GAMES

=Packing the Trunk.= A game adapted from the French, that is very

popular among the little people of America, is a good test for the

memory.

The children must sit in a circle, and one, as leader, announces in

this fashion: “I pack my trunk, and in it I put”—mentioning some

articles used in traveling, as gloves, brush or cologne. The next

child begins then, saying what the leader has said and adding another

article, and so on around the circle, each child repeating all the

articles mentioned by the previous one in their correct order, and

then adding one more to the list, which after a while assumes lengthy

proportions. If one boy or girl forgets one article or puts it in the

wrong order, he or she must drop out of the game, and so on until only

one child remains.

=Blowing Ping-pong Balls.= Arrange the players with their hands behind

them along the sides of a long extension table, down the centre of

which a row of ping-pong balls are placed at intervals of about two

feet. Appoint two judges and place them at the ends of the table.

At a given word, the players on both sides begin to blow the balls,

endeavoring to blow them off their opponents’ side of the table and to

prevent any balls from being blown off of their own side. Each ball

blown off counts five points. The game is 100 points.

=Doing the Impossible.= A sure way to raise a laugh among a party of

friends, is to claim that you can do an apparently impossible thing,

and then get your friends to try it; then, when they have tried and

failed, do the very thing they failed on, in a simple way which has

never occurred to them. Here is a deception which seldom fails to work

and which always provides a lot of fun, even to those who are fooled by

it.

Begin by saying something about ant-eaters, which have such long

tongues that they can touch the ground with them without lowering

their heads, and then ask one of your friends if he can put out his

tongue and touch his ear. He will try, gently at first, then harder,

and at length make the funniest faces by trying to do that, which is

of course, impossible. Then others will try poking their tongues out

of the corners of their mouths, and trying to curl them around their

cheeks until their ears are reached.

When they have finished, you put out your tongue, and touch your ear

with your finger.

=The Game of “It.”= Here is a game that will amuse any party, but you

must first find out adroitly that there is at least one person in the

company who has never been initiated into the mysteries. This one is

chosen to leave the room, but before he goes he must be told that those

in the room will select an object which he is to guess on his return.

He may ask as many questions as he wishes when the time comes, one

question at a time of each person consecutively, but his questions must

be so worded that they may be answered by “Yes,” “No,” or “I do not

know.”

When all this has been explained, the guesser leaves the room. The

leader then arranges the party in a circle, seating alternately a boy

with a girl, if possible, and explaining that each person must think of

the one sitting on his or her left, as the object chosen, and answer

all questions as if they applied to that person. You may imagine that

the conflicting answers arising from such an arrangement will confuse

the questioner, and much fun will be derived by those in the secret.

For instance the questioner may ask of No. 1, who is a girl, “Has it

life?” No 1 answers “Yes.” He then asks No. 2, who is a boy, “Is it

pretty?” and No. 2 very naturally answers “Yes,” for he is speaking of

the girl at his left. Then of No. 3, who is a girl, “Is it a girl?” and

No. 3, thinking of the boy on her left, answers “No.”

All this throws the questioner off the track—it has life, it is pretty,

but it is not a girl. So he naturally asks No. 4, who is a boy, “Is it

a boy?” and No. 4 answers “No.”

The questions will now be varied, to find something with life that is

pretty, and is neither a girl nor a boy, and the result will be very

amusing.

Or the questioner may ask such questions as “Is its hair long?” “Does

it wear short sleeves?” and so on, and all the conflicting answers will

tend to prolong the game to any desired extent.

=The Game of “Turtle.”= Here is a game for boys who have good, strong

muscles. It is called “turtle.” Any number may play, and the game

commences by all sitting in a row resting their chins on their knees,

and each holding his left ankle with his right hand, and his right

ankle with his left hand. This is a very difficult position to keep. At

a given signal, the turtles start for a goal a short distance away.

It is the object of the game for the turtles to waddle to the goal and

back to the starting point without removing their hands from their

feet. The winner is, of course, the one who returns to the starting

point first.

=The Game of “Empty Hands.”= Some member of the household produces a

quantity of small cards. The number is not quite sufficient to “go

round” the company, an intentional feature of the game. Four persons

find themselves empty-handed when the bell rings. This bell is a signal

for the passing, the object being to find some one without a card and

rid one’s self of the one in hand by passing it on. No one to whom a

card is offered is allowed to refuse it, unless, of course, he already

holds one. If empty-handed he is obliged to receive the unwelcome gift

and try to get rid of it as quickly as possible.

Each time the bell rings which occurs at irregular intervals, making

it impossible to calculate, the passing ceases, and all having empty

hands win a point to count towards the final prize. The boy or girl

having most points when the passing is over, receives a prize.

=Simon Says.= The players are arranged in a line, the player who

enacts Simon standing in front. He and all the others clench their

fists, keeping the thumb pointed upwards. No player is to obey his

commands unless prefaced with the words, “Simon says.” Simon is himself

subjected to the same rules. The game commences by Simon commanding,

“Simon says, ‘Turn up,’” on which he turns his thumb upwards, followed

by the other players. He then says “Simon says, ‘Turn down,’” and

brings his hands back again. When he has done so several times, and

thinks that the players are off their guard, he merely gives the word,

“Turn up,” or “Turn down,” without moving his hands. Some one, if not

all, is sure to obey the command, and is subject to a forfeit. Simon

is also subject to a forfeit, if he tells his companions to turn down,

if the thumbs are already down, or vice versa. With a sharp player

enacting Simon, the game is very spirited.

The simplicity of this game constitutes its chief charm, as the very

fact of its being so simple, sometimes leads to inattention on the part

of some of the players, which is sure to result in their being caught.

=Passing Bean-bags.= Make twelve or fifteen bags, six inches square, of

bed-ticking, and loosely fill them with beans which have been washed

and dried to remove the dust.

Appoint two leaders, who choose sides, arranging the sides in lines

facing each other, with a small table at each end of each line.

The bean-bags being equally divided, each leader deposits his share

upon the table nearest him. Then, at a given signal, seizing one bag at

a time with one hand, with the other he starts it down the line, each

player passing it to the next, until all the bags reach the last, who

drops them upon the table at his end of the line. When all the bags

have reached this table, the last player, seizing each in turn, sends

them back up the line to the leader, who drops them upon his table.

Whichever side first succeeds in passing all the bags down the line

and back, wins the round. It takes five rounds to make a game, so that

three out of five must be successful for the winning side.

=Buzz.= This is a simple little game that needs no preparation, but

can be started in a moment when there is danger of dullness. A large

company can play equally as well as a small. The leader instructs the

company that they will now proceed to count in regular order until they

come to seven, any multiple of seven, or any number having seven in

it, when they will substitute the word “buzz” for that number. Should

they fail to do this they will be dropped from the circle. This will

continue until every one has blundered. When the higher numbers are

reached it takes one quick in quantities to follow it. Given properly

it goes: 1, 2, 3, 4, 5, 6, buzz, 8, 9, 10, 11, 12, 13, buzz, 15, 16,

buzz, 18, 19, 20, buzz, 22, 23, 24, 25, 26, buzz, buzz, 29, 30, 31, 32,

33, 34, buzz, etc.

=Can You Laugh?= This is a little entertainment that will fill in some

vacant spot in an evening, or will serve as an impromptu. It can be

tried either by the ladies or gentlemen. If the ladies try it (and this

is likely to be more successful, as they laugh easier than men), let

them stand in a row. The gentlemen are then to endeavor to make them

laugh by every means possible, except to touch or threaten to touch.

The least departure from perfect soberness is called a laugh, and the

lady is to step out of the line and join the gentlemen in her endeavor

to make the ladies laugh. If it is desired that a prize be given, it

may be given to the lady who keeps from laughing longest.

=An Optical Game.= Present a ring to a person, or place it at some

distance and in such a manner that the plane of it shall be turned

towards a person’s face; and then bid him shut one of his eyes, and try

to push through it a crooked stick of sufficient length to reach it; he

will very rarely succeed.

=Blowing the Feather.= A simple and successful game is this

old-fashioned one. Having provided a sheet or tablecloth and a small

feather such as sofa pillows are stuffed with, ask your guests (all

but one) to be seated on the floor in a hollow square. The tablecloth

or sheet is then spread so that the players can hold the edges of the

sides and ends up, just under their chins, thus stretching the cloth

taut about a foot and a half above the floor. Upon the cloth the small

feather is placed, and the player who is left out of the square is

then told that he must do his best to catch it either in front of or

upon some one of the seated players, who will then be obliged to take

his place. At a signal, the players on the floor begin to blow, and

the feather flies hither and thither, never resting, while amid much

laughter the player who is out flies hither and thither, too, until he

catches it at last on some unwary individual or some one too weak from

laughing to blow quickly and effectively.

=Throwing the Handkerchief.= Two sides being seated in two rows facing

each other, a knotted handkerchief is thrown suddenly at one of the

players opposite, calling out at the same time, either “Earth!”

“Water!” “Air!” or “Fire!” If “Earth” is called, the player into whose

lap the handkerchief falls must name some quadruped before the other

can count ten; if “Air,” a bird; if “Water,” a fish; and if “Fire,” he

must remain perfectly still. Should the player fail to name an animal,

or name the wrong one, or speak when he ought to be silent, he must

drop out of the game, and the player who threw the handkerchief at him,

may take and throw it at some one else. But should he answer properly,

he must throw the handkerchief at a player on the opposite side, call

an element and count ten. In this way the game goes on until all but

one have dropped out, the remaining one being the winner.

=Going to Jerusalem.= Get a line of chairs, every other one facing

an opposite direction, one less chair than the number of people. As

the piano is played, they march around the line of chairs, and as the

music suddenly stops, each one tries to sit on the nearest chair, and

of course some one is left standing and is out of the game. The music

starts again, and one chair is taken out. The same thing is repeated

until there are two people left to one chair. It is very amusing to

watch these two cautiously moving about this chair, ready to seize it

the instant the music stops.

=Find the Whistle.= All the children but one sit down in a circle. The

one that is left standing, must be the one who does not know the game.

Some one takes a string, fastens a whistle to one end of it, and a bent

pin to the other, then quietly and secretly attaches the string by

the hook to the person’s back. Every time he turns his back toward any

one, the whistle is taken and blown. So it goes until the whistle is

discovered.

=The All-around Story Game.= One person in the room begins to relate

a story, and after telling enough to interest the hearers and arouse

their curiosity, suddenly breaking off, throws a knotted handkerchief

at some member of the party, calling upon him to continue the story.

This is kept up as long as possible. The more absurd and improbable the

better. If any one fails to respond upon receiving the handkerchief, he

or she must drop out. The one remaining last wins.

=An Obstacle Game.= Set stools, chairs, tables, or anything that is an

obstacle in the most convenient place in the room; let those who are

to take part in the game have two minutes to get their bearings. Then

they leave the room and come back blindfolded. In the meantime, all

the obstacles have been removed, but the warning cries of “Look out!”

and the absurd attempts of the players to remember where the obstacles

were, make much fun.

=Impudence.= This is played with two packs of cards. Seat the players

around the table and deal to them, one at a time all around, a whole

pack of cards; placing the other pack, face downward, in the centre of

the table.

The first player begins by turning up a card from the pack on the

table, at the same time asking some uncomplimentary question, which

is supposed to apply to the person holding the corresponding card.

This unfortunate player has a speedy revenge, however, as it is his

privilege to turn the next card and ask the next question.

Example: A [turning up card]—“Who is the most selfish person in this

room?”

B [who holds the duplicate]—“Evidently I am, but [turning another card]

who is the most conceited?”

C—“That must be I. Now [turning card], let us see who is the

stingiest.” And so on till the pack is exhausted.

=Rolling Chase-ball.= Two teams may play this game, and two big balls

or footballs are used. The teams line up in parallel rows, the players

not facing each other, but behind one another all facing the same way.

The leader of each team holds a ball in both hands.

At the appointed signal, the leader, without bending his body or

turning his head, tosses the ball backward to the player behind him.

The ball is tossed backward again, and so passes along the line. The

end player then runs to the head of the line, and the whole process is

repeated over again. The end player again goes to the front, and the

game is continued until the original leader of the team is again at the

head of his line. The team first reaching its order of formation wins

the game.

It is essential that the ball should travel swiftly. Should any player

drop the ball, he must run for it and regain his place in the line

before passing it on. Should a toss be so strong as to pass above the

player behind, so that he fails to receive the ball, the ball must be

passed back so that the missed player shall handle it.

Home Entertaining: Amusements for Every One · 第 13 / 22 题