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+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.
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+important information about your specific rights and restrictions in
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+
+
+**Welcome To The World of Free Plain Vanilla Electronic Texts**
+
+**eBooks Readable By Both Humans and By Computers, Since 1971**
+
+*****These eBooks Were Prepared By Thousands of Volunteers!*****
+
+
+Title: Games for 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 ***
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