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+<title>Games for Everybody, May C. Hofmann</title>
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+<pre>
+
+The Project Gutenberg EBook of Games for Everybody, by May C. Hofmann
+
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+copyright laws for your country before downloading or redistributing
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+
+**Welcome To The World of Free Plain Vanilla Electronic Texts**
+
+**eBooks Readable By Both Humans and By Computers, Since 1971**
+
+*****These eBooks Were Prepared By Thousands of Volunteers!*****
+
+
+Title: Games for Everybody
+
+Author: May C. Hofmann
+
+Release Date: July, 2005 [EBook #8439]
+[Yes, we are more than one year ahead of schedule]
+[This file was first posted on July 10, 2003]
+
+Edition: 10
+
+Language: English
+
+Character set encoding: 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 />
+&#160;&#160;&#160;&#160;&#160;&#160;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 />
+&#160;&#160;Said Shortie to Mr. Fat,<br />
+"I stole it from the Fair,<br />
+&#160;&#160;When I was leaving there."</blockquote>
+
+<p>Question--Can you dance?</p>
+
+<p>Noun--Day.</p>
+
+<blockquote>"May-day! let us away!<br />
+&#160;&#160;Can you dance?<br />
+&#160;&#160;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 porti&#232;re 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. Hofmann
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+</pre>
+
+</body>
+</html>
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