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diff --git a/old/games10.txt b/old/games10.txt new file mode 100644 index 0000000..17e39da --- /dev/null +++ b/old/games10.txt @@ -0,0 +1,5022 @@ +The Project Gutenberg EBook of Games for Everybody, by May C. Hofmann + +Copyright laws are changing all over the world. Be sure to check the +copyright laws for your country before downloading or redistributing +this or any other Project Gutenberg eBook. + +This header should be the first thing seen when viewing this Project +Gutenberg file. Please do not remove it. Do not change or edit the +header without written permission. + +Please read the "legal small print," and other information about the +eBook and Project Gutenberg at the bottom of this file. Included is +important information about your specific rights and restrictions in +how the file may be used. You can also find out about how to make a +donation to Project Gutenberg, and how to get involved. + + +**Welcome To The World of Free Plain Vanilla Electronic Texts** + +**eBooks Readable By Both Humans and By Computers, Since 1971** + +*****These eBooks Were Prepared By Thousands of Volunteers!***** + + +Title: Games for Everybody + +Author: May C. Hofmann + +Release Date: July, 2005 [EBook #8439] +[Yes, we are more than one year ahead of schedule] +[This file was first posted on July 10, 2003] + +Edition: 10 + +Language: English + +Character set encoding: ISO-Latin-1 + +*** START OF THE PROJECT GUTENBERG EBOOK GAMES FOR EVERYBODY *** + + + + +Produced by Kevin Handy, Dave Maddock, +and the Online Distributed Proofreading Team. + + + + + +GAMES FOR EVERYBODY + +by + +MAY C. HOFMANN + + + + +FOREWORD + + +Every one is fond of having a good time when invited out to a party or +social. Sometimes a stupid evening has been spent because either the +guests were not congenial or the hostess had not planned good +games. The purpose of this book is to furnish just what is needed for +a pleasant home gathering, church social, or any other indoor +occasion. + +Very few, if any, of these games require much preparation. Just use +what is in the house, follow the directions given, and a good time +will be the result. Some of the games for "Adults" can be played by +the younger ones, and _vice versa_. Other games, by being changed a +little by the hostess, can be made to suit the occasion. + +Many of the good old games that every one has played are here, while +the newer ones, which may be strange at first, will prove most +enjoyable when every one has "caught on," as the saying is. M.C.H. + + + +CONTENTS + +I. GAMES FOR CHILDREN + + Animal Show. + Chase The Rabbit. + Soap-bubble Contest. + Rose Guess. + New Blind Man's Buff. + Finding Flowers. + Bean-bag Contest. + Blowing The Feathers. + School. + Hide The Thimble. + Fan Ball. + Spool Flower Hunt. + Marble Contest. + Passing By. + The Serpent's Tail. + Little Bo-peep. + Spool Armies. + Spinning For 20. + Shoe Hunt. + Hop-over. + Bouquet. + Making Squares. + Simple Simon's Silly Smile. + Tea-pot. + Blind Man's Buff. + Cat And Mouse. + Musical Chairs. + Button, Button. + Statues. + Our Cook Doesn't Like Peas. + Hold Fast, Let Go. + Simon Says. + Old Soldier. + Hide And Seek. + Hang-man. + Bird, Beast, Or Fish. + Peter Piper. + Look Out For The Bear! + Hoop Race. + Button Fun. + Steps. + He Can Do Little. + Wink. + Double Tag. + Puss In The Corner. + I Have A Basket. + Still Pond, No More Moving. + Ring On A String. + Hunt The Slipper. + What Is My Thought Like? + Oranges And Lemons. + Red-hot Potato. + Judge And Jury. + Reuben And Rachel. + Frog In The Middle. + Horsemen. + My House, Your House. + Malaga Grapes. + +II. GAMES FOR ADULTS + + Spoon Pictures. + Boots, Without Shoes. + Proverbs. + Animal, Vegetable, Or Mineral. + What Time Is It? + It. + How, When, Where. + Buz. + Jenkins Up! + State Outlines. + Prefixes. + My Father Had A Rooster! + Cross Questions And Crooked Answers. + Magic Writing. + Famous Numbers. + Magic Answers. + Modelling. + Scissors Crossed Or Uncrossed. + Capping Verses. + Rabbit. + Ghost. + What Am I? + Needle Threading. + Confusions. + Verbal Authors. + Pin Doll Babies. + Building Sentences. + Geography. + What Would You Do If--? + Watch Trick. + Find Your Better-half. + Words + Letters. + Seeing And Remembering. + Live Tit-tat-to. + Bits Of Advice. + Pictures. + Household Gossip. + Table Football. + Musical Medley. + Another Musical Medley. + Passing Clothespins. + Pantomime. + Birds Fly. + Trips Around The World. + Jack's Alive. + Going A-fishing. + Consequences. + Personal Conundrums. + Hunting The Whistle. + The Five Senses. + Wiggles. + Telegram. + Spelling Match. + Poor Pussy. + Guesses. + Nut Race. + Torn Flowers. + Spearing Peanuts. + Peanut Hunt And Scramble. + Musical Illustrations. + An Apple Hunt. + Shouting Proverbs. + Baker's Dozen. + Peanut Contest. + Definitions. + Alphabetical Answers. + Pitch Basket. + Who Am I? + Progressive Puzzles. + Tit For Tat. + Eye-guessing. + The Prince Of Wales. + Commerce. + Laugh A Little. + Location. + Fashion Notes. + Stray Syllables. + Quaker Meeting. + Magic Music. + Patchwork Illustrations. + Biography. + Orchestra. + Who Is My Next-door Neighbor? + Fire. + The Months. + Bell Buff. + Postman. + Spooney Fun. + Cities. + Going To China. + A Penny For Your Thoughts. + Misquoted Quotations. + Literary Salad. + Broken Quotations. + Parcel Delivery. + Who Are They? + Swaps. + Talking Shop. + Sight Unseen. + A Study In Zoology. + Auction Sale + The Genteel Lady. + Rhymes. + Art Gallery. + Hunting For Book-titles. + + +III. GAMES FOR SPECIAL DAYS + + Jack Frost. + Magic Candles. + The Lucky Or Unlucky Slipper. + Cakes. + Valentines. + Initial Compliments. + Heart Hunt. + Heart Pricks. + Valentine Puzzle. + Hearts And Mittens. + Riven Hearts. + Proposals. + Washington's Birthday. + April First. + Easter Egg Race. + Suspended Eggs. + Egg Race. + Rolling Eggs. + Bunny's Egg. + July Fourth. + Flags Of All Nations. + Our Flag. + Hallowe'en. + Hallowe'en Stories. + Hallowe'en Fates. + Some More Fates. + Water Charm. + Over The Cider Mugs. + Ships Of Fate. + Cake With Candles. + Hunt The Squirrel. + Christmas Tree. + Christmas Guesses. + Christmas Wreath. + Christmas Candles. + A Game Within A Game. + Toss The Goodies. + Snowballs. + Decking Santa Claus. + + + + +PART I. + +GAMES FOR CHILDREN. + + + +ANIMAL SHOW. + + + +An amusing game for children is one in which each child is to make +some sort of animal out of vegetables or fruit, and toothpicks. + +When all the children have arrived, pass around slips of paper +containing a number and the name of some animal. Each one must keep +secret what his animal is to be. + +Let the hostess prepare a basket of vegetables, potatoes, beets, +carrots, and fruits, lemons, bananas, etc., suitable for the occasion, +from which the children can take their choice to make their +animals. Plenty of toothpicks must be provided for the legs, ears and +tails. + +Allow five minutes for constructing the creatures. + +Then collect the specimens, pinning a number corresponding to the one +on the slip, to its back, and arrange the "show" on a table. Many +queer sights will be seen. + +The children, having received pencil and paper, should be told to +write down the number of each animal, and opposite it what the animal +is intended to represent. + +A prize can be given to the one who has guessed the greatest number +correctly. + + + +CHASE THE RABBIT. + + +All the children kneel on the floor in a ring with hands on each +other's shoulders. + +One is chosen to be the "rabbit" and runs around outside the ring and +touches one of the players, who is to chase him to his "hole." + +The minute the player is touched he must run to the left, while the +rabbit goes to the right, must tag the rabbit when they pass each +other and try to get back to the "hole" again. If he fails, he +becomes the "rabbit," and the game goes on as before. + + + +SOAP-BUBBLE CONTEST. + + +Provide each child with a clay pipe and prepare two basins of soap +suds for the game. If a little glycerine is put in the water, the +bubbles will last longer. + +Divide the company into two sides, an even number in each. Stretch a +cord or rope at a medium height across the middle of the room. Two +children, one from each side, play at a time. Each stands on his side, +blows the bubble from the pipe and blows it toward the opposite side, +and over the rope if he can. If it goes over the rope without +breaking, he has won one point for his side, if not, his side has +lost. Tally is kept as each set plays, and the side that has the most +points, wins, and surely deserves a prize. + + + +ROSE GUESS. + + +Any child can play this simple game. Take a full blown rose and hold +it up where all can see it, then let them write on a slip of paper how +many petals they think are in the rose. + +The petals are then counted by one of the children and the one who +guesses the nearest, receives a prize. + +Any flower with many petals, can be used. + + + +NEW BLIND MAN'S BUFF. + + +The one who is chosen for the "blind man" does not have his eyes +bandaged as in the old game. + +Stretch a sheet between two doors and place a light, candle or lamp, +on a table some distance from the sheet. The "blind man" sits on the +floor or low chair in front of the light facing the sheet, but he must +be so low down that his shadow will not appear on the sheet. + +The children form a line and march single file between the light and +the "blind man," who is not allowed to turn around. Thus their shadows +are thrown on the sheet and as they pass, the "blind man" must guess +who they are. The children may disguise their walk and height, so as +to puzzle him. + +As soon as the "blind man" guesses one correctly, that one takes his +place and becomes "blind man," while the former takes his place in the +procession, and the game proceeds as before, but the children had +better change places, so the new "blind man" won't know their +positions. + + + +FINDING FLOWERS. + + +A very simple game for children is one played like the old-fashioned +"London Bridge." + +Two children with joined hands stand opposite each other, and the rest +form a ring and pass under the raised hands, while they repeat, + + "We're seeking a pansy, a pansy, a pansy, + We've found one here." + +As they say "here," the raised hands close around the child who was +passing by, and "Pansy" takes the place of the one who caught her, and +she names some other flower which is to be found, and the game goes on +as before, substituting that flower for pansy. + +Then it continues until all the flowers are "found." + + + +BEAN-BAG CONTEST. + + +Prepare an even number of bean bags of +moderate size, half of one color and half of another. + +Appoint leaders, who choose the children for their respective +sides. There should be an even number on each side. The opponents face +each other, with the leader at the head, who has the bag of one color +at his side. The bags are to be passed, + + 1st, with right hand, + 2d, with left hand, + 3d, with both hands, + 4th, with right hand over left shoulder, + 5th, with left hand over right shoulder. + +Before the contest begins, it is best to have a trial game, so all +understand how to pass the bags. + +At a given signal, the leaders begin, and pass the bags as rapidly as +possible down the line, observing all the directions. The last one +places them on a chair, until all have been passed, and then he sends +them back, observing the same rules, until all have reached the +leader. + +The side who has passed them back to the leader first, and has done so +successfully, is the winning side. + + + +BLOWING THE FEATHERS. + + +The children are seated on the floor, around a sheet or +tablecloth. This is held tight by the players about 1 1/2 ft. from the +floor, and a feather is placed in the middle. + +One is chosen to be out, and at a given signal from the leader, the +feather is blown from one to the other, high and low, never allowed to +rest once. + +The player outside runs back and forth, trying to catch the +feather. When he does succeed, the person on whom it rested or was +nearest to, must take his place. + + + +SCHOOL. + + +The players sit in a circle, and each takes the name of some article +found in the schoolroom, such as desk, rubber, blackboard, etc. + +One of the players stands in the center and spins a plate on end; as +he does so, he calls out the name of an article which one of the +players has taken. + +The person named must jump up and catch the plate before it stops +spinning. + +If he is too slow, he must pay a forfeit. It is then his turn to spin +the plate. + + + +HIDE THE THIMBLE. + + +All the players but one, leave the room. This one hides a thimble in a +place not too conspicuous, but yet in plain sight. + +Then the others come in, and hunt for the thimble; the first one +seeing it, sits down and remains perfectly quiet until all the others +have found it. + +The first one who saw it, takes his turn to hide it. + + + +FAN BALL. + + +Make two balls, one red and one blue, out of paper thus-- + +[Illustration: A drawing of three identical circles of paper. No. 1 +should have slits on the top, bottom, left, and right. No. 2 should +have slits on the left, right, and a vertical slit in the center. +No. 3 should have vertical and horizontal slits intersecting in the +center.] + +Slip No. 1 in No. 2, and No. 3 fits over and bisects the other two. + +Appoint two leaders who choose their teams; each team takes a ball and +a palm leaf fan. + +GOALS--Three chairs, one at each end of the room and one in the +center, at equal distance from others. + +Two play at a time, one player from each side. The player stands in +front of his goal and at the word "ready," fans his ball to the +opposite goal. It must go through the back of the chair in the middle +of the room, and through the opposite goal, in order to win. When all +have finished playing, the team which has the most successful players +in it, wins the game. + + + +SPOOL FLOWER HUNT. + + +Gather together as many spools as possible, marking each with a +separate letter, which, when put together, will form the name of some +flower, such as: rose, violet, daisy, pansy, etc. Stand all the +spools in a row, those forming names standing together. + +One child, the gardener, gathers up all the spools and hides them in +all the corners and out-of-the-way places in the room, only one spool +being in each place. When all are hidden, the children are summoned in +to hunt for the flowers. + +The object is to find such spools as form a name. As the spools are +found, the children see if the letters on them spell a flower. + +When the hunt is over, the one having the most complete sets of +flowers is the winner. + + + +MARBLE CONTEST. + + +Cut five holes of different sizes in the lid of a pasteboard +box. Number the largest hole 5; the next largest 10; the next, 20; the +next, 50; and the smallest, 100. + +Place the box on the floor and give each child an equal number of +marbles. The object of the game is to see which child can count the +most by dropping the marbles into the box through the holes. + +Each player in turn stands over the box, holds his arm out straight, +even with the shoulder, and drops the marbles one by one into the +box. If one goes through the largest hole it counts 5, if through the +smallest, 100, and so on, count being kept for each player. The one +scoring the greatest number of points is the winner. + + + +PASSING BY. + + +An amusement for children on a train, or at home when it is raining, +is the following, and it will help to while away the time. + +If there are several children, choose sides and appoint one to keep +the count for his side. Each side sits by a different window and +watches the passers-by. Every man counts 1; every women 2; baby 3; +animal 5; white horse 10; black cat 50. + +As a child sees someone passing, he calls out the number for his side; +if a woman, he says 2; if a man and woman together, it will be 3, and +so on. + +If the children are looking upon the same street the side that calls +its number out first adds it to its score. It is more exciting if the +different sides have different streets to look out on. + +If on a train, one side sits on the right and the other on the left, +and when an object is seen, they call out right, 5, or left, as the +case may be, for the mother, or older person to put down on the score +card. + +The side which succeeds in reaching 100 first is the winning side. If +the trip is long, 500 can be the limit. + + + +THE SERPENT'S TAIL. + + +This is a Japanese game, and is played this way. All the children form +a line, each resting his hands on the shoulders of the player in front +of him. One child is chosen out, and is called the "catcher." The +first child of the line, or "serpent," is called the "head," and the +last one, the "tail." + +The "catcher" stands about three feet from the "head" and when someone +gives a signal he tries to catch the "tail" without pushing anyone, or +breaking through the line. + +The children forming the "body" defend the "tail," by moving about in +any way they choose, but the line must never be broken, as the "tail" +is considered caught if it is. + +When the "tail" is caught, the "catcher" becomes "head," and the +"tail" is then "catcher," the last child in the line being "tail," and +the game goes on as before. + + + +LITTLE BO-PEEP. + + +Dress the little girl in whose honor the party is given as little +Bo-peep, with a little crook. + + +Hide small toy sheep all over the room in every nook and corner. As +each child comes, give her a little stick fixed up like a crook, and +tell the children to find the sheep. + +After the hunt is over, award the child who found the most sheep some +little prize. Each may keep the sheep she finds. + +If the party is in honor of a little boy, change it to "Little Boy +Blue," and have horns instead of crooks. + + + +SPOOL ARMIES. + + +Children may derive a lot of fun from a large supply of empty spools +of all shapes and sizes. Pieces of cotton batting stuck in the +opening at the top may serve as heads. + +For the "army" gather together as many spools of the same size as you +can, numbering each one. Choose a large spool for the general. + +Arrange them in rows with the general at the head of a chair or box. A +small ball, or pieces of muslin knotted into small balls, will serve +as ammunition. When the battle begins, each child aims at the general, +endeavoring to knock him over, and as many others as he can. The score +is counted after each attack. If a spool has fallen over, but not off +the chair, it counts but half its number; if on the floor, it is +"dead," and the whole number is counted. + + + +SPINNING FOR 20. + + +On a board or piece of cardboard, mark with pencil or ink, the design +illustrated, the size of the circles varying with the size of the +board. + +[Illustration: 4 concentric circles, numbered 20, 15, 10, and 5.] + +A top may be made out of an empty spool by taking one end of it and +sticking a piece of wood, pointed at one end about an inch long, +through it. Each spool makes two tops which are spun with the thumb +and forefinger. A penny may be used to spin, in fact any small thing +that spins will do for a top. + +Number the circles as in the diagram. Place the top on the dot in the +center of circle 20 and spin it. The number of the circle the top +stops on, is the number scored. If on a line it counts for the circle +next it. If outside the line of circle 5 it counts nothing. + +Any number can play and any number, such as 100 or more, may be the +score. + + + +SHOE HUNT. + + +Shoes, four inches long, are cut out of cardboard, from patterns found +in catalogues. The pairs are mixed and hidden all over the room, high +and low, behind pictures, under mats, etc. + +The girl or boy finding the greatest number of shoes that prove to be +pairs receives a prize. + +To add to the merriment, several pairs of real shoes may be hidden, +too, and the children will enjoy hunting for the mates. + + + +HOP-OVER. + + +Fun for the children is in store when they play this game. All stand +in a circle, not too near each other. One player stands in the center, +holding a rope, or stout cord, at the end of which is attached a +weight of some kind. + +At the word "ready" the one in the center whirls the cord rapidly +around near the floor. The players, to prevent it from touching their +feet, hop over it as it approaches them. + +In a short time every one is hopping and a lively time ensues. The one +whose feet were touched takes the center place and endeavors to hit +some other player's feet. + + + +BOUQUET. + + +This is played similarly to "Stage-coach." Any number of children can +play it. One is chosen out and is called the "gardener." + +All the children sit in a circle and the "gardener" gives each one in +turn the name of some flower. When all are named the "gardener" stands +in the center of the circle and tells how he has gone to the woods to +gather certain flowers, how he has transplanted them to form a lovely +garden, the care he has to take of them, and so on, telling quite a +long story and bringing in the names of all the flowers he has given +to the children. + +As a flower is mentioned, the child who has that name rises, turns +around, and sits down again. Anyone who fails to rise when his flower +is named must pay a forfeit. When the gardener says something about a +bouquet, all the children rise and exchange seats. Then the "gardener" +tries to get a seat, and if he succeeds, the person who has no seat +becomes the "gardener" and the game goes on as before. + + + +MAKING SQUARES. + + +Make a square or rectangle of dots, as shown on page 26. + +Provide the children with pencils. Each one makes a line joining two +dots but tries to prevent the others from making a square. + + . . . . . . . + + . . . . . . . + + . . . . . . . + + . . . . . . . + + . . . . . . . + + . . . . . . . + + . . . . . . . + + .-. . . .-. . + |A| | | + .-.-.-. . . . + |A| | | + .-. . . . .-. + |A| | | + .-.-.-. .-.-. + |B|B| | + .-.-. .-. . . + | + . .-. . . .-. + | | | + .-.-. . . . . + +For a while it is easy, but soon the number of dots is scarce, and it +requires careful marking to prevent the squares from being formed. +Finally all the chances are gone and the next player completes a +square, as a reward he is given another chance, thus completing +several, then he joins two dots and the next player continues. + +Each one places his initial in his completed square, so the score is +easily counted. The one who has succeeded in making the most squares +is the winner. + + + +SIMPLE SIMON'S SILLY SMILE. + + +All the players sit in a circle and one who is bright and witty is +chosen as leader. He stands in the center of the circle and asks the +most ridiculous questions he can think of. + +The players when asked any question, must always answer "Simple +Simon's silly smile." No other answer will do and whoever laughs or +fails to say it correctly, must pay a forfeit. + + + +TEA-POT. + + +One player leaves the room, and while he is gone the rest decide upon +some word which has several meanings, which he must guess when he +comes in. + +The rest of the players converse about the word, but instead of +mentioning it, say "Tea-pot" in its place. Suppose the word chosen is +"vain." No. 1 may say: "She is altogether too tea-pot for me." (vain) +No. 2 says: "The tea-pot pointed North yesterday." (vane) No. 3: "The +tea-pot is blue." (vein), and so on, each in turn making some remark +about the chosen word until the player has guessed it correctly. The +person who gave the broadest hint about the hidden word must leave the +room next. + + + +BLIND MAN'S BUFF. + + +It is hardly necessary to describe this game as almost everybody knows +how to play it. There may be some who do not know, however, so it is +included here. + +Clear the room as much as possible, pushing all the chairs, tables, +etc., against the walls. The child chosen as "Buff" is blindfolded, +and is asked the following question by the other children. "How many +horses has your father got?" He answers "Three." "What color are +they?" "Black, white, and gray," is answered. Everyone calls out "Turn +around three times and catch whom you may." + +"Buff" turns around, and then tries to catch whoever he can. The +children try to escape him by dodging him until finally one is caught, +and before the handkerchief is raised, "Buff" must guess whom he has +caught. If he guesses correctly, the one caught becomes "Buff." + + + +CAT AND MOUSE. + + +The children sit in two rows facing each other, with a space +between. Blindfold two children, one being the "cat" and the other the +"mouse." + +The "cat" stands at one end of the row and the "mouse" at the +other. They start in opposite directions and the "cat" tries to catch +the "mouse." The children may give hints as to the direction the +players are to go in. When the "mouse" is caught, he becomes "cat," +and another child is chosen as "mouse." + + + +MUSICAL CHAIRS. + + +Musical Chairs, or Going to Jerusalem, is a favorite game of the +children. Someone who plays the piano well starts up a lively tune and +the children march around a row of chairs which have been arranged +facing alternately in opposite directions. There should be one less +chair than the number of players. + +When the music stops, each child tries to find a seat. Someone will be +left out, as there is one chair short. This one takes another chair +from the row and the game continues until there is one child left with +no chair. This one has won the game. + + + +BUTTON, BUTTON. + + +All the children sit in a circle with hands placed palm to palm in +their laps. One child is given a button and she goes to each in turn, +slipping her hands between the palms of the children. As she goes +around the circle she drops the button into some child's hands, but +continues going around as long after as she pleases, so the rest will +not know who has it. + +Then she stands in the middle of the circle and says: "Button, button, +who has the button?" All the children guess who has it, the one +calling out the correct name first is out and it is his turn to go +around with the button. + + + +STATUES. + + +Arrange all the children except one on chairs or a bench. This one is +the leader and she stands on the floor in front of the children. +Beginning at one end of the row, she pulls each child from the bench, +letting her remain in whatever position she falls. Sometimes she can +tell them how to pose, for instance, she will say "Like an angel," and +that child will fold her hands and look upward. Another might be +"cross school-teacher," and this child may pretend to be scolding +someone. Each child remains perfectly still, posed in the attitude +suggested, until all the children are on the floor. Then the leader +selects the one she thinks has posed the best and that one takes the +leader's place and the game goes on as before. + + + +OUR COOK DOESN'T LIKE PEAS. + + +All the players except one sit in a row. This one sits in front of +them and says to each one in turn: "Our cook doesn't like P's; what +can you give her instead?" + +The first one may answer "sugar" and that will suit her, but the next +one might say "Potatoes," and that will not do, and he will have to +pay a forfeit because the letter "P" comes in that word. + +There is a catch to this as everyone thinks that the vegetable "Peas" +is meant instead of the letter. Even after everybody has discovered +the trick it will be difficult to think of words, and if a player +fails to answer before 5 is counted, a forfeit must be paid. "My +grandma doesn't like tea (T)" is played in the same way. + + + +HOLD FAST, LET GO. + + +A simple game for small children is the following. Each child takes +hold of a small sheet or tablecloth, the leader holding it with his +left hand, while he pretends to write with his right hand. + +The leader says: "When I say 'Hold fast,' let go; and when I say 'let +go,' hold fast." He calls out the commands one at a time and the rest +do just the opposite of what he says. Whoever fails must pay a +forfeit. + + + +SIMON SAYS. + + +One child is selected to be Simon. The rest of the children sit around +in a circle. Simon stands in the middle and gives all sorts of orders +for the children to follow. Every order which begins with "Simon says" +must be obeyed, whether Simon performs it or not, but if Simon should +give some order, such as "Thumbs down," whether he puts his thumbs +down or not, it must not be obeyed by the others because it was not +preceded by "Simon says." + +All sorts of orders such as "Thumbs up," "Thumbs down," "Thumbs +wiggle-waggle," "Thumbs pull left ear," etc., are given. The faster +the orders are given, the more confusing it is. A forfeit must be paid +by those who fail to obey the orders. + + + +OLD SOLDIER. + + +One child, who represents the old soldier, goes around to each child +in turn and begs for something, saying that he is poor, hungry, blind, +etc., and asks what they will do for him. + +In answering the old soldier no one must use the words, "Yes," "No," +"Black," or "White." As soon as a child is asked, he must answer +immediately. If he does not, or says any of the forbidden words, he +must pay a forfeit. + + + +HIDE AND SEEK. + + +One child is chosen out. This one stands by a post or in a corner +which is called "base," and hides his eyes. The children decide among +themselves how much he shall count while they are hiding. Suppose they +choose 100, then he counts 5, 10, 15, 20, etc., until he reaches 100, +and then he calls out: + + "Ready or not, + You shall be caught." + +Each child having hidden in some place while he was counting, remains +perfectly still while he is hunting for them. If he passes by some +child without finding him, that one can run to the "base" and say +"One, two, three, I'm in free!" As many children as can try to get in +"free," but if the one who is out tags any of them before they reach +"base," the first one tagged is the next to hide his eyes. + + + +HANG-MAN. + + +Two children may derive a great deal of amusement from this simple +pastime. At the top of a piece of paper write all the letters of the +alphabet. Underneath, the child who has thought of a word or short +sentence puts a dash down for every letter contained in the word +thought of. + +Suppose the words thought of were "Gamebook," it would be written +thus: -------- + +The other player asks if the word contains "a," and the other puts it +in its proper place, crossing the letter off of the alphabet above. +The other guesses different letters at random, every right one being +put in its place, while for every wrong one a line is drawn to help +construct a gallows for the "hang-man." If there are many wrong +guesses, the "hang-man" may be completed and then the word is told the +other player. The players take turns in giving out and guessing the +words. + +The gallows is made thus for every wrong guess: + +[Illustration: The gallows and hang-man is drawn progressively, one +line at a time.] + + + +BIRD, BEAST, OR FISH. + + +A simple little game for amusing two children is the following. Write +on the top of a slate or paper the words "Bird, beast, and fish." + +One child thinks of the name of some animal and puts down the first +and last letters of the word, marking dashes for the other letters. +His companion thinks over all the names of animals he knows containing +that number of letters, until finally he has guessed what it is or +else has given up. If he guesses correctly it is his turn to give +either a bird, beast, or fish. + + + +PETER PIPER. + + +This is an amusing game for children. A blackboard is needed upon +which the verse, "Peter Piper," etc., is illustrated or written so +that the words are mixed up and it will be difficult to point +out. Some older person will be needed to superintend the game. + +One child is given a pointer and as the others sing, to any familiar +tune (Yankee Doodle, for instance): + + "Peter Piper picked a peck of pickled peppers, + Now if Peter Piper picked a peck of pickled peppers, + Where is that peck of pickled peppers, + Peter Piper picked?" + +she must point out each word or drawing as quickly as it is sung. + +If a mistake is made in pointing, the child takes her place with the +rest and another child is out. Each one is given a turn. + +It is an achievement, if done successfully, and some suitable gift +should be given as a prize. + + + +LOOK OUT FOR THE BEAR! + + +Any number of children can play this game. One is chosen to be the +"bear," and he hides in some part of the room or garden, while the +rest, with their backs turned, are standing at their goal. + +As soon as the children have counted 50 or 100, they all scatter and +hunt for the "bear." The child who finds him first calls out, "Look +out for the bear," and all the children run to their goal. + +If the bear catches any while running for the goal, they become +"bears." These "bears" hide together and the game continues until all +the children are "bears." + + + +HOOP RACE. + + +All children love to roll hoops. For a little folks party, plan to +have as many hoops as children, so each can have one. + +Bind these around with tape or ribbon. The children contest one at a +time. The child who succeeds in rolling his hoop around the room three +times without having it turn over or stop, wins the prize. + +If the room is very large once or twice around will be enough, so the +children aren't tired out. + + + +BUTTON FUN. + + +An amusement for small children, is to gather together as many buttons +of all shapes and sizes, plain and fancy, as can be obtained. + +The largest button is the father, the next size is the mother, several +children arranged according to size, and a tiny one for the baby. + +Plain buttons are called servants, others animals and pets. The +children arrange their families in pasteboard boxes, using pasteboard +cards for chairs, carriages, etc. All children like to play "house," +and a whole afternoon can be whiled away making stores out of cards, +to do shopping in, and boats for the button-children to play +in. "School" also can be played and the boys enjoy forming rows of +soldiers and parading up and down. + + + +STEPS. + + +One child is chosen out. This one stands by a post or door with his +back to the other players. The rest of the children stand in a row at +the other end of the room or porch, as the case may be. + +The one by the door counts 5, slowly or quickly, and then turns +around. While he is counting and his back is turned, the others take +as many steps forward as they can without being caught. If anyone is +moving when the player turns around, they exchange places, and the +game continues, the children advancing step by step toward the +goal. When one has reached the goal and touched it, he can go back +again and begin all over. The one who touches the goal the greatest +number of times just by stepping, and has not been caught, wins the +game. + + + +HE CAN DO LITTLE. + + +All the players sit in a circle. One, knowing the catch, begins by +saying: "Ahem, he can do little who cannot do this." While saying +this, he taps a stick on the floor several times. + +This stick passes from one to the other in turn, each one thinking +that the stick must be tapped a certain number of times, but the catch +is that just before saying "He can do little who cannot do this," each +one ought to clear his throat as the leader did at first. Allow the +game to continue around the circle two or three times before +explaining the catch. A forfeit is paid by each player who does not +do it correctly. + + + +WINK. + + +All the girls sit in a circle, and the boys stand outside, one boy +behind each girl's chair. One chair is left vacant, but a boy stands +behind it, and by winking at the girls one at a time, tries to get one +for his empty chair. + +As soon as a girl is winked at, she tries to leave her seat, and take +the vacant one, but if the boy behind her touches her before she +leaves the seat, she cannot go. Each boy has to keep his eye on the +one who is winking and on the girl in his chair, for if he is not +watching, she may escape before he has time to touch her, and then it +is his turn to do the winking and get a girl for his chair. + +If the winking is done quickly it adds to the interest of the game. No +boy can keep hold of a girl all the time; he must only touch her when +she starts to leave her place, and then if she is beyond arm's length, +he cannot call her back. + + + +DOUBLE TAG. + + +The children stand in pairs, one behind the other, in the form of a +circle, all facing the center. + +Two of them are out, one who runs away, and the other who tries to +catch him. The one who is running away may place himself in front of +any couple for safety and he cannot be tagged, but the child at the +end of the trio must run, and if he is caught before he can stand in +front of another couple, he is the catcher and pursues the other +child. + + + +PUSS IN THE CORNER. + + +All the children except one stand in corners, or in any fixed stations +if there are not enough corners to go around. The one who is out +stands in the middle to represent "Puss." The players then beckon to +each other one at a time saying, "Here, puss, puss," and run and +change places with the one who is called. + +Puss tries to get one of the vacant places. If she succeeds, the +child who is left out is "Puss," until she manages to obtain a place. + + + +I HAVE A BASKET. + + +One child begins by saying: "I have a basket." The one to his left +says: "What is in it?" The first one replies with the name of some +article beginning with "a," as "apples." + +No. 2 says: "I have a basket," and the next one to him says: "What is +in it?" No. 2 replies: "Apples and bananas," (or some other word +beginning with "b"). + +No. 3 says: "I have a basket." No. 4 asks the same question as before +and No. 3 responds with "Apples, bananas, and cats," and so on, each +in turn repeating what the others have said, and adding another +article, which commences with the next letter of the alphabet. +Whoever forgets what the other articles were must pay a forfeit. Thus +it continues until the last one has named all the articles in order, +and ended with "z". + + + +STILL POND, NO MORE MOVING. + + +All the children form a circle, joining hands. One is blindfolded, +given a cane, and stands in the middle of the circle. + +The children march around her, going fast or slowly until she taps on +the floor three times with the cane and says: "Still pond, no more +moving." The children drop hands, and remain perfectly still, right +where they are. + +The one in the middle feels her way toward the children, holding the +cane in front of her. The first child who is touched with the cane +must take hold of it. The blindfolded one says, "Grunt like a pig," +and the one holding the cane must grunt, disguising her voice if +possible. If the blindfolded one guesses who she is, they exchange +places, and the game goes on as before, but if she fails, she has +another turn and may tell the player to "Bark like a dog" or "Mew like +a cat" until she guesses the right one. + + + +RING ON A STRING. + + +Slip a ring on a long piece of string having the ends knotted +together. The players stand in a circle and the string passes through +their closed hands. Each makes the motions of passing something. + +The ring circulates from one to another, while a player in the middle +tries to find it. As soon as the ring is found, the person in whose +hands it was takes his place, and the ring is passed as before. + + + +HUNT THE SLIPPER. + + +All the children except one sit on the floor in a circle, with their +knees raised. The one left out brings a slipper, and handing it to one +child says: + + "Cobbler, cobbler, mend my shoe, + Get it done by quarter-past two." + +He walks to the other side of the room and in a minute comes back and +asks if the shoe is done. In the meantime the slipper is being passed +from one to the other, under their knees. + +The child who is asked if the slipper is done says she thinks her +neighbor has it, the neighbor is asked and receiving the same answer +the one hunting it goes from one to the other until the slipper is +found. If it takes too long for him to find it, the slipper may be +tossed across the circle, so it will be easy to follow it up. + + + +WHAT IS MY THOUGHT LIKE? + + +All the children except one sit in a circle. This one thinks of +something and, standing in the middle of the circle, asks each one in +turn: "What is my thought like?" + +Each one names some object, and when all have been asked, the leader +announces what her thought was and each in turn must prove the +resemblance between his answer and the thought. Whoever fails must pay +a forfeit. + +Suppose the thought is a stove, and No. 1 says: "Like the sun." No. 2, +"Like silver," then the second time around No. 1 can say: "A stove is +like the sun because they both give heat;" No. 2 can say: "A stove is +like silver because they both shine when well polished," and so on. + + + +ORANGES AND LEMONS. + + +The two tallest children, one named "Orange," the other "Lemon," join +hands and form an arch for the other children to pass under. The +children, holding on to each other's dresses, march in single file and +sing: + + "'Oranges and lemons,' say the bells of St. Clement's, + 'Brickbats and tiles,' say the bells of St. Giles, + 'You owe me five farthing,' say the bells of St. Martin's, + 'When will you pay me?' say the bells of old Bailey, + 'When I grow rich,' say the bells of Shoreditch, + 'When will that be?' say the bells of Stepney, + 'I do not know,' says the great bell of Bow. + Here comes a candle to light you to bed, + And here comes a chopper to chop off your head." + +When the last line is sung the child who is under their arms is caught +and asked in a whisper if he will be an orange or lemon. He answers, +and joins whichever side he chose, holding the other around the +waist. The game continues until all are caught, and then there is a +tug-of-war between the oranges and lemons. + + + +RED-HOT POTATO. + + +The "potato" in this game is a knotted handkerchief. One player is +chosen for the center, and the others sit around in a circle. The one +in the center throws the "potato" to anyone in the circle. This one +must throw it to another player and so on, tossing it, from one to +another, and never allowing it to rest. + +The player in the center tries to catch it. If he succeeds, the one +who last tossed it exchanges places with him, and the game goes on as +before. + + + +JUDGE AND JURY. + + +Arrange the children in two rows, facing each other. The judge sits at +one end in the aisle. He asks one of the jury a question (anything he +happens to think of). The one who is questioned must not answer, but +the child sitting opposite him must reply for him, being careful not +to use any of the following words in his answer. Yes, no, black, or +white. Some answer must be given, whether it be sensible, or not. + +Whoever fails to answer before the judge counts 10, or answers out of +turn, or uses any of the forbidden words must either pay a forfeit or +become the judge. + + + +REUBEN AND RACHEL. + + +Blindfold one of the players. All the rest form a ring and dance +around him until he points at some one. That one enters the ring and +the blindman calls out: "Rachel;" she answers: "Here, Reuben," and +moves about in the circle so as to escape being caught by "Reuben." + +Every time the blindman calls out "Rachel," she must reply with +"Reuben" and thus it goes until finally "Rachel" is caught. "Reuben" +must guess who she is, and if he guesses correctly, "Rachel" is +blindfolded and the game goes on as before. If not, the same child is +"Reuben" again. + + + +FROG IN THE MIDDLE. + + +The children form a ring. One, the frog, is chosen out, and he stands +in the middle of the circle. + +The children, holding hands, dance around him, saying: "Frog in the +middle, jump in, jump out, take a stick and poke him out." As the last +line is sung, the frog takes one child by the hands and pulls him to +the center, exchanging places with him. The children continue dancing +around and singing while the frogs jump thick and fast. The game +continues until all have been frogs or are tired out. + + + +HORSEMEN. + + +This is a rough-and-tumble game for the boys, and must be played +either outside, or in a large bare room. + +Sides are chosen, the big boys taking the small boys on their back, +carrying them "pick-a-back." The one carrying the boy is called the +horse, and the other the rider. The sides stand opposite each other +and when a signal is given, they rush toward each other, the horses +trying to knock down the opposing horses, and the riders trying to +dismount each other. + +The game continues until a single horse and rider remain, and the side +to which they belong wins the game. + + + +MY HOUSE, YOUR HOUSE. + + +Attach a string to the end of a small stick. At the end of the string +make a loop that will slip very easily. On a table make a circle with +chalk. + +The leader, or fisherman, arranges the loop around the circle and +holds the stick in his hand. Whenever he says: "My house," each player +must put his first finger inside the circle, and leave it there. When +"Your house" is said, the fingers must be withdrawn. + +The commands must be given very quickly, and the fisherman must be +quick to jerk his rod, thus catching several fingers. + +A forfeit should be paid by everyone who is caught, and the fisherman +can exchange places if he wishes. + + + +MALAGA GRAPES. + + +All the players sit in a circle and one who knows the trick takes a +small cane in his right hand; then, taking it in his left hand, he +passes it to his neighbor, saying: "Malaga grapes are very good +grapes; the best to be had in the market." He tells his neighbor to do +the same. + +Thus the cane passes from one to the other, each one telling about the +grapes; but if any should pass the stick with the right hand, a +forfeit must be paid. The trick must not be told until it has gone +around the circle once or twice. + + + + +PART II. + +GAMES FOR ADULTS + + + +SPOON PICTURES. + + +It will be necessary for two of the players to know how to play the +game. One is sent out of the room, and the other remains inside to +take a picture of one of the guests. This is done by holding up a +spoon or some polished surface to a player's face. + +When the picture is taken, the one outside is called in, given the +spoon, told to look at it, and guess whose picture it is. In a short +time she has guessed correctly, to the amazement of the guests. She +leaves the room again, while another picture is taken, is called in, +and guesses that, and so on. + +If any guest thinks he can do it, he may have a trial, but he may +fail. Finally it is discovered that the one who remained inside and +took the pictures sits in exactly the same position as the person +whose picture was taken. If his feet were crossed and his hands +folded, the leader will take that position. If another person is in +that position, the one who guesses waits until one makes a change, and +thus the name may be guessed. + + + +BOOTS, WITHOUT SHOES. + + +All the players are sent out of the room. The leader remains inside +and calls one player in. They both sit down together and the leader +says: "Say just what I say. Say boots, without shoes." (With a short +pause after boots.) The victim may repeat the whole sentence and the +leader says, "No, I want you to say boots, without shoes," and thus it +may go on until the leader has given the simple statement in all sorts +of tones and expressions, and finally, the player realizes that when +told to say "Boots, without shoes," she must simply say "Boots." + +Each player in turn is called in and put through the ordeal, affording +much amusement for those already in the room, until all have guessed +it and laughed over it. + + + +PROVERBS. + + +Any number of persons may play this game. One is sent out of the room +while the rest choose some proverb. Then he is called in and asks each +player in turn a question. In the answer, no matter what the question +is, one word of the proverb must be given. + +Suppose the proverb "Make hay while the sun shines" is taken, then +player No. 1 would have "Make"; No. 2, "hay"; No. 3, "while"; No. 4, +"the"; No. 5, "sun"; No. 6, "shines"; No. 7, "make"; etc., giving each +player a word, often repeating the proverb several times. + +The answers to the questions must be given quickly, and no special +word emphasized. Often the one guessing will have to go around +several times before he can discover any word which will reveal the +proverb. The one whose answer gave the clue must leave the room next, +and it becomes his turn to guess. + + + +ANIMAL, VEGETABLE, OR MINERAL. + + +When the party is large, this game affords much amusement. One player +is sent out of the room. While he is gone the players decide upon some +object which he is to guess. He is then called in, and asks each one +a question. + +The answers to the questions must be either "Yes" or "No," and a +forfeit must be paid if any other answer is given. + +Suppose the object chosen is a piece of coal in the fireplace. The +player will begin by finding out whether the object chosen is of the +animal, vegetable, or mineral kingdom; thus the following questions +may be asked: "Is it a mineral?" "Yes." "Is it hard?" "Yes." "Is it +very valuable?" "No." "Is it bright and shiny?" "Yes." "Is it gold?" +"No." "Silver?" "No." "Is it in this room?" "Yes." "Is it black?" +"Yes." "Is it a piece of coal?" "Yes." + +The correct object being guessed, another player is sent out and the +game continues. + + + +WHAT TIME IS IT? + + +It requires two players who understand this game, a leader and his +accomplice. The accomplice leaves the room, while the leader and the +rest remain inside. The leader asks the players what hour they will +choose for the accomplice to guess. One will say: "Four o'clock." The +assistant is called in and he questions the leader, saying: "Well, +what time is it?" The leader answers thus: "Don't you know?"; next, +"Doubtless, dancing time." The assistant immediately answers "Four +o'clock," to the amazement of the company. + +The key is that each hour, from 1 to 12 o'clock has been named +according to the letters of the alphabet in rotation, from A to K, The +leader, in answering, must be very careful to begin each answer with +the letter indicating the chosen hour; thus in the above the assistant +noticed that each answer began with "d," and "d" being the fourth +letter, four o'clock was the time chosen. Only the exact hours must be +chosen. As the different players think they understand the game, they +may take the assistant's place, and many ludicrous mistakes will be +the result until the game has been explained to all. + + + +IT. + + +One of the players who does not know the game is sent out of the +room. While he is gone, the others are supposed to be thinking of some +person whom he is to guess when he comes in, but it is arranged that +each one describes his right hand neighbor when asked any +questions. It is more amusing if the circle is composed of boys and +girls alternating. + +The player is called in, having been told beforehand that he is to +guess what person the company thought of and that that person is "It." + +He begins by asking "Is it in this room?" "Yes." "Is it a boy?" +"Yes." "Is his hair long or short?" "Very long," and so on, until the +information he has obtained may be the following: "A boy, very long +hair, pink waist, blue eyes, has a beard, very stout, about 6 feet +tall, about 8 years old." The player, astonished at such information, +may keep up guessing, until, by closely questioning each one, he +guesses correctly. If he cannot guess, it is explained to him who "It" +is. + + + +HOW, WHEN, WHERE. + + +One of the players leaves the room while the others select some word +with two or three meanings, which is to be guessed. Suppose the word +"trunk" is thought of. When the player is summoned in he asks each one +in turn "How do you like it?" The answers may be "full of clothes," +"when the outside is brown," (meaning a tree trunk), "shut up in a +cage," (referring to an elephant's trunk). + +The next time around the question is "When do you like it?" and the +answers may be, "When I'm going away," "When I'm in the country," +"When I visit the Zoo." + +The last question is "Where do you like it?" and the answers may be +"In my room," "In the woods," "On the animal it belongs to." The +questioner must try to guess the word from the various answers. If he +succeeds, the person whose answer revealed the word must leave the +room, but if he fails, he has to guess again. + + + +BUZ. + + +All the players sit in a circle and begin to count in turn, but +whenever seven, or any multiple of seven comes, "Buz" is said in its +place. If anyone forgets he may be put out and the game commenced +over again, but it is more fun if the players go right on with the +counting, as many will fall off when the count is up in the +hundreds. The game may be continued as long as is desired. + +Suppose the players have counted up to twenty, the next one would say +"Buz," as twenty-one is a multiple of seven; the next, "twenty-two," +the next "twenty-three," and so on. The one having "twenty-seven" +would say "Buz," as it contains seven. When seventy is reached, the +numbers are said, "Buz one," "Buz two," etc.; "double Buz," for +seventy-seven, and so on. + +"Siz" may be substituted for six and its multiples, and "Fiz" for +five, just for variety. + + + +JENKINS UP! + + +Divide the company into two sides. One division sits around the table +on one side, the other on the opposite side. The members of division +"A" put their hands under the table and a small coin, dime or quarter, +is passed from one to the other. + +When division "B" thinks they have had enough time, the players call +out, "Jenkins up!" and the players of "A" hold up their closed hands, +and when "Jenkins down!" is called, they must place their hands, palm +down, on the table. The players of "B" must guess under which palm the +coin is. Each player has one guess, those on the opposite side raising +their hands when requested to do so. + +If "B" guesses correctly, the coin is passed over to them and "A" must +guess who has it, but if not, "A" keeps the coin, and "B" has another +trial for guessing. + +Tally may be kept, 1 being counted for every correct guess, and a +certain number, as 50, may be the limit. The side gaining 50 points +first is victorious. + + + +STATE OUTLINES. + + +This is a splendid game for the beginning of an evening as the guests +mingle together and become acquainted while hunting for their +partners. + +The hostess prepares pieces of cardboard on which she has drawn the +outline of a state without the name. The state capitals are written on +separate pieces of paper. The cards and slips are handed out haphazard +as the guests arrive. + +The object of the game is to find the state to which the capital +belongs or vice versa, as the case may be. + +The one who succeeds in locating his capital first is the winner. + +The hostess can arrange for the length of time. + + + +PREFIXES. + + +One of the players is sent out of the room. The others then decide +upon some word which he is to guess when he returns. He is told what +the prefix of the word is, and must guess, by asking questions, what +the rest of the word is. The players answer his questions by their +manner or actions. + +Suppose the word chosen is "encouraged," the answers may be given in a +cheerful way. + +The player who is guessing may think of any number of words with the +prefix "en," but he must continue asking questions until the right +word has been guessed. + +The player who has revealed the word by his or her actions, takes the +other's place and leaves the room while the rest are deciding upon +some word for him to guess. The game continues as before. + + + +MY FATHER HAD A ROOSTER! + + +All the players sit in a circle, the leader begins by saying, "My +father had a rooster!" The player to his left says: "A what?" The +leader answers: "A rooster!" Each player repeats this in turn to his +left-hand neighbor who asks the question, until it is the leader's +turn again. + +He then repeats the first part and asks the player next to him, "Could +he crow?" The player answers, "Crow he could." This is repeated by +each player with the previous questions. The next time the leader +says "How could he crow?" The player on the left answers +"Cock-a-doodle-doo!" This goes around the circle again and when the +last one has taken part, all together say "Cock-a-doodle-doo," as a +finish. + +No one is supposed to laugh during the whole game, whoever does, may +either pay a forfeit or is out of the game. It is best to have a +person who knows the game sit next to the leader, so they can start +the game correctly. The complete statements are these, + + "My father had a rooster!" + "A what?" + "A rooster!" + "Could he crow?" + "Crow he could!" + "How could he crow?" + "Cock-a-doodle-doo!" + + + +CROSS QUESTIONS AND CROOKED ANSWERS. + + +All sit in a circle for this game. The first one begins by whispering +some question to his left hand neighbor, such as "Do you like apples?" +The second player must remember the question asked him, and he answers +No. 1 by saying, "Yes, the nice, red, juicy kind." This answer belongs +to No. 1 and he must remember it. No. 2 asks No. 3 a question, being +careful to remember his answer, as it belongs to him. Suppose he asks, +"Are you fond of books?" and the answer is "Yes, I read every one that +comes out." Thus No. 2 has a question and answer that belong to him. + +Every one in turn asks a question and gives an answer, remembering the +question he was asked and the answer his neighbor gave him, which +belong to him. When all have had a turn, No. 2 begins by saying aloud: +"I was asked: 'Do you like cats?' and the answer was 'Yes, the nice, +red juicy kind';" No. 2 says: "I was asked, 'Do you like apples?' and +the answer was, 'Yes, I read every one that comes out,'" and so on. + + + +MAGIC WRITING. + + +An assistant is necessary for this game. One gives a little talk about +sign-language and says that he can read any sign made with a stick on +the floor, and will leave the room while the others decide upon some +word for him to guess. + +Beforehand, it has been agreed upon between the leader and his +assistant that one tap of the stick on the floor will represent "a"; +two taps, "e"; three taps, "i"; four taps, "o"; five taps, "u." Thus +all the vowels are indicated by taps, and the consonants, by having +the first word of the sentence which the leader gives begin with the +chosen letter. The letters of the chosen word must be given in order. + +The leader, who remains inside, knows the chosen word, and when the +assistant is called in, he makes many signs with the stick, tapping in +the proper places. + +Suppose the word chosen is "Games." When the assistant is called in, +the leader begins by making many scrolls, etc., on the floor, then +says: "Great fun, isn't it?" (initial letter "g"), then one tap, "a"; +"Many don't know what I'm writing." (initial letter "m"); 2 taps, "e"; +"Sometimes it is hard to read." (initial letter "s"). Then a few more +marks, so as not to end too abruptly, and the assistant says "Games," +to the astonishment of the company. + +This is continued until some have guessed, or until the trick has been +explained. + + + +FAMOUS NUMBERS. + + +Provide the players with pencil and paper. Each one writes a number +on his slip. The papers are collected, mixed up, and each player draws +one. Each in turn must name something or someone suggested by that +number. The one who is unable to name anything must pay a forfeit. + +Suppose No. 1 has 4, he will say: "My number is 4; the Declaration of +Independence was signed on the Fourth of July." No. 2, "My number is +13; there are thirteen stripes in our flag." No. 3, "My number is 60; +there are 60 minutes in an hour." + + + +MAGIC ANSWERS. + + +One is sent from the room and the others decide upon some object which +is to be guessed when the player enters. + +The player outside has an accomplice in with the others who asks the +question when he returns. It was arranged between them that the object +chosen should be named after some four-legged thing. + +Suppose a book is chosen by the players. When summoned in, the +accomplice asks: "Is it any one in this room?" "No." "Is it a +handkerchief?" "No." "Is it a picture?" "No." "Is it a dog?" "No." +"Is it this book?" "Yes." + +Another arrangement is to have the correct object mentioned after +something which is black, such as shoes, ink, etc. + + + +MODELLING. + + +Provide each player with a card and a toothpick, also a piece of gum, +or paraffine if preferred. + +The hostess announces that when she says "Ready," the gum is to be +chewed until she tells them to stop, and then each one is to take the +gum, place it upon the card, and with the aid of the toothpick, model +either an animal or a flower, keeping his selection a secret, as each +one can choose what he wishes to model. The hostess keeps an eye on +the time and when time is up, (any length she chooses) all the cards +are collected and placed on a table for exhibition. + +There is a curious mixture of cows, cats, dogs, sunflowers, pansies, +violets, etc. Vote is taken upon the best model and a prize is awarded +the victor. + + + +SCISSORS CROSSED OR UNCROSSED. + + +A simple catch game is as follows. It is best if two of the company +know how to play it. One of the two is the leader and the other helps +her out. + +The leader hands a closed pair of scissors to her accomplice, who +takes it and says: "I received these scissors uncrossed and I give +them crossed." (Opening the scissors as she speaks.) She passes them +to the player on her right who should say: "I receive these scissors +crossed and I give them crossed." (If they are left open; if closed, +they are uncrossed.) Those who do not know the game receive the +scissors and pass them and say what they think they ought. It may be +just what the player before said, but the condition of the scissors +may not be the same, and, therefore, it is not right. + +Thus each one has a turn, and the game continues until some bright +player notices that the scissors are called crossed when they are open +and uncrossed when they are closed, and that the player who knows the +game crossed her feet if the scissors were crossed, and if not, her +feet were uncrossed, or resting on the floor as usual. + +Thus the object of the game is to change the words and the position of +the feet in accordance with the position of the scissors. + + + +CAPPING VERSES. + + +To while away the time before dinner, or while sitting in the +twilight, this is a simple amusement for those who love poetry. + +One begins by giving a line or verse of poetry. The next one +continues, but his verse must commence with the last letter of the +previous verse, and so on, each one capping the other's verse. + +Suppose No.1 quotes: + + "Full many a flower is born to blush unseen + And waste its sweetness on the desert air." + +No. 2 continues quoting: + + "Romeo! wherefore art thou Romeo?" + +No. 3: + + "O speak again, bright angel." + +No. 4: + + "Like summer tempest came her tears, + 'Sweet, my child, I live for thee.'" + +and so on until the guests tire of it. + + + + +RABBIT. + + +The leader, who knows the game, asks each one in turn: "Do you know +how to play rabbit?" When all have answered, he says: "Do just what I +do, and I will show you how." + +1st. All stand in a row. + +2d. All kneel down on one knee. + + +3d. All place the first finger of the right hand on the floor. + +When all the players are in this position, just as they are losing +their balance, the leader, who is at the head of the line, pushes +against the player next to him, thus knocking over the whole row. As +they fall amid laughter, he calmly announces that that is the way to +play rabbit. + + + +GHOST. + + +Turn down the lights. All the players sit in a circle. The leader has +a button which she gives to some player, as in "Button, button, who +has the button?" The one who guesses who has the button takes the +leader's place while the leader becomes a ghost and remains outside +the circle. She can talk to the players in the circle, but no one +except the one in the middle can answer her. Anyone who does, becomes +a ghost with the leader. + +Every effort is made on the part of the ghosts to induce the players +to answer. The button keeps going around the inside circle, the one +depositing the button becoming a ghost when a correct answer is given +and the other one taking his place. + +The game continues until all are ghosts. If there was one who was not +enticed, that one wins the game. + + + +WHAT AM I? + + +One of the players is sent out of the room. The rest decide upon the +name of some animal which he is to guess. + +When he returns the players question him in turn, imitating the habits +of the animal chosen and asking questions as if he were that animal. + +For instance, the animal chosen is tiger. The questions may be, "Do +you scratch?" "Are your claws sharp?" "Do you howl at night?" +etc. The player thinking they have named him a cat answers, "Yes," and +says, "Am I a cat?" When answered in the negative, the players still +question him until he finally guesses tiger. The player whose question +betrayed the name of the chosen animal then takes his place and the +game continues as before. + + + +NEEDLE THREADING. + + +Procure several large jars. Stand these on their sides. Only men can +contest for this, as ladies are supposed to be expert needle-threaders. + +Four or five men contest at a time. Each sits on a jar with his feet +crossed in front. The leader hands each a needle and thread. Allow +five minutes for the contest. + +The jars, being on their sides, will roll around, and as the +contestants have their feet crossed, it is a difficult task to remain +still long enough to thread the needle. Those who succeed deserve some +sort of prize. + + + +CONFUSIONS. + + +The players are provided with pencil and paper. Each player selects +the name of some animal, fish, or bird, and mixes the letters so as to +spell other words. For instance, if one chooses elephant, the words +might be "pent heal"; if monkey, "o my ken," while mackerel may be +"mere lack." + +Allow five minutes for making the "confusion," no letter can be used +twice, and words must be formed. Then the hostess rings the bell and +each player in turn reads his "confusion" to the rest who guess what +his chosen word is. Each puzzle is carefully timed. The one whose +puzzle takes longest to guess is the winner, therefore, each person +must mix the letters as much as possible. + +Sides may be chosen if preferred, the players taking turn alternately, +the side which has taken the least time to guess the puzzles is the +victorious side. + + + +VERBAL AUTHORS. + + +The players sit in a circle. One is chosen as judge and he keeps +tally. Each player in turn, rises, and names some well-known book. +The first one to call out the name of the author scores a point. The +game continues until the interest ceases or the store of literary +knowledge is exhausted. The player having the most points is the +winner. + +This game may be played in another way. Instead of calling out the +author as the book is named, provide each guest with pencil and paper +and announce that as a book is named, each player must write down the +author and the name of some character in that book. + +Examples: + + "The Taming of the Shrew"-- + Wm. Shakespeare--Petruchio. + + "Nicholas Nickleby"-- + Chas. Dickens--Mr. Squeers. + + "Ivanhoe"-- + Sir Walter Scott--Rebecca. + + + +PIN DOLL BABIES. + + +Any number may play this game. If there are men and women it is more +amusing. + +Divide the company into groups of five or six. Each group sits around +a table upon which are pins, needles and thread, scissors, for each +player but no thimbles, and strips of tissue paper, colored and white. + +The hostess hands each guest a large wooden clothes-pin which is to be +dressed as a doll, using the tissue paper for dresses and hats. + +All begin to work at a given signal and the hostess allows a certain +length of time for the dressmaking. There is much merriment, as it is +nearly as awkward for the ladies to sew without a thimble as it is for +the men to use a needle. + +When the time is up, these doll-babies are arranged in line for +inspection. Two judges are appointed to decide upon the best and the +worst. Prizes are awarded. + + + +BUILDING SENTENCES. + + +The hostess begins by saying one word and announces that each word of +the sentence must begin with the initial letter of the given word. The +player to her right gives the second word, the next player, the third, +and so on, until the sentence is complete only when it reaches the +hostess. + +Each player must be careful not to give a word which with the others +completes the sentence, as the hostess is the only one who is supposed +to finish it--but sometimes it seems as though all the words of that +letter have been taken; if this is the case, the player who finished +the sentence must pay a forfeit or drop out of the game. + +Suppose there are nine players and number one says "An," number two +"Angry," number three "Ape," number four "Ate," number five "Apples"; +thus number five is out or pays a forfeit as the sentence is completed +and there are still four more to play. Thus the sentence might have +been "An angry ape ate attractive, audacious, ancient April apples." + +This sentence is absurd, but the more ridiculous, the greater the fun. + +For the second turn the player to the right of the hostess begins, +using a word beginning with another letter and so on, until each +player has started a sentence. + + + +GEOGRAPHY. + + +Select two leaders from the company. Each leader chooses players for +his side. The sides stand opposite each other. One leader begins by +giving the name of some river, mountain, lake, city or town, state or +country, located in any part of the world, that begins with the letter +A, the other leader answers back with another geographical name +commencing with A. The two leaders continue with the letter A until +they can think of no more names, then, they commence with B, and so +on, until every letter of the alphabet has been used. + +The players on the opposite sides simply help their leader with the +names, as soon as one thinks of a name it is passed up to the leader +to help him. No place can be named twice. The side that stands up the +longest wins. + +Another way to play this game is as follows. Having chosen the sides +as before, one leader begins by naming any place, lake, river, etc., +commencing with any letter; the leader on the other side then follows +with a name commencing with the last letter of the previous name; then +the player next to the leader on the opposite side follows with a name +commencing with the last letter of that name and so on, each player +has a turn as it goes from side to side. Suppose the leader names +Washington, the next New York, and so on. Thirty seconds is allowed to +think of a name, if he fails in that, he must drop out. Any one may be +challenged to locate the place which he has named. The side which has +kept up the longest, is the champion. + + + +WHAT WOULD YOU DO IF--? + + +Predicaments of the worst kind are thought of and written on pieces of +paper. These are handed among the guests, who write out an answer, +telling the best way out of the difficulty. Each question begins with +"What would you do if--?" + +When all have written their answers, the papers are collected in a +basket, mixed up, and each one draws one out. The answers are then +read aloud. + +Examples: What would you do if you fell into a tar barrel? I would be +too stuck up to do anything. + +What would you do if you should meet a footpad? I would say, "Please, +sir, go away." + + + +WATCH TRICK. + + +It will require two people who know this game to be in the secret. One +of them leaves the room while his confederate remains inside with the +others. He hides an article which the rest of the players have +selected, in an adjoining room which is totally dark, placing a watch +with a moderately loud tick, either on, or as near to the hidden +object as he can. The rest of the players must not know anything about +the watch, as they are kept guessing how the player who is out, +succeeds in finding the hidden article in the dark room. + +When everything is ready, the one outside is called in, led into the +dark room, and hunts for the object. The rest must remain very quiet, +as it breaks the "charm," so the leader says. Guided by the ticking of +the watch, and knowing that it is there, he soon discovers the hidden +object to the surprise of the others. + +He and his confederate may take turns going out and after a while, if +the company are very quiet, one of them might hear the watch ticking +and the trick is disclosed. + + + +FIND YOUR BETTER-HALF. + + +Select a number of pictures of men and women from fashion papers, +advertising books, etc. If possible, try to procure them in pairs, +that is, a man and woman contained in the same picture, or two having +the same expression. Number the pictures in pairs, thus there will be +two of No. 1, of No. 2, No. 3, etc. + +Give the young ladies the pictures of the men and the young men those +of the ladies. Each one then hunts for his partner or "better-half," +comparing the pictures and number. + +The more mixed the pictures were when given out, the longer it will +take to find partners. + + + +WORDS + + +The players form a line as in a spelling match. Sides may be chosen if +preferred. The first one begins by giving the first letter of a word, +"A" for instance, thinking of the word "Animal." The next player, +thinking of "animate," says, "n." The next, thinking of "antidote," +says "t," but this with the other letters spells "ant," so he must go +to the foot of the line. + +The object of the game is to keep from adding a letter which finishes +the word. Often one will give a letter, when thinking of another +word, which will complete a word. If he does not notice his mistake, +the others call out "foot." + + + + +LETTERS. + + +Empty the contents of a box of "anagrams" on a table so all the +letters are in a pile face downward. The players sit around the table. + +The leader begins by turning up one of the letters and says, "Bird." +The players all see the letter, and the first one who responds with +the name of a bird commencing with that letter is given the card, and +then it is his turn to turn up a card, calling out "Bird," "Animal," +"Fish," or "Famous Man," or anything he wishes. Suppose the first +letter was "E," and a player answered it with "Eagle"; the next letter +was "G," and "Famous Man" was called out, someone would say "Grant." + +The one who has answered the most, thus obtaining the greatest number +of cards, is the winner. + + + +SEEING AND REMEMBERING. + + +Fill a table with all sorts of things, books, gloves, dolls, pins, +scissors, food, some large, striking picture, another very small +object. Keep the table covered until ready for use. + +Then remove the cover and let all the guests march around it three +times, touching nothing on it, simply looking. The cover is replaced +and each one is given a pencil and paper on which he writes down as +many things as he can remember were on the table. + +The one who has the largest list of correct names receives a +prize. The objects may be auctioned off afterwards. + + + +LIVE TIT-TAT-TO. + + +On a sheet mark a regular tit-tat-to diagram in black point. Stretch +the sheet so it will be smooth on the floor. Divide the company into +sides, a captain being appointed for each side. Call one side the +crosses and the other side the zeros. + +When a signal is given, the captain of one side takes his position in +any one of the squares of the diagram. The captain of the other side +follows, taking his position, then a player of the first side takes +his position endeavoring to be in a row with the first move, so the +next player on his side will form the third cross or zero, as the case +may be, in the row, either straight or diagonally, and win the game +for that side. + +The winning side then changes to zeros if they were crosses or vice +versa. Let each player have a turn, as there are only nine squares, +and as the game may be won before they are all filled, some may not +have a chance to play. It is best, when playing a new game, to let +those who did not play before have first play. + + + +BITS OF ADVICE. + + +Each person is given a slip of paper and pencil. The leader then +tells the players to write a bit of advice, original if possible, on +the paper, fold it, and drop it into a basket as it passes by. + +The papers are all mixed up and the basket is passed again, each +player taking one, but not unfolding it until he is told to. + +Before opening the papers each one must say whether the advice is good +or bad, necessary or unnecessary, and whether he intends to follow +it. When the paper is unfolded it may be the opposite of what he has +said. + + + +PICTURES. + + +Provide the players with pencil and paper. All sit in a circle. The +leader announces that pictures are to be drawn in this manner. First, +draw a head (either animal or human), fold the paper, pass it to the +right. + +Second--Draw a neck, shoulders, and arms. + +Third--Complete the body (the former player having left two lines +below the fold of the paper). + +Fourth--The skirt, trousers or legs, as the case may be. + +Fifth--The feet, and if you wish to add to the fun, the last one +writes a name either of some one present or some noted person. + +The papers are folded and passed after each drawing and the last time, +they are all opened and passed around to be inspected and laughed +over. + +[Illustration: A drawing of man with a cat's head, wearing a dinner +jacket, skirt, and clogs. Five folds are indicated at the neck, +mid-torso, waist, knees, and feet.] + + + +HOUSEHOLD GOSSIP. + + +One of the guests is sent out of the room. The hostess asks the +remaining players to say something about him. As each one in turn +gives his statement, she writes it down with the person's name on a +piece of paper which she keeps. + +The player is then summoned in and she reads the statements about him +one at a time and he must try to guess who said it. As soon as he +guesses one correctly, the one who said it must go out of the room and +the game goes on as before. + +Examples-- + +You have the family eyes. + +Your chin is too small. + +The left sleeve of your coat has a spot on it; and so on. + + + +TABLE FOOTBALL. + + +The "football" for this game is an eggshell which has had the egg +blown out of it. The players sit around the table with their captains, +who have been previously chosen at each end. There need not be just +eleven on each side as in a regular game, but any number. Each +captain chooses his side. + +Boundaries are marked on the table with, chalk or tape, the two ends +being the goals. + +When all are ready, the eggshell is placed in the middle of the table, +a signal is given, and the members of each team blow the shell towards +his goal. No player can leave his place, and the "football" must be +moved entirely by blowing. + +Regular football rules are used and the count is the same as in +football. It will add to the interest, if the two teams stand for +rival colleges. + + + +MUSICAL MEDLEY. + + +Number eight slips of paper with the same number. On each slip write a +part, or a line from a verse of a familiar song. Suppose set No. 1 was +a verse of "America," this is the way it would be written. + + 1. My country, + 1. 'Tis of thee, + 1. Sweet land of liberty, + 1. Of thee I sing; + 1. Land where my fathers died, + 1. Land of the pilgrim's pride, + 1. From every mountain side, + 1. Let freedom ring. + +Prepare as many slips in groups of eight as there are guests. Give +each one a slip at random and tell each to find the rest of his set. + +When the players of one group have found each other, they stand +together in one corner of the room and practise their song. Each group +does this until all the groups are formed, and then, commencing with +No. 1, each group in turn sings its song aloud for the benefit of the +audience. + + + +ANOTHER MUSICAL MEDLEY. + + +Provide each player with pencil and paper. Before playing this game +it must be arranged with someone who plays the piano well to have a +list of popular songs ready, which she must play one right after the +other. + +When the leader gives a signal, the pianist strikes up a tune and +continues playing from a part of one song into another until she has +reached the end of her list. + +The others write down on their papers the names of the songs as fast +as they are played, and when the pianist stops, the correct list is +read by her, and the rest check off their lists. Prizes may be +awarded. It is a strange fact, that after such a medley, there will be +very few, if any, who have correct lists. + + + +PASSING CLOTHESPINS. + + +Sides are chosen among the players. Each side then takes its position, +forming a row on the floor, the leader at the end. The sides face each +other, but quite a space is left between them. + +At the head of each line is placed a basket containing twelve +clothespins. Each player is instructed to hold his neighbor's right +wrist with his left hand, thus leaving one hand (the right one), free. + +The leaders begin by passing the clothespins, one at a time, down the +line, each player being careful not to drop one. When one reaches the +end of the line, the last player places it on the floor beside him +until all twelve have been passed, then he passes them, the same as +before, up the line to the leader. + +The side which succeeds in passing all its clothespin back to its +leader first is the victorious side. It is best to have a trial game +first, so that the players may become used to passing with one hand, +thus being able to do it rapidly for the regular game. + + +If a clothespin is dropped, the player who dropped it must pick it up +and pass it on. The rest must wait until it is passed before passing +any of the others. + + + +PANTOMIME. + + +Give each guest a slip of paper, folded, containing words which can be +acted in pantomime. Each one must keep his a secret, as the rest of +the company guess what he is acting out. + +The players sit in a circle, and the one acting in pantomime his +words, stands in the middle where all can see him. + +Suppose one had "Dog" on his slip, he would pretend to pet him, call +him, and make him perform. Another might have "Blackberries" and make +all the imaginary motions of picking and eating them, and being caught +on the bushes. If one has "Strawberry shortcake," she can go through +the process of making the imaginary cake, and hulling the berries for +it. + +As soon as it is guessed what the player's word is, the rest call it +out. + + + +BIRDS FLY. + + +The players sit in a circle, one person who is quick and witty is +chosen as leader. He stands in the center of the circle. + +Whenever he mentions any animal that flies all the players make a +flying motion with their hands, but if he names something that doesn't +fly, he alone makes the motions; if any player makes the motion when +he ought to be still he is out of the game. Suppose the leader begins +by saying "Parrots fly," all must move their hands up and down whether +the leader does or not, but if he says next time "Horses fly," all +must remain still. + +It is a good plan to call the names quickly, inserting many that +don't fly, when the players are excited, so they will be confused and +many will be out. + + + +TRIPS AROUND THE WORLD. + + +There are several ways of playing this game, here are two. Provide +each guest with a little paper book to represent a guide book and a +pencil. + +Articles of all kinds have been scattered around the room to represent +different countries, states, or cities. A little package of tea +suggests China; a paper fan, Japan; a piece of cotton batting, +Louisiana; a wooden shoe, Holland; a stein, Germany; and so on. Allow +a certain length of time for the guesses, then collect the little +books, and the player who has guessed the greatest number correctly +receives a prize. + +Another way. The players sit in a circle, Number One names some place +beginning with the letter A, and asks No. 2 what he shall do +there. No. 2 answers in words beginning with A, and he, in turn names +a city commencing with B, and asks No. 3 the question. Thus each +player must answer the question of his neighbor, and name another +place. + +For example: + +"I am going to America, what shall I do there?" + +"Admire Astrakhan Apples. I am bound for Boston, what shall I do +there?" + +"Bake beans and brown bread. My journey takes me to Chicago, what +shall I do there?" + +"Catch cold," etc., etc. + + + +JACK'S ALIVE. + + +A piece of kindling wood is held in the fire until it is well +lighted. It is then passed from one player to the other, each one +saying in turn, "Jack's alive." The instant the stick ceases to burn +"Jack" is "dead" and the one who is then holding it has to pay a +forfeit. + +It is passed very quickly from one to the other, as each player wishes +to get rid of it before the spark goes out. + +For a forfeit, the man who was holding it will have to undergo the +process of having a black mustache made with the charred end of the +stick. + + + +GOING A-FISHING. + + +Cut a number of small fishes about two inches long out of +cardboard. Each fish counts five, but two, which may be a little +larger, are numbered ten. A loop is made with thread on the back of +each fish. + +Rods (sticks about a foot long with string, at the end of which is a +bent pin, fastened to each) are provided for the players. + +The fishes are placed on the floor or table and, at the word "ready" +from the leader, all the players go a-fishing. Each tries his best to +hold his rod steady enough to slip the bent pin through the loop of +thread. As soon as a fish is caught all must stop until the signal to +begin again is given. + +Everyone tries to catch the fishes marked ten, but sometimes it is +wiser to catch as many ordinary ones as a person can, thus making more +points. The player scoring most points is victor. + + + +CONSEQUENCES. + + +Provide each player with pencil and paper. The first thing to write +on the paper is an adjective which applies to a man. The paper is then +folded over and passed to the right. This time each one writes the +name of a man (either present or absent), folds the paper so the next +one can't see what is written, and passes it on to the right. This is +done each time and the order of names is as follows after the first +two, then an adjective which applies to a lady, then a lady's name; +next, where they met; what he said; then, what she said; the +consequence; and last of all, what the world said. + +After all have finished writing "what the world said," the papers are +passed to the right, opened, and read aloud. + +Thus: + + Handsome + Mr. ---- + (met) Pretty + Miss + (at) The Fair + (he said) Have you heard the news? + (she said) I intend to go home. + (the consequence was) They never spoke again. + (the world said) "As you like it." + + + +PERSONAL CONUNDRUMS. + + +The guests are requested to think up some conundrums about some person +in the present company. + +Each one in turn gives his conundrum and the player to his left must +answer it if he can; if he fails, any one present may help him out. + +The conundrums may be written if preferred, mixed up in a hat or +basket and each player takes one to answer. + +Some of them may prove very funny. For the best conundrum and best +answer given, a prize may be awarded. + +Examples-- + +Why is Mr. ---- like the flatiron building? + +Because he is so very tall. + +Why is Miss ---- like sugar? + +Because she is easily melted, that is, overcome. + + + +HUNTING THE WHISTLE. + + +The players who know how to play this game stay in one room, while the +others go into the hall, or another room. Those knowing the trick sit +down in chairs which have been arranged in two rows, with an aisle +between. + +The leader calls one in from the other room and explains to him that +there is a whistle in the room, and as he hears it blown he must find +it. He can make a long speech about the whistle so as to interest the +player, because someone is then pinning the whistle, (which is on the +end of a string) to the player's coat. + +Both the leader and player stand at one end of the room, between the +two rows of chairs. When the leader says "go," the player starts on +his hunt. The rest of the players pretend they have the whistle, and +blow it whenever it chances to pass their way. Thus the player is kept +going from side to side until finally someone happens to pull the +string and he feels it and discovers the whistle on his own coat. He +then takes his place with the rest in the row and another one is +called in and goes through the same hunt. Thus it continues until all +the players know the game. + + + +THE FIVE SENSES. + + + +All the players sit in a circle. No. 1 begins by naming something he +has seen, being careful what his last word is, as it must furnish him +with a rhyme for the rest of the game. Each player in turn tells what +he has seen, then No. 1 repeats his first statement and adds what he +heard, the next time, what he tasted; then what he smelt; and lastly, +what he felt. For example, No. 1 says, "I saw a ring of solid gold." +No. 2 says, "I saw a boy fall off the car." + +The second time round No. 1 says, + + "I saw a ring of solid gold. + I heard a story twice told." + +No. 2 says, + + "I saw a boy fall off the car. + I heard the war news from afar." + +and so on, after going around five times, No. 1's complete rhyme +would be, + + "I saw a ring of solid gold. + I heard a story twice told. + I tasted cheese that was too old. + I smelt hay that soon would mould. + I felt for something I couldn't hold." + +Do not have the verses written as there is more fun in trying to +remember one's rhyme. + + + +WIGGLES. + + +Provide each guest with pencil and paper. Papers four inches square +will be large enough. Each player draws a line about an inch and a +half long with one or more quirks in it, in the upper left hand corner +of the paper. + +The papers are then passed to the player to the right who must draw +some picture out of the "wiggle" in the corner. The paper may be +turned in any position. Allow five minutes for the drawings. + +At the end of this time, each one writes his name on the paper and +hands it to the hostess. A committee is appointed to decide upon the +best "wiggle-picture" and a prize is awarded to the artist. Examples-- + +[Illustration: Two drawings of a Roman column a swan, and the +"wiggles" they are based on] + +The heaviest line is the wiggle. + + + +TELEGRAM. + + +Provide the players with pencil and paper. Each one then writes on +his piece of paper ten letters of the alphabet in any order, using no +letter twice. The papers are then passed to the right and each one is +requested to write a telegram, using the ten letters for the beginning +of the ten words, just in the order given. The papers are then passed +again and the telegrams are read aloud. Some will be very amusing. + +Examples-- + +A. E. F. J. K. L. N. O. P. T. Am ever frightfully jealous. Keep +lookout now on Pa's tricks. + +C. B. D. W. G. H. S. I. M. Y. Come back. Down with Grandma. How shall +I meet you? + + + +SPELLING MATCH. + + +Choose leaders and divide the company into sides. The sides stand +opposite each other as in the old-fashioned spelling match. + +The leader, who may be the hostess, has a spelling book from which she +selects the words which the players must spell backwards. Words of +one or two syllables may be chosen, and if, when spelt backwards, they +spell other words, so much the better. + +The players take turns, one on one side, and one on the other, and so +on, until all have spelled. If any fail to spell the word backwards, +or do not pronounce it afterward, if it can be pronounced, they must +drop out. The side which stands up the longest is the winning side. + +Some words are: + + Star Now Pan Dew + Mat Eve Bard Tub + Stop Eel Tops Ton + Ten On Den Nun + + + +POOR PUSSY. + + +All the players sit in a circle, one being chosen out. This one kneels +before each player in turn and says, in pitiful tones: "Meow!" Each +player, when addressed by "pussy," must say, without smiling: "Poor +Pussy." + +"Pussy" addresses each player three times, trying her best to make the +players laugh. If the one she is kneeling before does laugh, they +exchange places, but if not, "pussy" moves on to the next one. + + + +GUESSES. + + +Each player receives a slip of paper and pencil. The leader begins by +saying: "Guess how high the door is." "Guess how thick that book is." +"Guess how tall Mr. Blank is." "How far does this chair stand from +the floor," + +He allows a few seconds after each question for the players to write +their answers. After twenty or more guesses have been asked, the +papers are passed to the right hand neighbor for correction. + +The leader then measures each article, person, or thing, with a tape +measure, and the guesses on the lists are checked off. The person who +has a correct list deserves something for a reward. + + + + +NUT RACE. + + +Choose two captains from the company, who select sides until all the +guests are on one side or the other. + +Place a pile of mixed nuts on the floor and an empty bowl about three +feet from it, at one end of the room and at the other end another pile +and bowl. + +The captains and their sides stand by their respective pile of +nuts. When the signal is given each captain takes as many nuts on the +back of his left hand from the pile as he can gather without the aid +of his right hand and carries them to the empty bowl at the opposite +side of the room. The players follow the captain in turn continuing +until the pile is gone and the bowl is full. + +The side which succeeds in filling its bowl first is victorious. + + + +TORN FLOWERS. + + + +Prepare a table full of different colored tissue paper, bottles of +mucilage and white cards, one for each guest. + +The players sit around the table, the hostess gives each a card and +announces that each one is to make a flower out of the tissue paper, +but as there are no scissors each one must tear his paper and every +one knows how hard it is to tear tissue paper. Each one keeps the name +of his flower a secret. As they are made they are pasted on the +cards. Each card is numbered and when all are done "tearing," the +cards are collected and placed on a table for exhibition. + +The player guessing the greatest number of flowers correctly receives +a prize. The game may be varied, as either animals or vegetables could +be torn. + + + +SPEARING PEANUTS. + + + +Fill a cup with peanuts, two of which are blackened with ink on one +end. + +The guests play one at a time. No. 1 sits down by a table, empties the +cup of peanuts in a pile on it and is given a hatpin with which she +spears the peanuts one at a time without disturbing the pile, and +places them back in the cup. A few minutes is allowed each player; +when the time is up, the peanuts in the cup are counted, the blackened +ones count ten apiece and the plain ones, one. + +Tally is kept for each player and a suitable prize is given to the one +who succeeded in securing the largest score. + + + +PEANUT HUNT AND SCRAMBLE. + + +Before the guests enter the room, hide peanuts in every conceivable +place, behind pictures, under chairs, on the gas fixtures, among the +ornaments, five or six in vases, etc. + +Give each guest a paper bag as he enters the room into which he places +all the peanuts he finds. Allow a certain length of time for the hunt, +then collect all the bags and select a good tall person who stands on +a chair and empties the contents of each bag on the floor as fast as +he can and a lively scramble for them ensues, then the one who has the +greatest number of whole peanuts collected deserves a prize; the +others can eat their peanuts as a comfort. + + + +MUSICAL ILLUSTRATIONS. + + +A blackboard and different colored chalk will be necessary for this +game. + +Give each guest a slip of paper on which is written the name of some +song. + +The leader announces that each one in turn steps up to the blackboard +and illustrates his song in the most vivid manner possible. Each +player is numbered and after No. 1 finishes his drawing the others +write their guesses on paper opposite his number and No. 2 erases the +former drawing and illustrates his song. Thus each one takes his turn, +allowing time for the others to write their guesses. + +When all have had their turn the correct list is read by the leader, +the players checking their own lists. Prizes may be given to the one +having the most correct answers and to the person who illustrated his +song the most artistically. + +Suggestions for songs are "Sweet Bunch of Daisies," "The Four-Leaf +Clover." "My Old Kentucky Home" may be illustrated by drawing a house +in the outline of the state of Kentucky; "Home, Sweet Home," by a +house and a jar of sweets near it; "America," by the outline of North +America. + + + +AN APPLE HUNT. + + +The hostess should prepare beforehand cards four inches square and +outline on each an apple by dots concealing the outline with other +dots. In one corner of the card is stuck a needle containing enough +green thread to outline the apple. These "apples" are then hidden by +groups, five in a group, in different parts of the room. + +A set of directions is prepared such as, No. 1, "Look under the mat"; +No. 2, "Look under a certain rocking-chair," and so on. Five of these +directions are sufficient, the last one telling where the apple is +hidden. There are different sets of directions lettered A, B, C, etc., +five in a set, all lettered alike; the group of five apples being at +the end of each set of directions. + +As each guest arrives he is given No. 1 of some set. Following that, +he finds No. 2, and so on, until he finds the five apples, one of +which he takes, finds the dotted apple, threads the needle and +outlines it with the green cotton. The one who succeeds in finding +his apple first and makes the neatest outline is the winner. + + + +SHOUTING PROVERBS. + + +The more playing this game, the merrier it will be. Send one of the +players from the room. The others decide upon a familiar proverb which +he is to guess when he returns. Suppose the one chosen is "A rolling +stone gathers no moss." Beginning with the leader and going to the +left each player in turn takes one word, thus the leader has "a," the +next "rolling," the next "stone" and so on, repeating it until every +player has a word. If the company is large two or three might have the +same word. + +When the one who was out is summoned in, he counts 1,2,3; when he says +3, all the players shout their word. It will be very confusing and +hard to hear any one word, but after the second or third trial, one +word which was heard above the rest might suggest the whole proverb. + +The player who is out is given five trials in which to guess; if he +does not succeed, he must go out again, but if he has listened +attentively to one or two, and has guessed correctly, the player whose +shouting gave away the proverb is then sent out and the game continues +as before. + + + +BAKER'S DOZEN. + + +This game is just for two and is similar to Tit-tat-to. Make a drawing +like the illustration and the game is ready. + +[Illustration: A drawing of a stack of twelve rectangles topped with +an half-circle. These are numbered sequentially from the bottom.] + +No. 1 chooses a figure which No. 2 must try to guess by indicating +with a pencil dot or mark at the side of the different spaces, until +he has guessed the number chosen. + +The numbers in the different spaces marked by No. 2 are added to his +score; and those unmarked are added to No. 1. + +Suppose No. 1 chooses 13, and No. 2 marks first 4, then 10, 9, 5, 2, +and finally 13, the sum of all these (43) will be No. 2's score, while +the sum of the numbers unmarked (48) belongs to No. 1. + +The game may be played as long as is desirable, but it is more +exciting to have a fixed number, such as 300 or 500. + + + +PEANUT CONTEST. + + +Place two small bowls on a table at one end of the room, at the other +end of the room on a table have two bags of peanuts and two knives. + +The players may choose partners in any way desired. The partners play +together. + +The leader gives a signal, watches the time and keeps tally. When the +signal is given a player, with his partner, steps to the table +containing the peanuts, each takes a knife and when the leader says +"go," each places as many peanuts as he can on the blade of the knife +and carries it with one hand to the other end of the room, where he +deposits the peanuts and returns for more. As many trips can be made +as the time will allow. Three minutes is good time. + +When the time is up the leader says, "Stop," and the number of peanuts +in each bowl is counted and accredited to the two players. Each pair +takes turn in playing, time and tally being kept for each until all +have played. + +The list of contestants is read aloud, the partners who succeeded in +carrying the greatest number of peanuts to their bowls receive a +prize. + + + +DEFINITIONS. + + +Provide each player with pencil and paper. The leader has a +dictionary which she opens at any place and selects a word which the +rest are to define. + +The players write the word and their definition of it on the slips of +paper. When the leader taps a bell all the slips must be collected and +mixed up in a basket or hat. + +Each player then draws out a slip and the definitions are read aloud +in turn. The leader decides which one has written a definition most +like the one in the dictionary. The author of the best one rises, +receives the dictionary, gives out a word and the game proceeds as +before. + + + +ALPHABETICAL ANSWERS. + + +Prepare cards with one letter of the alphabet on each, omitting V, X, +Z. Of course if the company is large, several will have the same +letter. + +The cards are pinned on the guests, and it is announced that no one +must answer any question presented to him except by a sentence +commencing with the letter on his card, the answer being given before +the questioner could count ten. + +No two players can question a person at the same time, and no one can +give the same answer twice. + +If a player begins his reply with a wrong letter or does not answer in +time, his letter is taken from him by his questioner, who adds it to +his and he then has the privilege of answering with either of his +letters. The player who is without a card is supplied with one again +but after the third trial he is out of the game. + + + +PITCH BASKET. + + +Select a number of small fruit baskets, all the same size, and have a +box of checkers handy. Suppose you have five, on the bottom of one +mark 20, on another 15, on two, 5; and on the other, 0. Place the +baskets in a row on the floor so their numbers cannot be seen. + +Choose sides, giving the red checkers to the leader of one side and +the black checkers to the other. One side lines up about 10 ft. away +from the baskets, the leader giving each player a checker; if there +are any left he keeps them and has the privilege of throwing +them. Each one in turn throws his checker into any basket, trusting to +luck that they fall into a basket with a number on it. + +When all have played the leader turns up each basket to see its number +and counts the number of checkers thrown into it. If there were two in +basket No. 20, it would count 40; if 3 in one basket No. 5, it would +be 15; if four in the other basket No. 5, 20; and if there were 3 in +basket 0, it would count nothing. Thus the score for that side is +75. The players on the other side line up and play as the others +did. The order of the baskets must be changed by someone not of that +side, so no one knows which is which. Their score is added up. + +The game continues until a certain number, 300 or 500, has been +reached. The side scoring that number of points first is victorious. + + + +WHO AM I? + + +As the guests arrive pin a card with a name of some noted author, +statesman, or poet written on it, on their backs, so that every one +can see it but themselves. + +Of course, each person wants to know who he is, so the guests talk to +each other as though they were the person whose name is on the other's +back, but do not mention the name, and from the conversation, they +have to guess who they are. + + + +PROGRESSIVE PUZZLES. + + +The players are provided with pasteboard cards 2 inches square, and +scissors. At a signal, given by the hostess, they must cut their cards +in four pieces, the cuts must intersect in some place, but the card +can be cut in any other way. + +When the cards are cut and the four pieces mixed, they are passed to +the player at the right, who has to put the four pieces together +correctly. + +A certain time is given for each puzzle and each time it is passed to +the right, until each player has his own puzzle again. + + + +TIT FOR TAT. + + +Plan to have an even number of guests invited, half ladies and half +gentlemen. + +Provide thick boards for each lady, also a hammer and paper of tacks, +and for the men, plain hats (untrimmed) and material for trimming, +also a paper of pins. + +When all the guests arrive set them to work. The ladies have to +hammer as many tacks in straight, in their boards as they can, during +the allotted time, while the men trim their hats, choosing their +material from that which is provided. When the time (which may be as +long or as short as you wish) is up, the men put on their respective +hats and pass before the ladies for inspection; the one having the +best trimmed one receives a prize. + +The men inspect the work of the ladies, and the one who has hammered +the most tacks into her board "straight," receives a prize. + + + +EYE-GUESSING. + + +Hang a sheet or screen in a doorway between two rooms and cut six +holes, the size and shape of eyes, each pair a distance apart, in it, +some up high and some down low. + +Choose groups of four to go behind the sheet, the rest of the guests +staying in the other room. + +Three of the chosen four look through the holes at a time. The short +ones can stand on chairs and look through the high pair, while the +tall ones can stoop down, thus confusing those who have to guess who +the pairs of eyes belong to. + +A short time is given for guessing each group, and then the next set +go out. + +The guesses are written on slips of paper and after all the eyes have +been "examined," the correct list is read by one who stayed behind the +sheet all the time. + + + +THE PRINCE OF WALES. + + +Any number can play this game. The players stand in a line around the +room and number themselves, beginning with one, until each has a +number. + +The leader, who has no number and who has charge of the game, begins +by saying-- + +"The Prince of Wales has lost his hat, all on account of No. 1, Sir;" +then No. 1 says: "No, sir, not I, sir, No. 5, (or any number he +wishes), sir." Then No. 5, repeats what No. 1 said, giving another +number instead of 5; but if he fails to respond, then the leader says, +"No. 5 to the foot, sir," and then all those who were below No. 5 move +up one, and thus their number becomes one less. + +The leader begins again and he must be very quick to send those to the +foot, who fail to respond. + + + +COMMERCE. + + +The guests are seated around a table, each one having a pile of fifty +beans in front of him. The leader has two packs of playing cards, one +of which is used for an auction sale, one card at a time being sold to +the highest bidder, who pays for it in beans. + +When all the cards of the first pack have been sold, the players +arrange their cards and beans on the table ready for business. + +The auctioneer then holds up the second pack and announces that he +will call the cards off one at a time, and as he does so, the player +who has the duplicate of that card must give it up to the auctioneer. + +After each calling there is a little time allowed to buy or sell the +cards, the object of the game being either to have more beans than any +one else, or to have the duplicate card which is at the bottom of the +second pack, thus causing a very exciting time as the second pile +diminishes. + + + +LAUGH A LITTLE. + + +The players sit in a circle with one in the middle for leader. The +leader must be one who laughs heartily and is very quick. + +He begins the game by throwing a plain, white handkerchief up in the +air, as high as he can, and while it is in the air, everyone must +laugh, but the minute it touches the floor, there must be perfect +silence. The leader must catch those who are still laughing and send +them from the ring. + +The game goes on until every one is out of the circle. If there should +happen to be one who doesn't laugh when the handkerchief is on the +floor, he surely deserves a prize. + + + +LOCATION. + + +Choose two leaders who select sides. One begins by calling the name of +some town or place and then counts ten. While he is counting, the +opposite opponent must answer where the place is. If he fails to +answer before ten is counted, he must drop out. + +Then the leader of the other side takes his turn, and challenges some +player of the opposite side. + +The side which stands up the longest, wins the game. + + + +FASHION NOTES. + + + +The names of various fashion papers, such as "The Delineator," "The +Styles," "Le Bon Ton," "Ladies' Home Journal," are written on cards, +which are cut so that it requires the two parts to know what the title +is. Distribute these among the guests, who hunt for the corresponding +part, thus getting their partners; crayon and paper is given out and +the ladies are requested to draw and color a gown representing the one +she has on, while the men are asked to write a description of the +gown. + +The drawings and descriptions are collected after time is allowed, and +placed on a table for display. + +Prizes may be awarded to the partners having the best drawing and +description. + + + +STRAY SYLLABLES. + + +Prepare long strips of paper on which the guests are requested to +write several words of three or more syllables, leaving spaces between +each syllable. + +When this is done, cut up the words into the syllables and mix +thoroughly. Then each player draws three syllables and tries to +construct a word. + +If a word can't be made of all three syllables, maybe it can be made +of two, but if it is then impossible to construct a word, the player +must wait until the rest draw three syllables again, and perchance he +may be able to construct two words, using the syllables he could not +use before. + +The one constructing the most words, wins the game. + + + +QUAKER MEETING. + + +All the guests sit in a circle and the leader begins by saying: "This +is a very solemn occasion." He then twirls his thumbs and looks very +solemn. Commencing with the player to the right of the leader, each +one in turn repeats what he has said, very solemnly twirls his thumbs, +and keeps twirling them, until each one has repeated it, and it is the +leader's turn again. + +He then says, "Sister Jane died last night," still twirling his +thumbs. This goes around the circle as before. Then the player to the +right of the leader says, "How did she die?" and he replies, "Like +this," moving his right hand up and down. Thus each one tells his +neighbor, and makes the motion just as the leader has done. + +After each one has said this, still repeating the same question and +answer, the leader moves his left hand up and down, too, thus both +hands are going; the next time both hands and the right foot are +moving; then both hands and both feet; next, hands, feet, and head, +bobbing up and down; last, fall back in the chair uttering a hideous +groan as if dead. + +No one must laugh during the whole game; whoever does, must leave the +circle. + + + +MAGIC MUSIC. + + +One player is sent from the room and the rest decide upon something he +must do when called in. + +When this has been done he is summoned by magic music which is made by +having one of the players strike on something which will make a +noise. If there is a piano, so much the better, if not, a piece of +metal or a bell will do. + +As he nears the object which he is to find the music grows very loud, +and faint when he is far away. + +Suppose he is to take a flower from a vase, and give it to one of the +players. As he nears the flowers, the music grows louder and louder, +and if he touches one, it stops; then he knows he has to do something +with it. If he smells it, the music grows faint, and he knows he is +wrong. As he starts to give it to the players, the music varies until +he has given it to the right one. + +Someone else then leaves the room, and the game goes on as before. + + + +PATCHWORK ILLUSTRATIONS. + + +For this game it is necessary for the hostess to collect a large +number of pictures from magazines, advertisement pages or papers. +These are placed in the center of a table around which the players are +seated. + +Each guest is provided with a paper at the top of which is written a +quotation. The hostess announces that each player is to illustrate his +or her quotation with the pictures provided. The pictures are pasted +on the papers, and if necessary, a background can be made with pencil +or pen and ink. + +The papers are then arranged on a table for inspection and a prize is +awarded for the best illustration. + + + +BIOGRAPHY. + + +Provide the players with pencil and paper. The leader then announces +that a biography is to be written, and the first thing to write is the +name of some person in the room; the paper is folded over so the name +cannot be seen and passed to the player at his left, who writes a date +which is the birth date, and the name of some town; the paper is +folded again and passed to the left and this time a sentence of ten +words is written about early childhood--from one to ten years. Next, a +sentence of same length telling of events between twenty and forty +years; next, between forty and fifty years; date of death next, last, +remark about this life. When all has been written, the folded papers +are passed to the left again and each player reads his paper aloud. + +The more ridiculous the sentences, the better the biography, and as no +one knows what is under the folded parts, sometimes the date of death +will be earlier than that of birth, or there will be a vast difference +in time. + +Example--Name, John Smith. Born, July 4, 1449, Boston. From 1 to 10 +years, mischievous child, quarrelled with everybody, expelled from +school, stole eggs. + +From 20 to 40, stayed home, did dressmaking, became sickly, remained +an old maid. + +From 40 to 50, became a wealthy widower, left with three children to +raise. Died January 1, 1860. Most remarkable man that ever lived in +his little town. + + + +ORCHESTRA. + + +Any number can play this game, the more the merrier. Each player is +told to play some imaginary instrument. The leader with an imaginary +baton, begins by humming some lively, familiar tune. The players +follow with motions suitable to their instruments and sing the tune +the leader is humming. + +When the leader pretends to play some instrument, the player who has +that imaginary instrument, must pretend he is leader and beat time +with the baton, but as soon as the real leader changes the instrument +or beats time again the player must continue with his own instrument. + +The leader must be quick to change from one instrument to another and +the players must be quick to follow him, for if they don't, they have +to leave the orchestra until the piece is over. + + + +WHO IS MY NEXT-DOOR NEIGHBOR? + + +Half of the company are blindfolded. They are led to a row of chairs +arranged in the middle of the room, each sitting so there is a vacant +chair behind him. + +The other half, who are not blindfolded, very quietly take the vacant +chairs and sit perfectly still. + +The leader then announces that those not blindfolded are to sing when +he gives the signal, and the blindfolded ones, who are to remain +still, must listen attentively to their right hand neighbor and guess +who he is. + +Some familiar tunes must be chosen and the singers can disguise their +voices if they choose. The leader begins by playing the tune on the +piano and when he says "Sing," the victim singers begin while the +blind victims listen. + +One verse of the song will be enough for this medley and those whose +voices have been recognized, exchange places with the blindfolded +ones, while the others remain in the same place until the listener has +guessed who he is. The game then goes on as before. + + + +FIRE. + + +Choose two leaders from among the players. Each leader chooses his +side. The sides sit opposite each other, the leader of one throws a +ball to any one in the opposite side. As he does he says either, +"Earth," "Air," "Water," or "Fire," and counts ten. + +The person who caught the ball must answer before he finishes counting +ten. If "earth" was called he must name some quadruped found therein; +if "water," some fish must be named, or "air," the name of some bird; +but if "fire" was called he must remain perfectly still. + +If the players give a wrong answer or speak when they should be silent +they are out, and the leader must throw the ball to some one else, but +if the players answer correctly, it is their turn to throw the ball to +someone in the opposite side, and the game goes on as before. The +side whose players stand up the longest, wins the game. + + + +THE MONTHS. + + +The leader need be the only one who understands this game. He asks, +"What month are you going away in?" One player might answer +"September." He then asks, "What will you wear?" "What will you take +with you?" and "What will you do?" All the answers must be given with +the initial letter of the month chosen. For instance, the answers to +the above questions may be: 1st, "Silk stockings," 2d, "Sardine +sandwiches," 3d, "See the sights." + +The answers will probably be mixed as the players do not know the +trick. Each one who misses pays a forfeit, and the leader questions +the next player. When one or two do catch on, the more ridiculous they +make their answers, the funnier the game. + + + +BELL BUFF. + + +In this game all the players except one are blindfolded. This one is +called the guide and has a small bell which he rings during the game. + +All the blind men are led to one end of the room by the guide. He then +takes his position a little distance from them and rings the bell, +which is the signal for the game to begin. + +The blind men grope around wildly for their guide who rings the bell +all the time, but must move in different places, so as to escape the +blind men who are hunting him. The blind men are only guided by the +sound of the bell, and the guide must be very quick to change his +positions or he will be caught by his pursuers. + +The first blind man who catches the guide, exchanges places with him, +and the game goes on as before. + + + +POSTMAN. + + +The players sit in a circle; one is chosen for "postman," is +blindfolded, and another is chosen for Postmaster. + +The Postmaster gives each player the name of some city or town, and +stands outside the ring so he can give orders. + +The "postman" stands inside the circle and when the Postmaster says, +"I have sent a letter from New York to San Francisco," the players +having these names must exchange places, and he must try to capture +one. If he succeeds he takes that one's place, the one caught then +becoming "postman." + +The Postmaster must exchange names very rapidly, and if a player +should remain seated when his city is called, he has to be "postman." + +If the Postmaster says, "general delivery," all exchange places, and +the "postman" tries to secure a vacant place. + + + +SPOONEY FUN. + + +All the players sit in a circle. One is chosen to be out. He is +blindfolded and given a spoon (a large one) with which he is to +feel. He stands in the middle of the circle, then is turned around +three times and told to guess who the first person, which he touches +with the spoon, is. + +He advances cautiously until he touches someone. Then with the back of +the spoon he feels the person all over. The players must keep +perfectly quiet, disguising themselves if they see fit, as the collars +and cuffs of the men will be felt very easily with the spoon. + +As soon as the blindfolded one has guessed who the player is he was +feeling, they exchange places and the game goes on as before, but if +he fails to guess the first time, or has felt with his hand instead of +the spoon he is out again and remains out, until he has guessed +correctly. + + + +CITIES. + + +Provide all the guests with pencil and paper. The hostess then +requests that each write the name of the city in which he was born, +and under that a sentence, descriptive of that city or containing +something suggestive of it. The letters of the city form the words of +the sentence and must follow in regular order. + +Allow fifteen minutes for composing the sentences, then collect them, +mix them up, and each player is given one. Thus each one has some +other person's slip to read. The one who composed the best sentences +deserves a prize. + +Examples--City, New York. + +Sentence--N-ow, E-very, W-all St., Y-ankee, O-wns, R-eal, K-ingdoms. + +City, Chicago. + +Sentence--Conflagration, H-igh, I-n, C-rowded, A-reas, G-rew, O-n. + + + +GOING TO CHINA. + + +This is a catch game for those who have never played it. The leader +begins by saying, "I'm going to sail for China next week, I would like +to have you go, what will you take?" This question is asked every +player and there are many different answers, but all cannot go, as +they have not answered correctly. + +The point is, if you wish to go sailing, you must take something which +commences with the same letter as the initial of your last name. The +leader then says, "You can go." + +For example, suppose the player who is asked the question says she +will take bananas. If her last name begins with B she can go, but if +not, the leader says, "Lou cannot go this trip." + +The game continues until every one has guessed the trick and they can +all go. + + + +A PENNY FOR YOUR THOUGHTS. + + +Provide each player with pencil and paper and a penny. The hostess +explains that the answers to the following questions are things which +are found on every penny. + +The questions may either be written on the paper beforehand or the +guests can write them as the hostess asks them. A prize may be awarded +to the player whose paper contains the greatest number of correct +answers. + + 1. An emblem of victory, (laurel wreath). + 2. An emblem of royalty, (crown). + 3. A South American fruit, (date). + 4. A spring flower, (tulips, two lips). + 5. A portion of a hill, (brow). + 6. A portion of a river, (mouth). + 7. A messenger, (one cent, sent). + 8. A piece of armor, (shield). + 9. Mode of ancient punishment, (stripes). + 10. Means of inflicting it, (lashes). + 11. Something to be found in school, (pupil). + 12. Three weapons, (3 arrows). + 13. An animal, (hare, hair). + 14. A part of a stove, (lid). + 15. Plenty of assurance, (cheek). + 16. The first American settler, (Indian). + 17. Part of a duck, (feathers). + 18. A place of worship, (temple). + 19. Two sides of a vote, (eyes and nose, ayes and noes). + 20. The cry of victory, (won, one). + + + +MISQUOTED QUOTATIONS. + + +Choose very familiar quotations from Longfellow, Shakespeare, +Tennyson, or any well-known author or poet, and write them on slips of +paper. + +Change some of the words of the original, or even a whole line, and +when each guest receives his slip he is requested to repeat the +quotation correctly. + +For example--"To be, or not to be; that is the question," may be +written, "To be, or not to be: that is the problem." + + + +LITERARY SALAD. + + +Salad leaves are prepared for this game by folding and twisting pieces +of green tissue paper until they look like lettuce leaves. Then paste +slips of white paper containing a quotation, on each leaf. + +The participants of this salad are requested to guess the name of the +author of their quotation. This may be played very easily at a church +social where the leaves may contain Bible verses instead of +quotations, and the players are asked to tell just where their verses +are found, in what book and chapter. + + + +BROKEN QUOTATIONS. + + +This is a good game to play at the beginning of a social gathering, as +the guests have to mingle together and thus become better acquainted, +and the stiffness of a formal gathering passes off. + +The hostess has prepared familiar quotations which were written on +paper and then cut in two or three parts and pinned in different +places around the room. + +The guests are requested to find as many quotations as they can during +a certain length of time. + +As the parts are scattered all over the room, it isn't as easy as it +sounds to find the complete quotations. The person gathering the most +quotations, deserves a prize. + + + +PARCEL DELIVERY. + + +Packages of all shapes and sizes and securely wrapped up are prepared +by the hostess who has numbered each one. The players are provided +with pencil and slips of paper with numbers corresponding to the +numbers on the parcels, arranged down one side. + +The guests sit in a circle and the packages are passed from one to the +other. Each one is allowed to feel the packages as much as he pleases, +but no one must look inside. + +As the packages are passed, the names, guessed by the sense of touch, +are written opposite their appropriate numbers on the slips of paper. + +After all the bundles have been passed, the hostess opens each one and +keeps account of those who have guessed correctly, while those who +have failed, are requested to read their guesses as this affords much +amusement. + + + +WHO ARE THEY? + + +Photographs of noted people, labelled with names that do not belong to +them, are hung about the room. Each picture is numbered. + +The guests, provided with pencil and paper, are given a certain length +of time in which to guess the correct names, which are written +opposite their corresponding numbers. + +Familiar photographs such as Dickens, Shakespeare, Washington, +Lincoln, Napoleon, etc., should be chosen. + + + +SWAPS. + + +The guests are requested to bring something wrapped up in paper, which +they wish to get rid of. + +The hostess prepares a duplicate set of numbers, pinning one number on +each parcel, as the guests pass by her. When she gives a signal +(clapping hands or ringing a bell), the two persons having No. 1 +pinned on their packages exchange them, those having No. 2, and so on, +until all have exchanged or swapped. Then all open their packages, +some may have received better things, while others may have a worse +swap. + + + +TALKING SHOP. + + +Partners may be chosen for this game by writing names referring to +ladies on one set of papers like, "Judy," "Jill," "Juliet," and names +referring to men on another set of papers like, "Punch," "Jack," +"Romeo." Hand each guest a slip of paper with the name on it and each +one hunts for his partner. + +When all the partners are found, the leader announces that at a given +signal all the ladies are to talk to their partners for five minutes +about household affairs, shopping, or fashions. Each man listens +attentively to his partner, and when the five minutes are up, he has +to write a short account of her conversation, on paper, which the +hostess provides. Five minutes is allowed for this. + +Then the men talk to the ladies for five minutes about business +affairs, stocks, law, building or medicine, and it is the ladies' turn +to write a short composition of what she heard. + +The papers are collected, the hostess reads them, and a prize is +awarded to the best or most amusing account. + + + +SIGHT UNSEEN. + + +Partners may be chosen in any way for this game. The host gives each +pair a sheet of paper and pencil. The partners decide among themselves +which one is the best artist, he or she (as the case may be) takes the +pencil and paper, while the other receives some common object from the +host. + +The chairs must be arranged side by side, but facing in opposite +directions, so the one who is to draw may not see the object his +partner has. When the signal is given to begin, the one having the +object describes it to his partner, who must draw it, from the +description given. + +After twenty minutes have passed, the drawings and their objects are +collected, arranged side by side, and it is decided by vote which +drawing is most like the object it represents. + + + +A STUDY IN ZOOLOGY. + + +It will be necessary to have several sheets of silhouette paper (black +on one side and white on the other), a large sheet of white cardboard, +several pairs of scissors, and as many pencils as there are players, +for this game. + +Each player is handed a piece of silhouette paper, on the white side +of which is written a number and the name of some animal. The players +are handed pencils and requested to draw the animal, assigned to each, +on the white side of the paper. The animals are then cut out and +handed to the hostess. Fifteen minutes are allowed for this. + +The hostess, having collected all the animals, pastes them back side +out, on the sheet of cardboard, and writes a number corresponding to +the one already on the animal, underneath each. The cardboard sheet is +hung up where all can see and the players are handed pieces of paper +with numbers arranged down one side, on which each player is to write +opposite its corresponding number what each animal is supposed to +represent. + +A prize may be given to the one guessing the greatest number of +animals correctly. + + + +AUCTION SALE + + +Provide twenty or more bundles, all shapes and sizes, securely +wrapped. Each bundle has a name on it suggestive of what is +inside. For instance, "A pair of kids," may contain two kid hair +curlers, "A bunch of dates," may be a calendar; "A diamond pin," a +dime and a pin. + +Each guest is given a bag containing fifty beans, no one can bid +higher than fifty. + +The auctioneer, who must be a witty person, who can carry on a lively +bidding, stands by a table where the parcels are piled and carries on +the sale until all the parcels are sold. The bundles are then opened +by the purchasers and there is much merriment over the contents. + + + +THE GENTEEL LADY. + + +The players sit in a circle. The leader begins by saying, "I, a +genteel lady (or gentleman, as the case may be) always genteel, come +to you, a genteel lady (or gentleman) always genteel (bows to the +player on the right), from yonder genteel lady (or gentleman) always +genteel (bows to player on left), to tell you that she has an eagle." + +The next player repeats that word for word and adds something about +the eagle, for instance, the last part may be, "to tell you that she +has an eagle with silver beak." The next player may add, "golden +claws," the next "emerald eyes," the next "purple feathers," and so +on. + +The players who repeat every word correctly, adding their description +of the eagle, remain "genteel," but those who make a mistake become +"horned" instead of "genteel." + +The leader has charge of the "horns" which may be toothpicks or pieces +of paper twisted up tight. For every mistake a "horn" is tucked in the +player's hair. Each player repeats what the leader has said, but if +the player next to him is "horned," he must substitute "horned" for +"genteel" when referring to him. + +When each one has repeated this tale, the players who have "horns," +and there will be many, must pay a forefeit for every "horn" they +have. + + + +RHYMES. + + +Provide each player with slips of paper and pencil. The hostess then +announces that each one is to write some question at the top of the +paper, fold the paper over and pass it to the player at the left, who +writes a noun, folds the paper over and passes it to the left again. + +The players who then receive the slips are requested to write one or +more stanzas of poetry containing the noun and question written at the +top of the paper. + +Allow fifteen minutes for this, then pass the papers to the left and +they are then read in turn. A prize may be given to the one who wrote +the best poetry. + +Examples-- + +Question--Where did you get that hat? + +Noun--Fair. + + "Where did you get that hat?" + Said Shortie to Mr. Fat, + "I stole it from the Fair, + When I was leaving there." + +Question--Can you dance? + +Noun--Day. + + "May-day! let us away! + Can you dance? + Here's your chance, + On this lovely May-day." + + + +ART GALLERY. + + +Select copies of famous paintings, those familiar to every one, and +hang them around the room. + +Neither the name of the painting nor of the artist must be on it, only +a number on each picture. + +Provide the guests with pencil and paper and allow a certain length of +time, according to the number of pictures, for guessing the names and +artists. + + + +HUNTING FOR BOOK-TITLES. + + +The hostess must prepare beforehand pictures, cut from magazine +advertisements and miscellaneous articles, suggestive of the titles of +books. + +These are arranged around the room, some on tables, some on the wall, +and in any place, so all the guests can see them. All the articles are +numbered. + +The guests are handed pencil and paper and the hostess announces that +all the articles represent the title of some book and when guessed the +names are to be written opposite their corresponding numbers. Allow +half an hour for the hunt, and when the time is up the hostess reads +the correct list and the player who has guessed the largest number +correctly, deserves a prize. + +Examples--A large bow of orange ribbon pinned on a curtain, +immediately suggests "A Bow of Orange Ribbon," by Amelia Barr. + +A picture of several boys suggests "Little Men," by Louisa M. Alcott. + +A picture of Gen. Grant cut in half suggests "Half a Hero." + + + + +PART III. + +GAMES FOR SPECIAL DAYS. + + + +JACK FROST. + + +Around Christmas and New Year's the children will enjoy playing +this. All form a circle; one, Jack Frost, stands in the middle. + +Jack Frost runs around inside the circle and touches one child on her +right hand, and goes back to his place again. The child touched says: +"Jack Frost came this way," the child to her left says: "What did he +do?" No. 1 says: "He nipped my right hand," (shaking her right +hand). No. 2 tells No. 3 about Jack Frost, each doing as No. 1 did, +and thus it goes down the circle, until back to No. 1 again. + +Jack Frost then steps out and bites her left hand, and now both hands +are shaking; thus each time Jack Frost nips some part, that is shaking +with the rest, until the children are hopping up and down, and shaking +all over. + + + +MAGIC CANDLES. + + +Arrange twelve candles, one for each month, in a row about two feet +apart. Have the candles different colors suggestive of the months they +represent, such as, green for March and red for December. + +The children form in line and one at a time jump over the candles, +which are lighted. + +If a light goes out the child who has just jumped will have bad luck +in that month which the candle represents. + + + +THE LUCKY OR UNLUCKY SLIPPER. + + +A slipper is waved three times over the head and then thrown on the +floor. + +If the toe be toward the player, good luck is coming. If the heel, bad +luck is in store, and if it rests on its side, there is hope for +something better. + + + +CAKES. + + +On the sixth of January, Twelfth Night was celebrated in the olden +times. Then all the pastry cooks did their finest baking and decked +their windows with marvelous productions of cakes. + +If a party is being planned for this day invite your guests to come +dressed as cakes. Just the ladies will do this and the men can wear +miniature cooking utensils if they choose. + +Give each lady a number and each man a pencil and slip of paper. The +men must guess what cakes the ladies represent and write their answers +with the corresponding numbers on the paper. + +When all the cakes have been guessed the correct list is read by the +hostess and the one having the largest number of correct answers may +be awarded a prize. + +A prize may also be awarded to the lady attired in the best +representation. One dressed in dark brown would suggest "chocolate +cake"; another in orange-colored cheesecloth, "orange cake"; another +with wreaths of raisins, currants and citron, suggest "fruit cake"; +while one in just a plain dress with no signs suggestive of any cake +may be "lady cake"; another carrying a hammer and pounding it whenever +she saw fit, suggests "pound cake." + + + +VALENTINES. + + +When inviting the guests for a valentine party, request each one to +bring an original valentine addressed to one of the guests. As the +guests arrive, the hostess collects the valentines, being careful to +keep those addressed to ladies in one pile, and those addressed to +gentlemen in another. + +The hostess then hands each one a valentine, giving the gentlemen +those addressed to the ladies and the ladies those for the gentlemen. +The valentines are then read aloud and a jolly time will be the +result. + +A prize may be awarded for the best valentine, the brightest and most +witty. + + + +INITIAL COMPLIMENTS. + + +Each gentleman is handed a slip of paper with the name of a lady guest +on it. The gentlemen are then requested, one at a time, to go to their +respective ladies, giving each a compliment, every word of which +begins with the initial letter of the lady's first name. + +As each lady is addressed by a gentleman, she replies, using the +initial letter of his name in her answer. + +Votes are taken as to the best compliment and answer and a simple +prize may be awarded the pair who obtained the most votes. + + + +HEART HUNT. + + +Cut out of red, white, blue, yellow and green paper hearts of all +shapes and sizes, then cut each heart into four pieces and scatter +these all over the room, on the floor, chairs, tables, behind +pictures, etc. + +Allow a certain length of time for the hunt, and when all the pieces +have been collected, request each guest to put his pieces together and +see how many whole hearts of the same color he has collected. + +The white heart counts 1; the blue, 2; the yellow, 3; the green, 4; +and the red, 5. The one scoring the greatest number of points is the +winner of hearts and deserves a prize. A booby prize may be awarded +the one who has only broken hearts. + + + +HEART PRICKS. + + +A large heart made of some red material, (flannel or cheesecloth) is +pinned securely to a sheet, which may be stretched on the wall or +door. In the center of the large red heart is a small white heart, +either sewed or pinned on. + +Each guest is given an arrow of white cloth with a pin in one +end. When everything is ready the hostess blindfolds the guests one at +a time, and standing a certain distance from the heart, starts them in +the right direction. + +Each one endeavors to pin his arrow on the heart; the one pinning it +nearest to the middle of the white heart wins the game. + + + +VALENTINE PUZZLE. + + +Select five good paper valentines. Paste each on a piece of cardboard +and cut into small pieces. Have five small tables in the room and +place a puzzle on each. If the company is small, assign five persons +to a table, if larger, use your own judgment. + +Each one at the table takes his turn, trying to put the valentine +together in its proper shape. Each player is timed, and the one who +succeeds in putting it together in the shortest time is the winner. + +If desired, the players can go from one table to the other; the one +who succeeds in putting the most puzzles together out of the five, is +the winner. + + + +HEARTS AND MITTENS. + + +Cut out of red cardboard half as many hearts and mittens as you expect +in your company. Out of blue cardboard cut hearts and mittens for the +rest of the company. Number them so every heart has its corresponding +mitten. Attach strings or ribbons to each and place them in a basket. + +Each guest takes the end of a string and pulls out his heart or +mitten, as the case may be. Each one then hunts for his partner. + +When all are paired off, a circle is formed and someone strikes up a +lively march. Whenever the music stops, all the ladies stand still, +and the gentlemen move up one. This goes on until everyone has had a +different partner, and finally, when the original one comes, there is +a grand march before the circle breaks up. + + + +RIVEN HEARTS. + + +Another way of securing partners for the evening is as follows: +Suspend two large hearts made of either white or red paper from the +ceiling, several feet apart. Make a hole in each, through which are +hung the ends of long strings. The ladies hold the strings on one side +and the gentlemen on the other. + +When the hostess gives a signal, all pull on their strings. Thus the +hearts are riven and partners are found holding the ends of the same +string. + + + +PROPOSALS. + + +As the guests assemble for the Valentine party, give each gentleman a +slip of paper bearing the name of a woman, and the ladies, the name of +some man, noted in fiction as lovers. Thus the one who has Romeo +hunts for the lady who has Juliet on her paper. + +When all know who their partners are, the ladies must evade every +attempt on the part of the gentlemen of proposing to them during the +evening. + +A prize is given to the gentleman who has succeeded in proposing, and +to the girl who has alluded all efforts of her partner by her wit and +ingenuity. + +Another way is to have the proposals progressive. Every gentleman +must propose to every lady before the evening is over. The ladies use +every effort they can to prevent them from "coming to the point." The +man making the most offers receives the prize. The lady receiving the +fewest declarations receives a prize. + + + +WASHINGTON'S BIRTHDAY. + + +For a party on this day, the room should be decorated with flags, +hatchets, etc., and red, white, and blue bunting, so as to add a +patriotic air to everything. + +A picture of Washington may be cut in many pieces for a puzzle. The +one who succeeds in putting the picture together in the shortest time +receives a prize, which may be a large picture of Washington. + +A cherry tree may be represented by using a branch of any tree and +decorating it with small candy cherries. If these cannot be obtained, +any kind of candy may be wrapped in red tissue paper and tied to the +branch. The players are blindfolded one at a time, given a pair of +scissors, and requested to "cut off a cherry." + +To add to the fun small paper hatchets may be hidden around the room +for the players to find, as in a peanut hunt. + +The head of a hatchet may be drawn on a sheet which is tacked to the +wall, and the players are given cloth handles which they are to pin to +the sheet while blindfolded. The one who succeeds in pinning his +handle nearest to the proper place may be awarded a prize. + + + +APRIL FIRST. + + +For an April Fool's Day gathering, ask each guest to come prepared to +do some sleight of hand trick. When all are assembled, each one in +turn performs his trick. A vote is taken for the most clever and a +prize is awarded. + +Each one present endeavors to fool someone else during the +evening. The one who has not been fooled once during the whole evening +receives a prize; the one who is fooled the most times is given a +prize, too. + + + +EASTER EGG RACE. + + +Color an even number of eggs, half the number one color, the other +half, another. Place all the eggs of one color on the floor in a line +at intervals of one foot. At the end of the line put a basket. Form a +similar line, a little distance from the other, of the remaining eggs. +For convenience, we will say one line is of green eggs, the other of +pink. + +Choose two players as leaders, who select their sides. One side +chooses the green row, and the other, the pink. Two, one player from +each side, play at a time. + +When all is ready the two leaders stand by their respective rows, each +is given a large spoon, and when told to "go," each one spoons up the +eggs, one at a time, and carries them to the basket at the end of the +line. The one who succeeds in spooning up all his eggs first wins for +his side. + +Thus each player in turn works for his side until all have had a +chance and the side whose players were the most successful is the +winning side. + + + +SUSPENDED EGGS. + + +After an egg hunt, several eggs may be gathered together and a string +or ribbon run through each and hung in different lengths from a +chandelier. Candy eggs and little baskets of eggs may be suspended, +too. Place a tablecloth or sheet underneath to prevent the carpet from +being spoiled by the downfall. + +Each child in turn is blindfolded and given a cane with which to +strike the suspended eggs. Whatever is knocked down is his. If he +fails to knock something down the first time, he may have another +turn. + + + +EGG RACE. + + +Give each child a tablespoon and a hard-boiled egg. The children form +in line and one is the leader. Each one holds the spoon with the egg +in its bowl at arm's length and hops on one foot, following wherever +the leader leads them. + +The leader may take them up stairs, over stools, and any place hard to +reach on one foot. To drop the egg or rest on both feet prevents one +from continuing in the game. She must stay out until the next time +round. + + + +ROLLING EGGS. + + +Mark on the table, or on the floor, if preferred, with chalk, four +parallel lines, eight or ten feet long, and four or five inches apart. +Thus there are three narrow spaces. At the end of each space make a +circle, numbering the middle one 10, and the other two, 5. The middle +space is marked 3, and the other two, 1. + +The object of the game is to have each child roll five eggs, one at a +time, down the middle space to the circles at the ends. If the egg +goes into the middle circle, it counts 10, but if it stops in the +middle space, it counts only 3, and so on, counting the number of the +place where it stops. + +Tally is kept for each child, the one scoring the most points wins the +game. + + + +BUNNY'S EGG. + + +On a sheet draw a rough-sketch of a good-sized rabbit, the regular +Easter bunny, standing on its hind legs, and holding its paws as if it +were carrying an egg. + +Stretch the sheet on the wall and tack it firmly in place. Cut eggs +out of different colored cloth to represent Easter eggs. The eggs +should be as large as the space between the rabbit's paws. In each egg +stick a pin. + +Blindfold the children in turn and give each an egg, which is to be +pinned on the sheet, and right in "Bunny's" arms, if possible. + +As the children take their turn, no matter how straight on the way +they were started, "Bunny" will be surrounded with eggs, until some +child pins the egg in his arms. This child deserves a prize. + + + +JULY FOURTH. + + +Aside from the enjoyment of firecrackers, etc., there are a few games +to amuse the children on this day. If a party has been planned for the +Fourth, the rooms should be appropriately decorated for the occasion. + +As soon as all the children arrive choose two leaders, who in turn +select sides. A line is marked on the floor and the sides stand on +each side of this boundary line. A few feet from the line on each side +is placed an American flag. Any flag can be made to stand up by +placing the end of the stick securely in the hole of an empty +spool. Each leader guards his own flag. + +The children endeavor to secure their opponents' flag. If a leader +tags anyone who crosses the boundary and comes too near the flag, that +child is out of the game. However, if one does succeed in capturing +the other's flag, and carries it over the boundary into his side, that +side is victorious. + + + +FLAGS OF ALL NATIONS. + + +Flags of all nations are collected and displayed around the room. Each +one is numbered. The guests are given pencil and paper with numbers +down the left hand side. + +Opposite each number the guest writes the names of the country which +the flag bearing the corresponding number stands for. Allow a certain +length of time for guessing, then collect the papers, read the correct +list, and correct the papers. Prizes may be awarded, but the +satisfaction of having guessed the most seems to be enough reward. + + + +OUR FLAG. + + +Other games for the Fourth are as follows: Each child is given a piece +of white paper or cardboard 6-1/2 by 3-1/2 inches in size. All sit +around a table on which are red and blue paper and a pile of stars by +each one's place. Scissors and a bottle of mucilage are handy. The +children are given a certain length of time in which to make their +flags, putting the blue field and stars and stripes correctly on their +pieces of cardboard. The one who completes his flag first deserves a +prize. + +Suspend a bell in a doorway low enough for the children to reach. The +children stand about ten feet away and each in turn throws a beanbag, +endeavoring to make the "liberty bell," as it is called, ring. Those +who succeed in making it ring receive little bells as a reward. + +The contents of several boxes of torpedoes may be emptied and hidden +around the room. The children hunt for them, and have a jolly time +shooting them off after the hunt is over. + + + +HALLOWE'EN. + + +A Hallowe'en party is probably the only gathering where the stiffness +and formality entirely disappear. Every one is in for a good time, and +should be dressed in old clothes ready to try all sorts of +experiments. + +Decorate the room appropriately with pumpkin jack-o'-lanterns, greens, +weird lights, and strings of peppers, if possible. Mirrors should be +in profusion. Effective lights may be made from cucumbers by scraping +out the inside and cutting holes in the rind for eyes and nose, and +placing a candle in each. + +Persons dressed as ghosts may receive the guests and usher them into +the room where the fun is to be. As soon as a person enters, the +hostess, who is not a ghost, blindfolds the victim, and those already +in the room take turns shaking hands with him. He has to guess who +each person is. It is marvellous how many mistakes will be made, even +if the guests are the best of friends. + + + +HALLOWE'EN STORIES. + + +There are several ways of telling ghastly stories on Hallowe'en. Have +a large ball of different colored yarn handy and before the midnight +hour, turn out the lights, and ask all the players to sit in a +circle. The hostess, holding the ball of yarn, begins by telling some +weird story, unwinding the yarn as she proceeds, until she comes to a +different color, and then she tosses the ball to someone in the +circle, and that one must proceed with the story until she comes to a +different color. It is then tossed to another, and so on, until the +ball is unwound and the story ended. + +Another way, more ghastly still, is to give each guest a saucer in +which is a handful of salt and some alcohol. Each one in turn lights +the contents of the saucer and tells some ghost story, continuing +until all the alcohol is burned, and no longer. The stories may be +lively or sad. + + + +HALLOWE'EN FATES. + + +For obtaining partners, fill a pumpkin rind with nuts, which have been +opened, had the meat taken out, some token of the fate placed inside, +and glued together again with a ribbon attached to each. Those drawing +nuts having the same colored ribbon are partners. The one whose nut +has a ring in, is to be married next; if a coin, he is to be the most +wealthy; if a thimble, a spinster all her life. The other nuts may +have slips of paper with prophecies written on them. + +A bag filled with nuts may be tied up tightly and hung in a +doorway. One of the players is blindfolded and given a stick with +which he is to hit the bag as hard as he can, thus breaking it, and +scattering the nuts on the floor. The one who succeeds in gathering +the greatest number of nuts will be the luckiest during the year. + +Fill two large pans with sawdust. Bury in one pan pieces of paper +bearing a rhyme about one's future, these can be about the ladies for +the men to draw, and in the other pan verses for the ladies to +draw. The papers are folded up tightly. The ladies and gentlemen take +turns putting in their thumbs. As soon as a verse is found it is read +aloud. + +Example for the men to draw: + + "Medium height, eyes of blue, + Charming girl is awaiting you." + +For the ladies: + + "Tall and slight, with red hair, + Fond of walking and fresh air." + + + +SOME MORE FATES. + + +In addition to the regulation "bobbing for apples," "floating +needles," and throwing the apple peel over the head, there are many +other amusements of prophecy. + +In a doorway a portière of apples may be hung. Apples are strung on +strings of various lengths. The tallest guests endeavor to bite those +swinging on the longest strings stooping in the attempt, while the +shorter ones reach for those above. The one who succeeds in eating the +whole of his apple just by biting it, will never want for anything. + +A horseshoe is hung in a doorway. Each guest is given three small +apples. Each in turn tries to throw the apples, one at a time, through +the horseshoe. If he succeeds in sending all three through, he will +always be lucky during the coming year. + +From the ceiling suspend a large pumpkin, on whose rind all the +letters of the alphabet have been burned or painted. Twirl this +quickly and each guest in turn tries to stab some letter with a +hatpin. The letter which is pierced is the initial letter of one's +fate. + +Another,--swing a wedding ring over a goblet and repeat the alphabet +slowly, the letter said as the ring touches the glass is the initial +of the future wife or husband, as the case may be. + +This same ring may be suspended from the ceiling, at a convenient +distance from the floor. Whoever succeeds in running a pencil through +it while walking towards it, without stopping, is the next to be +married. + + + +WATER CHARM. + + +Place three bowls on a table, one containing clear water, another +soapy or muddy water, and the third one empty. + +Blindfold the players one at a time, and lead them to the bowls, +(whose positions are changed each time) to put their fingers in one of +them. + +If a player touches the clear water, he will be happily married; if +the soapy water, he will marry a widow; and if he puts his finger in +the empty bowl, he will never marry. + +For knowing the occupation of the future one, there are several +ways. Articles suggestive of different trades may be buried in flour, +and the players in turn take a spoonful out of the dish and see what +they can find. If not successful the first time, they may have a +second trial. + +Another way is to melt lead and then drop in into cold water, and the +form it takes will suggest the trade of the future husband. Sometimes +the forms are intricate, but if they suggest any trade, that is the +real one. If it flattens out and looks like a book, an author will be +the fate; if in tiny pieces, like particles of dirt, a farmer will be +suggested, and so on. + + + +OVER THE CIDER MUGS. + + +By each place at the table place a mug of sweet cider, a small bunch +of matches, two candles, and a slip of paper with a pencil. + +Before the refreshments are served, when all are seated, the hostess +announces that as she counts twenty-five slowly, each guest is to +write a wish on the paper, light a candle, burn the paper in the +light, letting the ashes fall into the cider, and drink the contents +of the mug, ashes and all. All who succeed in doing this before +twenty-five is counted, will have their wishes granted. + +Later, ask each guest to light both candles, naming each after a +sweetheart, and allow them to burn as long as they will. The candle +which burns longest shows which one will prove most faithful. + + + +SHIPS OF FATE. + + +Prepare as many half shells of walnuts as there are guests. In each +fasten a small candle with a drop of the wax. + +Fill a tub with water, and before sailing the boats, the water should +be agitated so as to have it wavy. Two at a time may sail their boats, +lighting the candles as they are launched. The life of the owner is +prophesied by the seaworthy qualities of his ship. + +If the storm overcomes the ship, the one whose it is, will be wrecked +by adversity. The ship sailing across the tub signifies a long sea +voyage, while those remaining by the side show that the person loves +home better. + +If the two ships stay together throughout the trip, the couple owning +them will have a happy marriage. If they bump together, that signifies +a quarrel, and if they sail in opposite directions, each person will +lead a single life. + + + +CAKE WITH CANDLES. + + +A large cake with as many different colored candles on it as there are +guests, is passed around, and each one takes a piece of it, with the +candle too, choosing whatever color they wish. + +As the cake passes from one to the other, the hostess reads the +following prophecies, having prepared them beforehand to suit the +company: + + "Bright and cheery, candle red, + The year is here in which you wed." + + "If your candle green should be, + You will find your love at sea." + + "Lonely, hopeless, spinster she, + If white candle hers should be." + + "Happy he with candle blue, + Thy sweetheart is ever true." + + "She who holds a candle yellow, + Marries now a jealous fellow." + + + +HUNT THE SQUIRREL. + + +To amuse the children after the Thanksgiving dinner, ask them all to +join hands and form a ring. One is chosen out and is given a nut which +he is to drop behind some child. As he walks around the outside of the +ring he says: + + "Hunt the squirrel in the woods, + I lost him, I found him. + Hunt the squirrel in the woods, + I lost him, I found him. + I won't catch you, and I won't catch you, + But I will catch you." + +As he says the last line, he drops the nut behind some child. That one +must pick it up, and run around the circle, trying to reach his place +before the other one gets there. If he fails, he is out and the game +continues as before. + + + +CHRISTMAS TREE. + + +A novel amusement for children at Christmas time is to trim a +Christmas tree when blindfolded. Stand a small tree at one end of the +room, ready to be trimmed. Have all the ornaments on a table near at +hand, ready to be put on the tree. + +Blindfold the children one at a time, lead them to the table to take +their pick. The first thing touched must be taken, and after turning +the child around three times start him straight toward the tree. + +When he reaches the tree, he must wire the ornament, or whatever he +had, in place. Some older person can be ready to turn the tree around, +as it will be trimmed only on one side, if not. The children can have +as may turns as they wish until the tree is trimmed. + + + +CHRISTMAS GUESSES. + + +Suspend a large bunch of mistletoe from one of the chandeliers. The +children, one at a time, stand under the mistletoe, and guess how many +berries there are on it. The berries are counted when all have +guessed. The one coming the nearest receives a prize. + +While watching the Christmas tree, after the presents have been +distributed, some one says, "I see something on the Christmas tree +which commences with T. What is it?" Many guesses are given, the one +who says "Tinsel," has guessed correctly, and it is his turn to give a +guess, which may commence with P and C. Pop-corn is easily guessed, +and so on, until everything has been guessed. + + + +CHRISTMAS WREATH. + + +Suspend a large Christmas wreath in a doorway at a convenient height +from the floor. Prepare in advance "snowballs," made of cotton batting +covered with white tissue paper. + +The players stand about eight feet from the wreath, and take turns, +one at a time. Each is given three "snowballs," and the one who +succeeds in throwing all three, one at a time, through the wreath, is +given the prize. + +To make it more exciting, sides may be chosen, and each one of the +three snowballs numbered, one being 5, the other, 10, and the third, +20. If the ball numbered 5 goes through, it counts 5 for that player's +side. If it does not go through, it is a loss, and so on. The side +scoring the most points is victorious. + + + +CHRISTMAS CANDLES. + + +A small tree is placed on a table. The candles are lighted. Blindfold +the players, one at a time, turn around three times, and allow each to +take five steps toward the tree. Then he must blow as hard as he can, +endeavoring to blow out all the lights, if possible. The one who +succeeds in extinguishing the most receives a prize. + +Another amusement is playing "The night before Christmas" like +"Stagecoach." Give each child the name of some part of Santa Claus' +outfit, the sleigh, the reindeer, etc. The hostess then reads the +well-known story, "The Night Before Christmas." As she mentions the +names, the players having them, rise, turn around, and sit down +again. When she mentions Santa Claus, all change places, and she tries +to secure a seat. The one left out continues the story, and so on, +until completed. + + + +A GAME WITHIN A GAME. + + +While the children are waiting on Christmas for their presents, or +dinner, or whenever the time seems to drag, suggest that each one +think up the best game he knows. + +Give each child a pencil and a card on which the game and the name of +the child who thought of it are written. Each one in turn tells his +game and all the children play it. When all have had a turn, and each +game has been played, the children look over their lists and choose +the game they liked best. The originator of the most popular one +receives a prize. + + + +TOSS THE GOODIES. + + +The children form a square, each one holding the sides of an old +tablecloth or piece of sheeting. In the center of this is placed a +pile of nuts, candies, raisins, fruits, and all sorts of goodies. When +a signal is given, the children all together toss the cloth up and +down, singing: + + "Toss the goodies up and down, + Up and down, up and down, + Toss the goodies up and down, + Goodies for you and me." + +When the last line is sung, an extra large toss is made and thus all +the goodies fly to all parts of the room. The children then all +scramble around picking them up and having a jolly time. + + + +SNOWBALLS. + + +A pretty idea for concealing Christmas presents for the children is to +make a lot of snowballs out of white tissue paper and cotton batting, +and concerting the gifts inside. + +Pile all these snowballs under the tree, and when the time comes for +distributing them, the mother, or some older person tosses them, one +at a time, to the children, who are standing at distance eagerly +waiting for them. + +As the children catch them they step out of line to leave room for +others until all have received one. Then all the balls are opened and +the presents disclosed. + + + +DECKING SANTA CLAUS. + + +Santa, who has been invited to the party, after being introduced to +all the children, sits at the end of the room. + +The children are blindfolded one at a time, and after being turned +around three or four times, are told to walk up to him, and place on +his head their own caps, which they had received in bonbons just +before. + +The child who succeeds in decking Santa Claus with his own cap may +receive a little prize. + + + + + +End of the Project Gutenberg EBook of Games for Everybody, by May C. Hofmann + +*** END OF THE PROJECT GUTENBERG EBOOK GAMES FOR EVERYBODY *** + +This file should be named games10.txt or games10.zip +Corrected EDITIONS of our eBooks get a new NUMBER, games11.txt +VERSIONS based on separate sources get new LETTER, games10a.txt + +Produced by Kevin Handy, Dave Maddock, +and the Online Distributed Proofreading Team. + +Project Gutenberg eBooks are often created from several printed +editions, all of which are confirmed as Public Domain in the US +unless a copyright notice is included. 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Hofmann</title> + +<style type="text/css"> + <!-- + h1,h2,h3,h4 { text-align: center; font-weight: bold; font-variant: small-caps } + h1 { margin-top: 3em } + h2 { margin-top: 2em } + .smallcaps { font-variant: small-caps } + img { border-style: none } + --> +</style> +</head> +<body> + + +<pre> + +The Project Gutenberg EBook of Games for Everybody, by May C. Hofmann + +Copyright laws are changing all over the world. Be sure to check the +copyright laws for your country before downloading or redistributing +this or any other Project Gutenberg eBook. + +This header should be the first thing seen when viewing this Project +Gutenberg file. Please do not remove it. Do not change or edit the +header without written permission. + +Please read the "legal small print," and other information about the +eBook and Project Gutenberg at the bottom of this file. Included is +important information about your specific rights and restrictions in +how the file may be used. You can also find out about how to make a +donation to Project Gutenberg, and how to get involved. + + +**Welcome To The World of Free Plain Vanilla Electronic Texts** + +**eBooks Readable By Both Humans and By Computers, Since 1971** + +*****These eBooks Were Prepared By Thousands of Volunteers!***** + + +Title: Games for Everybody + +Author: May C. Hofmann + +Release Date: July, 2005 [EBook #8439] +[Yes, we are more than one year ahead of schedule] +[This file was first posted on July 10, 2003] + +Edition: 10 + +Language: English + +Character set encoding: UTF-8 + +*** START OF THE PROJECT GUTENBERG EBOOK GAMES FOR EVERYBODY *** + + + + +Produced by Kevin Handy, Dave Maddock, +and the Online Distributed Proofreading Team. + + + + + +</pre> + + +<h1>Games for Everybody</h1> + +<p align="center" class="smallcaps">by</p> + +<h3>May C. Hofmann</h3> + +<h1>Foreword</h1> + +<p>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.</p> + +<p>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 <i>vice versa</i>. Other games, +by being changed a little by the hostess, can be made +to suit the occasion.</p> + +<p>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.</p> + +<h1>Contents</h1> + +<h3>I. GAMES FOR CHILDREN</h3> + +<ol> +<li><a href="#1">Animal Show.</a></li> +<li><a href="#2">Chase The Rabbit.</a></li> +<li><a href="#3">Soap-bubble Contest.</a></li> +<li><a href="#4">Rose Guess.</a></li> +<li><a href="#5">New Blind Man's Buff.</a></li> +<li><a href="#6">Finding Flowers.</a></li> +<li><a href="#7">Bean-bag Contest.</a></li> +<li><a href="#8">Blowing The Feathers.</a></li> +<li><a href="#9">School.</a></li> +<li><a href="#10">Hide The Thimble.</a></li> +<li><a href="#11">Fan Ball.</a></li> +<li><a href="#12">Spool Flower Hunt.</a></li> +<li><a href="#13">Marble Contest.</a></li> +<li><a href="#14">Passing By.</a></li> +<li><a href="#15">The Serpent's Tail.</a></li> +<li><a href="#16">Little Bo-peep.</a></li> +<li><a href="#17">Spool Armies.</a></li> +<li><a href="#18">Spinning For 20.</a></li> +<li><a href="#19">Shoe Hunt.</a></li> +<li><a href="#20">Hop-over.</a></li> +<li><a href="#21">Bouquet.</a></li> +<li><a href="#22">Making Squares.</a></li> +<li><a href="#23">Simple Simon's Silly Smile.</a></li> +<li><a href="#24">Tea-pot.</a></li> +<li><a href="#25">Blind Man's Buff.</a></li> +<li><a href="#26">Cat And Mouse.</a></li> +<li><a href="#27">Musical Chairs.</a></li> +<li><a href="#28">Button, Button.</a></li> +<li><a href="#29">Statues.</a></li> +<li><a href="#30">Our Cook Doesn't Like Peas.</a></li> +<li><a href="#31">Hold Fast, Let Go.</a></li> +<li><a href="#32">Simon Says.</a></li> +<li><a href="#33">Old Soldier.</a></li> +<li><a href="#34">Hide And Seek.</a></li> +<li><a href="#35">Hang-man.</a></li> +<li><a href="#36">Bird, Beast, Or Fish.</a></li> +<li><a href="#37">Peter Piper.</a></li> +<li><a href="#38">Look Out For The Bear!</a></li> +<li><a href="#39">Hoop Race.</a></li> +<li><a href="#40">Button Fun.</a></li> +<li><a href="#41">Steps.</a></li> +<li><a href="#42">He Can Do Little.</a></li> +<li><a href="#43">Wink.</a></li> +<li><a href="#44">Double Tag.</a></li> +<li><a href="#45">Puss In The Corner.</a></li> +<li><a href="#46">I Have A Basket.</a></li> +<li><a href="#47">Still Pond, No More Moving.</a></li> +<li><a href="#48">Ring On A String.</a></li> +<li><a href="#49">Hunt The Slipper.</a></li> +<li><a href="#50">What Is My Thought Like?</a></li> +<li><a href="#51">Oranges And Lemons.</a></li> +<li><a href="#52">Red-hot Potato.</a></li> +<li><a href="#53">Judge And Jury.</a></li> +<li><a href="#54">Reuben And Rachel.</a></li> +<li><a href="#55">Frog In The Middle.</a></li> +<li><a href="#56">Horsemen.</a></li> +<li><a href="#57">My House, Your House.</a></li> +<li><a href="#58">Malaga Grapes.</a></li> +</ol> + +<h3>II. GAMES FOR ADULTS</h3> + +<ol> +<li><a href="#59">Spoon Pictures.</a></li> +<li><a href="#60">Boots, Without Shoes.</a></li> +<li><a href="#61">Proverbs.</a></li> +<li><a href="#62">Animal, Vegetable, Or Mineral.</a></li> +<li><a href="#63">What Time Is It?</a></li> +<li><a href="#64">It.</a></li> +<li><a href="#65">How, When, Where.</a></li> +<li><a href="#66">Buz.</a></li> +<li><a href="#67">Jenkins Up!</a></li> +<li><a href="#68">State Outlines.</a></li> +<li><a href="#69">Prefixes.</a></li> +<li><a href="#70">My Father Had A Rooster!</a></li> +<li><a href="#71">Cross Questions And Crooked Answers.</a></li> +<li><a href="#72">Magic Writing.</a></li> +<li><a href="#73">Famous Numbers.</a></li> +<li><a href="#74">Magic Answers.</a></li> +<li><a href="#75">Modelling.</a></li> +<li><a href="#76">Scissors Crossed Or Uncrossed.</a></li> +<li><a href="#77">Capping Verses.</a></li> +<li><a href="#78">Rabbit.</a></li> +<li><a href="#79">Ghost.</a></li> +<li><a href="#80">What Am I?</a></li> +<li><a href="#81">Needle Threading.</a></li> +<li><a href="#82">Confusions.</a></li> +<li><a href="#83">Verbal Authors.</a></li> +<li><a href="#84">Pin Doll Babies.</a></li> +<li><a href="#85">Building Sentences.</a></li> +<li><a href="#86">Geography.</a></li> +<li><a href="#87">What Would You Do If--?</a></li> +<li><a href="#88">Watch Trick.</a></li> +<li><a href="#89">Find Your Better-half.</a></li> +<li><a href="#90">Words</a></li> +<li><a href="#91">Letters.</a></li> +<li><a href="#92">Seeing And Remembering.</a></li> +<li><a href="#93">Live Tit-tat-to.</a></li> +<li><a href="#94">Bits Of Advice.</a></li> +<li><a href="#95">Pictures.</a></li> +<li><a href="#96">Household Gossip.</a></li> +<li><a href="#97">Table Football.</a></li> +<li><a href="#98">Musical Medley.</a></li> +<li><a href="#99">Another Musical Medley.</a></li> +<li><a href="#100">Passing Clothespins.</a></li> +<li><a href="#101">Pantomime.</a></li> +<li><a href="#102">Birds Fly.</a></li> +<li><a href="#103">Trips Around The World.</a></li> +<li><a href="#104">Jack's Alive.</a></li> +<li><a href="#105">Going A-fishing.</a></li> +<li><a href="#106">Consequences.</a></li> +<li><a href="#107">Personal Conundrums.</a></li> +<li><a href="#108">Hunting The Whistle.</a></li> +<li><a href="#109">The Five Senses.</a></li> +<li><a href="#110">Wiggles.</a></li> +<li><a href="#111">Telegram.</a></li> +<li><a href="#112">Spelling Match.</a></li> +<li><a href="#113">Poor Pussy.</a></li> +<li><a href="#114">Guesses.</a></li> +<li><a href="#115">Nut Race.</a></li> +<li><a href="#116">Torn Flowers.</a></li> +<li><a href="#117">Spearing Peanuts.</a></li> +<li><a href="#118">Peanut Hunt And Scramble.</a></li> +<li><a href="#119">Musical Illustrations.</a></li> +<li><a href="#120">An Apple Hunt.</a></li> +<li><a href="#121">Shouting Proverbs.</a></li> +<li><a href="#122">Baker's Dozen.</a></li> +<li><a href="#123">Peanut Contest.</a></li> +<li><a href="#124">Definitions.</a></li> +<li><a href="#125">Alphabetical Answers.</a></li> +<li><a href="#126">Pitch Basket.</a></li> +<li><a href="#127">Who Am I?</a></li> +<li><a href="#128">Progressive Puzzles.</a></li> +<li><a href="#129">Tit For Tat.</a></li> +<li><a href="#130">Eye-guessing.</a></li> +<li><a href="#131">The Prince Of Wales.</a></li> +<li><a href="#132">Commerce.</a></li> +<li><a href="#133">Laugh A Little.</a></li> +<li><a href="#134">Location.</a></li> +<li><a href="#135">Fashion Notes.</a></li> +<li><a href="#136">Stray Syllables.</a></li> +<li><a href="#137">Quaker Meeting.</a></li> +<li><a href="#138">Magic Music.</a></li> +<li><a href="#139">Patchwork Illustrations.</a></li> +<li><a href="#140">Biography.</a></li> +<li><a href="#141">Orchestra.</a></li> +<li><a href="#142">Who Is My Next-door Neighbor?</a></li> +<li><a href="#143">Fire.</a></li> +<li><a href="#144">The Months.</a></li> +<li><a href="#145">Bell Buff.</a></li> +<li><a href="#146">Postman.</a></li> +<li><a href="#147">Spooney Fun.</a></li> +<li><a href="#148">Cities.</a></li> +<li><a href="#149">Going To China.</a></li> +<li><a href="#150">A Penny For Your Thoughts.</a></li> +<li><a href="#151">Misquoted Quotations.</a></li> +<li><a href="#152">Literary Salad.</a></li> +<li><a href="#153">Broken Quotations.</a></li> +<li><a href="#154">Parcel Delivery.</a></li> +<li><a href="#155">Who Are They?</a></li> +<li><a href="#156">Swaps.</a></li> +<li><a href="#157">Talking Shop.</a></li> +<li><a href="#158">Sight Unseen.</a></li> +<li><a href="#159">A Study In Zoology.</a></li> +<li><a href="#160">Auction Sale</a></li> +<li><a href="#161">The Genteel Lady.</a></li> +<li><a href="#162">Rhymes.</a></li> +<li><a href="#163">Art Gallery.</a></li> +<li><a href="#164">Hunting For Book-titles.</a></li> +</ol> + +<h3>III. GAMES FOR SPECIAL DAYS</h3> + +<ol> +<li><a href="#165">Jack Frost.</a></li> +<li><a href="#166">Magic Candles.</a></li> +<li><a href="#167">The Lucky Or Unlucky Slipper.</a></li> +<li><a href="#168">Cakes.</a></li> +<li><a href="#169">Valentines.</a></li> +<li><a href="#170">Initial Compliments.</a></li> +<li><a href="#171">Heart Hunt.</a></li> +<li><a href="#172">Heart Pricks.</a></li> +<li><a href="#173">Valentine Puzzle.</a></li> +<li><a href="#174">Hearts And Mittens.</a></li> +<li><a href="#175">Riven Hearts.</a></li> +<li><a href="#176">Proposals.</a></li> +<li><a href="#177">Washington's Birthday.</a></li> +<li><a href="#178">April First.</a></li> +<li><a href="#179">Easter Egg Race.</a></li> +<li><a href="#180">Suspended Eggs.</a></li> +<li><a href="#181">Egg Race.</a></li> +<li><a href="#182">Rolling Eggs.</a></li> +<li><a href="#183">Bunny's Egg.</a></li> +<li><a href="#184">July Fourth.</a></li> +<li><a href="#185">Flags Of All Nations.</a></li> +<li><a href="#186">Our Flag.</a></li> +<li><a href="#187">Hallowe'en.</a></li> +<li><a href="#188">Hallowe'en Stories.</a></li> +<li><a href="#189">Hallowe'en Fates.</a></li> +<li><a href="#190">Some More Fates.</a></li> +<li><a href="#191">Water Charm.</a></li> +<li><a href="#192">Over The Cider Mugs.</a></li> +<li><a href="#193">Ships Of Fate.</a></li> +<li><a href="#194">Cake With Candles.</a></li> +<li><a href="#195">Hunt The Squirrel.</a></li> +<li><a href="#196">Christmas Tree.</a></li> +<li><a href="#197">Christmas Guesses.</a></li> +<li><a href="#198">Christmas Wreath.</a></li> +<li><a href="#199">Christmas Candles.</a></li> +<li><a href="#200">A Game Within A Game.</a></li> +<li><a href="#201">Toss The Goodies.</a></li> +<li><a href="#202">Snowballs.</a></li> +<li><a href="#203">Decking Santa Claus.</a></li> +</ol> + +<h1>Part I.</h1> + +<h3>Games for Children.</h3> + +<a name="1"></a> +<h2>ANIMAL SHOW.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>Allow five minutes for constructing the creatures.</p> + +<p>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.</p> + +<p>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.</p> + +<p>A prize can be given to the one who has guessed the +greatest number correctly.</p> + +<a name="2"></a> +<h2>CHASE THE RABBIT.</h2> + +<p>All the children kneel on the floor in a ring with +hands on each other's shoulders.</p> + +<p>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."</p> + +<p>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.</p> + +<a name="3"></a> +<h2>SOAP-BUBBLE CONTEST.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="4"></a> +<h2>ROSE GUESS.</h2> + +<p>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.</p> + +<p>The petals are then counted by one of the children +and the one who guesses the nearest, receives a prize.</p> + +<p>Any flower with many petals, can be used.</p> + +<a name="5"></a> +<h2>NEW BLIND MAN'S BUFF.</h2> + +<p>The one who is chosen for the "blind man" +does not have his eyes bandaged as in the old game.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="6"></a> +<h2>FINDING FLOWERS.</h2> + +<p>A very simple game for children is one played like +the old-fashioned "London Bridge."</p> + +<p>Two children with joined hands stand opposite each +other, and the rest form a ring and pass under the +raised hands, while they repeat,</p> + +<blockquote>"We're seeking a pansy, a +pansy, a pansy,<br /> +      We've +found one here."</blockquote> + +<p>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.</p> + +<p>Then it continues until all the flowers are "found."</p> + +<a name="7"></a> +<h2>BEAN-BAG CONTEST.</h2> + +<p>Prepare an even number of bean bags of +moderate size, half of one color and half of another.</p> + +<p>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,</p> + +<blockquote>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.</blockquote> + +<p>Before the contest begins, it is best to have a trial +game, so all understand how to pass the bags.</p> + +<p>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.</p> + +<p>The side who has passed them back to the leader first, +and has done so successfully, is the winning side.</p> + +<a name="8"></a> +<h2>BLOWING THE FEATHERS.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="9"></a> +<h2>SCHOOL.</h2> + +<p>The players sit in a circle, and each takes the name +of some article found in the schoolroom, such as desk, +rubber, blackboard, etc.</p> + +<p>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.</p> + +<p>The person named must jump up and catch the plate +before it stops spinning.</p> + +<p>If he is too slow, he must pay a forfeit. It is then +his turn to spin the plate.</p> + +<a name="10"></a> +<h2>HIDE THE THIMBLE.</h2> + +<p>All the players but one, leave the room. This one +hides a thimble in a place not too conspicuous, but +yet in plain sight.</p> + +<p>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.</p> + +<p>The first one who saw it, takes his turn to hide it.</p> + +<a name="11"></a> +<h2>FAN BALL.</h2> + +<p>Make two balls, one red and one blue, out of paper +thus--</p> + +<p align="center"><img alt="1.png" src="1.png" /></p> + + +<p>Slip No. 1 in No. 2, and No. 3 fits over and bisects +the other two.</p> + +<p>Appoint two leaders who choose their teams; each team +takes a ball and a palm leaf fan.</p> + +<p>GOALS--Three chairs, one at each end of +the room and one in the center, at equal distance +from others.</p> + +<p>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.</p> + +<a name="12"></a> +<h2>SPOOL FLOWER HUNT.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>When the hunt is over, the one having the most complete +sets of flowers is the winner.</p> + +<a name="13"></a> +<h2>MARBLE CONTEST.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="14"></a> +<h2>PASSING BY.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>The side which succeeds in reaching 100 first is the +winning side. If the trip is long, 500 can be the +limit.</p> + +<a name="15"></a> +<h2>THE SERPENT'S TAIL.</h2> + +<p>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."</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="16"></a> +<h2>LITTLE BO-PEEP.</h2> + +<p>Dress the little girl in whose honor the party is +given as little Bo-peep, with a little crook.</p> + +<p>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.</p> + +<p>After the hunt is over, award the child who found +the most sheep some little prize. Each may keep the +sheep she finds.</p> + +<p>If the party is in honor of a little boy, change it +to "Little Boy Blue," and have horns instead +of crooks.</p> + +<a name="17"></a> +<h2>SPOOL ARMIES.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="18"></a> +<h2>SPINNING FOR 20.</h2> + +<p>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.</p> + +<p align="center"><img alt="2.png" src="2.png" /></p> + +<p>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.</p> + +<p>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.</p> + +<p>Any number can play and any number, such as 100 or +more, may be the score.</p> + +<a name="19"></a> +<h2>SHOE HUNT.</h2> + +<p>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.</p> + +<p>The girl or boy finding the greatest number of shoes +that prove to be pairs receives a prize.</p> + +<p>To add to the merriment, several pairs of real shoes +may be hidden, too, and the children will enjoy hunting +for the mates.</p> + +<a name="20"></a> +<h2>HOP-OVER.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="21"></a> +<h2>BOUQUET.</h2> + +<p>This is played similarly to "Stage-coach." + Any number of children can play it. One is chosen +out and is called the "gardener."</p> + +<p>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.</p> + +<p>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.</p> + +<a name="22"></a> +<h2>MAKING SQUARES.</h2> + +<p>Make a square or rectangle of dots, as shown on page +26.</p> + +<p>Provide the children with pencils. Each one makes +a line joining two dots but tries to prevent the others +from making a square.</p> + +<p align="center"><img alt="3.png" src="3.png" /></p> + +<p>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.</p> + +<p>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.</p> + +<a name="23"></a> +<h2>SIMPLE SIMON'S SILLY SMILE.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="24"></a> +<h2>TEA-POT.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="25"></a> +<h2>BLIND MAN'S BUFF.</h2> + +<p>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.</p> + +<p>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."</p> + +<p>"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."</p> + +<a name="26"></a> +<h2>CAT AND MOUSE.</h2> + +<p>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."</p> + +<p>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."</p> + +<a name="27"></a> +<h2>MUSICAL CHAIRS.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="28"></a> +<h2>BUTTON, BUTTON.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="29"></a> +<h2>STATUES.</h2> + +<p>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.</p> + +<a name="30"></a> +<h2>OUR COOK DOESN'T LIKE PEAS.</h2> + +<p>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?"</p> + +<p>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.</p> + +<p>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.</p> + +<a name="31"></a> +<h2>HOLD FAST, LET GO.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="32"></a> +<h2>SIMON SAYS.</h2> + +<p>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."</p> + +<p>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.</p> + +<a name="33"></a> +<h2>OLD SOLDIER.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="34"></a> +<h2>HIDE AND SEEK.</h2> + +<p>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:</p> + +<blockquote>"Ready or not,<br /> +You shall be caught."</blockquote> + +<p>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.</p> + +<a name="35"></a> +<h2>HANG-MAN.</h2> + +<p>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.</p> + +<p>Suppose the words thought of were "Gamebook," it would be written +thus: --------</p> + +<p>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.</p> + +<p>The gallows is made thus for every wrong guess:</p> + +<p align="center"><img alt="4.png" src="4.png" /></p> + +<a name="36"></a> +<h2>BIRD, BEAST, OR FISH.</h2> + +<p>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."</p> + +<p>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.</p> + +<a name="37"></a> +<h2>PETER PIPER.</h2> + +<p>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.</p> + +<p>One child is given a pointer and as the others sing, +to any familiar tune (Yankee Doodle, for instance):</p> + +<blockquote>"Peter Piper picked a peck of pickled +peppers,<br /> +Now if Peter Piper picked a peck of pickled +peppers,<br /> +Where is that peck of pickled peppers,<br /> +Peter Piper picked?"</blockquote> + +<p>she must point out each word or drawing as quickly +as it is sung.</p> + +<p>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.</p> + +<p>It is an achievement, if done successfully, and some +suitable gift should be given as a prize.</p> + +<a name="38"></a> +<h2>LOOK OUT FOR THE BEAR!</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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."</p> + +<a name="39"></a> +<h2>HOOP RACE.</h2> + +<p>All children love to roll hoops. For a little folks +party, plan to have as many hoops as children, so +each can have one.</p> + +<p>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.</p> + +<p>If the room is very large once or twice around will +be enough, so the children aren't tired out.</p> + +<a name="40"></a> +<h2>BUTTON FUN.</h2> + +<p>An amusement for small children, is to gather together +as many buttons of all shapes and sizes, plain and +fancy, as can be obtained.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="41"></a> +<h2>STEPS.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="42"></a> +<h2>HE CAN DO LITTLE.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="43"></a> +<h2>WINK.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="44"></a> +<h2>DOUBLE TAG.</h2> + +<p>The children stand in pairs, one behind the other, +in the form of a circle, all facing the center.</p> + +<p>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.</p> + +<a name="45"></a> +<h2>PUSS IN THE CORNER.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="46"></a> +<h2>I HAVE A BASKET.</h2> + +<p>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."</p> + +<p>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").</p> + +<p>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".</p> + +<a name="47"></a> +<h2>STILL POND, NO MORE MOVING.</h2> + +<p>All the children form a circle, joining hands. One +is blindfolded, given a cane, and stands in the middle +of the circle.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="48"></a> +<h2>RING ON A STRING.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="49"></a> +<h2>HUNT THE SLIPPER.</h2> + +<p>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:</p> + +<blockquote>"Cobbler, cobbler, mend my shoe,<br /> +Get it done by quarter-past two."</blockquote> + +<p>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.</p> + +<p>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.</p> + +<a name="50"></a> +<h2>WHAT IS MY THOUGHT LIKE?</h2> + +<p>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?"</p> + +<p>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.</p> + +<p>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.</p> + +<a name="51"></a> +<h2>ORANGES AND LEMONS.</h2> + +<p>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:</p> + +<blockquote>"'Oranges and lemons,' +say the bells of St. Clement's,<br /> +'Brickbats and tiles,' say +the bells of St. Giles,<br /> +'You owe me five farthing,' +say the bells of St. Martin's,<br /> +'When will you pay me?' say +the bells of old Bailey,<br /> +'When I grow rich,' say the +bells of Shoreditch,<br /> +'When will that be?' say the +bells of Stepney,<br /> +'I do not know,' says the +great bell of Bow.<br /> +Here comes a candle to light you to bed,<br /> +And here comes a chopper to chop off your +head."</blockquote> + +<p>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.</p> + +<a name="52"></a> +<h2>RED-HOT POTATO.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="53"></a> +<h2>JUDGE AND JURY.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="54"></a> +<h2>REUBEN AND RACHEL.</h2> + +<p>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."</p> + +<p>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.</p> + +<a name="55"></a> +<h2>FROG IN THE MIDDLE.</h2> + +<p>The children form a ring. One, the frog, is chosen +out, and he stands in the middle of the circle.</p> + +<p>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.</p> + +<a name="56"></a> +<h2>HORSEMEN.</h2> + +<p>This is a rough-and-tumble game for the boys, and +must be played either outside, or in a large bare +room.</p> + +<p>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.</p> + +<p>The game continues until a single horse and rider +remain, and the side to which they belong wins the +game.</p> + +<a name="57"></a> +<h2>MY HOUSE, YOUR HOUSE.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>The commands must be given very quickly, and the fisherman +must be quick to jerk his rod, thus catching several +fingers.</p> + +<p>A forfeit should be paid by everyone who is caught, +and the fisherman can exchange places if he wishes.</p> + +<a name="58"></a> +<h2>MALAGA GRAPES.</h2> + +<p>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.</p> + +<p>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.</p> + +<h1>Part II.</h1> + +<h3>Games for Adults.</h3> + +<a name="59"></a> +<h2>SPOON PICTURES.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="60"></a> +<h2>BOOTS, WITHOUT SHOES.</h2> + +<p>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."</p> + +<p>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.</p> + +<a name="61"></a> +<h2>PROVERBS.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="62"></a> +<h2>ANIMAL, VEGETABLE, OR MINERAL.</h2> + +<p>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.</p> + +<p>The answers to the questions must be either "Yes" +or "No," and a forfeit must be paid if +any other answer is given.</p> + +<p>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."</p> + +<p>The correct object being guessed, another player is +sent out and the game continues.</p> + +<a name="63"></a> +<h2>WHAT TIME IS IT?</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="64"></a> +<h2>IT.</h2> + +<p>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.</p> + +<p>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."</p> + +<p>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.</p> + +<a name="65"></a> +<h2>HOW, WHEN, WHERE.</h2> + +<p>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).</p> + +<p>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."</p> + +<p>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.</p> + +<a name="66"></a> +<h2>BUZ.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>"Siz" may be substituted for six and its +multiples, and "Fiz" for five, just for +variety.</p> + +<a name="67"></a> +<h2>JENKINS UP!</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="68"></a> +<h2>STATE OUTLINES.</h2> + +<p>This is a splendid game for the beginning of an evening +as the guests mingle together and become acquainted +while hunting for their partners.</p> + +<p>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.</p> + +<p>The object of the game is to find the state to which +the capital belongs or vice versa, as the case may +be.</p> + +<p>The one who succeeds in locating his capital first +is the winner.</p> + +<p>The hostess can arrange for the length of time.</p> + +<a name="69"></a> +<h2>PREFIXES.</h2> + +<p>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.</p> + +<p>Suppose the word chosen is "encouraged," +the answers may be given in a cheerful way.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="70"></a> +<h2>MY FATHER HAD A ROOSTER!</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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,</p> + +<blockquote>"My father had a rooster!"<br /> +"A what?"<br /> +"A rooster!"<br /> +"Could he crow?"<br /> +"Crow he could!"<br /> +"How could he crow?"<br /> +"Cock-a-doodle-doo!"</blockquote> + +<a name="71"></a> +<h2>CROSS QUESTIONS AND CROOKED ANSWERS.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="72"></a> +<h2>MAGIC WRITING.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>This is continued until some have guessed, or until +the trick has been explained.</p> + +<a name="73"></a> +<h2>FAMOUS NUMBERS.</h2> + +<p>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.</p> + +<p>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."</p> + +<a name="74"></a> +<h2>MAGIC ANSWERS.</h2> + +<p>One is sent from the room and the others decide upon +some object which is to be guessed when the player +enters.</p> + +<p>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.</p> + +<p>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."</p> + +<p>Another arrangement is to have the correct object +mentioned after something which is black, such as +shoes, ink, etc.</p> + +<a name="75"></a> +<h2>MODELLING.</h2> + +<p>Provide each player with a card and a toothpick, also +a piece of gum, or paraffine if preferred.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="76"></a> +<h2>SCISSORS CROSSED OR UNCROSSED.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="77"></a> +<h2>CAPPING VERSES.</h2> + +<p>To while away the time before dinner, or while sitting +in the twilight, this is a simple amusement for those +who love poetry.</p> + +<p>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.</p> + +<p>Suppose No.1 quotes:</p> + +<blockquote>"Full many a flower is born to blush +unseen<br /> +And waste its sweetness on the desert +air."</blockquote> + +<p>No. 2 continues quoting:</p> + +<blockquote>"Romeo! wherefore art thou Romeo?"</blockquote> + +<p>No. 3:</p> + +<blockquote>"O speak again, bright angel."</blockquote> + +<p>No. 4:</p> + +<blockquote>"Like summer tempest came her tears,<br /> +'Sweet, my child, I live for thee.'"</blockquote> + +<p>and so on until the guests tire of it.</p> + +<a name="78"></a> +<h2>RABBIT.</h2> + +<p>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."</p> + +<p>1st. All stand in a row.</p> + +<p>2d. All kneel down on one knee.</p> + +<p>3d. All place the first finger of the right hand on +the floor.</p> + +<p>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.</p> + +<a name="79"></a> +<h2>GHOST.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>The game continues until all are ghosts. If there +was one who was not enticed, that one wins the game.</p> + +<a name="80"></a> +<h2>WHAT AM I?</h2> + +<p>One of the players is sent out of the room. The rest +decide upon the name of some animal which he is to +guess.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="81"></a> +<h2>NEEDLE THREADING.</h2> + +<p>Procure several large jars. Stand these on their sides. +Only men can contest for this, as ladies are supposed +to be expert needle-threaders.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="82"></a> +<h2>CONFUSIONS.</h2> + +<p>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."</p> + +<p>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.</p> + +<p>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.</p> + +<a name="83"></a> +<h2>VERBAL AUTHORS.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>Examples:</p> + +<blockquote> +<p>"The Taming of the Shrew"--<br /> +Wm. Shakespeare--Petruchio.</p> + +<p>"Nicholas Nickleby"--<br /> +Chas. Dickens--Mr. Squeers.</p> + +<p>"Ivanhoe"--<br /> +Sir Walter Scott--Rebecca.</p> +</blockquote> + +<a name="84"></a> +<h2>PIN DOLL BABIES.</h2> + +<p>Any number may play this game. If there are men and +women it is more amusing.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="85"></a> +<h2>BUILDING SENTENCES.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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."</p> + +<p>This sentence is absurd, but the more ridiculous, +the greater the fun.</p> + +<p>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.</p> + +<a name="86"></a> +<h2>GEOGRAPHY.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="87"></a> +<h2>WHAT WOULD YOU DO IF--?</h2> + +<p>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--?"</p> + +<p>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.</p> + +<p>Examples: What would you do if you fell into a tar +barrel? I would be too stuck up to do anything.</p> + +<p>What would you do if you should meet a footpad? I +would say, "Please, sir, go away."</p> + +<a name="88"></a> +<h2>WATCH TRICK.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="89"></a> +<h2>FIND YOUR BETTER-HALF.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>The more mixed the pictures were when given out, the +longer it will take to find partners.</p> + +<a name="90"></a> +<h2>WORDS</h2> + +<p>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.</p> + +<p>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."</p> + +<a name="91"></a> +<h2>LETTERS.</h2> + +<p>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.</p> + +<p>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."</p> + +<p>The one who has answered the most, thus obtaining +the greatest number of cards, is the winner.</p> + +<a name="92"></a> +<h2>SEEING AND REMEMBERING.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>The one who has the largest list of correct names +receives a prize. The objects may be auctioned off +afterwards.</p> + +<a name="93"></a> +<h2>LIVE TIT-TAT-TO.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="94"></a> +<h2>BITS OF ADVICE.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="95"></a> +<h2>PICTURES.</h2> + +<p>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.</p> + +<p>Second--Draw a neck, shoulders, and arms.</p> + +<p>Third--Complete the body (the former player +having left two lines below the fold of the paper).</p> + +<p>Fourth--The skirt, trousers or legs, as +the case may be.</p> + +<p>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.</p> + +<p>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.</p> + +<p align="center"><img alt="5.png" src="5.png" /></p> + +<a name="96"></a> +<h2>HOUSEHOLD GOSSIP.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>Examples--</p> + +<p>You have the family eyes.</p> + +<p>Your chin is too small.</p> + +<p>The left sleeve of your coat has a spot on it; and +so on.</p> + +<a name="97"></a> +<h2>TABLE FOOTBALL.</h2> + +<p>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.</p> + +<p>Boundaries are marked on the table with, chalk or +tape, the two ends being the goals.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="98"></a> +<h2>MUSICAL MEDLEY.</h2> + +<p>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.</p> + +<blockquote>1. My country,<br /> +1. 'Tis of thee,<br /> +1. Sweet land of liberty,<br /> +1. Of thee I sing;<br /> +1. Land where my fathers died,<br /> +1. Land of the pilgrim's pride,<br /> +1. From every mountain side,<br /> +1. Let freedom ring.</blockquote> + +<p>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.</p> + +<p>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.</p> + +<a name="99"></a> +<h2>ANOTHER MUSICAL MEDLEY.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="100"></a> +<h2>PASSING CLOTHESPINS.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="101"></a> +<h2>PANTOMIME.</h2> + +<p>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.</p> + +<p>The players sit in a circle, and the one acting in +pantomime his words, stands in the middle where all +can see him.</p> + +<p>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.</p> + +<p>As soon as it is guessed what the player's word +is, the rest call it out.</p> + +<a name="102"></a> +<h2>BIRDS FLY.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="103"></a> +<h2>TRIPS AROUND THE WORLD.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>For example:</p> + +<p>"I am going to America, what shall I do there?"</p> + +<p>"Admire Astrakhan Apples. I am bound for Boston, +what shall I do there?"</p> + +<p>"Bake beans and brown bread. My journey takes +me to Chicago, what shall I do there?"</p> + +<p>"Catch cold," etc., etc.</p> + +<a name="104"></a> +<h2>JACK'S ALIVE.</h2> + +<p>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.</p> + +<p>It is passed very quickly from one to the other, as +each player wishes to get rid of it before the spark +goes out.</p> + +<p>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.</p> + +<a name="105"></a> +<h2>GOING A-FISHING.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="106"></a> +<h2>CONSEQUENCES.</h2> + +<p>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.</p> + +<p>After all have finished writing "what the world +said," the papers are passed to the right, opened, +and read aloud.</p> + +<p>Thus:</p> + +<blockquote>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."</blockquote> + +<a name="107"></a> +<h2>PERSONAL CONUNDRUMS.</h2> + +<p>The guests are requested to think up some conundrums +about some person in the present company.</p> + +<p>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.</p> + +<p>The conundrums may be written if preferred, mixed +up in a hat or basket and each player takes one to +answer.</p> + +<p>Some of them may prove very funny. For the best conundrum +and best answer given, a prize may be awarded.</p> + +<p>Examples--</p> + +<p>Why is Mr. ---- like the flatiron +building?</p> + +<p>Because he is so very tall.</p> + +<p>Why is Miss ---- like sugar?</p> + +<p>Because she is easily melted, that is, overcome.</p> + +<a name="108"></a> +<h2>HUNTING THE WHISTLE.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="109"></a> +<h2>THE FIVE SENSES.</h2> + +<p>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."</p> + +<p>The second time round No. 1 says,</p> + +<blockquote>"I saw a ring of solid gold.<br /> +I heard a story twice told."</blockquote> + +<p>No. 2 says,</p> + +<blockquote>"I saw a boy fall off the car.<br /> +I heard the war news from afar."</blockquote> + +<p>and so on, after going around five times, No. 1's +complete rhyme would be,</p> + +<blockquote>"I saw a ring of solid gold.<br /> +I heard a story twice told.<br /> +I tasted cheese that was too old.<br /> +I smelt hay that soon would mould.<br /> +I felt for something I couldn't +hold."</blockquote> + +<p>Do not have the verses written as there is more fun +in trying to remember one's rhyme.</p> + +<a name="110"></a> +<h2>WIGGLES.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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--</p> + +<p align="center"><img alt="6.png" src="6.png" /></p> + +<p>The heaviest line is the wiggle.</p> + +<a name="111"></a> +<h2>TELEGRAM.</h2> + +<p>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.</p> + +<p>Examples--</p> + +<p>A. E. F. J. K. L. N. O. P. T. Am ever frightfully +jealous. Keep lookout now on Pa's tricks.</p> + +<p>C. B. D. W. G. H. S. I. M. Y. Come back. Down with +Grandma. How shall I meet you?</p> + +<a name="112"></a> +<h2>SPELLING MATCH.</h2> + +<p>Choose leaders and divide the company into sides. +The sides stand opposite each other as in the old-fashioned +spelling match.</p> + +<p>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.</p> + +<p>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.</p> + +<p>Some words are:</p> + +<pre>Star Now Pan Dew +Mat Eve Bard Tub +Stop Eel Tops Ton +Ten On Den Nun</pre> + +<a name="113"></a> +<h2>POOR PUSSY.</h2> + +<p>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."</p> + +<p>"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.</p> + +<a name="114"></a> +<h2>GUESSES.</h2> + +<p>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,"</p> + +<p>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.</p> + +<p>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.</p> + +<a name="115"></a> +<h2>NUT RACE.</h2> + +<p>Choose two captains from the company, who select sides +until all the guests are on one side or the other.</p> + +<p>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.</p> + +<p>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.</p> + +<p>The side which succeeds in filling its bowl first +is victorious.</p> + +<a name="116"></a> +<h2>TORN FLOWERS.</h2> + +<p>Prepare a table full of different colored tissue paper, +bottles of mucilage and white cards, one for each +guest.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="117"></a> +<h2>SPEARING PEANUTS.</h2> + +<p>Fill a cup with peanuts, two of which are blackened +with ink on one end.</p> + +<p>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.</p> + +<p>Tally is kept for each player and a suitable prize +is given to the one who succeeded in securing the +largest score.</p> + +<a name="118"></a> +<h2>PEANUT HUNT AND SCRAMBLE.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="119"></a> +<h2>MUSICAL ILLUSTRATIONS.</h2> + +<p>A blackboard and different colored chalk will be necessary +for this game.</p> + +<p>Give each guest a slip of paper on which is written +the name of some song.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="120"></a> +<h2>AN APPLE HUNT.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="121"></a> +<h2>SHOUTING PROVERBS.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="122"></a> +<h2>BAKER'S DOZEN.</h2> + +<p>This game is just for two and is similar to Tit-tat-to. +Make a drawing like the illustration and the game +is ready.</p> + +<p align="center"><img alt="7.png" src="7.png" /></p> + +<p>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.</p> + +<p>The numbers in the different spaces marked by No. +2 are added to his score; and those unmarked are added +to No. 1.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="123"></a> +<h2>PEANUT CONTEST.</h2> + +<p>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.</p> + +<p>The players may choose partners in any way desired. +The partners play together.</p> + +<p>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.</p> + +<p>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.</p> + +<p>The list of contestants is read aloud, the partners +who succeeded in carrying the greatest number of peanuts +to their bowls receive a prize.</p> + +<a name="124"></a> +<h2>DEFINITIONS.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="125"></a> +<h2>ALPHABETICAL ANSWERS.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>No two players can question a person at the same time, +and no one can give the same answer twice.</p> + +<p>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.</p> + +<a name="126"></a> +<h2>PITCH BASKET.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>The game continues until a certain number, 300 or +500, has been reached. The side scoring that number +of points first is victorious.</p> + +<a name="127"></a> +<h2>WHO AM I?</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="128"></a> +<h2>PROGRESSIVE PUZZLES.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="129"></a> +<h2>TIT FOR TAT.</h2> + +<p>Plan to have an even number of guests invited, half +ladies and half gentlemen.</p> + +<p>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.</p> + +<p>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.</p> + +<p>The men inspect the work of the ladies, and the one +who has hammered the most tacks into her board "straight," +receives a prize.</p> + +<a name="130"></a> +<h2>EYE-GUESSING.</h2> + +<p>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.</p> + +<p>Choose groups of four to go behind the sheet, the +rest of the guests staying in the other room.</p> + +<p>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.</p> + +<p>A short time is given for guessing each group, and +then the next set go out.</p> + +<p>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.</p> + +<a name="131"></a> +<h2>THE PRINCE OF WALES.</h2> + +<p>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.</p> + +<p>The leader, who has no number and who has charge of +the game, begins by saying--</p> + +<p>"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.</p> + +<p>The leader begins again and he must be very quick +to send those to the foot, who fail to respond.</p> + +<a name="132"></a> +<h2>COMMERCE.</h2> + +<p>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.</p> + +<p>When all the cards of the first pack have been sold, +the players arrange their cards and beans on the table +ready for business.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="133"></a> +<h2>LAUGH A LITTLE.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="134"></a> +<h2>LOCATION.</h2> + +<p>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.</p> + +<p>Then the leader of the other side takes his turn, +and challenges some player of the opposite side.</p> + +<p>The side which stands up the longest, wins the game.</p> + +<a name="135"></a> +<h2>FASHION NOTES.</h2> + +<p>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.</p> + +<p>The drawings and descriptions are collected after +time is allowed, and placed on a table for display.</p> + +<p>Prizes may be awarded to the partners having the best +drawing and description.</p> + +<a name="136"></a> +<h2>STRAY SYLLABLES.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>The one constructing the most words, wins the game.</p> + +<a name="137"></a> +<h2>QUAKER MEETING.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>No one must laugh during the whole game; whoever does, +must leave the circle.</p> + +<a name="138"></a> +<h2>MAGIC MUSIC.</h2> + +<p>One player is sent from the room and the rest decide +upon something he must do when called in.</p> + +<p>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.</p> + +<p>As he nears the object which he is to find the music +grows very loud, and faint when he is far away.</p> + +<p>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.</p> + +<p>Someone else then leaves the room, and the game goes +on as before.</p> + +<a name="139"></a> +<h2>PATCHWORK ILLUSTRATIONS.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>The papers are then arranged on a table for inspection +and a prize is awarded for the best illustration.</p> + +<a name="140"></a> +<h2>BIOGRAPHY.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>Example--Name, John Smith. Born, July 4, +1449, Boston. From 1 to 10 years, mischievous child, +quarrelled with everybody, expelled from school, stole +eggs.</p> + +<p>From 20 to 40, stayed home, did dressmaking, became +sickly, remained an old maid.</p> + +<p>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.</p> + +<a name="141"></a> +<h2>ORCHESTRA.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="142"></a> +<h2>WHO IS MY NEXT-DOOR NEIGHBOR?</h2> + +<p>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.</p> + +<p>The other half, who are not blindfolded, very quietly +take the vacant chairs and sit perfectly still.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="143"></a> +<h2>FIRE.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="144"></a> +<h2>THE MONTHS.</h2> + +<p>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."</p> + +<p>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.</p> + +<a name="145"></a> +<h2>BELL BUFF.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>The first blind man who catches the guide, exchanges +places with him, and the game goes on as before.</p> + +<a name="146"></a> +<h2>POSTMAN.</h2> + +<p>The players sit in a circle; one is chosen for "postman," +is blindfolded, and another is chosen for Postmaster.</p> + +<p>The Postmaster gives each player the name of some +city or town, and stands outside the ring so he can +give orders.</p> + +<p>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."</p> + +<p>The Postmaster must exchange names very rapidly, and +if a player should remain seated when his city is +called, he has to be "postman."</p> + +<p>If the Postmaster says, "general delivery," +all exchange places, and the "postman" +tries to secure a vacant place.</p> + +<a name="147"></a> +<h2>SPOONEY FUN.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="148"></a> +<h2>CITIES.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>Examples--City, New York.</p> + +<p>Sentence--N-ow, E-very, W-all St., Y-ankee, +O-wns, R-eal, K-ingdoms.</p> + +<p>City, Chicago.</p> + +<p>Sentence--Conflagration, H-igh, I-n, C-rowded, +A-reas, G-rew, O-n.</p> + +<a name="149"></a> +<h2>GOING TO CHINA.</h2> + +<p>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.</p> + +<p>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."</p> + +<p>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."</p> + +<p>The game continues until every one has guessed the +trick and they can all go.</p> + +<a name="150"></a> +<h2>A PENNY FOR YOUR THOUGHTS.</h2> + +<p>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.</p> + +<p>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.</p> + +<ol> +<li>An emblem of victory, (laurel wreath).</li> +<li>An emblem of royalty, (crown).</li> +<li>A South American fruit, (date).</li> +<li>A spring flower, (tulips, two lips).</li> +<li>A portion of a hill, (brow).</li> +<li>A portion of a river, (mouth).</li> +<li>A messenger, (one cent, sent).</li> +<li>A piece of armor, (shield).</li> +<li>Mode of ancient punishment, (stripes).</li> +<li>Means of inflicting it, (lashes).</li> +<li>Something to be found in school, (pupil).</li> +<li>Three weapons, (3 arrows).</li> +<li>An animal, (hare, hair).</li> +<li>A part of a stove, (lid).</li> +<li>Plenty of assurance, (cheek).</li> +<li>The first American settler, (Indian).</li> +<li>Part of a duck, (feathers).</li> +<li>A place of worship, (temple).</li> +<li>Two sides of a vote, (eyes and nose, ayes and noes).</li> +<li>The cry of victory, (won, one).</li> +</ol> + +<a name="151"></a> +<h2>MISQUOTED QUOTATIONS.</h2> + +<p>Choose very familiar quotations from Longfellow, Shakespeare, +Tennyson, or any well-known author or poet, and write +them on slips of paper.</p> + +<p>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.</p> + +<p>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."</p> + +<a name="152"></a> +<h2>LITERARY SALAD.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="153"></a> +<h2>BROKEN QUOTATIONS.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>The guests are requested to find as many quotations +as they can during a certain length of time.</p> + +<p>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.</p> + +<a name="154"></a> +<h2>PARCEL DELIVERY.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>As the packages are passed, the names, guessed by +the sense of touch, are written opposite their appropriate +numbers on the slips of paper.</p> + +<p>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.</p> + +<a name="155"></a> +<h2>WHO ARE THEY?</h2> + +<p>Photographs of noted people, labelled with names that +do not belong to them, are hung about the room. Each +picture is numbered.</p> + +<p>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.</p> + +<p>Familiar photographs such as Dickens, Shakespeare, +Washington, Lincoln, Napoleon, etc., should be +chosen.</p> + +<a name="156"></a> +<h2>SWAPS.</h2> + +<p>The guests are requested to bring something wrapped +up in paper, which they wish to get rid of.</p> + +<p>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.</p> + +<a name="157"></a> +<h2>TALKING SHOP.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>The papers are collected, the hostess reads them, +and a prize is awarded to the best or most amusing +account.</p> + +<a name="158"></a> +<h2>SIGHT UNSEEN.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="159"></a> +<h2>A STUDY IN ZOOLOGY.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>A prize may be given to the one guessing the greatest +number of animals correctly.</p> + +<a name="160"></a> +<h2>AUCTION SALE</h2> + +<p>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.</p> + +<p>Each guest is given a bag containing fifty beans, +no one can bid higher than fifty.</p> + +<p>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.</p> + +<a name="161"></a> +<h2>THE GENTEEL LADY.</h2> + +<p>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."</p> + +<p>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.</p> + +<p>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."</p> + +<p>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.</p> + +<p>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.</p> + +<a name="162"></a> +<h2>RHYMES.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>Examples--</p> + +<p>Question--Where did you get that hat?</p> + +<p>Noun--Fair.</p> + +<blockquote>"Where did you get that hat?"<br /> +  Said Shortie to Mr. Fat,<br /> +"I stole it from the Fair,<br /> +  When I was leaving there."</blockquote> + +<p>Question--Can you dance?</p> + +<p>Noun--Day.</p> + +<blockquote>"May-day! let us away!<br /> +  Can you dance?<br /> +  Here's your chance,<br /> +On this lovely May-day."</blockquote> + +<a name="163"></a> +<h2>ART GALLERY.</h2> + +<p>Select copies of famous paintings, those familiar +to every one, and hang them around the room.</p> + +<p>Neither the name of the painting nor of the artist +must be on it, only a number on each picture.</p> + +<p>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.</p> + +<a name="164"></a> +<h2>HUNTING FOR BOOK-TITLES.</h2> + +<p>The hostess must prepare beforehand pictures, cut +from magazine advertisements and miscellaneous articles, +suggestive of the titles of books.</p> + +<p>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.</p> + +<p>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.</p> + +<p>Examples--A large bow of orange ribbon pinned +on a curtain, immediately suggests "A Bow of +Orange Ribbon," by Amelia Barr.</p> + +<p>A picture of several boys suggests "Little Men," +by Louisa M. Alcott.</p> + +<p>A picture of Gen. Grant cut in half suggests "Half +a Hero."</p> + +<h1>Part III.</h1> + +<h3>Games for Special Days.</h3> + +<a name="165"></a> +<h2>JACK FROST.</h2> + +<p>Around Christmas and New Year's the children +will enjoy playing this. All form a circle; one, Jack +Frost, stands in the middle.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="166"></a> +<h2>MAGIC CANDLES.</h2> + +<p>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.</p> + +<p>The children form in line and one at a time jump over +the candles, which are lighted.</p> + +<p>If a light goes out the child who has just jumped +will have bad luck in that month which the candle +represents.</p> + +<a name="167"></a> +<h2>THE LUCKY OR UNLUCKY SLIPPER.</h2> + +<p>A slipper is waved three times over the head and then +thrown on the floor.</p> + +<p>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.</p> + +<a name="168"></a> +<h2>CAKES.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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."</p> + +<a name="169"></a> +<h2>VALENTINES.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>A prize may be awarded for the best valentine, the +brightest and most witty.</p> + +<a name="170"></a> +<h2>INITIAL COMPLIMENTS.</h2> + +<p>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.</p> + +<p>As each lady is addressed by a gentleman, she replies, +using the initial letter of his name in her answer.</p> + +<p>Votes are taken as to the best compliment and answer +and a simple prize may be awarded the pair who obtained +the most votes.</p> + +<a name="171"></a> +<h2>HEART HUNT.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="172"></a> +<h2>HEART PRICKS.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="173"></a> +<h2>VALENTINE PUZZLE.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="174"></a> +<h2>HEARTS AND MITTENS.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="175"></a> +<h2>RIVEN HEARTS.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="176"></a> +<h2>PROPOSALS.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="177"></a> +<h2>WASHINGTON'S BIRTHDAY.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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."</p> + +<p>To add to the fun small paper hatchets may be hidden +around the room for the players to find, as in a peanut +hunt.</p> + +<p>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.</p> + +<a name="178"></a> +<h2>APRIL FIRST.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="179"></a> +<h2>EASTER EGG RACE.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="180"></a> +<h2>SUSPENDED EGGS.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="181"></a> +<h2>EGG RACE.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="182"></a> +<h2>ROLLING EGGS.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>Tally is kept for each child, the one scoring the +most points wins the game.</p> + +<a name="183"></a> +<h2>BUNNY'S EGG.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="184"></a> +<h2>JULY FOURTH.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="185"></a> +<h2>FLAGS OF ALL NATIONS.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="186"></a> +<h2>OUR FLAG.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="187"></a> +<h2>HALLOWE'EN.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="188"></a> +<h2>HALLOWE'EN STORIES.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="189"></a> +<h2>HALLOWE'EN FATES.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>Example for the men to draw:</p> + +<blockquote>"Medium height, eyes of blue,<br /> +Charming girl is awaiting you."</blockquote> + +<p>For the ladies:</p> + +<blockquote>"Tall and slight, with red hair,<br /> +Fond of walking and fresh air."</blockquote> + +<a name="190"></a> +<h2>SOME MORE FATES.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="191"></a> +<h2>WATER CHARM.</h2> + +<p>Place three bowls on a table, one containing clear +water, another soapy or muddy water, and the third +one empty.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="192"></a> +<h2>OVER THE CIDER MUGS.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="193"></a> +<h2>SHIPS OF FATE.</h2> + +<p>Prepare as many half shells of walnuts as there are +guests. In each fasten a small candle with a drop +of the wax.</p> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="194"></a> +<h2>CAKE WITH CANDLES.</h2> + +<p>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.</p> + +<p>As the cake passes from one to the other, the hostess +reads the following prophecies, having prepared them +beforehand to suit the company:</p> + +<blockquote> +<p>"Bright and cheery, candle red,<br /> +The year is here in which you wed."</p> + +<p>"If your candle green should be,<br /> +You will find your love at sea."</p> + +<p>"Lonely, hopeless, spinster she,<br /> +If white candle hers should be."</p> + +<p>"Happy he with candle blue,<br /> +Thy sweetheart is ever true."</p> + +<p>"She who holds a candle yellow,<br /> +Marries now a jealous fellow."</p> +</blockquote> + +<a name="195"></a> +<h2>HUNT THE SQUIRREL.</h2> + +<p>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:</p> + +<blockquote>"Hunt the squirrel in the woods,<br /> +I lost him, I found him.<br /> +Hunt the squirrel in the woods,<br /> +I lost him, I found him.<br /> +I won't catch you, and I won't +catch you,<br /> +But I will catch you."</blockquote> + +<p>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.</p> + +<a name="196"></a> +<h2>CHRISTMAS TREE.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="197"></a> +<h2>CHRISTMAS GUESSES.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="198"></a> +<h2>CHRISTMAS WREATH.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="199"></a> +<h2>CHRISTMAS CANDLES.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="200"></a> +<h2>A GAME WITHIN A GAME.</h2> + +<p>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.</p> + +<p>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.</p> + +<a name="201"></a> +<h2>TOSS THE GOODIES.</h2> + +<p>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:</p> + +<blockquote>"Toss the goodies up and down,<br /> +Up and down, up and down,<br /> +Toss the goodies up and down,<br /> +Goodies for you and me."</blockquote> + +<p>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.</p> + +<a name="202"></a> +<h2>SNOWBALLS.</h2> + +<p>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.</p> + +<p>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.</p> + +<p>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.</p> + +<a name="203"></a> +<h2>DECKING SANTA CLAUS.</h2> + +<p>Santa, who has been invited to the party, after being +introduced to all the children, sits at the end of +the room.</p> + +<p>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.</p> + +<p>The child who succeeds in decking Santa Claus with +his own cap may receive a little prize. </p> + + + + + + + + +<pre> + + + + + +End of the Project Gutenberg EBook of Games for Everybody, by May C. 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