This pleasant old game begins by two of the older or taller

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WHAT SHALL WE DO NOW?

[Illustration: A PUEBLO SETTLEMENT

(_Frontispiece_)]

WHAT SHALL WE DO NOW?

_Five Hundred Games and Pastimes_

A BOOK OF SUGGESTIONS FOR

CHILDREN'S GAMES AND

EMPLOYMENTS

BY

DOROTHY CANFIELD

AND OTHERS

NEW YORK

FREDERICK A. STOKES COMPANY

PUBLISHERS

Copyright, 1907, by

FREDERICK A. STOKES COMPANY

_October_, 1907

_All rights reserved_

PREFACE

This book has been made in the hope that the question which forms its

title, "What shall we do now?" may come to be put less frequently. It

is so easy for children to ask it, so hard for grown-up persons with

many other matters to think about to reply to it satisfactorily.

In the following pages, which have something to say concerning most of

the situations in which children find themselves, at home or in the

country, out of doors or in, alone or in company, a variety of answers

will be found. No subject can be said to be exhausted; but the book is

perhaps large enough. Everything which it contains has been indexed so

clearly that a reader ought to be able to find what he wants in a

moment. Moreover, by way both of supplying any deficiencies and of

giving each copy of the book a personal character, an appendix of

blank and numbered leaves (with a few spaces in the index) has been

added, in which the owner may record such omitted games and

employments as he has found good.

There are, of course, many fortunate girls and boys who do not require

any help whatever, who always know what to do now, and do it. For them

some sections of this book may have little value. It is for that

greater number of less resourceful children who whenever time is

before them really are in need of counsel and hints, that it has been

prepared.

ILLUSTRATIONS

FULL PAGE ILLUSTRATIONS

A Pueblo Settlement _Frontispiece_

FACING PAGE

Outdoor Games for Girls 128

Outdoor Games for Boys 138

Playing Alone 184

In the Country 202

The Library and Furniture from "The House that Glue Built" 244

A Dutch House 264

An Esquimau Sled 266

Indian Costumes 266

Pets 338

Reading 368

ILLUSTRATIONS IN TEXT

PAGE

A Trussed Fowl 37

Five Dots 48

Outlines 49

Drawing Tricks 51

Picture-Writing 52-53

The Last Man Surveying the Ruins of the Crystal Palace 56

Patience Card 76

The Dancing Dwarf 106

Bean-Bag Board 114

Rope Ring 115

The Overhand Knot 117

Half-Hitch 118

Figure of Eight 118

Common Bend 118

Sailor's Knot 118

Running Noose 119

Crossed Running Noose 119

Bowline Knot 119

Dogshank 120

Shuffle-Board 121

Balancing Tricks 123

The Glass Maker 125

Electric Dancers 126

Daisy Chain 135

Ivy Chain 135

Hop-Scotch 144

Prisoner's Base 156

Tit-tat-toe 176-177

Hanging 179-180

Chinese Gambling 181

Spanish Cup 186

Cardboard Box Beds 223

Bead Chair 223

A Doll's Apartments 227

Cork Arm-Chair 228

Chestnut Chair 229

Fancy Table 230

Match-Box Bedstead 231

Match-Box Washstand 233

Towel Rack 233

Clothes Basket 234

Cardboard Dolls' House 239

Appearance of House When Complete 240

Dog Kennel 241

Kitchen Table 246

Kitchen Range 247

Kitchen Chair 247

Screen 248

Various Pots and Pans 248

Dining-Room Table and Cloth 249

Sideboard 250

Sofa 251

Arm-Chair 251

Wooden Bedstead 252

Wardrobe 253

Dressing Table 254

Washstand 255

Rocking-Chair 256

Towel Rack 256

Chair 256

Child's High Chair 257

Child's Cot 257

Walking Paper Dolls 259

Paper Mother and Child, with Clothes for Each 260

A Paper Girl with Six Changes 261

Shadows on the Wall 280

A Cocked Hat 284

Paper Boats 285

Paper Darts 286

Paper Mats 286

Paper Boxes 287

A Dancing Man 289

Hand Dragons 290

A Kite 293

Flying A Kite 294

Toy Boats 296-297

A Skipjack 300

A Water-Cutter 300

GAMES FOR A PARTY

Blind Man's Buff

"Blind Man's Buff" is one of the best, oldest, and simplest of games.

One player is blindfolded, is turned round two or three times to

confuse his ideas as to his position in the room, and is then told to

catch whom he can. If he catches some one, yet cannot tell who it is,

he must go on again as blind man; but if he can tell who it is, that

person is blindfolded instead. Where there is a fireplace, or where

the furniture has sharp corners, it is rather a good thing for some

one not playing to be on the lookout to protect the blind man.

Sometimes there are two blind men, who add to the fun by occasionally

catching each other. But this is rather dangerous. There is also a

game called "Jinglers" where every one is blind except one player with

a bell, whom it is their object to catch. But this is more dangerous

still.

A good variety of "Blind Man's Buff" is the silent one. Directly the

man is blindfolded, and before he begins to seek, all the players take

up positions in corners, on chairs, or wherever they think most

prudent, and there they must stop without making a sound. The task for

the blind man is thus not catching the others, but, on finding them,

deciding upon who they are. As chuckling or giggling is more likely to

tell him than his sense of touch, it is tremendously important to make

no noise if you can help it. Sometimes this game is played (without

any standing on chairs) by a blind man armed with two spoons, with

which he feels the features of those whom he runs against. In this

case it is practically impossible to avoid laughing. The sensation

produced by the bowls of two spoons being passed over the face in the

attempt to recognize its owner is overwhelming.

French Blind Man's Buff

In French "Blind Man's Buff" the hands of the blind man are tied

behind his back and his eyes are left uncovered. He has therefore to

back on to the players before he can catch them, which increases his

difficulties.

Blind Man's Wand

Here the blind man has a stick, one end of which is grasped by the

other players in turn. The blind man puts three questions to each

player, and his aim is to recognize by the voice who it is that

replies. The aim of the players, therefore, is to disguise their

voices as much as possible. Sometimes, instead of merely asking

questions, the blind man instructs the holder of the wand to imitate

some animal--a cock or a donkey, for example.

Steps

The player who is blindfolded is first placed in the middle. The

others walk from him to various positions all around, carefully

measuring the number of steps (long or short) which take them there.

The blind man is then told how many steps will bring him to a certain

player, and he has to guess the direction toward him, and the length

of step. This player, if found, becomes blind man.

Still Pond! No More Moving

The player who is blindfolded is placed in the middle and all the

other players touch him. He counts out loud as rapidly as possible up

to ten, during which time the players rush as far away from him as

possible. Directly he reaches ten he cries out "Still Pond! No more

moving!" and the players must stand perfectly still. He then says "you

may have three steps," or any number beyond three which he wishes to

give. The players save these steps until he comes dangerously near

them and then try and use them to the best possible advantage, to

escape. It is not a step if one foot remains in the same place. After

a player is caught and identified by the one who is "it" he in turn is

blindfolded.

Shadow Buff

A sheet is stretched across the room. One player stands on one side,

and the rest, who remain on the other, pass one by one between the

sheet and the candle which throws their shadows upon it. The aim of

the single player is to put right names to the shadows on the sheet,

and the aim of the others is, by performing antics, to keep him from

recognizing them. If it is not convenient to use both sides of a

sheet, the single player may sit on a hassock close to it with his

back to the others, while they pass between his hassock and the

candle.

The Donkey's Tail

A good-sized donkey without a tail is cut out of brown paper and fixed

on a screen or on a sheet hung across the room. The tail is cut out

separately and a hat-pin is put through that end of it which comes

nearest the body. Each player in turn then holds the tail by the pin,

shuts his eyes honestly, and, advancing to the donkey, pins the tail

in what he believes to be the right place. The fun lies in his

mistake.

The Blind Feeding the Blind

This is boisterous and rather messy, but it has many supporters. Two

players are blindfolded and seated on the floor opposite one another.

They are each given a dessert-spoonful of sugar or flour and are told

to feed each other. It is well to put a sheet on the floor and to tie

a towel or apron round the necks of the players. The fun belongs

chiefly to the spectators.

Deer Stalking

This is a game in which only two players take part, but it is exciting

to watch. Both "Deer" and "Stalker" are blindfolded. They are then

placed at opposite ends of a large table, and at a given moment begin

to move round it. The stalker's business is, of course, to catch the

deer, and the deer's to avoid it; but neither must run out into the

room. Absolute silence should be kept both by the audience and

players, and if felt slippers can be worn by the deer and its stalker,

so much the better.

Blowing Out the Candle

A very funny blind game. A candle is lighted and placed in position

about the height of a person's head. A player is then placed a few

feet from it, facing it, and, after being blindfolded and turned round

three times, is told to take so many paces (however many it may be)

and blow the candle out.

Apple-Snapping

Another amusing blind game to watch is apple-snapping. An apple is

hung from a string in the middle of the room about the height of the

blind man's head. The blind man's hands are then tied, or he holds

them strictly behind him, and he has to bite the apple.

The same game can be played without blindfolding, but in that case it

requires two players with their hands fixed behind them, each trying

to bite the apple.

Bag and Stick

A good blind game for a Christmas party is "Bag and Stick." A

fair-sized paper bag is filled with candy and hung from a string in

the middle of the room. A player is then blindfolded, turned round

three times, given a stick, and told he may have one, two, or three

shots at the bag, whichever it may be. If he misses it, another one

tries, and so on; but if he hits it the bag breaks, the candy covers

the floor, and the party scramble for it.

Puss in the Corner

Each player save one takes a corner. The other, who is the puss,

stands in the middle. The game begins by one corner player beckoning

to another to change places. Their object is to get safely into each

other's corner before the cat can. Puss's aim is to find a corner

unprotected. If she does so, the player who has just left it, or the

player who was hoping to be in it, becomes puss, according to whether

or not they have crossed on their journey.

Hunt the Slipper

The players sit in a circle on the floor, with their knees a little

gathered up. One stands in the middle with a slipper, and the game is

begun by this one handing the slipper to a player in the circle, with

the remark--

Cobbler, cobbler, mend my shoe,

Get it done by half-past two,

and then retiring from the circle for a few moments. The player to

whom it was handed at once passes it on, so that when the owner of the

slipper returns and demands her property again it cannot be found.

With the hunt that then sets in the fun begins; the object of every

player in the circle being to keep the player in the middle from

seeing the slipper, from getting hold of it, or from knowing where it

is, as it rapidly travels under the knees of the players here and

there in the circle. Now and then, if the seeker is badly mystified,

the slipper may be tossed across the circle. The player in whose

possession it is when at last secured changes place with the one in

the middle. Other handy things will do quite as well as a slipper, but

something fairly large should be chosen, or discovery may take too

long; and it ought to be soft in texture, or there may be bruises.

The Whistle

This is partly a trick. A player who does not know the game is put in

the middle of the ring, round which a whistle is moving in the way

that the slipper moves in "Hunt the Slipper." The object of the player

in the middle is to discover the person who blew the whistle last.

Meanwhile some one skilfully fixes another whistle on a string to the

player's back, and that is the whistle which is really blown. As it

must always be behind him when it is blown, nothing but the twitching

of the string is likely to help him to discover the blower (and the

trick); and in a small circle where every one is moving and laughing

it takes some time to notice the twitching at all.

He Can Do Little Who Can't Do This

This is partly a trick. The leader takes a cane in his left hand,

thumps on the floor several times, and passes it to a player saying,

"He can do little who can't do this." The player tries to imitate him

exactly, but if he takes the cane in his right hand he is wrong, the

leader says, "You can do little, you can't do this," and hands the

cane to the next player. The game goes on until every one has guessed

that it is not the thumps which are to be imitated, but the holding

the cane in the left hand.

Thimble

This is a very good game. All the company leave the room save one. He

stays behind with a thimble, which he has to place in some position,

where, _though it is in sight_, it will be difficult to discover. It

may be high or low, on the floor or on the mantelpiece, but it must be

visible. The company then return and begin to look for it. As the

players find it they sit down, but it is more fun to do this very

craftily and not at once, lest a hint be given as to the article's

whereabouts. When every one has found it, or when a long enough time

has been passed in looking for it, the thimble is hidden again, this

time by the player who found it first. The game sounds easy, but it

can be very difficult and very exciting, every one at the beginning of

each search wishing to be first, and at the end wishing not to be

last. Players often stand right over the thimble, staring directly at

it, and still do not see it.

Magic Music

One player goes out. The others then hide something for him to find,

or decide upon some simple action for him to perform, such as standing

on a chair. When he is called in, one of the company seats herself at

the piano and directs his movements by the tone of the music. If he is

far from the object hidden the music is very low; as he gets nearer

and nearer it becomes louder and louder.

Hot and Cold

The same game is played under the name of "Hot and Cold." In this

case the player is directed by words; as he gets nearer and nearer the

object he becomes "warm," "hot," "very hot," "burning"; when quite off

the scent he is "cold."

The Jolly Miller

The one who shall be "it" is decided upon by counting out (see page

134), and he takes his place in the middle of the room. The others,

arm in arm, walk around him in couples, singing,

There was a jolly miller who lived by himself.

As the wheel went around he made his wealth;

One hand on the hopper and the other on the bag:

As the wheel went around he made his grab.

At "Grab," every one must change partners, and the one in the middle

tries to be quick enough to get one himself. If he does, the one left

alone must take his place in the middle and be the "Jolly Miller."

Going to Jerusalem

Some one sits at the piano, and a long row of chairs is made down the

middle of the room, either back to back, or back and front

alternately. There must be one chair fewer than the number of players.

When all is ready the music begins and the players march round the

chairs in a long line. Suddenly the music stops, and directly it does

so every one tries to sit down. As there is one player too many some

one must necessarily be left without a chair. That player has

therefore to leave the game, another chair is taken away, and the

music begins again. So on to the end, a chair and a player going after

each round. The winner of the game is the one who, when only one chair

is left, gets it. It is against the rules to move the chairs. A piano,

it ought to be pointed out, is not absolutely necessary. Any form of

music will do; or if there is no instrument some one may sing, or read

aloud. But a piano is best, and the pianist ought now and then to

pretend to stop, because this makes it more exciting for the players.

Stir the Mash

This is another variety of "Going to Jerusalem." The chairs are placed

against the wall in a row, one fewer than the players. One of the

players sits down in the middle of the room with a stick and pretends

to be stirring a bowl of mash with it, while the others march round

crying, "Stir the mash, stir the mash." Suddenly the player with the

stick knocks three times on the floor, which is the signal for running

for the chairs, and, leaping up, runs for them too. The one who does

not get a chair has to stir the mash next.

Caterpillar

A circle of chairs is made, and all the players but one sit on them.

This player stands in the middle and his chair is left empty. The game

consists in his efforts to sit down in the empty chair and the others'

attempts to stop him by continually moving one way or the other, so

that the empty chair may this moment be on one side of the ring and

the next on the other.

Honey-Pots

This is a game for several little players and two stronger ones. The

little ones are the honey-pots, and the others the honey-seller and

honey-buyer. The honey-pots sit in a row with their knees gathered up

and their hands locked together under them. The honey-buyer comes to

look at them, asking the honey-seller how much they are and how much

they weigh; and these two take hold of the pots by the arms, one on

each side, and weigh them by swinging them up and down (that is why

the hands have to be tightly locked under the knees). Then the buyer

says he will have them, and the seller and he carry them to the other

end of the room together. Once there the seller returns, but quickly

comes running back in alarm because he has missed his own little girl

(or boy), and he fancies she must be in one of the honey-pots. The

buyer assures him that he is mistaken, and tells him to taste them and

see for himself that they are only honey. So the seller goes from one

to the other, placing his hand on their heads and pretending to taste

honey, until at last, coming to the one he has marked down, he

exclaims, "Dear me, this tastes just like my little girl." At these

words the little girl in question jumps up and runs away, and all the

other honey-pots run away too.

Nuts in May

The players stand in two rows, facing each other and holding hands.

A line is drawn on the carpet (or ground) between them. One row then

step toward the other, singing--

Here we come gathering nuts in May, nuts in May, nuts in May,

Here we come gathering nuts in May, on a cold and frosty morning.

They then fall back and the other row advance to them singing in

reply--

Pray, who will you gather for nuts in May, nuts in May, nuts in May?

Pray, who will you gather for nuts in May, on a cold and frosty

morning?

The first row, after settling on the particular player on the opposite

side that they want, reply thus--

We'll gather Phyllis for nuts in May, nuts in May, nuts in May,

We'll gather Phyllis for nuts in May, on a cold and frosty morning.

The other row then ask--

Pray, who will you send to fetch her away, fetch her away, fetch

her away?

Pray, who will you send to fetch her away, on a cold and frosty

morning?

The answer perhaps is--

We're sending Arthur to fetch her away, fetch her away, fetch

her away,

We're sending Arthur to fetch her away, on a cold and frosty

morning.

Arthur then steps up to the line on one side and Phyllis on the other,

and each tries to pull the other over it. The one that loses has to

join the other row, and the singing begins again.

Old Soldier

All the players, except one, stand in a line. The other, who is the

old soldier, then totters up to the end player, saying--

Here comes an old soldier from Botany Bay;

Pray, what have you got to give him to-day?

The player must then say what she will give him, but in doing so must

not use the words "yes," "no," "black," "white" or "scarlet." The old

soldier's object is to try and coax one of these words out of her, and

he may ask any question he likes in order to do so. A mistake usually

means a forfeit.

My Lady's Clothes

A color-barred game for girls is "My Lady's Clothes" or "Dressing the

Lady." The players first decide on what colors shall be forbidden,

perhaps blue, black, and pink. The first one then asks the next, "How

shall my lady be dressed for the ball?" and the answer must contain no

mention of these colors. This question goes round the ring, no article

being allowed to be mentioned twice.

Here I Bake

One player stands in the middle. The others join hands and surround

her, their aim being to prevent her from getting out of the ring. She

then passes round the ring touching the hands, at the first hands

saying "Here I bake," at the second "Here I brew," at the third "Here

I make my wedding-cake," and at the next "And here I mean to break

through." With these last words she makes a dash to carry out the

threat. If she succeeds, the player whose hand gave way first takes

her place in the middle. Otherwise she must persevere until the ring

is broken.

The Cobbler

The cobbler sits in the middle on a stool or hassock, and the others

join hands and dance round him. "Now then, customers," says the

cobbler, "let me try on your shoes," and at the same time--but without

leaving his seat--makes a dash for some one's feet. The aim of the

others is to avoid being caught. Whoever is caught becomes cobbler.

Cushion

The name of this game dates from the period when stiff cylinder-shaped

horsehair sofa-cushions were commoner than they are now. One of these

is placed in the middle of the room and the players join hands and

dance round it, the object of each one being to make one of his

neighbors knock the cushion over and to avoid knocking it over

himself. Whoever does knock it down leaves the ring, until at last

there are only two striving with each other. A hearth-brush, if it can

be persuaded to stand up, makes a good substitute for a cushion. It

also makes the game more difficult, being so very sensitive to touch.

The Day's Shopping

The players sit in a ring, and the game is begun by one saying to the

next, "I've just come back from shopping." "Yes," is the reply, "and

what have you bought?" The first speaker has then to name some article

which, without leaving her seat, she can touch, such as a pair of

boots, a necktie, a watch-chain, a bracelet. Having done so, the next

player takes up the character of the shopper, and so on round the

ring. No article must, however, be named twice, which means that when

the game has gone on for a round or two the answers become very

difficult to find.

Clap In, Clap Out

Half the players go out, and the others stay in and arrange the chairs

in a line so that there is an empty one next to every person. Each

then chooses which of the others he will have to occupy the adjoining

chair, and when this is settled some one tells the outside party that

they can begin. One of them then comes in and takes the chair for

which he thinks it most likely that he has been chosen. If he is

right, everybody claps and he stays there. But if wrong, everybody

hisses and he has to go out again. Another player then comes in, and

so on until all the chairs are filled.

Neighbors

An extension of this game is "Neighbors." In "Neighbors" half the

company are blindfolded, and are seated with an empty chair on the

right hand of each. At a given signal all the other players occupy

these empty chairs, as mysteriously as they can, and straightway begin

to sing, either all to a tune played on the piano or independently.

The object of the blind players is to find out, entirely by the use of

the ear, who it is that is seated on their right. Those that guess

correctly are unbandaged, and their places are taken by the players

whose names they guessed. The others continue blindfolded until they

guess rightly. One guess only is allowed each time.

Oranges and Lemons, or London Bridge is Falling Down

This pleasant old game begins by two of the older or taller

players--one being Oranges and the other Lemons--taking places

opposite each other and joining their hands high, thus making an arch

for the rest to pass under in a long line. The procession then

starts, each one holding the one in front by the coat or dress. As the

procession moves along, the two players forming the arch repeat or

chant these lines:--

"Oranges and lemons,"

Say the bells of St. Clement's.

"You owe me five farthings,"

Say the bells of St. Martin's.

"When will you pay me?"

Say the bells of Old Bailey.

"When I grow rich,"

Say the bells of Shoreditch.

"When will that be?"

Say the bells of Stepney.

"I do not know,"

Says the great bell of Bow.

Here comes a candle to light you to bed,

And here comes a chopper to chop off the last man's head.

With these final words the arch-players lower their arms and catch the

head of the last of the procession. In order that the arrival of the

end of the procession and the end of the verses shall come together,

the last line can be lengthened like this--

And here comes a chopper to chop off the last--last--last--last

man's head.

Another shorter verse which is often sung is,

London Bridge is falling down, falling down, falling down,

London Bridge is falling down. My fair lady.

In this case the two players who make the arch with their arms can

choose any eatables they like--"ice cream" and "oysters." The players

who are caught are asked which they prefer and their places are back

of the one representing their choice. The captured player is then

asked in a whisper which he will be, oranges or lemons? and if he

says oranges, is placed accordingly behind that one of his capturers

who is to have the oranges on his side. The procession and the rhyme

begin again, and so on until all are caught and are ranged on their

respective sides. Then a handkerchief is placed on the floor between

the captains of the oranges and the lemons, and both sides pull, as

in the "Tug of War" (page 38), until one side is pulled over the

handkerchief.

General Post

The players sit round the room in a large circle, and, after

appointing a postmaster to write down their names and call out the

changes, choose each a town. One player is then blindfolded and placed

in the middle. The game begins when the postmaster calls out the first

journey, thus, "The post is going from Putney to Hongkong." The player

who has chosen Putney and the player who has chosen Hongkong must then

change places without being caught by the blind man, or without

letting him get into either of their chairs first. Otherwise the

player who is caught, or who ought to be in that chair, becomes the

blind man. Every now and then "General Post" is called, when all the

players have to change seats at the same time; and this gives the

blind man an excellent chance.

Spin the Platter

A tin plate, to serve as platter, is placed in the middle of the room.

The players sit round it in a large circle, each choosing either a

number by which to be known, or the name of a town. The game is begun

by one player taking up the plate, spinning it, calling out a number

or town belonging to another, and hurrying back to his place. The one

called has to spring up and reach the plate before it falls, and,

giving it a fresh spin, call some one else. So it goes on. On paper

there seems to be little in it, but in actual play the game is good

on account of the difficulty of quite realizing that it is one's own

borrowed name that has been called.

Kitchen Utensils

This is a variety of "Spin the platter." The players sit in a ring and

choose each the name of some kitchen utensil or something used in

cooking, such as meat-chopper or raisins. One player then goes in the

middle with a bunched-up handkerchief, and this he throws at some one,

at the same time trying to say the name of that some one's kitchen

utensil three times before that some one can say it once. If, as very

often happens, the player at whom the handkerchief is thrown is so

completely bewildered as to have lost the power of speech or memory

until it is too late, he must change places with the one in the

middle.

Up Jenkins

The players sit on opposite sides of a table, or in two opposite rows

of chairs with a cloth spread over their laps. A quarter or dime or

other small object is then passed about among the hands of one of the

sides under the table or cloth. At the word "Up Jenkins!" called by

the other side all these hands tightly clenched must be at once placed

in view on the table or the cloth. The first player on the other side

then carefully scans the faces of his opponents to see if any one

bears an expression which seems to betray his possession of the

quarter, and, having made up his mind, reaches over and touches the

hand in which he hopes the quarter is, saying, "Tip it." The hand is

then opened. If the guess is right the guessing side take the quarter

and hide it. If wrong, the same side hide it again, and the second

player on the guessing side tries his luck at discovering its

whereabouts. A score is decided on before the game begins, and the

winning side is that which make the fewest number of wrong guesses.

Another way to play "Up Jenkins" is to have the players, equally

divided, sit opposite each other at a table. A quarter is then passed

along under the table by one side or team. At the command "Up

Jenkins," given by the captain of the other side, chosen beforehand,

all the players on the side having the coin must lift their hands

above the table; and at the command "Down Jenkins," also given by the

captain, all the hands must be brought down flat on the table. The

greater the bang with which this is done, the less chance of detecting

the sound of the metal striking the table. The captain then orders the

players to raise their hands one by one, his object being to leave the

coin in the last hand. If he succeeds, his side takes the coin; if he

fails, the other side score the number of hands still left on the

table, and again hide the coin. Another person then becomes captain.

If the coin can be "spotted" in a certain hand, either by sight or

sound, before a hand has been removed, it has to be forfeited, and the

side that wins it adds double the number of hands of the other side to

their score. If it is "spotted" and is not in that hand, the side

still retains the coin, and also score double the number of hands. If

anybody obeys any one else but the captain, in raising, lowering or

removing his hands, his side loses the coin, no matter who holds it,

but neither side scores.

Hunt the Ring

All the players but one form a circle, with their hands on a piece of

string on which a ring has been threaded. The other player stands in

the middle of the circle. The ring is then hurried up and down the

string from end to end, the object being to keep its whereabouts

hidden from the other player.

Lady Queen Anne

In this game, which is usually played by girls, one player hides her

eyes, while the others, who are sitting in a row, pass a ball from one

to another until it is settled who shall keep it. This done, they all

hide their hands in their laps, as if each one had it; and the other

player is called, her aim being to discover in whose hands the ball is

hidden. She examines the faces of the others very closely until she

makes up her mind which one probably has the ball, and then addresses

that one thus--

Lady Queen Anne, she sits in the sun,

As fair as a lily, as brown as a bun,

She sends you three letters and prays you'll read one.

To this the player replies--

I cannot read one unless I read all;

and the seeker answers--

Then pray, Miss [whatever the name is], deliver the ball.

If the ball really is with this player, the seeker and she change

places, but otherwise the seeker hides her eyes again and the ball

changes hands (or not). And so on until it is found.

Another way is for sides to be taken, one consisting of Queen Anne and

her maids and the other of gipsies. The gipsies have the ball first,

and, having hidden it, they advance in a line toward Queen Anne, each

holding up her skirts as if the ball were there, singing--

Lady Queen Anne, she sits in the sun,

As fair as a lily, as brown as a bun.

King John has sent you letters three,

And begs you'll read one unto me.

Lady Queen Anne and her maids reply--

We cannot read one unless we read all,

So pray, Miss [whatever the name of the player chosen may be],

deliver the ball.

If they have hit upon the right player she goes over to Queen Anne's

side. But if not, the gipsies sing--

The ball is mine, it is not thine,

So you, proud Queen, sit still on your throne,

While we poor gipsies go and come.

They then turn round and hide the ball again.

The Feather

A very exhausting game. The players sit round a table and form sides,

one half against the other, and a little fluffy feather is placed in

the middle. The aim of each side is to blow the feather so that it

settles in the other camp, and to keep it from settling in their own.

The same game can be played with a marble on a table from which the

table-cloth has been removed. In this case you all sink your faces to

the level of the table.

Russian Scandal, or "Gossip"

The players sit in a long line or ring. The first, turning to the

second, whispers very rapidly some remark or a brief story. The

second, who may hear it distinctly, but probably does not, then

whispers it as exactly as he can to the third player; and so on until

the line is finished. The last player then whispers it to the first

player; and the first player repeats his original remark to the

company, and follows it with the form in which it has just reached

him.

Advertisements

All the players sit in a ring, except one, who stands in the middle

holding a soft cushion. This he throws at any one of the players and

begins to count ten. The person at whom the cushion was thrown must

call out the words of a well-known advertisement before ten is

reached. If he fails he must pay a forfeit.

Judge and Jury

The players, or jury, form up in two rows facing each other. The judge

sits at one end, or passes between the two lines, and asks his

questions. These may be of any description. Perhaps he will say, "Miss

A, do you think it will rain to-morrow?" Now although the judge

addresses Miss A and looks at her, it is not she who must answer but

the player opposite to her. And he in his answer is not allowed to say

either "Yes," "No," "Black," "White," or "Gray." If the player who was

addressed answers she becomes judge and the judge takes her seat; or

if the opposite player does not answer before the judge has counted

ten he becomes judge and the judge takes his seat.

Cross Questions

The players sit in a circle, and the game begins by one player turning

to the next and asking a question. Perhaps it will be, "Did you get

very wet this evening?" The answer may be, "Fortunately I had a

mackintosh." The second player then asks the third, and so on round

the circle until it comes to the first player's turn to be asked a

question by the last one. Perhaps this question will be, "I hope your

cousin is better?" All these questions and answers have to be very

carefully remembered, because on the circle being complete each player

in turn has to repeat the question which was put to her and the answer

which she received to the question which she herself put. Thus in the

present instance the first player would announce that the question

was, "I hope your cousin is better?" and the answer, "Fortunately I

had a mackintosh." Another variety of cross question is played as

follows. The company is divided into two parts, and stand facing each

other. A leader is chosen for each side, one to give the questions and

one to give the answers. One goes down his side giving to each player

in a whisper some serious question which he must ask of his opposite

in the other line. The other leader whispers to each of his players an

absurd answer. Then the play begins. The first in line asks his

opponent his question and receives the absurd answer three times. If

either of them smile he is put out of the game. The person who can

keep a straight face to the last, wins the prize. After the whole line

has asked and answered the first set of questions, the first couple

become the leaders, and propound two other sets of questions and

answers. And so on until only two are left.

Ruth and Jacob

One player has his eyes blinded and stands in a circle made by the

other players. They dance silently around him until he points at one,

who must then enter the circle and try to avoid being caught by the

blind man. The pursuer calls out from time to time "Ruth!" to which

the pursued must always answer at once "Jacob!" at the same time

trying to dodge quickly enough to escape the other's immediate rush to

the spot. After the "Ruth" is caught, the "Jacob" must guess who it is

and if he guesses right, the "Ruth" is blindfolded and becomes the

"Jacob," and the game begins anew.

Fly Away!

The player who is chosen as leader sits down and places the first

finger of her right hand on her knee. The others crowd round her and

also place the first finger of their right hands on her knee, close to

hers. The game is for the leader to raise her finger suddenly, saying,

"Fly away [something]." If that something is not capable of flight the

other fingers must not move, but if it can fly they must rise also.

Thus, "Fly away, thrush!" "Fly away, pigeon!" "Fly away, butterfly!"

should cause all the fingers to spring up. But of "Fly away, omnibus!"

"Fly away, cat!" "Fly away, pig!" no notice should be taken. The game

is, of course, to catch players napping.

Hold Fast! Let Go!

This is a very confusing game of contraries for five players. Four of

them hold each the corner of a handkerchief. The other, who stands by

to give orders, then shouts either "Let go!" or "Hold fast!" When "Let

go!" is called, the handkerchief must be held as firmly as ever; but

when "Hold fast!" it must be dropped. The commands should be given

quickly and now and then repeated to add to the anxiety of the other

players.

The Sergeant

In this game one player represents a sergeant and the others are

soldiers whom he is drilling. When he makes an action and says "Do

this" the others have to imitate him; but if he says "Do that" they

must take no notice.

Simon Says Thumbs Up

The players sit about on the floor or on chairs, each holding out on

his knee his clenched fist with the thumb sticking straight up. One

player calls out "Simon says thumbs down." All the thumbs must be

instantly reversed. Then he tries to confuse them by alternating

between up and down for some time until they all get into the way of

expecting the change, and then he gives the same order twice in

succession. Those who make a mistake pay a forfeit. If he calls out

simply "Thumbs up" or "Thumbs down" no attention must be paid to this

order as a forfeit is taken.

The orders are sometimes varied by the command "Simon says wig-wag!"

when all the thumbs must be waggled to and fro.

The Grand Mufti

A somewhat similar game of contraries is "The Grand Mufti." The player

personating the Grand Mufti stands in the middle or on a chair, and

performs whatever action he likes with his hands, arms, head, and

legs. With each movement he says, "Thus does the Grand Mufti," or, "So

does the Grand Mufti." When it is "Thus does the Grand Mufti" the

other players must imitate his movement; but when it is "So does the

Grand Mufti" they must take no notice. Any mistakes may lead to

forfeits.

The Mandarins

There is no contrariness about "The Mandarins." The players sit in a

circle, and the game is begun by one of them remarking to the next,

"My ship has come home from China." The answer is "Yes, and what has

it brought?" The first player replies, "A fan," and begins to fan

herself with her right hand. All the players must copy her. The second

player then turns to the third (all still fanning) and remarks, "My

ship has come home from China." "Yes, and what has it brought?" "Two

fans." All the players then fan themselves with both hands. The third

player, to the fourth (all still fanning), "My ship has come home from

China." "Yes, and what has it brought?" "Three fans." All the players

then add a nodding head to their other movements. And so on, until

when "Nine fans" is reached, heads, eyes, mouth, hands, feet and body

are all moving. The answers and movements of this game may be varied.

Thus the second answer to the question "And what has it brought" might

be "A bicycle," when the feet of all the players would have to move as

if working pedals; the third answer could be a "snuff-box," which

should set all the players sneezing; and so on. A typewriter, a piano,

a barrel-organ, a football, would vary the game.

Buff

This test of self-control is rather a favorite; but it is not so much

a game as a means of distributing forfeits. The players sit in a

circle. One then stands up and, holding out a stick, repeats these

lines--

Buff says Buff to all his men,

And I say Buff to you again.

Buff never laughs, Buff never smiles,

In spite of all your cunning wiles,

But carries his face

With a very good grace,

And passes his stick to the very next place.

This must be said without laughing or smiling. Each player in turn

holds the stick and repeats the verses, those that laugh or smile

having, when it is over, to pay a forfeit.

The Ditto Game

This is another game in which laughter is forbidden. The players sit

close together in a silent circle. Whatever the leader does the others

have to do, but without smile or sound. Perhaps the leader will begin

by pulling the next player's hair, and pass on to pat her cheek, or

prod her sides, or pinch her nose.

Statues

Another trial of composure. The players choose what positions they

will and become as still and as silent as statues. One player is

judge. It is his business to try and make the statues laugh. All who

laugh pay forfeits; but the one who keeps his face grave longest

becomes "Judge."

Laughter

"Laughter" is just the opposite. The company sit in a circle and the

game is begun by one throwing a handkerchief into the air. Immediately

this is done every one must begin to laugh and continue to laugh

until the handkerchief touches the ground. They must then stop or

leave the circle. Gradually all will leave but one, who must then

perform by himself, if he is willing.

The Concerted Sneeze

One third of the company agree to say "Hish" all together at a given

signal, another third agree to say "Hash," and the rest agree to say

"Hosh." The word of command is then given, and the result is the sound

as of a tremendous sneeze.

Bingo

In "Bingo" the players begin by joining hands and marching round,

singing--

There was a farmer had a dog

His name was Bobby Bingo O.

B, I, N, G, O,

B, I, N, G, O,

B, I, N, G, O,

And Bingo was his name O!

The players then loose hands, the girls go inside the ring and stand

there, and the boys run round them singing the rhyme again. Then the

boys go inside and the girls run round them and sing it. And then

hands are taken once more and all go round in the original circle

singing it a fourth time. If no boys are playing, the girls should

arrange, before the game begins, which shall personate them.

Robin's Alive

A good game for the fireside is "Robin's Alive." There are so few

children nowadays who have fireplaces that this can be modified so

that it is a good evening game for any quiet group of children. Some

one lights a piece of twisted paper or a stick of wood, twirls it

rapidly in the air to keep it burning and says, as fast as he can,

Robin's alive, and alive he shall be

If he dies in my hand you may back-saddle me,

and at once passes the paper on to the next player who in turn recites

the verse. The one in whose hand it finally goes out is "back-saddled"

in this way. He lies down on the floor and the others pile cushions

and chairs and books on him while he repeats,

Rocks and stones and the old horse's bones

All this and more you may pile upon me.

The Mulberry Bush

The players join hands and go round and round in a ring, singing--

Here we go round the mulberry bush, the mulberry bush, the mulberry

bush,

Here we go round the mulberry bush

On a fine and frosty morning.

They then let go hands and sing--

This is the way we wash our clothes, wash our clothes, wash our

clothes,

This is the way we wash our clothes

On a fine and frosty morning,

and as they sing they pretend to be washing. After the verse is done

they join hands again and dance round to the singing of the mulberry

bush chorus again, and so on after each verse. The other verses are--

(2) This is the way we iron our clothes.

(3) This is the way we wash our face.

(4) This is the way we comb our hair.

(5) This is the way we go to school (_very sadly_).

(6) This is the way we learn our book.

(7) This is the way we sew our seams.

And lastly and very gaily--

(8) This is the way we come from school,

and then the chorus comes again, and the game is done.

Looby, Looby

This is another of the old country games in which the players all

have to do the same things. They first join hands and dance round,

singing--

Here we dance Looby, looby,

Here we dance Looby light,

Here we dance Looby, looby,

All on a Saturday night.

Then, letting go of hands and standing still, they sing--

Put your right hands in,

Put your right hands out,

Shake them and shake them a little,

And turn yourselves about,

and at the same time they do what the song directs. Then the dance and

chorus again, and then the next verse, and so on. This is the order--

(2) Put your left hands in.

(3) Put your right feet in.

(4) Put your left feet in.

(5) Put your noddles in.

And finally--

Put your bodies in,

Put your bodies out,

Shake them and shake them a little,

And turn yourselves about.

Orchestra

An ear-splitting game that is always great fun. The players stand in

rows before the leader or "conductor," who sings a verse from any

well-known nonsense or other song. Then he says, pointing to one of

the players, "and the first violin played this simple melody,"

whereupon the two sing the verse over again, the player imitating with

his arms the movements of a violin player, and with his voice the

sound of a squeaking fiddle. Then the conductor says, pointing to

another player, "and the big trombone played this simple melody." Then

the three sing together, the second player imitating the sound of a

trombone and the appearance of a trombone player. This is continued

until every one is playing on an imaginary instrument, the conductor,

of course, being the only one who sings the words of the song.

A Good Fat Hen

A nonsensical game, useful in leading to forfeits. The company sit in

a row, and one of the end players begins by saying, "A good fat hen."

Each of the others in turn must then say, "A good fat hen." The first

player then says, "Two ducks and a good fat hen," and the words pass

down the line. Then "Three squawking wild geese, two ducks, and a good

fat hen." And so on until the end is reached, in the following order--

Fourth round.--Prefix: Four plump partridges.

Fifth round.-- " Five pouting pigeons.

Sixth round.-- " Six long-legged cranes.

Seventh round.-- " Seven green parrots.

Eighth round.-- " Eight screeching owls.

Ninth round.-- " Nine ugly turkey-buzzards.

Tenth round.-- " Ten bald eagles.

The sentence has now reached a very difficult length:--"Ten bald

eagles, nine ugly turkey-buzzards, eight screeching owls, seven green

parrots, six long-legged cranes, five pouting pigeons, four plump

partridges, three squawking wild geese, two ducks and a good fat hen."

Any one making a mistake may be made to pay a forfeit.

John Ball

The same game may be played also with "The House that Jack Built,"

and there are other stories of a similar kind. Among these the most

amusing for a large party would perhaps be the old rhyme of "John

Ball."

First round.-- John Ball shot them all.

Second round.-- John Block made the stock,

But John Ball shot them all.

Third round.-- John Brammer made the rammer,

John Block made the stock,

But John Ball shot them all.

Fourth round.-- John Wyming made the priming,

John Brammer made the rammer,

John Block made the stock,

But John Ball shot them all.

Fifth round.-- John Scott made the shot....

Sixth round.-- John Crowder made the powder....

Seventh round.-- John Puzzle made the muzzle....

Eighth round.-- John Farrell made the barrel....

Ninth round.-- John Clint made the flint....

Tenth round.-- John Patch made the match....

In the tenth round, then, each player has to say--

John Patch made the match,

John Clint made the flint,

John Farrell made the barrel,

John Puzzle made the muzzle,

John Crowder made the powder,

John Scott made the shot,

John Wyming made the priming,

John Brammer made the rammer,

John Block made the stock,

But John Ball shot them all.

Chitterbob

What Shall We Do Now?: Five Hundred Games and Pastimes · 第 1 / 20 段