Distribute a box of letters among the players, dealing them face

downward. In turn each player takes up a letter at random and puts it

face upward in the middle of the table. The object of the game is to

make words out of these letters. Directly a player sees a word he

calls it out, and taking the letters places them in front of him,

where they remain until the end of the game, when each player counts

his words and the owner of the greatest number is the winner. If,

however, a word has been chosen which, by the addition of another

letter or so from the middle of the table, can be transformed into a

longer word, the player who thinks of this longer word takes the

shorter word from the other player and places it before himself. Thus,

A might see the word "seat" among the letters, and calling it out,

place it before him; and then B, noticing another "t," might call out

"state," and adding it to A's word, take that to himself. If, however,

A then detected an "e" in the middle and called out "estate" the word

would be his again. These losses and reconquests form the chief fun of

the game. An "s" at the end of a word, forming a plural, is not

allowed.

Patience, or Thirteens

Many games of "Patience" can be played as well with numbered cards as

with ordinary playing cards. It does not matter much what size they

are, but for convenience, in playing on a small table, they may as

well be about an inch wide and two inches long, with the number at the

top. Thus:--

+------------+

| |

| 12 |

| |

| |

| |

| |

| |

| |

| |

+------------+

A "Patience" set consists of four packs of cards each containing four

sets of thirteen cards numbered from 1 to 13. These can be made at

home perfectly well, and a little bag to hold each pack should also be

made. The simplest game is to arrange the four sets in their right

order. One player empties her four bags into a basket, shakes them up,

and calls them out as she picks them out (at random). The others, who

have the cards spread before them, then arrange them in four rows as

well as may be, until a 1 is called and there is a chance to begin

packing the others upon it. With inexperienced players five rows are

sometimes allowed. We do not give other games of "Patience," for two

reasons. One is that it is not exactly a children's game, and the

other, that it is one of the games which can be properly taught only

by personal instruction. Varieties of "Patience" are very numerous,

and good books can be had on the subject.

Snap

There can be no real need to describe "Snap," but perhaps it may be

useful to have the rules in print here in case of any dispute. A pack

of "Snap" cards is dealt round, any number being able to play; and the

game begins by the players taking their cards one by one from their

hands and in turn laying them face upward on the table before them. If

a card is turned up similar to a card already on view on the table,

the player who turns it up or the player who owns the similar card

cries "Snap," and the cards go to the player who says "Snap" first. As

it is sometimes difficult for the players to distinguish which says

"Snap" first, it is well to have an umpire. In the case of an

undoubted dead-heat the game should go on as if nothing had happened.

The player who won the cards gathers up also into his hand all the

cards which were before him and continues the game. When a player has

transferred all his cards from his hand to the table he waits until

his turn comes and then takes them into his hand again. This is a very

exciting moment, because, if his top card were snapped, then he would

lose everything.

In good "Snap" packs there are several sets of cards which are

intentionally made nearly but not absolutely alike, and it is very

common to say "Snap" by mistake when one of these turns up. In that

case the cards of the player who cried "Snap" are placed in the middle

of the table, where they stay until some one turns up a card exactly

like the top one and "Snap Centre" is called, when both the centre

pack and the pack in front of the turner-up belong to the player who

cried "Snap Centre." It may of course be the turner-up himself, but is

very likely somebody else, because whereas under ordinary conditions

only the owners of similar cards may cry "Snap," when there are cards

is the middle too any one may cry "Snap Centre." (In some houses any

one may cry "Snap" all through the game, but that is not the best

way.)

When a player has lost all his cards he is out of the game until there

are cards in the middle again, when an opportunity comes of

snap-centring them and getting into play again. The game goes on until

one player has all the cards.

Grab

In "Grab," a very rowdy variety of "Snap," a cork is placed in the

middle of the table. The rules are the same as in "Snap," except that,

instead of saying "Snap," you snatch for the cork; in the case of

"Snap Centre," snatching and saying "Centre" too.

Snap Cards

"Snap" cards may just as well be home-made as bought. They either can

be painted, in which case you must be careful that the sets of four

articles are just alike, or you can cut out shapes of different

colored paper and stick them on. A bundle of wall-paper patterns is

splendid material for a pack. The only advantage that bought "Snap"

cards have over home-made ones is that they slip better.

Old Maid

This game can be played by any number, either with a home-made pack or

with ordinary playing cards from which three of the queens have been

taken away; the remaining queen being the old maid. The cards are then

dealt and each player first weeds out all pairs, such as two knaves,

two aces, two fives, and so on. All having done this, the player who

begins offers her hand, with the cards face downward, to her neighbor,

and her neighbor takes one. She then looks through her cards to see if

it pairs with any that she already has, and, if it does, throws the

pair on the table. Having finished her examination she offers her

cards in the same way to the next player, and so it goes on. As the

possessor of the old maid card is, at the end, the loser of the game,

each one who gets it does all in her power to induce the next player

to take it. As the cards get fewer and fewer the excitement grows and

grows.

"Old Bachelor" is played in the same way, except that three of the

kings are then thrown out.

Pig

"Pig" is a very noisy game. It is played with ordinary cards, unless

you like to make a "Pig" set, which would be very easy. Having

discovered how many persons want to play, you treat the pack

accordingly. For instance, if five want to play you throw out all

cards except five sets of four; if six, or three, you throw out all

cards except six sets of four or three sets of four. Thus, if five

were playing, the cards might consist of four aces, four twos, four

threes, four fours, and four fives; or, if you began at the other end,

four kings, four queens, four knaves, four tens and four nines. The

cards are shuffled and dealt round, four each, and the game is for

each player to complete a set of four. You do not, as in "Old Maid,"

select one from the cards that are offered, face downward, but each

player hands whatever card he likes to the next player, who is bound

to accept it. Directly a player has a set of four complete he lays the

cards on the table, either very stealthily or with a bang, whichever

he likes. Immediately a set is laid on the table (or directly the

other players notice it) all other cards have to be laid there, too.

The player who is last in laying them down is Pig. The game is played

for as many rounds as you like, the player who was last the fewest

times being the winner. The word Pig alters with each round. The last

player to lay down his cards in the second round is not merely Pig,

but Little Pig; in the third, Big Pig; in the fourth, Mother (or

Father) Pig; in the fifth, Grandmother (or Grandfather) Pig; in the

sixth, Ancestral Pig; in the seventh, Venerable Pig; in the eighth,

Primeval Pig; in the ninth, Crackling.

Prophecies and Characteristics

This is a memory game and a very amusing one. It is played with two

packs of cards of any sort. One pack is laid in a heap, face down, in

the middle of the table. The other pack is distributed to the players,

who lay them face upward in rows; each person should not have more

than twelve cards since it is practically impossible to remember more

than that number. Any one can begin by giving either a prophecy or a

characteristic--thus: "Who will inherit a fortune inside a year?" or

"Who will be the first in the room to wear false teeth?" at the same

time turning up a card from the centre pile. Whoever has the card

matching this, takes it, lays it face down on his card repeating the

prophecy, "I will be the first to wear false teeth." The next in turn

gives a characteristic, "Who has the worst temper?" or "Who has the

most unselfish disposition?" This process continues around, until all

the centre cards are matched. Then the memory test comes in. Every

player in turn tries to remember and repeat all the prophecies and

characteristics which have fallen to his share, giving them aloud in

rapid succession. He is allowed for deliberation on any one only the

time while ten is being counted. The one who remembers the greatest

number is the winner.

The Old Maid's Birthday

This game is utterly foolish, but it can lead to shouts of laughter.

It has been founded on an old-fashioned card game called "Mr. Punch."

The first thing required is a pack of plain cards on which should be

written the names of articles of food and clothing, household

utensils, and other domestic and much advertised things: such, for

example, as a frock-coat, a round of beef, a foot-warmer, a box of

pills. A story, somewhat on the lines of that which follows, must then

be prepared and copied into a note-book. The company take their places

and the cards are handed round. These should be held face downward.

When all is ready one of the players reads the story, pausing at each

blank for the player whose turn comes next to fill it in by calling

out whatever is on his uppermost card. No matter how often the game is

played (provided the cards are re-shuffled) the unexpected always

happens, and it is usually so absurd as to be quite too much for a

room all ready for laughter. The number of blanks in the story should

be equal to the number of cards, and in order that the story may run

on smoothly it is well for the next player always to glance at his top

card just before his turn, so as to bring it out readily and

naturally. The following story, which makes provision for nearly fifty

cards, should be found serviceable until a better and more personal

one is written. It will add to the amusement if the player who reads

it substitutes the names of real shops and, if he likes, real people:

Attention. It was Miss Flitters's birthday, and she woke with

a start and hurried down to see what the postman had brought.

There were five parcels and a letter. The letter was from

Miss Bitters. "Dear Miss Flitters," it ran, "I am so sorry to

hear of your cold, and in the hope that it will do you good,

I am sending you a ----. I always find it excellent, although

mother prefers ----. We both wish you many happy returns of

the day." The other presents were, from Miss Ditters a

handsome ----, from Miss Glitters a delicate ----, and from

Miss Hitters a particularly refined ----. "Dear me!" said

Miss Flitters, "what a useful gift! just exactly what I

wanted." She then sat down to breakfast, which, this being a

special day, consisted of ----. "I did my best to do it to a

turn," said the cook, as she laid it on the table with her

own hands. "Mary said as how you'd prefer a ----, but, bless

your 'eart, Miss Flitters, I know your tastes best." "You do,

indeed," said Miss Flitters. "The thing is perfectly cooked.

It's delicious. It reminds me of ----. To-day," she added, "I

am giving a party, and I want you to let us have a very

charming meal. I will get the things directly after

breakfast. What do you think we shall need?" "Well, ma'am,"

said the cook, "you may please yourself about everything

else, but we've done without a ---- for so long, that I must

have one." "Quite right," said her mistress.

She then prepared for going out; and seeing that it looked

like rain, took a ---- from the cupboard and on her head tied

a ----. "Bless your 'eart, mum," cried the cook, "you've

forgot your smelling salts. Suppose you was to feel

faint--what then? Never mind," she added, "this'll do just as

well"--handing her a ----. Miss Flitters hurried off at such

a pace that she ran right into the minister. "I beg your

pardon," she exclaimed, "I mistook you for a ----." "May I

come with you?" asked the minister. "Most certainly," said

Miss Flitters.

They went first to Buszard's for a ----, and selected two

particularly juicy ones. Then to Marshall and Snelgrove's for

a ----. "Is this for the complexion?" asked the minister,

picking up a ---- from the counter. "La, sir," said Miss

Flitters, "how little you know of domestic life!" Then they

went to Fuller's for a ----, and to Jay's for a ----. "It's

too dear," said Miss Flitters. "Give me a ----instead." At

the stores they inspected ----. "Haven't you anything

fresher?" asked Miss Flitters: "I'd as soon buy a ----." None

the less she bought two and slipped them into her reticule,

adding as a little gift for the cook a ----.

The party began at six o'clock. The first to come was Miss

Kitters. "You don't mind my bringing my work, I know, dear,"

she exclaimed; "I'm embroidering a ---- for the natives of

Madagascar, and it must be done soon." Miss Litters came

next, and being rather short-sighted, sat down on a ----.

"Never mind," said Miss Flitters. "Oh, I don't," she replied,

"but it would have been more comfortable if it had been a

----." Miss Mitters came just as the clock struck. She was

wearing a charming ---- trimmed with ----. "What perfect

taste she has!" the others murmured. Miss Nitters followed.

Miss Nitters was the exact opposite of Miss Mitters in all

matters relating to dress. She had no taste at all, and was

wearing merely a ---- with pompons attached, and in place of

earrings a couple of ----. "So fast!" whispered Miss Litters.

Miss Pitters, Miss Ritters, and Miss Titters each brought a

present. Miss Pitters's present was a silver-plated ----. "So

useful for the toilet table," she said. Miss Ritters's was a

Japanese ----, a piece of exquisite workmanship; while Miss

Titters produced from her pocket a brown paper parcel which

turned out to contain a very choice ----, an heirloom in the

Titters family for centuries. "I didn't know whether to bring

this or a ----," she said; "but father decided me. Father

always knows best."

When all were assembled, the guests sat down to supper. But

here an awkward thing happened. "If you please, mum," the

cook was heard to whisper in a loud voice, "the ---- hasn't

come. Shall I get a ---- instead?" "Yes," said Miss Flitters,

"that will do very well. Don't you think so, Miss Pitters?"

"I think," was the reply, "I should prefer ----." It was none

the less an excellent and generous repast. Opposite Miss

Flitters was a noble ----, flanked by a ---- and a ----. At

the foot of the table was a dish of ----. "I never tasted

anything so delicious in my life," said Miss Mitters, taking

a large helping of ----. "Oh!" said Miss Glitters, "you

should try the ----. It's yumps." The first course was

followed by sweets, the most imposing of which was a

wonderful frosted ---- with Miss Flitters's name in pink

sugar. "You must all have a piece," said the hostess, "but

I'm afraid it's rather rich."

After supper came games, "Blind Man's Buff" and "Hunt the

Slipper," but as no one cared to lend a slipper, they used

instead a ----, and it did very well. At midnight the party

broke up, the guests saying that they never had spent a

pleasanter evening. As a protection against the cold Miss

Flitters gave them each a hot ----. She then hurried to bed

and dreamed all night of ----.

THINKING, GUESSING, AND ACTING GAMES

The Ship Alphabet

The players sit in a long row, as if in a class at school. The one

that acts as schoolmaster asks sharply, beginning at one end, "The

name of the letter?" "A," says the player. The schoolmaster turns to

the next player, "the name of the ship?" and straightway begins to

count ten very quickly and sternly. "Andromeda," is perhaps rapped out

before he reaches that number. "The name of the captain?" "Alfred."

"The name of the cargo?" "Armor." "The port she comes from?"

"Amsterdam." "The place she is bound for?" "Antananarivo." "The next

letter?" "B," and so on. If the schoolmaster is very strict and abrupt

with his questions and counting, he can drive every idea from the mind

of the person he points at. If he counts ten before an answer comes,

he passes on to the next, and the next, and the next, until the answer

is given. The one who gives it moves up above those that failed. The

game should be played rapidly.

A variation on this is "When my ship comes in." This is played with a

handkerchief knotted into a ball. Any letter of the alphabet is

chosen; say B. One player throws the handkerchief to another, crying

out, "When my ship comes in it will be laden with ----." The player

who catches the handkerchief must supply a cargo, beginning with B

before ten is counted, bees, butterflies, belts, etc. If he fails to

do this he gives a forfeit. When one letter is exhausted another is

chosen and the game starts over.

I Love My Love

This is not played now as once it was. In the old way the players sat

in a line and went steadily through the alphabet, each one taking a

letter in order. This was the form:--"I love my love with an A,

because he is [a favorable adjective beginning with A]. I hate him

with an A because he is [an unfavorable adjective beginning with A].

He took me to the sign of the [an inn sign beginning with A], and

treated me to [two eatables or an eatable and drinkable beginning with

A]. His name is [a man's name beginning with A], and he comes from [a

town or country beginning with A]." Then B, and so on.

A and B might run thus:--

I love my love with an A because he is adorable. I hate him

with an A because he is apish. He took me to the sign of the

Alderman and treated me to arrowroot and ale. His name is

Arnold, and he comes from Ayrshire.

I love my love with a B because he is brisk. I hate him with

a B because he is bookish. He took me to the sign of the

Beetle and treated me to biscuits and bovril. His name is

Brian, and he comes from Boston.

There is no reason why men should always be chosen. For the sake of

variety the love may as well have a woman's name and a woman's

qualities. In that case the inn might perhaps go and some such

sentence as this take its place:--

I love my love with an A because she is amiable. I hate her

with an A because she is awesome. We went to Uncle

Alexander's, and had apricots and Apollinaris. Her name is

Audrey, and she comes from Annapolis.

As finding seven words beginning with one letter is rather a heavy

task for each player, the words might be taken in turn, as in the case

of the "Ship" game mentioned above.

For a shorter way of playing "I Love my Love" the following form is

used:--"I love my love with an A because he--or she--is [favorable

adjective]. I will send him--or her--to [some place] and feed him--or

her--on [something to eat]. I will give him--or her--an [some article,

the use for which must be mentioned after it], and a bunch of [some

flower] for a nosegay." Thus:--

I love my love with an A because he is artistic. I will send

him to Australia, and feed him on asparagus. I will give him

an alpenstock to climb with, and a bunch of asters for a

nosegay.

My Thought

The players sit in a row or circle, and one, having thought of

something--of any description whatever--asks them in turn, "What is my

thought like?" Not having the faintest idea what the thought is they

reply at random. One may say, "Like a dog"; another, "Like a

saucepan"; a third, "Like a wet day"; a fourth, "Like a comic opera."

After collecting all the answers the player announces what the thought

was, and then goes along the row again calling upon the players to

explain why it is like the thing named by them. The merit of the game

lies in these explanations. Thus, perhaps the thing thought of was a

concertina. The first player, asked to show why a concertina is like a

dog, may reply, "Because when it is squeezed it howls." The next may

say, "It is like a heavy saucepan because it is held in both hands."

The third, "It is like a wet day because one soon has enough of it";

and the fourth, "It is like a comic opera because it is full of

tunes."

P's and Q's

Another old game of this kind is "P's and Q's." The players sit in a

circle and one stands up and asks them each a question in turn. The

question takes this form, "The King of England [or France, or Germany,

or Africa, or Russia, or India, whatever country it may be] has gone

forth with all his men. Tell me where he has gone, but mind your P's

and Q's." The player who is addressed must then reply, naming, in

whatever country is mentioned, some town that does not begin with P or

Q or with any letter before P in the alphabet. Thus, if the question

refers to England, he may say "Salisbury" but not "Bristol," "Redruth"

but not "Oxford"; or to France, "Toulon" but not "Lyons," "Versailles"

but not "Dieppe."

The game is capable of improvement or, at least, of variety. For

instance, instead of P's and Q's, the questioner may say, "Mind your

K's and L's," or instead of ruling out all letters before P, all

letters after Q may be stopped. And one need not confine the game to

geography, but may adapt it to include animals, or eatables, or books.

The Elements

The players sit in a circle, and the game is begun by one of them

throwing a rolled-up handkerchief to another and at the same time

calling out the name of one of the four elements--air, water, earth,

or fire. If "Air" is called, the player to whom the handkerchief is

thrown must at once mention some creature that flies. Having done so

she throws the handkerchief to some one else, calling perhaps "Earth,"

whereupon that player must mention an animal that inhabits the earth.

And so on. The same animal must not be mentioned twice, and when

"Fire" is called, the player to whom the handkerchief is thrown must

keep silence until she throws it on again. Sometimes each player,

after throwing the handkerchief and calling the element, counts ten as

the limit of time in which the answer must be given. If it is longer

in coming, or if something is mentioned which has been mentioned

before, then a forfeit follows.

Suggestions

This is a game which people either dislike or like very much. The

players sit round the fire or table, and one of them begins by naming

an article of any kind whatever, such as watering-pot. The word

"watering-pot" will immediately suggest something to the next

player--say "gardener." He therefore says "gardener." The next is

perhaps reminded by the word "gardener" of a bunch of violets she saw

the gardener carrying that morning, and she therefore says "violets";

the next at once recollects finding violets when she was in the

country last spring, and she therefore says "Vermont." Thus the game

goes on for, say, ten rounds, by which time, as we have seen already,

the minds of the players have been carried miles away from the

original watering-pot which set them at work. It is now necessary to

trace the series of suggestions back to watering-pot again. This is

done by the last player mentioning, not the last thing that he thought

of, but the thing which suggested that to him. (Thus, the player next

him may have said, in the last round, "an apple-core," which may have

suggested to him "Tom Sawyer." He would not, however, when the task of

retracing begins, say "Tom Sawyer," because to repeat your own words

is too easy, but "an apple-core" and the next player, going backward,

in his turn would repeat the word which suggested "an apple-core" to

him.) The second part of the game, retracing the suggestions, is

naturally more difficult than the first.

In this game two things are very important. One is, that silence

should be maintained; the other, that the word you give should be

suggested to you only by the previous player's remark. Also it is more

fun to be quite honest about it, and really say what was first

suggested, instead of making a choice.

Quotation Games

What Shall We Do Now?: Five Hundred Games and Pastimes · 第 4 / 20 段