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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.