"Charades" can be written in advance and carefully rehearsed, but in

this book we are concerned more nearly with those that are arranged a

few minutes (the fewer the better) before they are performed. As a

rule a word of two or three syllables is chosen, the syllables are

first acted, then the whole word, and then the audience guess what it

was. Sometimes the word is brought in, both in its complete form and

in its syllables; and sometimes--and this is perhaps the better

way--it is acted. Thus, if the word were "Treason," one way would be

to make the acts themselves anything that occurred to you, merely

saying "Tree" with some distinctness in the first; "Son" or "Sun" in

the second; and "Treason" in the third. The other and more interesting

way would be to make the first act relate to tree-felling or tree

planting, or, say, a performance by Mr. Tree; the second to a son or

the sun; and the third to some treasonable situation, such as, for

example, the Gunpowder Plot. On account of the time which is occupied

in preparing and acting it is better to choose two-syllabled

words--which, with the whole word, make three scenes--than three- or

four-syllabled ones; although there are certain four-syllabled words

which split naturally into two halves of two syllables each.

"Parsimony," for example, could be performed: Parsee, money,

parsimony. As a general rule the charades that are arranged during the

evening are better performed in dumb show, with plenty of action, than

with any talking at all. Under the circumstances gestures are so much

easier than words and not any less amusing.

Dumb Performances

Very good fun can be had also from impromptu pantomimes, where the

performers enact some story which every one knows, such as "Aladdin"

or "Red Riding Hood" or "Cinderella"; or a scene from history proper,

or from village or family history. The contrast between the splendor

of Cinderella's carriage in the story and the old perambulator which

has to serve in the charade only adds to the fun. Every one, being

dumb, acts to the utmost. It is sometimes more amusing if all the

parts are turned upside down and a boy plays the heroine and a girl

the hero. Where the scene is too tremendous for any representation to

be given, it is best to meet the case frankly and use, as they did in

Shakespeare's day, written labels, such as "This is Aladdin's Palace."

Dressing Up

It is, of course, much more fun to dress up; but dressing up is not so

important that a charade is spoiled without it. If, on the day of your

party, you know that charades will play a part in it, it is wise to

put in a convenient room a number of things suitable to dress up in.

Then at the last minute there need be no furious running up-stairs to

pull things out of closets and boxes, and the unpleasantness will be

avoided which sometimes follows when you have taken somebody's best

clothes for a rather violent performance.

Almost the best garment there is for dressing-up purposes is a fur

coat. While priceless for Red Riding Hood's wolf it will make also

most of the other animals in the Zoo. A soldier's uniform is a great

possession, and a real policeman's helmet has made the success of many

charades. Most kinds of hat can, however, easily be made on the

morning of a party out of brown paper. Epaulettes and cockades are

also easily made of the same material. Powder or flour for white hair,

some corks for moustaches and beards (you hold them in the candle for

a minute and wait till they are cool enough to use), and a packet of

safety-pins should be in handy places. Cherry tooth-paste makes

serviceable rouge.

Tableaux Vivants

"Tableaux Vivants" are a change from acting, but they need, if done at

all well, a great deal of preparation and rehearsal, and are therefore

perhaps better left to older people. But quickly-arranged groups

representing (not too seriously) scenes in American history might be

good fun.

Remarks on Acting

The drawback to all charades and dressing up at a party is that they

make away with so much valuable time of the players who are out of the

room, and unsettle those who are left in. It should be the first duty

of every one taking part in acting at parties to decide quickly on the

subject or word, and to perform it quickly. Many and many a party has

been spoiled by the slowness of the actors outside. Historical or

family scenes with no dressing up and some action are perhaps better

than much dressing up and absolute stillness. In "Canute and the

Waves," for example, it is better that the incoming tide should be

represented by a boy rolling slowly over the carpet than that there

should be nothing but fixed eyes and stern faces.

RAINY-DAY GAMES

This is a chapter written to meet the needs of several children shut

up together in bad weather. The chapter on "Indoor Occupation and

Things to Make" gives suggestions for a single child, but here are a

few suggestions for several occupations for a group of children, which

do not mean the destruction of the furniture.

Any one of the games given in the chapter "In the Train" is suitable

for rainy days.

There are of course many games treated elsewhere in this book which

can be played on rainy days indoors. Many of the parlor and outdoor

games are equally suitable for indoors. All the card games and

back-gammon, checkers, etc., are invaluable resorts in case of a long

dreary day, but there are a few other recreations which, in some

families are saved for such occasions.

Bean-Bags

One of these is the old fashioned game of bean-bag. One rainy morning

can be spent in making the outfit. The girls can be occupied in making

the cloth bags, from six to ten inches square, partly filled with

beans: and the boys in making the board which is shown in the

illustration.

It should be about three feet square of any sort of boards and propped

up at one side so that it forms an inclined plane. Five holes are cut

in it, about seven inches square, all but the centre one which is only

five inches square. The players stand off from six to twelve feet

according as their skill increases with practice and try to throw the

bags through the holes. There are various rules for playing the game

which you can arrange to suit yourself, or to make a change. One way

is have the bags in sets of six, each six being of one color,

different from the others. The players stand in a line and all throw

at once, trying to get their six bags in the holes as soon as

possible. When they have thrown their bags they rush up to the board,

gather up those which have gone wild and run back to the firing line.

The one who gets his six bags in first wins the game. A bag thrown

through the small centre hole counts as two.

[Illustration: BEAN-BAG BOARD]

Another way to play it is to throw in turn, each throwing all his six

bags one after another. The one who gets most in is the winner.

Ring-Toss

Ring-toss is another game in which skill can be acquired only through

practice and it is very good for rainy-days. It is really indoor

quoits, and is a favorite game for shipboard. Any one with a little

patience and care can make the rings which are of rope fastened

together with slanting seam, wound with string so that there is no

bulging, overlapping hump at one side.

[Illustration: ROPE RING]

A stake is nailed upright to a board (the stake can be a section of an

old broom handle, or a smooth, small, straight peeled branch of a

tree) and the outfit for the game is complete. It is played with the

same rules as quoits (see "Outdoor Games for Boys"), and a very

considerable degree of skill can be obtained by practice. As in

pitching quoits, the rings should be thrown with a little level twist

to make them whirl about.

Ring-the-Nail

A variation of this can be played with common large nails and brass

curtain rings. Eight nails are driven into a board in a circle,

leaving about an inch sticking up. In the centre, one is driven,

standing about three inches tall. Small rings, curtain rings, for

instance, are thrown toward this. Each time they encircle one of the

lower nails is counted five, and the centre nail ten.

Soap-Bubbles

A soap-bubble race is easy to arrange and very good fun. An old shawl

or blanket is laid on a table or the floor, goals are made at each end

of it with piles of books, leaving an opening between, and each person

is provided with a pipe for blowing bubbles. One bowl of soap-bubbles

is enough for the company (see page 279 on the best way to make

lasting soap-bubbles). The game is to see who can most quickly blow a

bubble, deposit it on the woolen cloth at one end and blow it through

the goal at the other. Of course you try to direct your puffs so that

you will not only blow your own bubble along but will force your

opponent's back.

Another way is to stretch a cord across the room and divide into two

sides, standing three feet from the cord. At a given signal dip your

pipes in the bowl of soap-suds, blow a bubble, and try to blow it over

the cord. The side which succeeds in landing most bubbles in the

enemy's territory wins.

Jack-Stones

A game which is good, quiet fun for a rainy day is Jack-stones.

Although not played much nowadays it is very interesting and is to

indoors what "mumble-the-peg" is to outdoors. It is played usually

with small pieces of iron with six little feet: but it can also be

played with small pebbles all of a size. All kinds of exercises can be

used, many of which you can invent yourself but a few of the commonest

are given below. 1. The five stones are thrown up and caught on the

back of the hand. 2. Four of the stones are held in the hand while one

is thrown up. They must then be laid on the table, or floor, in time

to catch the stone before it comes down. It is then thrown up again,

and the four stones are picked up either one at a time or all

together, and the stone caught again.

Nearly all the exercises are variations of this. One stone is thrown

up and different things must be done quickly with the others before it

falls again.

Tying Knots

Another occupation for rainy days that will interest several children

(as well as one) is puzzling out the construction of some of the

simplest sailor's knots. This is a useful and a very desirable

accomplishment. Often several together can solve a difficult knot

better than one, and after some proficiency is acquired it is

interesting to have a competition to see who can tie them most quickly

and perfectly. Every one is supplied with a piece of clothes-line (the

best rope for this purpose) and some one calls out "Running Noose," or

"Figure of Eight." Every one must then make this as quickly as

possible.

It is impossible to give directions in words about tying knots. The

best way is to get clear illustrations and then work over them until

you have mastered the intricacies. A few simple knots are shown here,

but there are many books which give an almost endless variety.

[Illustration: FIG. 1. OVERHAND KNOT]

[Illustration: FIG. 2. HALF-HITCH]

[Illustration: FIG. 3. FIGURE OF EIGHT]

[Illustration: FIG. 4. COMMON BEND]

[Illustration: FIG. 5. SAILOR'S KNOT]

[Illustration: FIG. 6. RUNNING NOOSE]

[Illustration: FIG. 7. CROSSED RUNNING NOOSE]

[Illustration: FIG. 8. BOWLINE KNOT]

[Illustration: FIG. 9. DOGSHANK]

Illustrating

A competitive game which is easy to manage is hit-or-miss

illustrating. Any old magazine (the more the better) will furnish the

material. Figures, furniture, landscape, machines--anything and

everything--is cut out from the advertisement or illustrations, and

put in a box or basket in the middle of the table. Every one is given

a piece of paper and a proverb is selected for illustrating. Twenty

minutes is allowed to choose suitable pictures, to paste them on to

sheets of paper and to add, with pencil, accessories that are

necessary: and then results are compared. The variety and excellence

of these patchwork pictures are surprising. This can be played during

convalescence. It is not necessary to select a proverb for

illustrating. Any suggestive title will do. A few that have been found

fruitful of varied and spirited pictures are given here.

A trying moment.

Companions in misery.

This is my busy day.

"I didn't know it was loaded."

His proudest moment.

The unhappy experimenter.

The best of friends.

A great scare.

Fine weather for ducks.

"Won't you have some?"

"Don't we make a pretty picture?"

Too busy to stop.

No harm done.

"I didn't mean to do it."

Stage-struck.

A great success.

"See you later."

A temporary quarrel.

A narrow escape.

A happy family.

The peace-maker.

A happy mother.

Shuffle-Board

A game which is often played on shipboard can be modified for an

indoor, rainy day game very easily. This is shuffle-board, all the

outfit for which you can easily make yourself. If you can have a long

table that scratching will not injure your board is all ready, but you

can easily procure a common, smooth-finished piece of plank, two feet

wide, if possible, and four feet long. On one end mark a diagram like

the preceding, about ten inches by eight inches. Mark a line at the

other end of the board about four inches from the edge, put your

counters on the line and you are ready to play. The counters may be

checkers (or any round pieces of wood) or twenty-five cent pieces, or

large flat buttons, although discs of lead are the best because the

heaviest. Your pusher should be a little tool made especially, like

the illustration, about a foot long, and anybody with a jack-knife can

whittle a satisfactory "shovel" as it is called.

[Illustration]

But if an impromptu game is desired, your counters may be pushed off

with a common ruler, with a long lead-pencil, or even snapped with the

finger nail, though this is apt to hurt. Each player has six counters

which he plays by three's, thus one person begins by shoving off three

of his counters toward the board on the end, trying to make them fall

on the places that count the highest. The next player then shoots

three of his counters, trying not only to place his own men well but

to dislodge his adversary's men if they are in good places. After all

have played in turn, the first player shoots his other three counters

and so on till all have played again. At the close of each round the

board is inspected and each person is credited with the sum of the

numbers on which his men rest. The game is continued thus, until some

one has reached the limit set, which may be a hundred, or fifty, or

any other number according to the skill of the players.

The counters of each player may be distinguished from the others by

any distinctive sign marked on them. They must not be pushed along but

struck a sharp blow with your shovel. The head of your shovel must not

pass the line marked for the counters. Counters which rest on, or

touch a line do not count. A very considerable degree of skill can be

attained in this game and it is a never failing resource on dull days.

A rainy day is a good time to practice various tricks and puzzles so

as to perfect yourself in performing them.

Balancing Tricks

There are a number of balancing tricks which are easy and ingenious.

The secret of most such tricks is in keeping the centre of gravity

low, and when this idea is once mastered you can invent tricks to suit

yourself. For instance a tea-cup can be balanced on the point of a

pencil thus: put a cork through the handle of the cup (it should be

just large enough to be pushed in firmly) and stick a fork into it,

with two prongs on each side of the handle, and with the handle under

the bottom of the cup. (Fig. 1.) The centre of gravity is thus made

low, and if you experiment a little and have a little skill, and a

steady hand you can balance the whole on a pencil's point.

[Illustration: FIG. 1]

[Illustration: FIG. 2]

[Illustration: FIG. 3]

[Illustration: FIG. 4]

Or you can balance a coin edgeway on a needle's point. The needle is

stuck firmly into the cork of a bottle, and the coin is fixed in a

slit cut in a cork, in which two forks are stuck. (Fig. 2.)

The simplest of these tricks is to balance a pencil on the tip of your

finger by sticking two pen-knives in it, one on each side. (Fig. 3.)

A cork with two forks stuck in it can be made to balance almost

anywhere--on the neck of a bottle from which the contents are being

poured for instance. (See fig. 4.)

Amusing toys can be constructed on this principle. Tumbling dolls are

made of light wood or cork, glued to the flat side of a half bullet.

No matter how often they are knocked flat, they rise again at once.

The Dancing Egg

Another good trick that needs a little practice is to make an egg

dance. Boil an egg hard, keeping it in an upright position (between

cups set in the water or in some other way). Then turn a plate bottom

side up and put the egg on it. Turn the plate around, more and more

quickly, always holding it flat and level, and the egg will rise on

its end and stand quite straight while it spins about.

The Dancing Pea

A pea can be made to dance on a column of air as you sometimes see a

rubber ball rising and falling in a fountain of water. Take a piece of

a clay pipe about three inches long, and make one end into a little

rounded cup, by cutting the clay carefully with a knife or file. Then

run two small pins cross-wise through a big, round pea, put the end of

one pin in the pipe and hold the pipe in an upright position over your

mouth. Blow gently through the pipe and the pea will dance up and

down.

The Glass-Maker

Another trick to play with pins is the glass-making pin. Cut an

ordinary rubber band in two, and stick a bent pin through the middle

of this. Now hold an end of the elastic in each hand and whirl it

rapidly around, stretching it a little. The revolving pin will at once

assume the appearance of a tiny glass vase, or tumbler, and the shape

can be varied at will. It is best to have a strong ray of light on the

pin and the rest of the room darkened.

[Illustration: THE GLASS-MAKER]

Electricity

Various tricks can be played by means of the electricity in paper.

Ordinary sealing wax, rubbed briskly on a coat-sleeve until it is warm

will attract bits of tissue paper, or any other soft paper. A

variation on jack-straws can be played by means of this trick. Tiny

scraps of tissue paper, each numbered, are piled in the centre of the

table and each player by means of a piece of sealing wax tries to draw

out the greatest number in the shortest time. This is a fascinating

game and arranged impromptu in a very short time. The pieces of paper

need not be of tissue paper, as any very thin paper will do. They

should be about a quarter of an inch wide by an inch long and numbered

up to twenty. They must be removed from the centre pile and put in

piles before the players without touching with the fingers. It will be

found that shaking them off the sealing wax is often harder than

making them stick to it. Of course an effort should be made to secure

those pieces of paper which have the largest numbers on them, as a few

of these count more than many of the others.

Electric dancers are easy to make. Cut little figures out of tissue

paper and lay them on the table. Put on each side of them two books

and lay a sheet of glass over them about an inch and a half above

them. Rub the glass briskly with a flannel cloth and they will jump up

and down.

[Illustration: ELECTRIC DANCERS]

A rubber comb rubbed with a silk handkerchief will attract small bits

of paper, feathers or wool. Various games and tricks can be devised by

this means, such as "bringing the dead to life," _i. e._, raising

paper figures to an upright position from a grave made of books, or a

box.

OUTDOOR GAMES FOR GIRLS

Outdoor games for girls and outdoor games for boys are very often the

same, although they are separated here for the sake of convenience.

Battledore and Shuttlecock

"Battledore and Shuttlecock" is equally good for one player or for

two. The only game to be played is to see how long the shuttlecock can

be kept in the air. If you are alone the best way is to set yourself a

number, say a hundred, and persevere until you reach it. This can be

varied by striving to reach, say, thirty, by first hitting the ball

each time as hard as possible, and then hitting it very gently so that

it hardly rises at all.

Jumping Rope

Ordinary skipping is good enough fun for most of us, but for those who

are not satisfied with it there is skipping extraordinary, one feat of

which is now and then to send the rope round twice before you touch

the ground again. To do this, as it cannot be done with a mere rope,

you must make a new rope of whipcord, in the middle of which you place

a small chain about a foot long. This chain gives the weight necessary

for whirling the rope very swiftly through the air.

Tom Tiddler's Ground

The player who is first going to be Tom Tiddler stands or sits inside

the part of the garden (or room) marked off for him, pretending to be

asleep. The others venture on his ground, crying, "Here we are on Tom

Tiddler's ground, picking up gold and silver." As Tom still sleeps

they grow bolder and bolder until he suddenly awakens and dashes for

them. The one that is caught becomes Tom Tiddler. Tom may not cross

the boundary-line.

Old Stone

Another "Tom Tiddler's Ground." One player crouches down pretending to

be a stone. The others run round about her, gradually, as she shows no

sign of life, getting nearer and more bold. The stone suddenly leaps

up and begins to chase them, and the one caught is the old stone.

Hen and Chickens

Even more exciting than "Tom Tiddler's Ground" is "Hen and Chickens."

In this game one player represents a fox and sits on the ground

looking sly and hungry. The others, who are the hen and chickens, form

a procession, holding each other's skirts or coats by both hands, and

march past the fox, saying in turn--

Chickany, chickany, crany crow,

I went to the well to wash my toe,

And when I came back a chicken was dead.

Then they leave go of each other and stand round the fox, and the

leader, the hen, says, "What are you doing, old fox?" The fox replies,

"Making a fire"; and the conversation goes on like this:--

The Hen: What for?

The Fox: To boil some water.

The Hen: What is the water for?

The Fox: To scald a chicken.

The Hen: Where will you get it?

The Fox: Out of your flock.

With these words the fox springs up and the hen and chickens run in

all directions. The chicken that is caught becomes the new fox, and

the old fox is the new hen, the leader of the procession.

The same game is played by Essex children with an old woman in place

of the fox, and with different words. In this case the hen and

chickens make a procession in front of a player who personates an old

weeping woman. As they march by, the hen sings--

Chickens, come clock, come clock, come clock,

Chickens, come clock, come clock, come clock,

The hawks are away and the crows are asleep,

It's time that my chickens had something to eat.

Then they leave go of each other and stand round the old weeping

woman, and between her and the hen the following conversation is held:

The Hen: What are you crying for, my poor old woman?

The Old Woman: Because I've lost my needle.

The Hen: What do you want a needle for?

The Old Woman: To sew a bag with.

The Hen: What do you want a bag for?

The Old Woman: To put salt in.

The Hen: What do you want salt for?

The Old Woman: To scour a saucepan.

The Hen: What do you want a saucepan for?

The Old Woman: To boil one of your chickens in.

The old woman then leaps up and tries to catch a chicken, and the hen

tries to stop her.

Other Garden Games

Many of the games described in other parts of this book are good also

for the garden; such as "Still Pond! No More Moving!" (p. 4), "Puss in

the Corner" (p. 7), "Honey-pots" (p. 11), "Nuts in May" (p. 12), "Here

I Bake" (p. 13), "Lady Queen Anne" (p. 20), "The Mulberry Bush" (p.

28), and "Looby, Looby" (p. 29).

Witches

"Witches" is a home-made game played thus, according to the

description of E. H.--"One player is made witch. A good spot is

chosen for home, and here the others wait until the witch has had time

to hide. The idea is that the country round is preyed upon by the

witch, home being the only place where she has no power. The rest of

the children have to explore the witch's country without being caught

by her. It must be a point of honor to leave no suspicious place

unexamined. The child chosen for witch need not be a particularly fast

runner, but she must be clever and a good dodger. Any one that the

witch succeeds in touching is at once turned to stone and may not stir

except as she is moved about by the witch, who chooses a spot to stand

her victim in as far removed from home as possible. The stone can be

released only by some other child finding her and dragging her safely

home, where the spell ceases to act. But until actually home the

victim remains stone, so that if the rescuer is surprised by the witch

and lets go her hold, the stone has to stand where she is left and is

so recovered by the witch. The witch must not, of course, guard her

prisoners too closely. She ought to try and intercept the rescuers on

their way home, rather than spring upon them in the act of finding the

stone. But each time the stone is recovered the witch may place her in

a more inaccessible spot, so that it becomes more and more dangerous

to release her. Sometimes at the end of the game all the children are

turned to stone in different parts of the garden, but sometimes, of

course, a swift runner will outstrip the witch and drag the victim

safely home. A clever witch acts the part too--appearing and

disappearing suddenly, prowling about in a crouching attitude, making

gestures of hate and rage, and so on."

The Ballad Game

What Shall We Do Now?: Five Hundred Games and Pastimes · 第 6 / 20 段