, knees, and feet.] + + + +HOUSEHOLD GOSSIP. + + +One of the guests is sent out of the room. The hostess asks the +remaining players to say something about him. As each one in turn +gives his statement, she writes it down with the person's name on a +piece of paper which she keeps. + +The player is then summoned in and she reads the statements about him +one at a time and he must try to guess who said it. As soon as he +guesses one correctly, the one who said it must go out of the room and +the game goes on as before. + +Examples-- + +You have the family eyes. + +Your chin is too small. + +The left sleeve of your coat has a spot on it; and so on. + + + +TABLE FOOTBALL. + + +The "football" for this game is an eggshell which has had the egg +blown out of it. The players sit around the table with their captains, +who have been previously chosen at each end. There need not be just +eleven on each side as in a regular game, but any number. Each +captain chooses his side. + +Boundaries are marked on the table with, chalk or tape, the two ends +being the goals. + +When all are ready, the eggshell is placed in the middle of the table, +a signal is given, and the members of each team blow the shell towards +his goal. No player can leave his place, and the "football" must be +moved entirely by blowing. + +Regular football rules are used and the count is the same as in +football. It will add to the interest, if the two teams stand for +rival colleges. + + + +MUSICAL MEDLEY. + + +Number eight slips of paper with the same number. On each slip write a +part, or a line from a verse of a familiar song. Suppose set No. 1 was +a verse of "America," this is the way it would be written. + + 1. My country, + 1. 'Tis of thee, + 1. Sweet land of liberty, + 1. Of thee I sing; + 1. Land where my fathers died, + 1. Land of the pilgrim's pride, + 1. From every mountain side, + 1. Let freedom ring. + +Prepare as many slips in groups of eight as there are guests. Give +each one a slip at random and tell each to find the rest of his set. + +When the players of one group have found each other, they stand +together in one corner of the room and practise their song. Each group +does this until all the groups are formed, and then, commencing with +No. 1, each group in turn sings its song aloud for the benefit of the +audience. + + + +ANOTHER MUSICAL MEDLEY. + + +Provide each player with pencil and paper. Before playing this game +it must be arranged with someone who plays the piano well to have a +list of popular songs ready, which she must play one right after the +other. + +When the leader gives a signal, the pianist strikes up a tune and +continues playing from a part of one song into another until she has +reached the end of her list. + +The others write down on their papers the names of the songs as fast +as they are played, and when the pianist stops, the correct list is +read by her, and the rest check off their lists. Prizes may be +awarded. It is a strange fact, that after such a medley, there will be +very few, if any, who have correct lists. + + + +PASSING CLOTHESPINS. + + +Sides are chosen among the players. Each side then takes its position, +forming a row on the floor, the leader at the end. The sides face each +other, but quite a space is left between them. + +At the head of each line is placed a basket containing twelve +clothespins. Each player is instructed to hold his neighbor's right +wrist with his left hand, thus leaving one hand (the right one), free. + +The leaders begin by passing the clothespins, one at a time, down the +line, each player being careful not to drop one. When one reaches the +end of the line, the last player places it on the floor beside him +until all twelve have been passed, then he passes them, the same as +before, up the line to the leader. + +The side which succeeds in passing all its clothespin back to its +leader first is the victorious side. It is best to have a trial game +first, so that the players may become used to passing with one hand, +thus being able to do it rapidly for the regular game. + + +If a clothespin is dropped, the player who dropped it must pick it up +and pass it on. The rest must wait until it is passed before passing +any of the others. + + + +PANTOMIME. + + +Give each guest a slip of paper, folded, containing words which can be +acted in pantomime. Each one must keep his a secret, as the rest of +the company guess what he is acting out. + +The players sit in a circle, and the one acting in pantomime his +words, stands in the middle where all can see him. + +Suppose one had "Dog" on his slip, he would pretend to pet him, call +him, and make him perform. Another might have "Blackberries" and make +all the imaginary motions of picking and eating them, and being caught +on the bushes. If one has "Strawberry shortcake," she can go through +the process of making the imaginary cake, and hulling the berries for +it. + +As soon as it is guessed what the player's word is, the rest call it +out. + + + +BIRDS FLY. + + +The players sit in a circle, one person who is quick and witty is +chosen as leader. He stands in the center of the circle. + +Whenever he mentions any animal that flies all the players make a +flying motion with their hands, but if he names something that doesn't +fly, he alone makes the motions; if any player makes the motion when +he ought to be still he is out of the game. Suppose the leader begins +by saying "Parrots fly," all must move their hands up and down whether +the leader does or not, but if he says next time "Horses fly," all +must remain still. + +It is a good plan to call the names quickly, inserting many that +don't fly, when the players are excited, so they will be confused and +many will be out. + + + +TRIPS AROUND THE WORLD. + + +There are several ways of playing this game, here are two. Provide +each guest with a little paper book to represent a guide book and a +pencil. + +Articles of all kinds have been scattered around the room to represent +different countries, states, or cities. A little package of tea +suggests China; a paper fan, Japan; a piece of cotton batting, +Louisiana; a wooden shoe, Holland; a stein, Germany; and so on. Allow +a certain length of time for the guesses, then collect the little +books, and the player who has guessed the greatest number correctly +receives a prize. + +Another way. The players sit in a circle, Number One names some place +beginning with the letter A, and asks No. 2 what he shall do +there. No. 2 answers in words beginning with A, and he, in turn names +a city commencing with B, and asks No. 3 the question. Thus each +player must answer the question of his neighbor, and name another +place. + +For example: + +"I am going to America, what shall I do there?" + +"Admire Astrakhan Apples. I am bound for Boston, what shall I do +there?" + +"Bake beans and brown bread. My journey takes me to Chicago, what +shall I do there?" + +"Catch cold," etc., etc. + + + +JACK'S ALIVE. + + +A piece of kindling wood is held in the fire until it is well +lighted. It is then passed from one player to the other, each one +saying in turn, "Jack's alive." The instant the stick ceases to burn +"Jack" is "dead" and the one who is then holding it has to pay a +forfeit. + +It is passed very quickly from one to the other, as each player wishes +to get rid of it before the spark goes out. + +For a forfeit, the man who was holding it will have to undergo the +process of having a black mustache made with the charred end of the +stick. + + + +GOING A-FISHING. + + +Cut a number of small fishes about two inches long out of +cardboard. Each fish counts five, but two, which may be a little +larger, are numbered ten. A loop is made with thread on the back of +each fish. + +Rods (sticks about a foot long with string, at the end of which is a +bent pin, fastened to each) are provided for the players. + +The fishes are placed on the floor or table and, at the word "ready" +from the leader, all the players go a-fishing. Each tries his best to +hold his rod steady enough to slip the bent pin through the loop of +thread. As soon as a fish is caught all must stop until the signal to +begin again is given. + +Everyone tries to catch the fishes marked ten, but sometimes it is +wiser to catch as many ordinary ones as a person can, thus making more +points. The player scoring most points is victor. + + + +CONSEQUENCES. + + +Provide each player with pencil and paper. The first thing to write +on the paper is an adjective which applies to a man. The paper is then +folded over and passed to the right. This time each one writes the +name of a man (either present or absent), folds the paper so the next +one can't see what is written, and passes it on to the right. This is +done each time and the order of names is as follows after the first +two, then an adjective which applies to a lady, then a lady's name; +next, where they met; what he said; then, what she said; the +consequence; and last of all, what the world said. + +After all have finished writing "what the world said," the papers are +passed to the right, opened, and read aloud. + +Thus: + + Handsome + Mr. ---- + (met) Pretty + Miss + (at) The Fair + (he said) Have you heard the news? + (she said) I intend to go home. + (the consequence was) They never spoke again. + (the world said) "As you like it." + + + +PERSONAL CONUNDRUMS. + + +The guests are requested to think up some conundrums about some person +in the present company. + +Each one in turn gives his conundrum and the player to his left must +answer it if he can; if he fails, any one present may help him out. + +The conundrums may be written if preferred, mixed up in a hat or +basket and each player takes one to answer. + +Some of them may prove very funny. For the best conundrum and best +answer given, a prize may be awarded. + +Examples-- + +Why is Mr. ---- like the flatiron building? + +Because he is so very tall. + +Why is Miss ---- like sugar? + +Because she is easily melted, that is, overcome. + + + +HUNTING THE WHISTLE. + + +The players who know how to play this game stay in one room, while the +others go into the hall, or another room. Those knowing the trick sit +down in chairs which have been arranged in two rows, with an aisle +between. + +The leader calls one in from the other room and explains to him that +there is a whistle in the room, and as he hears it blown he must find +it. He can make a long speech about the whistle so as to interest the +player, because someone is then pinning the whistle, (which is on the +end of a string) to the player's coat. + +Both the leader and player stand at one end of the room, between the +two rows of chairs. When the leader says "go," the player starts on +his hunt. The rest of the players pretend they have the whistle, and +blow it whenever it chances to pass their way. Thus the player is kept +going from side to side until finally someone happens to pull the +string and he feels it and discovers the whistle on his own coat. He +then takes his place with the rest in the row and another one is +called in and goes through the same hunt. Thus it continues until all +the players know the game. + + + +THE FIVE SENSES. + + + +All the players sit in a circle. No. 1 begins by naming something he +has seen, being careful what his last word is, as it must furnish him +with a rhyme for the rest of the game. Each player in turn tells what +he has seen, then No. 1 repeats his first statement and adds what he +heard, the next time, what he tasted; then what he smelt; and lastly, +what he felt. For example, No. 1 says, "I saw a ring of solid gold." +No. 2 says, "I saw a boy fall off the car." + +The second time round No. 1 says, + + "I saw a ring of solid gold. + I heard a story twice told." + +No. 2 says, + + "I saw a boy fall off the car. + I heard the war news from afar." + +and so on, after going around five times, No. 1's complete rhyme +would be, + + "I saw a ring of solid gold. + I heard a story twice told. + I tasted cheese that was too old. + I smelt hay that soon would mould. + I felt for something I couldn't hold." + +Do not have the verses written as there is more fun in trying to +remember one's rhyme. + + + +WIGGLES. + + +Provide each guest with pencil and paper. Papers four inches square +will be large enough. Each player draws a line about an inch and a +half long with one or more quirks in it, in the upper left hand corner +of the paper. + +The papers are then passed to the player to the right who must draw +some picture out of the "wiggle" in the corner. The paper may be +turned in any position. Allow five minutes for the drawings. + +At the end of this time, each one writes his name on the paper and +hands it to the hostess. A committee is appointed to decide upon the +best "wiggle-picture" and a prize is awarded to the artist. Examples-- + +[Illustration: Two drawings of a Roman column a swan, and the +"wiggles" they are based on] + +The heaviest line is the wiggle. + + + +TELEGRAM. + + +Provide the players with pencil and paper. Each one then writes on +his piece of paper ten letters of the alphabet in any order, using no +letter twice. The papers are then passed to the right and each one is +requested to write a telegram, using the ten letters for the beginning +of the ten words, just in the order given. The papers are then passed +again and the telegrams are read aloud. Some will be very amusing. + +Examples-- + +A. E. F. J. K. L. N. O. P. T. Am ever frightfully jealous. Keep +lookout now on Pa's tricks. + +C. B. D. W. G. H. S. I. M. Y. Come back. Down with Grandma. How shall +I meet you? + + + +SPELLING MATCH. + + +Choose leaders and divide the company into sides. The sides stand +opposite each other as in the old-fashioned spelling match. + +The leader, who may be the hostess, has a spelling book from which she +selects the words which the players must spell backwards. Words of +one or two syllables may be chosen, and if, when spelt backwards, they +spell other words, so much the better. + +The players take turns, one on one side, and one on the other, and so +on, until all have spelled. If any fail to spell the word backwards, +or do not pronounce it afterward, if it can be pronounced, they must +drop out. The side which stands up the longest is the winning side. + +Some words are: + + Star Now Pan Dew + Mat Eve Bard Tub + Stop Eel Tops Ton + Ten On Den Nun + + + +POOR PUSSY. + + +All the players sit in a circle, one being chosen out. This one kneels +before each player in turn and says, in pitiful tones: "Meow!" Each +player, when addressed by "pussy," must say, without smiling: "Poor +Pussy." + +"Pussy" addresses each player three times, trying her best to make the +players laugh. If the one she is kneeling before does laugh, they +exchange places, but if not, "pussy" moves on to the next one. + + + +GUESSES. + + +Each player receives a slip of paper and pencil. The leader begins by +saying: "Guess how high the door is." "Guess how thick that book is." +"Guess how tall Mr. Blank is." "How far does this chair stand from +the floor," + +He allows a few seconds after each question for the players to write +their answers. After twenty or more guesses have been asked, the +papers are passed to the right hand neighbor for correction. + +The leader then measures each article, person, or thing, with a tape +measure, and the guesses on the lists are checked off. The person who +has a correct list deserves something for a reward. + + + + +NUT RACE. + + +Choose two captains from the company, who select sides until all the +guests are on one side or the other. + +Place a pile of mixed nuts on the floor and an empty bowl about three +feet from it, at one end of the room and at the other end another pile +and bowl. + +The captains and their sides stand by their respective pile of +nuts. When the signal is given each captain takes as many nuts on the +back of his left hand from the pile as he can gather without the aid +of his right hand and carries them to the empty bowl at the opposite +side of the room. The players follow the captain in turn continuing +until the pile is gone and the bowl is full. + +The side which succeeds in filling its bowl first is victorious. + + + +TORN FLOWERS. + + + +Prepare a table full of different colored tissue paper, bottles of +mucilage and white cards, one for each guest. + +The players sit around the table, the hostess gives each a card and +announces that each one is to make a flower out of the tissue paper, +but as there are no scissors each one must tear his paper and every +one knows how hard it is to tear tissue paper. Each one keeps the name +of his flower a secret. As they are made they are pasted on the +cards. Each card is numbered and when all are done "tearing," the +cards are collected and placed on a table for exhibition. + +The player guessing the greatest number of flowers correctly receives +a prize. The game may be varied, as either animals or vegetables could +be torn. + + + +SPEARING PEANUTS. + + + +Fill a cup with peanuts, two of which are blackened with ink on one +end. + +The guests play one at a time. No. 1 sits down by a table, empties the +cup of peanuts in a pile on it and is given a hatpin with which she +spears the peanuts one at a time without disturbing the pile, and +places them back in the cup. A few minutes is allowed each player; +when the time is up, the peanuts in the cup are counted, the blackened +ones count ten apiece and the plain ones, one. + +Tally is kept for each player and a suitable prize is given to the one +who succeeded in securing the largest score. + + + +PEANUT HUNT AND SCRAMBLE. + + +Before the guests enter the room, hide peanuts in every conceivable +place, behind pictures, under chairs, on the gas fixtures, among the +ornaments, five or six in vases, etc. + +Give each guest a paper bag as he enters the room into which he places +all the peanuts he finds. Allow a certain length of time for the hunt, +then collect all the bags and select a good tall person who stands on +a chair and empties the contents of each bag on the floor as fast as +he can and a lively scramble for them ensues, then the one who has the +greatest number of whole peanuts collected deserves a prize; the +others can eat their peanuts as a comfort. + + + +MUSICAL ILLUSTRATIONS. + + +A blackboard and different colored chalk will be necessary for this +game. + +Give each guest a slip of paper on which is written the name of some +song. + +The leader announces that each one in turn steps up to the blackboard +and illustrates his song in the most vivid manner possible. Each +player is numbered and after No. 1 finishes his drawing the others +write their guesses on paper opposite his number and No. 2 erases the +former drawing and illustrates his song. Thus each one takes his turn, +allowing time for the others to write their guesses. + +When all have had their turn the correct list is read by the leader, +the players checking their own lists. Prizes may be given to the one +having the most correct answers and to the person who illustrated his +song the most artistically. + +Suggestions for songs are "Sweet Bunch of Daisies," "The Four-Leaf +Clover." "My Old Kentucky Home" may be illustrated by drawing a house +in the outline of the state of Kentucky; "Home, Sweet Home," by a +house and a jar of sweets near it; "America," by the outline of North +America. + + + +AN APPLE HUNT. + + +The hostess should prepare beforehand cards four inches square and +outline on each an apple by dots concealing the outline with other +dots. In one corner of the card is stuck a needle containing enough +green thread to outline the apple. These "apples" are then hidden by +groups, five in a group, in different parts of the room. + +A set of directions is prepared such as, No. 1, "Look under the mat"; +No. 2, "Look under a certain rocking-chair," and so on. Five of these +directions are sufficient, the last one telling where the apple is +hidden. There are different sets of directions lettered A, B, C, etc., +five in a set, all lettered alike; the group of five apples being at +the end of each set of directions. + +As each guest arrives he is given No. 1 of some set. Following that, +he finds No. 2, and so on, until he finds the five apples, one of +which he takes, finds the dotted apple, threads the needle and +outlines it with the green cotton. The one who succeeds in finding +his apple first and makes the neatest outline is the winner. + + + +SHOUTING PROVERBS. + + +The more playing this game, the merrier it will be. Send one of the +players from the room. The others decide upon a familiar proverb which +he is to guess when he returns. Suppose the one chosen is "A rolling +stone gathers no moss." Beginning with the leader and going to the +left each player in turn takes one word, thus the leader has "a," the +next "rolling," the next "stone" and so on, repeating it until every +player has a word. If the company is large two or three might have the +same word. + +When the one who was out is summoned in, he counts 1,2,3; when he says +3, all the players shout their word. It will be very confusing and +hard to hear any one word, but after the second or third trial, one +word which was heard above the rest might suggest the whole proverb. + +The player who is out is given five trials in which to guess; if he +does not succeed, he must go out again, but if he has listened +attentively to one or two, and has guessed correctly, the player whose +shouting gave away the proverb is then sent out and the game continues +as before. + + + +BAKER'S DOZEN. + + +This game is just for two and is similar to Tit-tat-to. Make a drawing +like the illustration and the game is ready. + +[Illustration: A drawing of a stack of twelve rectangles topped with +an half-circle. These are numbered sequentially from the bottom.] + +No. 1 chooses a figure which No. 2 must try to guess by indicating +with a pencil dot or mark at the side of the different spaces, until +he has guessed the number chosen. + +The numbers in the different spaces marked by No. 2 are added to his +score; and those unmarked are added to No. 1. + +Suppose No. 1 chooses 13, and No. 2 marks first 4, then 10, 9, 5, 2, +and finally 13, the sum of all these (43) will be No. 2's score, while +the sum of the numbers unmarked (48) belongs to No. 1. + +The game may be played as long as is desirable, but it is more +exciting to have a fixed number, such as 300 or 500. + + + +PEANUT CONTEST. + + +Place two small bowls on a table at one end of the room, at the other +end of the room on a table have two bags of peanuts and two knives. + +The players may choose partners in any way desired. The partners play +together. + +The leader gives a signal, watches the time and keeps tally. When the +signal is given a player, with his partner, steps to the table +containing the peanuts, each takes a knife and when the leader says +"go," each places as many peanuts as he can on the blade of the knife +and carries it with one hand to the other end of the room, where he +deposits the peanuts and returns for more. As many trips can be made +as the time will allow. Three minutes is good time. + +When the time is up the leader says, "Stop," and the number of peanuts +in each bowl is counted and accredited to the two players. Each pair +takes turn in playing, time and tally being kept for each until all +have played. + +The list of contestants is read aloud, the partners who succeeded in +carrying the greatest number of peanuts to their bowls receive a +prize. + + + +DEFINITIONS. + + +Provide each player with pencil and paper. The leader has a +dictionary which she opens at any place and selects a word which the +rest are to define. + +The players write the word and their definition of it on the slips of +paper. When the leader taps a bell all the slips must be collected and +mixed up in a basket or hat. + +Each player then draws out a slip and the definitions are read aloud +in turn. The leader decides which one has written a definition most +like the one in the dictionary. The author of the best one rises, +receives the dictionary, gives out a word and the game proceeds as +before. + + + +ALPHABETICAL ANSWERS. + + +Prepare cards with one letter of the alphabet on each, omitting V, X, +Z. Of course if the company is large, several will have the same +letter. + +The cards are pinned on the guests, and it is announced that no one +must answer any question presented to him except by a sentence +commencing with the letter on his card, the answer being given before +the questioner could count ten. + +No two players can question a person at the same time, and no one can +give the same answer twice. + +If a player begins his reply with a wrong letter or does not answer in +time, his letter is taken from him by his questioner, who adds it to +his and he then has the privilege of answering with either of his +letters. The player who is without a card is supplied with one again +but after the third trial he is out of the game. + + + +PITCH BASKET. + + +Select a number of small fruit baskets, all the same size, and have a +box of checkers handy. Suppose you have five, on the bottom of one +mark 20, on another 15, on two, 5; and on the other, 0. Place the +baskets in a row on the floor so their numbers cannot be seen. + +Choose sides, giving the red checkers to the leader of one side and +the black checkers to the other. One side lines up about 10 ft. away +from the baskets, the leader giving each player a checker; if there +are any left he keeps them and has the privilege of throwing +them. Each one in turn throws his checker into any basket, trusting to +luck that they fall into a basket with a number on it. + +When all have played the leader turns up each basket to see its number +and counts the number of checkers thrown into it. If there were two in +basket No. 20, it would count 40; if 3 in one basket No. 5, it would +be 15; if four in the other basket No. 5, 20; and if there were 3 in +basket 0, it would count nothing. Thus the score for that side is +75. The players on the other side line up and play as the others +did. The order of the baskets must be changed by someone not of that +side, so no one knows which is which. Their score is added up. + +The game continues until a certain number, 300 or 500, has been +reached. The side scoring that number of points first is victorious. + + + +WHO AM I? + + +As the guests arrive pin a card with a name of some noted author, +statesman, or poet written on it, on their backs, so that every one +can see it but themselves. + +Of course, each person wants to know who he is, so the guests talk to +each other as though they were the person whose name is on the other's +back, but do not mention the name, and from the conversation, they +have to guess who they are. + + + +PROGRESSIVE PUZZLES. + + +The players are provided with pasteboard cards 2 inches square, and +scissors. At a signal, given by the hostess, they must cut their cards +in four pieces, the cuts must intersect in some place, but the card +can be cut in any other way. + +When the cards are cut and the four pieces mixed, they are passed to +the player at the right, who has to put the four pieces together +correctly. + +A certain time is given for each puzzle and each time it is passed to +the right, until each player has his own puzzle again. + + + +TIT FOR TAT. + + +Plan to have an even number of guests invited, half ladies and half +gentlemen. + +Provide thick boards for each lady, also a hammer and paper of tacks, +and for the men, plain hats (untrimmed) and material for trimming, +also a paper of pins. + +When all the guests arrive set them to work. The ladies have to +hammer as many tacks in straight, in their boards as they can, during +the allotted time, while the men trim their hats, choosing their +material from that which is provided. When the time (which may be as +long or as short as you wish) is up, the men put on their respective +hats and pass before the ladies for inspection; the one having the +best trimmed one receives a prize. + +The men inspect the work of the ladies, and the one who has hammered +the most tacks into her board "straight," receives a prize. + + + +EYE-GUESSING. + + +Hang a sheet or screen in a doorway between two rooms and cut six +holes, the size and shape of eyes, each pair a distance apart, in it, +some up high and some down low. + +Choose groups of four to go behind the sheet, the rest of the guests +staying in the other room. + +Three of the chosen four look through the holes at a time. The short +ones can stand on chairs and look through the high pair, while the +tall ones can stoop down, thus confusing those who have to guess who +the pairs of eyes belong to. + +A short time is given for guessing each group, and then the next set +go out. + +The guesses are written on slips of paper and after all the eyes have +been "examined," the correct list is read by one who stayed behind the +sheet all the time. + + + +THE PRINCE OF WALES. + + +Any number can play this game. The players stand in a line around the +room and number themselves, beginning with one, until each has a +number. + +The leader, who has no number and who has charge of the game, begins +by saying-- + +"The Prince of Wales has lost his hat, all on account of No. 1, Sir;" +then No. 1 says: "No, sir, not I, sir, No. 5, (or any number he +wishes), sir." Then No. 5, repeats what No. 1 said, giving another +number instead of 5; but if he fails to respond, then the leader says, +"No. 5 to the foot, sir," and then all those who were below No. 5 move +up one, and thus their number becomes one less. + +The leader begins again and he must be very quick to send those to the +foot, who fail to respond. + + + +COMMERCE. + + +The guests are seated around a table, each one having a pile of fifty +beans in front of him. The leader has two packs of playing cards, one +of which is used for an auction sale, one card at a time being sold to +the highest bidder, who pays for it in beans. + +When all the cards of the first pack have been sold, the players +arrange their cards and beans on the table ready for business. + +The auctioneer then holds up the second pack and announces that he +will call the cards off one at a time, and as he does so, the player +who has the duplicate of that card must give it up to the auctioneer. + +After each calling there is a little time allowed to buy or sell the +cards, the object of the game being either to have more beans than any +one else, or to have the duplicate card which is at the bottom of the +second pack, thus causing a very exciting time as the second pile +diminishes. + + + +LAUGH A LITTLE. + + +The players sit in a circle with one in the middle for leader. The +leader must be one who laughs heartily and is very quick. + +He begins the game by throwing a plain, white handkerchief up in the +air, as high as he can, and while it is in the air, everyone must +laugh, but the minute it touches the floor, there must be perfect +silence. The leader must catch those who are still laughing and send +them from the ring. + +The game goes on until every one is out of the circle. If there should +happen to be one who doesn't laugh when the handkerchief is on the +floor, he surely deserves a prize. + + + +LOCATION. + + +Choose two leaders who select sides. One begins by calling the name of +some town or place and then counts ten. While he is counting, the +opposite opponent must answer where the place is. If he fails to +answer before ten is counted, he must drop out. + +Then the leader of the other side takes his turn, and challenges some +player of the opposite side. + +The side which stands up the longest, wins the game. + + + +FASHION NOTES. + + + +The names of various fashion papers, such as "The Delineator," "The +Styles," "Le Bon Ton," "Ladies' Home Journal," are written on cards, +which are cut so that it requires the two parts to know what the title +is. Distribute these among the guests, who hunt for the corresponding +part, thus getting their partners; crayon and paper is given out and +the ladies are requested to draw and color a gown representing the one +she has on, while the men are asked to write a description of the +gown. + +The drawings and descriptions are collected after time is allowed, and +placed on a table for display. + +Prizes may be awarded to the partners having the best drawing and +description. + + + +STRAY SYLLABLES. + + +Prepare long strips of paper on which the guests are requested to +write several words of three or more syllables, leaving spaces between +each syllable. + +When this is done, cut up the words into the syllables and mix +thoroughly. Then each player draws three syllables and tries to +construct a word. + +If a word can't be made of all three syllables, maybe it can be made +of two, but if it is then impossible to construct a word, the player +must wait until the rest draw three syllables again, and perchance he +may be able to construct two words, using the syllables he could not +use before. + +The one constructing the most words, wins the game. + + + +QUAKER MEETING. + + +All the guests sit in a circle and the leader begins by saying: "This +is a very solemn occasion." He then twirls his thumbs and looks very +solemn. Commencing with the player to the right of the leader, each +one in turn repeats what he has said, very solemnly twirls his thumbs, +and keeps twirling them, until each one has repeated it, and it is the +leader's turn again. + +He then says, "Sister Jane died last night," still twirling his +thumbs. This goes around the circle as before. Then the player to the +right of the leader says, "How did she die?" and he replies, "Like +this," moving his right hand up and down. Thus each one tells his +neighbor, and makes the motion just as the leader has done. + +After each one has said this, still repeating the same question and +answer, the leader moves his left hand up and down, too, thus both +hands are going; the next time both hands and the right foot are +moving; then both hands and both feet; next, hands, feet, and head, +bobbing up and down; last, fall back in the chair uttering a hideous +groan as if dead. + +No one must laugh during the whole game; whoever does, must leave the +circle. + + + +MAGIC MUSIC. + + +One player is sent from the room and the rest decide upon something he +must do when called in. + +When this has been done he is summoned by magic music which is made by +having one of the players strike on something which will make a +noise. If there is a piano, so much the better, if not, a piece of +metal or a bell will do. + +As he nears the object which he is to find the music grows very loud, +and faint when he is far away. + +Suppose he is to take a flower from a vase, and give it to one of the +players. As he nears the flowers, the music grows louder and louder, +and if he touches one, it stops; then he knows he has to do something +with it. If he smells it, the music grows faint, and he knows he is +wrong. As he starts to give it to the players, the music varies until +he has given it to the right one. + +Someone else then leaves the room, and the game goes on as before. + + + +PATCHWORK ILLUSTRATIONS. + + +For this game it is necessary for the hostess to collect a large +number of pictures from magazines, advertisement pages or papers. +These are placed in the center of a table around which the players are +seated. + +Each guest is provided with a paper at the top of which is written a +quotation. The hostess announces that each player is to illustrate his +or her quotation with the pictures provided. The pictures are pasted +on the papers, and if necessary, a background can be made with pencil +or pen and ink. + +The papers are then arranged on a table for inspection and a prize is +awarded for the best illustration. + + + +BIOGRAPHY. + + +Provide the players with pencil and paper. The leader then announces +that a biography is to be written, and the first thing to write is the +name of some person in the room; the paper is folded over so the name +cannot be seen and passed to the player at his left, who writes a date +which is the birth date, and the name of some town; the paper is +folded again and passed to the left and this time a sentence of ten +words is written about early childhood--from one to ten years. Next, a +sentence of same length telling of events between twenty and forty +years; next, between forty and fifty years; date of death next, last, +remark about this life. When all has been written, the folded papers +are passed to the left again and each player reads his paper aloud. + +The more ridiculous the sentences, the better the biography, and as no +one knows what is under the folded parts, sometimes the date of death +will be earlier than that of birth, or there will be a vast difference +in time. + +Example--Name, John Smith. Born, July 4, 1449, Boston. From 1 to 10 +years, mischievous child, quarrelled with everybody, expelled from +school, stole eggs. + +From 20 to 40, stayed home, did dressmaking, became sickly, remained +an old maid. + +From 40 to 50, became a wealthy widower, left with three children to +raise. Died January 1, 1860. Most remarkable man that ever lived in +his little town. + + + +ORCHESTRA. + + +Any number can play this game, the more the merrier. Each player is +told to play some imaginary instrument. The leader with an imaginary +baton, begins by humming some lively, familiar tune. The players +follow with motions suitable to their instruments and sing the tune +the leader is humming. + +When the leader pretends to play some instrument, the player who has +that imaginary instrument, must pretend he is leader and beat time +with the baton, but as soon as the real leader changes the instrument +or beats time again the player must continue with his own instrument. + +The leader must be quick to change from one instrument to another and +the players must be quick to follow him, for if they don't, they have +to leave the orchestra until the piece is over. + + + +WHO IS MY NEXT-DOOR NEIGHBOR? + + +Half of the company are blindfolded. They are led to a row of chairs +arranged in the middle of the room, each sitting so there is a vacant +chair behind him. + +The other half, who are not blindfolded, very quietly take the vacant +chairs and sit perfectly still. + +The leader then announces that those not blindfolded are to sing when +he gives the signal, and the blindfolded ones, who are to remain +still, must listen attentively to their right hand neighbor and guess +who he is. + +Some familiar tunes must be chosen and the singers can disguise their +voices if they choose. The leader begins by playing the tune on the +piano and when he says "Sing," the victim singers begin while the +blind victims listen. + +One verse of the song will be enough for this medley and those whose +voices have been recognized, exchange places with the blindfolded +ones, while the others remain in the same place until the listener has +guessed who he is. The game then goes on as before. + + + +FIRE. + + +Choose two leaders from among the players. Each leader chooses his +side. The sides sit opposite each other, the leader of one throws a +ball to any one in the opposite side. As he does he says either, +"Earth," "Air," "Water," or "Fire," and counts ten. + +The person who caught the ball must answer before he finishes counting +ten. If "earth" was called he must name some quadruped found therein; +if "water," some fish must be named, or "air," the name of some bird; +but if "fire" was called he must remain perfectly still. + +If the players give a wrong answer or speak when they should be silent +they are out, and the leader must throw the ball to some one else, but +if the players answer correctly, it is their turn to throw the ball to +someone in the opposite side, and the game goes on as before. The +side whose players stand up the longest, wins the game. + + + +THE MONTHS. + + +The leader need be the only one who understands this game. He asks, +"What month are you going away in?" One player might answer +"September." He then asks, "What will you wear?" "What will you take +with you?" and "What will you do?" All the answers must be given with +the initial letter of the month chosen. For instance, the answers to +the above questions may be: 1st, "Silk stockings," 2d, "Sardine +sandwiches," 3d, "See the sights." + +The answers will probably be mixed as the players do not know the +trick. Each one who misses pays a forfeit, and the leader questions +the next player. When one or two do catch on, the more ridiculous they +make their answers, the funnier the game. + + + +BELL BUFF. + + +In this game all the players except one are blindfolded. This one is +called the guide and has a small bell which he rings during the game. + +All the blind men are led to one end of the room by the guide. He then +takes his position a little distance from them and rings the bell, +which is the signal for the game to begin. + +The blind men grope around wildly for their guide who rings the bell +all the time, but must move in different places, so as to escape the +blind men who are hunting him. The blind men are only guided by the +sound of the bell, and the guide must be very quick to change his +positions or he will be caught by his pursuers. + +The first blind man who catches the guide, exchanges places with him, +and the game goes on as before. + + + +POSTMAN. + + +The players sit in a circle; one is chosen for "postman," is +blindfolded, and another is chosen for Postmaster. + +The Postmaster gives each player the name of some city or town, and +stands outside the ring so he can give orders. + +The "postman" stands inside the circle and when the Postmaster says, +"I have sent a letter from New York to San Francisco," the players +having these names must exchange places, and he must try to capture +one. If he succeeds he takes that one's place, the one caught then +becoming "postman." + +The Postmaster must exchange names very rapidly, and if a player +should remain seated when his city is called, he has to be "postman." + +If the Postmaster says, "general delivery," all exchange places, and +the "postman" tries to secure a vacant place. + + + +SPOONEY FUN. + + +All the players sit in a circle. One is chosen to be out. He is +blindfolded and given a spoon (a large one) with which he is to +feel. He stands in the middle of the circle, then is turned around +three times and told to guess who the first person, which he touches +with the spoon, is. + +He advances cautiously until he touches someone. Then with the back of +the spoon he feels the person all over. The players must keep +perfectly quiet, disguising themselves if they see fit, as the collars +and cuffs of the men will be felt very easily with the spoon. + +As soon as the blindfolded one has guessed who the player is he was +feeling, they exchange places and the game goes on as before, but if +he fails to guess the first time, or has felt with his hand instead of +the spoon he is out again and remains out, until he has guessed +correctly. + + + +CITIES. + + +Provide all the guests with pencil and paper. The hostess then +requests that each write the name of the city in which he was born, +and under that a sentence, descriptive of that city or containing +something suggestive of it. The letters of the city form the words of +the sentence and must follow in regular order. + +Allow fifteen minutes for composing the sentences, then collect them, +mix them up, and each player is given one. Thus each one has some +other person's slip to read. The one who composed the best sentences +deserves a prize. + +Examples--City, New York. + +Sentence--N-ow, E-very, W-all St., Y-ankee, O-wns, R-eal, K-ingdoms. + +City, Chicago. + +Sentence--Conflagration, H-igh, I-n, C-rowded, A-reas, G-rew, O-n. + + + +GOING TO CHINA. + + +This is a catch game for those who have never played it. The leader +begins by saying, "I'm going to sail for China next week, I would like +to have you go, what will you take?" This question is asked every +player and there are many different answers, but all cannot go, as +they have not answered correctly. + +The point is, if you wish to go sailing, you must take something which +commences with the same letter as the initial of your last name. The +leader then says, "You can go." + +For example, suppose the player who is asked the question says she +will take bananas. If her last name begins with B she can go, but if +not, the leader says, "Lou cannot go this trip." + +The game continues until every one has guessed the trick and they can +all go. + + + +A PENNY FOR YOUR THOUGHTS. + + +Provide each player with pencil and paper and a penny. The hostess +explains that the answers to the following questions are things which +are found on every penny. + +The questions may either be written on the paper beforehand or the +guests can write them as the hostess asks them. A prize may be awarded +to the player whose paper contains the greatest number of correct +answers. + + 1. An emblem of victory, (laurel wreath). + 2. An emblem of royalty, (crown). + 3. A South American fruit, (date). + 4. A spring flower, (tulips, two lips). + 5. A portion of a hill, (brow). + 6. A portion of a river, (mouth). + 7. A messenger, (one cent, sent). + 8. A piece of armor, (shield). + 9. Mode of ancient punishment, (stripes). + 10. Means of inflicting it, (lashes). + 11. Something to be found in school, (pupil). + 12. Three weapons, (3 arrows). + 13. An animal, (hare, hair). + 14. A part of a stove, (lid). + 15. Plenty of assurance, (cheek). + 16. The first American settler, (Indian). + 17. Part of a duck, (feathers). + 18. A place of worship, (temple). + 19. Two sides of a vote, (eyes and nose, ayes and noes). + 20. The cry of victory, (won, one). + + + +MISQUOTED QUOTATIONS. + + +Choose very familiar quotations from Longfellow, Shakespeare, +Tennyson, or any well-known author or poet, and write them on slips of +paper. + +Change some of the words of the original, or even a whole line, and +when each guest receives his slip he is requested to repeat the +quotation correctly. + +For example--"To be, or not to be; that is the question," may be +written, "To be, or not to be: that is the problem." + + + +LITERARY SALAD. + + +Salad leaves are prepared for this game by folding and twisting pieces +of green tissue paper until they look like lettuce leaves. Then paste +slips of white paper containing a quotation, on each leaf. + +The participants of this salad are requested to guess the name of the +author of their quotation. This may be played very easily at a church +social where the leaves may contain Bible verses instead of +quotations, and the players are asked to tell just where their verses +are found, in what book and chapter. + + + +BROKEN QUOTATIONS. + + +This is a good game to play at the beginning of a social gathering, as +the guests have to mingle together and thus become better acquainted, +and the stiffness of a formal gathering passes off. + +The hostess has prepared familiar quotations which were written on +paper and then cut in two or three parts and pinned in different +places around the room. + +The guests are requested to find as many quotations as they can during +a certain length of time. + +As the parts are scattered all over the room, it isn't as easy as it +sounds to find the complete quotations. The person gathering the most +quotations, deserves a prize. + + + +PARCEL DELIVERY. + + +Packages of all shapes and sizes and securely wrapped up are prepared +by the hostess who has numbered each one. The players are provided +with pencil and slips of paper with numbers corresponding to the +numbers on the parcels, arranged down one side. + +The guests sit in a circle and the packages are passed from one to the +other. Each one is allowed to feel the packages as much as he pleases, +but no one must look inside. + +As the packages are passed, the names, guessed by the sense of touch, +are written opposite their appropriate numbers on the slips of paper. + +After all the bundles have been passed, the hostess opens each one and +keeps account of those who have guessed correctly, while those who +have failed, are requested to read their guesses as this affords much +amusement. + + + +WHO ARE THEY? + + +Photographs of noted people, labelled with names that do not belong to +them, are hung about the room. Each picture is numbered. + +The guests, provided with pencil and paper, are given a certain length +of time in which to guess the correct names, which are written +opposite their corresponding numbers. + +Familiar photographs such as Dickens, Shakespeare, Washington, +Lincoln, Napoleon, etc., should be chosen. + + + +SWAPS. + + +The guests are requested to bring something wrapped up in paper, which +they wish to get rid of. + +The hostess prepares a duplicate set of numbers, pinning one number on +each parcel, as the guests pass by her. When she gives a signal +(clapping hands or ringing a bell), the two persons having No. 1 +pinned on their packages exchange them, those having No. 2, and so on, +until all have exchanged or swapped. Then all open their packages, +some may have received better things, while others may have a worse +swap. + + + +TALKING SHOP. + + +Partners may be chosen for this game by writing names referring to +ladies on one set of papers like, "Judy," "Jill," "Juliet," and names +referring to men on another set of papers like, "Punch," "Jack," +"Romeo." Hand each guest a slip of paper with the name on it and each +one hunts for his partner. + +When all the partners are found, the leader announces that at a given +signal all the ladies are to talk to their partners for five minutes +about household affairs, shopping, or fashions. Each man listens +attentively to his partner, and when the five minutes are up, he has +to write a short account of her conversation, on paper, which the +hostess provides. Five minutes is allowed for this. + +Then the men talk to the ladies for five minutes about business +affairs, stocks, law, building or medicine, and it is the ladies' turn +to write a short composition of what she heard. + +The papers are collected, the hostess reads them, and a prize is +awarded to the best or most amusing account. + + + +SIGHT UNSEEN. + + +Partners may be chosen in any way for this game. The host gives each +pair a sheet of paper and pencil. The partners decide among themselves +which one is the best artist, he or she (as the case may be) takes the +pencil and paper, while the other receives some common object from the +host. + +The chairs must be arranged side by side, but facing in opposite +directions, so the one who is to draw may not see the object his +partner has. When the signal is given to begin, the one having the +object describes it to his partner, who must draw it, from the +description given. + +After twenty minutes have passed, the drawings and their objects are +collected, arranged side by side, and it is decided by vote which +drawing is most like the object it represents. + + + +A STUDY IN ZOOLOGY. + + +It will be necessary to have several sheets of silhouette paper (black +on one side and white on the other), a large sheet of white cardboard, +several pairs of scissors, and as many pencils as there are players, +for this game. + +Each player is handed a piece of silhouette paper, on the white side +of which is written a number and the name of some animal. The players +are handed pencils and requested to draw the animal, assigned to each, +on the white side of the paper. The animals are then cut out and +handed to the hostess. Fifteen minutes are allowed for this. + +The hostess, having collected all the animals, pastes them back side +out, on the sheet of cardboard, and writes a number corresponding to +the one already on the animal, underneath each. The cardboard sheet is +hung up where all can see and the players are handed pieces of paper +with numbers arranged down one side, on which each player is to write +opposite its corresponding number what each animal is supposed to +represent. + +A prize may be given to the one guessing the greatest number of +animals correctly. + + + +AUCTION SALE + + +Provide twenty or more bundles, all shapes and sizes, securely +wrapped. Each bundle has a name on it suggestive of what is +inside. For instance, "A pair of kids," may contain two kid hair +curlers, "A bunch of dates," may be a calendar; "A diamond pin," a +dime and a pin. + +Each guest is given a bag containing fifty beans, no one can bid +higher than fifty. + +The auctioneer, who must be a witty person, who can carry on a lively +bidding, stands by a table where the parcels are piled and carries on +the sale until all the parcels are sold. The bundles are then opened +by the purchasers and there is much merriment over the contents. + + + +THE GENTEEL LADY. + + +The players sit in a circle. The leader begins by saying, "I, a +genteel lady (or gentleman, as the case may be) always genteel, come +to you, a genteel lady (or gentleman) always genteel (bows to the +player on the right), from yonder genteel lady (or gentleman) always +genteel (bows to player on left), to tell you that she has an eagle." + +The next player repeats that word for word and adds something about +the eagle, for instance, the last part may be, "to tell you that she +has an eagle with silver beak." The next player may add, "golden +claws," the next "emerald eyes," the next "purple feathers," and so +on. + +The players who repeat every word correctly, adding their description +of the eagle, remain "genteel," but those who make a mistake become +"horned" instead of "genteel." + +The leader has charge of the "horns" which may be toothpicks or pieces +of paper twisted up tight. For every mistake a "horn" is tucked in the +player's hair. Each player repeats what the leader has said, but if +the player next to him is "horned," he must substitute "horned" for +"genteel" when referring to him. + +When each one has repeated this tale, the players who have "horns," +and there will be many, must pay a forefeit for every "horn" they +have. + + + +RHYMES. + + +Provide each player with slips of paper and pencil. The hostess then +announces that each one is to write some question at the top of the +paper, fold the paper over and pass it to the player at the left, who +writes a noun, folds the paper over and passes it to the left again. + +The players who then receive the slips are requested to write one or +more stanzas of poetry containing the noun and question written at the +top of the paper. + +Allow fifteen minutes for this, then pass the papers to the left and +they are then read in turn. A prize may be given to the one who wrote +the best poetry. + +Examples-- + +Question--Where did you get that hat? + +Noun--Fair. + + "Where did you get that hat?" + Said Shortie to Mr. Fat, + "I stole it from the Fair, + When I was leaving there." + +Question--Can you dance? + +Noun--Day. + + "May-day! let us away! + Can you dance? + Here's your chance, + On this lovely May-day." + + + +ART GALLERY. + + +Select copies of famous paintings, those familiar to every one, and +hang them around the room. + +Neither the name of the painting nor of the artist must be on it, only +a number on each picture. + +Provide the guests with pencil and paper and allow a certain length of +time, according to the number of pictures, for guessing the names and +artists. + + + +HUNTING FOR BOOK-TITLES. + + +The hostess must prepare beforehand pictures, cut from magazine +advertisements and miscellaneous articles, suggestive of the titles of +books. + +These are arranged around the room, some on tables, some on the wall, +and in any place, so all the guests can see them. All the articles are +numbered. + +The guests are handed pencil and paper and the hostess announces that +all the articles represent the title of some book and when guessed the +names are to be written opposite their corresponding numbers. Allow +half an hour for the hunt, and when the time is up the hostess reads +the correct list and the player who has guessed the largest number +correctly, deserves a prize. + +Examples--A large bow of orange ribbon pinned on a curtain, +immediately suggests "A Bow of Orange Ribbon," by Amelia Barr. + +A picture of several boys suggests "Little Men," by Louisa M. Alcott. + +A picture of Gen. Grant cut in half suggests "Half a Hero." + + + + +PART III. + +GAMES FOR SPECIAL DAYS. + + + +JACK FROST. + + +Around Christmas and New Year's the children will enjoy playing +this. All form a circle; one, Jack Frost, stands in the middle. + +Jack Frost runs around inside the circle and touches one child on her +right hand, and goes back to his place again. The child touched says: +"Jack Frost came this way," the child to her left says: "What did he +do?" No. 1 says: "He nipped my right hand," (shaking her right +hand). No. 2 tells No. 3 about Jack Frost, each doing as No. 1 did, +and thus it goes down the circle, until back to No. 1 again. + +Jack Frost then steps out and bites her left hand, and now both hands +are shaking; thus each time Jack Frost nips some part, that is shaking +with the rest, until the children are hopping up and down, and shaking +all over. + + + +MAGIC CANDLES. + + +Arrange twelve candles, one for each month, in a row about two feet +apart. Have the candles different colors suggestive of the months they +represent, such as, green for March and red for December. + +The children form in line and one at a time jump over the candles, +which are lighted. + +If a light goes out the child who has just jumped will have bad luck +in that month which the candle represents. + + + +THE LUCKY OR UNLUCKY SLIPPER. + + +A slipper is waved three times over the head and then thrown on the +floor. + +If the toe be toward the player, good luck is coming. If the heel, bad +luck is in store, and if it rests on its side, there is hope for +something better. + + + +CAKES. + + +On the sixth of January, Twelfth Night was celebrated in the olden +times. Then all the pastry cooks did their finest baking and decked +their windows with marvelous productions of cakes. + +If a party is being planned for this day invite your guests to come +dressed as cakes. Just the ladies will do this and the men can wear +miniature cooking utensils if they choose. + +Give each lady a number and each man a pencil and slip of paper. The +men must guess what cakes the ladies represent and write their answers +with the corresponding numbers on the paper. + +When all the cakes have been guessed the correct list is read by the +hostess and the one having the largest number of correct answers may +be awarded a prize. + +A prize may also be awarded to the lady attired in the best +representation. One dressed in dark brown would suggest "chocolate +cake"; another in orange-colored cheesecloth, "orange cake"; another +with wreaths of raisins, currants and citron, suggest "fruit cake"; +while one in just a plain dress with no signs suggestive of any cake +may be "lady cake"; another carrying a hammer and pounding it whenever +she saw fit, suggests "pound cake." + + + +VALENTINES. + + +When inviting the guests for a valentine party, request each one to +bring an original valentine addressed to one of the guests. As the +guests arrive, the hostess collects the valentines, being careful to +keep those addressed to ladies in one pile, and those addressed to +gentlemen in another. + +The hostess then hands each one a valentine, giving the gentlemen +those addressed to the ladies and the ladies those for the gentlemen. +The valentines are then read aloud and a jolly time will be the +result. + +A prize may be awarded for the best valentine, the brightest and most +witty. + + + +INITIAL COMPLIMENTS. + + +Each gentleman is handed a slip of paper with the name of a lady guest +on it. The gentlemen are then requested, one at a time, to go to their +respective ladies, giving each a compliment, every word of which +begins with the initial letter of the lady's first name. + +As each lady is addressed by a gentleman, she replies, using the +initial letter of his name in her answer. + +Votes are taken as to the best compliment and answer and a simple +prize may be awarded the pair who obtained the most votes. + + + +HEART HUNT. + + +Cut out of red, white, blue, yellow and green paper hearts of all +shapes and sizes, then cut each heart into four pieces and scatter +these all over the room, on the floor, chairs, tables, behind +pictures, etc. + +Allow a certain length of time for the hunt, and when all the pieces +have been collected, request each guest to put his pieces together and +see how many whole hearts of the same color he has collected. + +The white heart counts 1; the blue, 2; the yellow, 3; the green, 4; +and the red, 5. The one scoring the greatest number of points is the +winner of hearts and deserves a prize. A booby prize may be awarded +the one who has only broken hearts. + + + +HEART PRICKS. + + +A large heart made of some red material, (flannel or cheesecloth) is +pinned securely to a sheet, which may be stretched on the wall or +door. In the center of the large red heart is a small white heart, +either sewed or pinned on. + +Each guest is given an arrow of white cloth with a pin in one +end. When everything is ready the hostess blindfolds the guests one at +a time, and standing a certain distance from the heart, starts them in +the right direction. + +Each one endeavors to pin his arrow on the heart; the one pinning it +nearest to the middle of the white heart wins the game. + + + +VALENTINE PUZZLE. + + +Select five good paper valentines. Paste each on a piece of cardboard +and cut into small pieces. Have five small tables in the room and +place a puzzle on each. If the company is small, assign five persons +to a table, if larger, use your own judgment. + +Each one at the table takes his turn, trying to put the valentine +together in its proper shape. Each player is timed, and the one who +succeeds in putting it together in the shortest time is the winner. + +If desired, the players can go from one table to the other; the one +who succeeds in putting the most puzzles together out of the five, is +the winner. + + + +HEARTS AND MITTENS. + + +Cut out of red cardboard half as many hearts and mittens as you expect +in your company. Out of blue cardboard cut hearts and mittens for the +rest of the company. Number them so every heart has its corresponding +mitten. Attach strings or ribbons to each and place them in a basket. + +Each guest takes the end of a string and pulls out his heart or +mitten, as the case may be. Each one then hunts for his partner. + +When all are paired off, a circle is formed and someone strikes up a +lively march. Whenever the music stops, all the ladies stand still, +and the gentlemen move up one. This goes on until everyone has had a +different partner, and finally, when the original one comes, there is +a grand march before the circle breaks up. + + + +RIVEN HEARTS. + + +Another way of securing partners for the evening is as follows: +Suspend two large hearts made of either white or red paper from the +ceiling, several feet apart. Make a hole in each, through which are +hung the ends of long strings. The ladies hold the strings on one side +and the gentlemen on the other. + +When the hostess gives a signal, all pull on their strings. Thus the +hearts are riven and partners are found holding the ends of the same +string. + + + +PROPOSALS. + + +As the guests assemble for the Valentine party, give each gentleman a +slip of paper bearing the name of a woman, and the ladies, the name of +some man, noted in fiction as lovers. Thus the one who has Romeo +hunts for the lady who has Juliet on her paper. + +When all know who their partners are, the ladies must evade every +attempt on the part of the gentlemen of proposing to them during the +evening. + +A prize is given to the gentleman who has succeeded in proposing, and +to the girl who has alluded all efforts of her partner by her wit and +ingenuity. + +Another way is to have the proposals progressive. Every gentleman +must propose to every lady before the evening is over. The ladies use +every effort they can to prevent them from "coming to the point." The +man making the most offers receives the prize. The lady receiving the +fewest declarations receives a prize. + + + +WASHINGTON'S BIRTHDAY. + + +For a party on this day, the room should be decorated with flags, +hatchets, etc., and red, white, and blue bunting, so as to add a +patriotic air to everything. + +A picture of Washington may be cut in many pieces for a puzzle. The +one who succeeds in putting the picture together in the shortest time +receives a prize, which may be a large picture of Washington. + +A cherry tree may be represented by using a branch of any tree and +decorating it with small candy cherries. If these cannot be obtained, +any kind of candy may be wrapped in red tissue paper and tied to the +branch. The players are blindfolded one at a time, given a pair of +scissors, and requested to "cut off a cherry." + +To add to the fun small paper hatchets may be hidden around the room +for the players to find, as in a peanut hunt. + +The head of a hatchet may be drawn on a sheet which is tacked to the +wall, and the players are given cloth handles which they are to pin to +the sheet while blindfolded. The one who succeeds in pinning his +handle nearest to the proper place may be awarded a prize. + + + +APRIL FIRST. + + +For an April Fool's Day gathering, ask each guest to come prepared to +do some sleight of hand trick. When all are assembled, each one in +turn performs his trick. A vote is taken for the most clever and a +prize is awarded. + +Each one present endeavors to fool someone else during the +evening. The one who has not been fooled once during the whole evening +receives a prize; the one who is fooled the most times is given a +prize, too. + + + +EASTER EGG RACE. + + +Color an even number of eggs, half the number one color, the other +half, another. Place all the eggs of one color on the floor in a line +at intervals of one foot. At the end of the line put a basket. Form a +similar line, a little distance from the other, of the remaining eggs. +For convenience, we will say one line is of green eggs, the other of +pink. + +Choose two players as leaders, who select their sides. One side +chooses the green row, and the other, the pink. Two, one player from +each side, play at a time. + +When all is ready the two leaders stand by their respective rows, each +is given a large spoon, and when told to "go," each one spoons up the +eggs, one at a time, and carries them to the basket at the end of the +line. The one who succeeds in spooning up all his eggs first wins for +his side. + +Thus each player in turn works for his side until all have had a +chance and the side whose players were the most successful is the +winning side. + + + +SUSPENDED EGGS. + + +After an egg hunt, several eggs may be gathered together and a string +or ribbon run through each and hung in different lengths from a +chandelier. Candy eggs and little baskets of eggs may be suspended, +too. Place a tablecloth or sheet underneath to prevent the carpet from +being spoiled by the downfall. + +Each child in turn is blindfolded and given a cane with which to +strike the suspended eggs. Whatever is knocked down is his. If he +fails to knock something down the first time, he may have another +turn. + + + +EGG RACE. + + +Give each child a tablespoon and a hard-boiled egg. The children form +in line and one is the leader. Each one holds the spoon with the egg +in its bowl at arm's length and hops on one foot, following wherever +the leader leads them. + +The leader may take them up stairs, over stools, and any place hard to +reach on one foot. To drop the egg or rest on both feet prevents one +from continuing in the game. She must stay out until the next time +round. + + + +ROLLING EGGS. + + +Mark on the table, or on the floor, if preferred, with chalk, four +parallel lines, eight or ten feet long, and four or five inches apart. +Thus there are three narrow spaces. At the end of each space make a +circle, numbering the middle one 10, and the other two, 5. The middle +space is marked 3, and the other two, 1. + +The object of the game is to have each child roll five eggs, one at a +time, down the middle space to the circles at the ends. If the egg +goes into the middle circle, it counts 10, but if it stops in the +middle space, it counts only 3, and so on, counting the number of the +place where it stops. + +Tally is kept for each child, the one scoring the most points wins the +game. + + + +BUNNY'S EGG. + + +On a sheet draw a rough-sketch of a good-sized rabbit, the regular +Easter bunny, standing on its hind legs, and holding its paws as if it +were carrying an egg. + +Stretch the sheet on the wall and tack it firmly in place. Cut eggs +out of different colored cloth to represent Easter eggs. The eggs +should be as large as the space between the rabbit's paws. In each egg +stick a pin. + +Blindfold the children in turn and give each an egg, which is to be +pinned on the sheet, and right in "Bunny's" arms, if possible. + +As the children take their turn, no matter how straight on the way +they were started, "Bunny" will be surrounded with eggs, until some +child pins the egg in his arms. This child deserves a prize. + + + +JULY FOURTH. + + +Aside from the enjoyment of firecrackers, etc., there are a few games +to amuse the children on this day. If a party has been planned for the +Fourth, the rooms should be appropriately decorated for the occasion. + +As soon as all the children arrive choose two leaders, who in turn +select sides. A line is marked on the floor and the sides stand on +each side of this boundary line. A few feet from the line on each side +is placed an American flag. Any flag can be made to stand up by +placing the end of the stick securely in the hole of an empty +spool. Each leader guards his own flag. + +The children endeavor to secure their opponents' flag. If a leader +tags anyone who crosses the boundary and comes too near the flag, that +child is out of the game. However, if one does succeed in capturing +the other's flag, and carries it over the boundary into his side, that +side is victorious. + + + +FLAGS OF ALL NATIONS. + + +Flags of all nations are collected and displayed around the room. Each +one is numbered. The guests are given pencil and paper with numbers +down the left hand side. + +Opposite each number the guest writes the names of the country which +the flag bearing the corresponding number stands for. Allow a certain +length of time for guessing, then collect the papers, read the correct +list, and correct the papers. Prizes may be awarded, but the +satisfaction of having guessed the most seems to be enough reward. + + + +OUR FLAG. + + +Other games for the Fourth are as follows: Each child is given a piece +of white paper or cardboard 6-1/2 by 3-1/2 inches in size. All sit +around a table on which are red and blue paper and a pile of stars by +each one's place. Scissors and a bottle of mucilage are handy. The +children are given a certain length of time in which to make their +flags, putting the blue field and stars and stripes correctly on their +pieces of cardboard. The one who completes his flag first deserves a +prize. + +Suspend a bell in a doorway low enough for the children to reach. The +children stand about ten feet away and each in turn throws a beanbag, +endeavoring to make the "liberty bell," as it is called, ring. Those +who succeed in making it ring receive little bells as a reward. + +The contents of several boxes of torpedoes may be emptied and hidden +around the room. The children hunt for them, and have a jolly time +shooting them off after the hunt is over. + + + +HALLOWE'EN. + + +A Hallowe'en party is probably the only gathering where the stiffness +and formality entirely disappear. Every one is in for a good time, and +should be dressed in old clothes ready to try all sorts of +experiments. + +Decorate the room appropriately with pumpkin jack-o'-lanterns, greens, +weird lights, and strings of peppers, if possible. Mirrors should be +in profusion. Effective lights may be made from cucumbers by scraping +out the inside and cutting holes in the rind for eyes and nose, and +placing a candle in each. + +Persons dressed as ghosts may receive the guests and usher them into +the room where the fun is to be. As soon as a person enters, the +hostess, who is not a ghost, blindfolds the victim, and those already +in the room take turns shaking hands with him. He has to guess who +each person is. It is marvellous how many mistakes will be made, even +if the guests are the best of friends. + + + +HALLOWE'EN STORIES. + + +There are several ways of telling ghastly stories on Hallowe'en. Have +a large ball of different colored yarn handy and before the midnight +hour, turn out the lights, and ask all the players to sit in a +circle. The hostess, holding the ball of yarn, begins by telling some +weird story, unwinding the yarn as she proceeds, until she comes to a +different color, and then she tosses the ball to someone in the +circle, and that one must proceed with the story until she comes to a +different color. It is then tossed to another, and so on, until the +ball is unwound and the story ended. + +Another way, more ghastly still, is to give each guest a saucer in +which is a handful of salt and some alcohol. Each one in turn lights +the contents of the saucer and tells some ghost story, continuing +until all the alcohol is burned, and no longer. The stories may be +lively or sad. + + + +HALLOWE'EN FATES. + + +For obtaining partners, fill a pumpkin rind with nuts, which have been +opened, had the meat taken out, some token of the fate placed inside, +and glued together again with a ribbon attached to each. Those drawing +nuts having the same colored ribbon are partners. The one whose nut +has a ring in, is to be married next; if a coin, he is to be the most +wealthy; if a thimble, a spinster all her life. The other nuts may +have slips of paper with prophecies written on them. + +A bag filled with nuts may be tied up tightly and hung in a +doorway. One of the players is blindfolded and given a stick with +which he is to hit the bag as hard as he can, thus breaking it, and +scattering the nuts on the floor. The one who succeeds in gathering +the greatest number of nuts will be the luckiest during the year. + +Fill two large pans with sawdust. Bury in one pan pieces of paper +bearing a rhyme about one's future, these can be about the ladies for +the men to draw, and in the other pan verses for the ladies to +draw. The papers are folded up tightly. The ladies and gentlemen take +turns putting in their thumbs. As soon as a verse is found it is read +aloud. + +Example for the men to draw: + + "Medium height, eyes of blue, + Charming girl is awaiting you." + +For the ladies: + + "Tall and slight, with red hair, + Fond of walking and fresh air." + + + +SOME MORE FATES. + + +In addition to the regulation "bobbing for apples," "floating +needles," and throwing the apple peel over the head, there are many +other amusements of prophecy. + +In a doorway a portière of apples may be hung. Apples are strung on +strings of various lengths. The tallest guests endeavor to bite those +swinging on the longest strings stooping in the attempt, while the +shorter ones reach for those above. The one who succeeds in eating the +whole of his apple just by biting it, will never want for anything. + +A horseshoe is hung in a doorway. Each guest is given three small +apples. Each in turn tries to throw the apples, one at a time, through +the horseshoe. If he succeeds in sending all three through, he will +always be lucky during the coming year. + +From the ceiling suspend a large pumpkin, on whose rind all the +letters of the alphabet have been burned or painted. Twirl this +quickly and each guest in turn tries to stab some letter with a +hatpin. The letter which is pierced is the initial letter of one's +fate. + +Another,--swing a wedding ring over a goblet and repeat the alphabet +slowly, the letter said as the ring touches the glass is the initial +of the future wife or husband, as the case may be. + +This same ring may be suspended from the ceiling, at a convenient +distance from the floor. Whoever succeeds in running a pencil through +it while walking towards it, without stopping, is the next to be +married. + + + +WATER CHARM. + + +Place three bowls on a table, one containing clear water, another +soapy or muddy water, and the third one empty. + +Blindfold the players one at a time, and lead them to the bowls, +(whose positions are changed each time) to put their fingers in one of +them. + +If a player touches the clear water, he will be happily married; if +the soapy water, he will marry a widow; and if he puts his finger in +the empty bowl, he will never marry. + +For knowing the occupation of the future one, there are several +ways. Articles suggestive of different trades may be buried in flour, +and the players in turn take a spoonful out of the dish and see what +they can find. If not successful the first time, they may have a +second trial. + +Another way is to melt lead and then drop in into cold water, and the +form it takes will suggest the trade of the future husband. Sometimes +the forms are intricate, but if they suggest any trade, that is the +real one. If it flattens out and looks like a book, an author will be +the fate; if in tiny pieces, like particles of dirt, a farmer will be +suggested, and so on. + + + +OVER THE CIDER MUGS. + + +By each place at the table place a mug of sweet cider, a small bunch +of matches, two candles, and a slip of paper with a pencil. + +Before the refreshments are served, when all are seated, the hostess +announces that as she counts twenty-five slowly, each guest is to +write a wish on the paper, light a candle, burn the paper in the +light, letting the ashes fall into the cider, and drink the contents +of the mug, ashes and all. All who succeed in doing this before +twenty-five is counted, will have their wishes granted. + +Later, ask each guest to light both candles, naming each after a +sweetheart, and allow them to burn as long as they will. The candle +which burns longest shows which one will prove most faithful. + + + +SHIPS OF FATE. + + +Prepare as many half shells of walnuts as there are guests. In each +fasten a small candle with a drop of the wax. + +Fill a tub with water, and before sailing the boats, the water should +be agitated so as to have it wavy. Two at a time may sail their boats, +lighting the candles as they are launched. The life of the owner is +prophesied by the seaworthy qualities of his ship. + +If the storm overcomes the ship, the one whose it is, will be wrecked +by adversity. The ship sailing across the tub signifies a long sea +voyage, while those remaining by the side show that the person loves +home better. + +If the two ships stay together throughout the trip, the couple owning +them will have a happy marriage. If they bump together, that signifies +a quarrel, and if they sail in opposite directions, each person will +lead a single life. + + + +CAKE WITH CANDLES. + + +A large cake with as many different colored candles on it as there are +guests, is passed around, and each one takes a piece of it, with the +candle too, choosing whatever color they wish. + +As the cake passes from one to the other, the hostess reads the +following prophecies, having prepared them beforehand to suit the +company: + + "Bright and cheery, candle red, + The year is here in which you wed." + + "If your candle green should be, + You will find your love at sea." + + "Lonely, hopeless, spinster she, + If white candle hers should be." + + "Happy he with candle blue, + Thy sweetheart is ever true." + + "She who holds a candle yellow, + Marries now a jealous fellow." + + + +HUNT THE SQUIRREL. + + +To amuse the children after the Thanksgiving dinner, ask them all to +join hands and form a ring. One is chosen out and is given a nut which +he is to drop behind some child. As he walks around the outside of the +ring he says: + + "Hunt the squirrel in the woods, + I lost him, I found him. + Hunt the squirrel in the woods, + I lost him, I found him. + I won't catch you, and I won't catch you, + But I will catch you." + +As he says the last line, he drops the nut behind some child. That one +must pick it up, and run around the circle, trying to reach his place +before the other one gets there. If he fails, he is out and the game +continues as before. + + + +CHRISTMAS TREE. + + +A novel amusement for children at Christmas time is to trim a +Christmas tree when blindfolded. Stand a small tree at one end of the +room, ready to be trimmed. Have all the ornaments on a table near at +hand, ready to be put on the tree. + +Blindfold the children one at a time, lead them to the table to take +their pick. The first thing touched must be taken, and after turning +the child around three times start him straight toward the tree. + +When he reaches the tree, he must wire the ornament, or whatever he +had, in place. Some older person can be ready to turn the tree around, +as it will be trimmed only on one side, if not. The children can have +as may turns as they wish until the tree is trimmed. + + + +CHRISTMAS GUESSES. + + +Suspend a large bunch of mistletoe from one of the chandeliers. The +children, one at a time, stand under the mistletoe, and guess how many +berries there are on it. The berries are counted when all have +guessed. The one coming the nearest receives a prize. + +While watching the Christmas tree, after the presents have been +distributed, some one says, "I see something on the Christmas tree +which commences with T. What is it?" Many guesses are given, the one +who says "Tinsel," has guessed correctly, and it is his turn to give a +guess, which may commence with P and C. Pop-corn is easily guessed, +and so on, until everything has been guessed. + + + +CHRISTMAS WREATH. + + +Suspend a large Christmas wreath in a doorway at a convenient height +from the floor. Prepare in advance "snowballs," made of cotton batting +covered with white tissue paper. + +The players stand about eight feet from the wreath, and take turns, +one at a time. Each is given three "snowballs," and the one who +succeeds in throwing all three, one at a time, through the wreath, is +given the prize. + +To make it more exciting, sides may be chosen, and each one of the +three snowballs numbered, one being 5, the other, 10, and the third, +20. If the ball numbered 5 goes through, it counts 5 for that player's +side. If it does not go through, it is a loss, and so on. The side +scoring the most points is victorious. + + + +CHRISTMAS CANDLES. + + +A small tree is placed on a table. The candles are lighted. Blindfold +the players, one at a time, turn around three times, and allow each to +take five steps toward the tree. Then he must blow as hard as he can, +endeavoring to blow out all the lights, if possible. The one who +succeeds in extinguishing the most receives a prize. + +Another amusement is playing "The night before Christmas" like +"Stagecoach." Give each child the name of some part of Santa Claus' +outfit, the sleigh, the reindeer, etc. The hostess then reads the +well-known story, "The Night Before Christmas." As she mentions the +names, the players having them, rise, turn around, and sit down +again. When she mentions Santa Claus, all change places, and she tries +to secure a seat. The one left out continues the story, and so on, +until completed. + + + +A GAME WITHIN A GAME. + + +While the children are waiting on Christmas for their presents, or +dinner, or whenever the time seems to drag, suggest that each one +think up the best game he knows. + +Give each child a pencil and a card on which the game and the name of +the child who thought of it are written. Each one in turn tells his +game and all the children play it. When all have had a turn, and each +game has been played, the children look over their lists and choose +the game they liked best. The originator of the most popular one +receives a prize. + + + +TOSS THE GOODIES. + + +The children form a square, each one holding the sides of an old +tablecloth or piece of sheeting. In the center of this is placed a +pile of nuts, candies, raisins, fruits, and all sorts of goodies. When +a signal is given, the children all together toss the cloth up and +down, singing: + + "Toss the goodies up and down, + Up and down, up and down, + Toss the goodies up and down, + Goodies for you and me." + +When the last line is sung, an extra large toss is made and thus all +the goodies fly to all parts of the room. The children then all +scramble around picking them up and having a jolly time. + + + +SNOWBALLS. + + +A pretty idea for concealing Christmas presents for the children is to +make a lot of snowballs out of white tissue paper and cotton batting, +and concerting the gifts inside. + +Pile all these snowballs under the tree, and when the time comes for +distributing them, the mother, or some older person tosses them, one +at a time, to the children, who are standing at distance eagerly +waiting for them. + +As the children catch them they step out of line to leave room for +others until all have received one. Then all the balls are opened and +the presents disclosed. + + + +DECKING SANTA CLAUS. + + +Santa, who has been invited to the party, after being introduced to +all the children, sits at the end of the room. + +The children are blindfolded one at a time, and after being turned +around three or four times, are told to walk up to him, and place on +his head their own caps, which they had received in bonbons just +before. + +The child who succeeds in decking Santa Claus with his own cap may +receive a little prize. + + + + + +End of the Project Gutenberg EBook of Games for Everybody, by May C. Hofmann + +*** END OF THE PROJECT GUTENBERG EBOOK GAMES FOR EVERYBODY *** + +This file should be named games10.txt or games10.zip +Corrected EDITIONS of our eBooks get a new NUMBER, games11.txt +VERSIONS based on separate sources get new LETTER, games10a.txt + +Produced by Kevin Handy, Dave Maddock, +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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