There is also the old rhyme of "Chitterbob," but it is usual in

repeating this to say it all at once, in one round, and not prolong

the task. This is the rhyme:--

There was a man and his name was Cob

He had a wife and her name was Mob,

He had a dog and his name was Bob,

She had a cat and her name was Chitterbob.

"Bob," says Cob;

"Chitterbob," says Mob.

Bob was Cob's dog,

Mob's cat was Chitterbob,

Cob, Mob, Bob, and Chitterbob.

In the old way of playing "Chitterbob" a paper horn used to be twisted

into the player's hair for each mistake made in the recitation, and at

the end these horns could be got rid of only by paying forfeits.

The Muffin Man

"The Muffin Man" is another variety. The players sit in a circle,

and the game is begun by one of them turning to the next and asking,

either in speech or in song--

Oh, do you know the muffin man, the muffin man, the muffin man?

Oh, do you know the muffin man who lives in Drury Lane?

The reply is--

Oh, yes I know the muffin man, the muffin man, the muffin man,

Oh, yes I know the muffin man who lives in Drury Lane.

Both players then repeat together--

Then two of us know the muffin man, the muffin man, the muffin man,

Then two of us know the muffin man who lives in Drury Lane.

This done, the second player turns to the third and the same question

and answer are given; but when it comes to the comment--

Then three of us know the muffin man,...

the first player also joins in. At the end therefore, if there are

eight people playing, the whole company is singing--

Then eight of us know the muffin man, the muffin man, the muffin

man,

Then eight of us know the muffin man who lives in Drury Lane.

Family Coach

In "Family Coach" each player takes the name of a part of a coach, as

the axle, the door, the box, the reins, the whip, the wheels, the

horn; or of some one connected with it, as the driver, the guard, the

ostlers, the landlord, the bad-tempered passenger, the cheerful

passenger, the passenger who made puns, the old lady with the bundle,

and the horses--wheelers and leaders. One player then tells a story

about the coach, bringing in as many of these people and things as he

can, and as often. Whenever a person or thing represented by a player

is mentioned, that player must stand up and turn round. But whenever

the coach is mentioned the whole company must stand up and turn round.

Otherwise, forfeits. A specimen story is here given as a hint as to

the kind of thing needed:--

"There's the railway, of course," said _Mr. Burly_, "and

there's the motor wagonette, and you've all got bicycles; but

let's go to London in the old-fashioned way for once; let's

go in the _Family Coach_." These words delighted everybody.

"Oh, yes," they all cried, "let's go in the _Family Coach_."

It was therefore arranged, and _John the Coachman_ had orders

to get everything ready. This was no light matter, for the

_Family Coach_ had not been used for many years, and it would

need to be taken to the coachbuilder's at once and be

overhauled. So the next morning it lumbered off, and it did

not come back for a week; but when it did there was a change

indeed. The _wheels_ had been painted red, the _axles_ had

been tested, the _springs_ renewed, the inside re-lined, the

_roof_ freshly upholstered, and the whole made bright and

gay. At last the morning came, a clear, sunny day, and

punctually at nine _John_ rattled up to the door. The

_horses_ stood there pawing the ground, as if ready to gallop

all the way. _John_ had a new coat and hat, and Tim and

Peter, the _grooms_, were also in new livery. Every one was

ready. First came _Mr. Burly_ in a wonderful great overcoat,

and then _Mrs. Burly_ in furs. Then _Uncle Joshua_, then

_Aunt Penelope_, and then the three girls and two boys. How

they all found room I don't know, but they did. "Are we all

ready?" said _Mr. Burly_. "All ready," said _Uncle Joshua_.

So _Tim_ and _Peter_ sprang away from the _horses'_ heads,

crack went the _whip_, round went the _wheels_, _Uncle

Joshua_ blew the _horn_, and the old _Family Coach_ was

fairly on its journey.

It was a splendid ride. _John_ kept his _horses_ going at a

grand pace and hardly used the _whip_ at all, the _wheels_

ran smoothly over the road, and whenever we passed through a

village _Uncle Joshua_ blew the _horn_. We stopped at

Thornminster for lunch. _John_ brought us up to the inn door

in style, and the _landlord_ came out rubbing his hands and

helped _Mrs. Burly_ and _Aunt Penelope_ down with a flourish.

"Proud to see you, sir," he said to _Mr. Burly_. "It is

seldom enough that folks travel nowadays in an old _Family

Coach_. I wish there were more of them."

After lunch we went along in the same splendid way until

suddenly round a corner came a donkey-cart with the donkey

braying at the top of his voice. _John_ pulled the _horses_

well over to the side, but the braying was too much for them,

and they rolled into the ditch. In a moment the old _Family

Coach_ was overturned. _Mr. Burly_ was shot into the field

across the hedge, _Uncle Joshua_, grasping the _horn_, landed

in a pond, _John_ and _Aunt Penelope_, _Mrs. Burly_ and the

_grooms_ all stuck in the hedge. No one was hurt, but two of

the _wheels_ were broken to pieces and one _axle_ was bent,

and that was therefore the last of the old _Family Coach_. So

we never got to London in the old way after all.

If this story is not long enough, it can be lengthened. The words in

italics are those to be distributed among the company, each player

taking more than one if necessary. When the accident comes they might

all fall down as they are mentioned. In the case of the wheels and the

horses, these may either be taken all four by one player, or eight

players may share them. Thus, when the wheels are mentioned, all four

players who have taken the wheels would stand up and turn round, and

four others when the horses were alluded to.

The Traveler, and the Bicyclist

"The Traveler" is a favorite variety of the "Family Coach." In this

game a player with a ready tongue is chosen as traveler, and the

others are given such names as landlord, bell-boy, clerk, waiter,

chambermaid, electric light, elevator, bed, supper, paper,

sitting-room, bedroom, steam-radiator, slippers, and so on. The

traveler is then supposed to arrive and give his orders. "Can I have a

room to-night? Good. And how soon will _supper_ be ready? Ask the

_bell-boy_ to take my _satchels_ up to my _room_. Show me to my

_room_ and send up the _papers_." And so on, each person named having

to stand up or be booked for a forfeit.

This game lends itself to various new forms. One might be called "The

Bicyclist" and run thus:--A player having been chosen as the

bicyclist, the others take as many bicycling names (or two names each

might add to the fun) as there are players. Thus--lamp, wick, oil,

handle-bars, spokes, tires, chain, pump, nuts, bell, hedges, fields,

sheep, roads, hill, dog. This settled, the bicyclist will begin his

story, something in this style:--

It looked so fine this morning that I determined to go for a

long ride. So I got out the _pump_ and blew up the _tires_,

put the _monkey-wrench_ to a few _nuts_, filled the _lamp_,

trimmed the _wick_, polished up the _bell_ and the

_handle-bars_, and started off. The _roads_ were perfect. The

_fields_ were shining with dew, the _hedges_ were sweet with

honey-suckle, and I skimmed along like the wind until

suddenly, at the turn at the foot of Claymore _Hill_, I rode

bang into a flock of _sheep_ and came down with a smash. You

never saw such a ruin. The _lamp_ and _bell_ were lost

completely, the _handle-bars_ were twisted into corkscrews,

the _tires_ were cut to ribbons, the _spokes_ looked like

part of a spider's web, my hands and my knees were cut, and

the worst of it was that the shepherd's _dog_ mistook me for

an enemy and I had to beat him off with the _monkey-wrench_,

until the farmer heard the noise and came to the rescue.

During this story all the players named would, in the ordinary way,

stand up for a moment when their adopted names were mentioned, except

at the point when the accident occurs, and then every player bearing

the name of a part of the bicycle--the handle-bars, spokes, tires,

chain, air-pump, lamp, wick, bell, monkey-wrench, pump, nuts--should

fall to the ground.

Drawing-Room Acrobatics

There are various feats which can be performed in a small room without

injury to furniture. To lie flat on the floor on one's back and be

lifted into an upright position by a pair of hands under the back of

the head, keeping stiff all the time, is a favorite accomplishment.

Another is to bend over and touch the floor with the tips of the

fingers without bending the knees. Another is, keeping your feet

behind a line, to see who, by stretching along the ground supported on

the left hand only, can place a penny with the right hand the farthest

distance and get back again to an upright position behind the line

without moving the feet or using the right hand for a support. This

done, the penny must be recovered in the same way.

Another feat is, keeping your feet together and one arm behind you, to

see how far back from the wall it is possible to place your feet

(remembering that you have to get into an upright position again)

while you lean forward supported by the other hand laid flat against

the wall.

Another is to keep the toes to a line, and kneel down and get up again

without using the hands.

Another is to make a bridge of your body from chair to chair, resting

the back of your neck on one and your heels on the other. This is done

by beginning with three chairs, one under the back, and then when you

are rigid enough having the third one removed.

Acrobatic Impossibilities

If you hold your hands across your chest in a straight line with the

tips of the forefingers pressed together, it will be impossible for

any one else, however strong, to hold by your arms and pull those

finger-tips apart.

It is quite safe to stand a person against the wall with his heels

touching it, and, laying a shilling on the floor a foot or so is front

of him, to say it will be his if he can pick it up without moving his

heels from the wall.

Another impossible thing is to stand sideways against the wall with

your left cheek, left heel, and left leg touching it, and then raise

the right leg.

The Trussed Fowls

In this contest two boys are first trussed. Trussing consists of

firmly tying wrists and ankles, bringing the elbows down below the

knees and slipping a stick along over one elbow, under both knees and

over the other elbow, as in the picture. The game is, for the two

fowls to be placed opposite each other with their feet just touching,

and for each then to strive to roll the other over with his toes.

[Illustration: A TRUSSED FOWL]

The Candle-Lighters

Another balancing game. Two boys face each other, each with a candle,

one of which is lighted and the other not. Kneeling on the right knee

only and keeping the left leg entirely off the ground, they have to

make one candle light the other.

Hat and Cards

A tall hat is placed in the middle of the room and a pack of cards is

dealt out to the players seated round it. The game is to throw the

cards one by one into the hat.

Tug of War

This is properly an outdoor game, but in a big room indoors it is all

right. The two sides should be even in numbers, at any rate in the

first pull. In the middle of the rope a handkerchief is tied, and

three chalk lines a yard apart are made on the floor. The sides then

grasp the rope, the captain of each side, whose duty it is to

encourage his men by cheering cries, having his hands about a yard and

a half from the handkerchief. The rope is then trimmed by the umpire

until the handkerchief comes exactly over the middle one of the three

lines. On the word being given, each side has to try and pull the rope

so that the handkerchief passes over the chalk line nearest it. The

best of three decides the victory. For the sake of sport it is better,

if one side is much weaker than the other, to add to it until the

balance of strength is pretty even.

High Skip

The players stand in as wide a circle as the size of the room allows,

with one player in the middle. He has a rope or heavy cord in his hand

with some object, rather heavy but not hard, tied to it, such as a

small cushion or a large bunch of rags. Stooping down, he begins

swinging this around the circle. As it comes to them the players must

jump over the cord. As the cushion is swung faster and faster it goes

higher and is more difficult to jump over. The first one to miss takes

the place of the person swinging the rope, who is not allowed to raise

his hand higher than his knee.

Parlor Football

In this game goals are set up at each end of the room, the players are

provided with fans, and the football is a blown hen's egg, which is

wafted backward and forward along the floor.

Balloon

A string is stretched across the room at a height of about three or

four feet. The players divide into sides and line up on each side of

the string. The balloon is then thrown up, the game being to keep it

in the air backward and forward over the string, so that if it falls

it will fall in the other side's camp. It ought to be tapped with the

back of the fingers and not hit hard.

Tissue-Paper Race

In this game tissue-paper is cut into pieces three or four inches

square. As many squares as there are players are placed in a line at

one end of the room, and at the other are placed two books, or other

objects, a foot or so apart. At the word of command each competitor,

who is armed with a Japanese fire-screen or fan, starts to fan his

square through the goal-posts. For the sake of distinguishing them it

is better to mark the papers or have them of different colors. A

competitor may not fan any other square except by accident.

Walking Spanish

This game should not be played unless there are some older, stronger

players to prevent possible accidents, but it is very amusing. Each

player in turn goes to the end of the room, takes a cane or umbrella,

puts his head down on the handle, closes his eyes and, stooping over

thus, whirls rapidly about six times, not moving the point of the cane

from its original position. Then instantly he straightens up and tries

to walk steadily the length of the room along a string laid down or

line marked. The one who steps nearest to the line all the time is the

winner.

Potato Race

This is a good game for a hall or landing. Two baskets are needed,

which are placed at one end of the hall about two yards apart, and

then in a line from each basket are placed potatoes, at intervals of a

yard or so all down the floor, an equal number to each line. Any even

number of competitors can play, the race being run in heats. Each

competitor is armed with a long spoon, and his task is to pick up all

the potatoes on his line and return them to the basket before his

opponent can. Each potato must be carried to the basket in turn, and

if dropped on the way must be picked up again before another can be

touched, and the spoon only must be used. Any help from the other hand

or from the foot disqualifies.

Fire-Buckets

At a fire in the country, where there is no hose, a line of men

extends from the burning house to the nearest pond, and buckets are

continually being passed along this line. Hence the name by which this

excellent game is called here. It is played thus. A large number of

miscellaneous and unbreakable articles--balls, boots, potatoes, books,

and so on--are divided into two exactly equal groups, and each group

is placed in a clothes basket. The company then forms into two equal

lines, and each chooses a captain. Each captain stands by the basket

at one end of his line, at the other end being a chair and another

player standing by that. At the word "Start," the articles are handed

one by one by the captain to the first player in the line, and passed

as quickly as possible without dropping to the player by the chair. As

they come to him he piles them on the chair (without dropping any)

until all are there, and then returns them with equal speed until the

basket is filled again. The side which finishes first is the winner.

If an article is dropped it must be picked up before any other of the

articles can pass the player who dropped it.

Forfeits

In many of the games already described mention has been made of

"Forfeits." They do not now play quite so important a part in an

evening's entertainment as once they did, but they can still add to

the interest of games. "Paying a forfeit" means giving up to the

player who is collecting forfeits some personal article or other--a

knife, a pencil, a handkerchief--which, at the end of the game, or

later in the evening, has to be recovered by performing whatever

penance is ordered. When the times comes for "crying the forfeits," as

it is called, the player who has them sits in a chair, while another

player, either blindfolded or hiding her eyes, kneels before her, the

remaining players standing all around. The first player then holds up

a forfeit, remarking, "I have a thing, and a very pretty thing. Pray

what shall be done to the owner of this pretty thing?" To which the

blindfolded one replies by asking, "Is it fine or superfine?" meaning,

Does it belong to a boy (fine) or a girl (superfine)? The answer is

either "It is fine," or "It is superfine," and the blindfolded one

then announces what its owner must do to get possession of it again.

Of stock penances there are a great number, most of which are tricks

which, once known, are necessarily very tame afterward. In the case of

those that follow, therefore, something definite and practical is

required.

Frown for a minute.

Dance for a minute.

See how many you can count in a minute.

Say the alphabet backward.

Do the exact opposite of three things ordered by the company.

Crow like a cock.

Say "Gig whip" ten times very rapidly.

Say "Mixed biscuits" ten times very rapidly.

Say rapidly: "She stood on the steps of Burgess's Fish Sauce Shop

selling shell fish."

Say rapidly: "Peter Piper picked a peck of pickled pepper. A peck

of pickled pepper Peter Piper picked. If Peter Piper picked a peck

of pickled pepper, where is the peck of pickled pepper Peter Piper

picked?"

Count fifty backward.

Repeat a nursery rhyme.

Hold your hands behind you, and, keeping them there, lie down

and get up again.

Hold your hands together and put them under your feet and over

your head.

Walk round the room balancing three books on your head without

using your hands.

Smile to the prettiest,

Bow to the wittiest,

And kiss the one you love the best.

Yawn until you make some one else yawn.

Push your friend's head through a ring. (Put your finger through

a ring and push your friend's head with the tip.)

Place a straw on the floor so that you can't jump over it. (Very

close to the wall.)

Put a chair on a table, take off your shoes and jump over them.

(Over your shoes.)

Leave the room with two legs and come in with six. (Bring in a

chair.)

Repeat five times without mistake, "A rat ran over the roof of

the house with a lump of raw liver in his mouth."

Repeat ten times rapidly, "Troy boat."

Ask a question to which "no" cannot be answered. (What does y-e-s

spell?)

Shake a dime off your forehead. (The coin is wet and some one

presses it firmly to the forehead of the one to pay the forfeit,

who must keep his eyes closed. The dime is taken away, but the

forfeit player still feels it there and tries to shake it off.)

Repeat a verse of poetry, counting the words aloud. Mary (one)

had (two) a (three) little (four) lamb (five).

Dance in one corner, cry in another, sing in another, and fall

dead in the fourth.

Two forfeits may be redeemed at once by blindfolding two players,

handing them each a glass of water, and bidding them give the other

a drink. This, however, can be a very damp business.

The old way of getting rid of a large number of forfeits was to tell

their owners to hold a cats' concert, in which each sings a different

song at the same time. Perhaps it would be less noisy and more

interesting if they were told to personate a farm-yard.

Auctioning Prizes

A novel way of awarding prizes is to auction them. Each guest on

arrival is given a small bag instead of a tally card. These bags are

used to hold beans, five of which are given to all the players that

progress at the end of each game. After the playing stops the prizes

are auctioned. Of course the person who has the greatest number of

beans can buy the best prizes; so that besides making a great deal of

fun, the distribution is entirely fair.

DRAWING GAMES

Many persons, when a drawing game is suggested, ask to be excused on

the ground of an inability to draw. But in none of the games that are

described in this chapter is any real drawing power necessary. The

object of each game being not to produce good drawings but to produce

good fun, a bad drawing is much more likely to lead to laughter than a

good one.

Five Dots

All children who like drawing like this game; but it is particularly

good to play with a real artist, if you have one among your friends.

You take a piece of paper and make five dots on it, wherever you

like--scattered about far apart, close together (but not too close),

or even in a straight line. The other player's task is to fit in a

drawing of a person with one of these dots at his head, two at his

hands, and two at his feet, as in the examples on page 48.

Outlines or Wiggles

Another form of "Five Dots" is "Outlines." Instead of dots a line,

straight, zigzag, or curved, is made at random on the paper. Papers

are then exchanged and this line must be fitted naturally into a

picture, as in the examples on page 49.

A good way to play Wiggles when there are a number of people to play,

is to mark the same line for all the players, either by pressing down

very hard with a hard pencil so that the line can be traced from one

piece of paper to another, or with carbon copy paper between the

sheets. Thus each person has the same line, and the one who uses his

in the most fantastic and unexpected way is the winner. The only rule

about making the line is that a circle shall not be made. The two ends

must be left ready to add the rest of the design. It is well sometimes

to limit the pictures to human faces, as this makes the grotesque

unlikeness of the drawings all the more absurd.

[Illustration: FIVE DOTS]

[Illustration: OUTLINES]

Eyes-Shut Drawings

The usual thing to draw with shut eyes is a pig, but any animal will

do as well (or almost as well, for perhaps the pig's curly tail just

puts him in the first place). Why it should be so funny a game it is

difficult quite to explain, but people laugh more loudly over it than

over anything else. There is one lady at least who keeps a visitor's

book in which every one that stays at her house has to draw an

eyes-shut pig. The drawings are signed, and the date is added. Such a

guest book is now manufactured, bound in pig skin, or in cloth.

"Ghosts of My Friends"

While on the subject of novel albums the "Ghost of My Friends" might

be mentioned. The "ghost" is the effect produced by writing one's

signature with plenty of ink, and while the ink is still very wet,

folding the paper down the middle of the name, lengthwise, and

pressing the two sides firmly together. The result is a curious

symmetrically-shaped figure. Some people prefer "ghosts" to ordinary

signatures in a visitors' book.

The "Book of Butterflies" is on the same order. With the book come

four tubes of paint. The paint is squeezed on the page, which is

doubled and flattened. The effects are very beautiful, and

surprisingly lifelike.

Another guest book is the "Hand-o-graph," in which the outline of the

hand of each guest is kept. The "Thumb-o-graph" is on the same

principle, except that in this case the imprint of the guest's thumb

is preserved, made from an ink pad supplied with the book.

A remarkable collection can be made of ink-blot pictures. A drop of

ink, either round as it naturally falls, or slightly lengthened with a

pen, is dropped on paper which is then folded smartly together and

rubbed flat. The most surprising designs are the result, some of

which, aided a little by the pen, look like landscapes, figures and

complicated geometric designs.

Drawing Tricks

What Shall We Do Now?: Five Hundred Games and Pastimes · 第 2 / 20 段