This is an example of how the game should be played. Supposing the first

player commences with the letter "p"; the next, thinking of "play,"

would add an "l"; the next an "o," thinking of "plough"; the person, not

having either of these words in his mind, would add "v"; the next player

perhaps, not knowing the word of which the previous player was thinking,

might challenge him, and would lose a "life" on being told the word was

"plover." The player next in turn would then start a new word, and

perhaps put down "b," thinking of "bat," the next, thinking, say, that

the word was "bone," would add an "o," the next player would add "n";

the player whose turn it would now be, not wanting to lose a "life" by

finishing the word, would add another "n"; the next player for the same

reason would add "e," and then there would be nothing else for the next

in turn to do but to complete the word by adding "t" and thus losing a

"life."

It will be seen that there are three ways of losing a "life." First, the

player may lay down a letter, and on being challenged be unable to give

the word. Secondly, he may himself challenge another player who is not

at fault. Thirdly, he may be obliged to add the final letter to a word,

and so complete it.

SIMON SAYS

Seat yourselves in a circle and choose one of the company to be the

leader, or Simon. His duty is to order all sorts of different things to

be done, the funnier the better, which must be obeyed only when the

order begins with "Simon says." As, for instance, "Simon says: 'Thumbs

up!'" which, of course, all obey; then perhaps comes: "Thumbs down!"

which should not be obeyed, because the order did not commence with

"Simon says."

Each time this rule is forgotten a forfeit must be paid. "Hands over

eyes," "Stamp the right foot," "Pull the left ear," etc., are the kind

of orders to be given.

THE SERGEANT

One player represents the Sergeant, and the others the soldiers, whom he

is supposed to be drilling. When the Sergeant says "Do this," all the

players must imitate him. But when he says "Do that," they must take no

notice.

If a soldier makes a mistake he has to pay a forfeit, and takes the

Sergeant's place.

THE SEA KING

This game can be played by any number of children. They proceed by first

choosing one of the party to act as the Sea King, whose duty it is to

stand in the centre of a ring, formed by the players seating themselves

round him. The circle should be as large as possible. Each of the

players having chosen the name of a fish, the King runs round the ring,

calling them by the names which they have selected.

Each one, on hearing his name called, rises at once, and follows the

King, who, when all his subjects have left their seats, calls out, "The

sea is troubled," and seats himself suddenly. His example is immediately

followed by his subjects. The one who fails to obtain a seat has then to

take the place of King, and the game is continued.

TONGUE TWISTERS

The leader begins by saying the first sentence, which is repeated by

each player in turn. The leader in every case adds the new line, which

is repeated by the other players in succession. Anyone making a mistake

or omission drops out of the contest. As the ranks grow thinner, the

players are required to repeat the sentences more rapidly, and no time

for hesitation allowed. The one who makes no mistake is entitled to a

prize.

The sentences are as follows:

1. One old ox opening oysters.

2. Two tall Turks twirling twisted turbans.

3. Three tinkering tailors totally tired.

4. Four fat Frenchmen fanning a fainting fly.

5. Five funny farmers feeding feathered fowls.

6. Six slippery snails slid slowly seaward.

7. Seven shy soldiers shooting salted salmon.

8. Eight eccentric Englishmen exhibiting educated elephants.

9. Nine nimble noblemen nibbling nasturtiums.

10. Ten tipsy tailors toddling timidly together.

TRADES

Each player must choose a trade and pretend to be working at it. For

instance, if he is a tailor he must pretend to sew or iron; if a

blacksmith, to hammer, and so on. One is the king, and he too, chooses

a trade. Everyone works away as hard as he can until the king suddenly

gives up his trade, and takes up that of some one else. Then all must

stop, except the one whose business the king has taken, and he must

start with the king's work. The two go on until the king chooses to go

back to his own trade, when all begin working again. Any one who fails

either to cease working or to begin again at the right time, must pay a

forfeit.

A somewhat more elaborate and livelier game of Trades is played by each

boy in the party choosing a trade which he is supposed to be carrying

on.

The leader must invent a story, and standing in the middle, must tell it

to the company. He must manage to bring in a number of names of trades

or businesses; and whenever a trade is mentioned, the person who

represents it must instantly name some article sold in the shop.

THINK OF A NUMBER

In this game the leader tells one of the players to think of any number

he likes, but not to say it aloud. He next tells him to double it; this

done, the player is told to add eight to the result, and then halve it.

After doing this he must halve the whole, and from what is left take

away the number first thought of. If correctly worked out the answer

will be four, which is just half the number which the leader told the

player to add after the original number was doubled. For instance, we

will suppose the number thought of to have been twenty. When doubled,

the result will be forty. The player then adds eight, which gives him a

total of forty-eight. He halves this, and has twenty-four left. When he

has taken away the number first thought of (twenty) he has a total of

four--which is half the number the leader told him to add in the

beginning of the game.

THIS AND THAT

A confederate is necessary for this trick. The one performing the trick

goes out of the room and the confederate agrees with the audience to

touch a certain article. The person outside is recalled and his

confederate begins to question him. "Did I touch this music book?" "No."

"Did I touch this table?" "No." "Did I touch this knife?" "No." "Did I

touch that fork?" "Yes." The secret consists in saying the word "that"

before the article touched, instead of "this."

WHAT AM I DOING?

The players seat themselves in a row and the leader of the game takes

his place behind them, beginning at the top of the row. He makes some

absurd gesture and then asks the person behind whom he is standing

"What am I doing?" If the player replies incorrectly, and he generally

does, he is doomed to stand up and imitate in silence the gesture he

could not guess, until he has leave to sit down.

WONDERMENT

It is necessary that only two of the party should have a knowledge of

this game, and then "wonderment" is sure to be the result.

The two players agree that a certain word shall be regarded as a signal

word. As an illustration, imagine this word to be "and."

One of the players asserts his belief that he is gifted with second

sight, and states that he is able, through a closed door, to name any

article touched by any person in sympathy with him, notwithstanding the

said person may attempt to mystify him by mentioning a lot of other

articles. He then chooses his confederate, as being one with whom he may

be in sympathy, and goes outside.

The player in the room then proceeds to call out, perhaps as

follows:--Table, Hearthrug, Piano, Footstool and Chair, Lamp, Inkstand.

He then places his hand on the back of a chair and asks: "What am I

touching now?" the answer will, of course, be "Chair," because the

signal word "and" came immediately before that article.

If the players are skilful there is no need for the trick to be

discovered.

WINK

All the girls sit in a circle, and the boys stand outside, one boy

behind each girl's chair. One chair is left vacant, but a boy stands

behind it, and by winking at the girls one at a time, tries to get one

for his empty chair.

As soon as a girl is winked at, she tries to leave her seat, and take

the vacant one, but if the boy behind her touches her before she leaves

the seat, she cannot go. Each boy has to keep his eye on the one who is

winking and on the girl in his chair, for if he is not watching, she may

escape before he has time to touch her, and then it is his turn to do

the winking and get a girl for his chair.

If the winking is done quickly it adds to the interest of the game. No

boy can keep hold of a girl all the time; he must only touch her when

she starts to leave her place, and then if she is beyond arm's length he

cannot call her back.

RIDDLES

Few children think they will ever tire of playing games; but all the

same, towards the end of a long evening, spent merrily in dancing and

playing, the little ones begin to get too weary to play any longer, and

it is very difficult to keep them amused.

Then comes the time for riddles! The children may sit quietly around the

room, resting after their romps and laughter, and yet be kept

thoroughly interested, trying to guess riddles.

It is, however, very difficult to remember a number of good and

laughable ones, so we will give a list of some, which will be quite

sufficient to puzzle a roomful of little folk for several hours.

Why are weary people like carriage-wheels?--Answer: Because they are

tired.

An old woman in a red cloak was passing a field in which a goat was

feeding. What strange transformation suddenly took place?--Answer:

The goat turned to butter (butt her), and the woman into a scarlet

runner.

Why does a duck go into the water?--Answer: For divers reasons.

Spell "blind pig" in two letters? P G; a pig without an I.

Which bird can lift the heaviest weights?--The crane.

Why is a wise man like a pin?--He has a head and comes to a point.

Why is a Jew in a fever like a diamond?--Because he is a Jew-ill.

Why may carpenters reasonably believe there is no such thing as

stone?--Because they never saw it.

What is that which is put on the table and cut, but never eaten?--A

pack of cards.

Why does a sculptor die horribly?--Because he makes faces and

busts.

When does a farmer double up a sheep without hurting it?--When he

folds it.

What lives upon its own substance and dies when it has devoured

itself?--A candle.

Why is a dog biting his tail a good manager?--Because he makes both

ends meet.

What thing is it that is lower with a head than without one?--A

pillow.

Which is the left side of a plum-pudding?--That which is not eaten.

What letter of the alphabet is necessary to make a shoe?--The last.

If all the seas were dried up, what would everybody say?--We haven't

a notion (an ocean).

Why is it certain that "Uncle Tom's Cabin" was not written by the

hand of its reputed author?--Because it was written by Mrs.

Beecher's toe (Stowe).

Why is a fishmonger never generous?--Because his business makes him

sell fish (selfish).

What is that which works when it plays and plays when it works?--A

fountain.

What is that from which you may take away the whole and yet there

will be some remaining?--The word wholesome.

Why are fowls the most economical things a farmer can keep?--Because

for every grain they give a peck.

What coin doubles its value by taking away a half of it?--Halfpenny.

Why is it dangerous to walk in the meadows in springtime?--Because

the trees are shooting and the bulrush is out (bull rushes out).

Why is a vine like a soldier?--Because it is listed and has ten

drills (ten-drils) and shoots.

Why is an opera-singer like a confectioner?--Because she deals in

ice-creams (high screams).

If a man who is carrying a dozen glass lamps drops one, what does he

become?--A lamp lighter.

What belongs to yourself, but is used more by your friends than by

yourself?--Your name.

Why is a spider a good correspondent?--Because he drops a line at

every post.

When is the clock on the stairs dangerous?--When it runs down.

Why is the letter "k" like a pig's tail?--Because it comes at the

end of pork.

What is the keynote to good manners?--B natural.

Why is a five-pound bank-note much more profitable than five

sovereigns?--Because when you put it in your pocket you double it,

and when you take it out you will find it in-creases.

Why is a watch like a river?--Because it doesn't run long without

winding.

What is that which flies high, flies low, has no feet, and yet wears

shoes?--Dust.

When has a man four hands?--When he doubles his fists.

What trees has fire no effect upon?--Ash-trees; because when they

are burned, they are ashes still.

What is the difference between a schoolmaster and an

engine-driver?--One minds the train and the other trains the mind.

A man had twenty sick (six) sheep, and one died; how many were

left?--19.

What is that which everybody has seen but will never see

again?--Yesterday.

Which is the best day for making a pancake?--Friday.

Which is the smallest bridge in the world?--The bridge of your nose.

What four letters would frighten a thief?--O I C U.

What is that which goes from London to York without moving?--The

road.

Which is easier to spell--fiddle-de-dee or

fiddle-de-dum?--Fiddle-de-dee, because it is spelt with more "e's."

When may a chair be said to dislike you?--When it can't bear you.

What animal took most luggage into the Ark, and which two took the

least?--The elephant, who took his trunk, while the fox and the cock

had only a brush and a comb between them.

Which of the English kings has most reason to complain of his

washer-woman?--King John, when he lost his baggage in the Wash.

If a bear were to go into a linen-draper's shop, what would he

want?--He would want muzzlin'.

Why is B like a hot fire?--Because it makes oil Boil.

Why was the first day of Adam's life the longest?--Because it had no

Eve.

If an egg were found on a music-stool, what poem would it remind you

of?--"The Lay of the Last Minstrel."

Why is a schoolmaster like a shoe-black?--Because he polishes the

understanding of the people.

Why is a washer-woman like a navigator?--Because she spreads her

sheets, crosses the line, and goes from pole to pole.

Why is an author the queerest animal in the world?--Because his tale

comes out of his head.

Why is it that a tailor won't attend to business?--Because he is

always cutting out.

When can a horse be sea-green in color?--When it's a bay.

Why were gloves never meant to sell?--Because they were made to be

kept on hand.

When are we all artists?--When we draw a long face.

Why are watch-dogs bigger by night than by day?--Because they are

let out at night and taken in in the morning.

When is a tradesman always above his business?--When he lives over

his shop.

Which is the liveliest city in the world?--Berlin; because it's

always on the Spree.

Why is a water-lily like a whale?--Because they both come to the

surface to blow.

Why is a shoemaker the most industrious of men?--Because he works to

the last.

What is book-keeping?--Forgetting to return borrowed volumes.

Why is scooping out a turnip a noisy process?--Because it makes it

hollow.

Why are teeth like verbs?--Because they are regular, irregular, and

defective.

What ships hardly ever sail out of sight?--Hardships.

When is an artist a dangerous person?--When his designs are bad.

Why are tortoiseshell-combs like citadels?--They are for-tresses.

Why is the Isthmus of Suez like the first "u" in cucumber?--Because

it is between two "c's" (seas).

What motive led to the invention of railroads?--The locomotive.

Why are deaf people like Dutch cheeses?--Because you can't make them

here.

When is the best time to get a fresh egg at sea?--When the ship lays

to.

Who was the first whistler?--The wind.

What tune did he whistle?--Over the hills and far away.

Why need a traveller never starve in the desert?--Because of the

sand which is (sandwiches) there.

Why is sympathy like blindman's-buff?--Because it is a fellow

feeling for a fellow creature.

If a Frenchman were to fall into a tub of tallow, in what word would

he express his situation?--In-de-fat-i-gabble. (Indefatigable.)

Why is a diner on board a steam-boat like Easter Day?--Because it is

a movable feast.

Why is a little man like a good book?--Because he is often looked

over.

Why is a pig in a parlor like a house on fire?--Because the sooner

it is put out the better.

What is the difference between a soldier and a bombshell?--One goes

to war, the other goes to pieces.

Why is it dangerous to sleep in a train?--Because every train runs

over all the sleepers on the line.

Spell "enemy" in three letters?--F O E.

Which is the only way that a leopard can change his spots?--By going

from one spot to another.

Why did Eve never fear the measles?--Because she'd Adam.

When is a tall man a little short?--When he hasn't got quite enough

cash.

What houses are the easiest to break into?--The houses of bald

people; because their locks are few.

Why is a watch the most difficult thing to steal?--Because it must

be taken off its guard.

Why is there never anybody at home in a convent?--Because it is an

(n)uninhabited place.

Why does a person who is not good-looking make a better carpenter

than one who is?--Because he is a deal plainer.

What is the best tree for preserving order?--The birch.

Why is shoemaking the easiest of trades?--Because the boots are

always soled before they are made.

What plant stands for No. 4?--IV.

How can a gardener become thrifty?--By making the most of his thyme,

and by always putting some celery in the bank.

Why is it probable that beer was made in the Ark?--Because the

kangaroo went in with hops, and the bear was always bruin.

"What was the biggest thing you saw at the World's Fair?" asked a

wife of her husband.--"My hotel bill!" said he.

Why is C like a schoolmistress?--Because it forms lasses into

classes.

What is that which never asks any questions and yet requires many

answers?--The street-door.

If a man bumped his head against the top of a room, what article of

stationery would he be supplied with?--Ceiling whacks.

(Sealing-wax.)

Which is the longest word in the English language?--Smiles; because

there is a mile between the first and last letters.

Which is the oldest tree in England?--The Elder Tree.

How many sides are there to a tree?--Two, inside and out.

What is that which happens twice in a moment and not once in a

thousand years?--The letter M.

What sea would a man most like to be in on a wet day?--A dry attic.

(Adriatic.)

Why is coffee like an axe with a dull edge?--Because it must be

ground before it is used.

What is the difference between a bottle of medicine and a

troublesome boy?--One is to be well shaken before taken, and the

other is to be taken and then shaken.

What makes more noise than a pig under a gate?--Two pigs.

When is a door not a door?--When it is a-jar.

What is the difference between a naughty boy and a

postage-stamp?--Because one you stick with a lick, and the other you

lick with a stick.

Why did William Tell shudder when he shot the apple from his son's

head?--Because it was an arrow escape for his child.

What is that which the more you take from it the larger it grows?--A

hole.

What is the best land for little kittens?--Lapland.

Why should a man always wear a watch when he travels in a waterless

desert?--Because every watch has a spring in it.

Of what trade is the sun?--A tanner.

What relation is a doormat to a door?--Step-fa(r)ther.

What is that which you cannot hold ten minutes, although it is as

light as a feather?--Your breath.

What is the worst weather for rats and mice?--When it rains cats and

dogs.

What is that which never uses its teeth for eating purposes?--A

comb.

When are two apples alike?--When pared.

What is the difference between a blind man and a sailor in

prison?--One cannot see to go and the other cannot go to sea.

Why is a plum-cake like the ocean?--Because it contains so many

currants.

What pudding makes the best cricketer?--A good batter.

When is a sailor not a sailor?--When he's a-board.

Why is the snow different from Sunday?--Because it can fall on any

day in the week.

What trade would you mention to a short boy?--Grow sir (grocer).

What tree is nearest the sea?--The beech.

Why is a game of cards like a timber-yard?--Because there are always

a great many deals in it.

Why is a tight boot like an oak tree?--Because it produces a corn

(acorn).

Why is a city in Ireland likely to be the largest city in the

world?--Because each year it is Dublin (doubling).

What is the easiest way to swallow a door?--Bolt it.

Why could a negro slave not be caught if he ran away?--Because he

would be sure to keep dark at all times.

Why is a dancing-master like a tree?--Because of his bows (boughs).

Name a word of five letters from which if you take two but "one"

remains--Stone.

GAMES FOR ADULTS

ADVICE

Each player is given a slip of paper and asked to write a piece of

advice--the ladies write to the gentlemen and vice versa. The slips are

collected and again distributed and each player is asked to read the

advice which has been given him. Before looking at the paper he must

tell what sort of advice it is--good, bad, unnecessary, etc., and

whether or not he intends to profit by it.

ADJECTIVES

A slip of paper and a pencil is given to each player, who must then

write a number of adjectives upon it. The slips are collected and given

to the principal player, who has undertaken to read out a short story,

substituting the adjectives on the slips for those already in the story.

The adjectives must be taken as they come and not picked out to suit the

story. The result is sometimes very laughable; as for instance--"The

pretty rhinoceros is a very amiable animal. It is very attractive in its

habits, and lives near lakes or rivers. Its delicate skin is so soft

that special bullets are needed to pierce it, etc."

"ANIMAL, VEGETABLE, OR MINERAL?"

This is a capital game for a large party, for it is both instructive and

amusing. One player is selected who has to guess what word or sentence

the remainder of the company has chosen. He goes out of the room, and

when the subject has been decided upon, returns and asks a question of

each of the company in turn. The answer must be either "Yes" or "No,"

and in no case should more words be used, under penalty of paying a

forfeit. The first important point to be found out is whether the

subject is "Animal," "Vegetable," or "Mineral." Supposing, for instance,

the subject chosen is a cat which is sleeping in the room by the fire,

the questions and answers might be like the following:--"Is the subject

chosen an animal?" "Yes." "Wild animal." "No." "Domestic animal?" "Yes."

"Common?" "Yes." "Are there many to be seen in this town?" "Yes." "Have

you seen many this day?" "Yes." "In this house?" "No." "Have you seen

many in the road?" "Yes." "Do they draw carts?" "No." "Are they used for

working purposes?" "No." "Is the subject a pet?" "Yes." "Have they one

in the house?" "Yes." "In this room?" "Yes." "Is it lying in front of

the fire at the present time?" "Yes." "Is the subject you all thought of

the cat lying in front of the fire in this room?" "Yes." The subject

having been guessed, another one is chosen and the game proceeds.

ACTING RHYMES

For this game, half the players go outside the door, whilst those who

stay in the room choose a word of one syllable, which should not be too

difficult. For instance, suppose the word chosen be "Flat," those who

are out of the room are informed that a word has been thought of that

rhymes with "Cat," and they then have to act, without speaking, all the

words they can think of that rhyme with "Cat." Supposing their first

idea be "Bat," they come into the room and play an imaginary game of

cricket. This not being correct, they would be hissed for their pains,

and they must then hurry outside again. They might next try "Rat," most

of them going into the room on their hands and feet, whilst the others

might pretend to be frightened. Again they would be hissed. At last the

boys go in and fall flat on their faces, while the girls pretend to use

flat-irons upon their backs. The loud clapping that follows tells them

that they are right at last. They then change places with the audience,

who, in turn, become the actors.

THE BIRD-CATCHER

Games for All Occasions · 第 2 / 9 段