Six drawing tricks are illustrated on this page. One (1) is the

picture of a soldier and a dog leaving a room, drawn with three

strokes of the pencil. Another (3) is a sailor, drawn with two

squares, two circles, and two triangles. Another (5), Henry VIII,

drawn with a square and nine straight lines. Another (6), invented for

this book, an Esquimaux waiting to harpoon a seal, drawn with eleven

circles and a straight line. The remaining figures are a cheerful pig

and a despondent pig (4), and a cat (2), drawn with the utmost

possible simplicity.

[Illustration: DRAWING TRICKS]

Composite Animals

In this game the first player writes the name of an animal at the top

of the paper and folds it over. The next writes another, and so on

until you have four, or even five. You then unfold the papers and

draw animals containing some feature of each of those named.

[Illustration]

[Illustration]

Invented Animals

A variation of this game is for the players to draw and describe a new

creature. On one occasion when this game was played every one went for

names to the commoner advertisements. The best animal produced was the

Hairy Coco, the description of which stated, among other things, that

it was fourteen feet long and had fourteen long feet.

A good guessing contest is to supply every person with a slip of paper

on which is written the name of an animal. He draws a picture of it

and these pictures are all exhibited signed with the artist's name.

The person who guesses correctly the subjects of the greatest number

of them wins.

Heads, Bodies, and Tails

For this game sheets of paper are handed round and each player draws

at the top of his sheet a head. It does not matter in the least

whether it is a human being's or a fish's head, a quadruped's, a

bird's, or an insect's. The paper is then turned down, two little

marks are made to show where the neck and body should join, and the

paper is passed on for the body to be supplied. Here again it does not

matter what kind of body is chosen. The paper is then folded again,

marks are made to show where the legs (or tail) ought to begin, and

the paper is passed on again. After the legs are drawn the picture is

finished.

Pictures to Order

Each player sits, pencil in hand, before a blank sheet of paper, his

object being to make a picture containing things chosen by the company

in turn. The first player then names the thing that he wants in the

picture. Perhaps it is a tree. He therefore says, "Draw a tree," when

all the players, himself included, draw a tree. Perhaps the next says,

"Draw a boy climbing the tree"; the next, "Draw a balloon caught in

the top branches"; the next, "Draw two little girls looking up at the

balloon"; and so on, until the picture is full enough. The chief

interest of this game resides in the difficulty of finding a place for

everything that has to be put in the picture. A comparison of the

drawings afterward is usually amusing.

Hieroglyphics, or Picture-Writing

As a change from ordinary letter-writing, "Hieroglyphics" are amusing

and interesting to make. The best explanation is an example, such as

is given on pages 52 and 53, the subject being two verses from a

favorite nursery song.

Pictures and Titles

Each player draws on the upper half of the paper an historical scene,

whether from history proper or from family history, and appends the

title, writing it along the bottom of the paper and folding it over.

The drawings are then passed on and each player writes above the

artist's fold (or on another sheet of paper) what he thinks they are

meant to represent, and folds the paper over what he has written. In

the accompanying example the title at the bottom of the paper is what

the draughtsman himself wrote; the others are the other players'

guesses.

[Illustration:

Various Descriptions by the Players

The Abbot of Christchurch, near Bournemouth, surveys the

scaffolding of the abbey.

The end of the Paris Exhibition.

An old man coming back to the home of his childhood, looks

across the river, where a duck is swimming, to the

dilapidated cathedral and town which represent the stately

piles he remembered.

The building of the Ark.

The Artist's Description

The Last Man surveying the ruins of the Crystal Palace.]

WRITING GAMES

Many of the games under this heading look harder than they really are.

But the mere suggestion of a writing game is often enough to frighten

away timid players who mistrust their powers of composition--although

the result can be as funny when these powers are small as when they

are considerable. The race is not always to the swift, nor the battle

to the strong.

Simple Acrostics

There are "Simple Acrostics" and "Double Acrostics." The simple ones

are very simple. When the players are all ready a word is chosen by

one of them, either from thought or by looking at a book and taking

the first promising one that occurs. Perhaps it is "govern." Each

player then puts the letters forming "govern" in a line down the

paper, and the object of the game is to find, in a given time, words

beginning with each of those letters. Thus, at the end of time, one

player might have--

G ravy

O range

V iolet

E sther

R obin

N umbskull

The players then describe their words in turn, one letter going the

round before the next is reached, and from these descriptions the

words have to be guessed, either by any player who likes or by the

players in turn. The player whose paper we have quoted might describe

his words like this: G---- "Something that makes hot beef nice"; O---- "A

fruit"; V---- "A flower"; E---- "A girl's name"; R---- "A bird"; and

N---- "A name for a silly person." If any one else has the same word

neither of you can score it, and it is therefore important to seek for

the most unlikely words.

Another way of playing "Simple Acrostics" is to insist on each word

being the same length. Thus "govern" might be filled in by one player

thus:--

G rave

O ddly

V erse

E arth

R ebel

N inth

Double Acrostics

In "Double Acrostics" the game is played in precisely the same way,

except that the letters of the word, after having been arranged in a

line down the paper, are then arranged again in a line up the paper,

so that the first letter is opposite the last, and the last opposite

the first. Thus:--

G N

O R

V E

E V

R O

N G

The players have then to fill in words beginning and ending with the

letters as thus arranged. One paper might come out thus:--

G rai N

O rde R

V ersatil E

E ... V

R apall O

N othin G

This word is rather a hard one on account of the E and V. As a rule,

words of only three letters are not allowed in "Acrostics," nor are

plurals. That is to say, if the word has to end in "S," one must not

simply add "S" to an ordinary word, such as "grooms" for G----S, but

find a word ending naturally in "S," such as "Genesis."

It is not necessary to invert the same word in order to get letters

for the ends of the words. Two words of equal length can be chosen and

arranged side by side. Thus (but this is almost too difficult an

example):--

D K

I I

C P

K L

E I

N N

S G

"Acrostics" may be made more difficult and interesting by giving them

a distinct character. Thus, it may be decided that all the words that

are filled in must be geographical, or literary, or relating to

flowers.

Fives

"Fives" is a game which is a test also of one's store of information.

A letter is chosen, say T, and for a given time, ten minutes perhaps,

the players write down as many names of animals beginning with T as

they can think of. The first player then reads his list, marking those

words that no one else has and crossing off all that are also on other

players' papers. Then the names of vegetables (including flowers,

trees, and fruit) are taken; then minerals; then persons; and then

places. The player who has most marks wins the game.

A variety of this game is to take a long word, say "extraordinary,"

and within a given time to see how many smaller words can be made

from it, such as tax, tin, tea, tear, tare, tray, din, dray, dairy,

road, rat, raid, and so on.

Lists

"Lists" is a variety of "Fives." Paper is provided, and each player in

turn calls out something which the whole company write down. Thus,

suppose there are five players and you decide to go round three times:

the first may say a river; the second, a doctor; the third, a

complaint; the fourth, a play; the fifth, a State in the Union; the

first again, a musical instrument; the second again, a poet; and so

on, until the fifteen things are all written down. Each paper will

then have the same list of fifteen things upon it. One of the company

then opens a book at random, and chooses, say, the first letter of the

third word in the first line. Perhaps it is T. For a given time each

player has to supply his list with answers beginning with T. At the

call of time one of the papers may present this appearance:--

A river Tees

A doctor. Mr. Treves

A complaint Tic Doloreux

A play Timon of Athens

A state in the Union Tennessee

A musical instrument Trombone

A poet Tennyson

A flower Trefoil

A mineral Tin

A lake Tanganyika

A tree Tulip

A country Turkey

An author Trollope

An artist Tadema

A preacher Talmage

Each player in turn reads his list aloud, strikes off those words that

others also have, and puts a mark against the rest. The specimen list

here given is too simple to be called a good one. Players should

reject the first thing that comes into their thoughts, in favor of

something less natural.

Buried Names

The first thing for the players to do is to decide what kind of name

they will bury. The best way is to call out something in turn. Thus,

if there are four players they may decide to bury the name of an

author, a girl, a town, and a river. Each player writes these down and

a fixed time is given for burial, which consists in writing a sentence

that shall contain the name somewhere spelled rightly but spread over

two words, or three if possible. At the end of the time the sentences

are read aloud in turn, while the others guess. Of course, the whole

game may be given up to burying only one kind of name, but variety is

perhaps better. Examples are given:--

An author: I like to keep the y_ew in g_ood order.

A girl: The boy was cru_el, laz_y and obstinate.

A town: Clothes that are _new have n_o need of brushing.

A river: To see spoil_t ham es_pecially annoys me.

It is permissible to bury the name in the middle of one longer word,

but it is better to spread it over two or three. Perhaps the best

example of a buried English town is this: "The Queen of She_ba sings

to ke_ep her spirits up." This is good, because the sentence is

natural, because of the unusual number of words that are made use of

in the burial, and because in reading it aloud the sound of the buried

town is not suggested.

Letters and Telegrams

In this game you begin with the Letter. The first thing to write is

the address and "My dear ----," choosing whomever you like, but

usually, as in "Consequences," either a public person or some one

known, if possible, to every one present. The paper is then folded

over and passed on. The next thing to write is the letter itself,

which should be limited to two minutes or some short period, and

should be the kind of letter that requires a reply. The paper is

folded and passed on again, and the subscription, "Believe me yours

sincerely," or whatever adverb you choose, and the signature are then

added. (These may be divided into two separate writings if you like.)

The signature should be that of another public person, or friend,

relation or acquaintance of the family. The paper is then passed on

once more, and a reply to the letter, in the form of a telegram, is

written. That is to say, you must say as much as you can in ten words.

Example:--

THE LETTER

_The first player writes_:--My dear Buffalo Bill.

_The second player writes_:--Can you give me any information about

suitable songs for our village choir?

_The third player writes_:--Believe me yours slavishly.

_The fourth player writes_:--Kitchener of Khartoum.

THE REPLY TELEGRAM

_The fifth player writes_:--Be with you to-morrow. Have sheets

aired. Am bringing everything.

Telegrams

There is also the game of "Telegrams." In this the first thing to

write is the name of the person sending the telegram. The paper is

then passed on, and the name of the person to whom it is sent is

written. The papers are then passed on again and opened, and the

players in turn each say a letter of the alphabet, chosen at random,

until there are ten. As these are spoken, each player writes them on

the paper before him, leaving a space after it; so that when the ten

are all written down his paper may look like this:--

From the DUKE OF YORK

To BARNUM AND BAILEY.

H ... A ... P ... N ...

W ... E ... K ... S ... F ...

T ...

A period of five minutes or more is then allowed in which to complete

the telegram, the message having to be ten words long, and each word

to begin, in the same order, with these letters. The players should,

as far as possible, make the telegrams reasonable, if not possible.

Thus, the form given above might, when finished, read like this:--

From the DUKE OF YORK

To BARNUM AND BAILEY.

Have Awning Prepared Next

Wednesday Evening Kindly Send Five

Tickets

In calling out the ten letters which are to be used in the telegram,

it is well to avoid the unusual consonants and to have a vowel here

and there.

An amusing variety is for all the players to compose telegrams on the

same subject; the subject being given beforehand. Thus it might be

decided that all the telegrams should be sent from President Roosevelt

to Alice in Wonderland asking for her views on the tariff. Then having

completed these messages, the answers may also be prepared, using the

same letters. But, of course, as in all games, family matters work out

more amusingly than public ones.

Initials

Paper is handed round, and each player thinks of some public person,

or friend or acquaintance of the company, and writes in full his or

her Christian name (or names) and surname. Then, for, say, five

minutes, a character sketch of the person chosen has to be composed,

each word of which begins with the initial letter of each of the

person's names, repeated in their right order until the supply of

thought gives out or time is up. Thus, suppose the person chosen is

Frank Richard Stockton, the story writer. The character sketch might

run:--

F ancifully R ecounts S trange F reakish R omantic S tories.

F inds R isibility S urely. F requently R aises S miles.

An occasional "and" and "of" may be dropped in if necessary. Where one

of the names begins with a vowel (such as William _E_wart Gladstone)

the character sketch can be made to run more easily.

It is sometimes more amusing to give every one the same names to work

on; and in some houses the players are not allowed to choose names for

themselves, but must pass the paper on. The characters of towns and

nations may be written in the same way, using all the letters of the

word as the initials.

Riddles

A more difficult game is "Riddles." At the top of the paper is written

anything that you can think of: "A soldier," "A new dress," "A fit of

the blues," "A railway accident"--anything that suggests itself. The

paper is passed on and anything else is written, no matter what. It is

passed on again and opened. Suppose that the two things written on it

are, first, "A school-teacher," and second, "A pair of skates." The

duty of the player is to treat them as a riddle, and, asking the

question either as "Why is a school-teacher like a pair of skates?" or

"What is the difference between a school-teacher and a pair of

skates?" (whichever way one prefers), to supply a reasonable answer.

This game, it will be seen, is suited particularly to clever people.

Rhymed Replies

This is a game that needs a certain amount of readiness and some skill

with words. Each of the party writes at the top of a piece of paper a

question of any kind whatever, such as "How old was Caesar when he

died?" or "What is your favorite color?" The paper is folded over and

passed on, and the next player writes a word--any word--such as

"electricity," "potato," "courageously," "milk." The papers are then

passed on once more and opened, and the task of each player is to

write a rhyme in which the question on his paper is answered and the

word on his paper is introduced.

Missing Information

Every one is supplied with a piece of paper and pencils and tries to

write down correct answers to questions about everyday things which

we none of us know. A suggestive list is given but any one can add to

it indefinitely.

1. How big do you think a postage-stamp is, in inches--a five

dollar bill?

2. Draw a picture of a clock's face with the hands pointing

to five minutes of twelve.

3. How tall do you think a man's silk hat is, a derby?

4. Draw the design in panels of the door to the room you are

in. (Of course without looking at it.)

5. How many holes are there in a high laced shoe--your own?

6. How many toes has a cat, a dog?

7. How many legs has a fly?

8. How does a cow lie down? A horse?

9. About how many petals has a common daisy? A wild rose? A

sun flower?

10. How high from the ground is a street-car?--a railway car?

The person who can answer most correctly the greatest number of

questions is the winner.

Consequences

"Consequences" is always a favorite game when a party has reached its

frivolous mood. The method of playing is this: Sheets of paper and

pencils are handed round, and every one writes at the head (1) an

adjective suitable to be applied to a man, such as "Handsome." This

word is then folded over so that it cannot be read, and each paper is

passed on to the next person. The name of a man (2) is then written,

either some one you know, or a public person, such as the president or

Mr. Carnegie. This in turn is folded over and the papers are passed

on. The word "met" is understood to be inserted at this point. That is

to say, the completed story will tell how Handsome Mr. Carnegie met

some one. The next thing (3) is to put down an adjective suitable to

apply to the woman whom he met, such as "Buxom," and then (4) the

woman's name, again either some one you know, or a public person,--the

papers being folded and passed on after every writing. The remaining

items are these:--(5) The place where they met--say, on the pier. (6)

What he said to her--say, "I hope your neuralgia is better." (7) What

she said to him--say, "There's nothing like rain for the crops." (8)

What the consequence was--say, "They were married." (9) What the world

said--"All's well that ends well."

It must be remembered that unless there are very few players, when it

is less fun, you do not get the chance of writing more than once, or

at most twice, on the same sheet of paper, so that it is of no use to

have a reasonable series of remarks in your mind. The specimen given

above is an average one. In print nothing could be much less funny,

but when the company has the spirit of "Consequences," even so tame a

story as this might keep the room merry. The game is always full of

the unexpected, and the people who meet each other are almost sure to

be laughing-stocks. The results are often better if all the papers are

handed to one player to read.

Consequences Extended

The form of "Consequences" above given is the ordinary one and the

simplest. But in certain families the game has been altered and

improved by other clauses. We give the fullest form of "Consequences"

with which we are acquainted. As it stands it is rather too long; but

players may like to add to the fun of the ordinary game by adopting a

few of these additions:--

Adjective for a man.

The man.

What he was wearing.

What he was doing.

(Met)

Adjective for a woman.

The woman.

What she was wearing.

What she was doing.

The person he would much rather have met.

Where they met.

What he thought.

What he said.

What she thought.

What she said.

What he gave her.

What she did with it.

Where they went.

What they did.

What the consequence was.

What the world said.

Example:--

The honorable Theodore Roosevelt, who was dressed in a Moire

antique bath-towel and was eating walnuts, met coy Aunt

Priscilla in a Khaki tea-gown playing with her Noah's Ark,

when he would much rather have met Madame Tussaud. They met

at South Hampton. What he thought was, "Here's this woman

again," but he merely said, "That's a very chic costume of

yours." What she thought was, "I wonder if he's seen Peter

Pan," but she only said, "That's wet paint you're leaning

against." He gave her a piercing glance, and she swallowed

it. So they went to prison together and learned to ride the

bicycle, and the consequence was they caught influenza, and

the world said, "It's an ill wind that blows nobody good."

Composite Stories

Another folding-over and passing-on game is "Composite Stories." Paper

is passed round, and for five minutes each player writes the opening

of a story with a title prefixed. The papers are passed on, and each

player reads through as much of the story as has been written and for

five minutes adds to it. And so on, until each player has written once

on each paper. The papers are then passed on once more, with the

result that each paper will be found to be lying before the player who

began it. The next and last five minutes are then spent by each person

in reading through the story and bringing it to an end, sometimes a

difficult enough task. If six persons are playing and allowances of

five minutes have been given, there will be at the end of thirty-five

minutes six complete stories to read aloud.

Another Story Game

A variety of the story game is for each player to write the name of a

well-known person or friend of the family on the top of the paper,

fold it over, and pass it on. This happens, say, five times, which

means that when the papers are opened the names of five persons will

be found on each. A story has then to be written introducing these

people.

Improbable Stories

Another story game is one in which each player attempts to tell the

most improbable or impossible story. In this case the papers are not

passed on, but a certain amount of time is given for the stories to be

written in.

The Newspaper

This is a rather elaborate but really very easy game to play. One

player, who acts as editor, takes as many sheets of paper as there are

players and writes at the head of each the title of a section of a

newspaper. Thus on one he will write, Paris Correspondence; on

another, English Correspondence; on another, Berlin Correspondence; on

a fourth, Political News; on a fifth, Our Fashion Page; on a sixth,

Reviews; on a seventh, Weather Report; and so on. Each player then,

for a given time, writes on the subject allotted to him, more or less

in the manner of the daily press, and at the end the result is read

aloud by the editor.

The plan is easily adapted to family or village life. The heading may

refer to domestic matters, such as Nursery Correspondence, Kitchen

Gossip, Fashions for Gentlemen (an account of father's new suit),

Garden News, Village Chatter, and so on. Or, instead of a newspaper,

a popular magazine may be contributed, with illustrations.

Predicaments

This is a good game for a company of ingenious people, and it will be

found that almost every one is ingenious when confronted with a

difficult situation and given time to think out a solution. Every one

is given paper and pencil (or this is not necessary since the

solutions may be oral). Then one player starts the game by suggesting

some predicament and asking the company "What would you do in such a

case?" Five minutes are given for reflection, and fifteen if the

answers are to be written. Then each in turn must say how he would

have extricated himself from the scrape.

A few suitable subjects are given here. If you found yourself in a

strange city, where you didn't know a soul, with no money and nothing

you could pawn, what would you do?

If you should wake up in the night and see a burglar just entering the

room, what would you do?

If you should look out of your school-room door and see smoke and fire

in the hall, what would you do?

If you should be in a foreign country, not able to speak the language

and wanted to order a room and breakfast, what would you do?

TABLE AND CARD GAMES

Card Games and Others

Card games proper, such as Bezique and Cribbage and Whist, do not come

into the scope of this book. Nor do games such as Chess, Draughts,

Halma and Backgammon. It is not that they are not good games, but

that, having to be bought, their rules do not need enumerating again.

The description of a few very old and favorite games with cards, and

one or two new ones, is, however, given, because they can be made at

home.

Letter Games

On page 178 will be found the simplest letter game. Letters can be

used for a round game by one player making a word, shuffling it, and

throwing it face upward into the middle of the table. The winner is

the player who first sees what it spells.

What Shall We Do Now?: Five Hundred Games and Pastimes · 第 3 / 20 段