1 2 3 4 5 6 7 8 9 10 half-dimes.

Place 4 upon 1, 7 upon 3, 5 upon 9, 2 upon 6, and 8 upon 10.

=Deceptive Heights.= (_a_) Ask a person, or several persons, to point

out with a finger or walking-cane, on a wall, above a table, about what

he supposes to be the height of an ordinary hat. You will find he will

place his mark about a foot above the table. Place the hat under it,

and he will find, to his surprise, that the space indicated is more

than double the height of the hat.

(_b_) The height of a common flour-barrel is just the length of a

horse’s face, and much merriment may be made by asking the company to

mark their idea of the height of a flour-barrel upon the wall. In nine

cases out of ten the mark will be several inches, or even a foot, too

high.

=Slang.= The players may be young or old and of both sexes. They are

given pencils and paper and asked to write down all the slang words

they can think of in five minutes. When the time limit is reached the

hostess collects the papers, and reads the names and the list of slang

words aloud.

This is where the fun commences. Imagine a quiet little mouse of a

woman having the following expressions to her credit: “Soak him,”

“Chase yourself,” etc. Imagine a dignified old gentleman writing the

following: “Put out his lamps,” “Me for the dreamy eyes,” etc. In one

case, a lawyer seemed to be right at home, and at the end of the five

minutes had a list of thirty expressions. But the prize unexpectedly

went to a little lady who could think of only one word of slang. In

presenting it, the hostess said, “You have used the best English, and

the best slang.”

The lawyer, whose list of slang was the longest, received a booby

prize. The point, of course, is that the least slang is the best.

=Observation Contest.= Have on tables and pinned on curtains, etc.,

quantities of small objects. Provide pads for all and let each have

three minutes to observe each table, each part of the room, etc., and

then five minutes to note down in another room all that she remembers

to have seen. This is great fun. The prize should be given to the one

with the keenest power of observation.

=The Bargain-Counter Game.= The Christmas bargain-counter is a charming

fireside game for Christmas night that will amuse and at the same time

instruct the nursery children. The bargain-counter may be the nursery

table set in front of the fireplace or hearth. On the counter are

laid as many as one likes of the toys which the children received from

tree and Christmas stockings. One child is chosen to take charge of

this play toy shop, and a second child leaves the room after looking

carefully first at all the toys on the counter to determine their

names. While this child is absent from the room a third child selects

and hides one of the toys. When the second child returns he must try

at one guess to say which of the toys was sold during his absence. If

he guesses successfully he may be the next toyman. To make the game

more difficult two or more toys may be hidden. Another and slightly

more difficult way of playing the bargain-counter game is to have the

toyman change the positions of the toys while the child is out of the

room. The child on returning must rearrange them, if he can, in exactly

the same positions. They may be scraps of color instead of toys. Red,

orange, yellow, green, blue, and violet ribbons, balls or Christmas

tree candles may be laid out in the order of the rainbow colors. While

one child is either blindfolded or outside the room, the child in

charge of the colors removes one from sight or alters the color order,

and the other child must guess the hidden color or restore the rainbow

order on his return.

=The “Thirty-five” Trick.= An envelope, handed to any person in the

company at the outset, contains a slip of paper, bearing the number

35. This is kept in the person’s pocket until the close of the trick;

or the number 35 can be written on the inside of a trick slate, or

elsewhere, for production in due course.

The performer now goes around with a slip of paper, which he hands to

some one, with a request to place any single figure thereon. This done,

he gives the paper to a second person to place another figure under

the first, and so on to as many persons in succession as necessary. As

each figure is written, he secretly adds all together until the total

reaches 26 or over; when this is the case, he stops calling for more

figures and, retaining the paper, remarks, “That will do, thank you,

but I would like to place this gentleman’s initials on the paper for

the purpose of identification.” The initials are given and written on

the paper by the performer, who at the same time takes the opportunity

thus afforded of placing another figure, to make the sum total 35, at

the foot of those already written. This done, the paper may be handed

to any person to add up the sum, for the simple reason that the trick

cannot now fail. Of course no one ever thinks of checking the number

of figures on the paper with the number of persons who wrote them.

The envelope containing the slip of paper is now opened, and the two

amounts compared.

=An Ink Shock.= Cut a piece of black paper to imitate spilled ink.

Lay it flat on a white table cover. Beside it, place an upset dry ink

bottle. This will shock the mistress of the house.

=Reading from Folded Papers.= For this trick, you enlist the service of

a friend. Each one is given a slip of paper and told to write on it a

question. Fold up well and drop into a hat. Mix them up, and, holding

the hat over your head, pick out any paper, and without unfolding it,

answer the question, doing the same with the rest.

In order to do this, you must know your friend’s question, and as

you collect the papers, slip it under the band inside the hat. When

performing, take any slip, but answer your friend’s question first.

Now open, to prove yourself right, and thereby see another question.

This is answered while the next is held, and so on until the last, when

all and the one in the hat are mixed and left for the audience for

investigation.

=Blind Man’s Buff with Dominoes.= Sit opposite another player, each

placing his right foot on the other’s left. Turn the dominoes face down

and the game now begins. Of course each one must look at his domino

before he plays it, but he does not show it to the other. The pressure

of your foot on his shows the number with which you begin, without the

possibility of a blunder, although playing the dominoes face downward.

He now counts the movements of your foot, which indicate the number

he is to match. He then presses your foot with the number you are to

match. This is continued until all the dominoes are played. When the

game is finished, turn the dominoes over to show that the numbers have

been played with perfect exactness.

“=My Aunt Has Arrived from Paris.=” A circle is formed, all kneeling

on the floor. The leader says to the one on his right side, “My aunt

has arrived from Paris,” and the one addressed, asks the question,

“What did she bring you?” The leader answers, “A pair of scissors,”

and at once imitates the opening and shutting of the scissors with two

fingers. This same question is asked, answered, and imitated by each

one around the circle.

The leader again says, “My aunt has arrived from Paris,” and the one

addressed asks, “What did she bring you?” The leader, still keeping up

the scissors motion, says, “A fan,” and at once imitates fanning with

the other hand. This goes around the circle as before.

The leader then announces in the same way, “A Japanese doll,” and

imitates by bowing his head backward and forward, which goes around

the circle. Then a rocking-horse is announced by the leader, and is

imitated by moving the body up and down, all the while remaining on the

knees. This also goes around the circle.

Finally in the same manner the leader announces a cuckoo, and

immediately gives the imitation of a cuckoo, which is also done in turn

around the circle. All five imitations are to be kept up continuously

by each one until the players are exhausted. The one holding out the

longest is the winner.

=Surprising Strength.= Just lightly put the tips of your fingers

together. If you invite any one to separate them by taking your wrists

and trying to draw them apart in a direct line with each other, they

will be surprised to find that no amount of strength will avail them at

all, as the thing is really almost impossible.

Place your clenched fists one upon the other, and ask some one to

separate them by pushing them aside. They will be quite unable to do

so, although you are exerting your strength but little against them.

Let them, however, approach you with the forefingers only, and give a

sharp rap at your knuckles in opposite directions. You will find in

this case that you are quite powerless against this, and cannot keep

your fists together at all.

=Card-passing Contest.= Divide the players equally and seat them in two

rows facing each other. The leader of each row is provided with a pack

of playing cards. At a given signal, each leader passes one card to the

next person, who in his turn gives it to the next person, and so on

down the line until the last one drops it on the floor beside him.

The side that gets the last card on the floor first wins the game.

The cards may be passed to the right on each side, moving in opposite

directions.

=A Cobweb Tangle.= Have as many balls of twine as there are players.

Starting at a given point, fasten each end securely. Starting from this

point, wind the twine in every conceivable place, wherever you care to

have the players go; under tables, around chairs, door-knobs, upstairs,

and anywhere that can be made difficult without doing any injury to

the surroundings. When the winding is completed, fasten the string to

a small round stick about three or four inches long. All this should

be done before the guests arrive, as it takes some time to do it. When

ready for the game, have the guests draw the sticks and then proceed

to wind the twine until they arrive at the end. The one arriving there

first wins a prize.

=A Novel Masquerade.= Each gentleman receives a printed card asking

him to call at the house of a lady who is to be his partner for the

evening. The ladies change places with one another, so that when the

gentlemen call for them, they will not be in their home but in the home

of one of the other ladies. As the ladies are masked and do not have to

talk, the gentlemen never find out their mistake until all are unmasked.

=Hit the Bag.= A bag about the size of a person’s head, or larger if

desired, made of tissue paper, or other very thin paper, containing

candy, is suspended from the ceiling by a string so that it will be

about six feet from the floor. A person is blindfolded and a cane,

or a stick about the length of a cane, is placed in the person’s two

hands, allowing the farther end to touch the bag. The performer is

then requested to take three steps backward and then turn around three

times, alone. When this is done, he is requested to take three steps

forward, strike three times and break the bag. The cane can have only

a perpendicular motion. Each one tries the same, until the bag is

broken, when all present scramble to see who will gather the most candy.

=A Pretended Illusion.= Place three coins on a table, coins 1 and 2

being only a short distance from each other, while the coins 2 and 3

are more than double the distance apart. Now point out to a spectator

that a curious optical illusion can be observed by placing one eye on

the level of the table edge and looking along the line of the coins.

The spectator having done so, ask him which two coins he considers

are the farthest away from each other and to point them out. He will

probably point out coins two and three. You immediately point to the

coins 1 and 3, and say you consider these coins are the farthest away

from each other.

=Dancing Fairies.= Most of you have seen the smooth, round beans called

“magic beans.” They were brought to this country several years ago from

the East Indies, and were a great curiosity until their secret was

discovered.

First get a half-dozen or more of the dancing or “magic” beans. These

are now sold in most of the large Japanese stores.

Cut out a half-dozen of tiny paper dolls. They must be made so that

they are light, and so that their feet can be pasted securely to both

sides of the bean. Cut out skirts of tissue paper which will cover the

dolls’ legs and hide the beans without touching them. When these are

made so that they will balance well, place them upon a heated plate and

soon every little fairy will begin to dance in a mysterious way.

=Describing a Lady’s Costume.= When the guests arrive, have them all

meet in one room. Every gentleman is presented with a card on which is

written the name of some lady present, and the hostess announces that

each gentleman must talk five minutes to the lady whose name his card

bears. The reason for the conversation is not divulged. At the end of

the appointed time, the ladies withdraw, and then the men are told to

each write out a description of the dress the lady wore, the color

of her eyes, of her hair, the fashion of wearing it, etc., etc. The

ladies are now admitted and each one stands out, while a description of

herself and costume is read aloud.

=The Wonderful Hat.= Upon a table place three pieces of bread, or any

other eatable, at a little distance from each other, and cover each

with a hat. Take up the first hat, and, removing the bread, put it into

your mouth, letting the company see that you swallow it. Then raise

a second hat and eat the bread which is under that, then proceed to

the third hat in the same manner. Having eaten the three pieces, ask

any person in the company to choose which hat he would like the three

pieces of bread to be under, and when he has made his choice of one of

the hats, put it on your head and ask him if he does not think they are

under it.

=Mirror-Drawing.= To carry out this test you will need a sheet of

paper, a mirror about the width of the paper, a pencil, and another

sheet of paper or a large card or book.

Lay the paper flat on the table. Then prop up the mirror opposite you

and the paper so that it is at right angles with the paper and reflects

it. You may stand the mirror against a pile of books if it has no

standard of its own. After you have done this, take the extra sheet of

paper in your left hand and hold it so that it is between your eyes and

the piece of paper which is lying on the table. You must hold the piece

of paper in your left hand so that you cannot see the paper lying on

the table, except in the mirror.

You are now ready to begin drawing, first announcing what you intend to

draw. It should be some simple object, represented by some few straight

lines, such as a kite, a box, or a square, with a straight line going

from each corner diagonally across. You draw with your right hand,

holding the paper with your left, so that you cannot see what progress

you are making except in the mirror. Watch the mirror all the time

until the drawing is completed.

=The Dancing Skeleton.= Get a piece of board about the size of a large

school slate and have it painted black. The paint should be what is

known as a dead color, without gloss or brightness. (A large school

slate would answer the purpose.) Sketch out the figure of a skeleton

on a piece of cardboard and arrange it after the manner of the dancing

sailors and other cardboard figures for sale in toy stores, so that

by holding the figure by the head in one hand and pulling a string

with the other, the figure will throw up his legs and arms in a very

ludicrous manner.

Make the connections of the arms and legs with black string and let

the pulling-string be also black. Tack the skeleton by the head to the

blackboard. The figure, having been cut out is of course painted black,

like the board.

Now to perform: Produce the board showing only the side upon which

there is nothing. Request that the lights may be reduced about half,

and take position at a little distance from the company. With a piece

of chalk make one or two attempts to draw a figure; rub out your work

as being unsatisfactory; turn the slate; the black figure will not

be perceived; touch the edge of the cardboard figure with the chalk,

filling up ribs, etc., taking care that nothing moves while the drawing

is progressing. Then manipulate with the fingers. By pulling the string

below the figure it will of course kick up its legs and throw about its

arms, to the astonishment of everybody.

=Pitching Cards at a Hat.= Borrow a gentleman’s hat and try to throw a

pack of cards from a distance of two or three feet, throwing the cards

in one at a time.

=Peanut Guessing.= Fill a dish with peanuts, and let each one guess how

many are contained in it; the one who guesses nearest wins.

=Peanut Shelling.= Give each contestant ten peanuts, and at a signal

let all begin to shell them, removing also the inner skin. The one who

finishes first, without breaking a kernel, wins. If one breaks into

more than the two natural divisions of the nut, another peanut must be

shelled in its place.

=Peanut-rolling.= Place peanuts across one side of the room at interval

of about three feet. Give each contestant a toothpick. At a given

word they all commence to roll the peanuts across the room with the

toothpicks. The one who first gets his peanut across the room is the

victor. Another row of contestants then take their places in the same

way. After all are through the victors in the different contests have a

final contest.

=The Peanut Hunt.= Peanuts are previously hidden in every conceivable

place in the rooms to which the guests have access. The finder of the

greatest number receives a prize.

=Progressive Peanut Party.= This is played exactly as all other

progressive games. Arrange tables to seat four, choose partners, and

provide score cards.

In the centre of each table, place a bowl containing one hundred

peanuts in the shell, and lay a long, new, common hat-pin at each

place. At the head table have a bell. Before being seated to play,

each guest is to have the right hand securely tied down to the side by

a ribbon or fancy cord. When ready to commence, a player rings a bell

at the head table, and all begin to spear nuts from the bowl; when the

bowl is empty at the head table, the bell is rung and all count to see

how many nuts they have, the two having made the best score, progress,

first replacing the nuts into the bowl ready for the next game; the

cards are then punched according to the score and the game proceeds.

Five hundred may be the score limit, the one who first gets the five

hundred winning; or it may be decided to have the game end when the

players at the head of the table return to that table, or at least two

of them.

=Your Friends in Black.= There are various advantages about a

silhouette party. It admits of no small amusement, for occasionally the

queerest object may be twisted to fit a name. The first thing to do is

to prepare a list of your guests and find for each name something that

will represent it. Set the wits of the entire family at work, for on

this task two heads are infinitely better than one.

The longer time you have for the “rebusing” of the names the more

entertaining the list will prove. Do not leave out a friend because at

first it seems almost impossible to picture his name. The same license

is allowed for a rebus as for poetry, and a point may be stretched to

make the drawing fit the name, although it is not best to leave too

much to the imagination.

For the mechanical part of the work provide ragged-edged cards of

various sizes. One name will demand a long, narrow card for its

representation; another name, a square card. The best surface for this

purpose is a heavy, water-color paper which is neither smooth nor

rough. Do not cut it. Crease it in such lengths as you wish to use,

then tear it with a very blunt paper-knife. This gives an excellent

ragged edge. Take the designs you have planned to use and trace them

over black carbon copying paper on each card, leaving a generous

margin. Sketch no detail except the mere outline of a figure. Fill a

pen with India ink and go very carefully over the outline. Allow it to

dry; then with a rather stiff, small sable brush dipped in the ink fill

in the silhouette till it is perfectly black and even. Allow it to dry,

and add in one corner the number which corresponds with the list. There

is a good deal to learn in the adaptation of a design for a silhouette.

If a human figure is chosen let it generally be in profile. As a rule,

a full-face figure, either in an animal or a man, is almost meaningless

unless it is full of action. When the silhouettes are completed, they

should be pinned up in a conspicuous place, so that they may all be

seen and examined easily and prizes awarded to the most successful

guessers.

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