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