write a description of some historical character. The object is to
give a description that is truthful, yet misleading, in a way, so as
to make the guessing a little harder.
One player reads his description. The others ask questions that may
be answered by "Yes" and "No." The one guessing correctly reads his
description next.
STRAY SYLLABLES
The same syllable is often seen in different words. You can prove this
by playing the following game: Each player writes several words on a
long strip of paper, leaving spaces between the different words. This
having been done the syllables are cut out and shuffled. Each player
draws three syllables. The guests seat themselves at small tables, and
try to fashion words from the syllables, either using two or three of
them. If it is impossible to do this, they must be returned and others
are taken in their place. Another trial at word-making is given, and
the one who, after a definite time, has made the most words out of his
syllables, wins a prize.
SHAKESPEAREAN ROMANCE
One of Shakespeare's plays is selected, and as many questions are
arranged in connection with it as the writer can think of. These are
given to the players.
Example: About what time of the month were they married?
Answer: Twelfth-Night.
Of whom did they buy the ring?
Answer: Merchant of Venice.
In what kind of a place did they live?
Answer: Hamlet.
PARODIES
Pencils and paper are given the guests, and a subject for the parody
is given. This may be a poem or a story, as selected by the hostess.
The parodies are collected and read. The company decides which is the
best one. To this one a handsome copy of the poem or story is given.
LONDON
On a large, oblong slate draw with a slate pencil a diagram, as follows:
Horizontal lines every two inches across the narrow part of the slate.
Pieces of paper are blown over the diagram toward the top of the slate;
or beans or pieces of chalk may be substituted for the paper. One of
these is called a "chipper." If you use beans, snap them over the
diagram with the fingers. Where the "chipper" stops, draw a mark to
represent a small round "o." This depicts a man's head. The "chipper,"
having been returned to the starting point, is again snapped over the
diagram. This continues until the player has marked a head in each of
the spaces; or should his chipper land a second time in a space in
which he has already marked such a head, he makes a larger round "O"
under the head, to represent the body of a man. The third time it lands
in this place he makes a downward stroke for a leg, and the fourth
time, one for a second leg, which completes the man. Should three
complete men be so drawn in one space, the player, without shooting
again, draws what are called "arms," that is, a horizontal line from
the figure across the space to the outside limit. This occupies the
space completely and keeps the other players out of it. He continues
to play until his "chipper" lands on a line. If this goes beyond the
diagram, the player is "out." Each player takes a turn. He can start,
or complete men, in any space not occupied with three armed men, even
though the former player may have started men in the space or have
completed two of them. A player can build only on his own men. The one
drawing the largest number of spaces with three armed men is the winner.
CHESS
Chess is a game which can only be played by two persons at the same
time. The requisites are a board consisting of 64 squares of alternate
black and white, and 32 pieces of wood, ivory, bone or other
composition, which are technically known as "men." The board is so
placed between the players that a white square is on the extreme right
of each. The "men" are called black and white, there being an equal
number of each. One player takes the white and another the black. Each
division of 16 is composed of a king (the capture of which is the issue
of the game), a queen, 2 rooks or castles, 2 bishops, 2 knights, and
8 pawns. In commencing the game, the rooks are placed on the corner
squares, next to them on each side a knight, next to the knights on
each side a bishop, and then the king and queen. If white, the queen
is placed on the remaining white square, if black, on the remaining
black square, and thus both queens face each other. It is the same
with the kings. The 8 pawns are placed on each side on the squares
immediately in front of the pieces.
The player has the privilege of moving his king into any vacant square
adjacent to one he is occupying, provided it is not already taken by
a piece belonging to his opponent, but he can go no farther. The queen
can be moved in any direction up, down, backwards, forwards, as long
as there is no piece to block her. The same can be done with the rook
or castle, except that it cannot be moved diagonally--The bishop can
only be moved diagonally, in a backward or forward direction. The move
of the knight is a combination of the rook's shortest move, followed
by the bishop's shortest move. It is not hindered by intervening pawns
or pieces. The pawn can only be moved one square at a time, and that
in a forward direction. Another pawn in front of it stops its progress.
A pawn has the power of capturing an opposite pawn in either of the
adjacent squares in advance and diagonally to the right or left of it
when it moves into the square of the one captured. The king is never
captured. When a piece or pawn attacks him he is said to be in check
and the opposite player cries out "Check"! The attacked king is freed
from check by moving him to an adjacent square not occupied by a piece
or pawn of the opposite side, or else by opposing some piece to defend
him from the check. If the player cannot resort to either of these
tactics to save his king he is "checkmated" and loses the game.
CHAPTER XIII
OUTDOOR GAMES FOR ADULTS
LAWN TENNIS--POLO--HOCKEY--GOLF--ARCHERY--RING TOSS--LAWN BOWLS
LAWN TENNIS
A lawn tennis court is a plot of level ground about 26 yards by 9
yards, divided into sections. A net standing 3 1/2 feet high is drawn
across the middle and attached to two posts outside the court on each
side about three feet. The players stand on opposite sides of the net;
the one who first delivers the ball is called the server and the other
the striker-out. At the end of each game they reverse places. The
server wins a stroke if the striker out "volley" the service, that is,
he strike the ball before it touches the ground; or if the ball is
returned by the striker-out, so that it drops outside his opponent's
court, the latter wins the stroke.
The striker-out wins if the server serves two consecutive "faults,"
which consist in sending the ball to the net or outside the lines; or
if the server fail to return the ball in play, the striker-out wins.
Either player loses a stroke if the ball touch him in the act of
striking, if he touches the ball with his racket more than once, if
he touch the net or any of its supports while the ball is in play, or
if he "volley" the ball before it has passed the net.
The player winning the first stroke gets a credit score of 15; for the
second he gets 30; for the third 40, and if he wins the fourth he has
the game. Six games in succession entitle the winner to a _Set_.
For a three-handed or four-handed game the Court requires to be 12
yards in width. In a three-handed game the single player serves every
alternate game. In the four-handed game the pair who have the right
to serve in the first game shall decide which partner shall do so and
the opposing pair shall decide in like manner for the second game. The
partner of the player who served in the first game shall serve in the
third, and the partner of the player who served in the second game
shall serve in the fourth, and the same order is to be observed in all
the succeeding games of the set. If one partner of a double team strikes
at a ball and does not touch it, his partner still has the right to
return it. A player or different member of a team may strike at a ball
as often as he pleases, for it is still in play until hit. The server
must wait until the striker-out is ready for the second service as
well as the first, and if the striker-out claims to be not ready and
makes no effort to return the second service, the server cannot claim
the point, even though the service was good. If a player's racket
touches the net after the ball has struck the latter he does not loose
a point.
The ball is always in play until it has struck the ground outside of
the Court or has touched the inside ground _twice_. A ball is "dead"
the instant it strikes the ground outside of the Court, and the point
must be scored against the side sending the ball there, no matter what
happens _after_ the ball touches the ground.
In selecting a site for a lawn tennis court select a level field. Lay
it out north and south, if possible so as to prevent the rays of the
sun from blinding the players. The court may, or may not, be grassy.
As a general rule, sand courts are preferred. Level the court carefully,
so there will be no gradient or inequality in it. To make a foundation,
use stones pounded into place, and add top-soil to a depth of seven
inches or more. The ground should be often watered and rolled. Sand
is usually mixed with clay for a top soil, as the sand is likely to
give under the running feet. In the case of a grassy court it should
be constantly clipped and in addition rolled once or twice a week to
keep the ground hard and even.
POLO
Polo is a game played from horseback in a large, level field. There
is a goal at each end of the field in the center, the posts ten feet
high and 24 feet apart. The teams are generally four a side, but when
possible a greater number may play. The regular game in this country
for teams of four is of four periods of 15 minutes of actual play each.
To win a goal counts one, and the team having the largest score at the
end wins the match.
The equipment for the game besides the goal posts (which are generally
of wood or papier-mache to prevent serious accidents) are the balls
and mallets. The balls are of willow 3 1/8 inches in diameter, and
weigh 5 ounces. The mallet sticks are of rattan cane, and from 4 to
4 1/2 feet long, set into square heads beveled at the sides and about
8 inches long and 2 wide. The handles are leather-wrapped to insure
a good grip. As to the ponies, no blinkers are used, so that they may
have a clear sight of the field. No rowels or spurs are permitted. The
animals have to be trained for the purpose.
Each of the four players of a side has certain rules to obey governing
his position. It is for Number 1 to watch the opposing back, to ride
him off and clear the way for his own side when they have the ball
going towards the goal. All his energies must be directed to obtaining
a clear field for his side. He requires a fast pony to do the work.
The position of Number 2 is the most independent and the player is
called the "flying man" of the team. He must be an adept in "dribbling"
out the ball so as to get a fair hit at it. As it comes to him from
his side players his part is to race with it, hitting as he gallops,
and in this way make the goal if he can.
It is the duty of Number 3 to help his back when the latter is being
hard pressed and be ready to exchange places with him when the back
gets an opportunity to make a run with the ball.
Number 4 is the real back, for all the others are in front of him and
consequently his is the most important position. He must have a shifty
pony well trained to riding work. He has to defend the goal, and
therefore must be an expert "backhander," that is, quick to send back
the ball to the opposing rank when it comes in the direction of his
goal. It is the place of the back to knock in when the ball goes over
the end line. When he is sure of the half-back player on his side he
may go up into the game and make a leading attack himself, but it is
nearly always well for him to avoid meeting the ball, for if he misses,
the goal is left defenceless.
On the whole, pony polo is an intricate game, and while it is not the
sport of kings, it is only adapted to the people of leisure with whom
time and money are not an object.
HOCKEY
To play hockey a level field is required about 100 yards long and 50
yards wide. The space is marked out in whitewash lines and small flags
are placed at each corner. The long lines are called _side_ lines, and
the shorter ones _goal_ lines. Across the center, 50 yards from either
goal, is the center line. This divides the ground in half. These halves
are again equally divided by 25-yard lines. Five yards inside each
line is marked a dotted line, parallel with the side line, and which
is called the five-yard line.
In the middle of each goal line and 4 yards apart are placed the goal
posts, which are uprights 7 feet high, with a horizontal bar from one
to the other. Fifteen yards in front of each goal is drawn a line 4
yards long, parallel to the goal line; the ends of this line are brought
round in curves to meet the goal line and the space thus inclosed is
called the "striking circle."
The stick and balls are the main requisites of hockey. The sticks are
made of hickory. The better kind have ash blades and cane handles,
such handles giving a spring which sends a clean drive without giving
a jar to the hands. The balls used are about the size and weight of
the average baseball.
Nowadays it is customary to have nets behind the goal posts, so that
it may be definitely determined if there is any dispute whether the
ball went clean through between the goal posts or past the outside of
either.
Hockey requires 22 players, 11 on each side, consisting of 5 forwards,
3 half-backs, 2 full-backs and a goal-keeper. The center forward
stands in the middle of the ground. On her right about 10 yards distant
stands the inside right; the right wing stands between the 5-yard line
and the side line; the inside left and the left wing stand on the left
of the center forward. The half-backs stand 15 yards behind the forward.
The center half takes her place directly in line with the center
forward; the right half covers the two right forwards, while the left
half covers the two left forwards. Behind, on the 25-yard line, stand
the fullbacks, right and left; the goalkeeper stands between the goal
posts about a foot in front of the goal line.
The two center forwards start the game by "bullying off" the ball in
the center of the field; the ball is placed on the center line while
the two forwards stand with a foot on either side of the line facing
each other and standing square to the side line; then the center halves
and left and inside forwards on the blowing of the whistle for the
"bully," close up in order to keep watch, each one ready to take the
ball should it come in her direction. When one of the center forwards
gets the ball she tries to pass it out to either of her own inside
players, who endeavors to "dribble" it up the field until she is
encountered by an opposition player, at which juncture, by a quick
stroke she passes it out to the wing player. It is in this manner, by
keeping a straight course and assisted by their halfbacks that the
forwards by passing and "dribbling" get the ball into the "striking
circle," and when they get it that length it is not a difficult matter
to score a goal.
GOLF
In golf the player strikes a ball in the endeavor to send it to a
particular spot. He is not met with opposition in such endeavor, as
in other ball games, his opponent having also a ball which he, too,
is trying to put into the same spot with fewer strokes. This spot into
which the player tries to put his ball is a small hole in the earth
about 4-1/4 inches in diameter, and the instruments he uses for doing
so are exceedingly varied.
The game commences by a player hitting off from a marked line called
the teeing-ground, the ball in the direction of the first hole. In
a regular golf course there are generally 18 holes, their distance
apart varying from about 100 yards to 500 yards. The smoothly kept
grounds near the holes is called the "putting-greens," and beside
each "putting-green" is a marked teeing-ground. After the ball has
been struck from the "tee" the player must not touch it with his hand
until it is driven into the next hole, out of which he may then take
it and "tee" it on the teeing ground in a good position for the
drive-off to the next hole.
As the holes are widely separated and the ground in many places uneven
and broken up, the ball will be driven into many positions, it will
lie in the grass, in sand pits or bunkers, and in all kinds of holes
and hollows in the rough surface, therefore it will be readily
understood that the distance the ball is sent will vary with the stroke.
It is to meet the difficulties arising from having to strike the ball
in its different positions that so many instruments are called into
requisition for the purpose. The names of the chief sticks and
implements employed in the sport are: driver, brassie, spoon, cleek,
iron, mashie, niblick and putter. The driver, brassie and spoon are
wooden-headed clubs, but the others have always iron heads. The
driver is the club used for striking to the greatest distance when the
ball is on the "tee," that is, on the little mound of sand on which
it is placed at the commencement of each hole, so that more facility
may be had in striking it. The putter is used on the putting--green,
for short strokes round about the holes. The putting--green or ground
surrounding each hole is kept level for about a radius of 20 yards
from the hole. The different sticks or clubs are graded from driver
to putter in accordance with the different lengths of stroke for which
they are designed. For instance, the niblick is a short club for taking
the ball out of difficult positions ("lies") as when the latter gets
into long grass, sand or some other awkward kind of obstruction.
A good driver by well hitting the ball can send it to a distance of
about 200 yards from the tee. If the hole be so far off as to require
a second stroke of equal length he can use the driver again, provided
the ball is on level ground, but it is likely it will not be on such
ground for the second stroke, and in such case the brassie or spoon
is called on to do service. Each of these instruments has the face
that strikes the ball laid back more than in the driver, so that they
can lift it more easily off the ground. If the ball gets into a worse
position, as a bunker or sandpit, the use of the cleek, iron or niblick
will become necessary. The heads of these clubs are adjusted to deal
with difficult "_lies_" that is, positions in which the ball may be
driven. The niblick is used for taking it out of especially bad
situations.
The stroke called the full swing is used with the driver. There are
many other modifications of stroke, such as the three-quarter, the
half and the wrist strokes.
As has been said, the issue of the game depends upon sending the ball
into the holes with fewer strokes than the opposition. Victory is
gained by the side which holes the ball with less strokes. If the sides
hole out in the same number of strokes the hole is halved. A match is
also won by the side which is leading by a number of holes greater
than the number of holes remaining to be played. Thus if Jones has won
six holes and Smith four, and seven holes have been halved, Jones, in
case the round is the ordinary length of 18 holes, will be two holes
up, with only one hole remaining to be played, and therefore he, Jones,
wins the match. This is the general manner of playing the game in a
match, each player playing his own ball.
In what is known as "score" play the relative merits of several can
be tested at the same time. In this kind of play the total score of
each player for all of the 18 holes is added up and the player who has
the lowest total is declared the winner.
ARCHERY
Archery has played an important part in the history of the race from
the very earliest times. Primitive man hurled his stone-pointed arrows
at wild beasts, and as he advanced to a higher state of the observances
of the laws of force he fashioned bows to give a greater impulse to
his missiles. For hundreds of years the bow and arrow constituted the
principal weapon of the chase, and finally became the instrument of
offence and defence for armored knights, warriors and heroes. Robin
Hood, roving the wild woods of Merry England, depended upon it for his
prowess, as did Allan a Dale and Little John. In the early battles it
was the chief weapon, and did effective service. In the battle of
Hastings it decided the issue for William the Conqueror; at Agincourt,
Crecy and Poitiers victory depended on its use. Skilled archers became
famous all over the land, and many were their doughty deeds with the
long bow.
In modern time, however, with the introduction of firearms, archery
declined, until it came to be but a mere memory of the past. The last
century revived it, and to-day it is one of the most popular sports
in England. Americans, too, have taken it up with enthusiasm, and clubs
are interested in it all over the land, the ladies being especially
devoted to it.
In 1879 the first organization of Archery Clubs was formed at
Crawfordsville, Indiana, and the first annual target meeting was held
in Chicago in the same year.
Bows for archery are generally made out of tough soft wood, such as
yew, with a flat outside called the back and a rounded inside called
the belly; they are always strung with latter side inward. Lance wood
is chiefly used in the United States on account of its resistance to
heat. The bow must be easily controlled, and not too heavy. The strain
of drawing a heavy bow is apt to pull the bow hand out of the line of
sight. A 48-pound bow well drawn and loosed will give a lower trajectory
than one of 55 pounds sluggishly handled. By the weight of a bow is
not meant its avoirdupois, but the force necessary to draw the arrow
to its head on the bow. It is all important to know how to string the
bow. Grasp the handle firmly with the right hand, draw it near your
right side, while the lower end rests against the inside of the right
foot, the back of the bow being toward you. With left foot well extended
in front so as to brace the body, rest the left hand on the bow below
the loop of the upper end of the string, the tip of the thumb and
knuckle of forefinger pressing firmly on opposite edges of the bow.
Draw the bow firmly to you with the right hand, while you push down
and away from you with the left. A little practice will soon give the
knack. No part of the body except the face must be turned towards the
target. Stand with the feet at right angles to the direction of the
target and have them a few inches apart. In handling the arrow avoid
touching the feathers, and in the act of drawing always keep the thumb
and fourth finger away from the arrow and string. As the bow is lifted,
draw it three parts of the way, catch the aim, complete the draw and
instantly loose.
The arrows are an important consideration. Never use a light arrow
with a heavy bow, nor, conversely, a heavy arrow with a light bow.
Arrows are generally made of one piece of wood, but sometimes a harder
kind is used for the part joining the tip and which is dovetailed into
the shaft. The tip is formed of steel, and is cylindrical in form. The
length varies. A lady's bow of 5 feet calls for a 24-inch arrow, the
customary length of men's arrows is 28 inches.
The target is a flat disc about four feet in diameter made from straw
and covered with an oilcloth or white sheet painted in concentric rings
of gold, red, blue, black and white, each color of which, when
penetrated by the arrow counts so many points in the aim. The gold is
the objective point of the archer, the "bull's eye," as it is called.
Three arrows are shot by each archer in turn, then three more, the six
constituting an end. A certain number of ends complete a given range,
while two or three ranges form a round. Here is the American round:
30 arrows at 60 yards.
30 arrows at 50 yards.
30 arrows at 40 yards.
RING TOSS
This is a very simple game. A stake is driven into the ground for a
flagstaff. At a distance of, say nine feet, stakes are arranged as
follows: four at equal distances, back of these, at a short distance,
three; then two; then one. The setting for nine pins is the same.
Each stake is numbered from ten, beginning on the left hand side, to
one hundred, which is the apex of the setting.
Iron rings are tossed from the flagstaff by each player. A score is
kept. The one getting the greatest number of points is the winner.
LAWN BOWLS
Lawn bowls, although but recently introduced into the United States,
is, however, one of the oldest games in existence, and is believed to
have been played by the Ancient Greeks and Romans. Scotland has brought
this game to its present state of perfection. The game is played as
follows:
Select a level lawn, or a floor will answer if this game be played indoors.
Choose sides, giving those of a side, balls of a similar color.
A ball of a third color is called the Jack. The one holding it begins
the play by rolling the ball over the lawn. Where it stops is the goal.
The others try to strike the Jack. The one doing this is the winner
of the game. Or put a nine pin, or nine pins, at a distance from the
players, and try to strike as is done in a bowling alley.
CHAPTER XIV
HOLIDAY GAMES AND AMUSEMENTS
NEW YEAR'S--LINCOLN'S DAY--VALENTINE PARTY--EASTER EGG PARTY--HALLOWE'EN
GAMES--FLAG DAY--THANKSGIVING--CHRISTMAS
NEW YEAR'S EVE PARTY
The decorations for the room are holly and mistletoe. The guests are
attired in white to represent snow, or they may appear in fur-trimmed
garments. At midnight all sing "Auld Lang Syne," and shake hands.
Calendars are appropriate souvenirs for the occasion. At midnight all
wish each other "A Happy New Year."
CHILDREN'S NEW YEAR GAMES
Give the children pencils and paper. Let them write out their
resolutions for the New Year. These may be grave or funny as desired.
Give calendars as souvenirs.
LINCOLN'S DAY
Recite poems about Lincoln. Tell stories about him. Explain why "Uncle
Tom's Cabin" is a suitable book to read on this day.
If possible give tableaux suited to the occasion. Those taken from
Uncle Tom's Cabin are eminently suitable.
VALENTINE PARTY
The evening is opened with the playing of a game of hearts. Each lady
receives a red paper heart, and is requested to write her name on the
back of it. The hearts are shuffled and put in a bowl; the men's hearts
are put in another bowl. A lady chooses a heart from the men's bowl,
then a man chooses from the ladies' bowl. The lady is partner for the
evening of the man whose heart she drew and vice versa.
Valentines are given, and are read aloud by the recipient. Comic ones
are admissible if not vulgar. Valentine mottoes also are given.
WASHINGTON'S BIRTHDAY
A Martha Washington party in costume with a supper in Colonial time
style. Dance the Minuet and old-time dances.
FOR APRIL FIRST
This is April Fool's Day. It may be made the occasion of a party. Games
suitable to the occasion are played; among them pinning a tail to the
picture of a tailless donkey fastened on the wall. This may be drawn
by one of the children. Tails are slightly pinned on the children among
themselves. April fool candy is served, and glasses are offered which
appear to have lemonade in them, but which are so made that no liquor
can be drunk from them, etc. The one who is not fooled all evening
receives a prize--the funnier it is the better. It may be a "nigger
doll" or the like. A donkey is given as a booby prize to the one most
often fooled. This fooling can be done in any way which suggests itself.
EASTER EGG PARTIES
Color hard-boiled eggs and hide them. Give your little guests pretty
baskets and let them hunt for the eggs, or give each a large wooden
spoon to spoon them up. If you live in the country roll eggs down hill
at one place as a target at the foot of it.
Draw a bunny holding an egg. Pin it to the wall. The one who,
blindfolded, succeeds in putting a pin in the egg receives eggs as
presents.
FLAG DAY
Display flags liberally. Tell stories about the American Flag. Sing
"America," "Star-Spangled Banner," etc. Salute "Old Glory."
A HALLOWE'EN PARTY
The usual Hallowe'en tricks are tried such as the following: A ring,
a piece of money and a thimble are hidden; the player who finds the
ring will be first married, or these articles may be baked in a cake
which is cut and distributed. The one getting the money will be
prosperous, the getter of the thimble industrious, the getter of the
ring will soon be married.
BOBBING FOR APPLES
Bobbing for apples. All children like this. In a tub of water several
apples float. The children try to capture them with their teeth.
FLOATING NEEDLES
Grease needles and let them float in a bowl of water, upon which tissue
paper is laid. Each child has his, or her, own needle. It is amusing
to watch the action of the needle when the paper sinks--as it does
when it becomes saturated--the needles rush about.
CANDLE AND LOOKING-GLASS
Each person in turn walks downstairs backwards, alone in the dark,
with a looking-glass in one hand and a lighted candle in the other.
The future husband or wife will be seen--? Or, run around the house
three times with your mouth full of water--at midnight.
Melted lead poured into water results in queer figures which sometimes
resemble initials; these are supposed to be those of the future husband
or wife.
The water charm: put three dishes on a table--one empty, one containing
clean water, one soapy water; the blindfolded ones put a finger into
one of the dishes, the position of which are changed after the
blindfolding. If he puts his finger in clear water a happy marriage
will result.
APPLE GAMES
Put a basket on the wall halfway up. The players stand at a distance
and throw apples into the basket. A score is kept, the one putting the
greatest number of apples into the basket receiving the prize.
THANKSGIVING PARTY
This may be held in a barn. The stalls may be draped with bright-colored
goods and decorated with greens, or autumn leaves. Japanese lanterns
are strung about. Chrysanthemums should be the table flowers. Old-time
dances are danced, such as the Virginia Reel, Money Musk, etc. Pumpkin
pies, grapes, nuts and cider are served as a part of the collation.
KRIS KRINGLE PARTY
A Kris Kringle party may be taken in the open--in sleighs. The driver
is dressed as Kris Kringle. After a sleigh ride in large sleighs drawn
by horses decorated to represent reindeer, the party returns to an
elaborate Christmas supper.
Christmas songs should be sung, well-known Christmas carols, as "'Tis
the Eve of Christmas Day," "Merry Bells," "The Christmas Tree," etc.
Shadow pantomimes are a good form of entertainment for Christmas. They
should carry out the idea of the festival. Any of the Merry Games given
in the book may be played. The winter games are especially recommended.
SNOWBALL BATTLE
Throw ball at a target and keep a score, or build a snow fort and make
it the target.
CHRISTMAS GUESSES
Suspend mistletoe from a chandelier. Let the children in turn guess
how many berries are on the suspended bush. The one guessing most
correctly wins a prize.
"The Night Before Christmas" is read. As the names are named the
children arise and turn around, then sit down again. Santa Claus is
mentioned last. When he is spoken of all change seats. The story teller
tries to secure a seat. If she succeeds there is an odd player. He
must tell a funny story.
JACK FROST
Sing and act out the Jack Frost song,--"Jack Frost is a roguish little
fellow," etc., etc. The music and words may be obtained at a music
store.
Jesus Bids Us Shine. Christmas Is Coming. Christmas Greeting.
LEAD TEST
Drop melted lead into cold water. It assumes queer shapes. Hallowe'en
stories are told.
APPLE TESTS
Peel an apple without breaking the peeling. Throw the skin over your
shoulder and see what shape it assumes.
Apples are tied to a string and hung from the chandelier. The boys and
girls try to bite these without touching them with their hands.
A PUMPKIN GAME
A pumpkin is scooped out and a candle is placed inside; the light
shines through the holes in the pumpkin. Pumpkin favors are given.
All dance around the pumpkin and sing "Peter, Peter, Pumpkin Eater,"
etc.
THE CHRISTMAS DINNER
The Christmas dinner is a family reunion, generally; sometimes a friend
is invited. If he be a homeless one so much the better. The turkey,
of course, is part of the dinner, and pumpkin and mince pies and plum
pudding are served, each guest making a choice; rosy-cheeked apples,
grapes, nuts and cider form a last course. The Christmas presents may
be laid at the plates or may be dispensed from the Christmas
tree--preferably the latter.
One of the party impersonates Santa Claus. Yule-tide songs are sung
and old-time Christmas games are played. Stockings hung behind curtains
and in odd places hold candy, nuts, raisins, etc. These may be made
of silk or any pretty material. The guests hunt for these.
SUGGESTIONS FOR GAMES TO BE PLAYED AT CHRISTMAS TIME OR AT THANKSGIVING
Put a very large pumpkin in the center of the room or on a grass plot.
The players stand at a distance. Each one runs and jumps over the
pumpkin, using both feet. In so doing a score is kept. The one jumping
over _with both feet together_ the oftenest wins the pumpkin. Or dance
about the pumpkin; when a small child sitting on it claps or whistles
all stop. She selects a player with whom she changes place. This game
may be played by adults, the player standing near the pumpkin.
CHAPTER XV
OUTDOOR GAMES FOR GIRLS
BASKET BALL--BOX BALL--GUESS BALL--TARGET BALL--STRING BALL
BASKET BALL FOR GIRLS
Basket Ball is a good form of exercise for women.
Draw a circle on the ground six feet in diameter. A line is drawn
across the center. This is the throwing line. A player stands in the
circle and throws the basket ball from her line to other lines, the
ball scoring according to its landing place.
The lines drawn across the throwing space must be parallel with the
throwing line in the circle. For younger girls the lines should be
ten, fourteen or twenty feet, according to the age, from the forward
edge of the circle.
The players of each team throw in rapid succession. Each player has
but one turn, unless the ball strikes some object before touching the
ground, when another trial is allowed. At starting a thrower must stand
in the circle and toe the throwing line, drawn across the center of
the circle. In completing the throw she must not fall or step forward
over the outer line of the circle in front of her. If at any part of
the throw, from start to finish, the thrower be out of the circle it
is considered a foul and does not score, the number of players in the
team being counted as one less when the total or average is figured.
For each throw to the first line or any point between it and the next
line, a team scores one point. For each throw to the second line or
between it and the next line a team scores three points. For each throw
to or beyond the third line, a team scores five points. The team
averaging or adding the largest score wins first place in the game.
There are other forms of basket ball games, where girls throw balls
into baskets fastened at a given height.
BOX BALL
Boxes are placed on the floor or ground in a row. The players in line
stand at a distance from these, each player facing a box. The play is
begun at the right of the line and each tries to toss her ball into
the box. When one succeeds in doing this, all run except the one into
whose box the ball fell. She picks up the ball, and tries to throw it
so as to strike one of the players (of course a soft ball is used).
If she fails a stone is put into her box. The game is continued by the
same player, but she tries to throw her ball into another box. If she
strikes a player with her ball, the one who is struck receives a stone,
and she then starts to throw her ball. The game is continued as above.
When a player has five stones she goes out of the game.
GUESS BALL
Use a soft ball. The players form in line. One stands before them,
with back turned, at a distance of several feet. This player counts
up to a certain number, as the ball passes back and forth along the
line; as a certain number is called, the holder of the ball throws it
so as to strike one of the players. If this player is hit, she turns
suddenly and tries to guess by the attitude of the players which one
threw the ball. If she guesses correctly, she goes to the front. If
the ball misses, the thrower changes places with the one she aimed at.
TARGET BALL
There are so many variations of this game that it is impossible to
describe them all. A target is placed and the balls are thrown at it;
or several targets at different distances may be aimed at by the
players. A score is kept. The one getting the greatest number of points
wins the game. Or sides may be formed.
BOMBARDMENT
This game is played with balls and Indian clubs--half as many as there
are players. Bean bags may be used instead of balls. A score is decided
upon, and an umpire keeps the record. Each player, in throwing, tries
to knock down a club, and this club counts for one or more, up to the
number decided upon by the players.
STRING BALL
The players stand in a circle around the ball, which is hung by a
string--in the open--from the branch of a tree. A player tries to
strike it with her hand. Another tries to catch it before she strikes
it again. If the ball is not caught the player scores one. She plays
until it is caught. Each has a turn.
CHAPTER XVI
PASTIMES FOR CHILDREN
SUN DIAL--MOTHER, MAY I PLAY?--BLIND MAN'S BUFF--TUG OF WAR--VARIOUS
BALL GAMES
SUN DIAL
Draw a large circle; intersect this with lines like the spokes of a
wheel, dividing it into twelve sections, and number them.
Put a blindfolded player in the center for a hub, and turn him about
a number of times, as is done in "Blindman's Buff." He then walks
about. The number of the space he stops upon, after repeating a silly
verse to the end, is put upon his score card. If he goes outside the
circle, even with one foot, he receives no points.
The player who gets the greatest number of points in a given time,
wins the game.
MOTHER, MAY I GO OUT TO PLAY?
The mother stands before her children. One asks: "Mother, may I go out
to play?" "No," says the mother, "it is a very wet day."
"See, mother, the sun shines."
"Well, be off," says the mother; "but make three courtesies before you
go."
The child then does this, the other children doing the same. They all
run off and return.
"Why did you run so far?" says the mother. "Where did you go, and what
have you been doing all this time?"
"Brushing Mary's hair," says the first player.
"What did she give you for so doing?"
"A silver penny."
"Where's my share of it?"
"The cat ran away with it."
"Where's the cat?"
"In the wood."
"Where's the wood?"
"Fire burnt it."
"Where's the fire?"
"Water quenched it."
"Where's the water?"
"Moo cow drank it."
"Where's the moo cow?"
"Sold it for a silver penny."
"What did you do with the money?"
"Bought nuts with it."
"What did you do with them?"
"You can have the nut shells, if you like."
The last words being rude, the mother chases the child or children,
according to the manner in which the game is played. She asks as she
does this, "Where's my money?"
The one addressed answers, "You may have the nut shells."
The mother tries to catch one or more of the children to inflict
punishment. The punishments are usually funny acts of some kind.
GARDEN SCAMP
All but two players form a ring, and clasp hands. The garden is enclosed
by the players. One of the odd players will be the scamp; another
player is the gardener. He moves around outside of the circle, and
says, "Who let you into my garden?" The scamp replies, "No one," and
starts to run. The gardener follows his lead in and out among the
players, who lift their hands to allow this. If the scamp be caught
he becomes the gardener.
The scamp can lead the gardener a lively chase, for he can play leap
frog, or turn somersaults, if he so desires. The gardener must imitate
him.
DO THIS, DO THAT
The players face each other in two lines, the leader being in the
center. When he says, "Do this," they obey, and when he quickly follows
his first order by saying, "Do that," the "that" being another act,
they must again obey at once. If any one is slow, he must exchange
places with the leader. The fun of the game depends upon the antics
of the one in the ring.
WEATHER COCK
This is an instructive game, as it teaches children direction. Each
child represents a point of the compass--north, south, east, west.
When a leader calls: "Which way does the wind blow?" a child of whom
this is asked, points either to the north, south, east or west,
according to the name given him.
THE FLOWERS AND THE WIND
Two parties play this game. They stand at a distance apart. The players
represent flowers. The first one in the line walks to the opposite
line, and asks of the first one: "What flower am I?" Saying this, the
flower is ready to run for the wind. An odd player stands ready to
give chase, if the guesser does not guess correctly. The wind, of
course, is told the names of the different flowers. Each player has
a turn.
BLIND MAN'S BUFF
One player is blindfolded, and turned about three times, in the center
of the room. He tries to catch one of the other players. If he succeeds,
he takes off the handkerchief and puts it upon the one touched.
In one form of "Blind Man's Buff," the blindfolded one must guess the
name of the one he catches before he can remove the handkerchief.
FRENCH BLIND MAN'S BUFF
In this game the players are numbered, and one is blindfolded. Two
numbers are called out. The ones so numbered run, and the blindfolded
one tries to catch one of them, or they may run one at a time. If the
one in the center catches another, he takes that one's place.
BLIND MAN'S BUFF WITH A WAND
The players dance around the blindfolded one until he touches a player
with his wand. When he does this, all stand still. The one in the
center may ask three questions of the one touched. He, replying,
disguises his voice. If the blindfolded one succeeds in guessing whom
he questioned, he exchanges places with him.
HIDE-AND-SEEK GAMES
A player hides, the others seek him. Or any object may be hidden in
an out-of-the-way place, and this is to be found by a player. When
he succeeds in doing this, the handkerchief is taken from his eyes (if
one is used). Each child has a turn in finding the article, the place
of hiding being changed each time for the new finder.
FOLLOW OUR LEADER
The leader walks before a line of players and performs ridiculous acts
which all must imitate. If any player fails to do this, he or she is
out of the game. The leader may make the players perform feats like
jumping over high places, turning somersaults, climbing, etc., if the
players are boys. If among the players there are girls, the feats, of
necessity, must not be too hard.
FEATS AND FORFEITS
The children are required to perform certain acts or pay a forfeit.
These acts are decided upon by a committee before the guests, or
players, assemble. A few feats may be suggested, such as the rabbit
hop, leap frog, picking up a stick with the teeth while in a kneeling
position, etc., or the player may be required to repeat "Peter Piper,"
or any ridiculous verses quickly. If he does not succeed in doing what
is required of him, he must--if he is a boy--turn a somersault. If the
player is a girl, she pays a forfeit or stands with her face to a
corner.
DUMB MOTIONS
The players form two sides; those on one side are "masters," the others
"men." Trades are represented, and the men aim to keep working so that
the masters will not take their places. The tradesmen go through the
motions of their trade. The master must guess the trade. When he does,
he exchanges place with the one whose trade he guessed.
WAND TUG OF WAR
Wooden gymnastic wands are used, half as many as there are players.
Draw a line across the room or grass; divide the players into two
divisions, one on each side of the line, each player facing his
opponent. These grasp each other's wand, and at a signal begin to tug,
but they must not put foot into the opponent's territory. If they do
the struggle ceases. The side wins which secures the greatest number
of wands.
CATCH AND PULL TUG OF WAR
In the "Catch and Pull Tug of War," a ring is formed by joining hands
and standing in a circle, and all tug to break the ring.
NINE PINS
A player takes his stand in the center of the room. The others stand
in couples a few feet apart. They march around the girl or boy in the
center. When the music stops suddenly, one player of each pair goes
to the one in front of him. While they do this, the one in the center
tries to secure a place.
PRELIMINARY BALL
The players stand in two lines. The players of one line, at a signal,
throw the balls to those opposite them. They then turn and throw against
the wall, if the game is played indoors.
BALL DULL
The object of this game is to train the perceptions, the muscular
sense, and the muscles themselves. The weight of the ball is suited
to the players. The two-pound weights are used for girls.
The couples are far enough apart to allow space for full play. One of
each couple has a ball for himself and his partner. The throwing of
the balls to one of the opposite side is simultaneous, when a leader
gives the command.
TIME BALL
In this game the children are seated. A line is drawn near the wall,
and two lines are drawn to form an aisle. Then the children decide
upon the manner of throwing the ball. This may be done with either
hand. The leader stands opposite his aisle on the line. At a signal
the first player in each row runs to the mark in his aisle. When he
has reached it, the leader, in the way previously agreed upon, throws
him the ball, which he catches and returns. He runs back to his seat.
This is repeated by each player. Then the leader, seating himself,
places the ball before him on the floor, or if in the open, on the
ground. All assume position. The first row doing this at a signal,
scores a point. This is repeated fifteen times. The row which assumes
position promptly the greatest number of times win the game.
RAILROAD TRAIN
The players are named for an object on a train, as smoke-stack, boiler,
baggage car, wheels, conductor, etc. One player is the train master.
He says: "We must hurry up and make up a train to go to New York City
at once. It is a special. We will take engine Number 21, some coal and
wood; the bell must be in good order, and the carpet must be swept;
the cushions dusted; the beds in the sleeper must be made up, etc."
When these objects are named, the players run up to the starter when
their names are given, each one putting his hands on the shoulder of
the one before him, the first one having put his hands upon the starter
in the same way. When all are in line, the train starts, after the
signal, which is a bell. The starter may imitate the noises a locomotive
makes as it starts out on its journey. He leads up hill and down dale,
and the line must remain unbroken. The one who breaks the line pays
a forfeit or is out of the game. The line being mended, continues its
journey.
MERRY-GO-ROUND
Stools are placed close together to form a circle, and all the players
seat themselves, facing inwards, except one player, who stands in the
center. He tries to secure the seat that has been left vacant. This
is difficult, because the players on the stools keep moving to the
right from one stool to the next, so that the location of the vacant
seat varies. When the player in the center secures a seat, the one at
his left goes into the center. If more than thirty are playing, it is
better to have two vacant stools and two players in the center.
PEBBLE CHASE
The leader holds a pebble between the palms of his hands. The others
are grouped about him, each with hands extended, palm to palm. The
leader then passes his hands between those of the players. No one can
tell where he leaves the pebble, until some one guesses where it is.
Each player has a turn. The one receiving the pebble is chased by the
others. If he succeeds in getting to the leader and giving the pebble
to him before he is caught, he can return to his place; otherwise he
changes place with the leader.
HOW MANY MILES TO BABYLON?
The players, being divided into two lines, stand facing each other,
with a distance of about twelve feet between them. The lines pair off,
and take hold of hands all along the line.
A dialogue takes place between the lines, the players in a line speaking
in unison. As this is done, they swing their arms and rock backward
and forward from one foot to another, keeping time to the rhythm of
the words, as follows:
"How many miles to Babylon?"
"Three score and ten."
"Will we be there by candle light?"
"Yes, and back again."
"Open your gates and let us through."
"Not without a beck (courtesy) and a boo (bow)."
"Here's a beck and here's a boo, Here's a side and here's a sou; Open
your gates and let us through."
All the players in the first line say: "Here's a beck and here's a
boo," as they suit the action to the word. As they do so, they also
drop hands and each makes a courtesy, with hands at the hips for the
"beck," and straighten up and make a deep bow forward for the "boo";
assuming an upright attitude, then, and bending the head sideways to
the right for "Here's a side," and to the left for "Here's a sou."
The partners clasp hands, and all run forward ten steps, keeping time
with the rhythm of the words. Then all pass under the upraised hands,
which represent the city gates. This is done in four running steps,
making twelve steps in all. The couples who made the gate then turn
around in four running steps, until they face the first line, when
they repeat the dialogue as given above, etc.
PUSS IN THE CORNER
Corners are selected by some of the players; the others remain in the
center of the room. The puss in a corner calls to the other puss in
a corner, "Puss, puss," and they try to get to each other's corner
before these can be taken by the others.
When this is played outdoors, trees or the corners in a fence may be
utilized as were the corners of a room.
CHAPTER XVII
INDOOR GAMES FOR YOUNG CHILDREN.
PATCH WORK--PEANUT GAME--SOAP BUBBLES--CANDY PULLS--COOK AND PEAS--MAGIC
MUSIC--ZOOLOGY
PATCHWORK
The hostess cuts pictures into four parts and mixes them in a box, or
loosely places them in the center of a table. Then each guest takes
four and puts them together as a picture. The effect is very funny at
times. Some of the children's picture blocks may be used for this game,
using four sets at a time.
QUOTATIONS
The girl or boy host gives each guest, on a slip of paper, the beginning
of a quotation. All go about the room looking for the end of the
quotations, which are hidden in different places in the room; or, if
older children are playing this game, pencils and paper are given them,
and they write the full quotation.
TABLE GAME
A penny party furnishes amusement for an evening. With the invitations
is sent a request for each guest to bring a penny, not for an admission
fee, but for use. For each guest there are provided two cards and a
pencil; one card is blank; the other has a list of the things to be
found on a penny. The list is numbered, and each person is expected
to name as many as he can, prizes being awarded for the best and poorest
list.
Find--
1. Top of hill.
2. Place of worship.
3. An animal.
4. A fruit.
5. A common fruit.
6. Links between absent friends.
7. Union of youth and old age.
8. A vegetable.
9. Flowers.
10. What we fight for.
11. Metal.
12. A messenger.
13. A weapon of defense.
14. A weapon of warfare.
15. A body of water.
16. A beverage.
17. What young ladies want.
18. The most popular State.
19, What men work for.
20. Sign of royalty.
21. A jolly dog.
The answers are:
1. Brow.
2. Temple.
3. Hare (hair).
4. Date.
5. Apple.
6. Letters.
7. 1894 (The date of the penny).
8. Ear.
9. Tulips (two lips).
10. Liberty.
11. Copper.
12. One cent (sent).
13. Shield.
14. Arrow.
15. Sea (c).
16. Tea (t).
17. Beau (bow).
18. United States (matrimony).
19. Money.
20. Crown.
21. A merry cur (America).
Usually a half hour is allowed for filling out the blank cards, and
after that some time for correcting the lists and awarding prizes.
A DOLL SHOW
This is a form of entertainment always liked by the younger children.
It can be made amusing, as well as instructive, by having those
representing the show to take the part of dolls of the different
nations. When the invitations are sent out, it should be specified
what part each little guest will take. Some of the guests may be the
audience if they prefer, or adults may be the on-lookers. Each little
guest receives a doll as a souvenir.
Another form of doll party is where the children bring dolls dressed
by themselves. The doll whose gown is most neatly made receives a
prize.
There may also be dolls made of beets, carrots, potatoes, tomatoes,
etc., by using sticks, cloves, etc., with the vegetables named. The
results are very funny. These are put on exhibition on the table and
an umpire decides for which prizes are to be given.
PEANUT GAME
The little hostess or host selects two leaders. These choose sides.
Two large rugs are placed near together on the floor. A bowl of peanuts
is placed in the center of each. The little players which can soonest
dispose of their peanuts two inches apart on their rug, are the winners.
The hostess gives the signal at the beginning and end of the contest.
The sides may work simultaneously or singly, according as the game is
played, individually or by sides as a whole. The peanuts are eaten at
the end of the game, and a prize of a box of candy is given the winning
side or child. This is passed about to the guests.
PEANUT HUNT
Some peanuts must be secretly hidden in out-of-the-way places--in
bric-a-brac, etc. Give a pretty bag or box to be used as a receptacle
for the peanuts, and then the hunt begins. The one getting the most
peanuts, receives a prize. He may eat all the peanuts he finds, after
the contest is decided, but a lesson in unselfishness is here possible.
The hostess may suggest sharing the peanuts with one who _tried hard_
to find many nuts, but did not succeed; or, if there be a lame child,
or one deformed, he or she should receive some of the nuts of the
winners, and of those the others find.
A PEANUT PARTY
The invitations have peanuts painted on them, so have little menu
cards, which are placed at each plate at the table. These designs are
often funny, and even grotesque, as they represent brownies, etc.
Peanuts are strung as necklaces, bracelets, etc. Some of the sandwiches
are made of mashed peanuts--called peanut butter--and they are
delicious. Peanut candy is served, and at the end peanuts are jabbed
for with hat pins. For this all gather at different little tables, or
turns are taken at one table, the peanuts being piled up in the center.
A box of candy is given the winner. This he or she, of course, passes
among the guests.
A CHILDREN'S FAIR
This may be made not only enjoyable, but charitable as well. Tables
holding fancy work--preferably the work of the children--candies
(home-made), groceries, aprons, pen-wipers, iron-holders, hand-painted
cards, capes, etc., etc., may be sold. Rebecca sits at the Well--a
well of lemonade. A grab-bag, an orange tree, with saleable parcels
on it. A post-office, where letters are sold, and finally a refreshment
table or tables, the little girls and boys serving as waiters, in
costumes.
SOAP BUBBLES
Making bubbles requires no great effort of the mind or body. Clay pipes
for the players are furnished by the hostess. Bowls are filled with
water which is quite soapy. The pipes show the colors of the side or
sides, being tied with ribbons of different colors. The game contest
may be decided in two ways. Either the one who makes the largest bubble
is winner, or the one making the most bubbles in a given time. The
sides or individuals may play in turn.
A POP-CORN PARTY
A pop-corn party, of necessity, like a candy pull, must be held in the
kitchen. This can be decorated for the occasion. Each little guest
brings an apron to be donned before the "popping" begins.
First, shell the corn. Second, take a dipper full of corn and "pop"
it. This popping is done in a pan over a clear fire.
Third, divide into parts, when done.
Fourth, sprinkle some with cochineal, if pink corn is desired.
Fifth, string the pop-corn on threads. A needle is used to do this.
Necklaces, bracelets, and boys' chains may be so made.
Each child receives a handsome cornucopia or box as a receptacle for
his popcorn.
CANDY PULL
Candy ready to pull may be bought at a candy store, or molasses may
be boiled at home until it is ready to pull, when the hands are greased
and the pulling begins. As suggested for a pop-corn party, the kitchen
or dining-room is the best place in which to give a party of this kind.
It may be decorated to look well, and the children doubtless would
enjoy their play here more than in the parlor.
A BABY SHOW
This may be of dolls or real babies. You can borrow the babies for the
occasion. A committee decides which is the handsomest baby, which the
best-natured, etc. Rattiers, toys, etc., are given the babies, or you
can have your parents and other lady friends take the part of babies.
Put a bib on them when they go to supper.
MISS CHILDREN
The little players sit or stand round the room in a circle. The leader
assigns to each some musical instrument, as harp, flute, violincello,
trombone, etc., and also selects one for himself. Some well-known tune
is then given out, say "Yankee Doodle," and the players all begin to
play accordingly, each doing his best to imitate, both in sound and
action, the instrument which has been assigned to him, the effect being
generally extremely harmonious. The leader commences with his own
instrument, but without any warning suddenly ceases, and begins instead
to perform on the instrument assigned to one of the players. Such
player is bound to notice the change, and forthwith to take the
instrument just abandoned by the leader, incurring a forfeit if he
fails to do so.
THE COOK WHO DOESN'T LIKE PEAS
The fun of this game depends on a fair proportion of the players not
being acquainted with it. The leader begins, addressing the first
player, "I have a cook who doesn't like peas (p's); what will you give
her for dinner?" The person addressed, if acquainted with the secret,
avoids the letter p in his answer, and, for example, says, "I will
give her some walnuts." The question is then asked of the second person,
who, if unacquainted with the trick, is likely enough to offer some
delicacy which contains the letter p; e.g., potatoes, asparagus, pork,
apple-pie, pickled cabbage, peanuts, etc., etc. When this occurs, the
offender is called upon to pay a forfeit, but the precise nature of
his offense is not explained to him. He is simply told, in answer to
his expostulations, that "the cook doesn't like p's." When a sufficient
number of forfeits has been extracted, the secret is revealed, and
those who have not already guessed it, are teased by being told (over
and over again) that the cook did not like p's, and if they would
persist in giving them to her, they must, of course, take the
consequences.
MAGIC MUSIC--ANY NUMBER OF PLAYERS
One player is sent from the room. The others decide upon something for
him to do, but he is not told what it is, though he is helped by a
noise of some kind on metal, or on a musical instrument. When he is
near an object with which he is to perform some feat, the noise is
loud. If he touches the wrong object, the music is soft. Any one of
the musical instruments commonly used by children may be employed in
this game.
ZOOLOGY--ANY NUMBER OF PLAYERS
The leader says: "Of what animal am I thinking?" He tells that the
animal has a certain number of legs, and gives other points of a like
nature. From this description the guessing is done. When a player
guesses the animal correctly, he scores a point. Each player has a
turn. The game is played until it loses its interest.
CHAPTER XVIII
OUT-DOOR GAMES FOR YOUNG CHILDREN
BEAN BAG GAMES--SKIPPING THE ROPE--VARIOUS TAG GAMES--CROSSING THE
BROOK
TARGET BEAN BAG
The bags are thrown at targets. A score is made out. A prize is given
the one getting the best score.
Throwing the bean bag over the head is another form of Bean Bag Game.
It must be caught by one standing back of the tosser. The one who
catches it becomes the tosser.
BOX BEAN BAG
This game consists of tosses of the bean bag into boxes. The player
stands at a distance. The one being successful in his throws the most
times is the winner.
BEAN BAG GAMES
An equal number of players out of doors. Two parties are formed, divided
by eight or ten feet of space. The umpire gives a signal, and a player
in one line runs to the other side--half way, and tosses his bag to
the one at the end of the line; he then takes his place next to this
one, and the line moves down.
This is continued, opposite sides taking turns. Then the game is
reversed, until the player who first played is in his original place.
BEAN BAG RACE
A bean bag is placed on the ground and another at some distance from
it. Two players, at a given signal, run to these bags. The one who can
catch the bag and get to the staff placed near the umpire is the winner.
Sides may be scored instead of the individual players.
BEAN BAG AT THE SEASHORE
At the seashore stones or blocks of wood may be substituted for the
bags. A ring is drawn on the ground and the players take sides. The
leader of each side toes a starting line across the ground at a distance
from the circle. Bean bags or stones are thrown into the center of
this, each one having a turn.
The side getting the biggest score is the winning one.
SKIPPING THE ROPE
Skipping the rope is an admirable exercise for girls and boys. There
should be a spring in doing this. When a jumper comes down on his
heels, instead of jumping from his toes, he is apt to make the skipping
injurious by jarring his back. The players jump in turn over a long
rope turned by two of the players. Each has a turn. A score is kept
of the number of times a player can do this. Sides may be formed, or
the jumpers may see how many times they can jump over the rope in
succession.
HOME TAG--ANY NUMBER OF PLAYERS
The chaser tries to tag the runners before they can "get home," or to
a given place. If he succeeds, the one tagged is "It."
SECRET TAG
Is played by not telling who is "It." He chases the other players and
tries to tag one of them. If he succeeds, the one who was tagged becomes
"It."
JAPANESE TAG
In this game the one tagged must place his hand on the spot of his
body where the tagger tagged him; doing this, he must chase the other
players until he tags one of them.
CROSSING THE BROOK
This is a favorite game with little children.
A place is marked off and named "The Brook"--we will say it is three
feet wide.
The players run and try to jump the brook. When all have jumped over,
they stand and jump backwards. The one who jumps into the brook instead
of across it is out of the game.
CHAPTER XIX
SINGING GAMES FOR CHILDREN
MOON AND STARS--BOLOGNA MAN--ORCHESTRA--JACK BE NIMBLE--OATS, PEAS, BEANS--
FARMER IN THE DELL--LONDON BRIDGE, ETC.
ORCHESTRA
This is a very noisy game. The conductor names his players for
instruments, and tells them in pantomime how to play. He then orders
them to tune up. They do so, producing a terrible discord. Then the
baton is waved by the conductor, and the musicians imitate the sounds
of their instruments, while also imitating the movements assigned them
by the conductor. The result is very funny.
CHARLEY OVER THE WATER
A player becomes "Charlie." He stands in the center; the others form
a circle about him, and dance, repeating the rhyme:
"Charlie over the water,
Charlie over the sea,
Charlie caught a black-bird,
He can't catch me."
When the verse is ended, all the players try to stop before Charlie
can tag them. If they succeed in doing this, Charlie remains in the
ring and the verse is repeated, etc. The tagged one takes his place
and he enters the ring.
JACK BE NIMBLE
"Jack, be nimble,
Jack, be quick,
Jack jumped over the candlestick."
A candlestick is placed on the floor. The players in turn jump over
it, using both feet in so doing. Any other object may be substituted
for the candlestick. One of the players sings the verse and when the
last line is reached the jump is made.
MARY'S LITTLE LAMB
This is a great favorite with the young folks. When everything else
has become tiresome, some one starts the first line of the verse:
Mary had a little lamb,
Fleece as white as snow, etc.
All sing, and on the second verse being reached the last syllable of
the first line is dropped, then the next to the last, the third, the
fourth, and so on, until the line is totally omitted. The aim of the
singers is to keep exact time, counting a beat for each omitted
syllable, and any one whose voice breaks in when all should be silent,
pays a forfeit. The same can be done with "John Brown's Body," repeating
the first verse and omitting syllable after syllable at the end of the
first line until there is nothing left to sing but the chorus.
THE SNAIL
Holding hands, the children form a line, singing the following words;
they wind up in a spiral, following the first child, who is the largest
one, and represents the snail's head. The others huddle together to
form the shell into which the snail creeps. The motion is slow, for
the saying "creeps like a snail," is proverbial.
Hand in hand you see us well,
Creep like a snail into his shell,
Ever nearer, ever nearer,
Ever closer, ever closer.
Very snug indeed you dwell,
Snail, within your tiny shell.
Hand in hand you see us well,
Creep like a snail out of his shell,
Ever farther, ever farther,
Ever wider, ever wider,
Who'd have thought this tiny shell,
Could have held the snail so well?
With the last verse the creeping out of the shell is accomplished.
OATS, PEAS, BEANS
A circle is formed. One player stands in the center. After singing the
first four lines, all drop their hands. After this they imitate the
motions suggested by the song. At the end of the verse they turn around
several times, and then, joining hands, sing the chorus, standing
still, for the last two lines. Then the one in the center chooses "one
in," and returns herself to the circle. The game goes on as before.
Oats, peas, beans and barley grows,
Oats, peas, beans and barley grows,
Nor you nor I nor nobody knows,
How oats, peas, beans and barley grows,
Thus the farmer sows his seed, Thus he stands and takes his ease,
Stamps his foot and clasps his hands, And turn around to view his
lands.
A-waiting for a partner, A-waiting for a partner, So open the ring and
choose one in, Make haste and choose your partner.
Now you're married you must obey.
You must be true to all you say.
You must be kind, you must be good,
And keep your wife in kindling wood.
MULBERRY BUSH
The players stand in a circle clasping hands, and circle round, singing
the first verse. In the second and alternate verses, the action
indicated by the lines is given in pantomime. In all verses the players
spin around rapidly, each in her own place, on the repetition of the
refrain, "So early in the morning."
Here we go round the mulberry bush,
The mulberry bush, the mulberry bush,
Here we go round the mulberry bush,
So early in the morning!
This is the way we wash our clothes,
We wash our clothes, we wash our clothes,
This is the way we wash our clothes,
So early Monday morning.
This is the way we iron our clothes,
We iron our clothes, we iron our clothes,
This is the way we iron our clothes,
So early Tuesday morning.
This is the way we scrub the floor,
We scrub the floor, we scrub the floor,
This is the way we scrub the floor,
So early Wednesday morning.
This is the way we mend our clothes,
We mend our clothes, we mend our clothes,
This is the way we mend our clothes,
So early Thursday morning.
This is the way we sweep the house,
We sweep the house, we sweep the house,
This is the way we sweep the house,
So early Friday morning.
Thus we play when our work is done,
Our work is done, our work is done,
Thus we play when our work is done,
So early Saturday morning.
ITISKIT, ITASKET
All the players but one stand in a circle with clasped hands; the odd
player, carrying a handkerchief, runs around on the outside of the
circle, singing:
Itiskit, itasket,
A green and yellow basket;
I wrote a letter to my love
And on the way I dropped it.
Some one of you has picked it up
And put it in your pocket;
It isn't you--it isn't you--
The last phrase is repeated until the player reaches one behind whom
he wishes to drop the handkerchief, when he says, "It is you," and
immediately starts on a quick run around the circle. The one behind
whom the handkerchief was dropped picks it up and at once starts around
the circle in the opposite direction, the object being to see which
of the two shall first reach the vacant place. The one who is left out
takes the handkerchief for the next round.
Should a circle player fail to discover that the handkerchief has been
dropped behind him until the one who has dropped it has walked or run
entirely around the circle, he must yield his place in the circle to
the handkerchief man, changing places with him.
FARMER IN THE DELL
The players stand in a circle. One of their number is in the center.
He is the farmer in the dell. At the singing of the second verse, where
the farmer takes a wife, the center player beckons to another, who
goes in and stands by her. The circle keeps moving while each verse
is sung, and each time the player last called in beckons to another;
that is, the wife beckons one into the circle as the child, the child
beckons one for the nurse, etc., until six are standing in the circle.
When the lines, "The rat takes the cheese," are sung, the players
inside the circle and those forming it jump up and down and clap their
hands in a grand confusion, and the game breaks up.
The farmer in the dell,
The farmer in the dell,
Heigh-o! the cherry-oh!
The farmer in the dell.
The farmer takes a wife,
The farmer takes a wife,
Heigh-o! the cherry-oh!
The farmer takes a wife.
The wife takes a child,
The wife takes a child,
Heigh-o! the cherry-oh!
The wife takes a child.
The child takes a nurse, etc.
The nurse takes a cat, etc.
The cat takes a rat, etc.
The rat takes the cheese, etc.
The succeeding verses vary only in the choice in each, and follow in
this order.
THE KING OF FRANCE
The King of France with forty thousand men
Marched up the hill and then marched down again.
The players stand in two rows or groups facing each other. Each group
has a leader, who stands in the center and represents a king leading
his army.
The game or play is a simple one of imitation, in which the players
perform in unison some action first indicated by one of the leaders.
The leaders of the two groups take turns in singing the verse, at the
same time marching forward during the first line of the verse, and
back again to their places during the second line, illustrating the
action that is then to be taken by all. The verse is then sung by both
groups while advancing toward each other and retreating, performing
the movements indicated by the leaders. The movements illustrated by
the leaders may be anything suitable to an army of men, the words
describing the movement being substituted for the line, "marched up
the hill," thus:
The King of France with forty thousand men Waved his flag and then
marched down again.
The following variations are suggested, each of which indicates the
movements to go with it:
Gave a salute, etc.
Beat his drum, etc.
Blew his horn, etc.
Drew his sword, etc.
Aimed his gun, etc.
Fired his gun, etc.
Shouldered arms, etc.
Pranced on his horse, etc.
It is scarcely necessary to say that a real flag and drum add much to
the martial spirit of the game, and if each soldier can have a stick
or wand over his shoulder for a gun, the esprit de corps will be
proportionately enhanced.
LONDON BRIDGE
London bridge is falling down,
Falling down, falling down.
London bridge is falling down,
My fair lady!
Build it up with iron bars,
Iron bars, iron bars,
Build it up with iron bars,
My fair lady!
Iron bars will bend and break,
Bend and break, bend and break,
Iron bars will bend and break,
My fair lady!
Build it up with gold and silver, etc.
Gold and silver will be stolen away, etc.
Get a man to watch all night, etc.
Suppose the man should fall asleep? etc.
Put a pipe into his mouth, etc.
Suppose the pipe should fall and break, etc.
Get a dog to bark all night, etc.
Suppose the dog should meet a bone? etc.
Get a cock to crow all night, etc.
Here's a prisoner I have got, etc.
What's the prisoner done to you? etc.
Stole my hat and lost my keys, etc.
A hundred pounds will set him free, etc.
A hundred pounds he has not got, etc.
Off to prison he must go, etc.
Two of the tallest players represent a bridge by facing each other,
clasping hands, and holding them high for the others to pass under.
The other players, in a long line, each holding the other by the hand
or dress, pass under the arch while the verses are sung alternately
by the players representing the bridge and those passing under, those
forming the arch singing the first and alternate verses and the last
"Off to prison." As the words
"Here's a prisoner I have got,"
are sung, the players representing the bridge drop their arms around
the one who happens to be passing under at the time. The succeeding
verses are then sung to "Off to prison he must go." During this last
one the prisoner is led off to one side to a place supposed to be a
prison, and is there asked in a whisper or low voice to choose between
two valuable objects, represented by the two bridge players, who have
previously agreed which each shall represent, such as a "diamond
necklace" or a "gold piano." The prisoner belongs to the side which
he thus chooses. When all have been caught the prisoners line up behind
their respective leaders (who have up to this time been the holders
of the bridge), clasp each other around the waist, and a tug of war
takes place, the side winning which succeeds in pulling its opponent
across a given line.
Where a large number of players are taking part, say over ten, the
action may be made much more rapid and interesting by forming several
spans or arches to the bridge instead of only one, and by having the
players run instead of walk under. There is thus much more activity
for each player, and the prisoners are all caught much sooner.
SINGING GAMES FOR SMALL CHILDREN
MOON AND MORNING STARS
This is a Spanish game. A player represents the moon; the rest are
stars. The moon is placed in the shadow of a tree or house.
The morning stars dance about a child, standing on a chair with extended
arms, to represent the sun just risen. The stars dance around the sun,
occasionally going quite near the moon; while doing this, they sing
O moon and morning stars,
O the moon and morning stars
Who dares to tread--oh,
Within the shadow?
The moon tries to catch a star, and the one caught becomes the moon.
WEE BOLOGNA MAN
Two to forty players. The leader recites:
I'm a wee Bologna Man;
Always do the best you can
To follow the wee Bologna Man.
While doing this he imitates an instrument of an orchestra. The others
imitate him.
This game may be varied, the Bologna man imitating animals or birds,
or making any sound he wishes to make, or he can hop and croak like
a frog, or imitate the motions and noise of an angry cat, or the like.
DRAW A BUCKET OF WATER
This game is played in groups of four. Two players face each other,
clasping hands at full arms' length. The other two face each other in
the same way, with their arms crossing those of the first couple at
right angles. Bracing the feet, the couples sway backward and forward,
singing the following rhyme:
Draw a bucket of water,
For my lady's daughter.
One in a rush,
Two in a rush,
Please, little girl, bob under the bush.
When the last line is sung the players all raise their arms without
unclasping the hands, and place them around their companions, who stoop
to step inside. They will then be standing in a circle with arms around
each other's waists. The game finishes by dancing in this position
around the ring, repeating the verse once more.
CHAPTER XX GAMES OF ARITHMETIC
THOUGHT NUMBERS--MYSTICAL NINE--MAGIC HUNDRED--KING AND COUNSELLOR--
HORSE-SHOE NAILS--DINNER PARTY PUZZLE--BASKETS AND STONES, ETC.
HOW TO TELL ANY NUMBER THOUGHT OF
Ask any person to think of a number, say a certain number of dollars;
tell him to borrow that sum of some one in the company, and add the
number borrowed to the amount thought of. It will here be proper to
name the person who lends him the money, and to beg the one who makes
the calculation to do it with great care, as he may readily fall into
an error, especially the first time. Then say to the person: "I do not
lend you, but give you $10; add them to the former sum." Continue in
this manner: "Give the half to the poor, and retain in your memory the
other half." Then add: "Return to the gentleman, or lady, what you
borrowed, and remember that the sum lent you was exactly equal to the
number thought of." Ask the person if he knows exactly what remains;
he will answer "Yes". You must then say: "And I know also the number
that remains; it is equal to what I am going to conceal in my hand."
Put into one of your hands 5 pieces of money, and desire the person
to tell how many you have got. He will answer 5; upon which open your
hand and show him the 5 pieces. You may then say: "I well knew that
your result was 5; but if you had thought of a very large number, for
example, two or three millions, the result would have been much greater,
but my hand would not have held a number of pieces equal to the
remainder." The person then supposing that the result of the calculation
must be different, according to the difference of the number thought
of, will imagine that it is necessary to know the last number in order
to guess the result; but this idea is false, for, in the case which
we have here supposed, whatever be the number thought of, the remainder
must always be 5. The reason of this is as follows: The sum, the half
of which is given to the poor, is nothing else than twice the number
thought of, plus 10; and when the poor have received their part, there
remains only the number thought of plus 5; but the number thought of
is cut off when the sum borrowed is returned, and consequently there
remains only 5. The result may be easily known, since it will be the
half of the number given in the third part of the operation; for
example, whatever be the number thought of, the remainder will be 36
or 25, according as 72 or 50 have been given. If this trick be performed
several times successively, the number given in the third part of the
operation must be always different; for if the result were several
times the same, the deception might be discovered. When the five first
parts of the calculation for obtaining a result are finished, it will
be best not to name it at first, but to continue the operation, to
render it more complex, by saying for example: "Double the remainder,
deduct two, add three, take the fourth part," etc.; and the different
steps of the calculation may be kept in mind, in order to know how
much the first result has been increased or diminished. This irregular
process never fails to confound those who attempt to follow it.
ANOTHER WAY
Tell the person to take 1 from the number thought of, and then double
the remainder; desire him to take 1 from this double, and to add to
it the number thought of, in the last place, ask him the number arising
from this addition, and, if you add 3 to it, the third of the sum will
be the number thought of. The application of this rule is so easy that
it is needless to illustrate it by an example.
A THIRD WAY
Ask the person to add 1 to the triple of the number thought of, and
to multiply the sum by three; then bid him add to this product the
number thought of, and the result will be a sum from which if 3 be
subtracted, the remainder will be ten times the number required; and
if the cipher on the right be cut off from the remainder, the other
figure will indicate the number sought.
Example--Let the number thought of be 6, the triple of which is 18;
and if 1 be added, it makes 19; the triple of this last number is 57,
and if 6 be added it makes 63, from which if 3 be subtracted, the
remainder will be 60; now, if the cipher on the right be cut off, the
remaining figure, 6, will be the number required.
A FOURTH WAY
Tell the person to multiply the number thought of by itself; then
desire him to add 1 to the number thought of, and to multiply it also
by itself; in the last place, ask him to tell the difference of these
two products, which will certainly be an odd number, and the least
half of it will be the number required.
Let the number thought of, for example, be 10; which, multiplied by
itself, gives 100; in the next place, 10 increased by 1 is 11; which,
multiplied by itself makes 121; and the difference of these two squares
is 21, the least half of which, being 10, is the number thought of.
HOW TO TELL NUMBERS THOUGHT OF
If one or more numbers thought of be greater than 9, we must distinguish
two cases; that in which the number or the numbers thought of is odd,
and that in which it is even. In the first case, ask the sum of the
first and second; of the second and third; the third and fourth; and
so on to the last; and then the sum of the first and the last. Having
written down all these sums in order, add together all those, the
places of which are odd, as the first, the third, the fifth, etc.;
make another sum of all those, the places of which are even, as the
second, the fourth, the sixth, etc.; subtract this sum from the former,
and the remainder will be the double of the first number. Let us
suppose, for example, that the five following numbers are thought of:
3, 7, 13, 17, 20, which, when added two and two as above, give 10, 20,
30, 37, 23; the sum of the first, third, and fifth is 63, and that of
the second and fourth is 57; if 57 be subtracted from 63, the remainder
6, will be the double of the first number, 3. Now, if 3 be taken from
10, the first of the sums, the remainder 7, will be the second number;
and by proceeding in this manner, we may find all the rest.
In the second case, that is to say, if the number or the numbers thought
of be even, you must ask and write down as above, the sum of the first
and second; that of the second and third; and so on, as before; but
instead of the sum of the first and the last, you must take that of
the second and last; then add together those which stand in the even
places, and form them into a new sum apart; add also those in the odd
places, the first excepted, and subtract this sum from the former, the
remainder will be double of the second number; and if the second number,
thus found, be subtracted from the sum of the first and second, you
will have the first number; if it be taken from that of the second and
third, it will give the third; and so of the rest. Let the numbers
thought of be, for example, 3, 7, 13, 17; the sums formed as above are
10, 20, 30, 24; the sum of the second and fourth is 44, from which if
30, the third, be subtracted, the remainder will be 14, the double of
7, the second number. The first therefore is 3, third 13, and the
fourth 17.
When each of the numbers thought of does not exceed 9, they may be
easily found in the following manner:
Having made the person add 1 to the double of the first number thought
of, desire him to multiply the whole by 5, and to add to the product
the second number. If there be a third, make him double this first
sum, and add 1 to it, after which, desire him to multiply the new sum
by 5, and to add to it the third number. If there be a fourth, proceed
in the same manner, desiring him to double the preceding sum; to add
to it 1; to multiply by 5; to add the fourth number; and so on.
Then ask the number arising from the addition of the last number thought
of, and if there were two numbers, subtract 5 from it; if there were
three, 55; if there were four, 555; and so on; for the remainder will
be composed of figures, of which the first on the left will be the
first number thought of, the next second, and so on.
Suppose the numbers thought of be 3, 4, 6; by adding 1 to 6, the double
of the first, we shall have 7, which, being multiplied by 5, will give
35; if 4, the second number thought of, be then added, we shall have
39, which doubled gives 78; and, if we add 1, and multiply 79, the
sum, by 5, the result will be 395. In the last place, if we add 6, the
number thought of, the sum will be 401; and if 55 be deducted from it,
we shall have, for remainder, 346, the figures of which, 3, 4, 6,
indicate in order the three numbers though of.
GOLD AND SILVER GAME
One of the party having in one hand a piece of gold and in the other
a piece of silver, you may tell in which hand he has the gold and in
which the silver, by the following method: Some value, represented by
an even number, such as 8, must be assigned to the gold, and a value
represented by an odd number, such as 3, must be assigned to the silver;
after which, desire the person to multiply the number in the right
hand by any even number whatever, such as 2; and that in the left hand
by an odd number, as 3; then bid him add together the two products,
and if the whole sum be odd, the gold will be in the right hand and
the silver in the left; if the sum be even, the contrary will be the
case.
To conceal the trick better, it will be sufficient to ask whether the
sum of the two products can be halved without a remainder; for in that
case the total will be even, and in the contrary case odd.
It may be readily seen, that the pieces, instead of being in the two
hands of the same person, may be supposed to be in the hands of two
persons, one of whom has the even number, or piece of gold, and the
other the odd number, or piece of silver. The same operations may then
be performed in regard to these two persons, as are performed in regard
to the two hands of the same person, calling the one privately the
right and the other the left.
THE NUMBER BAG
The plan is to let a person select several numbers out of a bag, and
to tell him the number which shall exactly divide the sum of those he
has chosen; provide a small bag, divided into two parts, into one of
which put several tickets, numbered, 6, 9, 15, 36, 63, 120, 213, 309,
etc.; and in the other part put as many other tickets marked number
3 only. Draw a handful of tickets from the first part, and, after
showing them to the company, put them into the bag again, and, having
opened it a second time, desire any one to take out as many tickets
as he thinks proper; when he has done that, you open privately the
other part of the bag, and tell him to take out of it one ticket only.
You may safely pronounce that the ticket shall contain the number by
which the amount of the other numbers is divisible; for, as each of
these numbers can be multiplied by 3, their sum total must, evidently,
be divisible by that number. An ingenious mind may easily diversify
this exercise, by marking the tickets in one part of the bag with any
numbers that are divisible by 9 only, the properties of both 9 and 3
being the same; and it should never be exhibited to the same company
twice without being varied.
THE MYSTICAL NUMBER NINE
The discovery of remarkable properties of the number 9 was accidentally
made, more than forty years since, though, we believe, it is not
generally known.
The component figures of the product made by the multiplication of
every digit into the number 9, when added together, make Nine.
The order of these component figures is reversed after the said number
has been multiplied by 5.
The component figures of the amount of the multipliers (viz. 45), when
added together, make Nine.
The amount of the several products or multiples of 9 (viz. 405), when
divided by 9, gives far a quotient, 45; that is, 4 plus 5 = Nine.
The amount of the first product (viz. 9), when added to the other
product, whose respective component figures make 9, is 81; which is
the square of Nine.
The said number 81, when added to the above-mentioned amount of the
several products, or multiples, of 9 (viz. 405), makes 486; which, if
divided by 9, gives, for a quotient, 54; that is 5 plus 4 = Nine.
It is also observable, that the number of changes that may be rung on
nine bells, is 362,880; which figures added together, make 27; that
is, 2 plus 7 = Nine.
And the quotient of 362,880, divided by 9, will be 40,320; that is,
4 plus 0 plus 3 plus 2 plus 0 = Nine.
To add a figure to any given number, which shall render it divisible
by Nine: Add the figures named; and the figure which must be added to
the sum produced, in order to render it divisible by 9, is the one
required. Thus
Suppose the given number to be 7521: Add these together, and 15 will
be produced; now 15 requires 3 to render it divisible by 9; and that
number 3, being added to 7521, causes the same divisibility; 7521 plus
3 gives 7524, and divided by 9, gives 836. This exercise may be
diversified by your specifying, before the sum is named, the particular
place where the figure shall be inserted, to make the number divisible
by 9; for it is exactly the same thing whether the figure be put at
the head of the number, or between any two of its digits.
THE MAGIC HUNDRED.
Two persons agree to take, alternately, numbers less than a given
number, for example, 11 and to add them together till one of them has
reached a certain sum, such as 100. By what means can one of them
infallibly attain to that number before the other? The whole secret
in this consists in immediately making choice of the numbers, 1, 12,
23, 34, and so on, or of a series which continually increases by 11,
up to 100. Let us suppose, that the first person, who knows the game,
makes choice of 1; it is evident that his adversary, as he must count
less than 11, can, at most, reach 11 by adding 10 to it. The first
will then take 1, which will make 12; and whatever number the second
may add, the first will certainly win, provided he continually add the
number which forms the complement of that of his adversary, to 11;
that is to say, if the latter take 8, he must take 3; if 9, he must
take 2; and so on. By following this method, he will infallibly attain
to 89; and it will then be impossible for the second to prevent him
from getting first to 100; for whatever number the second takes, he
can attain only to 99; after which the first may say--"and 1 makes
100." If the second take 1 after 89, it would make 90, and his adversary
would finish by saying--"and 10 makes 100." Between two persons who
are equally acquainted with the game, he who begins must necessarily
win.
TO GUESS THE MISSING FIGURE
To tell the figure a person has struck out of the sum of two given
numbers: Arbitrarily command those numbers only, that are divisible
by 9; such, for instance, as 36, 63, 81, 117, 126, 162, 261, 360, 315,
and 432. Then let a person choose any two of these numbers; and, after
adding them together in his mind, strike out from the sum any one of
the figures he pleases. After he has so done, desire him to tell you
the sum of the remaining figures; and it follows, that the number which
you are obliged to add to this amount, in order to make it 9 or 18,
is the one he struck out. Thus:--Suppose he chooses the numbers 162
and 261, making altogether 423, and that he strike out the center
figure; the two other figures will, added together, make 7, which, to
make nine, requires 2, the number struck out.
THE KING AND THE COUNSELLOR
A King being desirous to confer a liberal reward on one of his
courtiers, who had performed some very important service, desired him
to ask whatever he thought proper, assuring him it should be granted.
The courtier, who was well acquainted with the science of numbers,
only requested that the monarch would give him a quantity of wheat
equal to that which would arise from one grain doubled sixty-three
times successively. The value of the reward was immense; for it will
be seen, by calculation, that the sixty-fourth of the double progression
divided by 1: 2: 4: 8: 16: 32: etc., is 9223372036854775808. But the
sum of all the terms of a double progression, beginning with 1, may
be obtained by doubling the last term, and subtracting from it 1. The
number of the grains of wheat, therefore, in the present case, will
be 18446744073709551615. Now, if a pint contains 9216 grains of wheat,
a gallon will contain 73728; and, as eight gallons make one bushel,
if we divide the above result by eight times 73728, we shall have
31274997411295 for the number of the bushels of wheat equal to the
above number of grains; a quantity greater than what the whole earth
could produce in several years.
THE NAILS IN THE HORSE'S SHOE
A man took a fancy to a horse, which a dealer wished to dispose of at
as high a price as he could; the latter, to induce the man to become
a purchaser, offered to let him have the horse for the value of the
twenty-fourth nail in his shoes, reckoning one farthing for the first
nail, two for the second, four for the third, and so on to the
twenty-fourth. The man, thinking he should have a good bargain, accepted
the offer; the price of the horse was, therefore, necessarily great.
By calculating as before, the twenty-fourth term of the progression
1:2:4:8: etc., will be found to be 8388608, equal to the number of
farthings the purchaser gave for the horse; the price, therefore
amounted to 8738 pounds 2s. 8d.
THE DINNER PARTY PUZZLE
A club of seven agreed to dine together every day successively as long
as they could sit down to table in different order. How many dinners
would be necessary for that purpose? It may be easily found, by the
rules already given, that the club must dine together 5040 times,
before they would exhaust all the arrangements possible, which would
require about thirteen years.
BASKET AND STONES
If a hundred stones be placed in a straight line, at the distance of
a yard from each other, the first being at the same distance from a
basket, how many yards must the person walk who engages to pick them
up, one by one, and put them into the basket? It is evident that, to
pick up the first stone, and put it into the basket, the person must
walk two yards; for the second, he must walk four; for the third, six;
and so on, increasing by two, to the hundredth. The number of yards
which the person must walk, will be equal to the sum of the progression,
2, 4, 6, etc., the last term of which is 200, (22). But the sum of the
progression is equal to 202, the sum of the two extremes, multiplied
by 50, or half the number of terms; that is to say, 10,000 yards, which
makes more than 5 1/2 miles.
CHAPTER XXI
ONE HUNDRED CONUNDRUMS
WITTY QUESTIONS-FACETIOUS PUZZLES--READY ANSWERS--ENTERTAINING PLAY
UPON WORDS
ONE HUNDRED CONUNDRUMS
He loved her. She hated him, but womanlike, she would have him, and
she was the death of him. Who was he? Answer: A flea.
Why is life the greatest of riddles? Because we must all give it up.
If a church be on fire, why has the organ the smallest chance of escape?
Because the organ cannot play on it.
Why should a sailor be the best authority as to what goes on in the
moon? Because he has been to see (sea).
What does a cat have that no other animal has? Kittens.
When is a man behind the times? When he's a weak (week) back. What is
the difference between a baby and a pair of boots? One I was and the
other I wear.
Use me well, and I'm everybody; scratch my back and I'm nobody. A
looking glass.
What word becomes shorter by adding a syllable to it? Short.
If a stupid fellow was going up for a competitive examination, why
should he study the letter P? Because P makes ass Pass.
Why is buttermilk like something that never happened? Because it hasn't
a curd (occurred).
Why is the letter O the noisiest of all the vowels? Because the rest
are in audible.
Why is a Member of Parliament like a shrimp? Because he has M. P. at
the end of his name.
Why is a pig a paradox? Because it is killed first and cured afterward.
Why is a bad half-dollar like something said in a whisper? Because it
is uttered, but not allowed (aloud).
Why do black sheep eat less than white ones? Because there are fewer
of them.
Why is a barn-door fowl sitting on a gate like a half-penny? Because
its head is on one side and its tail on the other.
Why is a man searching for the Philosopher's Stone like Neptune? Because
he is a-seeking (sea-king) what never was.
Why is the nose placed in the middle of the face? Because it's the scenter
(cen-ter).
What is most like a hen stealing? A cock robbing (cock robin).
What is worse than "raining cats and dogs"? Hailing omnibuses. When
is butter like Irish children? When it is made into little pats. Why
is a chronometer like thingumbob? Because it's a watch-you-may-call-it.
Of what color is grass when covered with snow? Invisible green.
Name in two letters the destiny of all earthly things? D. K.
What is even better than presence of mind in a railway accident? Absence
of body. What word contains all the vowels in due order? Facetiously.
Why is a caterpillar like a hot roll? Because its the grub that makes
the butterfly. What is that which occurs twice in a moment, once in
a minute, and not once in a thousand years? The letter M.
What is that which will give a cold, cure a cold, and pay the doctor's
bill? A draught (draft).
What is that which is neither flesh nor bone, yet has four fingers and
a thumb? A glove.
Why has man more hair than woman? Because he is naturally her suitor
(hirsuter).
What is that which no one wishes to have, yet no one cares to lose?
A bald head.
Why is the letter G like the sun? Because it is the center of light.
Why is the letter D like a wedding-ring? Because we cannot be wed
without it.
Why should ladies not learn French? Because one tongue is enough for
any woman.
Which tree is most suggestive of kissing? Yew.
What act of folly does a washerwoman commit? Putting out tubs to catch
soft water when it rains hard.
Why should a cabman be brave? Because none but the brave deserve the
fair (fare).
What is the most difficult surgical operation? To take the jaw out of
a woman.
Why is it difficult to flirt on board the P. and O. steamers? Because
all of the mails (males) are tied up in bags.
What letter made Queen Bess mind her P's and Q's? R made her (Armada).
Why is it an insult to a cock-sparrow to mistake him for a pheasant?
Because it is making game of him.
What is that from which the whole may be taken, and yet some will
remain? The word wholesome.
Why is blind-man's buff like sympathy? Because it is a fellow feeling
for another.
When may a man be said to have four hands? When he doubles his fists.
Why is it easy to break into an old man's house? Because his gait
(gate) is broken and his locks are few.
Why should you not go to New York by the 12:50 train? Because it is
ten-to-one if you catch it.
Why should the male sex avoid the letter A? Because it makes the men
mean.
When does a man sneeze three times? When he cannot help it.
What relation is the doormat to the scraper? A step farther.
Why does a piebald pony never pay toll? Because his master pays it for
him.
Why is the letter S like a sewing-machine? Because it makes needles
needless.
What is the difference between a cow and a rickety chair? One gives
milk and the other gives way (whey).
What flower most resembles a bull's mouth? A cowslip.
What does a stone become in the water? Wet.
If the alphabet were invited out to dine, what time would U, V, W, X,
Y, and Z go--They would go after tea.
When was beef-tea first introduced into England? When Henry VIII
dissolved the Pope's bull.
What letter is the pleasantest to a deaf woman? A, because it makes
her hear.
When is love a deformity? When it is all on one side.
Why is a mouse like hay? Because the cat'll (cattle) eat it.
Why is a madman equal to two men? Because he is one beside himself.
Why are good resolutions like ladies fainting in church? Because the
sooner they are carried out the better.
Which is the merriest letter in the alphabet? U, because it is always
in fun.
What is the difference between a bankrupt and a feather bed? One is
hard up and the other is soft down.
What is that word of five letters from which, if you take two, only
one remains? Stone.
Why is the letter B like a fire? Because it makes oil boil.
What word is pronounced quicker by adding a syllable to it? Quick.
Which animal travels with the most, and which with the least, luggage?
The elephant the most because he is never without his trunk. The fox
and cock the least because they have only one brush and comb between
them.
Why are bakers the most self-denying people? Because they sell what
they need (knead) themselves.
Which of the constellations reminds you of an empty fireplace? The
Great Bear (grate bear).
What relation is that child to its own father who is not its own
father's son? His daughter.
When does a pig become landed property? When he is turned into a meadow.
Which is the heavier, the full or the new moon? The full moon is a
great deal lighter.
Why is an alligator the most deceitful of animals? Because he takes
you in with an open countenance.
Why are fowls the most profitable of live stock? Because for every
grain they give a peck.
What is that which comes with a coach, goes with a coach, is of no use
whatever to the coach, and yet the coach can't go without it? Noise.
If your uncle's sister is not your aunt, what relation is she to you?
Your mother.
Why does a duck put his head under water? For divers reasons.
Why does it take it out again? For sundry reasons.
What vegetable products are the most important in history? Dates.
Why is the letter W like a maid of honor? Because it is always in
waiting.
What letter is always invisible, yet never out of sight? The letter S.
Why is the letter F like a cow's tail? Because it is the end of beef.
On which side of a pitcher is the handle? The outside.
What is higher and handsomer when the head is off? Your pillow.
Why is a pig in a parlor like a house on fire? Because the sooner it
is put out the better.
What is the keynote to good breeding? B natural.
What is it that walks with its head downwards? A nail in a shoe.
Why is a lame dog like a schoolboy adding six and seven together?
Because he puts down three and carries one.
Why is the Brooklyn Bridge like merit? Because it is very often passed
over.
What did Adam first plant in the Garden of Eden? His foot.
What is Majesty, deprived of its externals? A jest.
How would you make a thin man fat? Throw him out of a second story
window and let him come down plump.
What is the difference between a young maid of sixteen and an old maid
of eighty? One is happy and careless and the other is cappy and
hairless.
When was fruit known to use bad language? When the first apple cursed
the first pair.
If a man gets up on a donkey, where should he get down? From a swan's
breast.
What is lengthened by being cut at both ends? A ditch.
"I am what I am; I am not what I follow. If I were what I follow, I
should not be what I am." What is it? A footman.
Which is the strongest day of the week? Sunday. All the others are
weak days.
THE END.