Each player composes in turn a bouquet of three different flowers,

that he names aloud to the person conducting the play. The leader then

writes the names of the flowers, and after them the names of three

persons in the room. He then demands of the player who has composed

the bouquet, what he intends doing with the flowers, and upon their

proposed disposition being declared, the names of the three persons

they represent are read aloud.

EXAMPLE.

Leader.—“Miss A, choose three flowers.”

Miss A.—“A rose, an aster and a pansy.”

L.—“I have written them. Now what will you do with the rose?”

A.—“I will throw it out of the window.”

L.—“And the aster?”

A.—“I will put it in a vase.”

L.—“And the pansy?”

A.—“I will always keep it near me.”

L.—“Very well. You have thrown Mr. A out of the window, put Mr. B in a

vase and expressed a desire to keep Mr. C always near you.”

THE ALL-AROUND STORY GAME.

This is a very entertaining game and productive of general merriment,

if conducted at all cleverly by the players. One person in the room

begins to relate a story, and after telling enough to interest his

hearers and arouse their curiosity, suddenly breaking off, throws a

knotted handkerchief at some other member of the party, calling upon

him to continue the narrative. This is kept up as long as possible, the

more absurd and improbable the plot of the story the better. If any one

fails to respond upon receiving the handkerchief, he or she must pay a

forfeit.

TONGUE-TWISTERS.

The amusing game of tongue-twisters is played thus: The leader gives

out a sentence (one of the following), and each repeats it in turn, any

player who gets tangled up in the pronunciation, having to pay forfeit.

A haddock! a haddock! a black-spotted haddock, a black spot on the

black back of the black-spotted haddock.

She sells sea shells.

She stood at the door of Mr. Smith’s fish-sauce shop, welcoming him in.

The sea ceaseth and it sufficeth us.

Six thick thistle sticks.

The flesh of freshly fried flying fish.

A growing gleam glowing green.

I saw Esau kissing Kate, the fact is we all three saw; I saw Esau, he

saw me, and she saw I saw Esau.

Swan swam over the sea; swim, swan, swim; swan swam back again; well

swum, swan.

You snuff shop snuff, I snuff box snuff.

The bleak breeze blighted the bright broom blossoms.

High roller, low roller, rower.

Oliver Oglethorp ogled an owl and oyster. Did Oliver Oglethorp ogle an

owl and oyster? If Oliver Oglethorp ogled an owl and oyster, where are

the owl and oyster Oliver Oglethorp ogled?

Hobbs meets Snobbs and Nobbs; Hobbs bobs to Snobbs and Nobbs; Hobbs

nobs with Snobbs and robs Nobbs’ fob. “That is,” says Nobbs, “the worse

for Hobbs’ jobs,” and Snobbs sobs.

Susan shines shoes and socks; socks and shoes shine Susan. She ceaseth

shining shoes and socks, for shoes and socks shock Susan.

Robert Rowley rolled a round roll round; a round roll Robert Rowley

rolled round. Where rolled the round roll Robert Rowley rolled round?

Strict, strong Stephen Stringer snared slickly six sickly, silky snakes.

TO BALANCE A PENCIL ON ITS POINT.

Dig the blade of a half open penknife into a pencil, a little above the

point, and to open or close the blade, little by little, till you find

that the balance is obtained. The combination of pencil and penknife

thus placing itself in equilibrio is an illustration of a familiar law

of mechanics; the centre of gravity of the combination falls below the

point of support (the finger, edge of the table, or the like), and thus

stable equilibrium is obtained.

[Illustration]

By varying the degree of opening of the penknife, you impart

corresponding degrees of inclination to the pencil. When the centre of

gravity of the two combined falls in the same line as the axis of the

pencil, the latter will assume a perpendicular position.

MY GRANDFATHER’S TRUNK.

A great game for young folks of a winter evening. The company being

seated in a circle, somebody begins by saying, for instance:

No. 1. “I pack my grandfather’s trunk with a pair of spectacles.”

No. 2. “I pack my grandfather’s trunk with a pair of spectacles and a

silk hat.”

No. 3. “I pack my grandfather’s trunk with a pair of spectacles, a

silk hat and a dime novel.” And so on, each person repeating all the

articles already mentioned, beside adding a new one.

If any one fails to repeat the list correctly, he drops out of

the game, which is continued until the contents of the trunk are

unanimously declared too numerous to remember.

HOW, WHEN AND WHERE.

One member of the company leaving the room, a word admitting of more

than one interpretation is chosen by the others. On his return, he asks

each in succession, “How do you like it?” The player questioned being

required to give an appropriate answer. He then inquires in similar

manner, “When do you like it?” and if the answer to that question still

give him no clue, proceeds to ask, “Where do you like it?”

When he at last discovers the word, the person whose answer has

furnished him with the most information, must in turn leave the room

and become the questioner.

We will suppose the word chosen to be “rain,” which can also be taken

as “reign” or “rein.”

The question “How do you like it?” receives the answers “tight,”

“heavy,” “short,” “warm,” etc.

The question “When do you like it?” “In summer,” “When I am driving,”

“In the nineteenth century,” etc.

“Where do you like it?” “In England,” “On a horse,” “In the sky,” etc.

“I LOVE MY LOVE.”

A pretty game and a prime favorite with country lads and lasses. The

leader commences by saying, “I love my love with an ‘A’ because she is

Angelic, because her name is Araminta and because she lives in Atlanta.

I will give her an Amethyst, feed her upon Almonds and make her a

bouquet of Anemones.” The next player, taking the letter “B,” loves

his love in the same set of phrases, only because she is Bewitching,

her name is Belinda, etc. The next takes “C,” and so on through the

alphabet, omitting the letter X.

Any one failing to supply the required words promptly gives a forfeit.

TO DRIVE A NEEDLE THROUGH A CENT.

To drive a needle through a cent, particularly if the needle be a fine

one, seems at first sight an impossibility. It is, however, a very easy

matter, if you set about it in the right way. Thrust the needle through

a cork, allowing the point to project slightly, and then, with a pair

of cutting-pliers, nip off all that remains exposed at the opposite

end. Place cork and cent as shown in our illustration, or simply let

the coin rest on a piece of soft wood, and hammer away vigorously on

the top of the cork.

The needle, being steel, is harder than the bronze of the coin, and

the cork preventing it from bending to either side, it may be driven

through the cent, or any other coin of like substance, with perfect

ease.

The cork should be kept in position with the left hand, while receiving

the blows of the hammer.

[Illustration]

PROVERBS.

This game requires the players to be alert and on the watch for the

words that give the clue to the solution. One player (A) having gone

from the room, a proverb is selected by the others, of which each

person takes a separate word, in order. The absent player then being

recalled, proceeds to question the others singly, each introducing in

his answer the word of the proverb he has previously received. Suppose

the proverb selected to be “Nothing venture nothing have,” the game

would proceed thus:

A. “Is the proverb a long one?”

1st Player. “Nothing should be too long for you to guess.”

A. “Have you ever played this game before?”

2d P. “Really I cannot venture to say.”

A. “Are you fond of parlor games?”

3d P. “Nothing pleases me more.”

A. “Are you enjoying yourself this evening?”

4th P. “I have enjoyed myself thus far.”

If A has not by this time guessed the proverb, he continues his

questions until enlightened, when the player whose answer has given him

the most information goes from the room.

Rather a noisy way of playing the same game is to have all the players

at a given signal shout their words in unison, leaving the listener

to distinguish in the uproar some word that shall give him a clue to

the proverb. The shouting is repeated as often as desired until he is

successful.

In either modification of the game the player whose answer or word

leads the questioner to discovery becomes the one to go from the room.

TOSSING THE RINGS.

Fasten securely a stick two feet long and an inch or more in diameter

to the centre of a block of wood or piece of board, so that the block

forms a substantial base for the stick, which should be slightly

tapered at its upper end. Make out of wire six hoops or rings, three of

them nine inches in diameter, two of them seven inches, and one five

inches. They should be heavy enough to toss easily, perhaps half an

inch in thickness. Wind these with cloth torn into strips, fastening

the ends with needle and thread. Use three colors of the cloth, the

rings of each size being the same color. Red, white and blue make a

pretty combination, using red for the largest size, white for the next,

and blue for the one small one. Now set the standard at some distance

from the players, and the game begins. One player takes all the rings

and tosses them one at a time over the upright stick. For each of the

large rings which he succeeds in getting upon the standard, he counts

ten; for each of the next size, fifteen; and for the smallest one,

twenty-five. Any number agreed upon may be called a game, and the

player first obtaining that number of counts wins. After one player has

thrown all the rings, another player takes them, tossing them in the

same way. Any number of players may take part in the game. When once

around, the first one tosses again, and so on until the game is out.

For small children, five or six feet is far enough to toss the rings,

but larger ones may increase the distance.

[Illustration]

MAGIC FIGURES.

Upon a little square of ordinary writing-paper, sketch some geometrical

figure—square, rectangle, triangle, polygon, etc.—using for that

purpose a pencil whose tip has been moistened with water. Float the

paper, with the design upward, on the water in a basin, and fill up

with water the figure you have traced. With a little care you may do

this without difficulty, for the lines of moisture which form the

outlines of your figure (a triangle, we will suppose) will prevent the

liquid overpassing the limits thereby defined. The water thus enclosed

will rise in a little heap. Now take a pin, and placing the point at

any spot you please within the triangle, in such manner that the point

dips into the water but does not touch the paper itself, you will see

the paper begin to move horizontally in a straight line until the

geometric centre of the triangle places itself exactly under the point

of the pin. You can readily determine beforehand this central point,

which we will call A, and holding the pin as shown in the engraving,

you will find that the paper travels in the direction shown by the

arrow, till A comes just under the point of the pin, when it will stop

of its own accord. Repeat the experiment with a square or a rectangle,

and you will find that the spot which is beneath the pin-point, when

the paper comes to a standstill, is precisely the point of intersection

of the two diagonals.

THE FORCE OF THE BREATH.

When you blow into a paper bag in order to swell it out, afterward

bursting it with a blow to produce the familiar “bang,” have you ever

stopped to ask yourself what was the precise force of your breath?

You know that such force can be measured by the instrument known as

the spirometer, which you occasionally see at a railway station or a

country fair. But a simple paper bag may be made to answer the purpose

of the spirometer, as I propose to explain.

The bag must be rather long and narrow, airtight, and of thin, tough

paper. A bullock’s bladder will answer the purpose still better. A

tube should be inserted in the neck, through which to blow. Lay it

flat, near the edge of a table, with the mouth turned toward yourself;

place various weights upon it, increasing by degrees, and you will be

surprised at the weight that your breath will thus lift. To upset a

couple of big dictionaries, placed one upon the other, will be mere

child’s play, as you will find on putting the matter to the test.

[Illustration]

HUNT THE RING.

All the players stand in a circle holding a long cord, which forms an

endless band upon which a ring has been slipped before it was joined at

the ends. This ring is passed rapidly from one player to another—always

on the cord and concealed by the hand—while somebody in the centre

endeavors to seize the hands of the person who holds it, who when

actually caught takes his place within the circle.

If the circle is very large two rings may be slipped upon the cord, and

two players placed in the centre together.

A small key may be used instead of a ring, while still another

variation is to have the concealed object a small whistle with a ring

attached. When this is adopted an amusing phase of the game is to

secretly attach a string to the whistle and fasten this to the back

of the player in the centre by means of a bent pin at the other end

of the string. Then while feigning to pass the whistle from hand to

hand, it is occasionally seized and blown upon by some one in the ring,

toward whom the victim is at that moment turning his back, causing that

individual to be greatly puzzled.

SHADOW BUFF.

A sheet being stretched across one end of the room, one of the players

is seated upon a low stool facing it and with his eyes fixed upon it.

The only light in the room must be a lamp placed upon a table in the

centre of the room. Between this lamp and the person on the stool,

the players pass in succession, their shadows being thrown upon the

sheet in strong relief. The victim of the moment endeavors to identify

the other players by their respective shadows, and if he succeeds the

detected party must take his place.

It is allowable to make detection as difficult as possible by means

of any available disguise that does not conceal the whole person, any

grimacing, contortion of form, etc.

MAGIC MUSIC.

A beautiful game, which amuses even the mere spectator as much as it

does the actual players. One of the company sits at the piano while

another leaves the room. The rest of the party then hide some article

previously agreed upon and recall the absent player. At his entrance

the pianist begins playing some lively air very softly; keeping up

a sort of musical commentary upon his search, playing louder as he

approaches the goal, and softer when he wanders away from it. In this

way he is guided to at last discover the object of his search.

GOING TO JERUSALEM.

This is another piano game, but does not require so much skill as

the former. One person goes to the piano, while the others arrange

in a line as many chairs, less one, as there are players; the chairs

alternately facing opposite directions. Then as the pianist begins to

play, the others commence marching around the line of chairs, keeping

time to the music. When this suddenly ceases, everybody tries to sit

down, but as there is one less chair than players, somebody is left

standing and must remain out of the game. Then another chair is removed

and the march continued, until the chairs decrease to one and the

players to two.

Whoever of these succeeds in seating himself as the music stops, has

won the game.

BEAN-BAGS.

A game of skill, the equivalent of parlor quoits. It is played with

bean-bags and a board three feet long and two feet wide, elevated at

one end by another board to an angle of thirty degrees, and having some

six inches from the top an opening about five inches square. Station

this board at one end of a long room and divide the company equally.

Eight bean-bags are all that are required.

The leader of one side begins. Standing at a suitable distance from

the board, he endeavors to throw the bags, one at a time, through the

square opening. Every bag that reaches the goal counts ten, every one

that lodges upon the board five, and every one that falls to the ground

outside of the board a loss of ten.

Suppose A to have put two bags through the opening (twenty), and two

upon the board (ten),—that is a gain of thirty—but the other four bags

falling to the ground makes a loss of forty, so his real score is a

loss of ten.

B puts four through the opening (forty), three upon the board

(fifteen), and one upon the ground (ten), which gives him a gain of

forty-five.

The sides play alternately, and after three rounds for each, the

scores, which have been carefully kept by one member of the party, are

balanced, and the side having the greatest gain declared winners.

A prize may be given for the highest individual score.

THROWING THE HANDKERCHIEF.

A very old and still quite popular game. The company being seated

around the room in a circle, some one stationed in the centre throws an

unfolded handkerchief to one of the seated players. Whoever receives it

must instantly throw it to some one else, and so on, while the person

in the centre endeavors to catch the handkerchief in its passage from

one player to another. If he catches it, as it touches somebody, that

person must take his place in the centre. If it is caught in the air

the player whose hands it last left enters the circle.

The handkerchief must not be knotted or twisted, but thrown loosely.

BLIND-MAN’S BUFF.

A player is led blindfolded into the middle of the room, taken by the

shoulders, and turned around three times, after which he must catch

somebody to replace him. As he is being turned, the others say:

“How many horses have you in your father’s stable?”

“Three; black, white and gray.”

“Turn about, and turn about, and catch whom you may.”

This game belongs to many countries, and is known by many different

names. It is “Blind Cow” in Germany; “Blind Goat” in Sweden; “Blind

Mouse” in South Germany and Servia; “Blind Hen” in Spain; “Blind Fly,”

or “Blind Cat,” in Italy. To the English name, “Blind-man’s Buff,”

correspond the Polish “Blind Old Man,” and the Norwegian “Blind Thief.”

A familiar variation makes this a ring-game. The blindfolded person

stands in the centre, with a staff, while the ring circles about him.

When he strikes the floor three times, the ring must pause. The person

in whose direction he points must grasp the staff, and utter some

sound, disguising the voice as much as possible. The first must then

guess the name from the sound. This form of the game is called “Peg in

the Ring.”

A QUEER CANDLESTICK.

Take a short piece of candle, and into its lower end thrust, by way

of ballast, a nail. You should choose a nail of such a size that the

candle-end shall be all but immersed, the water just rising to its

upper edge, though not so high as to overflow the top and wet the wick.

Now, light the candle, and you may safely make a wager that, in spite

of the apparently unfavorable circumstances in which it is placed, it

will burn completely to the end.

This may, at first sight, appear a rash assertion, but after a little

reflection, you will see how the arrangement works. The candle, of

course, grows shorter as it burns, and it seems therefore as if the

water must overflow the top and reach the wick; but on the other hand,

it grows proportionately lighter, and therefore rides higher in the

water.

Further, the external surface of the candle, kept cool by the

surrounding liquid, melts much more slowly than it would in the open

air, so that the flame hollows out for itself a sort of little well, as

represented in the right-hand corner of our illustration.

[Illustration]

This hollowing process further lightens the candle, and the wick will,

as you have stated, burn to the very end.

TO WEIGH A LETTER WITH A BROOMSTICK.

For the purpose of weighing light objects as, for instance, a letter,

a very delicate balance is required; and as such we recommend to our

readers our new broomstick letter-weighing machine. Cut off the end of

an ordinary broom-handle, to a length of about ten inches, and plunge

it into a tall glass jar full of water—first, however, weighting it at

bottom in such manner that about seven inches of its length shall be

under water. Attach to the upper end, by means of a tack, an ordinary

visiting card. This will form the tray or scale of the apparatus—and

behold your weighing-machine, complete. All that remains to be done is

to graduate it. Place on the scale a one-ounce weight, note how far

the stick sinks, and mark thereon, with a very black pencil, the point

where it meets the surface of the water.

[Illustration]

The apparatus being so far graduated, take off the weight, and lay on

the card, in its stead, the letter you desire to weigh. If the pencil

mark remains above the surface of the water, your letter weighs less

than an ounce, and two cents will pay the postage; if, on the contrary,

the mark sinks below the surface, your letter is over-weight, and you

must pay accordingly.

THE TAILLESS DONKEY.

An amusing game at which any size of party may play and enjoy it

for hours. Cut a large figure of a donkey, minus a tail, from dark

paper or cloth, and pin it upon a sheet stretched tightly across a

door-way. Each player is given a piece of paper, which would fit the

donkey for a tail, if applied. On each tail is written the name of the

person holding it. When all is ready, the players are blindfolded in

turn—placed facing the donkey a few steps back in the room—then turned

around rapidly two or three times and told to advance with the tail

held at arm’s length, and with a pin previously inserted in the end,

attach it to the figure of the donkey wherever they first touch it.

When the whole curtain is adorned with tails—(not to mention all the

furniture, family portraits, etc., in the vicinity)—and there are no

more to pin on, the person who has succeeded in fastening the appendage

the nearest to its natural dwelling place, receives a prize, and the

player who has given the most eccentric position to the tail entrusted

to his care, receives the “booby” prize, generally some gift of a

nature to cause a good-humored laugh.

BOSTON.

This is a variation of “Blind Man’s Buff,” which is described

elsewhere. Seat the company round the room and give each a number.

Blindfold one person and station him in the centre of the room,

twirling him around several times so that he may successfully “lose his

bearings.” He must then call any two numbers included in the number of

players, and the two people representing them must at once rise and

change places, while the “blind man” endeavors to seize one of them. If

he succeeds in doing this he must, while still blindfolded, identify

the captive, who then in turn enters the circle.

More than two numbers may be called at once, and when the “blind man”

calls out “Boston!” and everybody changes places, he may, by slipping

into a vacant seat during the confusion, find a substitute in the

person left standing when all the chairs are occupied.

WHAT IS YOUR AGE?

It is always a delicate thing to inquire a lady’s age, but the question

in this game will offend nobody. There must be at least two people in

the secret, and one of them leaves the room. Somebody in the company

tells his age to the others, and the absent player is recalled.

Everybody is at liberty to question him, but he only pays attention

to the one player he knows holds the secret of the game, and from the

first letters of the words introducing the remarks of this person he

takes his cue—the first ten letters of the alphabet standing for the

ten figures, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0.

A goes from the room and B asks for somebody’s age. C volunteers, “I am

twenty-five.” A being then recalled, there is a universal demand from

the company for the required age, and a great deal of doubt expressed

as to his ability to guess it. During the general confusion, B hastily

says: “Be sure before you speak,” and then again: “Enough thinking.

Tell us now.” Whereupon, A, guided by the first letter, “b,” of the

first remark, and the “e” of the second, which he knows represents the

digits “two” and “five” respectively, quickly says “twenty-five.”

WHAT, SIR? ME, SIR?

One player says to another:

“Mr. Brown, I saw you on Broadway.”

Whereupon Mr. Brown says:

“What, sir? Me, sir?”

The other replies:

“Yes, sir; you, sir.”

“Oh! no, sir, not I, sir.”

“Who then, sir?”

“Mr. Smith, sir.”

Mr. Smith immediately replies:

“What, sir? Me, sir?”

And so on till each is mentioned in turn. Those who miss must pay a

forfeit. At the end of the game all the forfeits are redeemed.

HORSE.

How to Behave and How to Amuse: A Handy Manual of Etiquette and Parlor Games · 第 6 / 17 段