First a postmaster-general must be appointed, whose duty is

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GAMES FOR ALL OCCASIONS

BY

MARY E. BLAIN

CHICAGO

BREWER, BARSE & CO.

Copyright, 1909

By Brewer, Barse & Co.

PREFACE

"A Merry heart maketh a cheerful countenance."

The desire to play and frolic seems to be a heritage of mankind. In

infancy and early childhood this joy and exuberance of spirit is given

full sway. In youth, that effervescent stage of human existence, "joy is

unconfined." But in middle age and later life we are prone to stifle

this wholesome atmosphere of happiness, with care and worry and perhaps,

when a vexed or worried feeling has been allowed to control us, even

forbid the children to play at that time. Why not reverse things and

drown care and strife in the well-spring of joy given and received by

reviving the latent spark of childhood and youth; joining in their

pleasures passively or actively and being one of them at heart. So

presuming that "men are but children of a larger growth," the games,

pastimes and entertainments described herewith were collected,

remembered and originated respectively with the view of pleasing all of

the children, from the tiny tot to, and including the "grown-up," each

according to their age and temperament.

M. E. B.

GAMES FOR TINY TOTS

A RUNNING MAZE

Form a long line of children--one behind the other. The leader starts

running, and is followed by all the rest. They must be sharp enough to

do exactly as the leader does.

After running for a moment or two in the ordinary running step, the

leader changes to a hopping step, then to a marching step, quick time,

then to a marching step, slow time, claps and runs with hands on sides,

hands on shoulders, hands behind, etc.

Finally the leader runs slowly round and round into the centre, and can

either wind the children up tightly or can turn them on nearing the

centre and run out again. For another change the long line can start

running and so unwind the spiral.

BEAN BAG

All stand in a line except one who is the leader who stands a short

distance opposite the line.

The leader throws the bean bag to the child at the head of the line who

returns it to the leader. The leader throws it to the next child, who

throws it back to the leader, and so it is thrown back and forth to each

child in turn. Any one in the line who fails to catch the bag must go to

the foot of the line.

If the leader fails to catch the bag he must go to the foot of the line

and the one at the head of the line takes his place.

"BIRDS FLY."

This is a very simple game. Each player places a finger on the table,

which he must raise whenever the conductor of the game says: "Birds

fly," "Pigeons fly," or any other winged creatures "fly."

If he names any creature without wings, such as "Pigs fly," and any

player thoughtlessly raises his finger, that player must pay a forfeit,

as he must also do if he omits to raise his finger when a winged

creature is named.

BUTTON, BUTTON

All the children except the one who passes the button sit in a circle

with hands placed palm to palm in their laps.

The child passing the button holds it between her palms and goes to each

one, in turn, slipping her hands between the palms of the children. As

she goes around the circle she drops the button into some child's hands,

but continues going around as long after as she pleases, so the rest

will not know who has it.

Then she stands in the middle of the circle and says: "Button, button,

who has the button?" All the children guess who has it, the one calling

out the correct name first is out and it is his turn to go around with

the button.

BINGO

"The miller's dog lay at the mill,

And his name was little Bingo,

B with an I, I with an N, N with a G, G with an O,

His name was little Bingo.

"The miller he bought a cask of ale,

And he called it right good Stingo,

S with a T, T with an I, I with an N, N with a G, G with an O,

He called it right good Stingo."

One child represents the miller, the rest stand round him in a circle,

and all dance round and sing the verse. When it comes to the spelling

part of the rhyme, the miller points to a child who must call out the

right letter.

Anyone who makes a mistake must pay a forfeit.

BLINDMAN'S BUFF

Before beginning to play, the middle of the room should be cleared, the

chairs placed against the wall, and all toys and footstools put out of

the way. The child having been selected who is to be "Blind Man" or

"Buff," is blindfolded. He is then asked the question, "How many horses

has your father?" The answer is "Three," and to the question: "What

color are they?" he replies: "Black, white, and gray." All the players

then cry: "Turn around three times and catch whom you may." "Buff"

accordingly spins round and then the fun commences. He tries to catch

the players, whilst they in their turn do their utmost to escape "Buff,"

all the time making little sounds to attract him. This goes on until one

of the players is caught, when Buff, without having the bandage removed

from his eyes, has to guess the name of the person he has secured. If

the guess is a correct one the player who has been caught takes the part

of "Buff," and the former "Buff" joins the ranks of the players.

BLOWING THE FEATHER

All the children, except one, sit on the floor around a sheet or table

cloth which they hold about eighteen or twenty inches above the floor. A

feather is placed on the sheet and at a signal the child nearest it

blows the feather toward another child. The object is to keep the

feather in the air, not allowing it to light.

The remaining child runs back and forth around the group trying to catch

the feather. When he is successful, the person on whom the feather

rested or was nearest to, changes place with him.

COCK FIGHTING

This is a most amusing game, and although only two boys can play at it

at one time they will keep the rest of the company in roars of laughter.

The two who are to represent the "cocks" having been chosen, they are

both seated upon the floor.

Each boy has his wrists tied together with a handkerchief, and his legs

secured just above the ankles with another handkerchief; his arms are

then passed over his knees, and a broomstick is pushed over one arm,

under both knees, and out again on the other side over the other arm.

The "cocks" are now considered ready for fighting, and are carried into

the center of the room, and placed opposite each other with their toes

just touching. The fun now commences.

Each "cock" tries with the aid of his toes to turn his opponent over on

his back or side.

The one who can succeed in doing this first wins the game.

It often happens that both "cocks" turn over at the same time, when the

fight commences again.

CATCHING THE MOUSE

The children sit in two rows opposite each other with a space between.

One child takes the place of "cat," being blindfolded, the cat standing

at one end of the row and the mouse at the opposite end. They start in

opposite directions, guiding themselves by the chairs, the cat trying to

catch the mouse. When the mouse is caught it is made the "cat," and one

of the company takes the place of the mouse.

DROP THE HANDKERCHIEF

A ring is formed by the players joining hands, whilst one child, who is

to "drop the handkerchief," is left outside. He walks round the ring,

touching each one with the handkerchief, saying the following words:--

"A tisket, a tasket

A green and yellow basket,

I wrote a letter to my love,

But on my way, I dropped it;

A little child picked it up

And put it in his pocket."

He must drop the handkerchief behind one of the players, who picks it up

and tries to catch him before he can run around the ring and jump into

the vacant place. As soon as this happens, the first player joins the

ring, whilst it is now the turn of the second to "drop the

handkerchief."

DONKEY'S TAIL

A good-sized donkey without a tail is first of all cut out of brown

paper and fastened to the wall. The tail is then cut out separately, and

a hat-pin is stuck through the end. The players arrange themselves in a

line some little distance from the wall, and the fun begins. Each player

must, in turn, advance with closed eyes towards the donkey, and, still

keeping his eyes tightly shut, fasten the tail in what he believes to be

the right position. When, amidst much laughter, he is told to open his

eyes, he finds that he has very carefully fastened the tail to the tip

of the donkey's ear, or on the side of his nose.

FROG IN THE MIDDLE

One child is seated on the ground with his legs under him and the other

players form a ring round him. They then pull him about and give him

little pushes, and he must try and catch one without rising from the

floor.

The child who is caught takes the middle, and the frog joins the circle.

GREEN GRAVEL

Girls form a circle and dance around one of their number. The girl in

the ring turns her head gravely as a messenger advances, while the rest

sing to a pleasing air--

Green gravel, green gravel,

The grass grows so green,

The fairest of ladies,

Is fit to be seen.

Dear ----, Dear ----

Your true love is dead;

The king sends you a letter

To turn back your head.

The process is repeated calling each child by name until all of the

children have so turned. Turning the head is the sign of sorrow. The

game is continued by the following verse in which the lost lovers

appear:

Dear ----, Dear ----

Your true love's not slain,

The king sends you a letter

To turn around again.

And the dancers who have all turned about, are one by one made to face

the ring.

HUNT THE RING

For this game a long piece of string is required. On this a ring is

threaded, and the ends of the string are knotted together. The players

then take the string in their hands and form a circle, whilst one of the

company, who is called the "hunter," stands in the center. The string

must be passed rapidly round and round, and the players must try to

prevent the "hunter" finding out who holds the ring. As soon as he has

done this, he takes his place in the circle, whilst the person who held

the ring becomes the "hunter."

HOT TAMALES

The "tamale" in this game is a knotted handkerchief. One player is

chosen for the Hot Tamale man and stands in the center of the room while

the others sit around in a circle.

The Hot Tamale man begins the game by saying, "hot tamales, hot

tamales," at the same time throwing the hot tamale to some one in the

circle who must throw it to another player in the circle and so on,

tossing it from one to another without stopping.

The Hot Tamale man tries to catch it and if he succeeds, the one who

last tossed it changes places with him and the game continues.

HUNT THE SLIPPER

The players seat themselves in a circle on the floor, having chosen one

of their number to remain outside the circle. The children seated on the

floor are supposed to be cobblers, and the one outside is the customer

who has brought his shoe to be mended. He hands it to one of them,

saying:--

"Cobbler, cobbler, mend my shoe;

Get it done by half-past two."

The cobblers pass the shoe round to each other as quickly as they can,

taking care that the customer does not see which of them has it. When

the customer comes to get it he is told that it is not ready. He

pretends to get angry and says he will take it as it is. He must then

try to find it, and the cobbler who has it must try to pass it on to his

neighbor without its being seen by the customer. The person upon whom

the shoe is found must become the customer, whilst the customer takes

his place in the circle on the floor.

HOT BOILED BEANS AND BACON

This is a game for young children. Some small article is hidden in the

room, while the little one who has to find it is sent outside. This

finished, the players call out together: "Hot Boiled Beans and Bacon;

it's hidden and can be taken!" The little one enters and begins to hunt

about for the hidden article. When she comes near to its hiding-place,

the company tell her that she is getting "hot"; or if she is not near it

she is told that she is "cold." That she is "very hot" or "very cold,"

will denote that she is very near or very far away from the object that

is hidden, whilst if she is extremely near, she would be told that she

was "burning." In this way the hidden object can be found, and all the

children can be interested in the game by being allowed to call out

whether the little one is "hot" or "cold."

HIDE AND SEEK

One child is chosen "It." This one stands by a post or in a corner which

is called "base," and hides his eyes. The children decide among

themselves how many he shall count while they are hiding. Suppose they

choose 100, then he counts 5, 10, 15, 20, etc., until he reaches 100,

and then he calls out:

"Ready or not,

You shall be caught."

The children having hidden while he was counting remain perfectly still

while he is hunting them. If he passes by some child without finding

him, that one may run to the "base" and say "One, two, three, I'm in

free!" As many children as can, try to get in "free," but if the one who

is "it" sees a child, runs to the base and touches it first, calling:

"One, two, three," and the child's name he has to be "it." If the child

reaches the "base" first he is "free" and the game proceeds until

someone is "caught." If all the children get "free" the one who is "it"

again hides his eyes.

HISS AND CLAP

This is an excellent party game. One of the company goes outside the

room, whilst the remainder of the players decide amongst themselves

which of them he shall kneel to. When this is settled upon, the person

who is outside is allowed to enter, and he kneels in front of whom he

thinks is the right one. If he should make a correct guess, the company

clap their hands, and the person to whom he knelt goes outside. If,

however, the guess is an incorrect one, the company hiss loudly, and the

guesser has to go outside, come back, and try again. Of course, it will

make more amusement if when a boy is sent outside the room a girl be

chosen as the person to whom he has to kneel; and the opposite if a girl

be outside the room.

LONDON BRIDGE

No game has been more popular with children than this, and any summer

evening, in the poorer quarters of the cities, it may still be seen how

six years instructs three years in the proper way of conducting it. Two

players, by their uplifted hands, form an arch, representing the bridge,

under which passes the train of children, each clinging to the garments

of the predecessor and hurrying to get safely by. As the last verse is

sung the raised Arms of the two directors of the game descend and

enclose the child who happens to be passing at the time. The prisoner

is then led, still confined by the arms of her captors, to the corner

which represents the prison and asked, "Will you have a diamond necklace

or a gold pin?" "A rose or a cabbage?" or some equivalent question. The

keepers have already privately agreed which of the two each of these

objects shall represent, and, according to the prisoner's choice, he is

placed behind one or the other. When all are caught, the game ends with

a "Tug of War," the two sides pulling against each other; and the child

who lets go, and breaks the line, is pointed at and derided. The words

of the rhyme sung while the row passes under the bridge are now reduced

to two lines:

London bridge is falling down,

My fair lady!

London bridge is falling down,

Falling down, falling down,

London bridge is falling down

My fair lady!

You've stole my watch and kept my keys,

My fair lady!

Off to prison you must go,

My fair lady!

Take the key and lock her up,

My fair lady!

MISS JENNIA JONES

The story of this is originally a love story. The young lady dies from a

blighted affection and the prohibition of cruel parents.

A mother, seated, Miss Jones stands behind her chair, or reclines on her

lap as if lying sick. A dancer advances from the ring.

"I've come to see Miss Jennia Jones,

Miss Jennia Jones, Miss Jennia Jones--

I've come to see Miss Jennia Jones,

And how is she to-day?"

"She's up stairs washing,

Washing, washing--

She's up stairs washing,

You cannot see her to-day."

The questions are repeated to the same air for every day of the week and

Miss Jones is baking, ironing, or scrubbing. She is then sick or worse

and finally is dead.

"What shall we dress her in,

Dress her in, dress her in;

What shall we dress her in--

Shall it be blue?"

"Blue is for sailors,

So that will never do."

"What shall we dress her in,

Shall it be red?"

"Red is for firemen,

So that will never do."

"Pink is for babies

So that will never do."

"Green is forsaken,

So that will never do."

"Black is for mourners,

So that will never do."

"White is for dead people

So that will just do."

"Where shall we bury her?

Under the apple tree."

Miss Jennia Jones is "laid out" upon the floor and something white

thrown over her.

After the burial is completed the children form a ring and sing:

"I dreamed I saw a ghost last night,

Ghost last night, ghost last night--

I dreamed I saw a ghost last night,

Under the apple tree!"

The ghost suddenly arises. The ring breaks up, the children fly with

shrieks, and the one caught by the ghost is to take the part of Miss

Jennia Jones in the next game.

OATS AND BEANS AND BARLEY

All the children form a ring with the exception of one player, who

stands in the center. The children then dance round this one, singing

the first three lines of the verses given below. At the fourth line they

stop dancing and act the words that are sung. They pretend to scatter

seed; then stand at ease, stamp their feet, clap their hands, and at the

words: "Turn him round," each child turns round.

They then again clap hands and dance round, and when the words: "Open

the ring and send one in," are sung the center child chooses a partner,

who steps into the ring, and the two stand together while the other

children sing the remaining verse, after which the child who was first

in the centre joins the ring and the game is continued as before.

"Oats and beans and barley O!

Do you or I or anyone know

How oats and beans and barley grow?

"First the farmer sows his seed,

Then he stands and takes his ease,

Stamps his foot and claps his hands,

And turns him round to view the land.

"Oats and beans and barley O!

Waiting for a partner, waiting for a partner,

Open the ring and send one in.

Oats and beans and barley O!

"So now you're married you must obey,

You must be true to all you say,

You must be kind, you must be good,

And help your wife to chop the wood.

Oats and beans and barley O!"

PUSS IN THE CORNER

This game is really for five players only, but, by a little arrangement,

six or seven children can take part in the fun.

Four players take their places in the different corners of the room, and

the fifth who is Puss stands in the middle. If a greater number of

children wish to play, other parts of the room must be named "corners,"

so that there is a corner for everyone.

The fun consists in the players trying to change places without allowing

Puss to get a corner. When they leave their corners, the player in the

centre tries to get into one of them.

When the centre player succeeds in getting into a corner, the one who

has been displaced has to take his place in the middle of the room.

RULE OF CONTRARY

This is a simple game for little children. It is played either with a

pocket-handkerchief, or, if more than four want to play, with a table

cloth or small sheet.

Each person takes hold of the cloth; the leader of the game holds it

with the left hand, while with the right he makes pretence of writing on

the cloth, while he says: "Here we go round by the rule of contrary.

When I say, 'Hold fast,' let go; and when I say 'Let go,' hold fast."

The leader then calls out one or other of the commands, and the rest

must do the opposite of what he says. Anyone who fails must pay a

forfeit.

SOAP BUBBLE BATTLE

Two children act as captains, one of company A, the other of company B

and each in turn choose a soldier until the children are evenly divided

into two companies.

Stretch a rope or cord at a medium height across the middle of the room,

with company A on one side and company B on the other side.

Each company is provided with a basin of soap suds (a little glycerine

added to the water will make the bubbles last longer) and each soldier

with a clay pipe.

Two soldiers, one from company A and one from company B stand at arms

length from the rope and each blows a bubble from his pipe towards the

"enemy" and over the rope if he can. If a soldier blows a bubble over

the rope without it bursting his company wins a point. If he fails to

do so, his company loses a point.

These soldiers step back and two more (one from each company) advance

and blow a bubble and so on until all have had a turn. Some one keeps

the score and the company having the most points are the "victors" and

to them belong the "spoils" which consists of a tiny paper drum filled

with candy, a small silk flag or any appropriate prize.

SPIDER WEB.

Attach one end of a number of strings (one for each guest) to the

chandelier. Fasten to the other end of each string a small prize wrapped

up in tissue paper. Have strings of various lengths and twine them

around the table legs, chairs, etc., some may be "spun" around

furniture, etc., in adjoining rooms, trying to hide the prizes as much

as possible.

At a signal each child takes or is given a string from the chandelier

and proceeds to wind it around an empty spool or piece of pasteboard,

until a prize is reached. The strings must not be broken. An extra prize

may be awarded to the child who first winds up a string neatly.

SEVERED FLOWERS

Cut from colored cloth or paper a number of petals for forming wild

roses, using pink material; marguerite daisies of white material and

pansies of purple. Five petals for each rose, five for each pansy and

ten for each daisy.

Have the children sit around a table. Provide each one with a sheet of

plain paper, three pins having the heads covered with yellow tissue

paper and mixed petals enough to make one of each kind of flower.

At a signal the children begin to make the flowers by sticking the pin

through the point of the petals and pinning each flower to the sheet of

paper.

A prize may be given to the child finishing the flowers first or the

child making the best looking flowers.

GAMES FOR CHILDREN

ACTING PROVERBS

The best way to play this game is for the players to divide themselves

into two groups, namely, actors and audience. Each one of the actors

should then fix upon a proverb, which he will act, in turn, before the

audience. As, for instance, supposing one of the players to have chosen

the proverb, "A bad workman quarrels with his tools," he should go into

the room where the audience is seated, carrying with him a bag in which

there is a saw, a hammer, or any other implement or tool used by a

workman; he should then look round and find a chair, or some other

article, which he should pretend requires repairing; he should then act

the workman, by taking off his coat, rolling up his sleeves, and

commencing work, often dropping his tools and grumbling about them the

whole of the time.

If this game be acted well, it may be made very entertaining. Sometimes

the audience are made to pay a forfeit each time they fail to guess the

proverb.

BLIND MAN'S WAND

This is another way of playing Blind Man's Buff, and is thought by many

to be an improvement on that game.

The player, who is blindfolded, stands in the centre of the room with a

long paper wand, which can be made of a newspaper folded up lengthways,

and tied at each end with string. The other players then join hands and

stand round him in a circle. Someone then plays a merry tune on the

piano and the players dance round and round the blind man, until

suddenly the music stops; the blind man then takes the opportunity of

lowering his wand upon one of the circle, and the player upon whom it

has fallen has to take hold of it. The blind man then makes a noise,

such as, for instance, the barking of a dog, a street cry, or anything

he thinks will cause the player he has caught to betray himself, as the

captive must imitate whatever noise the blind man likes to make. Should

the blind man detect who holds the stick the one who is caught has to be

blind man; if not, the game goes on until he succeeds.

THE BLIND POSTMAN

First a postmaster-general must be appointed, whose duty is to write

down the names of the players, and the names of the cities they have

chosen to represent. The postman is blindfolded and led to the middle

of the room, whilst the other players are seated round it. The

postmaster-general then begins to announce that a letter has been sent

from one town to another, say from Denver to Chicago. The two players

who have taken those names must rise up silently and change seats.

The postman's duty is to try and seat himself in one of the vacant

chairs; the player who loses his chair must become the blind postman.

BLOWING THE CANDLE

Place a lighted candle on a table at the end of a room. Invite someone

to stand in front of it, then blindfold him, make him take three steps

backwards, turn round three times and then advance three steps and blow

out the candle. If he fails he must pay a forfeit. It will be found that

very few are able to succeed, simple though the test appears to be.

CAT AND MOUSE

All players form a ring, joining hands, except one called the Mouse,

whom they enclose within the circle, and one who is on the outside who

represents the cat. They then dance around, raising their arms at

intervals. The cat watches the chance to spring into the circle at one

side, and the mouse dashes out at the other--public sympathy being with

the mouse, his or her movements are aided when possible. When the cat is

in the circle, the players lower their arms so as to keep the enemy

prisoner. The cat goes around meekly, crying "mew," while the rest dance

around her. With a sudden "miaou!" she tries to break through any weak

place in the chain of hands.

As soon as she escapes she tries to catch the mouse, who runs for safety

into the ring again, hotly pursued. If the cat is so near as to follow

the mouse into the ring, before her entrance can be prevented, or if she

catches the mouse outside the circle, the mouse must pay a forfeit. Two

more players are then named by the cat and mouse to succeed them.

THE CLAIRVOYANT

The clairvoyant goes out of the room, undertaking to name the person

whom his confederate shall point out.

The door being shut upon the clairvoyant the confederate points to one

whom we will call Mr. B.

"At whom am I pointing?" he queries.

"At Mr. B.," replies the clairvoyant.

The trick is for the clairvoyant and his confederate to arrange between

them that the person who speaks last before the clairvoyant leaves the

room is the person to be pointed at.

THE CUSHION DANCE

The children first of all divide themselves into two parties. They then

form a ring, and commence dancing round a hassock which is placed, end

upwards, in the middle of the room. Suddenly one party endeavours to

pull the other party forward, so as to force one of their number to kick

the hassock and upset it.

The player who has been unfortunate enough to touch the hassock has then

to leave the circle. The game proceeds until only two remain; if these

two happen to be boys the struggle is generally prolonged, as they can

so easily jump over the hassock, and avoid kicking it.

"CHANGE SEATS: THE KING'S COME."

In this game as many seats are placed round the room as will seat all

the players but one. This one stands in the middle of the room,

repeating the words: "Change seats, change seats;" but no one moves

unless he says: "Change seats: the king's come."

Then all must change seats. In the bustle the one standing can generally

manage to secure a seat, when the person left out must take his place.

The person in the centre may tell a story if he chooses, bringing in the

words; "Change seats," occasionally, and sometimes he may say slyly:

"The king's not come," when everyone should, of course, remain seated;

but some are sure to mistake the words for "The king's come," and jump

up, when the centre player can slip into a seat.

DUCK UNDER THE WATER

Each child chooses a partner and stands opposite to her, so that two

long lines are formed. Each couple holds a handkerchief between them, as

high as they can lift their arms, so as to form an arch. The couple

standing at the top of the lines run through the arch without letting go

their handkerchief, and station themselves at the bottom of the lines,

raising their handkerchief again so as to continue the arch. This is

done by each couple in succession until all have had a turn. Whoever

breaks the arch or drops the handkerchief must pay a forfeit.

THE GARDENER

Any number of children can play. One is chosen as leader and is called

the "gardener."

All the children sit in a circle and the "gardener" gives each one in

turn the name of some flower. When all are named the "gardener" stands

in the centre of the circle and tells how he has gone to the woods to

gather certain flowers; how he has transplanted them to form a lovely

garden; the care he has to take of them, and so on, telling quite a long

story and bringing in the names of all the flowers he has given to the

children.

As a flower is mentioned, the child who has that name rises, turns

around, and sits down again. Anyone who fails to rise when his flower is

named must pay a forfeit. When the gardener says something about a

bouquet, all the children rise and exchange seats. Then the "gardener"

tries to get a seat, and if he succeeds, the person who has no seat

becomes the "gardener" and the game goes on as before.

GOING TO JERUSALEM

A row of chairs, facing alternately different ways, is placed through

the centre of the room--a chair for every player except one.

Some one at the piano plays a lively air, first fast, then slow, very

loud, then low--while the children march around the chairs without

touching them, keeping time with the music. When the music suddenly

stops, all rush for a seat. A chair must be taken away each time the

marching recommences--until but two chairs remain, when the excitement

becomes intense. The one who at the moment that the music ceases has the

good fortune to seat himself or herself in the one chair remaining wins

the game and perhaps a prize.

GAME OF CAT

The person who is to play the part of Cat should stand outside of the

door of the room where the company is assembled. The boys and girls, in

turn, come to the other side of the door and call out "miaou."

If the Cat outside recognizes a friend by the cry, and calls out her

name correctly in return, he is allowed to enter the room and embrace

her, and the latter then takes the place of Cat.

If, on the contrary, the Cat cannot recognize the voice, he is hissed,

and remains outside until he is able to do so.

GRAND MUFTI

One of the company is chosen as Grand Mufti. The others then form a

circle with the Grand Mufti in the centre, and every action which he

performs, if preceded by the words, "Thus says the Grand Mufti," must be

imitated by every member of the circle.

The Grand Mufti, in order to lead one of the company astray, will

sometimes omit to say the words: "Thus says the Grand Mufti;" in this

case if any member of the company imitate his action, he is compelled to

pay a forfeit.

HERE I BAKE, HERE I BREW

The players join hands in a circle, with one of their number in the

middle, who is supposed to be a captive, longing for freedom and reduced

to diplomatic means to secure it.

The prisoner touches one pair of joined hands in the circle saying,

"Here I Bake." Then, passing to the other side, says, "Here I Brew," as

she touches another pair of hands. Suddenly, then, in a place least

suspected, perhaps whirling around and springing at two of the clasped

hands behind her, or at the pair which she had touched before, if their

owners appear to be off guard, she exclaims "Here I mean to break

through!" and forces her way out of the circle if she can.

The players must be on the alert and strongly resist the captive's

effort to escape.

Those who permitted her to regain her freedom--through inattention or

weakness--must then make use of the "counts" familiar to all generations

of children, to decide which of them shall take the place of the

prisoner.

HAT GAME

One of the players has two hats, one he places on his own head and the

other he hands to one of the company. The person who has received the

hat must then make every action contrary to the action of the person

who handed him the hat. For instance, if No. 1 sits down, No. 2 must

stand up. If No. 1 takes his hat off, No. 2 must put it on. If No. 2

fails he must pay a forfeit. The time of trial is limited to three

minutes, or less if the players wish, after that No. 1 is bound to take

the hat and be tried in his turn.

THE HUNTSMAN

One person represents the huntsman, the other players call themselves

after some part of a huntsman's belongings; for instance, one is the

cap, another the horn, others the powder-flask, gun, whip, etc.

A number of chairs are arranged in the middle of the room, and there

must be one chair less than the number of players, not counting the

huntsman.

The players then seat themselves round the room, whilst the huntsman

stands in the center and calls for them one at a time, in this way:

"Powder-flask!" At once "Powder-flask" rises and takes hold of the

huntsman's coat.

"Cap," "Gun," "Shot," "Belt," the huntsman cries; each person who

represents these articles must rise and take hold of the player summoned

before him, until at length the huntsman has a long line behind him. He

then begins to run round the chairs, until he suddenly cries: "Bang,"

when the players must sit down. Of course, as there are not sufficient

chairs, one player will be left standing and he must pay a forfeit. The

huntsman is not changed throughout the game, unless he grows tired, when

he may change places with one of the others.

"HE CAN DO LITTLE WHO CAN'T DO THIS."

One of the players takes a stick in his left hand and thumps the floor

with it, saying, "He can do little who can't do this." Then he hands the

stick to another player, who will most probably use his right hand when

holding the stick and thumping the ground. If he does he is told he has

failed in the simple task, and the stick is handed to another. The game

goes on until someone discovers that the secret of the trick is to copy

the leader exactly, and therefore the stick must be held in the left

hand.

HISSING AND CLAPPING

As many chairs as there are players must be arranged down the middle of

the room. The girls then all sit down so that each has a vacant chair

next her, and the boys retire from the room. During their absence the

girls all decide which particular boy is to occupy the vacant chair next

her, and the boys are summoned in turn. On entering the room the boy

must walk straight to the chair next the girl whom he imagines to have

chosen him, and sit down. If he has guessed correctly he is loudly

clapped by all the girls present, and another boy is called in. But if

he makes a mistake, and sits down on the wrong chair, he is hissed so

vehemently that he is only too glad to escape from the room. Another

player is called in, and the process is repeated, until finally all the

boys have guessed correctly, and all the vacant chairs are occupied.

HOLD FAST! LET GO!

For this game the company must divide themselves into parties with four

in each group, and one odd player who must issue commands and lead the

game. Each party of four must hold a handkerchief cornerwise, one player

at each corner. The leader of the game then takes up his position in the

middle of the room from which he issues his commands in sharp, quick,

decisive tones, when he shouts "Let go!" the players must all hold

tightly on to the handkerchief. And when, almost with the same breath,

he calls "Hold fast!" they must drop it as if it burnt the tips of their

fingers. The fun of the game lies in the leader issuing his commands so

rapidly one on top of the other that the players become bewildered. The

players who make a mistake retire from the game, until finally only one

of the four is left and he becomes leader.

HUNT THE WHISTLE

The chief participator in this game must be ignorant of the trick about

to be played. He is told to kneel down whilst a lady knights him, naming

him "Knight of the Whistle." During the process someone fastens a small

whistle to his coat tails by means of a piece of ribbon. He is then

bidden to rise up and search for the whistle. The hunt begins; all the

players combine to deceive the searcher; they must blow the whistle

whenever they can do so without being detected. When the searcher

discovers the trick the game is, of course, at an end.

"I SELL MY BAT, I SELL MY BALL"

A ring is formed with one child in the middle, who is called the

"drummer-man." Whatever this child does the others mimic, moving round

as they do so, and singing the following words:--

"I sell my bat, I sell my ball,

I sell my spinning-wheel and all;

And I'll do all that e'er I can

To follow the eyes of the drummer-man."

Anyone who does not at once imitate the "drummer-man" must pay a forfeit

and take his place as "drummer-man."

JUDGE AND JURY

The company should be seated in two lines facing each other, and one of

the party should then be elected to act as judge. Each person has to

remember who is sitting exactly opposite, because when the judge asks a

question of anyone, it is not the person directly asked who has to

reply, but the person opposite to the judge. For instance, if the judge,

addressing one of the company asks: "Do you like apples?" the person

spoken to must remain silent, whilst the person who is opposite to him

must reply, before the judge can count ten; the penalty on failing to do

this or answering out of one's turn is a forfeit. A rule with regard to

the answers is that the reply must not be less than two words in length,

and must not contain the words: "Yes," "no," "black," "white," or

"grey." For the breaking of this rule a forfeit may also be claimed.

"MY MASTER BIDS YOU DO AS I DO"

For all those children who are fond of a little exercise no better game

than this can be chosen. When the chairs are placed in order round the

room the first player commences by saying: "My master bids you do as I

do," at the same time working away with the right hand as if hammering

at his knees. The second player then asks: "What does he bid me do?" in

answer to which the first player says: "To work with one as I do." The

second player, working in the same manner, must turn to his left-hand

neighbor and carry on the same conversation, and so on until everyone is

working away with the right hand.

The second time of going round the order is to work with two; then both

hands must work; then with three; then both hands and one leg must work;

then with four, when both hands and both legs must work; lastly with

five, when both legs, both arms, and the head must be kept going. Should

any of the players fail in keeping in constant motion a forfeit may be

claimed.

MAGIC MUSIC

One of the players is sent out of the room, and the rest then agree upon

some simple task for her to perform, such as moving a chair, touching an

ornament, or finding some hidden object. She is then called in and some

one begins to play the piano. If the performer plays very loudly the

"seeker" knows that she is nowhere near the object she is to search for.

When the music is soft, then she knows she is very near, and when the

music ceases altogether, she knows that she has found the object she was

intended to look for or has found the task she is to perform.

MALAGA RAISINS

The players sit in a circle and one who is acquainted with the trick

takes a small stick in his right hand, makes some funny movements with

it, and then, having taken it in his left hand, passes it to his

neighbor, saying: "Malaga raisins are very good raisins, but I like

Valencias better." He then tells his neighbor to do the same. Should any

of the players pass on the stick with the right hand, they must pay a

forfeit, but of course they must not be told what mistake they have made

until the stick has been passed right round the circle.

"OUR OLD GRANNIE DOESN'T LIKE TEA"

All the players sit in a row, except one, who sits in front of them and

says to each one in turn; "Our old Grannie doesn't like T; what can you

give her instead?"

Perhaps the first player will answer, "Cocoa," and that will be correct;

but if the second player should say, "Chocolate," he will have to pay a

forfeit, because there is a "T" in chocolate. This is really a catch, as

at first everyone thinks that "tea" is meant instead of the letter "T."

Even after the trick has been found out it is very easy to make a slip,

as the players must answer before "five" is counted; if they cannot, or

if they mention an article of food with the letter "T" in it, they must

pay a forfeit.

ORANGES AND LEMONS

Two of the players join hands, facing each other, having agreed

privately which is to be "Oranges" and which "Lemons." The rest of the

party form a long line, standing one behind the other, and holding each

other's dresses or coats. The first two raise their hands so as to form

an arch, and the rest run through it, singing as they run:--

"Oranges and Lemons,

Say the bells of St. Clement's;

You owe me five farthings,

Say the bells of St. Martin's;

When will you pay me?

Say the bells of Old Bailey.

I do not know,

Says the big bell of Bow.

Here comes a candle to light you to bed

Here comes a chopper to chop off your head!"

At the word "head" the hand archway descends, and clasps the player

passing through at that moment; he is then asked in a whisper, "Oranges

or Lemons?" and if he chooses "oranges," he is told to go behind the

player who has agreed to be "oranges" and clasp him round the waist.

The players must be careful to speak in a whisper, so that the others

may not know what has been said.

The game then goes on again, in the same way, until all the children

have been caught and have chosen which they will be, "oranges" or

"lemons." When this happens, the two sides prepare for a tug-of-war.

Each child clasps the one in front of him tightly and the two leaders

pull with all their might, until one side has drawn the other across a

line which has been drawn between them.

OLD SOLDIER

Old Soldier is a game for young children, and though it seems very

simple, yet there is a good deal of fun in it. One of the children

pretends to be an old soldier, and goes round begging of each of the

other players in turn, saying that he is "poor, and old, and hungry,"

and asking what they will do for him or give him. In answering the Old

Soldier no one must say the words: "Yes," "No," "Black," or "White," and

he must be answered at once without hesitation. Anyone who does not

reply at once, or who uses any of the forbidden words, must pay a

forfeit.

POST-OFFICE

One player begins the game by going out of the room, and then giving a

double (or postman's) knock at the door; it is the duty of one of the

other players to stand at the door inside the room to answer the knocks

that are made, and to ask the postman for whom he has a letter.

The postman names some member of the company, generally of the opposite

sex; he is then asked, "How many stamps are to be paid?" Perhaps he will

say "six"; the person for whom the letter is supposed to be must then

pay for it with kisses, instead of stamps; after which he or she must

take a turn as postman.

PETER PIPER

This is an amusing game for children. A blackboard is needed upon which

the verse, "Peter Piper," etc., is illustrated or written so that the

words are mixed up and it will be difficult to point out. Some older

person will be needed to superintend the game.

One child is given a pointer and as the others sing, to any familiar

tune:

"Peter Piper picked a peck of pickled peppers,

Now if Peter Piper picked a peck of pickled peppers,

Where is that peck of pickled peppers,

Peter Piper picked?"

she must point out each word or drawing as quickly as it is sung.

If a mistake is made in pointing, the child takes her place with the

rest and another child is out. Each one is given a turn.

It is an achievement, if done successfully, and some suitable gift

should be given as a prize.

THE SEA AND HER CHILDREN

The players seat themselves in a circle, one of the number remaining in

the center to represent the "Sea." Each player takes the name of some

fish and the Sea walking around the circle calls each person by the name

they have adopted. As they are called they must rise and follow the

"Sea." When all have left their seats the "Sea" begins to run about

crying: "The Sea is troubled." Suddenly she seats herself, when all her

companions must try to do the same; but there will be one seat short, so

there will be one player left over and this player becomes the "Sea." No

player must seat himself until the "Sea" has taken a chair, and she can

create some fun by running about and pretending she is about to seat

herself. Any player seating himself before the "Sea" must pay a forfeit.

THE STAGE COACH

The leader tells every member of the company to choose as a name some

article connected with a stage coach; the wheels, the horses, the whip,

the bridle, etc., may be chosen. These the leader jots down on a piece

of paper and then begins to tell a thrilling story. "The stage coach

left the old Stag Inn, amidst the thundering of the horses' hoofs and

the cracking of the driver's whip." Some member will probably have

chosen to be the horses, another the whip, and as their names are

mentioned they must rise, twirl round and sit down again. Then the

narrator continues: "For some miles all went well, then a bridle gave

way (the bridle must rise and twirl round) and the driver put down the

reins, jumped from his seat and ran to the horses' heads. It was found

necessary to take the horses out of the shafts before the stage coach

could proceed on its way." As each member's name is mentioned he must

rise and twirl round; but when the Stage Coach is mentioned every one

must rise and change seats, when the narrator, who has been standing,

tries to secure one. If he succeeds the person left out becomes

narrator. The great point is for the narrator to tell such a thrilling

story that the members forget to acknowledge the mention of their names,

when they must pay a forfeit.

SHADOW BUFF

A splendid game, and one specially suitable for a large party. A sheet

or white tablecloth is first of all stretched right across the room, and

on a table behind it is placed a bright lamp. All the other lights in

the room are then extinguished, and one of the players takes a seat upon

a low stool midway between the lamp and the sheet. The other players

endeavor to disguise themselves as much as possible, by distorting their

features, rumpling their hair, wearing wigs, false noses, etc., and pass

one by one behind the player seated on the stool. Their shadows are

thus thrown upon the sheet. The aim of the seated player is to guess the

identity of the shadows as they pass before him; and the aim of the

others is to endeavor by every means in their power to keep him from

recognizing them. As may be imagined, the task of the single player is

not an easy one, the distorted shadows being vastly different from the

originals as seen before the lights were extinguished.

STEPS

The blindfolded player is placed in the middle of the room, and the

other players all place themselves at various distances round him. The

blind-man is then told how many steps he must take in order to be able

to touch a certain player. This game does, I know, sound rather simple

in writing; but try it, and you will find that it is not so easy as you

imagine. It will also have the effect of making the dullest party

lively, because the blind-man makes such absurd mistakes as to the

direction and length of steps that he has to take.

THE SPELLING GAME

Each player in this game has what are called three "lives," or chances.

When the company is seated in a circle, the first player mentions a

letter as the beginning of a word. The game is for each of the company,

in turn, to add a letter to it, keeping the word unfinished as long as

possible.

When a letter is added to the former letters and it makes a complete

word, the person who completed it loses a "life." The next player then

begins again.

Every letter added must be part of a word, and not an odd letter thought

of on the spur of the moment. When there is any doubt as to the letter

used by the last player being correct, he may be challenged, and he will

then have to give the word he was thinking of when adding the letter. If

he cannot name the word, he loses a "life"; but if he can, it is the

challenger who loses.

Games for All Occasions · 第 1 / 9 段