To play this game you must first decide which one of you is to be the

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

Games for All Occasions · 第 3 / 9 段