Bird-catcher; the other players then each choose the name of a bird, but
no one must choose the owl, as it is forbidden. All the players then sit
in a circle with their hands on their knees, except the Bird-catcher,
who stands in the center, and tells a tale about birds, taking care to
specially mention the ones he knows to have been chosen by the company.
As each bird's name is called, the owner must imitate its note as well
as he can, but when the owl is named, all hands must be put behind the
chairs, and remain there until the next bird's name is mentioned. When
the Bird-catcher cries "all the birds" the players must together give
their various imitations of birds. Should any player fail to give the
cry when his bird is named, or forget to put his hands behind his chair,
he has to change places with Bird-catcher.
BUZZ
This is a very old game, but is always a very great favorite. The more
the players, the greater the fun. The way to play it is as follows. The
players sit in a circle and begin to count in turn, but when the number
7 or any number in which the figure 7 or any multiple of 7 is reached,
they say "Buzz," instead of whatever the number may be. As, for
instance, supposing the players have counted up to 12, the next player
will say "13," the next "Buzz," because 14 is a multiple of 7 (twice
7)--the next player would then say "15," the next "16" and the next
would of course say "Buzz" because the figure 7 occurs in the number 17.
If one of the players forgets to say "Buzz" at the proper time, he is
out. The game then starts over again with the remaining players, and so
it continues until there is but one person remaining. If great care is
taken the numbers can be counted up to 70, which, according to the rules
before mentioned, would of course be called Buzz. The numbers would then
be carried on as Buzz 1, Buzz 2, etc., up to 79, but it is very seldom
that this stage is reached.
BIRDS, FRUITS AND FLOWERS
In this game every one in the company has to describe in a riddle, first
a bird, then a fruit, and finally a flower. The others must guess.
Whoever guesses the most is the winner of the game.
Here are examples of the riddles:
BIRD. Although a bird I am part of a plant. STORK. (Stalk).
FRUIT. Although a single specimen, I am really two. PEAR.
FLOWERS. Although usually white, I am always described as rose
colored in hue. PINK.
CITIES
Materials required.--As many sheets of paper and pencils as there are
players.
The players seat themselves round a table, and each one is provided with
a sheet of paper and a pencil. The hostess then asks them to write at
the head of the paper the name of the town in which they were born. A
time limit of fifteen minutes is then given them in which to make up a
sentence, each word of which must begin with the letters composing the
name of the town. The sentence must be either suggestive, or descriptive
of the town which each has written on his or her paper. For example:--
Town--Chicago.
Sentence--Came home in carriage after going out.
THE COOK WHO DOESN'T LIKE PEAS
One of the players commences the game by saying to his neighbor, "I have
a cook who doesn't like peas (p's); what will you give her for dinner?"
The person addressed must avoid the letter P in his answer. For
instance, he may answer, "Artichokes," "Onions," "Cabbage," and
"Carrots," but he must not say "Spinach," "Asparagus," "Potatoes." The
question is then asked of the second player, and so on until all have
replied. If a player mentions a word containing the letter P he has to
pay a forfeit.
CONSEQUENCES
One of the most popular games at a party is certainly "Consequences"; it
is a very old favorite, but has lost none of its charms with age. The
players sit in a circle; each person is provided with a half sheet of
notepaper and a pencil, and is asked to write on the top--(1) one or
more adjectives, then to fold the paper over, so that what has been
written cannot be seen. Every player has to pass his or her paper on to
the right-hand neighbor, and all have then to write on the top of the
paper which has been passed by the left-hand neighbor (2) "the name of
the gentleman"; after having done this the paper must again be folded
and passed on as before; this time must be written (3) one or more
adjectives; then (4) a lady's name; next (5), where they met; next (6),
what he gave her; next (7), what he said to her; next (8), what she said
to him; next (9), the consequence; and lastly (10), what the world said
about it.
Be careful that every time anything has been written the paper is folded
down and passed on to the player on your right.
When every one has written what the world says, the papers are collected
and one of the company proceeds to read out the various papers, and the
result may be somewhat like this:--
(1) The horrifying and delightful (2) Mr. Brown (3) met the charming (4)
Miss Philips (5) in Westminster Abbey; (6) he gave her a flower (7) and
said to her: "How's your mother?" (8) She said to him: "Not for Joseph;"
(9) the consequence was they danced the hornpipe, and the world said:
(10) "Just what we expected."
CROSS QUESTIONS AND CROOKED ANSWERS
To play this game it is best to sit in a circle, and until the end of
the game no one must speak above a whisper.
The first player whispers a question to his neighbor, such as: "Do you
like roses?"
This question now belongs to the second player, and he must remember it.
The second player answers: "Yes, they smell so sweetly," and this answer
belongs to the first player. The second player now asks his neighbor a
question, taking care to remember the answer, as it will belong to him.
Perhaps he has asked his neighbor, "Are you fond of potatoes?" And the
answer may have been, "Yes, when they are fried!"
So that the second player has now a question and an answer belonging to
him, which he must remember.
The game goes on until everyone has been asked a question and given an
answer, and each player must be sure and bear in mind that it is the
question he is asked, and the answer his neighbor gives, which belongs
to him.
At the end of the game each gives his question and answer aloud, in the
following manner.
"I was asked: 'Do you like roses?' and the answer was 'Yes, when they
are fried!'"
The next player says: "I was asked: 'Are you fond of potatoes?' and the
answer was: 'Yes, they are very pretty, but they don't wear well.'"
THE CURATE
A player is chosen to represent "The Curate." The other players are
assigned such names as printer, plumber, jeweler, butcher, druggist,
shoemaker, etc. "The Curate" starts the game by saying,
"Mr. Butcher (or any other name) I called to see you this morning but
you were not at home."
The Butcher: "I had just gone over to the jeweler's."
Curate: "And what business had you at the jeweler's?"
(The jeweler is the next to speak but he must not do so until the
question is answered.)
"I went to get a bracelet for Mrs. Butcher."
The Jeweler: "I was not at home for I had gone to the printer's."
The Curate: "And what was your business at the printer's?"
(The printer is the next to speak but he must not do so until the
question is answered.)
The game may be made very interesting by bringing into it little
personal references and bits of innocent scandal, as
"I was at the jeweler's to help Mr. ---- select a ring for Miss ----."
DEFINITIONS
A subject is given to the company by the "teacher" and those joining in
the game are each to define the subject in as terse a manner as
possible, in epigram or verse, written on a slip of paper. The cards are
then signed, turned in and the "teacher" reads the definitions. Then the
company are to decide which one of the definitions has the greatest
merit. For instance, the word "Friendship" is given and the answers
might run like these:
"A feather from love's wing."
"The greatest of boons."
"Something akin to glue," etc.
Or the word "Gold" might evoke:
"That which I have not."
"The root of all evil."
"What goes to the plumber," etc.
EARTH, AIR, FIRE AND WATER
To play this game seat yourselves in a circle, take a clean duster or
handkerchief, and tie it in a big knot, so that it may easily be thrown
from one player to another. One of the players throws it to another, at
the same time calling out either of these names: Earth, Air, Fire, or
Water. If "Earth" is called, the player to whom the ball is thrown has
to mention something that lives on the earth, as lion, cat; if "Air" is
called, something that lives in the air; if "Water," something that
lives in the water; but if "Fire" is called, the player must keep
silence. Always remember not to put birds in the water or animals or
fishes in the air; be silent when "Fire" is called, and answer before
ten can be counted. For breaking any of these rules a forfeit must be
paid.
THE FARMYARD
This game, if carried out properly, will cause great amusement. One of
the party announces that he will whisper to each person the name of some
animal, which, at a given signal, must be imitated as loudly as
possible. Instead, however, of giving the name of an animal to each, he
whispers to all the company, with the exception of one, to keep
perfectly silent. To this one he whispers that the animal he is to
imitate is the donkey.
After a short time, so that all may be in readiness, the signal is
given. Instead of all the party making the sounds of various animals,
nothing is heard but a loud bray from the one unfortunate member of the
company.
THE FORBIDDEN LETTER
The idea of this game is to try how many sentences can be spoken without
containing a certain letter which has been agreed upon. Supposing, for
instance, the letter "f" is not to be introduced, the first player might
ask: "Is this a new game to you?" The second player could answer: "Oh,
no! I played it years ago when quite a youngster."
He would perhaps turn to the third player, and ask: "You remember it, do
you not?" The third player might answer: "Yes, but we used to play it
differently." This player, having used a word with an "f" in it, must
pay a forfeit and remain out.
The answers must be given at once, without hesitation, and the player
who avoids for the greatest length of time using a word containing the
forbidden letter wins the game.
THE FORBIDDEN VOWELS
The players seat themselves and are questioned by the leader of the game
and must answer without bringing in a word containing a forbidden vowel.
Say the vowel "a" is forbidden, the leader asks--"Are you fond of
playing the piano?" The answer "Yes, very much," would be correct as the
words do not contain the letter "a." But if the answer were--"Yes, and I
am fond of singing too," the speaker would have to pay a forfeit. Any
vowel may be forbidden, or if the players choose to make the game very
difficult, two vowels may be forbidden. Say "a" and "e" are forbidden,
and the question is, "Will your father be late home?" "I do not know"
would be a correct answer.
FORTUNE TELLING
The Fortune Teller must provide the person who is to have his or her
fortune told with a piece of paper and a pencil and then proceed to say:
1. Write "Yes" or "no."
2. "State a gentleman's or a lady's name." (If a lady's fortune is
to be told she must write a gentleman's name and vice versa.)
3. "Give a number."
4. "Length of time."
5. "Yes or no."
6. "Yes or no."
7. "Yes or no."
8. "A color."
9. "A color."
10. "Yes or no."
11. "Yes or no."
12. "A shape."
13. "A measure."
14. "A sum of money."
15. "A sum of money."
16. "A virtue."
17. "A profession."
18. "The name of a place."
19. "A lady's or gentleman's name."
20. "The name of a place."
21. "A number."
22. "Yes or no."
23. "State a time."
When these have all been written down, the Fortune Teller proceeds to
read out the list of questions he has, with the answers corresponding in
number. Below is appended the list of questions, which, of course, must
not be shown to the person whose fortune is being told until he or she
has written the answers.
1. Have you a lover?
2. What is his or her name?
3. How old is he or she?
4. How long have you known him or her?
5. Does he or she know you love him or her?
6. Is your affection returned?
7. Have you or has he proposed?
8. What color is his or her hair?
9. What color are his or her eyes?
10. Is he or she handsome?
11. Is he or she conceited?
12. What shape is his or her nose?
13. What size is his or her mouth?
14. What is his or her fortune?
15. How much will he or she allow you?
16. What is his or her chief virtue?
17. What is his or her profession?
18. Where did you first meet?
19. What is your rival's name?
20. Where do you intend to live?
21. How many other proposals have you had, or made?
22. Will the marriage be a happy one?
23. When will you be married?
THE GAME OF CONVERSATION
To play this game successfully two of the company privately agree upon a
word that has several meanings. The two then enter into a conversation,
which is obliged to be about the word they have chosen, whilst the
remainder of the company listen.
When a member of the party imagines that he has guessed the word, he may
join in the conversation, but if he finds he is mistaken, must
immediately retire.
To give an illustration: Supposing the two players who start the
conversation decide upon the word box. They might talk about the people
they had seen at the theatre and the particular part of the house in
which they were sitting. Then they might say how nice it looked in a
garden, and one might mention that it grew into big trees. Perhaps one
of the company might imagine that he had guessed the word correctly and
join in, when the conversation would be immediately changed, and the two
would begin to converse about a huge case in which a very great number
of things were packed away. By this time possibly the person who joined
in the conversation will leave off, completely mystified.
If, however, the word should be correctly guessed, the person guessing
it chooses a partner, and they together select a word, and the game
begins again.
GUILTY OR INNOCENT?
One of the company gets himself up to represent the old man of the
woods, the rest take the names of various animals, such as lion, tiger,
leopard and so on.
The players seat themselves round the room, and the old man standing in
the centre tells them that some of their number have committed a crime
and he is about to question them, in order that he may discover the
guilty ones. He then begins--"Now, Mr. Lion, where have you been
hunting, and what have you eaten to-day?" "I hunted in the forest and
caught an antelope." "Then you are twice guilty and must pay two
forfeits," says the old man; and the lion must pay his forfeit without
being told the crime he has committed. The old man passes on to a Polar
Bear. "Where did you hunt and what have you eaten?" he asks.--"I hunted
in the water and had a fine fish to eat." The Polar Bear is pronounced
innocent. The real game is that no animal may bring in the letter "o"
either in their hunting ground or the food they eat. "Forest" and
"Antelope" both have an "o" in them, so the lion has to pay two
forfeits whereas "Water" and "Fish" having no "o" the bear was declared
innocent. The great fun is for the old man to keep the secret of
"guilty" or "innocent" to himself; but even if the other players know
the secret, it is very difficult not to make a slip, as the answers must
be given promptly.
When the game is over the players must pay for their forfeits in any way
the old man decides.
GUESSING GROCERIES
Into bits of muslin should be tied samples of groceries--tea, coffee,
starch, rice, beans, spices, etc. The players are allowed one guess for
each sample, depending entirely upon the sense of feeling, and the one
guessing the largest number correctly is given a prize. The hostess
should have the samples numbered in order to keep count of the guesses.
One young lady has a lot of pretty little silk bags filled with these
samples and uses them again and again, and they always bring the same
amount of fun.
GOSSIP
The leader writes out a short story. It may be a bit of gossip, a
newspaper incident or anything he wishes, it should however be rather
excitable in character. He reads the story over, that he may whisper it
to one of his neighbors without the aid of the paper. The neighbor
listens attentively and in turn whispers it to another neighbor, and it
is whispered from one to the other until everyone has heard it. The last
person to whom the story was told is asked to relate it and then the
person who originated the story is asked to read his written copy. It
will be almost unbelievable how the facts of the story have changed in
the telling. Scarcely ever will the story be accurate in any particular.
HOW? WHEN? WHERE?
One of the players goes out of the room and the players decide upon an
object. Let us suppose that the word chosen is chest. The word being
agreed upon, the other player is called in. The game is for this player
to guess the word by asking the three questions "How do you like it?
When do you like it? Where do you like it?" of each person until the
word is guessed. For instance, one player is asked:
"How do you like it?"
"Full of gold coins."
"When do you like it?"
"When I am traveling."
"Where do you like it?"
"In a safe place where robbers cannot find it."
And so the game goes on until the guesser knows the word. If he fails to
guess it after asking every one of the players the three questions, "How
do you like it? When do you like it? Where do you like it?" he must pay
a forfeit. The guesser next time is the person who, in making his answer
gave away the word decided upon.
"I LOVE MY LOVE WITH AN A"
To play this game it is best for the players to arrange themselves in a
half-circle round the room. Then one begins: "I love my love with an
'A,' because she is affectionate; I hate her with an 'A,' because she is
artful. Her name is Alice, she comes from Aberdeen, and I gave her an
apricot." The next player says: "I love my love with a 'B,' because she
is bonnie; I hate her with a 'B,' because she is boastful. Her name is
Bertha, she comes from Bath, and I gave her a book." The next player
takes "C," and the next "D," and so on through all the letters of the
alphabet.
IT
One of the players is asked to go outside whilst the company think of
some person in the room, and on his return he has to guess of whom the
company has thought.
The players then arrange themselves in a circle, and agree each to think
of his or her right-hand neighbor; it is best to have a girl and boy
alternately, as this adds much to the amusement.
The one outside is then called in, and commences to ask questions.
Before replying, the player asked must be careful to notice his or her
right-hand neighbor, and then give a correct reply. For instance,
supposing the first question to be: "Is the person thought of a boy or a
girl?" the answer would possibly be "A boy"; the next person would then
be asked the color of the complexion, the next one the color of the
hair, if long or short, etc., to which questions the answers would, of
course, be given according to the right-hand neighbor.
Nearly all the answers will contradict the previous ones, and something
like this may be the result: "A boy," "very dark complexion," "long
yellow hair," "wearing a black Eton jacket," "with a dark green dress,"
"five feet high," "about six years old," etc. When the player guessing
gives the game up, the joke is explained to him.
"JACK'S ALIVE"
A match or small piece of wood is lighted and when well afire blown out.
It is then passed from one player to another with the words, "Jack's
alive," and may be handed about so long as a live spark remains. The
trick is to dispose of Jack while he is still alive but no player needs
to take him unless the words, "Jack's alive" are quoted. Jack may not be
handed along after he is dead but the player in whose hands he dies must
pay a forfeit or have a mustache drawn on his face with the end of the
burned stick.
THE MENAGERIE
To each member of the company is given the name of a bird or animal by
the "Keeper" who is to relate a story of adventure in which the names of
the birds and animals are frequently mentioned. At the mention of the
word the member of the company bearing that name is to imitate the noise
made by the creature named. Failing to do so promptly or imitating the
noise of a creature assigned to some one else he or she is required to
pay a forfeit. The "keeper" may demand the delinquent player's seat
instead of a forfeit and assume his menagerie name while the unseated
one becomes the "keeper" and must continue the story.
THE MINISTER'S CAT
This game is very similar to that of "I love my love." Each of the
players must describe the minister's cat, going right through the
alphabet to do so. "The minister's cat is an angry cat," says one; "an
anxious cat," says another; and so on until everyone has used an
adjective beginning with "A." Then they take the "B's." "The minister's
cat is a big cat," and so on.
The leader of the game must see that no one hesitates for a word. If any
one should take longer than half a minute he must pay a forfeit.
MAGIC WRITING
In this game a confederate is necessary. The player states to the
company, after a few remarks on ancient sign-language, that he is able
to read signs made with a stick on the floor, and agrees to leave the
room whilst the company decide upon some word or sentence.
The game is played as follows:--It is agreed by the player and his
confederate that one tap on the floor shall represent A, two taps E,
three taps I, four taps O, and five taps U, and that the first letter of
each remark the confederate makes shall be one of the consonants of the
word or sentence decided upon by the company. The consonants must be
taken in order. On the player's return, supposing the word chosen to be
"March," his confederate would commence:--"Many people think this game a
deception" (initial letter M). One tap on the floor (A). "Really it is
very simple" (initial letter R). "Coming to the end soon" (initial
letter C). "Hope it has been quite clear" (initial letter H).
A few more signs are made so as not to finish too abruptly, and the
player then states the word to be "March." If carefully conducted, this
game will interest the audience for a considerable time.
THE "MIMIC" CLUB
This is a game which causes much amusement to a company of children, and
even grown-ups may join in.
All the players, with the exception of two, leave the room. One of the
outside party is then called in, and told that a new club has been
formed and his name enrolled, but that he cannot be formally admitted
unless he can guess the name of the club from the movements of the two
members who have remained in the room.
The candidate for admission is then offered a chair, and everything said
and every movement made is mimicked by the other two.
Sometimes the new member guesses at once, but when unable to do this it
is very funny to watch the effect that the copying of his every movement
has upon him, especially when six or seven have been admitted.
When the name of the club has been guessed another candidate is invited
in and the same performance takes place.
MY LADY'S TOILET
The leader gives to each of the party the name of some article used by a
lady--a glove, fan, handkerchief, slippers, veil, belt, ribbon, brooch,
back comb, collar, hairpins, cloak, etc. The players to whom the names
of the articles have been given arrange themselves in a circle; one
stands in the center and spins a plate. An ordinary tin pie plate may be
used. As he spins the plate he says, "My lady is going to the theatre
and needs her ----," naming one of the articles assigned to the players.
At the mention of this article, the person to whom it has been given
comes forward and catches the plate while it is still spinning. If he
fails to catch the plate before it falls to the floor he must pay a
forfeit. He now takes his turn with the plate, spinning it and using the
name of another of the articles.
PARTNERS
The players divide themselves into ladies and gentlemen, if the ladies
predominate they must personate gentlemen, and vice versa. The gentlemen
then proceed to choose lady partners. One of the players next undertakes
to question the couples. The fun consists of the questions being put to
the lady and the gentleman answering for her. "Do you like your
partner?" the lady is asked, and the gentleman may reply, "Yes, I adore
him." Whatever the reply the lady is forbidden to deny it; if she does,
or if she answers for herself, she must pay a forfeit. But retaliation
comes, for when all the ladies have been questioned the gentleman's turn
arrives, and the ladies answer for their partners. "What is your
favorite occupation?" the question may be, and the lady may answer
"Dressing dolls," or "Making mud pies," or anything ridiculous that
occurs to her.
PROVERBS