"Proverbs" is a game that will always remain popular. One of the players

is sent out of the room, and during his absence the others decide upon a

well-known proverb which he must, by asking questions, guess on his

return. The answers to the questions must each contain one word of the

proverb. For instance, suppose the players fix on the proverb "It's

never too late to mend," the question asked, and answers given, will

perhaps be similar to the following;--

Questioner (to first player).--"Is the proverb one that you would

guess easily?"

Answer.--"As I'm not in your place =it's= impossible for me to say."

Questioner (to second player).--"Am I mistaken, or did I see you at

the theatre last night?"

Answer.--"I =never= go to theatres, so you must have made a

mistake."

Questioner (to second player).--"Do you consider this game amusing,

or the reverse?"

Answer.--"At the present moment it's really =too= amusing for me to

keep my countenance."

Questioner (to fourth player).--"How was it I didn't see you at

dinner, Mr. Francis?"

Answer.--"I was detained at the office, so arrived =late=."

Questioner (to fifth player).--"Were you skating this afternoon,

Miss Philips?"

Answer.--"No, I meant =to= have gone, but felt too tired after last

night's festivities."

Questioner (to sixth player).--"You're looking terribly bored, Miss

Jones, would you rather take my place?"

Answer.--"I would willingly; but my doing so wouldn't =mend=

matters."

If the interrogator cannot discover the proverb after the first round of

questions and answers, he must go round again, and again. The player

whose answer reveals to him the proverb, must go outside in his place.

The following proverbs are all excellent for this game:--

"A new broom sweeps clean."

"A stitch in time saves nine."

"Make hay while the sun shines."

"Waste not, want not."

"Never put off till to-morrow what you can do to-day."

"Fine feathers make fine birds."

"Marry in haste, repent in leisure."

"The empty vessel makes the greatest sound."

"Make the best of a bad bargain."

"Out of sight, out of mind."

"Safe bind, safe find."

"Half a loaf is better than no bread."

"A rolling stone gathers no moss."

"One good turn deserves another."

"Look before you leap."

"Faint heart never won fair lady."

"A friend in need, is a friend indeed."

"A bad workman quarrels with his tools."

"A bird in the hand is worth two in the bush."

"A cat may look at a king."

"Aching teeth are ill tenants."

"A creaking door hangs long on the hinges."

"A drowning man will catch at a straw."

"After dinner sit a while, after supper walk a mile."

QUESTIONS AND ANSWERS

Each player is furnished with a pencil and two slips of paper. On the

first slip a question must be written. The papers are then collected and

put into a bag or basket.

Then the players write an answer on their second slip. These are put

into a different bag, and the two bags are then well shaken and handed

round to the company.

Everyone draws a question and an answer, and must then read the two out

to the company.

The result is sometimes very comical; for instance:--

Question: "Do you like roses?"

Answer: "Yes, with mustard."

Question: "Where are you going to this summer?"

Answer: "I am very much afraid of them."

Question: "Do you like beef?"

Answer: "Yes, without thorns."

Question: "Do you like spiders?"

Answer: "To Switzerland."

RUTH AND JACOB

One player is blindfolded, the rest dance in a circle around him till he

points at one of them. This person then enters the ring, and when the

blind man calls out, "Ruth," answers, "Jacob," and moves about within

the circle so as to avoid being caught by the blind man and continues to

answer, "Jacob," as often as the blind man calls out, "Ruth." This

continues until "Ruth" is caught. "Jacob" must then guess who it is he

has caught; if he guesses correctly, "Ruth" takes his place, and the

game goes on; if he guesses wrongly, he continues to be "Jacob."

RHYMES

A number of slips of paper are passed among the players and each one is

asked to write upon one of the papers, two words which will rhyme. These

papers are collected and in turn read aloud, the players then writing

short stanzas employing the rhyming words. It is amusing to note in what

very different ways the same set of words is treated by the various

players. The usual forfeits may be claimed if the players fail to write

the rhyme in a given time.

SKETCHES

Each player is asked to draw a haphazard line on a piece of paper. The

line may be anything he wishes and does not need to suggest or resemble

any object. The papers are collected and again distributed. Any player

getting his own drawing may exchange with any one he wishes. Each player

must draw the picture of some object, using in its composition, the

original haphazard line.

TRAVELER'S ALPHABET

The players sit in a row and the first begins by saying, "I am going on

a journey to Athens," or any place beginning with A. The one sitting

next asks, "What will you do there?" The verbs, adjectives, and nouns

used in the reply must all begin with A; as "Amuse Ailing Authors with

Anecdotes." If the player answers correctly, it is the next player's

turn; he says perhaps: "I am going to Bradford." "What to do there?" "To

Bring Back Bread and Butter." A third says: "I am going to

Constantinople." "What to do there?" "To Carry Contented Cats." Any one

who makes a mistake must pay a forfeit.

THOUGHT READING

This is a very good game, which always causes considerable amusement,

and if skilfully carried out will very successfully mystify the whole

company.

It is necessary that the player who is to take the part of

thought-reading should have a confederate, and the game is then played

as follows.

The thought-reader, having arranged that the confederate should write a

certain word, commences by asking four members of the company to write

each a word upon a piece of paper, fold it up in such a manner that it

cannot be seen, and then to pass it on to him. The confederate, of

course, volunteers to make one of the four and writes the word

previously agreed upon, which is, we will suppose, "Hastings."

The thought-reader places the slips of paper between his fingers, taking

care to put the paper of his confederate between the third and little

finger; he then takes the folded paper from between his thumb and first

finger and rubs it, folded as it is, over his forehead, at each rub

mentioning a letter, as H. rub, A. rub, S.T.I.N.G.S., after which he

calls out that some lady or gentleman has written "Hastings." "I did,"

replies the confederate.

The thought-reader then opens the paper, looks at it, and slips it into

his pocket; he has, however, looked at one of the other papers.

Consequently he is now in a position to spell another word, which he

proceeds to do in the same manner, and thus the game goes on until all

the papers have been read.

THE LITTLE DUTCH BAND

The players sit or stand around the room in a circle. The leader assigns

to each some imaginary musical instrument--horn, fife, drum, trombone,

violin, harp, flute, banjo, etc. Some well known, but lively air is

given out and the band begins to play, each player imitating as nearly

as possible the instrument he has been assigned. All goes well until the

leader suddenly drops his instrument and begins playing on that of

another of the band. At this the player to whom that particular

instrument has been given must change his attitude and imitate the

instrument the leader has dropped. Again the playing goes on until the

leader drops this instrument and takes up that of another player, and

this player takes up the leader's instrument. Close watch must be kept

of the leader that the players may detect the instant he takes up a new

instrument. The player failing to change immediately must pay a forfeit.

Much fun may be had from this game. It may be carried on with a little

practice without any perceptible break in the music and with a few

talented players it is even harmonious.

"WHAT'S MY THOUGHT LIKE?"

The players sit in a circle and one of them asks the others: "What's my

thought like?" One player may say: "A monkey"; the second: "A candle";

the third: "A pin"; and so on. When all the company have compared the

thought to some object, the first player tells them the thought--perhaps

it is "the Cat"--and then asks each, in turn, why it is like the object

he compared it to.

"Why is my cat like a monkey?" is asked. The other player might answer:

"Because it is full of tricks." "Why is my cat like a candle?" "Because

its eyes glow like a candle in the dark." "Why is my cat like a pin?"

"Because its claws scratch like a pin."

Any one who is unable to explain why the thought resembles the object he

mentioned must pay a forfeit.

=FORFEITS=

In going through this book of games the reader will find that the

players for various reasons are penalized or required to pay a forfeit.

When a player is so fined he must immediately surrender some pocketpiece

or personal belonging as a pawn or security which may later be redeemed

when "Blind Justice" passes the real sentence.

The players usually select some ready witted person to assume the part

of Justice, another acts as Crier or Collector. Justice is blindfolded

and the Crier holds the article over his head saying: "Heavy, heavy

hangs over thy head." Justice asks: "Fine or Superfine?" If it be an

article belonging to a gentleman the Crier answers "Fine;" if it belongs

to a lady he answers, "Superfine," and asks, "What shall the owner do to

redeem his (or her) property?" and Blind Justice renders the sentence.

If the proper person has been chosen for Justice a great deal of fun may

be caused by the impromptu imposition of ridiculous penalties.

Or the persons making up the party may in turn take the part of Justice,

each imposing a penalty. Some of the most familiar penalties are:

Put one hand where the other cannot touch it--Grasp the elbow.

Take the Journey to Rome.--The culprit is required to go to each person

and say that he or she is going on a journey to Rome and ask whether

they have anything to send to the Pope. The players load him up with

various articles, the more cumbersome the better, which he must carry

until every person has been visited. Then he must walk out of the room

and back, distributing the articles to their proper places.

Spell Constantinople.--When the offender begins to spell and reaches

C-o-n-s-t-a-n-t-i-, the players cry "no" (the next letters in the word

being n-o). Each time the culprit gets to C-o-n-s-t-a-n-t-i-, the

players cry "no," and unless he knows the trick he will begin the

spelling again and again.

Kiss Your own Shadow.--If the culprit is not familiar with this forfeit

he will kiss his own shadow on the wall, but realizes how foolish he was

when he sees some other victim place himself between the light and a

lady and kiss his shadow which then falls on the lady.

Sit Upon the Fire.--This forfeit will puzzle the culprit, but may be

easily accomplished by writing the word "fire" on a slip of paper and

sitting upon it.

Ask a Question Which cannot be Answered in the Negative.--"What do the

letters y-e-s spell?"

Kiss a Book Inside and Outside Without Opening the Book.--This

apparently impossible feat may be accomplished by kissing the book

inside the room and then carrying it outside of the room and kissing it

there.

Take a Person up Stairs and Bring him Down on a Feather.--This is

another apparently impossible feat but of course there is "down on a

feather."

Act Living Statue.--The victim must stand upon a chair and is posed by

the players in succession according to their various ideas of Grecian

statuary, giving the victim various articles to hold in his hand such as

pokers, shovels, etc.

Leave the Room with two Legs and Come Back with Six.--This sentence can

be fulfilled by going out of the room and carrying a chair into the room

when you come back.

Perform the Egotist.--The culprit is required to drink his own health

and make some flowery speech concerning himself. If his speech is not

egotistic enough the players may again and again demand a more

flattering one.

Place three Chairs in a Row, Take off Your Shoes and Jump Over them.--It

is very funny to hear the culprit plead that he could not possibly jump

over the three chairs when the sentence means to jump over his

shoes--"take off your shoes and jump over them."

The Three Salutes.--The victim is required to "Kneel to the prettiest;

bow to the wittiest and kiss the one he loves the best." The easiest way

to pay this forfeit is to kneel to the plainest, bow to the dullest and

kiss the one for whom he cares the least.

Kiss the Lady you Love the best without letting any one know.--This is

performed by the condemned kissing several ladies, or perhaps every lady

in the room.

Imitate a Donkey.--The culprit must bray like one.

Play the Shoemaker.--The culprit must take off his shoe and pretend to

drive pegs into it.

Shake a Coin off the Head.--This may be made productive of much

amusement. The leader, having wetted a coin, presses it firmly for

several seconds against the forehead of the victim. When he withdraws

his thumb he secretly brings away the coin, but the victim invariably

believes that he can still feel it sticking to his forehead, and his

head-shaking and facial contortions to get rid of his imaginary burden

are ludicrous. It is understood at the time the sentence is pronounced

that he must shake the coin off and must not touch it with his hands.

The Three Questions.--The victim is required to leave the room. Three

questions are agreed upon in his absence, and he is requested to say

"yes" or "no" to each as they are asked him, not knowing, of course,

what the questions are, the result is usually embarrassing, he finds he

has made some ignominious admission, has declined something he would be

very glad to have or accepted something he would much rather do without.

Go to Market.--The culprit is ordered to go to market with some one of

the opposite sex. They stand about eight feet apart, facing each other,

and the culprit asks his companion if she likes apples (or any article

he may choose), if the answer is "yes," she takes a step forward, if

"no" a step backward. If something is liked very much or disliked very

much a long step is taken. Then she asks him a question which is

answered by stepping forward or backward and so on until they meet when

a kiss is usually claimed and taken.

Place a Straw or Small Article on the Ground in Such a Manner that No

one Present can Jump Over It.--This is done by placing the article

against the wall.

Bite an Inch Off the Poker.--A poker is held about an inch from the

face, making a bite--of course, the person does not bite the poker but

"an inch off the poker."

Blow a Candle Out Blindfold.--The person paying the forfeit is shown the

exact position of the candle and then blindfolded, and having been

turned about once or twice is requested to blow it out. The cautious

manner in which the person will go and endeavor to blow out the clock on

the mantle piece or an old gentleman's bald head, while the candle is

serenely burning a few feet away must be seen to be appreciated.

The German Band.--This is a joint forfeit for three or four persons,

each of whom is assigned some imaginary instrument and required to

impersonate a performer in a German band, imitating not only the action

of the players but the sound of the instrument as well.

GAMES FOR SPECIAL OCCASIONS

=NEW YEAR'S DAY=

Resolved:--To do my best to-day--

Tomorrow is far away.

New Year's day calling and receiving--the custom of our Grandmother's

time--is in vogue again.

If it is desirable to announce that one wishes to receive callers on

that day, the visiting card of the party or parties receiving with the

words--"At Home January the first, 19--, from -- to -- P. M.," and the

address written upon it, may be sent to one's friends.

Or upon the back of a visiting card may be written, "Let me (or us) wish

you a Happy New Year on January the first. At Home from -- to -- P. M.

Address ----------------."

Simple refreshments should be served, hot tea, coffee or chocolate with

sweet or salted wafers--fruit punch with sweet wafers--bouillon in cups

with salted crackers.

Two, three or all of these beverages with assorted wafers, etc., could

be served from the dining room table, giving an opportunity to cater to

the individual taste of one's guests.

Have a center piece of three large white tissue paper bells tied

together with white ribbon. Place them on their side with long ribbon

streamers coming from underneath each one and in the center of the

three place another white bell, open side up, holding an infant doll to

represent the new year. Intertwine a few sprays of asparagus fern or

smilax.

It is not wise to serve intoxicants to New Year's callers thus adding a

drop to the bucket that will overflow eventually with regret and

remorse.

New Year's Day Party Invitations may be in hour glass form cut from

heavy white paper, or bell shape.

Decorations of evergreen festoons and wreaths are appropriate, also the

tissue paper bells and festoons and holly and mistletoe.

A pretty center piece for the table is a large pile of snow balls made

of cotton and sprinkled with diamond dust, each one containing a small

favor and having a ribbon attached which runs to each plate and at a

given time the guests may each pull a ribbon and receive a prize.

Refreshments may be ice cream in the form of snow balls, small cakes

with the abbreviated names of the months frosted on, assorted fancy

cakes and bon-bons.

The following games are suggested.

GOOD RESOLUTIONS

Each person is given a paper and pencil and requested to write at the

top of the page the word "Resolved," followed by expressions of

amendment that he or she is conscious of needing. One such attempt at

self examination resulted in the following resolves:

"I will be as honest as the times will permit."

"I will be good to all."

"I will tell no more lies."

"My best self shall rule."

"I will try to love everybody."

These are read aloud and the authorship guessed. All the correct guesses

at the authorship are counted, for the prize of a china mug with "For a

Good Girl" or "For a Good Boy" in letters upon it.

TESTING FATES

Upon the floor are twelve candles in a row, all alight and each of a

different color. Each candle stands for a month in the year. The white

one for January, blue for February, pale green for March, bright green

for April, violet for May, light pink for June, dark pink for July,

yellow for August, lilac for September, crimson for October, orange for

November, scarlet for December. Each child in turn is invited to jump

over the candles, and if the feat be accomplished without extinguishing

a single candle, prosperity and happiness are in store through all the

months of the coming year; but if one is put out, ill-luck threatens in

the month whose shining is thus eclipsed; while to knock one over,

predicts dire calamity.

SPIN THE PLATE

The players seat themselves in a circle except one who gives all a name

pertaining to the calendar and chooses a name for himself. If there are

twelve or less players, each take the name of a month. If more than a

dozen play name them January first, January second, etc.

The player standing in the center of the circle, with a tin plate,

places it upon its edge and spins it, at the same time calling out the

name of a month or day of the month which has been given to one of the

players.

The person named must jump up and catch the plate before it stops

spinning or he must pay a forfeit. It is then his turn to spin the plate

and call some one else into the center.

A NEW YEAR'S EVE ENTERTAINMENT

Look through your old newspapers and magazines and cut out all the

pictures of the famous men and women of the century you find--everybody,

from Decatur to Li Hung Chang, from Daniel Boone to Kruger, from Queen

Hortense to Helen Gould, from Coxey to Kipling. Clip the names off, and

make frames for them of pasteboard and gilt paper.

Write the invitations on the backs of your cards: "You are invited to

attend the opening of the Nineteenth Century Portrait Gallery, on New

Year's Eve,"--fixing the hours to suit yourself.

Then clear your drawing-room of all its furniture and pictures, covering

the walls with the pictures you have framed. In the middle of the floor

make a pedestal of two store boxes covered with a sheet, and on it stand

a girl dressed as the goddess of Fame--draped in a sheet, her hair

knotted in Grecian style, her bare arms hanging straight down, with a

laurel wreath in one hand, and in the other a little package neatly

tied. Light the room with four heavily shaded piano lamps, one in each

corner.

Outside the drawn portieres seat another girl dressed as Time, with

white hair and beard and hour-glass and scythe. And on the floor before

her put a basket woven of evergreens, and filled with little tablets,

each marked with all the numbers that are stuck in the corners of the

pictures. Four little girls of different sizes as the Seasons--Spring

with a wreath of artificial jonquils, Summer with roses, Autumn with

chrysanthemums, Winter with holly--stand on the stairs to receive.

As the guests arrive they are led up to Time, who bids them enter his

temple of Fame, and write down on the tablets he gives them, the names

of those they recognize.

They enter and begin their inspection of the pictures, putting down such

as they know--or think they know; and incidentally making many mistakes.

And when they have finished the round of the room, they sign their

tablets, drop them into Time's basket, and are led away by a Season to

the supper room.

When all the guests have made the tour of inspection, and the prize has

been adjudged, the winner is escorted back to the "gallery" by the whole

company, to receive from the hands of the Goddess the laurel wreath and

its little golden duplicate that the package contains.

SUGGESTIONS FOR NEW YEAR PARTIES

A novel way of selecting partners for a New Year's party is to paint

upon water color paper such objects as may illustrate the different

months of the year. A candle for January, to represent Twelfth Night, or

"The Feast of Candles." February, a heart for St. Valentine. March, the

shamrock, as complimentary to St. Patrick. For April, an umbrella, the

sign of rain. May, the month for moving, is represented by a sign upon

which are the words, "House to Let." June, of course, is the month of

roses, while a fire-cracker is always symbolical of July. A fan for the

hot month of August, and a pile of school books for the first days of

September. Hallow-e'en, the gala day of October, has a Jack-o'lantern,

while the year closes with a turkey for Thanksgiving and a stocking for

Christmas.

Cut these out and fasten a loop of ribbon to each one, except the

fire-cracker, where a bit of cord will answer both for the fuse and the

loop by which to hang it. These are for the ladies, while the men will

receive plain cards upon each one of which is written a month of the

year. If there be more than twenty-four guests there are many other

available days, as Arbor Day, represented by a tree; a hatchet for

Washington's Birthday; a flag for Flag Day; a saw, trowel or spade for

Labor Day, and a ballot box for Election Day. If it be necessary to use

these extra days the plain cards must be numbered to designate the

different days of the same month. For instance, the card that

corresponds with St. Valentine's Day will be February No. 1, while the

bearer of February No. 2 will be the partner for the holder of the

Washington's birthday illustration.

The same idea may be carried out for dinner favors, painting the various

objects on cards about four by six inches in size, and pasting on one

corner a small calendar. When the guests arrive they will be given the

plain slips upon which are written the months of the year, and must then

find at the table the calendars that correspond with their cards.

=LINCOLN'S BIRTHDAY=

At dinners, parties and entertainments given on February 12th, the

anniversary of the birth of our immortal Lincoln, one aim of the host or

hostess should be to imbue the affair with the spirit of patriotism; so

use the good old red, white and blue for the color scheme in decorating.

Busts and pictures of Lincoln, national emblems, such as the flag,

shield, American Eagle, etc., and military accouterments would make

appropriate decorations.

Games for All Occasions · 第 4 / 9 段