This is a game which requires some poetical knowledge. The players sit

in a circle and one begins by repeating a line of poetry. The next

caps it by repeating whatever line comes next to it in the poem from

which it is taken. The poem may either be continued or the game may

deal only in couplets or four-lined stanzas. In another quotation game

the first player repeats a line of poetry and the next follows it with

another line of poetry which begins with the last letter of the

previous quotation. Thus, if the first player says--

It was the schooner _Hesperus_

That sailed the wintry sea,

the next might cap it with--

A man's a man for a' that,

and the next with--

The quality of mercy is not strained.

Two Rhyming Games

Rhyming games require more taxing of brains than most

players care for. The ordinary rhyming game, without using

paper, is for one player to make a remark in an easy metre,

and for the next to add a line completing the couplet. Thus

in one game that was played one player said--

It is a sin to steal a pin,

Much more to steal an apple.

And the next finished it by adding--

And people who are tempted to,

With Satan ought to grapple.

But this was showing more skill than there is real need for.

An easier rhyming game is that in which the rhyme has to come at the

beginning of the line. The players are seated in a circle and one

begins by asking the next a question of any nature whatever, or by

making any casual remark, the first word of the answer to which must

rhyme with the last word of the question. The game is then started,

each player in turn adding a remark to that made by the one before

him, always observing the rhyming rule. Thus, the original question

may be, "Do you like mince _pies_?" The next player may reply, "_Wise_

people always _do_." The next, "_You_, I suppose, agree with _that_?"

The next, "_Flat_ you may knock me if I _don't_." The next, "_Won't_

you change the subject, _please_?" And the next: "_Eas_-ily; let's

talk of books."

Telling Stories

This is another of those fireside games that need more readiness of

mind than many persons think a game should ask for. The first player

begins an original story, stopping immediately (even in the middle of

a sentence) when the player who is appointed time-keeper says "Next."

The next player takes it up; and so forth until the end comes, either

at the end of the first round or whatever round seems best.

Another way is for each player to contribute only a single word; but

this is rarely successful, because every one is not at the same pitch

of attention. Except on the part of the person who is narrating there

ought to be absolute silence.

Clumps

The company, according to the number of persons, divides up into two

or three or even four groups, or clumps, in different parts of the

room, seated closely in circles. As many players as there are clumps

then go out and decide on some extremely out-of-the-way thing which

the clumps have to guess. In one game, for example, the mine was

thought of from which the iron was taken to lay the first railroad

rails in America. That is the kind of far-fetched and ingenious thing.

When it is decided upon, the players return to the room and take their

places, one in the midst of each clump. Questions are then put to them

the answers to which must be either "Yes" or "No," and the clump that

discovers the thing first is the winner.

Other Yes and No Games

The same game can be played without such keen rivalry, one player

sitting in the midst of a great circle and answering questions in

turn. There is also a game called "Man and Object," in which two

players go out and decide upon a man (or woman) and something

inanimate or not human with which he is associated or which he is

known to have used, such as "Washington and his hatchet," "Whittington

and his cat," "A druid and his mistletoe-knife." They then return and

each player asks them each a question in turn until the problem is

solved.

The same game is sometimes turned inside out, the players that remain

in the room deciding upon some one whom the player that has gone out

has to personate and discover. In this case it is he who puts the

questions. As he is supposed for the time being actually to be the

thing thought of, he ought to frame his questions accordingly: "Am I

living?" "Have I been dead long?" "Am I a man?" and so forth.

My Right-Hand Neighbor

This is a catch game and useless except when one of the company knows

nothing about it. That player is sent out of the room, and after a due

interval is called in again and told to guess what the other players

have thought of. He may ask any questions he pleases that can be

answered by "Yes" or "No." The thing thought of is each player's

right-hand neighbor, who is of course so different in every case as

to lead in time to the total bewilderment of the guesser.

How, When, and Where

One player leaves the room, while the others decide on some word, the

name of a thing for choice (such as tale, tail), which has one

pronunciation but two or three different meanings and perhaps

spellings. They then sit in a circle or line and the other player is

called in, his object being, by means of questions put in turn to each

player, to discover what the word is. His questions must take the

form, "How do you like it?" "When do you like it?" and "Where do you

like it?" Let us suppose that "tale" is the word thought of. "How do

you like it?" he will ask the first of the circle. The answer may be,

"I like it amusing" (tale). "How do you like it?" he may ask the next.

"I like it active" (tail). To the next, "When do you like it?" "I like

it at night" (tale). To the next, "Where do you like it?" "At the end"

(tail). To the next, "Where do you like it?" "In an armchair" (tale).

And so on until he guesses the word.

Coffee-Pot

A similar game is called "Coffee-Pot" or "Tea-Pot." In this case also

the company think of a word with more than one meaning, but instead of

answering questions about it they make a pretense of introducing it

into their answers by putting the word "coffee-pot" in its place. As

the player who is guessing is at liberty to put any kind of question

he likes it is well to choose a word that will go easily into ordinary

conversation. Let us suppose, for instance, that the word is rain,

reign, rein. The questions and answers may run something like

this:--"Are you feeling pretty well to-day?" "I always feel well when

there is no coffee-pot" (rain). "Have you been reading anything

interesting lately?" "Yes, a very interesting book on the present

coffee-pot" (reign). "I hope your toothache is better." "Thank you, I

hope its coffee-pot will soon be over" (reign). "Did you walk here

this evening?" "No; we came with the assistance of the coffee-pot"

(rein). The guesser is allowed to make three guesses aloud, but after

that he must meditate on the word in silence or put questions to test

his theories. If the word is a verb and a past tense or present tense

has to be used in an answer, the player says "coffee-potted" or

"coffee-potting."

Throwing Light

This is much like "How, When, and Where," except that instead of

asking questions the player, or players, that went out sit still and

listen to the others talking to each other concerning the selected

word's various meanings. Thus, if it is "Spring," the first may

remark, "It makes our drives so much more comfortable"; the next, "I

am always happier then than at any other time"; the next, "To drink

there is to know what drinking really is"; and so on.

Animal, Vegetable, and Mineral.

This is also a similar game to "How, When, and Where," except that the

player who goes out of the room has, on his return, to guess something

belonging to one of these three groups. His first question therefore

is, "Is it animal?" Perhaps it is not. "Is it vegetable?" "No." He

knows then that it is mineral, and after that to find out what it is

is only a matter of time.

Proverbs

One or two players go out. The others sit in line and choose a proverb

having as many words as there are players. Thus, if there were eight

players, "They love too much who die for love" would do; or if more

than eight, two short proverbs might be chosen. Each player having

made certain what his word is, the others are called in. It is their

duty to find out what proverb has been fixed upon, and the means of

doing so is to ask each player in turn a question on any subject

whatever, the answer to which must contain that player's word in the

proverb. If the first round of questions does not reveal the proverb,

they go round again and again.

Shouting Proverbs

In this game, instead of answering questions one by one, when the

guesser or guessers come in the players at a given signal shout the

words which belong to them at the top of their voice and all together.

The guessers have to separate the proverb from the din.

Acting Proverbs

This is a very simple acting game. The players should divide

themselves into actors and audience. The actors decide upon a proverb,

and in silence represent it to the audience as dramatically as

possible. Such proverbs as "Too many cooks spoil the broth," and "A

bad workman quarrels with his tools," would be very easy--almost too

easy if any stress is laid upon guessing. But, of course, although the

guessing is understood to be part of the fun, the acting is the thing.

Acting Initials

Two players go out. The others choose the name of a well-known person,

public or private, the letters of whose name are the same in number as

the players left in the room. Thus, supposing there are seven persons

in the room, the name might be Dickens. The letters are then

distributed; each player, as soon as he knows which letter is his,

selecting some well-known living or historical character beginning

with the same letter, whom he has to describe or personate. To

personate is more fun than to describe. The players seat themselves

in the right order to spell the name, and the other two are called in.

When they are ready the first player, D, is called on to describe or

impersonate his letter; and so on in the right order.

Acting Verbs, or Dumb Crambo

In this game the company divides into two. One half goes out, and the

one that remains decides upon a verb which the others shall act in

dumb show. A messenger is then despatched to tell the actors what the

chosen word rhymes to. Thus, if "weigh" were the verb fixed upon, the

messenger might announce that it rhymes to "day." It is then well for

the actors to go through the alphabet for verbs--bay, bray, lay,

neigh, pay, prey, pray, play, stay, say; and act them in order. When

the word is wrong the spectators hiss, but when right they clap. If

the word chosen has two syllables, as "obey," notice ought to be

given.

Guessing Employments

A very simple game. One player goes out. The others decide on some

workman to represent, each pretending to do some different task

belonging to his employment. Thus, if they choose a carpenter, one

will plane, one will saw, one will hammer, one will chisel, and so on.

Their occupation has then to be guessed. It is perhaps more

interesting if each player chooses a separate trade.

Stool of Repentance

One player goes out. The others then say in turn something personal

about him--such as, "He has a pleasant voice"; "His eye is piercing";

"He would look better if he wore a lower collar." Those remarks are

written down by one of the party, and the player is called in and

placed on a chair in the middle. The recorder then reads the remarks

that he has collected, and the player in the middle has to name the

persons who made them.

Eyes

A sheet, or a screen made of newspapers, is hung up, and two holes, a

little larger than eyes and the same distance apart, are made in it.

Half the players retire to one side of it, and half stay on the other.

They then look through the holes in turn, while those on the opposite

side try to name the owner of the eyes. The game sounds tame, but the

difficulty of recognition and the false guesses made soon lead to

laughter.

Making Obeisance

This is a trick. Those in the company who have never played the game

go out of the room. One of the inside players, who is to represent the

potentate, then mounts a chair and is covered with a sheet which

reaches to the ground. At the point where it touches a shoe is placed,

the toe of which is just visible. In the potentate's hand is a sponge

full of water. One of the players outside is then invited in; he is

told to kneel down and kiss the toe; the potentate on the chair leans

forward a little to bring his sponge immediately over the subject's

head; and a shower-bath follows. Then another subject is admitted, but

after a while there is enough water on the floor to make them

suspicious.

Mesmerism

Another trick. The players who are to be mesmerized--among them being

the one or two who do not know the game--stand in a row, each holding

a dinner-plate in the left hand. The mesmerizer, who also has a

dinner-plate, faces them, and impresses on them very seriously the

importance, if they really want to be mesmerized, of doing exactly

what he does and not moving their eyes from him in any direction. He

then holds the plate flat, rubs the first finger of his right hand on

the bottom of it, and makes an invisible cross on his forehead, on

each cheek, and on the tip of his nose. That is all. The trick lies in

the fact that the plates of the players who do not know the game have

been held in the flame of a candle until they are well blacked. This

means that when the mesmerism is over they each have black marks on

their faces, and know nothing about it until they are led to a

looking-glass.

Thought-Reading Tricks

In all thought-reading games it is best that only the two performers

should know the secret. Of these two, one goes out of the room and the

other stays in, after having first arranged on the particular trick

which will be used. Perhaps the company will then be asked to settle

on a trade. Let us say that they decide on a chemist. The other player

is then called in, and his companion puts questions to him in this

way:--"You have to name the trade which we have thought of. Is it a

grocer?" "No." "Is it a draper?" "No." "Is it a goldsmith?" "No." "Is

it a fruiterer?" "No." "Is it a lawyer?" "No." "Is it a chemist?"

"Yes." This will look rather mysterious to some of the company; but

the thing is really simple enough. The questioner merely arranged with

his companion that the trade thought of should follow a profession.

Perhaps on the next occasion the company will be asked to think of an

article in the room. Let us say that they fix on the clock. The

questions will then run something like this:--"You have to name the

article in this room which has been thought of. Is it the piano?"

"No." "Is it the curtain-rod?" "No." "Is it the carpet?" "No." "Is it

the fireplace?" "No." "Is it the sideboard?" "No." "Is it the

armchair?" "No." "Is it the clock?" "Yes." This again is bewildering;

but again the trick is very simple, the questioner having arranged

that the article shall follow something that has four legs.

A third way is for an article to be touched and for the thought-reader

to be asked to name it. "Is it this?" "Is it this?" "Is it this?" is

asked of one thing after another, the answer always being "No." "Is it

that?" "Yes." The secret is that the article touched is always

signified by "Is it that?" But in this case, and in that of the others

already described, the effect of mystification can be increased by

arranging beforehand that the article in question shall not follow the

key phrase immediately, but, say, two questions later.

A fourth way is for the questioner to begin each question in due order

with a letter of the French word for the article touched. Thus, if it

were the bell, he might say, "_C_ome now, was it the table?" "_L_ook,

was it the armchair?" "_O_r the piano?" "_C_ome now, was it this

book?" "_H_ow about this hearth-rug?" "_E_ndeavor to be quick, please.

Was it the clock?" By this time "Cloche" has been spelled, so that the

next question is, "Was it the bell?" "Yes."

In another form of "Thought-reading" the two players who know the

secret remain in the room long enough for the trick to be made sure.

One stands in a corner and the other calls loudly, "Ebenezer, do you

hear?" (Ebenezer is the usual name, but a more attractive one would

do.) Ebenezer says nothing, but listens attentively to hear who among

the company speaks first. The other player repeats the question and

still there is no answer. Soon after that some one will perhaps make a

remark, and then Ebenezer, having got what he was waiting for, says,

"Yes, I hear." "Then leave the room," says the other player, and

Ebenezer goes out. The other player then makes a great show of

choosing some one to touch, but ends by touching the person who spoke

first after the game began. This done, Ebenezer is called in to say

who was touched, and every one is puzzled by his knowledge.

To Guess Any Number Thought of

With these thought-reading tricks may be put one or two arithmetical

puzzles. Here is a way to find out the number that a person has

thought of. Tell him to think of any number, odd or even. (Let us

suppose that he thinks of 7.) Then tell him to double it (14), add 6

to it (20), halve it (10), and multiply it by 4 (40). Then ask him how

many that makes. He will say 40. You divide this in your mind by 2

(20), subtract 6 (14), divide by 2 again (7), and astonish him by

saying that the number of which he thought was 7.

To Guess Any Even Number Thought of

In this case you insist on the number chosen being an even number. Let

us suppose it is 8. Tell him to multiply by 3 (24), halve it (12),

multiply by 3 again (36), and then to tell you how many times 9 will

go into the result. He will say 4. Double this in your mind and tell

him that he thought of 8.

To Guess the Result of a Sum

Another trick. Tell the person to think of a number, to double it, add

6 to it, halve it and take away the number first thought of. When this

has been done you tell him that 3 remains. If these directions are

followed 3 must always remain. Let us take 7 and 1 as examples. Thus 7

doubled is 14; add 6 and it is 20; halved, it is 10; and if the number

first thought of--7--is subtracted, 3 remains. Again, 1 doubled is 2;

6 added makes 8; 8 halved is 4, and 1 from 4 leaves 3.

A more bewildering puzzle is this. Tell as many persons as like to, to

think of some number less than 1,000, in which the last figure is

smaller than the first. Thus 998 might be thought of, but not 999, and

not 347. The amount being chosen and written down, you tell each

person to reverse the digits; so that the units come under the

hundreds, the tens under the tens, and the hundreds under the units.

Then tell them to subtract, to reverse again, and add; remarking to

each one that you know what the answer will be. It will always be

1089. Let us suppose that three players choose numbers, one being 998,

one 500, and one 321. Each sets them on paper, reverses the figures,

and subtracts. Thus:--

998 500 321

899 005 123

--- --- ---

099 495 198

The figures are then reversed and added. Thus:--

099 495 198

990 594 891

---- ---- ----

1089 1089 1089

Guessing Competitions

Guessing competitions, which are of American invention, can be an

interesting change from ordinary games. In some the company are all

asked to contribute, as in "Book Teas," where a punning symbolic title

of a book is worn by each guest, and a prize is given to the person

who guesses most, and to the person whose title is considered the

best. Thus, a person wearing a card having the letter R represented

_Middlemarch_, and a person with catkins in his buttonhole, _Hazell's

Annual_. But simpler devices are just as interesting.

In other guessing competitions the preparations are the affair of the

household which gives the party. It is with these that we are

concerned here. Giving prizes certainly adds to the interest of them.

Guessing Quantities

Several articles of number are placed on a table, say a box of

matches, a bag of beans, a reel of cotton or ball of string, a large

stone, a stick, a photograph, and various coins with the date side

turned down. Each of the company is provided with a card on which

these articles are written, and the object is to guess as nearly as

possible something about each; for instance, how many matches there

are in the box, how many beans in the bag, the length of the string,

the weight of the stone, the length of the stick, the age of the

person in the photograph, and the date of each coin. The right answers

are, of course, ascertained beforehand and written on a card in the

hostess's possession.

Observation

The real name of this game may be something else, but "Observation"

explains it. A small table is covered with a variety of articles, to

the extent of some twenty or thirty. It is then covered with a cloth

and placed in the middle of the room. The players stand round it and

the cloth is removed for a minute (or longer). During that time the

aim of each player is to note and remember as many of the things as

possible. The cloth is then put on again and the players have five

minutes in which to write the fullest list they can of the objects

seen.

Scents

A more puzzling competition is to place a row of large bottles on the

table, all numbered, at the bottom of each of which is a small amount

of liquid bearing a noticeable scent. Some may be toilet scents, and

others medicines or essences used in cooking. A card numbered

according to the bottles is given to each player, and the game is to

guess as many of the scents as possible.

The Topsy-Turvy Concert

The performers in this concert, who should be of nearly the same size,

take their places behind a sheet stretched across the room at the

height of their chins. They then put stockings on their arms and boots

on their hands (or this may be done before they come into the room),

and stand looking over the sheet at the company, with their hands and

arms carefully hidden. The concert begins by the singing of the first

verse of a song. Immediately the verse is finished, the singers,

stooping down so that their heads disappear from view, thrust up their

arms and wave them about, the effect being that of a row of people

standing on their heads. The chorus is thus sung. Then they pull down

their arms and put up their heads again and sing the next verse.

The Dancing Dwarf

This is a very amusing illusion and easy to arrange. All the players

but two are sent out of the room and these stand behind a table. One

stands close to the table, his arms in front of him so that the

fingers rest on the table. Boots, or stockings and shoes, are put on

their arms and a long dark cloak is thrown over the shoulders of the

first player covering the one behind him. The one behind furnishes the

arms by thrusting his out in front. The little feet resting on the

table show from the folds of the cloak and give the appearance of a

dwarf. The players are then called back and the dwarf, whose face

should be disguised, performs any feat that they ask for--he sings a

song, or makes a speech or prophesies the future of any one who

desires it, always ending with a wild dance performed by the arms and

hands of the other person. The light should be turned down somewhat

and the audience should be straight in front of the table to keep the

illusion at its best.

[Illustration: THE DANCING DWARF]

Charades

What Shall We Do Now?: Five Hundred Games and Pastimes · 第 5 / 20 段