CHAPTER XXI--ONE HUNDRED CONUNDRUMS

Witty Questions, Facetious Puzzles, Ready Answers, Entertaining Play

Upon Words.

INTRODUCTION.

Games are meant to amuse, but in addition to amusing, a good game,

played in the right spirit, may have great educational value.

Now, this is distinctly a book of _games and amusements_.

There are games for indoors, scores of them, while there are other

scores that can be enjoyed only in the open.

When young folks, and older folks, too, for that matter, meet for a

pleasant evening, it is rather depressing to have them sit solemnly

on stiff chairs in the company room and stare helplessly at one another,

like folks awaiting a funeral service.

Now, if there is present, and there usually is, a bright girl, who

knows the games in this book, and she starts in to "get the ball

a-rolling," all will soon be enjoying themselves better than if they

were watching a three-ring circus. And then the volleys of wholesome

laughter that will roll out--why, they will be better for the digestion

than all the medicines of all the doctors.

It will be noticed that some of the outdoor games, and others devised

for indoors, require some apparatus, like tennis and croquet, or

back-gammon boards and magic lanterns, but the majority need only the

company, and--let it be added--the disposition to have a good time.

Within the covers of "Entertainments for Home, Church, and School,"

you will find condensed and clearly set forth the best of a library

of books on amusements.

ENTERTAINMENTS FOR HOME, CHURCH AND SCHOOL

CHAPTER I

HOUSEHOLD GAMES AND AMUSEMENTS

GOING SHOPPING--HIT OR MISS--GAME OF RHYMES--MOST IMPROBABLE STORY--

ANIMATED ART--GUESSING CHARACTERS--TONGUE TWISTERS

GOING SHOPPING

A lively game of "talk and touch." The company is seated in a circle,

and one who understands the game commences by saying to his neighbor

at the right:

"I have been shopping."

"What did you buy?" is the required response.

"A dress," "a book," "some flowers," "a pencil"--whatever the first

speaker wishes, provided always that he can, in pronouncing the word,

touch the object mentioned. Then the second player addresses his

neighbor in similar manner, and so on around the circle until the

secret of the game is discovered by all.

Whoever mentions an object without touching it, or names one that has

already been given, pays a forfeit.

LIGHTING THE CANDLE

This feat is a very amusing one, and is performed as follows: Two

persons kneel on the ground, facing each other. Each holds in his left

hand a candle in a candlestick, at the same time grasping his right

foot in his right hand. This position compels him to balance himself

on his left knee. One of the candles is lighted; the other is not. The

holders are required to light the unlighted candle from the lighted

one. The conditions are simple enough, but one would hardly believe

how often the performers will roll over on the floor before they succeed

in lighting the candle. It will be found desirable to spread a newspaper

on the floor between the combatants. Many spots of candle-grease will

thus be intercepted, and the peace of mind of the lady of the house

proportionately spared.

HIT OR MISS

Great amusement is excited by this game when played in the presence

of a company of guests. Spread a sheet upon the floor and place two

chairs upon it. Seat two of the party in the chairs within reach of

each other and blindfold them. Give each a saucer of cracker or bread

crumbs and a spoon, then request them to feed each other. The frantic

efforts of each victim to reach his fellow sufferer's mouth is truly

absurd--the crumbs finding lodgment in the hair, ears and neck much

oftener than the mouth. Sometimes bibs are fastened around the necks

of the victims for protection.

CROSS QUESTIONS

The company is divided into two equal parts and blank cards and pencils

are distributed. One side writes questions on any subject desired,

while the other prepares in like manner a set of haphazard answers.

The question cards are then collected and distributed to the players

on the other side, while their answer are divided among the questioners.

The leader holding a question then reads it aloud, the first player

on the other side reading the answer he holds. Some of the answers are

highly amusing.

THE GAME OF RHYMES

A variation of the former game. The game is begun by a young lady or

gentleman speaking a single line, to which the next nearest on the

left must respond with another line to rhyme with the first. The next

player gives a new line, of the same length, and the fourth supplies

a rhyme in turn, and so on. The game is provocative of any amount of

fun and nonsense. A sample may be given:

1st Player.--I think I see a brindle cow.

2d Player.--It's nothing but your dad's bow-wow.

3rd. Player.--He is chasing our black Tommy cat.

4th Player.--Poor puss had best get out of that, etc.

Any amount of nonsense may be indulged in a game of this sort, within

proper limits. Clever players can easily give the game a most

interesting turn and provoke rhymes that are original and witty. Thus,

a subject once started, every phase of it may be touched upon before

the round closes.

THE MOST IMPROBABLE STORY

The players are seated in a circle and are provided with pencils and

paper. It is then announced that this is a competition, and that the

one who writes the most improbable story in fifteen minutes wins a

prize. The allotted time being up, the papers are collected and

re-distributed so that each players receives another player's story.

The stories are then read aloud and a committee decides which is the

most improbable story. A prize is usually given the writer of this.

ANIMATED ART

A picture is selected showing a group of individuals and portraying

some historical incident or event illustrative of the affairs of

every-day life. The performers make up, each one to represent some

character in the picture. Out of their number some one is chosen to

act as stage manager and he poses the figures. Two rooms with

folding-doors, or one room divided by a curtain, are required for this

representation. A reflection, or footlight, will enhance the beauty

of the picture.

GUESSING CHARACTERS

One of the party leaves the room, while the others decide upon some

character, real or fictitious. The absentee is then recalled, and each

in turn asks him a question referring to the character he has been

elected to represent. When he guesses his identity, the player whose

question has thrown the most light upon the subject has to go from the

room.

For example: A goes from the room, and the company decides that he

shall represent King Henry VIII. When he enters, No. 1 asks: "Which

one of your wives did you love best?" No. 2 says: "Do you approve of

a man marrying his deceased brother's wife?" No. 3 adds: "Were you

very sorry your brother died?" etc., while A, after guessing various

names, is led by some question to guess correctly, and the fortunate

questioner is consequently sent from the room to have a new character

assigned him in turn.

WHO IS MY NEIGHBOR?

One-half the company is blindfolded; these are then seated in such a

way that each has a vacant chair at his right hand. The other half of

the players gather in the middle of the room. This is done silently.

The unblindfolded players will each one take one of the empty seats

next to those who are blindfolded. When requested to speak or sing

they must do so. It is permissible to disguise the voice. The

blindfolded neighbor must guess who is speaking or singing. The bandages

are not taken off until the wearer has guessed correctly the name of

the person at his right. When he guesses correctly, the one whose name

was guessed is blindfolded and takes the guesser's place.

The leader gives a signal, and the players who are unblindfolded walk

softly to a vacant chair. The leader then plays a familiar air on an

instrument, and says, "sing!" All must sing until he suddenly stops

playing. The guessing goes on as before until the leader decides to

stop it.

TONGUE-TWISTERS--ANY NUMBER OF PLAYERS

The amusing game of tongue-twisters is played thus: The leader gives

out a sentence (one of the following), and each repeats it in turn,

any player who gets tangled up in the pronunciation having to pay

forfeit.

A haddock! a haddock! a black-spotted haddock, a black spot on the

black back of the black-spotted haddock.

She sells sea shells.

She stood at the door of Mr. Smith's fish-sauce shop, welcoming him in.

The sea ceaseth and it sufficeth us.

Six thick thistle sticks.

The flesh of freshly fried flying fish.

A growing gleam glowing green. I saw Esau kissing Kate, the fact we

all three saw, I saw Esau, he saw me, and she saw I saw Esau.

Swan swam over the sea; swim, swan, swim; Swan swam back again; well

swum, Swan.

You snuff ship snuff, I snuff box snuff.

The bleak breeze blighted the bright broom blossoms.

High roller, low roller, rower.

Oliver Oglethorp ogled an owl and oyster. Did Oliver Oglethorp ogle

an owl and oyster? If Oliver Oglethorp ogled an owl and oyster, where

are the owl and oyster Oliver Oglethorp ogled?

Hobbs meets Snobbs and Nobbs; Hobbs bobs to Snobbs and Nobbs; Hobbs

nobs with Snobbs and robs Nobbs' fob. "That is," says Nobbs, "the worse

for Hobbs' jobs," and Snobbs sobs.

Susan shines shoes and socks; socks and shoes shine Susan. She ceaseth

shining shoes and socks, for shoes and socks shocks Susan.

Robert Royley rolled a round roll round; a round roll Robert Rowley

rolled round. Where rolled the round roll Robert Rowley rolled round?

Strict, strong Stephen Stringer snared slickly six sickly, silky snakes.

The Leith police dismisseth us.

She sun shines upon shop signs.

CHAPTER II

FRENCH RHYMES--ANT AND CRICKET--SPOONFUL OF FUN--HOW, WHEN AND WHERE--

GRANDFATHER'S TRUNK--PREDICAMENTS--AUCTION--BEAST, BIRD, OR FISH--ROTATING

GLOBE

BUTTON, BUTTON

The players sit around the room in a circle. The leader then holds a

button between his hands, with the palms pressed together, so as to

hide it. He goes around the circle, passing his hand between those of

the players. As he does this, he says: "Hold fast to what I give you."

He is careful not to let the players see into whose hands he passed

the button. The circuit having been made, the leader says to the first

player: "Button, button, who has the button?" The one questioned must

answer, naming some one whom he thinks has it. So it continues until

all have had a turn at answering the same question. Then the leader

says: "Button, button, rise!" The button holder must do this.

FRENCH RHYMES

Each member of the company writes upon a slip of paper two words that

rhyme. These are collected by one player and read aloud, and as they

are read everybody writes them down upon new papers. Five or ten minutes

being allowed, each player must write a poem introducing all the rhyming

words in their original pairs. At the expiration of the given time the

lines are read aloud. Suppose the words given are "man and than,"

"drops and copse," "went and intent," etc., these are easily framed

into something like this:

Once on a time a brooklet drops, With splash and clash, through a shady

copse; One day there chanced to pass a man, Who, deeming water better

than Cider, down by the brooklet went, To dip some up was his intent.

Of course, the result is nonsense, but it is pleasant nonsense, and

may be kept up indefinitely, to the entertainment of the participants.

CONSEQUENCES

The players are each provided with a slip of paper and a pencil. Each

must write the name of some gentleman (who is known to the party),

turn down the end of the paper on which the name is written, and pass

the paper to the next neighbor. All must then write the name of some

lady (also known), then change the papers again and write "where they

met," "what he said," "what she said," "what the world said," and "the

consequences," always passing the papers on. When all are written,

each player must then read his paper.

Mr. Jones . . . . . . . . . And Miss Smith . . . . . . . . . Met on

a roof . . . . . . . . . He said, "I trust you are not afraid." She

said, "Not while you are here." World said, "It's a match."

Consequences, "He sailed for Africa next morning," etc.

ANT AND CRICKET

One of the company being appointed to represent the Cricket, seats

himself in the midst of the other players, who are the Ants, and writes

upon a piece of paper the name of a certain grain, whatever kind he

pleases. He then addresses the first Ant: "My dear neighbor, I am very

hungry, and I have come to you for aid. What will you give me!" "A

grain of rice, a kernel of corn, a worm," etc., replies the Ant, as

he sees fit. The Cricket asks each in turn, and if one of them announces

as his gift the word already written upon the paper, the Cricket

declares himself satisfied and changes places with the Ant.

A SPOONFUL OF FUN

This is a German game. One of the players goes into the middle of a

ring formed by the other players. He is blindfolded and has a large,

wooden spoon for a wand. The players join hands and dance about him.

There may be music, if it be so desired. When the signal is given to

stop, all must stand still. The blindfolded one touches one of the

players with his hand and tries to guess his identity. If he guesses

correctly, that player must take his place. Stooping, kneeling, or

tiptoeing may be resorted to, to conceal the identity of the players.

WHAT IS MY THOUGHT LIKE?

Though this is a very old game, it is well worth the playing. The

leader asks each player in turn, "What is my thought like?" The one

questioned gives any answer he desires. Each player is asked in turn

and a list is kept of the replies. Finally the leader tells what his

thought was, and asks each player in what way it resembles the thing

he, or she, likened it to.

BIOGRAPHY

Each player receives a pencil and paper and takes a seat as one of the

circle of players. The left-hand neighbor is the subject for his

right-hand neighbor's biographical sketch. Any absurd happening will

do, the more ridiculous the biography, the better. The wittiest one

calls for a prize.

NICKNAMES OF CITIES

Certain cities have been nick-named, as Chicago, the Windy City;

Philadelphia, the City of Brotherly Love, etc. The hostess requests

her guests to wear something suggestive of the nickname of the city

represented. Each guest writes on a piece of paper what cities he

supposes the other guests are representing. A half hour is allowed,

when a prize is awarded the one who has given the largest number of

guesses correctly.

HOW, WHEN AND WHERE

One member of the company, leaving the room, a word admitting of more

than one interpretation is chosen by the others. On his return, he

asks each in succession, "How do you like it?" The player questioned

being required to give an appropriate answer. He then inquires in

similar manner, "When do you like it," and if the answer to that

question still gives him no clue, proceeds to ask, "Where do you like

it?"

When he at last discovers the word, the person whose answer has

furnished him with the most information, must in turn leave the room

and become the questioner.

We will suppose the word chosen to be "rain," which can also be taken

as "reign" or "rein." The question, "How do you like it?" receives the

answers, "tight," "heavy," "short," "warm," etc.

The question, "When do you like it?", "in summer," "when I am driving,"

"in the nineteenth century," etc.

"Where do you like it?", "in the United States," "on a horse," "in the

sky," etc.

MY GRANDFATHER'S TRUNK--ANY NUMBER OF PLAYERS

A great game for young folks of a winter evening. The company being

seated in a circle, somebody begins by saying, for instance:

No. 1. "I pack my grandfather's trunk with a pair of spectacles."

No. 2. "I pack my grandfather's trunk with a pair of spectacles and

a silk hat." No. 3. "I pack my grandfather's trunk with a pair of

spectacles, a silk hat and a dime novel." And so on, each person

repeating all the articles already mentioned, besides adding a new one.

If any one fails to repeat the list correctly, he drops out of the

game, which is continued until the contents of the trunk are unanimously

declared too numerous to remember.

LOCATION

Location is geographical in character. Two captains are chosen. They

choose sides until the party is equally divided. One captain begins

the game by calling the name of a city. He then counts thirty. Before

he has finished counting, his opposite opponent must tell where the

city is located. If his answer be correct, he in turn names a place,

and the second player in the opposite row must locate it before he

counts thirty. Should any player fail to answer before thirty is

counted, or answer incorrectly, he or she must drop out. When there

is only one player left on either side, that one gets the prize.

PREDICAMENTS

Predicaments are thought out. The more ridiculous they are the better.

They are written on sheets of paper. Each person has to write his

idea of the best way out of a predicament. Then the papers are collected

and read. Prizes are given if the hostess so desires.

PROGRESSIVE PUZZLES

Provide as many small, square cards as there are guests; also several

pairs of scissors. The party seats itself in a circle. The cards and

scissors are given out. Then each player cuts his card twice across,

so as to make four pieces. The straight cuts must intersect each other.

After the first cut, the pieces must be held together until the second

cut has been made.

A player mixes his pieces and passes them to his right-hand neighbor.

When the leader gives the signal, all the players put together the

four pieces they have. The one who first succeeds calls out "ready."

Then all stop and pass the cards on again. The successful player is

given a mark on a tally card. The game goes on until a half hour has

passed. The person receiving the most marks is entitled to a prize,

or may become the leader, as preferred.

MIRTH

The leader for this game must have a contagious laugh. He throws a

handkerchief into the air; when he does this, all must laugh heartily,

until the handkerchief lies upon the ground, then the laughing must

stop immediately. The player laughing after the handkerchief touches

the ground is "out." This also happens to the one laughing too soon.

The one left alone at last is the winner, and may become leader.

CRAMBO

Each player in the party is given two slips of paper and a pencil. On

one slip he writes a question. This may be serious or absurd, as he

wishes. On another paper he writes a word, this being a noun--either

proper or common. The questions being mixed are distributed--the words

likewise. The players write verses answering the questions and

containing the words received.

AUCTION

_Needed: Twenty, or more, packages, wrapped in paper._

Auction may be made a very merry game. It depends upon the auctioneer,

however, to make the sales interesting; any articles may be chosen,

though dolls, Teddy bears, etc., are suggested. The articles are

catalogued. They are paid for with the beans given to the players with

the catalogues.

BEAST, BIRD OR FISH

The players sit round in a circle, and one player, who is "it," points

to some one, and says either "beast," "bird," or "fish." He then counts

ten as quickly as possible. The person pointed to must name some

"beast," "bird," or "fish" (whichever he was asked), before ten is

reached. If he fails he must give a forfeit.

THE ROTATION OF THE GLOBE

When you next chance to eat an egg for breakfast, do not fail to try

the following experiment. It is one which always succeeds, and is

productive of much amusement to the company.

Moisten slightly with water the rim of your plate, and in the center

paint with the yolk of the egg a sun with golden rays. By the aid of

this simple apparatus, you will be in a position to illustrate, so

clearly that a child can comprehend it, the double movement of the

earth, which revolves simultaneously round the sun and on its own axis.

All that you have to do is to place the empty half-shell of your egg

on the rim of the plate, and keeping this latter duly sloped, by a

slight movement of the wrist as may be needful, you will see the

eggshell begin to revolve rapidly on its own axis, at the same time

traveling round the plate. It is hardly necessary to remark that the

egg-shell will not travel uphill, and the plate must therefore be

gradually shifted round, as well as sloped, so that the shell may

always have an inch or two of descending plane before it.

The slight cohesion caused by the water which moistens the plate

counteracts the centrifugal force and so prevents the eggshell falling

off the edge of the plate.

ADVICE

Pencil and paper having been given the players, each writes a piece

of advice and folds his paper. He passes it to his neighbor, who before

opening it, tells whether he thinks the advice good or bad. If he

guesses correctly, he scores a point. The game goes on this way, each

at the table taking a turn, when new advices are written and passed

along. This is done as many times as the hostess desires. The one

getting the most points is winner.

WORDS

Each player receives a pencil and paper. He is then told to make as

many words as he can from a given word of fifteen letters, or more.

It is surprising how many words can be thus made. The winner is the

one fashioning the greatest number of words. A book is given him as

a prize.

CHAPTER III

GAME OF WORDS--PRINCE OF INDIA--EXCHANGE--SHADOW BUFF--TAILLESS DONKEY

--THROWING THE HANDKERCHIEF

FLAGS OF ALL NATIONS

You can learn the colors of the flags of all nations by referring to

a large dictionary, or to a book on flags. The flags are drawn with

colored crayons, or painted in water colors, on a large water-color

card, or a sheet of water-color paper. Large cards with numbers down

the sides are given to each player, with a pencil. The card of flags

is then hung where all can see it, and half an hour is allowed for all

to guess the countries to which the flags belong. The answers are

written on the individual cards, and the papers are signed with the

names of the players.

A prize is given to the player who has the greatest number of correct

answers.

ANOTHER GAME OF WORDS

The players, each of whom is supplied with paper and pencil, are divided

equally into two sides, and the leader, having selected a word, suppose

"notwithstanding," each party sets to work to see how many different

words they can make of the same letters. (Thus from the word above

suggested may be made "not, with, stand, standing, gin, ton, to, wig,

wit, his, twit, tan, has, had, an, nod, tow, this, sat, that, sit,

sin, tin, wink, what, who, wish, win, wan, won," and probably a host

of others.) A scrutiny is then taken, all words common to both parties

being struck out. The remainder are then compared, and the victory is

adjudged to the one having the largest number of words.

GRAMMATICAL GAME

This is played by each person drawing, say, twenty letters haphazard,

and trying to form them into a phrase or sentence, the palm of merit

being awarded to the player who, at the same time, produces the most

coherent phrase, and also succeeds in using the greatest proportion

of the letters assigned to him.

MENAGERIE

This is a very funny game if the ringmaster keeps up a running fire

of witty remarks. He stands in the circle of animals--otherwise

guests--and, whip in hand, shows off his animals, and their tricks,

singly, and in groups. The lion roars, as well as performs; the dog

barks, and performs the tricks he is told to show off; the canary

warbles its song; the bee buzzes; the donkey brays, balks and kicks,

etc. At the end of the performance there is a grand circus parade,

with music.

PRINCE OF INDIA

The players are numbered from one upward.

The leader stands in front of them and says: "The Prince of India has

lost his pearl. Did you find it, number seven?" Upon this, number 7

replies, jumping to his feet quickly:

"I, sir, I?"

The leader replies, "Yes, you, sir!"

Number 7 says: "Not I, sir!"

Leader: "Who then, sir, if not you?"

Number 7: "Number 4, sir."

Number 4 jumps up, and says: "What, sir? I, I?"

Leader: "Yes, sir; you, you."

Number 4: "Not I, not I, sir."'

Leader: "Who then, sir?"

Number 4: "Number 2, sir."'

Then number 2 jumps to his feet.

This goes on until the leader reaches the last one in the circle. If

he can repeat again "The Prince of India has lost his pearl," before

this one can jump to his feet, they exchange places.

EXCHANGE

A blindfolded player stands in the center; the others are seated about

him in a circle. Each one is numbered. The blindfolded player calls

out two numbers, whereupon the players bearing those numbers exchange

places, the blindfolded player trying meanwhile either to catch one

of the players or to secure one of the chairs. Any player so caught

must yield his chair to the catcher. No player may go outside of the

circle formed by the chairs.

HUNT THE RING

All the players stand in a circle holding a long cord, which forms an

endless band upon which a ring has been slipped before it was joined

at the ends. This ring is passed rapidly from one player to

another--always on the cord and concealed by the hand--while somebody

in the center endeavors to seize the hands of the person who holds it,

who, when actually caught, takes his place within the circle.

If the circle is very large, two rings may be slipped upon the cord,

and two players placed in the center together.

A small key may be used instead of a ring, while still another variation

is to have the concealed object a small whistle with a ring attached.

When this is adopted, an amusing phase of the game is to secretly

attach a string to the whistle and fasten this to the back of the

player in the center by means of a bent pin at the other end of the

string. Then while feigning to pass the whistle from hand to hand, it

is occasionally seized and blown upon by some one in the ring, toward

whom the victim is at that moment turning his back, causing that

individual to be greatly puzzled.

SHADOW BLUFF

A sheet being stretched across one end of the room, one of the players

being seated upon a low stool facing it, and with his eyes fixed upon

it. The only light in the room must be a lamp placed upon a table in

the center of the room. Between this lamp and the person on the stool,

the players pass in succession, their shadows being thrown upon the

sheet in strong relief. The victim of the moment endeavors to identify

the other players by their respective shadows, and if he succeeds the

detected party must take his place.

It is allowable to make detection as difficult as possible by means

of any available disguise that does not conceal the whole person, any

grimacing, contortion of form, etc.

GUESSING EYES AND NOSES

A sheet is fastened up between two doors. Holes are cut in it, and

some of the party go behind the sheet and stand with their eyes at the

holes, while the others must guess to whom the eyes belong. Failing

to guess correctly, they must give a forfeit.

THE TAILLESS DONKEY

An amusing game, at which any size party may play and enjoy it for

hours. Cut a large figure of a donkey, minus a tail, from dark paper

or cloth, and pin it upon a sheet stretched tightly across a door-way.

Each player is given a piece of paper, which would fit the donkey for

a tail, if applied. On each tail is written the name of the person

holding it. When all is ready, the players are blindfolded in

turn--placed facing the donkey a few steps back in the room--then

turned around rapidly two or three times, and told to advance with the

tail held at arm's length, and with a pin previously inserted in the

end, attach it to the figure of the donkey wherever they first touch

it. When the whole curtain is adorned with tails--(not to mention all

the furniture, family portraits, etc., in the vicinity)--and there are

no more to pin on, the person who has succeeded in fastening the

appendage the nearest to its natural dwelling place, receives a prize,

and the player who has given the most eccentric position to the tail

entrusted to his care, receives the "booby" prize, generally some gift

of a nature to cause a good-humored laugh.

THROWING THE HANDKERCHIEF

A very old and still quite popular game. The company being seated

around the room in a circle, some one stationed in the center throws

an unfolded handkerchief to one of the seated players. Whoever receives

it must instantly throw it to some one else, and so on, while the

person in the center endeavors to catch the handkerchief in its passage

from one player to another. If he catches it, as it touches somebody,

that person must take his place in the center. If it is caught in the

air, the player whose hands it last left enters the circle.

The handkerchief must not be knotted or twisted, but thrown loosely.

CHAPTER IV

MAGIC MUSIC--CUSHION DANCE--ANIMAL BLINDMAN'S BLUFF--MY LADY'S TOILET

--GOING TO JERUSALEM

MAGIC MUSIC

A beautiful game, which amuses even the mere spectator as much as it

does the players. One of the company sits at the piano while another

leaves the room. The rest of the party then hide some article,

previously agreed upon, and recall the absent player. At his entrance

the pianist begins playing some lively air, very softly, keeping up

a sort of musical commentary upon his search, playing louder as he

approaches the goal, and softer when he wanders away from it. In this

way he is guided to at last discover the object of his search.

CUSHION DANCE

The cushions are set upright in a circle on the floor. The players

then join hands, and form a ring round them. The circle formed by the

cushions should be almost as large as the ring formed by the players,

and the cushions may be placed at a considerable distance apart. The

players in the ring dance round; and each player, as he dances, tries

to make his neighbors knock over the cushions. He, however, avoids

knocking over any himself. The players should not break the ring, as

the penalty to one letting go hands is expulsion from the ring. If it

is preferred, Indian clubs placed on end may be substituted for the

cushions.

MUSICAL INSTRUMENTS

The players sit in a circle and form an orchestra. The conductor stands

in the center. A tune is decided on, and the instruments are selected.

Then the conductor beats time, and each player imitates as well as he

can the sound of his instrument, and the motion used in playing it.

Suddenly the conductor turns to one of the players and asks, "What is

the matter with your instrument?" and immediately counts ten. Before

he finishes counting, the player who has been questioned must begin

an answer which is appropriate to his instrument. If his answer is

inappropriate, or if it is not begun before the counting stops, he

must change places with the conductor.

Whenever the conductor claps his hands the music must stop, and the

players must remain in the attitudes in which they were when he gave

the signal. Any one who fails to stop humming, or who changes his

position, must become leader.

The same conductor may continue throughout the game. The person who

fails in any of the requirements of the game then pays a forfeit.

ANIMAL BLINDMAN'S BLUFF

A blindfolded player stands in the center of a circle with a wand,

stick, or cane in his hand. The other players dance around him in a

circle until he taps three times on the floor with the cane, when all

must stand still. The blindfolded one points his cane in any direction.

The one directly opposite it must make a noise like an animal. From

this the person in the center of the ring guesses the other's identity.

If he does so, there is an exchange of places.

MY LADY'S TOILET

This is a French game. In it each player is named for some article of

"My Lady's Toilet," such as her gown, her hat, her gloves, etc. The

players sit in a circle, and when the leader mentions an article of

the toilet, the one who is named for it must rush to the center of the

ring before the platter stops spinning there. If successful, he or she

takes the place of the spinner in the center of the ring. If

unsuccessful, the person returns to his or her place.

The leader may keep up the interest of the game by comments on the

toilettes. This is most interesting in story form.

A variation of this game introduces the word ball. Whenever this is

spoken of, the players must jump up and change places, the spinner

trying to secure a seat in the general confusion. The odd player becomes

a spinner.

MARY AND JOHN

The players--all but two--form a circle and clasp hands. Two odd players

in the center are called, "Mary" and "John." The object of the game

is for John to catch Mary. As he is blindfolded, he can only locate

her in her stealthy movements by the sound of her muffled voice. When

he says, "Mary, where are you?" she must answer as often as he questions

her.

Mary may stoop or tiptoe, or resort to any means to escape capture,

except leaving the ring.

When Mary is captured she is blindfolded and John takes her seat.

So the game goes on after Mary has chosen a new John.

GOING TO JERUSALEM

This is a piano game, but does not require great skill. One person

goes to the piano, while the others arrange in a line as many chairs,

less one, as there are players, the chairs alternately facing opposite

directions. Then, as the pianist begins to play, the others commence

marching around the line of chairs, keeping time to the music. When

this suddenly ceases, everybody tries to sit down, but as there is one

less chair than players, somebody is left standing, and must remain

out of the game. Then another chair is removed, and the march continues,

until the chairs decrease to one, and the players to two.

Whichever of these succeeds in seating himself as the music stops, has

won the game.

"WHAT D'YE BUY?"

This game may be played by any number from three to thirteen. There

are a dozen good-sized pieces of cardboard, each bearing a colored

illustration of one of the "trades" following, viz.: a milliner, a

fishmonger, a greengrocer, plumber, a music-seller, a toyman, mason,

a pastry-cook, a hardware-man, a tailor, a poulterer, and a doctor.

Besides these there are a number of smaller tickets, half a dozen to

each trade. Each of these has the name of the particular trade, and

also the name of some article in which the particular tradesman in

question may be considered to deal. A book accompanies the cards,

containing a nonsense story, with a blank at the end of each sentence.

One of the players is chosen as leader, and the others each select a

trade, receiving the appropriate picture, and the six cards containing

the names of the articles in which the tradesman deals. He places his

"sign" before him on the table, and holds the remainder of his cards

in his hand. The leader then reads the story, and whenever he comes

to one of the blanks, he glances towards one of the other players, who

must immediately, under penalty of a forfeit, supply the blank with

some article he sells, at the same time laying down the card bearing

its name. The incongruity of the article named with the context make

the fun of the game, which is heightened by the vigilance which each

player must exercise in order to avoid a forfeit. Where the number of

players is very small, each may undertake two or more trades.

We will give an illustration. The concluding words indicate the trade

of the person at whom the leader glances to fill up a given hiatus.

"Ladies and gentlemen, I propose to relate some curious adventures

which befell me and my wife Peggy the other day, but as I am troubled

with a complaint called 'Non mi ricordo,' or the 'Can't remembers,'

I shall want each of you to tell me what you sell; therefore, when I

stop and look at one of you, you must be brisk in recommending your

goods. Whoever does not name something before I count 'three' must pay

a forfeit. Attention!

"Last Friday week I was awakened very early in the morning by a loud

knocking at my door in Humguffin Court. I got up in a great fright,

and put on"--(looks at Toyman, who replies, "A fool's cap and bells,"

and lays down that card).

"When I got downstairs, who should be there but a fat porter, with a

knot, on which he carried"--(Poulterer) "a pound of pork sausages."

"'Hallo!' said I, 'my fellow, what do you want at this time of day?' He

answered"--(Fishmonger) "'A cod's head and shoulders.'"

"'Get along with you,' I said; 'there's my neighbor, Dr. Drenchall, I see,

wants'"--(Butcher) "'a sheep's head.'"

"I now went up to shave, but my soap-dish was gone, and the maid brought

me instead"--(Milliner) "a lady's chip hat."

"My razor had been taken to chop firewood, so I used"--(Greengrocer)

"a cucumber."

"I then washed my face in"--(Doctor) "a cup of quinine," "cleaned my

teeth with"--(Fishmonger) "a fresh herring," and "combed my hair

with"--(Pastrycook) "a jam tart."

"My best coat was taken possession of by pussy and kittens, so I whipped

on"--(Hardware-man) "a dripping pan."

"The monkey, seeing how funny I looked, snatched off my wig, and clapped

on my head"--(Poulterer) "a fat hen."

"I now awoke my wife, and asked her what she had nice for breakfast;

she said"--(Doctor) "a mustard plaster."

"Then I scolded Sukey, the servant, and called her"--(Poulterer) "a

tough old turkey."

"But she saucily told me I was no better than"--(Music-seller) "an old

fiddle."

"I soon had enough of that, so I asked my wife to go with me to

buy"--(Tailor) "a pair of trousers."

"But she said she must have her lunch first, which consisted of----"

etc., etc., through half a dozen pages, the tradesmen supply more or

less appropriate articles to fill up the gaps in the discourse.

CHAPTER V.

RAISIN TORTOISE--LEMON PIG--SEASICK PASSENGER--ENCHANTED RAISINS--LUMP

OF SUGAR--MYSTERIOUS PRODUCTION--FAMILY GIANT

THE RAISIN TORTOISE

This noble animal is constructed as follows: A muscatel raisin forms

the body, and small portions of the stalk of the same fruit the head

and legs. With a little judgment in the selection of the pieces of

stalk and the mode in which they are thrust into the body, it is

surprising what a life-like tortoise may be thus produced. While the

work of art in question is being handed round on a plate for admiration,

the artist may further distinguish himself, if the wherewithal is

obtainable, by constructing

THE LEMON PIG

The body of the pig consists of a lemon. The shape of this fruit renders

it particularly well adapted for this purpose, the crease or shoulder

at the small end of the lemon being just the right shape to form the

head and neck of the pig. With three or four lemons to choose from,

you cannot fail to find at least one which will answer the purpose

exactly. The mouth and ears are made by cutting the ring with a

penknife, the legs of short ends of lucifer matches, and the eyes

either of black pins, thrust in up to the head, or grape stones.

THE SEASICK PASSENGER

The requirements for this touching picture are an orange, a pocket

handkerchief or soft table napkin, and a narrow water goblet. The

orange is first prepared by cutting in the rind with a penknife the

best ears, nose, and mouth which the artist can compass, a couple of

raisin-pips supplying the place of eyes. A pocket handkerchief is

stretched lightly over the glass, and the prepared orange laid thereon.

The pocket-handkerchief is then moved gently backward and forward over

the top of the glass, imparting to the orange a rolling motion, and

affording a laughable but striking caricature of the agonies of a

seasick passenger.

THE ENCHANTED RAISINS

Take four raisins or bread-pills, and place them about a foot apart,

so as to form a square on the table. Next fold a couple of

table-napkins, each into a pad of five inches square. Take one of these

in each hand, the fingers undermost and the thumb uppermost. Then

inform the company that you are about to give them a lesson in the art

of hanky-panky, etc., and in the course of your remarks, bring down

the two napkins carelessly over the two raisins farthest from you.

Leave the right-hand napkin on the table, but, in withdrawing the hand,

bring away the raisin between the second and third fingers, and at the

same moment remarking, "You must watch particularly how many raisins

I place under each napkin." Lift the left napkin (as if merely to show

that there is one raisin only beneath it), and transfer it to the palm

of the outstretched right hand, behind which the raisin is now

concealed. Without any perceptible pause, but at the same time without

any appearance of haste, replace the folded napkin on raisin No. 2,

and in so doing, leave raisin No. 1 beside it. Now take up raisin No.

3 (with the right hand). Put the hand under the table, and in doing

so get raisin No. 3 between the second and third fingers, as much

behind the hand as possible. Give a rap with the knuckles on the

underside of the table, at the same time saying, "Pass!" and forthwith

pick up the left-hand napkin with the left hand, showing the raisins

1 and 2 beneath it. All eyes are drawn to the two raisins on the table,

and as the right hand comes into sight from beneath the table, the

left quietly transfers the napkin to it, thereby effectually concealing

the presence of raisin No. 3. The napkin is again laid over raisins

1 and 2, and No. 3 is secretly deposited with them. No. 4 is then taken

in the right hand, and the process repeated, when three raisins are

naturally discovered, the napkin being once more replaced, and No. 4

left with the rest. There are now four raisins under the left-hand

napkin, and none under that on the right hand, though the spectators

are persuaded that there is one under the latter, and only three under

the former. The trick being now practically over, the performer may

please himself as to the form of the denouement, and, having gone

through any appropriate form of incantation, commands the imaginary

one to go and join the other three, which is found to have taken place

accordingly.

THE DEMON LUMP OF SUGAR

The performer commences by borrowing two hats, which he places, crowns

upward, upon the table, drawing particular attention to the fact that

there is nothing whatever under either of them. He next demands the

loan of the family sugar basin, and requests some one to select from

it a lump of sugar (preferably one of an unusual and easily

distinguished shape), at the same time informing them that, by means

of a secret process, only known to himself, he will undertake to swallow

such lump of sugar before their eyes, and yet, after a few minutes'

interval, bring it under either of the two hats they may choose. The

company, having been prepared by the last trick to expect some ingenious

piece of sleight-of-hand, are all on the _qui vive_ to prevent any

substitution of another lump of sugar, or any pretence of swallowing

without actually doing so. However, the performer does unmistakably

take the identical lump of sugar chosen and crushes it to pieces with

his teeth. He then asks, with unabated confidence, under which of the

two hats he shall bring it, and, the choice having been made, places

the chosen hat on his own head, and in that way fulfills his

undertaking.

THE MYSTERIOUS PRODUCTION

This is another feat of the _genus_ "sell," and to produce due effect,

should only be introduced after the performer has, by virtue of a

little genuine magic, prepared the company to expect from him something

a little out of the common. He begins by informing the spectators that

he is about to show them a great mystery, a production of nature on

which no human being has ever yet set eye, and which, when they have

once seen, no human being will ever set eyes on again. When the general

interest is sufficiently awakened, he takes a nut from the dish, and,

having gravely cracked it, exhibits the kernel, and says, "Here is an

object which you will admit no human being has ever seen, and which"

(here he puts it into his mouth and gravely swallows it) "I am quite

sure nobody will ever see again."

THE FAMILY GIANT

A very fair giant, for domestic purposes, may be produced by the simple

expedient of seating a young lad astride on the shoulders of one of

the older members of the company, and draping the combined figure with

a long cloak or Inverness cape. The "head" portion may, of course, be

"made up" as much as you please, the more complete the disguise the

more effective being the giant. A ferocious-looking moustache and

whiskers will greatly add to his appearance. If some ready-witted

member of the party will undertake to act as showman, and exhibit the

giant, holding a lively conversation with him, and calling attention

to his gigantic idiosyncrasies, a great deal of fun may be produced.

The joke should not, however, be very long continued, as the feelings

of the "legs" have to be considered. If too long deprived of air and

light they are apt to wax rebellious, and either carry the giant in

the directions he would fain avoid, or even occasionally to strike

together, and bring the giant's days to a sudden and undignified

termination.

CHAPTER VI

THE WHAT-DO-YOU-THINK?--KNIGHT OF THE WHISTLE--"CAN DO LITTLE"--

THROWING LIGHT

"THE WHAT-DO-YOU-THINK?"

The exhibitor begins, in proper showman style: "Ladies and gentlemen,

I have the pleasure of exhibiting to your notice the celebrated

'What-do-you-think?' or Giant Uncle-Eater. You have all probably heard

of the Ant-Eater. This is, as you will readily perceive, a member of

the same family, but more so! He measures seven feet from the tip of

his snout to the end of his tail, eight feet back again, five feet

around the small of his waist, and has four feet of his own, making

twenty-four in all. In his natural state he lives chiefly on blue-bottle

flies and mixed pickles, but in captivity it is found that so rich a

diet has a tendency to make him stout, and he is now fed exclusively

on old corks and back numbers of some daily paper. His voice, which

you may perhaps have an opportunity of hearing (here the

'What-do-you-think?' howls dismally), is in the key of B fiat, and is

greatly admired. People come here before breakfast to hear it, and

when they have heard it, they assure us that they never heard anything

like it before. Some have even gone so far as to say that they never

wish to hear anything like it again,"' etc. The "What-do-you-think?"

is manufactured as follows: The performer, who should have black kid

gloves on, places on his head a conical paper cap, worked up with the

aid of the nursery paint box into a rough semblance of an animal's

head. This being securely fastened on, he goes down on his hands and

knees and a shaggy railway rug (of fur, if procurable) is thrown over

him and secured round his neck, when the animal is complete.

THE KNIGHT OF THE WHISTLE

This is a capital game for everybody but the victim, and produces much

fun. Some one who does not know the game is chosen to be Knight of the

Whistle, and is commanded to kneel down and receive the honor of

knighthood, which the leader (armed with a light cane, the drawing-

room poker, or other substitute for a sword) confers by a slight

stroke on the back. While placing him in position, opportunity is taken

to attach to his back, by means of a bent pin or otherwise, a piece of

string about a foot in length, to which is appended a small light

whistle. Having been duly dubbed, in order to complete his dignity,

he is informed that he must now go in quest of the whistle, which will

be sounded at intervals, in order to guide him in his search. Meanwhile

the other players gather in a circle round him, making believe to pass

an imaginary object from hand to hand. The victim naturally believes that

this imaginary object must be the long-lost whistle, and makes a dash

for it accordingly, when the player who happens to be behind his back

blows the actual whistle and instantly drops it again. Round flies the

unhappy knight, and makes a fresh dash to seize the whistle, but in

vain. No sooner has he turned to a fresh quarter than the ubiquitous

whistle again sounds behind his back.

If the game is played smartly, and care taken not to pull the cord,

the knight may often be kept revolving for a considerable period before

he discovers the secret.

"HE CAN DO LITTLE."

This is another "sell" of almost childish simplicity, but we have seen

people desperately puzzled over it, and even "give it up" in despair.

The leader takes a stick (or poker) in his left hand, thence transfers

it to his right, and thumps three times on the floor, saying: "He can

do little who can't do this." He then hands the stick to another person,

who, as he supposes, goes through exactly the same performance; but

if he does not know the game, is generally told, to his disgust, that

he has incurred a forfeit, his imitation not having been exact.

The secret lies in the fact that the stick, when passed on, is first

received in the left hand and thence transferred to the right before

going through the performance.

"THROWING LIGHT."

Two of the company agree privately upon a word (which should be one

susceptible of two or three meanings), and interchange remarks tending

to throw light upon it. The rest of the players do their best to guess

the word, but when any of them fancies he has succeeded, he does not

publicly announce his guess, but makes such a remark as to indicate

to the two initiated that he has discovered their secret. If they have

any doubt that he has really guessed the word, they challenge him,

i.e., require him to name it in a whisper. If this guess proves to be

right, he joins in conversation, and assists in throwing light on the

subject; but if, on the other hand, he is wrong, he must submit to

have a handkerchief thrown over his head, and so remain until by some

more fortunate observation he shall prove that he really possesses the

secret.

We will give an example. Mr. A. and Miss B. have agreed on "bed" as

the word, and proceed to throw light upon it, alternating upon its

various meanings of a place of repose, a part of a garden, or the bed

of a river.

Miss B. I don't know what your opinion may be, but I am never tired

of it.

Mr. A. Well, for my part, I am never in a hurry, either to get to it

or to leave it.

Miss B. How delightful it is after a long, tiring day!

Mr. A. Yes. But it is a pleasure that soon palls. The most luxurious

person does not care for too much of it at a stretch.

Miss B. Oh, don't you think so. In early spring, for instance, with

the dew upon the flowers!

Mr. A. Ah! you take the romantic view. But how would you like it beneath

some rapid torrent or some broad majestic river?

Miss C. (thinks she sees her way, and hazards a remark). Or in a sauce?

Mr. A. I beg your pardon. Please tell me in a whisper what you suppose

the word to be?

Miss C. (whispers) Fish! What! isn't that right?

Mr. A. I am afraid you must submit to a temporary eclipse. (Throws her

handkerchief over her face.)

Mr. A. to Miss B. You mentioned spring, I think. For my own part, I

prefer feathers.

Mr. D. (rashly concludes, from the combination of "spring" and

"feathers," that spring chickens must be referred to). Surely you would

have them plucked?

Mr. A. (looks puzzled). I think not May I ask you to name your guess?

Oh, no, quite out. I must trouble you for your pocket handkerchief.

Miss B. It is curious, isn't it, that they must be made afresh every

day?

Mr. A. So it is; though I confess it never struck me in that light

before. I don't fancy, however, that old Brown, the gardener, makes

his quite so often.

Miss B. You may depend that he has it made for him, though.

Miss C. (from under the handkerchief). At any rate, according as he

makes it, his fate will be affected accordingly. You know the proverb?

Mr. A. (removing the handkerchief). You have fairly earned your release.

By the way, do you remember an old paradox upon this subject, "What

nobody cares to give away, yet nobody wishes to keep?"

Miss E. Ah! now you have let out the secret. I certainly don't wish

to keep mine for long together, but I would willingly give it away if

I could get a better.

Miss B. Tell me your guess. (Miss E. whispers.) Yes, you have hit it.

I was afraid Mr. A.'s last "light" was rather too strong.

And so the game goes on, until every player is in the secret, or the

few who may be still in the dark "give it up" and plead for mercy.

This, however, is a rare occurrence, for, as the company in general

become acquainted with the secret, the "lights" are flashed about in

a rash and reckless manner, till the task of guessing becomes almost

a matter of course to an ordinarily acute person.

CHAPTER VII

CHURCH AND SCHOOL SOCIALS

CHARADES: "CICERO"--"ATTENUATE"--SUGGESTED WORDS--"METAPHYSICIAN"--

CHARADES ON THE GRECIAN ISLANDS

ACTING CHARADES

In some form or other the game of charades is played in almost every

country under the sun. In acting charades the characters and situation

are made to represent a play upon a word or words by portraying some

feature which vividly brings such word or words to the mind.

Here is a popular one: Send one-half the company out of the room, into

another which may be separated by double doors; portieres are best for

the purpose. The party in the inner room think of some word which can

be represented entire, in pantomime or tableau, and proceed to enact

it. After they have made up, the door opens, and discloses half a dozen

girls standing in a line, while one of the acting party announces that

this striking tableau represents the name of a famous orator. The

others failing to guess are told that Cicero (Sissy-row) is the orator

represented.

Again, just as the clock strikes ten, the doors opening reveal a lady

eating an apple or any convenient edible, while a gentleman who stands

near points to the clock and then at her. This being correctly guessed

to represent "attenuate" (at ten you ate), the other side goes from

the room and the previous performers become the audience.

There are a host of words which with a little ingenuity may be turned

to account. For example:

Ingratiate. (In gray she ate.) Catering. (Kate. Her ring.) Hero. (He

row.) Tennessee. (Ten, I see.) The following are also good charade

words: Knighthood, penitent, looking-glass, hornpipe, necklace,

indolent, lighthouse, Hamlet, pantry, phantom, windfall, sweepstake,

sackcloth, antidote, antimony, pearl powder, kingfisher, football,

housekeeping, infancy, snowball, definite, bowstring, carpet, Sunday,

Shylock, earwig, matrimony, cowhiding, welcome, friendship,

horsemanship, coltsfoot, bridegroom, housemaid, curl-papers, crumpet.

We will take the word "windfall," as affording a ready illustration

of the pantomime charade. "Wind" may be represented by a German band,

puffing away at imaginary ophicleides and trombones, with distended

cheeks and frantic energy, though in perfect silence. "Fall" may be

portrayed by an elderly gentleman with umbrella up, who walks

unsuspectingly on an ice slide and falls. The complete word "windfall"

may be represented by a young man sitting alone, leaning his elbows

on his hands, and having every appearance of being in the last stage

of impecuniosity. To produce this effect, he may go through a pantomime

of examining his purse and showing it empty, searching his pockets and

turning them one by one inside out, shaking his head mournfully and

sitting down again, throwing into his expression as much despair as

he conveniently can. A letter carrier's whistle is heard; a servant

enters with a legal-looking letter. The impecunious hero, tearing it

open, produces from it a roll of stage banknotes, and forthwith gives

way to demonstrations of the most extravagant delight, upon which the

curtain falls.

In another the curtain rises (i.e., the folding-doors are thrown open),

and a placard is seen denoting, "This is Madison Square," or any other

place where professional men congregate. Two gentlemen in out-door

costumes cross the stage from opposite sides and bow gravely on passing

each other, one of them saying, as they do so, "Good morning, doctor."

The curtain falls, and the audience are informed that the charade,

which represents a word of six syllables, is complete in that scene.

When the spectators have guessed or been told that the word is

"met-a-physician," the curtain again rises on precisely the same scene,

and the same performance, action for action, and word for word, is

repeated over again. The audience hazard the same word "metaphysician"

as the answer, but are informed that they are wrong--the word now

represented having only three syllables, and they ultimately discover

that the word is "metaphor" (met afore).

In another charade is seen a little toy wooden horse, such as can be

bought for fifty cents. The spectators are told that this forms a word

of two syllables, representing an island in the Aegean Sea. If the

spectators are well up in ancient geography, they may possibly guess

that Delos (deal hoss) is referred to. The curtain falls, and again

rises on the same contemptible object, which is now stated to represent

a second island in the same part of the world. The classical reader

will at once see that Samos (same hoss) is intended. Again the curtain

rises on the representation of an island. Two little wooden horses now

occupy the scene, Pharos (pair 'oss) being the island referred to.

Once more the curtain rises, this time on a group of charming damsels,

each reclining in a woebegone attitude, surrounded by pill boxes and

physic bottles, and apparently suffering from some painful malady.

This scene represents a word of three syllables, and is stated to

include all that has gone before. Cyclades (sick ladies), the name of

the group to which Delos, Samos and Pharos belong, is of course the

answer.

A comical charade is a performance representing the word "imitation."

The spectators are informed that the charade about to be performed can

be exhibited to only one person at a time. One person is accordingly

admitted into the room in which the actors are congregated. The unhappy

wight stares about him with curiosity, not unmingled with apprehension,

fearing to be made the victim of some practical joke; nor is his comfort

increased by finding that his every look or action is faithfully copied

by each person present. This continues until he has either guessed or

given up the word, when a fresh victim is admitted, and the new initiate

becomes in turn one of the actors. Sometimes, however, the victim

manages to turn the laugh against his persecutors. We have known a

young lady, seeing through the joke, quietly take a chair and remain

motionless, reducing the matter to a simple trial of patience between

herself and the company.

CHAPTER VIII

CHURCH AND SCHOOL SOCIALS

LIVING PICTURES--TABLEAUX: DIGNITY AND IMPUDENCE--SAILOR'S FAREWELL--HOME

AGAIN--VARIOUS TABLEAUX

LIVING PICTURES

There are few better amusements for a large party in the same house,

with plenty of time on their hands, than the organization of _tableaux

vivants,_ or living representations. Tableaux, to be successfully

represented, demand quite as much attention to detail as a theatrical

performance, and scarcely less careful rehearsal. The first element

of success is a competent stage manager. His artistic taste should be

beyond all question, and his will should be law among the members of

his corps. The essentials of a "living picture" are very much the same

as those of a picture of the inanimate description, viz., form, color

and arrangement. If, therefore, you can secure for the office of stage

manager a gentleman of some artistic skill, by all means do so, as his

technical knowledge will be found of the greatest possible service.

Before proceeding to plan your series of pictures, it will be necessary

to provide the "frame" in which they are to be exhibited. If the room

which you propose to use has folding doors, they will of course be

used. A curtain, preferably of some dark color, should be hung on each

side, and a lambrequin or valance across the top. Where circumstances

admit, the directions we give elsewhere as to the construction of a

stage and proscenium for private theatricals may be followed with

advantage. In any case, a piece of fine gauze should be carefully

stretched over the whole length and depth of the opening. This is

found, by producing softer outlines, materially to enhance the pictorial

effect. If it is practicable to have a raised stage, it will be found

of great addition. Where this cannot be arranged, it is well to place

a board, six inches in width, and covered with the same material as

the rest of the frame, across the floor (on edge) from side to side,

in the position which the footlights would ordinarily occupy.

The next consideration will be the curtain. The ordinary domestic

curtains, hung by rings from a rod or pole, and opening in the middle,

will serve as a makeshift; but where a really artistic series of

tableaux is contemplated, the regular stage curtain of green baize is

decidedly to be preferred.

The question of "background" will be the next point to be considered.

_Tableaux vivants_ may be divided into two classes, the dramatic, i.e.,

representing some incident, e.g., a duel, or a trial in a court of

justice, and the simply artistic, viz., such as portray merely a group,

allegorical or otherwise, without reference to any particular plot or

story. For the former, an appropriate scene is required, varying with

each tableau represented; for the latter, all that is necessary is a

simple background of drapery, of such a tone of color as to harmonize

with, and yet to give full prominence to, the group of actors. The

material of the latter as also the covering of the floor, should be

of woolen or velvet, so as to absorb rather than reflect light. A

lustrous background, as of satin or glazed calico, will completely

destroy the effect of an otherwise effective tableau.

The lighting is a point of very considerable importance--the conditions

appropriate to an ordinary theatrical performance being here reversed.

In an ordinary dramatic performance all shadow is a thing to be avoided,

the point aimed at being to secure a strong bright light, uniformly

distributed over the stage. In a _tableau vivant_, on the contrary,

the skillful manipulation of light and shade is a valuable aid in

producing artistic effect. Footlights should, in this case, either be

dispensed with altogether or at any rate used very sparingly, the

stronger light coming from one or the other side. A good deal of

experiment and some little artistic taste will be necessary to attain

the right balance in this particular. Where gas is available it will

afford the readiest means of illumination. What is called a "string

light," viz., a piece of gaspipe with fishtail burners at frequent

intervals, connected with the permanent gas arrangements of the house

by a piece of india rubber tube, and fixed in a vertical position

behind each side of the temporary proscenium, will be found very

effective; one or the other set of lights being turned up, as may be

necessary. Where a green or red light is desired, the interposition

of a strip of glass of that color, or of a "medium" of red or green

silk or tammy, will give the necessary tone. Colored fires are supplied

for the same purpose, but are subject to the drawback of being somewhat

odoriferous in combustion. Where, as is sometimes the case, a strong

white light is required, this may be produced by burning the end of

a piece of magnesium wire in the flame of an ordinary candle.

These points being disposed of, costume and make-up will be the next

consideration. As to the latter, the reader will find full instructions

in the chapter devoted to private theatricals. With respect to costume,

as the characters are seen for only a few moments, and in one position,

this point may be dealt with in a much more rough-and-ready manner

than would be advisable in the case of a regular dramatic performance.

The royal crown need only be golden, the royal robe need only be trimmed

with ermine-on the side toward the spectators; indeed, the proudest

of sovereigns, from the audience point of view, may, as seen from the

rear, be the humblest of citizens. Even on the side toward the

spectators a great deal of "make believe" is admissible. Seen through

the intervening gauze, the cheapest cotton velvet is equal to the

richest silk; glazed calico takes the place of satin; and even the

royal ermine may be admirably simulated by tails of black worsted

stitched on a ground of flannel. Lace may be manufactured from cut

paper, and a dollar's worth of tinsel will afford jewels for a congress

of sovereigns. Of course, there is not the least objection to his

wearing a crown of the purest gold, or diamonds of the finest possible

water (if he can get them), but they will not look one whit more

effective than the homely substitutes we have mentioned.

A "ghost effect" may, where necessary, be produced by the aid of a

magic lantern; the other lights of the tableau being lowered in order

to give sufficient distinctness to the reflection.

Dramatic tableaux may often be exhibited with advantage in two or more

"scenes"; the curtain being lowered for a moment in order to enable

the characters to assume a fresh position. Examples of this will be

found among the tableaux which follow.

Having indicated the general arrangements of _tableaux vivants_, we

append, for the reader's assistance, a selection of effective subjects,

both simply pictorial and dramatic.

I. DIGNITY AND IMPUDENCE.

(With background of plain drapery, remaining unchanged.)

A magnificent flunkey, in a gorgeous suit of livery, standing, with

left hand on hip, right hand in breast, side by side with a very small

and saucy "boy in buttons," upon whom he looks down superciliously.

Boy with both hands in trouser pockets and gazing up at his companion

with an expression of impertinent familiarity.

II. THE FORTUNE-TELLER

A pretty girl, in simple outdoor costume, standing sideways to the

spectators, with downcast eyes and a half-smiling, half-frightened

expression. The fortune-teller faces her and holds the young lady's

right hand in her left, while her own right hand holds a coin with

which she is apparently tracing the lines of the young lady's palm,

at the same time gazing with an arch expression into her face, as

though to note the effect of her predictions. The fortune-teller should

be in gipsy costume, a short, dark skirt and a hood of some brighter

material thrown carelessly over her head. She should be of a swarthy

complexion, with a good deal of color and jet-black hair.

III. FAITH

A large cross, apparently of white marble (really of deal, well washed

with whitening and size) occupies a diagonal position across the center

of the stage, facing slightly toward the left. Its base or plinth is

formed of two or three successive platforms or steps of the same

material. At the foot a woman kneels, clasping her arms around the

cross, as though she had just thrown herself into that position in

escaping from some danger. Her gaze should be directed upward. A loose

brown robe and hood, the latter thrown back off the head, will be the

most appropriate costume. Magnesium light from above.

IV. HOPE

A female figure, clothed in sober gray, and seated on a very

low stool, facing right and gazing heavenward. (If a "sky" background

is procurable, a single star should be visible, and should be the

object of her gaze.) Her right elbow rests upon her right knee, and

her right hand supports her chin. Her left hand hangs by her side, and

at her feet lies the emblematic anchor. Red light, not too strong.

V. CHARITY

A ragged boy, barefooted and clasping a wornout broom, sits huddled

on the ground left, but facing right. His arms are folded and rest on

his knees, and his head is bent down upon them, so as to hide his face.

A girl, in nun's costume, is touching him on the shoulder, and

apparently proffering help and sympathy.

VI. SINGLE LIFE

Scene, a tolerably well-furnished but untidy sitting-room, with numerous

traces of bachelor occupation, such as crossed foils on the wall, a

set of boxing-gloves under a side table, boots, hats and walking-sticks

lying about in various directions. On one corner of the table some one

has apparently breakfasted in rather higgledy-piggledy fashion. Near

the table sits a young man, with a short pipe in his mouth and one

foot bare, while he is endeavoring to darn an extremely dilapidated

sock.

VII. THE SAILOR'S FAREWELL

Scene, a cottage home. A young man, in sailor costume and with a bundle

on his shoulder, stands with his right hand on the latch of the door,

right center, but looking back with a sorrowful expression at his

wife--personated by a young lady in short black or blue skirt, red or

white blouse, and white mob-cap--who sits with her apron up to her

eyes in an apparent agony of grief. Three children are present, the

two elder crying for sympathy, the youngest sitting in a crib or cradle

and amusing himself with some toy, in apparent unconsciousness of his

father's approaching departure. Soft blue light from left. Music, "The

Minstrel Boy."

VIII. HOME AGAIN.

The same scene. Children a couple of years older. (This may be effected

by suppressing the youngest and introducing a fresh eldest, as much

like the others as possible.) The sailor of the last scene, slightly

more tanned, and with a fuller "made-up" beard, has apparently just

entered. The wife has both arms round his neck, her face being hidden

in his bosom. Of the children, the eldest has seized and is kissing

her father's hand, while the two younger each cling round one leg.

Soft red light. Music, "A Lass that Loves a Sailor," or "When Johnny

Comes Marching Home Again."

VARIOUS TABLEAUX

We subjoin a list of favorite subjects, leaving their actual arrangement

to the taste and intelligence of the reader. It will usually be safe

to follow the hints in good illustrations.

"Choosing the Wedding Gown." A charming scene after Mulready, from the

"Vicar of Wakefield."

"William Penn Signing the Treaty with the Indians."

"The Drunkard's Home," "Signing the Pledge," "The Temperance Home."

See some good illustrations.

"Mary Queen of Scots and the Four Maries."

"Mr. Pecksniff Dismissing Tom Pinch."

"The Song of the Shirt."

"Little Red Riding-Hood."

"The Duel from the 'Corsican Brothers.'"

"Heloise in Her Cell."

"William Tell Shooting the Apple From His Son's Head," etc., etc., etc.

CHAPTER IX.

CHURCH AND SCHOOL SOCIALS

WAX WORKS GALLERY: MRS. JARLEY'S COLLECTION--CHINESE GIANT--TWO-HEADED

GIRL--CAPTAIN KIDD--CELEBRATED DWARF--YANKEE--CANNIBAL, ETC.

The idea is that of a waxwork exhibition, the characters being

personated, after a burlesque fashion, by living performers. Each

"figure" is first duly described by the exhibitor, and then "wound up"

and made to go through certain characteristic movements.

The collection is supposed to be that of the far-famed Mrs. Jarley,

of "Old Curiosity Shop" celebrity. She may be assisted, if thought

desirable, by "Little Nell" and a couple of manservants, John and

Peter. The costume of Mrs. Jarley is a black or chintz dress, bright

shawl and huge bonnet; that of Little Nell may be a calico dress and

white apron, with hat slung over her arm. John and Peter may be dressed

in livery suits, and should be provided with watchman's rattle,

screwdriver, hammer, nails and oil-can. At the rise of the curtain the

figures are seen ranged in a semicircle at the back of the stage, and

Little Nell is discovered dusting them with a long feather brush. Mrs.

Jarley stands in front, and delivers her descriptive orations, directing

her men to bring forward each figure before she describes it. After

having been duly described, the figure is "wound" up, and goes through

its peculiar movement, and when it stops it is moved back to its place.

If the stage is small, or it is desired that the same actors shall

appear in various characters in succession, the figures may be exhibited

in successive groups or compartments, the curtain being lowered to

permit one party to retire and another to take their places. After the

whole of the figures of a given chamber have been described, the

assistants wind them all up, and they go through their various movements

simultaneously, to a pianoforte accompaniment, which should gradually

go faster, coming at last to a sudden stop, when the figures become

motionless and the curtain falls.

Mrs. Jarley may be made a silent character, sitting on one side, and

occasionally making believe to dust or arrange a figure, while the

"patter" is delivered by a male exhibitor. Or Mrs. Jarley may, if

preferred, be suppressed altogether, and the exhibitor appear as (say)

Artemus Ward, or in ordinary evening costume, without assuming any

special character. A good deal of fun may be made of the supposed

tendency of any particular figure to tip over, and the application,

by John and Peter, of wooden wedges, penny pieces, etc., under its

feet to keep it upright. Supposed defective working, causing the figure

to stop suddenly in the middle of its movements, and involving the

rewinding or oiling of its internal mechanism, will also produce a

good deal of amusement. The "winding up" may be done with a bed-winch,

a bottle-jack key, or the winch of a kitchen range, the click of the

mechanism being imitated by means of a watchman's rattle, or by the

even simpler expedient of drawing a piece of hard wood smartly along

a notched stick. (This, of course, should be done out of sight of the

audience.) The movement of the figure should be accompanied by the

piano, to a slow or lively measure, as may be most appropriate.

The arrangement being complete and the curtain raised, Mrs. Jarley

delivers her opening speech, about as follows:

"Ladies and gentlemen, you here behold Mrs. Jarley, one of the most

remarkable women of the world, who has traveled all over the country

with her curious Collection of Waxworks. These figures have been

gathered, at great expense, from every clime and country, and are here

shown together for the first time. I shall describe each one of them

for your benefit, and, after I have given you their history, I shall

have each one of them wound up, for they are all fitted with clockwork

inside, and they can thus go through the same motions they did when

living. In fact, they execute their movements so naturally that many

people have supposed them to be alive; but I assure you that they are

all made of wood and wax--blockheads every one.

"Without further prelude, I shall now introduce to your notice each

one of my figures, beginning, as usual, with the last one first."

I. THE CHINESE GIANT

A MAN OR WOMAN STANDING ON A HIGH STOOL, CHINTZ SKIRT AROUND THE WAIST,

LONG ENOUGH TO HIDE THE STOOL, CHINESE OVERDRESS, HAT, PIG-TAIL AND

MOUSTACHE

"This figure is universally allowed to be the tallest figure in my

collection; he originated in the two provinces of Oolong and Shanghi,

one province not being long enough to produce him. On account of his

extreme length it is impossible to give any adequate idea of him in

one entertainment, consequently he will be continued in our next.

"He was the inventor, projector and discoverer of Niagara Falls,

Bunker's Hill Monument and the Balm of Columbia. In fact, everything

was originally discovered by him or some other of the Chinese. The

portrait of this person, who was a high dignitary among them, may be

often seen depicted on a blue china plate, standing upon a bridge,

which leans upon nothing, at either end, and intently observing two

birds which are behind him in the distance.

"John, wind up the Giant."

The Giant bows low, then wags his head three times and bows as before,

and after a dozen motions slowly stops.

"You will observe that I have spared no expense in procuring wonders

of every sort, and here is my crowning effort or masterpiece--"

II. THE TWO-HEADED GIRL

"A remarkable freak of nature, which impresses the beholder with silent

awe. Observe the two heads and one body. See these fair faces, each

one lovelier than the other. No one can gaze upon them without a double

sensation 'of sorrow and of joy'--sorrow that such beauty and grace

were ever united, and joy that he has had the pleasure of contemplating

their union.

"Wind them up, Peter."

This figure is made by two young ladies standing back to back, wrapped

in one large skirt. They hold their arms out, with their hands hanging,

and slowly revolve when they are wound up.

III. THE SEWING-WOMAN

"John, bring out the Sewing-Woman, and let the ladies behold the

unfortunate seamstress who died from pricking her finger with a needle

while sewing on Sunday. You see that the work which she holds is stained

with gore, which drips from her finger onto the floor. (Which is

poetry!) This forms a sad and melancholy warning to all heads of

families immediately to purchase the best sewing-machines, for this

accident never could have happened had she not been without one of

those excellent machines, such as no family should be without."

Costume: Optional.

When wound up, the figure sews very stiffly and stops slowly.

IV. CAPTAIN KIDD AND HIS VICTIM

"Ladies and Gentlemen: Permit me to call your attention to this

beautiful group, which has lately been added, at an enormous expense,

to my collection. You here behold the first privateer and the first

victim of his murderous propensities. Captain Kidd, the robber of the

main, is supposed to have originated somewhere down east. His whole

life being spent upon the stormy deep, he amassed an immense fortune,

and buried it in the sand along the flower-clad banks of Cape Cod, by

which course he invented the savings banks, now so common along shore.

Having hidden away so much property, which, like so many modern

investments, never can be unearthed, he was known as a great

_sea-cretur_. Before him kneels his lovely and innocent victim, the

Lady Blousabella Infantina, who was several times taken and murdered

by this bloodthirsty tyrant, which accounts for the calm look of

resignation depicted upon her lovely countenance.

"Wind 'em up, John."

Costumes: Captain Kidd--white pantaloons, blue shirt, sailor hat, pistol

and sword.

Victim--Lady with flowing hair, white dress. Movement--The captain's

sword moves up and down, and the victim's arms go in unison.

V. THE SIAMESE TWINS

Two gentlemen dressed alike in ordinary costume, with a large bone

(attached by wire or string) between them. One arm of each over the

other's neck. Pugnacious expression of countenance.

"The wonderful Siamese Twins compose the next group. These remarkable

brothers lived together in the greatest harmony, though there was

always a bone of contention between them. They were never seen apart,

such was their brotherly fondness. They married young, both being

opposed to a single life. The short one is not quite so tall as his

brother, although their ages are about the same. One of them was born

in the Island of Borneo, the other on the southern extremity of Cape

Cod."

When wound up they begin to fight, continue for a moment and stop

suddenly.

VI. THE CELEBRATED DWARF

BOY WITH RED CLOAK, LONG WHITE WIG, BOWL AND SPOON

"This wonderful child has created some interest in the medical and

scientific world, from the fact that he was thirteen years old when

he was born, and kept on growing older and older until he died, at the

somewhat advanced age of two hundred and ninety-seven, in consequence

of eating too freely of pies and cakes, his favorite food. He measured

exactly two feet and seven inches from the crown of his head to the

sole of his foot, and two feet and ten inches back again. Was first

discovered ten miles from any land and twelve miles from any water,

making the enormous total of ninety-one, which figure was never before

reached by any previous exhibition. Wind him up, John."

Dwarf eats very stiffly with a large spoon in his right hand; in his

left hand he holds a bowl, which falls on the floor after a moment and

is broken.

"John, get your tools and screw up that dwarf's hand, for it has become

so loose that it costs a fortune for the crockery he breaks."

John screws up the hand, gets a new bowl, and again winds up the figure,

which now moves with much greater energy.

VII. THE VOCALIST

"Bring out the Vocalist. I now call your attention to the most costly

of all my figures. This wonderful automaton singer represents Signorina

Squallini, the unrivaled vocalist, whose notes are current in every

market, and sway all hearts at her own sweet will.

"Wind her up and let her liquid notes pour forth."

She gesticulates wildly, and sings a few notes in a very extravagant

manner, then stops with a hoarse sound.

Mrs. J.: "John, this figure needs oiling. Why do you not attend to

your duties better?"

John gets oilcan, which he applies to each ear of the figure, which

strikes a high note and sings with much expression and many trills,

then makes a gurgling sound, as if running down, and suddenly stops

again.

Costume: Evening dress.

VIII. THE YANKEE

Description: A tall, thin man, clean shaven, but for a tuft on chin,

dressed in black, with broad-brimmed straw hat. He is seated on a low

rocking-chair, with his legs resting on the back of another chair. He

holds a wooden stick, which he is whittling with a jackknife.

"You here behold a specimen of our irrepressible, indomitable native

Yankee, who has been everywhere, seen everything and knows everything.

He has explored the arid jungles of Africa, drawn forth the spotted

cobra by his prehensile tail, snowballed the Russian bear on the snowy

slopes of Alpine forests, and sold wooden nutmegs to the unsuspecting

innocents of Patagonia. He has peddled patent medicines in the Desert

of Sahara, and hung his hat and carved his name on the extreme top of

the North Pole. The only difficulty I find in describing him is that

I cannot tell what he cannot do. I will therefore set him in motion,

as he hates to be quiet."

When, wound up he pushes his hat back on his head and begins to whittle.

IX. THE CANNIBAL

"Here you behold a curious cannibal from the Feejee Islands, first

discovered by Captain Cook, who came very near being cooked by him.

In that case, the worthy captain would never have completed his

celebrated voyage round the world. This individual was greatly

interested in the cause of foreign missions. Indeed, he received the

missionaries gladly and gave them a place near his heart. He was finally

converted by a very tough tract-distributor, who had been brought up

in a Bloomsbury boarding-house, and was induced to become civilized.

One of his evidences of a change of life was shown by his statement

that he now had but one wife, like the English. 'What have you done

with the other twelve which you said you had a month ago?' asked the

tract distributor. 'Oh, I have eaten them!' replied the gentle savage.

This cannibal was very fond of children, especially those of a tender

age; he holds in his hand a war-club, with which he prepared his daily

meals, also a warwhoop, which is an original one."

Costume: Brown jersey and drawers, face and hands colored to match,

very short skirt, feather headdress, large rings in nose and ears. One

hand holds a war-club, the other a child's hoop.

Movement: When wound up he brandishes his club and raises hoop to his

mouth.

X. BABES IN THE WOOD

Two men, the bigger the better, one dressed as a very small boy, the

other as a little girl; each holds a penny bun.

"In the next group you behold the Babes in the Wood, who had the

misfortune to have an uncle. This wicked man hired a villain to carry

these babes away into the wood and leave them to wander until death

put an end to their sorrow, and the little robins covered them up with

leaves. These lifelike figures represent the children just after taking

their leaves of the villain. By a master stroke of genius the artist

has shown very delicately that human nature is not utterly depraved,

for the villain has placed in the hand of each of the innocents a penny

bun as a parting present. I have been often asked 'why I did not have

a figure of the villain also added to the group?' but my reply always

is, 'Villains are too common to be any curiosity.'

"Wind 'em up, John."

Each Babe offers to the other a bite of bun alternately.

XI. LITTLE RED RIDING-HOOD

A young lady carrying a basket on her arm. Costume in accordance with

the story.

"Here you behold Little Red Riding-Hood, a model of grand filial

devotion, for she was so fond of her granny that she wandered through

the forest to take the old lady's luncheon, and was eaten by the wolf

for so doing, which is a warning to all children to be careful how

they do much for their grandmothers, unless they are rich and can leave

them something in their wills. This personage was an especial favorite

with children, who love to read about her, and shed tears over her

unhappy fate, although some of them think that had she been as smart

as her dress, she would have been too smart to have mistaken the wolf

for her grandmother, unless she had been a very homely old lady, or

he had been much better looking than most wolves."

When wound up, the figure curtseys and holds out her basket.

XII. LADY WITH GOLDEN LOCKS

Young lady with long hair, flowing over her shoulders, holds bottle

(labelled Mrs. Blank's Hair Restorer) and curling-tongs.

"This is one of the most expensive of my costly collection, for blonde

hair is very high, and you see how heavy and long are the golden locks

which adorn her beautiful face. I cannot pass this figure without

saying a few words in praise of the wonderful hair restorer, for this

image had grown so bald from the effect of long journeys by road or

rail that she was exhibited for two years as the Old Man of the

Mountain. One bottle of this wonderful fluid, however, restored her

hair to its present growth and beauty, and a little of the fluid being

accidentally spilled upon the pine box in which the figure was carried,

it immediately became an excellent hair trunk."

CHAPTER X.

CHURCH AND SCHOOL SOCIALS

ART EXHIBITIONS--LIST OF EXHIBITORS--"ARTISTS"--CURIOSITIES--EXPLANATIONS--

SUGGESTIONS

"ART" EXHIBITION

The elaborate "sell" which goes by this name used to be a regular

institution in church bazaars and might well be rejuvenated as a

novelty.

A regular printed catalogue is got up, containing apparently the names

of a collection of pictures or sculptures, each object duly numbered

and with the name of the artist appended. In some instances the name

of a (supposed) picture is followed by an appropriate quotation in

poetry or prose, after the orthodox fashion of art galleries. We append,

by way of illustration, a selection from the catalogue of a collection

which has met with great success: EXHIBITION OF THE WORKS OF LIVING

ARTISTS

PART I. WORKS OF ART

1. Horse Fair After Rosa Bonheur.

2. A Brush With a Cutter Off Deal Carpenter.

3. Caught in a Squall Off Yarmouth Fisher.

4. The Last of Poor Dog Tray Barker.

5. "He Will Return, I Know He Will" Lent by the Trustees of the Parish.

6. The Midnight Hour. C. Lock.

7. Heroes of Waterloo. Schumacher.

8. True to the Core. C. Odling.

9. "Spring, Spring, Beautiful Spring!" Mayne.

10. "Tears, Idle Tears." Strong.

11. The Midnight Assassin. F. Sharpe.

12. The Dripping Well. T. Inman.

13. Family Jars. Potter.

14. Never Too Late to Mend. S. Titch.

15. Past Healing. Kobler.

16. The First Sorrow. Smalchild.

17. Saved. S. Kinflint

18. Lost

19. First Love. Sweet.

20. The Death of the Camel. After Goodall.

21. His First Cigar. A. Young.

22. A Good Fellow Gone. M. I. Slade.

23. Portrait of a Gentleman. Anonymous.

24. Portrait of a Lady. Anonymous.

25. Our Churchwardens. Screw.

26. Portraits of the Reigning Sovereigns of Europe. (Taken by special

order). G. P. O.

27. Waifs of Ocean. Fish. "Strange things come up to look at us, The

Monsters of the deep."

28. The Last Man. Unknown.

29. Contribution from the Celebrated Sheepsbanks Collection. Butcher.

30. The Light of Other Days. Dimm.

31. The Meet of Her Majesty's Hounds. Pratt.

32. Water Scene. "And I hear Those waters rolling from the mountain

springs With a sweet inland murmur."

33. The Maiden's Joy. Bachelor.

34. The Fall. Adam.

35. Motherhood.

"She laid it where the sunbeams fall

Unscanned upon the broken wall,

Without a tear, without a groan,

She laid it near a mighty stone

Which some rude swain had haply cast

Thither in sports, long ages past.

There in its cool and quiet bed,

She set her burden down and fled;

Nor flung, all eager to escape,

One glance upon the perfect shape

That lay, still warm and fresh and fair,

But motionless and soundless there."

--C. S. Calverley.

36. A Friendly Party on Hampstead Heath. Moke.

37. Borrowed Plumes. Wigg.

38. Out for the Night. Anonymous.

39. Something to Adore. Anonymous.

40. The Weaned Grinder. Mayne Force. "Change and decay in all around

I see."

41. Repentance. G. Templar.

42. Maggie's Secret. Rossetter.

43. Somebody's Luggage. S. Canty.

44. Eusebius. B. Linkers.

45. Happy Childhood. Wackford Squeers.

46. Not Such a Fool as He Looks. The Exhibitor.

47. A Choice Collection of Old China.

48. A Fine Specimen of Local Quartz Discovered in the Possession of a

Workman.

During the Building of the New Town Hall.

49. The Skull of the Last of the Mohicans.

50. A Marble Group.

51. Bust.

52. The Puzzle.

53. The Instantaneous Kid Reviver.

54. The Earnest Entreaty.

EXPLANATION

Anyone not in the secret, perusing the above catalogue, would naturally

conclude that the descriptions referred to pictorial art of some kind

or other. But such is by no means the case. The visitor, on being

admitted, finds, in place of the expected pictures, shelves or tables

on which are arranged sundry very commonplace objects, each bearing

a numbered ticket. On close examination he finds that the numbers

correspond with those in the catalogue, and that No. 1, "Horse

Fair"--fare--is represented after a realistic fashion by a handful of

oats and a wisp of hay. No. 2, which he expected to find a spirited

marine sketch, is in reality only a toothbrush lying beside a

jack-plane; while the supposed companion picture, "Caught in a Squall

Off Yarmouth," is represented by a red herring. No. 4, "The Last of

Poor Dog Tray," is a sausage, and the exhibitor particularly begs that

no gentleman will on any account whistle while passing this picture.

No. 5, "He Will Return, I Know He Will," presumably the agonized cry

of a forsaken maiden, is in reality a poor-rate collector's paper,

marked "Fifth application." No. 6 is represented by a numbered ticket

only, with no object attached to it. The exhibitor explains that "The

Midnight Hour" has not yet arrived, but that any gentleman who likes

to wait till it does (which will be at twelve o'clock punctually), is

very welcome to do so. The "Heroes of Waterloo," Wellington and Blucher,

No. 7, are represented by a couple of boots known by those distinguished

names. 8, "True to the Core," is a rosy-cheeked apple. 9 is a coil of

watch spring. 10, "Tears, Idle Tears," on which the exhibitor feelingly

expatiates as a noble example of the imaginative in art, is an onion.

The space dedicated to No. 11 is occupied by the numbered ticket only,

the exhibitor explaining that "The Midnight Assassin" (who is stated

to be a large and lively flea) has strolled away and is wandering at

large about the room; and he adds an entreaty that any lady or gentleman

who may meet with him will immediately return him to his place in the

collection. "The Dripping Well" (No. 12) proves to be of the description

more usually known as a dripping-pan. "Family Jars," by Potter, is

found to consist of a pickle jar and jam pot. No. 14, "Never Too Late

to Mend," is a boot patched all over; while 15, "Past Healing," is its

fellow, too far gone to admit of like renovation. "The First Sorrow"

is a broken doll. "Saved" is a money box, containing twopence halfpenny,

mostly in farthings. The next is a vacant space, over which the

exhibitor passes with the casual remark, "No. 18, as you will observe,

is unfortunately lost." No. 19, "First Love," is a piece of taffy. 20,

"The Death of the Camel," is a straw, labeled "the last," and the

exhibitor explains that this is the identical straw that broke the

camel's back. "His First Cigar" is a mild Havana of brown paper. "A

Good Fellow Gone" is suggested, rather than represented, by an odd

glove. Nos. 23 and 24 are represented by two small mirrors, which are

handed to a lady and a gentleman respectively, with a few appropriate

remarks as to the extreme success of the likenesses, coupled with

critical remarks as to the "expression" in each case. "Our

Churchwardens" are a pair of long clay pipes. No. 26, "Portraits of

the Reigning Sovereigns of Europe," are represented by a few cancelled

foreign postage stamps. "The Monsters of the Deep," in No. 27, are

represented by a periwinkle and a shrimp. "The Last Man" (No. 28), is

at present missing from his place in the collection, but the exhibitor

explains that he will be seen going out just as the exhibition closes.

The "Contribution from the Sheepshanks Collection" (29), is a couple

of mutton bones; while "The Light of Other Days" (30) is an

old-fashioned lantern and tinder box. "The Meet (meat) of Her Majesty's

Hounds" is a piece of dog biscuit. No. 32 is a leaky can of water.

"The Maiden's Joy" (obviously) is a wedding ring. "The Fall" is a

lady's veil. No. 35, "Motherhood," is the gem of the collection, and

should be kept carefully hidden (say by a handkerchief thrown over it)

until the company have had time to read and appreciate Mr. Caverley's

graceful lines, when the veil is removed, and behold--an egg! No. 36,

"A Friendly Party on Hampstead Heath," is represented by three toy

donkeys. "Borrowed Plumes" are represented by a lady's false front.

"Out for the Night" is an extinguished candle. "Something to Adore"

is a rusty bolt. "The Wearied Grinder" is a back tooth of somebody's

very much the worse for wear. "Repentance" (No. 41) is represented by

a smashed hat and a bottle of sodawater. "Maggie's Secret" is a gray

hair, labeled "Her First." No. 43, "Somebody's Luggage," consists of

a broken comb and a paper collar. "Eusebius" is a pair of spectacles.

"Happy Childhood" is indicated by a lithe and "swishy" cane. When the

company arrive at No. 46, the corresponding object is apparently

missing. The exhibitor refers to his notes and says: "46--46? I see

they have written down against No. 46, 'The Exhibitor,' but I don't

see quite what they mean. Suppose we pass on to the curiosities, ladies

and gentlemen." No. 47 is merely some smashed crockery, and No. 48 a

pewter quart pot. No. 49 is again a vacant space, and the exhibitor

explains that "The Last of the Mohicans" has just gone home to his

tea, and has taken his skull with him. No. 50 is, as its name implies,

a group of marbles, of the school boy character. No. 51 is a paper bag

of peas, and, being too full, has "bust." "The Puzzle" (No. 52) is an

old guide book. "The Instantaneous Kid Reviver" is a baby's feeding

bottle; and the "Earnest Entreaty" is the request of the exhibitor

that the visitors will recommend the collection to their friends.

If the "showman" be possessed of a good fund of talk and a dash of dry

humor, the fun of the collection may be still further enhanced by his

explanations and criticisms of the various objects. Poor Artemus Ward's

celebrated lecture is an excellent model to copy; indeed, many of his

"bits" may be stolen bodily with very satisfactory result. Even without

the aid of a showman, the comparison of the poetical descriptions and

the sober reality will produce a good deal of fun; but, in this case,

the various blanks or vacant spaces to be filled up by explanation

must necessarily be omitted--a good many telling items being thereby

sacrificed.

CHAPTER XI.

OPTICAL ILLUSIONS

RAISING THE GHOST--MAGIC LANTERN PICTURES--PHANTASMAGORIA--CHINESE

SHADOWS--WONDERFUL MIRROR--MULTIPLIED MONEY

RAISING A GHOST

Place a small magic lantern in a box large enough to contain a small

swing dressing-glass, which will reflect the light thrown on it by the

lantern in such a way that it will pass out at the aperture made at

the top of the box, which aperture should be oval and of a size adapted

to the cone of light to pass through it. There should be a flap with

hinges, to cover the opening, that the inside of the box may not be

seen. There must be holes in that part of the box which is over the

lantern, to let out the smoke; and over this must be placed a

chafing-dish, of an oblong figure, large enough to hold several lighted

coals. This chafing-dish, for the better carrying on the deception,

may be inclosed in a painted tin box, about a foot high, with a hole

at top, and should stand on four feet, to let the smoke of the lantern

escape. There must also be a glass planned to move up and down in the

groove, and so managed by a cord and pulley that it may be raised up

and let down by the cord coming through the outside of the box. On

this glass the spectre (or any other figure you please) must be painted,

in a contracted or squat form, as the figure will reflect a greater

length than it is drawn. When you have lighted the lamp in the lantern

and placed the mirror in a proper direction, put the box on a table,

and, setting the chafing-dish in it, throw some incense in powder on

the coals. You then open the trap door and let down the glass in the

groove slowly, and when you perceive the smoke diminish, draw up the

glass, that the figure may disappear, and shut the trap-door. This

exhibition will afford much wonder. The lights in the room must be

extinguished, and the box should be placed on a high table, that the

aperture through which the light comes out may not be seen.

A MAGIC-LANTERN TRICK

The light of the magic-lantern and the color of images may not only

be painted on a cloth, but also reflected by a cloud of smoke. Provide

a box of wood or pasteboard, about four feet high and seven or eight

inches square at bottom, but diminishing as it ascends, so that its

aperture at the top be but six inches long and half an inch wide. At

the bottom of this box there must be a door that shuts quite close,

by which you are to place in the box a chafing-dish with hot coals,

on which is to be thrown incense, whose smoke goes out in a cloud at

the top of the box; on this cloud you are to throw the light that comes

out of the lantern, and which you bring into a smaller compass by

drawing out the movable tube. In this representation, the motion of

the smoke does not at all change the figures, which appear so

conspicuous that the spectator thinks he can grasp them with his hand.

In the experiment, some of the rays passing through the smoke, the

representation will be much less vivid than on the cloth; and if care

be not taken to reduce the light to its smallest focus, it will be

still more imperfect.

THE PHANTASMAGORIA

In showing the common magic-lantern, the spectators see a round circle

of light with the figures in the middle of it; but in the Phantasmagoria

they see the figures only, without any circle of light. The exhibition

is produced by a magic lantern, placed on that side of a

half-transparent screen which is opposite to that on which the

spectators are, instead of being on the same side, as in the ordinary

exhibition of the magic lantern. To favor the deception, the slides

are made perfectly opaque, except in those places that contain the

figures to be exhibited, and in these light parts the glass is covered

with a more or less transparent tint, according to the effect required.

The easiest way is to draw the figures with water colors on thin paper

and afterward varnish them. To imitate the natural motions of the

objects represented, several pieces of glass placed behind each other

are occasionally employed. By removing the lantern to different

distances, and at the same time altering, more or less distinct, at

the pleasure of the exhibitor; so that, to a person unacquainted with

the effect of optical instruments, these figures appear actually to

advance and recede. Transparent screens for the Phantasmagoria are

prepared by spreading white wax, dissolved in spirits of wine or oil

of turpentine, over thin muslin; a screen so prepared may be rolled

up without injury. A clearer screen may be produced by having the

muslin always strained upon a rectangular frame, and preparing it with

turpentine, instead of wax; but such a screen is not always convenient,

and cannot be rolled without cracking, and becoming in a short time

useless.

CHINESE SHADOWS

In a partition wall cut an aperture of any size; for example, four

feet in length and two in breadth, so that the lower edge may be about

five feet from the floor, and cover it with white Italian gauze,

varnished with gum-copal. Provide several frames of the same size as

the aperture, covered with the same kind of gauze, and delineate upon

the gauze different figures, such as landscapes and buildings, analogous

to the scenes which you intend to exhibit by means of small figures

representing men and animals. These figures are formed of pasteboard,

and their different parts are made movable, according to the effect

intended to be produced by their shadows, when moved backward and

forward behind the frames, at a small distance from them. To make them

act with more facility, small wires, fixed to their movable parts, are

bent backward and made to terminate in rings, through which the fingers

of the hand are put, while the figure is supported on the left by means

of another iron wire. In this manner they may be made to advance or

recede and to gesticulate, without the spectators observing the

mechanism by which they are moved; and as the shadow of these figures

is not observed on the paintings till they are opposite those parts

which are not strongly shaded, they may thus be concealed and made to

appear at the proper moments, and others may be occasionally substituted

in their stead.

It is necessary, when the figures are made to act, to speak a dialogue,

suited to their gestures, and imitate the noise occasioned by different

circumstances. The paintings must be illuminated from behind by means

of a reverberating lamp, placed opposite to the center of the painting,

and distant from it about four or five feet. Various amusing scenes

may be represented in this manner by employing small figures of men

and animals, and making them move in as natural a way as possible,

which will depend on the address and practice of the person who exhibits

them.

A WONDERFUL MIRROR

Make two openings of a foot high and ten inches wide and about a foot

distant from each other, in the wainscoting of a wall; let them be at

the common height of a man's head; and in each of them place a

transparent glass, surrounded with a frame, like a common mirror.

Behind this partition place two mirrors, one on the outward side of

each opening, inclined to the wainscot at an angle of forty-five

degrees; let them both be eighteen inches square; let all the space

between them be enclosed by boards or pasteboard, painted black and

well closed, that no light may enter; let there be also two curtains

to cover them, which may be drawn aside at pleasure. When a person

looks into one of these supposed mirrors, instead of seeing his own

face he will perceive the object that is in the front of the other;

so that, if two persons present themselves at the same time before

these mirrors, instead of each one seeing himself, they will

reciprocally see each other. There should be a sconce with a candle

or lamp placed on each side of the two glasses in the wainscot, to

enlighten the faces of the persons who look in them, otherwise this

experiment will have no remarkable effect. This recreation may be

considerably improved by placing the two glasses in the wainscot in

adjoining rooms, and a number of persons being previously placed in

one room, when a stranger enters the other, you may tell him his face

is dirty, and desire him to look in the glass, which he will naturally

do; and on seeing a strange face he will draw back; but returning to

it, and seeing another, another and another, what his surprise will

be is more easy to conceive than express.

When one looks in a mirror placed perpendicularly to another, his face

will appear entirely deformed. If the mirror be a little inclined, so

as to make an angle of eighty degrees (that is, one-ninth part from

the perpendicular), he will then see all the parts of his face, except

the nose and forehead; if it be inclined to sixty degrees (that is,

one-third part), he will appear with three noses and six eyes; in

short, the apparent deformity will vary at each degree of inclination;

and when the glass comes to forty-five degrees (that is, half-way

down), the face will vanish. If, instead of placing the two mirrors

in this situation, they are so disposed that their junction may be

vertical, their different inclinations will produce other effects, as

the situation of the object relative to these mirrors is quite

different.

THE DISAPPEARING PAPER

Attach to a dark wall a round piece of paper an inch or two in diameter,

and, a little lower, at the distance of two feet on each side, make

two marks; then place yourself directly opposite to the paper, and

hold the end of your finger before your face in such a manner that

when the right eye is open it shall conceal the mark on the right; if

you then look with both eyes to the end of your finger, the paper,

which is not at all concealed by it from either of your eyes, will,

nevertheless, disappear.

MULTIPLIED MONEY

Take a large drinking-glass, of a conical form, that is, small at

bottom and wide at top, and, having put into it a dime, let it be half

filled with water; then place a plate upon the top of the glass, and

turn it quickly over, that the water may not get out; a piece of silver

as large as half a dollar will immediately appear on the plate, and

somewhat higher up another piece of the size of a dime.

MULTIPLYING SHADOWS

A dummy figure (suppose that of a witch, riding on the conventional

broomstick) is suspended by fine threads or wires on the screen remote

from the spectators. Behind this are ranged, one behind the other, and

at right angles to the screen, a row of lighted candles. Being all in

the same line, they throw one shadow only on the screen. The figure

is now made to oscillate slightly, so as to impart some little motion

to the shadow. One of the candles is now removed from its place in the

row, and waved gently about, now high, now low, the effect to the

spectators being that a second shadow springs out of the first, and

dances about it on the screen. A second and third candle is then

removed, and waved up and down, each candle as it leaves its place in

the line, producing a separate shadow. It is well to have three or

four assistants, each taking a candle in each hand.

CHAPTER XII

TABLE GAMES FOR ADULTS

DOMINOES--BACKGAMMON--CHECKERS--JENKINS--ZOO--STRAY SYLLABLES--CHESS

DOMINOES

At the beginning of the game the dominoes are thoroughly shuffled by

being turned face down and stirred round and round. The players then

draw at random as many bones as the game requires. These dominoes with

which the hand is to be played may stand on their edges in front of

the players or may be held in the hand, or both. It is usual to sort

them into suits as far as possible. The one who has drawn the highest

doublet usually plays or sets first.

The object in dominoes is either to block the game so that the adversary

cannot play or it is to make the two ends when added together equal

to some multiple of a given number, or it is to make both ends of the

line the same. The player first getting rid of all his pieces is

"Domino."

Dominoes are made in sets known by the number of pips on the highest

domino or bone in the set. The standard set is double-sixes and contains

twenty-eight bones. Some persons use double-nines. In the double-six

set there are seven "suits," each named after some number from six to

blank. In each of these suits there are seven bones, but each domino

in a suit, except the doublet, belongs to some other suit as well. The

lower figure on each domino shows the other suit to which it belongs.

All games of dominoes, except matadore, are based on the principle of

following suit or matching. The first player "sets" a certain domino,

and after that each player must play one of the same suit, the suit

called for being always that of the exposed or open end.

BACKGAMMON

The object of each player is to get all his men into his home table,

and as soon as they have all arrived to throw them off the board

altogether. The one that succeeds in doing this first wins the game.

Each of two players has fifteen men, known as black and white, and

each should have his own dice-box. Almost all of the folding checker

boards are marked on the reverse side for backgammon, and the fifteen

men of each color in a checker set are intended for backgammon players.

The two sides of the board nearer the players are called tables, and

the table with only two men on two of the points is called the inner

table. It is also the home table of the player who sits with that side

of the board nearer to him.

It does not matter which way the board is turned, as the arrow points

are alternately light and dark all the way round in either direction,

but it is usual to place the side of the board with only two men on

points nearest the window, so that there shall be a good light on the

home tables. The points in the home tables are known by their numbers,

which correspond to the faces of a die, and are called: ace point,

deuce point, trey point, four point, five point, and six point.

The point immediately across the bar which divides the two tables is

called the "bar point," not because it is next the bar, but because

it bars the two adverse men in your home table from running away with

double sixes if you can "make it up."

CHECKERS

The object of the game is to capture all the opponent's men and remove

them from the board, or else to pin them up in such a manner that he

cannot move. If neither player can accomplish this, the game is drawn.

A board divided into sixty-four squares is used. These are of dark and

light color. Each player receives twelve men, known as white and black.

At the beginning of the game the board is so placed that each player

shall have two of his men touching the edge of the board at his left.

The men are set on the black squares.

The squares upon the board are supposed to be numbered from one to

sixty-four, beginning at the upper left-hand corner upon the side of

the board occupied by the black men.

In giving the moves the first figures are the moves of a black man.

The next figures are the moves of a white man.

As the men never leave the color upon which they are first placed, all

moves must be diagonal. A man can move only one square at a time, and

only to a square which is in front of him diagonally and is not

occupied.

If a square to which a man might move is occupied by an adverse piece,

that piece can be jumped over if there is a vacant square immediately

beyond him. The capturing piece moves to this vacant square, and the

man jumped over is removed from the board. Two or more men may sometimes

be captured simultaneously. When a piece may be captured the player

is obliged to take it. If he does not, his adversary can compel him

to take back his move and make the capture, or can remove from the

board the piece that should have made the capture, or can let the

matter stand. If there are two different captures on the board at the

same time the player can take his choice of them.

JENKINS

Any number of players may play this game, which is common to almost

every nation, and is very interesting. Sides being formed, the players

seat themselves at a table, facing each other. It having been decided

who shall first hold the silver piece, the player who receives it holds

it in his closed hand under the table, as do all the players on his

side, when they receive it, and the piece is passed from hand to hand,

the object being to deceive the opposite players as to its whereabouts.

The captain of the side which has not the coin now calls: "Jenkins

says hands up," and all the hands come up, closed; then "Jenkins says

hands down," and all the hands fall, palms downward, on the table.

There should be much noise to drown the clink of the piece as it falls

on the table.

The opposing side now tries to guess the side which has not the coin.

The captain directs the players who have not the piece to take their

"hands off." None of his side may give this order. Should any do so

the coin is forfeited.

Should the captain make a mistake and call up a hand under which the

coin is hidden, the piece remains with the same side, and the number

of hands still on the table counts for the side which keeps the coin.

If the last hand left on the table covers the piece, it then goes to

the opposing players. It is necessary to set a score. The side which

makes these points wins the game.

BOUQUET

Each guest receives a slip of paper, on which is written the name of

a flower. When all are ready to begin, the hostess gives to each a

sheet of tissue paper of the color needed to make a designated flower;

also two sheets of green paper of different shades.

Thirty minutes are allowed for the making of the flowers. A pair of

scissors and a needle and thread must be given to each guest; also

some mucilage. The flowers are collected and a committee decides who

has made the most perfect flower. The one who has done so receives the

bouquet of flowers made by the guests.

ZOO

The names of animals are given the players. Each receives ten slips

of paper numbered from one to ten. These are arranged irregularly in

a pile. The slips are turned with the faces downward.

The first player turns up his upper slip so that the number is visible

and lays it down in front of him. In doing this, he must turn it away

from himself, so that the other players see it first; the next player

then does the same.

Should two slips coincide in number, they must each at once call each

other's names--the animal names given them. The one who first calls

the other's name gives away his slip to that other person, the object

being to get rid of one's slips as fast as possible. If the slip turned

up by the second player does not correspond in number to that turned

up by the first, he also lays it down in front of him; the third player

then turns his up, and this is continued around the circle until a

slip is turned that corresponds in number with any that has been turned

up, when those two players must immediately call each other's names.

The winner is the one who first gets rid of his slips.

SIMON SAYS

Any number of players seat themselves at a table. Each player makes

a fist of each hand, extending the thumb.

The leader says, "Simon says, 'Thumbs up'!" whereupon he places his

own fist on the table before him, with the thumbs upward. The players

do likewise. When the leader says, "Simon says, 'Thumbs down'," he

turns his own hand over so that the tips of the thumbs touch the table.

The others must imitate him.

He then says, "'My thumb wiggles-waggles." He suits the action to the

word, and the rest repeat his performance.

If at any time the leader omits the words "Simon says," and goes through

the movements only with the words "Thumbs up," "Thumbs down," or

"Wigle-waggle," the players must all keep their hands still and not

imitate his movements. Any player doing this pays a forfeit.

AUTHOR'S INITIALS

Each player writes on a piece of paper groups of words, each group

descriptive of some author, and each word beginning with one of his

initials in regular order. The player who guesses the largest number

of authors wins the game.

Example: Who is the just, gentle writer?

Answer: John Greenleaf Whittier.

Whose stories are read alike by old and young?

Answer: James Fennimore Cooper.

Who was the greatest humorist?

Answer: "Mark Twain."

SKETCHES

Entertainments for Home, Church and School · 第 21 / 22 章