CHAPTER III

SOCIABLE GAMES FOR GROWN-UPS

Biographic Cartoons

Each individual is given a cardboard 12×15 inches, an old magazine,

containing numerous ads, a pair of scissors, and is instructed to write

the biography of his right hand neighbor, using the advertisements cut

from the papers to illustrate the same. In writing the biography as few

words should be used as possible. The biographical sketch should be

placed upon the cardboard. Mucilage should be available for the purpose

of sticking on the illustrations, and pens and pencils for the

necessary writing. Some award can be given to the one making the best

biography.

Illustrated Songs

Each member of the group is given a sheet of paper and a pencil and is

instructed to draw thereupon a picture or pictures illustrating the

title of some song. (Illustration: One individual decides to illustrate

the title of "Home, Sweet Home". He proceeds to draw the picture of a

house, a sugar bowl, and another picture of a house.)

When sufficient time has been allowed for all to complete their

illustrations, they are numbered and placed on exhibition. Each member

of the group endeavors to guess as many of the illustrations as he can,

placing his guess after the number of the illustration. The

illustration which is guessed correctly by the largest number, wins for

its artist.

Smiles

The group forms in couples and marches around the room. They are then

subdivided into from four to eight smaller groups. These are stationed

in various parts of the room and the ladies are lined up facing the

men. They try in every conceivable way to make the men smile or laugh.

Any one who does so must take a place in the ladies' line. After a few

minutes of this, every man in the ladies' line must pay a forfeit, and

the men must endeavor to cause the ladies to laugh.

Tea Pot

One member of the group is selected to be "It" and leaves the room. The

others decide upon some object or word which "It" is to guess. "It" is

called back into the room and each member of the group is to make a

sentence including the name of the object to be guessed, using in the

sentence the word "Tea Pot" as a substitute for the name of the object.

Illustration--The object determined upon by the group is the piano

stool. The first member of the group says, "By turning the 'tea pot' it

grows higher".

As soon as "It" guesses the correct object the one whose sentence

disclosed what the object was, becomes "It".

Muddled Words

The group is divided into two teams. Each individual is given a slip of

paper and takes the name of some animal, bird, or fish, and muddles up

the letters so as to make it difficult to recognize the name.

Illustration--g fold chin, for goldfinch.

Any member of the opposing team has the opportunity to guess what the

name is. The time it takes for the opposing team to guess is recorded.

Any member of the opposing team who has correctly guessed the muddled

word can give a muddled word for the first team to guess. The team

which succeeds in guessing the muddled word in the shortest time wins

one point. The team having the most points at the end wins the game.

Who Are They?

Photographs of prominent individuals are numbered and placed on

exhibition about the room, with the wrong title beneath them. Each

member of the group is given a card and pencil. He goes around the room

and writes upon his card the proper name of each individual with the

number which is on that individual's photograph. The individual making

the largest number of correct guesses wins. Photos of men like Lincoln,

Lloyd George, Robert E. Lee, Obregon, etc., should be used for this

game.

Who Is It?

A sheet is hung up in a doorway. The group is divided into two teams.

One group goes behind the sheet. A small hole is cut in the sheet. The

members of the group behind the sheet take turns in sticking their

noses through the hole in the sheet. The group on the inside attempts

to guess whose nose protrudes through the sheet in the order in which

they are exhibited. One member of the group behind the sheet keeps a

record of the order in which individuals of that group display their

noses, so that this can be checked up with the guesses of the other

team. After all the noses have been displayed the group returns to its

place in the room and listens to the guesses.

Then the other group goes out and they display their noses. The group

making the largest number of correct guesses wins.

A modification of this game is made by showing the eye through the hole

in the sheet instead of the nose, and the group in front of the sheet

endeavors to guess whose eye it is.

Trades

The men are lined up on one side of the room. To each is given three or

four buttons, a needle and thread, and a piece of cloth. They race to

see which can sew the buttons in a straight line on the piece of

cloth, securely, in the quickest time.

The women are lined up on the opposite side of the room before a plank.

To each is given a hammer and six or eight nails. They race to see who

first can drive the nails into the plank without bending them over.

Rooster

Ten or twenty are as many as can well play this game. The group is

arranged in seats around the room. The leader starts the game by

saying, "My father had a rooster". His left hand neighbor says, "A

what?" The leader answers, "A rooster". The left hand neighbor then

turns to his left hand neighbor and says, "My father had a rooster",

and that neighbor says, "A what?", and his answer is "A rooster". This

question is asked of each left hand neighbor until it has travelled

around the room. When it becomes the leader's turn, he again says, "My

father had a rooster", and his left hand neighbor says, "A what?". He

answers, "A rooster". The left hand neighbor says, "Could he crow?" And

the leader answers, "Crow he could". This dialogue is passed on around

the room, each repeating the exact words of the leader to his left hand

neighbor.

When it again becomes the leader's turn, he repeats the dialogue

previously used and his left hand neighbor inquires, "How could he

crow?" And the leader replies, "Cock-a-doodle-do", imitating a rooster.

This is passed around the room. No one is supposed to laugh during the

whole game. Whoever does may either pay a forfeit or is out of the

game. It is well to have a player who knows the game sit next to the

leader, so that it may start correctly.

Poor Pussy

The group is arranged in a circle around the room. One player is

selected to be "Pussy" and takes his place in the centre of the group.

He takes a position on all fours before each member of the group, in

turn saying "Meow". Thereupon the one before whom he is kneeling must

stroke the back of his head and say, "Poor pussy". Pussy meows three

times and in return for each meow has the back of his head stroked and

is addressed, "Poor pussy". Should the one patting pussy laugh during

the performance, he must take pussy's place.

Gossiping

The group is arranged in a circle around the room. The leader whispers

some information to his left hand neighbor, remembering the exact

sentence or sentences. His left hand neighbor is expected to whisper

the same information to the next left hand neighbor and so it is passed

around the circle until it is returned to the leader. The leader then

tells what the original sentence was, and tells what it is after

passing from ear to ear about the group.

Analogues

A member of the group thinks of some object, and without disclosing to

the other members of the group what he is thinking about, he addresses

in turn all of the others, asking, "What is my thought like?" The first

one addressed, without having any idea as to what the leader has in

mind, says, "Like a star". The second in answer to his question, says,

"Like a book", and so every one is given an opportunity to state what

they think his thought is like. Then the leader tells the group the

thing he had in mind, which, we will say for illustration, was a

fountain pen. He then asks the one who suggested that it was like a

star why his fountain pen was like a star. Thereupon that one must give

some reason why he thought it was like a star and replies, "Your

fountain pen is like a star because it can enlighten the world". The

next one says, "The fountain pen is like a book because it has the

possibility of conveying thoughts", and so every one in the group must

give the why of his previous answer. This demands quick thinking and

initiative on the part of the players.

Ghost

The group sits in a circle about the room. The leader starts the game

by giving a letter of the alphabet. The one at his left adds a letter

to the first with the view of making a word. The third adds another

letter and so the game continues.

Illustration--The leader gives the letter "a". The one at his left,

thinking of the word "adds" adds "d". The third one, thinking of the

word "advertisement", adds "v". The fourth, thinking of the word

"adversity" adds "e", and so the word continues to grow.

If one finishes the word or completes a word without realizing it, that

one is given the title of "Half-ghost". Anyone speaking to the

Half-ghost, becomes a Half-ghost. Should a half-ghost chance to finish

another word when it again becomes his turn to add a letter to the

spelling of a word, then the Half-ghost becomes a Full-ghost and is out

of the game. Any one speaking to a Full-ghost becomes a Full-ghost.

Full-ghosts and Half-ghosts naturally endeavor to get as many others

into their class as possible, so between thinking of letters to

complete the word in turn and avoiding becoming ghosts, the group is

kept in a very difficult frame of mind. The game continues until there

are no players who have failed to qualify as Half-ghosts or

Full-ghosts.

Charades

Five of the group are selected to act out a charade. These five act out

a word in pantomime. While they are doing this a second group of five

is selected and prepares to act out another word, immediately following

the presentation by the first group. The audience is given three

minutes to guess each charade. Should it succeed in doing this, then

the members of the group each choose a substitute for themselves, thus

making a third group of five. While this last group is preparing a

charade, the second group is putting on its pantomime, and so the game

continues. If the audience fails to guess the word within the required

time, then the same group is given an opportunity to act another word.

Good charade words are as follows:

Aëroplane Air-oh-plane

Antarctic Aunt-ark-tick

Buccaneer Buck-can-ear

Charlatan Char-lay-tan

Falcon Fall-con

Handicap Hand-eye-cap

Handkerchief Hand-cur-chief

Microscope My-crow-scope

Automobile Ought-oh-mob-eel

Pilgrimage Pill-grim-age

Sausage Saw-sage

Stiletto Still-let-toe

Bandage Band-age

Stationary Station-airy

Feline Fee-line

Rainbow Reign-beau

Bookworm Book-worm

Handsome Hand-some

Penitent Pen-eye-tent

Cribbage Crib-age

Broomstick Broom-stick

Infancy In-fan-sea

Hornpipe Horn-pipe

Eyelash I-lash

Forswear Four-swear

Masquerade Mass-cur-aid

Melancholy Melon-collie

Pantry Pan-tree

Tennessee Ten-I-see

Antidote Aunt-I-dote

Definite Deaf-in-ate

Knight of the Cracker

The ladies are lined up on one side of the room. Each is provided with

a cracker. The men are lined up on the opposite side. At the signal to

go the men rush forward and try to secure a cracker from one of the

ladies. They then return to their original line and devour the cracker.

Having succeeded in doing this, they return and whistle a tune which

must be recognized by the lady.

Match Boxing

Competitors are divided into equal teams and the teams are arranged in

parallel lines. The outside cover of a small safety match box is given

to the first man on each team. He slips this over the end of his nose

and holds his hands behind his back with the box on his nose. All other

players must hold their hands behind their backs.

At the signal to start the players having the box on the end of the

nose transfer the same to the nose of their neighbor without the use of

their hands. The box is passed in this way to the far end of the lines

and back. Should it fall upon the floor it is picked up by the one from

whose nose it fell, placed on his own nose again, and the game

continues as before.

School, Church, and Home Games · 第 3 / 7 章