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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