The players are seated around the room. One person pretends to whisper

to each of the others in turn the name of a different animal. After

naming them all, he must call out the name of some one animal, and the

person having that name must run out at the door. Having given the

whole company the name of horse, he calls horse whereupon they all make

a simultaneous rush for the door. A narrow door should be chosen, if

possible.

ROOSTER.

This is a short game, reaching a quick conclusion and exciting a

hearty laugh. Tell everybody in the room that you will give to each in

a whisper, the name of some animal, whose peculiar cry they are to

imitate in concert at a given signal. To all but one person the simple

charge to “keep perfectly silent” is given. Upon that one is bestowed

the name of “Rooster.” Then saying, “All be ready when I say three!”

Count “one, two, three,” when a lusty crow from the victim of the joke,

and a laugh from the others, tell him that the general amusement has

been at his expense.

CONSEQUENCES.

The players are each provided with a slip of paper and a pencil. Each

must write the name of some gentleman (who is known to the party),

turn down the end of the paper on which the name is written, and pass

the paper to the next neighbor. All must then write the name of some

lady (also known), then change the papers again and write “where they

met,” “what he said,” “what she said,” “what the world said,” and “the

consequences,” always passing the papers on. When all are written, each

player must then read his paper.

Mr. Jones....

And Miss Smith....

Met on a roof....

He said, “I trust you are not afraid.”

She said, “Not while you are here.”

World said, “It’s a match.”

Consequences, “He sailed for Africa next morning,” etc.

MESMERIZING.

This may be made very amusing, although no actual mesmerism is

attempted. A member of the party announces that he has been declared to

possess a vast amount of mesmeric power; not enough to gain absolute

control over a person, but sufficient to at least prevent him from

rising from a chair alone. His challenge being accepted by some one, he

seats his victim in a low chair and himself in a higher one close at

hand. Then, solemnly demanding a complete relaxation of will power and

a sober countenance on the part of the subject, he begins making passes

with his hands, stroking the forehead of the person beside him, and

otherwise imitating a genuine mesmerist. After a short time he quietly

says:

“Now see if you can get up alone!”

Of course, the subject rises to his feet at once, but so does the

mesmerist, thus proving to the former that having risen simultaneously

with himself, he has surely failed to rise alone.

GUESSING EYES AND NOSES.

A sheet is fastened up between two doors. Holes are cut in it, and

some of the party go behind the sheet and stand with their eyes at the

holes, while the others must guess to whom the eyes belong. Failing to

guess correctly they must give a forfeit.

BEAST, BIRD OR FISH.

The players sit round in a circle, and one player, who is “it,” points

to some one, and says either “beast,” “bird,” or “fish.” He then

counts ten as quickly as possible. The person pointed to must name

some “beast,” “bird,” or “fish” (whichever he was asked) before ten is

reached. If he fails, he must give a forfeit.

TRUTH.

The players pile up their hands, choose a number, and draw out in turn,

and the person who draws his or her hand from the pile at the number

selected has to answer truly any questions put by the rest.

NEEDLES AND PINS MADE TO FLOAT.

Take an ordinary pin, thoroughly dry. This is an object which water can

moisten, but less easily than glass. If, by some means or other, you

can manage to lay it on the water without wetting it, you will see the

water take a convex shape on either side of the pin, and this latter,

displacing a proportionate body of water, will float on the surface,

just as a lucifer match would do. The same experiment may be performed

with a needle, and it must not be supposed that a very fine needle or

pin alone is suitable.

[Illustration]

[Illustration: SHADOWS ON THE WALL.]

HIT OR MISS.

Great amusement is excited by this game when played in the presence of

a company of guests. Spread a sheet upon the floor and place two chairs

upon it. Seat two of the party in the chairs within reach of each other

and blindfold them. Give each a saucer of cracker or bread crumbs and

a spoon, then request them to feed each other. The frantic efforts of

each victim to reach his fellow sufferer’s mouth is truly absurd—the

crumbs finding lodgment in the hair, ears and neck much oftener than

the mouth. Sometimes bibs are fastened around the necks of the victims

for protection.

GOING SHOPPING.

A lively game of “talk and touch.” The company is seated in a circle,

and one who understands the game commences by saying to his neighbor at

the right:

“I have been shopping.”

“What did you buy?” is the required response.

“A dress,” “a book,” “some flowers,” “a pencil”—whatever the first

speaker wishes, provided always that he can, in pronouncing the word,

touch the object mentioned. Then the second player addresses his

neighbor in similar manner, and so on around the circle until the

secret of the game is discovered by all.

Whoever mentions an object without touching it, or names one that has

already been given, pays a forfeit.

THE THREE MATCHES.

[Illustration]

With your penknife slit one end of a match, and trim that of another

into a wedge shape. Insert this latter into the split end of the

former, so that the two shall form an acute angle. Place them on the

table, the angle upward, and prop them up by leaning another match

against them, the whole forming a tripod, as shown in the figure. Now

hand a fourth match to one of the company, and request him to lift with

it the other three from the table. Such is the problem to be resolved.

All that you have to do is to insert the fourth match just inside the

point of the tripod, between the two conjoined and the single match;

and with it to press the two joined matches lightly outward till the

third falls with its upper end on the one you hold. You lower this

till the end of the single match passes within the angle formed by the

juncture of the two first. If you then raise the match you hold in your

hand, the three others will ride astride upon it, the single match

on the one side, the two joined matches on the other. The table used

should have a cloth on it, that the lower ends of the matches may not

slip. Some little delicacy of handling is needful to make the single

match fall just in the right position, but this once achieved, the

three thus slightly supported might be carried a mile without any fear

of dropping them.

TO SPIN A CENT UPON A NEEDLE POINT.

[Illustration]

Bend a hair-pin as shown in our illustration. Place a cent horizontally

on the right-hand hook, which should be narrow enough to clip it

closely, and hang upon the left-hand hook a tolerably heavy finger-ring

(or two, if one is found insufficient). Place the free edge of the

coin on some upright point (that of a lady’s bonnet-pin, for example),

and you will find that the combination can be made to balance itself.

Furthermore, by gently blowing upon the ring, you can set the

apparatus revolving rapidly, without any disturbance to its equilibrium.

If you spin the cent upon a very sharp steel needle, you will find that

the needle will at length work its way completely through the coin.

You may therefore, if you please, propound your puzzle in this rather

striking form—How to bore a hole through a cent by merely blowing upon

it.

COUNTING APPLE-SEEDS.

This rhyme, formerly used in England, remains unchanged, except the

omission of the last three lines. Apples were an essential part of

every entertainment in the country. The apple, having been properly

named for a person, with a pressure of the finger, was divided, to

decide the fate of the person concerned according to its number of

seeds.

One, I love,

Two, I love,

Three, I love, I say,

Four, I love with all my heart,

And five, I cast away;

Six, he loves,

Seven, she loves,

Eight, they both love;

Nine, he comes,

Ten, he tarries,

Eleven, he courts,

Twelve, he marries;

Thirteen, wishes,

Fourteen, kisses,

All the rest little witches.

SPIN THE PLATE.

A tin pie-plate is set spinning in the middle of the floor; someone is

called from the party, who must catch the plate before it stops, or pay

a forfeit.

LIGHTING THE CANDLE.

This feat is a very amusing one and is performed as follows: Two

persons kneel on the ground, facing each other. Each holds in his left

hand a candle in a candlestick, at the same time grasping his right

foot in his right hand. This position compels him to balance himself

on his left knee. One of the candles is lighted; the other is not. The

holders are required to light the unlighted candle from the lighted

one. The conditions are simple enough, but one would hardly believe how

often the performers will roll over on the floor before they succeed in

lighting the candle. It will be found desirable to spread a newspaper

on the floor between the combatants. Many spots of candle-grease will

thus be intercepted, and the peace of mind of the lady of the house

proportionately spared.

A PROBLEM IN GYMNASTICS.

Place a low stool on the floor, close against the wall, and yourself

facing the wall, with your feet distant from it just double the width

of the stool. Stoop down and grasp the stool with one hand on either

side, and rest your head against the wall. Now lift the stool from

the floor, and slowly raise yourself to the erect position—or rather,

endeavor to do so. It is better to try the experiment for the first

time on a well-carpeted floor. On polished oak or parqueterie you

would probably have a bad fall. We have here a curious effect of the

displacement of the centre of gravity of the body, which renders it

almost impossible to stand upright without first replacing the stool on

the ground, and resting the hand upon it to get the needful support.

REDEEMING FORFEITS.

The girl who is to name the penalty by which the forfeit must be

redeemed lays her face on the lap of another who sits on a chair, while

a third, standing behind, holds the article over her head and asks:

“Here is a forfeit, a very fine forfeit; what shall be done to redeem

it?”

“Is it fine or superfine?” (i. e., does it belong to a gentleman or to

a lady.)

The sentence is then declared.

Another formula, used in the Middle and Southern States, is: “Heavy,

heavy, what hangs over you?”

The German usage is nearly the same, the question being: “Judge, what

is your sentence, what shall he do whose pledge I have in my hand?” Any

proper penalty may be named.

THE GAME OF LOCATION.

Sides are chosen and the opposing parties stand in separate lines as

for a spelling match. No. 1 of one side mentions the name of some city

or town in any part of the globe, and No. 1 of the other side must

locate it before his opponent has finished counting ten or twenty, as

may be agreed. He then, in turn, names a city which No. 2 on the other

side must locate. If anyone fails to give the correct location before

the expiration of the ten counts, a member from the side he represents

is chosen by the other.

THE GAME OF CLUMPS.

Sides are chosen, and a representative from each side goes from the

room. After choosing the object to be guessed, they return, each going

to his _opponent’s_ side, where he is asked questions to be answered

by “yes” or “no,” concerning the object selected. The side which first

guesses correctly has the privilege of choosing a member from the

opposing side. Then the successful guesser of one party and the player

who has been most nearly successful on the other go from the room

and choose a new subject. The two parties must be separated by some

distance and the questioning carried on in a low voice, so that nothing

said by one side can be heard by the other. An illustration:

For instance, the object chosen is the thumb on the right hand of the

Washington Monument.

Question. “Does it belong to the animal kingdom?”

Answer. “No.”

Q. “To the mineral kingdom?”

A. “Yes.”

Q. “Is it in existence now?”

A. “Yes.”

Q. “Is it in this country?”

A. “Yes,” and so on until a successful termination of the guessing is

reached.

ANT AND CRICKET.

One of the company being appointed to represent the _Cricket_, seats

himself in the midst of the other players, who are the _Ants_, and

writes upon a piece of paper the name of a certain grain, whatever kind

he pleases. He then addresses the first _Ant_: “My dear neighbor, I

am very hungry, and have come to you for aid. What will you give me?”

“_A grain of rice_, _a kernel of corn_, _a worm_,” etc., replies the

Ant, as he sees fit. The Cricket asks each in turn, and if one of them

announces as his gift the word already written upon the paper, the

Cricket declares himself satisfied and changes places with the Ant.

If the desired word is not spoken, however, the same cricket keeps

his place, scorning each article of food as it is suggested to him.

In either case the form of the question changes, and the supplicant

says: “My hunger is appeased and now I wish to dance. What dance do

you advise?” He therefore writes the name of a dance upon his paper

and the Ants advise in turn—“_A polka_, _a fandango_, _a minuet_,”

etc. The third Cricket declares himself unable to dance without music,

and requests that a suitable instrument be recommended. “_A lyre_, _a

kazoo_, _a mandolin_,” etc., say the Ants.

The fourth Cricket, tired of dancing, wishes to rest, and asks upon

what he shall take his repose. “_A rose-leaf_, _the moss_, _the heart

of a lily_,” are all suggested, but unless the name he has previously

written upon his paper is mentioned, he expresses himself dissatisfied.

The fifth and last Cricket confesses fear lest while sleeping he shall

be devoured by a bird, but requests advice concerning the choice of

a destroyer. “_A lark_, _a turtle-dove_, _a pigeon_,” are thereupon

mentioned by the Ants.

By carefully selecting the most uncommon names for replies, the same

Cricket may be kept through the entire set of questions. If the word

written upon his paper, however, is mentioned in any case, he must show

it to the unfortunate Ant, to whom he surrenders his place.

GUSSING CHARACTERS.

One of the party leaves the room while the others decide upon some

character, real or fictitious. The absentee is then recalled, and each

in turn asks him a question referring to the character he has been

elected to represent. When he guesses his identity the player whose

question has thrown the most light upon the subject has to go from the

room.

For example: A goes from the room and the company decides that he shall

represent King Henry VIII. When he enters, No. 1 asks: “Which one of

your wives did you love best?” No. 2 says: “Do you approve of a man’s

marrying his deceased brother’s wife?” No. 3 adds: “Were you very sorry

your brother died?” etc., while A, after guessing various names, is led

by some question to guess correctly, and the fortunate questioner is

consequently sent from the room to have a new character assigned him in

turn.

THE MAGIC CANDLE EXTINGUISHER.

Cut out of thin cardboard a couple of little figures, and insert in the

mouth of each, fixing it, say, with sealing-wax, a piece of quill (a

portion of a toothpick, for instance), through which he or she appears

to be blowing. Fill each tube with sand, but leave a minute space empty

at the end remote from the figure. In the cavity of the one place a

few grains of gunpowder, and in the other a tiny morsel of phosphorus.

The figures being thus privately prepared beforehand, you call for a

lighted candle, and announce that the one figure will blow it out and

the other relight it.

The moment the tube with the powder is brought near the candle, the

powder will ignite, and will produce an explosion of infinitesimal

proportions, but large enough to blow out the candle and cause a jet

of smoke in the direction of the second figure, which you hold in the

opposite hand. The heat of the smoke will cause the phosphorus to

ignite, and if you hold the tube which contains it pretty close to the

wick, the candle will again be lighted.

This is an experiment which should not be attempted by unskilled hands.

Both gunpowder and phosphorus require to be handled with great care,

but it might be possible to make, out of thin paper, little cartridges

containing a minute portion of each substance, to be introduced into

the tubes as occasion required. Unless the reader has some practical

knowledge of laboratory work, he should not attempt this experiment.

THE BROKEN MIRROR.

The painters have given the last finishing touches to the room

they have been redecorating, but before leaving they cannot resist

the temptation of a joke on whoever is sent to see that all is in

order. Imagine the horror of the servant-girl when she sees a great

crack, perhaps half a dozen, right across the big drawing-room

mirror. Meanwhile, behind her back the workmen are smiling over her

discomfiture. After having sufficiently chuckled over the success

of their innocent joke they offer to repair the damage, and, not to

keep their victim longer in suspense, one of them takes a wet cloth

and passes it over the supposed crack in the glass. Lo, a miracle!

The cracks disappear under the mere touch of the damp duster, and the

glass is whole again. She can hardly believe her own eyes. And yet

there is no witchcraft about the matter. If you are inclined to play a

similar trick, you have only to trace, with a small piece of soap, on

the mirror which is to appear broken, a few fine lines in imitation of

cracks. Their reflection in the glass will give them depth, and make

them seem as though they extended through the thickness of the glass,

while a rub with a wet flannel will make all right again.

A PARLOR ZOETROPE.

We have here the game of the “little horses,” so popular at Continental

watering-places, brought in a simplified and innocent form within

reach of everybody. Glue round the inside of the rim of a circular dish

of white porcelain, a number of little cardboard figures of animals;

or simply sketch thereon, with ink, similar figures or numerals,

equidistant from one another. Place the dish thus furnished, in an

ordinary dish of somewhat larger size, and having its centre slightly

elevated—a not uncommon pattern. You will only have to give a slight

impulse with the hand to the smaller plate to set it spinning within

the other. Should the larger dish not be raised in the centre, you have

only to pour into it a little water, enough to make the inner dish

just float, and it will then revolve with great freedom, the water

practically destroying all friction.

You can repeat the same figure, but with, say, the arms in different

positions, so that, when the plate is set spinning, you may have

depicted, in due order, the successive positions of a man raising and

lowering his arms. Thus, for example, if the first figure has his arms

hanging down close by his sides, the next will have them a little

further from the body; the third will have them extended horizontally;

the next following a little higher; and, finally, the last will have

them raised above his head. Now peep, with one eye only, through a

little hole made with a pin in a visiting-card or playing-card, and

gaze at any given point of the circle described by the figures. When

the dish is set in motion, you apparently see one figure only, but

such figure seems to move like a living being, its arms appearing to

take in succession the various positions which are really those of the

separate figures. You may amuse yourself by thus arranging several

series of such figures, their positions varied in proper succession,

thus reproducing, at merely nominal expense, the scientific toy known

as the Zoetrope or Praxinoscope.

A WONDERFUL PIN.

Take a piece of cord elastic, and through it thrust a pin bent by

twisting the ends of the elastic, held vertically between the thumb

and finger of each hand, and then drawing the hands apart, so as to

stretch the cord, you can communicate to this latter a movement so

rapid that the revolutions of the pin shall produce the shape of a

glass cup. The illusion will be the more complete if the pin is itself

brilliantly illuminated, while having a dark background behind it, the

operator should be in a darkened room, and a single ray of sunlight

from without, should fall through a hole in the shutters, upon the pin.

With a little skill in manipulation one can produce, using pins bent

in different ways, the semblance of the most diverse objects—say, a

cheese-dish, and aquarium, a bouquet-holder, or a goblet.

Should the form of the pin tend, by reason of centrifugal force, to

make it assume a horizontal position, this can be cured by securing

one end of it, by means of fine white silk, to the elastic. This

will usually be invisible when the pin is made to revolve as above

described, and, in any case, will not affect the appearance of the

figure.

SHADOWS ON THE WALL.

The exhibitor, as well as the cardboard figures, is placed behind the

spectators, a position which has many advantages. Place on the table

a lighted candle, and in front of it, at two or three feet distance,

attach to the wall a sheet of white paper to form your “screen.”

Between the light and the screen interpose some opaque body, for

example, an atlas or other large book.

But under such conditions how are we to cast the shadows on the screen?

Simply by the use of a mirror, placed at the side of the table. The

reflection of the mirror will appear on the wall as a luminous space,

oval or oblong as the case may be, and if you have placed it at the

proper angle with reference to the screen, and move your cardboard

shapes about cleverly between the candle and the mirror, you will

forthwith see little fantastic figures projected in shadow on the

screen, while the uninitiated spectator is wholly at a loss to discover

how you produce them.

THE ROTATION OF THE GLOBE.

When you next chance to eat an egg for breakfast, do not fail to try

the following experiment. It is one which always succeeds, and is

productive of much amusement to the company.

Moisten slightly with water the rim of your plate, and in the centre

paint with the yolk of the egg a sun with golden rays. By the aid of

this simple apparatus you will be in a position to illustrate, so

clearly that a child can comprehend it, the double movement of the

earth, which revolves simultaneously round the sun and on its own axis.

All that you have to do is to place the empty half-shell of your egg on

the rim of the plate, and keeping this latter duly sloped, by a slight

movement of the wrist as may be needful, you will see the egg-shell

begin to revolve rapidly on its own axis, at the same time traveling

round the plate. It is hardly necessary to remark that the egg-shell

will not travel uphill, and the plate must therefore be gradually

shifted round, as well as sloped, so that the shell may always have an

inch or two of descending plane before it.

The slight cohesion caused by the water which moistens the plate

counteracts the centrifugal force, and so prevents the egg-shell

falling off the edge of the plate.

THROUGH THE WATER DRY.

Into a basin full of water, throw a coin, or ring, or other suitable

object, and announce that you will take it out of the basin without

wetting your hand. All that is needed to effect this is to dust the

surface of the water with some form of powder having no cohesion with

water, and which, consequently, water does not moisten. Powdered

lycopodium, to be procured of any chemist, has this property.

Having sprinkled a little of this powder on the surface of the liquid,

plunge your hand boldly to the bottom, pick up the ring, and show the

company that your hand is as dry as it was before the operation. This

comes of the fact that the lycopodium has formed over your hand a

regular glove, to which the liquid cannot adhere any more than it can

to the plumage of the ducks, which we see plunge and plunge again, and

still come up dry as ever, by reason of the oily matter secreted by

their feathers.

How to Behave and How to Amuse: A Handy Manual of Etiquette and Parlor Games · 第 7 / 17 段