SCENE 1.--In which the word _Go_ is to be introduced.

Produced by Chris Curnow, Cindy Horton and the Online

Distributed Proofreading Team at http://www.pgdp.net (This

file was produced from images generously made available

by The Internet Archive)

Transcriber's Note: Italic text is denoted by _underscores_ and bold

text by =equal signs=. A caret (^) indicates a superscript character.

* * * * *

[Illustration: IN-DOOR AMUSEMENTS.

BLIND MAN'S BUFF. NINE PINS.

FIRESIDE FUN.

WHIST. PARLOUR MAGIC.]

CASSELL'S

BOOK OF

IN-DOOR AMUSEMENTS,

CARD GAMES,

AND

FIRESIDE FUN.

With Numerous Illustrations.

_THIRD EDITION._

CASSELL, PETTER, GALPIN & CO.:

_LONDON, PARIS & NEW YORK_.

[ALL RIGHTS RESERVED.]

PREFACE.

This Work is a companion volume to CASSELL'S BOOK OF SPORTS AND

PASTIMES. As the latter--with the exception of the special sections

on "Recreative Science," "The Workshop," and "Home Pets"--is

largely occupied with games and sports which are usually carried on

out-of-doors, it will be seen that the present book, which is almost

exclusively devoted to indoor games of various kinds, forms a very

fitting supplement to the other.

It has been the constant aim of the different writers to convey their

information in plain, accurate, direct fashion, so that readers may

come to understand, on the first occasion of consulting it, that

CASSELL'S BOOK OF INDOOR AMUSEMENTS, CARD GAMES, AND FIRESIDE FUN is

a Work that deserves their confidence, and may accordingly acquire

the habit of referring to it, as a matter of course, when in doubt on

any point connected with their favourite games, or when desirous of

learning new amusements. Reference has now and again been unavoidably

made to outdoor games, either by way of comparison or suggestion for

further details. In such cases the reference always has been to the

companion volume already mentioned, so that readers possessing the two

books will have no difficulty in following the instructions of the

Author. In the section on "Parlour Magic" no trick has been described

involving the use of apparatus in any degree elaborate. The one or two

tricks of a formidable character which are there fully explained have

been selected--as the text, in fact, expressly states--to show young

conjurers what can really be done with the help of long training and

expensive appliances.

In conclusion, the Editor hopes that this work may be the means of

introducing many a new game to the young folk for whom it has been his

happiness to cater. He will not tell them that all play and no work

make Jack a stupid boy, because he has no doubt that his readers are

just as fond of their lessons as they are of merry romps or quieter

games.

CONTENTS.

ROUND OR PARLOUR GAMES.

PAGE

Acting Proverbs 9

Acting Rhymes 9

Adjectives 10

Adventurers, The 10

Æsop's Mission 11

Alphabet Games 11

Artists' Menagerie, The 12

Baby Elephant, The 12

Bird-catcher, The 13

Blind man's Buff 13

Blind Postman 13

Blowing out the Candle 13

Bouts Rimés 14

"Brother, I'm Bobbed" 14

"Buff says 'Baff'" 14

Buff with the Wand 15

Capping Verses 15

Charades 15

Clairvoyant 17

Comic Concert, The 18

Consequences 18

Conveyances 19

Crambo 19

Cross Questions and Crooked Answers 20

"Cupid is Coming" 20

Cushion Dance, The 20

Definitions 21

Dumb Crambo 21

Dwarf 21

Elements, The 22

Farmyard, The 22

Feather, The 22

Finding the Ring 22

Flying 23

Forfeits 23

Giant 28

Giraffe, The 28

Grand Mufti, The 28

Hands 28

"He can do little who can't do this" 29

Hiss and Clap 29

"Hot Boiled Beans" 29

Hot Cockles 29

House Furnishers 29

"How do you like your Neighbour?" 30

"How, When, and Where?" 30

Hunt the Ring 30

Hunt the Slipper 30

Hunt the Whistle 31

"I Apprenticed my Son" 31

"I Love my Love" 31

"Jack's Alive" 31

Jolly Miller, The 32

Judge and Jury 32

Magic Answer, The 32

Magical Music 33

Magic Hats, The 33

Magic Wand, The 33

"The Minister's Cat" 34

Mixed-up Poetry 34

Musical Chair 35

"My Master has sent me unto you" 35

Nouns and Questions 35

Object Game, The 35

Old Soldier, The 36

Oranges and Lemons 36

Original Sketches 37

"Our Old Grannie doesn't like Tea" 37

Pairs 37

Person and Object 37

Pork-Butcher, The 38

Postman's Knock 38

Proverbs 38

Quaker's Meeting, The 38

Resting Wand, The 39

Retsch's Outlines 39

Reviewers, The 40

Rhymes 40

Rule of Contrary 41

Russian Gossip 41

Schoolmaster, The 41

Shadow Buff 41

Shouting Proverbs 42

"Simon says" 42

Spanish Merchant, The 42

Spanish Nobleman, The 42

Spelling Bee 43

Spoon Music 43

Stage Coach, The 44

Stool of Repentance 44

Tableaux Vivants 45

Telescope Giant, The 46

Think of a Number 46

This and That 46

Throwing Light 47

Toilet 47

Trades, The 48

Traveller's Alphabet, The 48

Twenty Questions 49

Two Hats, The 49

"What am I Doing?" 49

"What is my Thought like?" 49

Who was he? 50

Wild Beast Show, The 50

"Yes or No?" 50

TOY GAMES AND TOY-MAKING.

Æolian Harp 52

Animated Serpent 52

Annulette 53

Apple Mill 53

Apple Woman 53

Bandilor 54

Battledore and Shuttlecock 54

Bell and Hammer 54

Bird Whistles 54

Birds, Beasts, and Fishes 54

Bombardment 54

Bottle Imps 54

Brother Jonathan 55

Camera (Miniature) 55

Cannonade 55

Carpet Croquet 56

Castle Bagatelle 56

Common Whistle 56

Crack Loo 56

Cup and Ball 56

Cupolette 56

Cut-water 57

Dancing Highlander 57

Dancing Pea 57

Dart and Target 58

Dartelle 58

Decimal Game 58

Demon Bottle 58

Drawing-room Archery 59

Dutch Racquets 59

Enfield Skittles 59

Flying Cones 59

French and English 60

Gas Balloons 60

German Balls 60

German Billiards 61

Hat Measurement 61

Homeward Bound 61

Hydraulic Dancer 61

Immovable Card 61

Indian Skittle Pool 61

Jack-in-the-Box 62

Japanese Fan 62

Jerk Straws 62

Le Diable 62

Magic Fan 62

Magic Figure 64

Magic Flute 64

Magician of Morocco 64

Magnetic Swan 65

Magnetic Wand 65

Magnifying Pinhole 66

Mechanical Bucephalus 66

Microscope (Toy) 66

Mocking Call 67

Moorish Fort 67

Navette 67

Nine pins 68

Noughts and Crosses 68

Obedient Soldier 68

Palada 68

Paper Bellows 69

Paper Boat 69

Paper Boxes 70

Paper Chinese Junk 70

Paper Dart 72

Paper Hat (Pyramidal) 72

Paper Parachute 72

Paper Purses 73

Parlour Bowls 74

Parlour Croquet 74

Parlour Quoits 74

Patchesi; or, Homeward Bound 75

Pegasus in Flight 75

Pith Dancer 76

Prancing Horse 76

Prophet 76

Puff and Dart 77

Push Pin 78

Puzzle-wit 78

Quintain 78

Quiz 78

Race Game 78

Racquets (Drawing-Room) 79

Revolving Ring 79

Ringolette 80

Ring the Bull 80

Royal Star 80

Schimmel 81

Shovel Board 82

Skittle Cannonade 83

Slate Games 84

Spillikins or Spelicans 85

Squails 86

Squeaker 86

Steady Tar 87

Summer Ice 87

Sybil 87

Table Croquet 87

Targetta 87

Teetotum 88

Tit-tat-to 88

Tournament 88

Trails 88

Trouble Wit 88

Wonderful Trumpet 88

MECHANICAL PUZZLES.

Balanced Pail, The 90

Balanced Stick, The 90

Bridge of Knives, The 91

Square and Circle Puzzle, The 91

Carpenter's Puzzle, The 91

Divided Farm, The 92

Vertical Line Puzzle, The 92

String and Balls Puzzle, The 92

Puzzling Rings, The 93

Balls and Rings Puzzle, The 93

Staff Puzzle, The 94

Victoria Puzzle, The 94

Artillery Puzzle, The 94

Six Rows Puzzle, The 94

Six-Square Puzzle, The 94

Magic Octagon, The 94

Accommodating Square, The 94

Magic Cross, The 95

To Take a Man's Waistcoat off without

Removing his Coat 95

To Break a Stone with a Blow of the

Fist 96

The Key, the Heart, and the Dart 96

Prisoners' Release Puzzle, The 96

Hampton Court Maze 96

ARITHMETICAL PUZZLES.

American Puzzles, "15" and "34" 97

Magic Nine, The; or, Puzzle of Fifteen,

The 98

Magic Thirty-six, The; or, Puzzle of One

Hundred and Eleven, The 98

Magic Hundred, The; or, Puzzle of Five

Hundred and Five, The 99

Twenty-four Monks, The 99

To take One from Nineteen so that the

Remainder shall be Twenty 100

Famous Forty-five, The 100

Costermonger's Puzzle, The 100

Progression of Numbers, The 101

How a Number thought of or otherwise

indicated may be told 102

Magical Addition 103

Clever Lawyer, The 104

A New Way of Multiplying by 9 104

To Reward the Favourites and Show no

Favouritism 105

Dishonest Servants, The 105

Lord Dundreary's Finger Puzzle 105

Uniform Results of Multiplication 105

To Ascertain a Square Number at a

Glance 106

To Distinguish Coins by Arithmetical

Calculation 106

Properties of Numbers 106

CARD GAMES.

Long Whist 107

Short Whist 115

Piquet 116

Euchre 118

Vingt-un 120

Speculation 121

Napoleon 122

Cribbage 122

Ranter go Round 125

Écarté 126

Loo 128

Cassino 129

Put 131

Matrimony 131

All Fours 132

Poker 134

Snip-Snap-Snorum 136

Commerce 137

Sift Smoke 138

Lottery 138

Quince 139

Pope Joan 139

Spinado 140

Old Maid 141

Spade and Gardener 142

Happy Families 142

Bézique 143

Snap 144

Zetema 145

French Vingt-un, or Albert Smith 148

Beggar my Neighbour 149

Catch the Ten 149

Cheat 150

Truth 150

PARLOUR MAGIC.

Conjuring 151

Simple Deceptions and Minor Tricks 152

Card Tricks and Combinations 153

Conjuring with and without Special

Apparatus 167

Clairvoyance or Second Sight 178

Ventriloquism and Polyphony 180

FIRESIDE FUN.

Decapitations 185

Curtailments and Retailings 186

Anagrams 189

Word Squares 191

Birds, Fruits, and Flowers Enigmatically

Expressed 192

Rebuses 193

Arithmorems 194

Diamond Puzzles and Word Puzzles of

Various Shapes 196

Cryptography 197

Chronograms 198

Logograms 200

Metagrams 202

Word Capping 203

Paragrams 203

Extractions 204

Transpositions 204

Definitions 205

Inversions 206

Hidden Words 206

Numbered Charades 208

Letter and Figure Charades 210

Verbal Charades 211

Acrostics 211

Enigmas 213

Alphabetical Puzzles 215

Guessing Stories 216

Mental Scenes 217

CASSELL'S

BOOK OF IN-DOOR AMUSEMENTS.

ROUND OR PARLOUR GAMES.

It is certainly a matter of regret that the names of most of the good

people to whom we are indebted for the introduction of our favourite

old-fashioned Round Games are buried in obscurity, for they deserve,

in our estimation at least, the name of benefactors quite as much as

any great discoverer or inventor. What higher aim could they possibly

have had in view than that of teaching people how to enjoy themselves?

It has been said that in the world there are two great heaps, one of

human happiness, and the other of human misery, and that we are all

engaged the whole day through in taking a portion from one heap and

carrying it to the other. Surely the portion carried from one heap to

the other by the kind folk who have at various times furnished us with

our amusements must by this time be one of considerable size, and in

spite of their names being unknown to us, we will ever feel grateful

to them for contributing so largely to our enjoyment of life. A long

time ago it was observed of the English as a race that they took their

pleasures sadly; but we will hope that henceforth the observation may

be applicable to past generations only, and that _our readers at any

rate_ will resolve that when they play they will play heartily, just as

when they work they will work heartily. To the really hearty players,

therefore, we have great pleasure in handing our collection of Round

Games.

ACTING PROVERBS.

In this game each player may take a part, or if thought preferable, the

company may divide themselves into actors and spectators. The actors

then each fix upon a proverb which is to be represented by every one

of them individually. There is to be no connection between them in any

way. Each one in turn has simply to act before the rest of the company

the proverb he has selected. The first player might, for instance, come

into the room holding a cup in his hand; then, by way of acting his

proverb, he might repeatedly make an appearance of attempting to drink

out of the cup, but of being prevented each time by the cup slipping

out of his hands, thus in dumb show illustrating the proverb, "There's

many a slip between the cup and the lip." The second might come into

the room rolling a ball, a footstool, or anything else that would do to

represent a stone. After rolling it about for some time he takes it up

and examines it with astonishment, as if something were wanting that he

expected to find on it, making it, perhaps, too plainly evident to the

company that the proverb he is aiming to depict is the familiar one of

"A rolling stone gathers no moss." If really good acting be thrown into

this game, it may be made exceedingly interesting.

ACTING RHYMES.

A word is chosen by the company which is likely to have a good many

other words rhyming with it.

The first player then begins by silently acting some word that will

rhyme with the one chosen; as for instance, should the selected word

be _flow_, the first actor might imitate an archer, and pretend to be

shooting with a bow and arrow, thus representing the word _bow_, or he

might with an imaginary scythe cut the long grass (_mow_), or pretend

to be on the water in a boat, and make use of imaginary oars (_row_).

As each word is acted it should be guessed by the spectators before the

next one is attempted.

ADJECTIVES.

A sheet of paper and a pencil are given to the players, upon which each

is requested to write five or six adjectives. In the meantime one of

the company undertakes to improvise a little story, or, which will do

quite as well, is provided with some short narrative from a book.

The papers are then collected, and the story is read aloud, the reader

of the same substituting for the original adjectives those supplied by

the company on their papers, placing them, without any regard to sense,

in the order in which they have been received.

The result will be something of this kind:--"The sweet heron is a bird

of a hard shape, with a transparent head and an agitated bill set upon

a hopeful neck. Its picturesque legs are put far back in its body,

the feet and claws are false, and the tail very new-fangled. It is a

durable distorted bird, unsophisticated in its movements, with a blind

voice, and tender in its habits. In the mysterious days of falconry

the places where the heron bred were counted almost shy, the bird was

held to be serious game, and slight statutes were enacted for its

preservation," and so on.

THE ADVENTURERS.

The great advantage to be derived from many of our most popular games

is that they combine instruction with amusement. The game we are about

to describe is one of this number, and will give the players the

opportunity of exhibiting their geographical knowledge, as well as any

knowledge they may have as to the physical condition, manufactures, and

customs of the countries which, in imagination, they intend visiting.

The company must first of all fancy themselves to be a party of

travellers bound for foreign lands.

A starting-place is fixed upon, from which point the first player sets

out on his journey. In some cases maps are allowed, and certainly, if

any one should be doubtful as to the accuracy of his ideas of locality,

both for his own sake and that of his friends he will do wisely to have

a map before him.

The first player then proceeds to inform the company what spot he

means to visit, and what kind of conveyance he means to travel in; on

arriving at the place what he means to buy, and on returning home which

of his friends is to be favoured by having his purchase offered as a

gift.

To do all this is not quite so easy as might at first be imagined. In

the first place there must be some knowledge of the country to which

the traveller is going; he must know the modes of conveyance, the

preparations he will have to make, and the time that will be occupied

during the journey.

Also, he must know something of the capabilities of the people whom

he means to visit, because what he buys must be something that is

manufactured by them, or that is an article of produce in their

country. For instance, he must not go to North America for grapes,

or to the warm and sunny South for furs. The presents, too, must be

suitable for the persons to whom they are to be offered. A Japanese

fan must not be offered to a wild schoolboy, or a meerschaum pipe to

a young lady. Forfeits may be exacted for any mistakes of this kind,

or, indeed, for mistakes of any description; the greater will be the

fun if at the end of the game a good number of forfeits should have

accumulated.

The second player must make his starting-point where his predecessor

completed his travels, and may either cut across the country quickly,

make his purchase, and return home again, or he may loiter on the road

to sketch, botanise, or amuse himself in any other way.

It is astonishing how much pleasure may be derived by listening to the

various experiences related, especially when a few of the company are

gifted with vivid imaginations.

Sometimes rhyme is employed instead of prose for recounting the

travels, and with very great success. When this is done the speaker

may, if so inclined, end his description abruptly, thus leaving it to

the next player about to commence his narrative to supply a line which

shall rhyme with the one just uttered.

ÆSOP'S MISSION.

This being a game of mystery, it is, of course, necessary that it

should be unknown to, at any rate, a few of the company--the more the

better. One of the gentlemen well acquainted with the game undertakes

to represent Æsop. In order to do so more effectually, he may put a

cushion or pillow under his coat to imitate a hump, provide himself

with a thick stick for a crutch, make a false nose, and put a patch

over one eye. The rest of the company must then each assume the name

of some subject of the animal kingdom--a bird, beast, or fish--and

having done this must prepare themselves to listen to the words of

their great master. Limping into their midst, Æsop then tells them

that the wrath of the great god Jupiter has been aroused, and as the

cause of a calamity so terrible must be that one or more of them

have been committing some crime or other, he is anxious to discover

without further delay who are the guilty subjects. "I shall therefore,"

continues he, "question you closely all round, and I shall expect you

every one to give me truthful answers. To begin with you, Mr. Lion,

as you are the king of beasts, I sincerely hope you have done nothing

derogatory to your high position; still, as it is absolutely necessary

that you should be examined with the rest of your friends, will you

please tell me what food you have eaten lately?" Should the lion have

eaten a lamb, a sheep, a tiger, a bear, or any other dainty that is

spelt without the letter O, he is acquitted as innocent; but should

he have eaten a leopard, a goose, a fox, or any other creature, in

the name of which the letter O occurs, he is pronounced by Æsop to be

deserving of punishment, and is therefore sentenced to pay a forfeit.

The other animals in turn then undergo a similar examination, during

which each one must remember that in naming their prey they must

confine themselves to such food as is suited to the species they have

adopted. The game may be carried on for any length of time, or until

all have discovered the secret in it. There is no fear of the interest

flagging, so long as even only one of the company is still left unable

to solve the mystery.

ALPHABET GAMES.

Provided with a good boxful of letters, either on wood or cardboard, a

clean table, a bright fire, and three or four pleasant companions, I

have no hesitation in saying that a very pleasant hour may be spent. It

is almost needless to give directions how to proceed with the letters,

for they can be used in a variety of ways, according to inclination.

Sometimes a word is formed by one person, the letters of which he

passes on to his neighbour, asking him to find out what the word is.

A still more interesting method is for the whole party to fix upon

one long word, and all try in a certain time how many different words

can be made of it. Or another way, even better still, is to shuffle

the letters well together, and then to give to each person a certain

number. All must then make a sentence out of the letters, whether with

or without sense, as best they can. The transposition of words, too,

is very amusing, and can be done either with the loose letters or with

pencil and paper.

The names of poets, authors, or great men famous in history may be

given, the letters of which may be so completely altered as to form

words or sentences totally different from the original.

For instance:--

We lads get on. W. E. Gladstone.

Rich able man. Chamberlain.

Side Rail. Disraeli.

Pale Noon. Napoleon.

THE ARTISTS' MENAGERIE.

A pencil and a piece of paper of moderately good size are given to the

players, each of whom is requested to draw on the top of the sheet a

head of some description, it may be a human head or that of any animal,

either bird, beast, or fish. As soon as each sketch is finished the

paper must be folded back, and passed to the left-hand neighbour, no

one on any account looking at the drawing under the fold. The body

of something must next be drawn. As before, it may be either a human

body or that of any animal, and the papers must then be again folded

and passed to the left. Lastly, a pair of legs must be added, or it

may be four legs, the number will depend upon the animal depicted. The

productions all being complete, they are opened and passed round to the

company, who will be edified by seeing before them some very ridiculous

specimens of art--see _our_ illustrations, for instance. The dotted

lines in these figures show where the paper was folded back, as each

"artist" finished his work.

[Illustration: Leaves from an Artist's Sketch-Book.]

THE BABY ELEPHANT.

A very good imitation of a Baby Elephant can easily be got up by two

or three of the company, who are willing to spend a little time and

trouble in making the necessary preparations. In the first place a

large grey shawl or rug must be found, as closely resembling the

colour of an elephant as possible. On this a couple of flaps of the

same material must be sewn, to represent the ears, and also two pieces

of marked paper for the eyes. No difficulty will be found in finding

tusks, which may consist of cardboard or stiff white paper, rolled up

tightly, while the trunk may be made of a piece of grey flannel also

rolled up. The body of the dear little creature is then constructed by

means of two performers, who stand one behind the other, each with his

body bent down, so as to make the backs of both one long surface, the

one in front holding the trunk, while the one behind holds the tusks

one in each hand. The shawl is then thrown over them both, when the

result will be a figure very much resembling a little elephant. When

all is complete, the services of a third performer should be enlisted

to undertake the post of keeper to the elephant. If the person chosen

for this capacity have great inventive faculties, the description given

by him may be made to add greatly to the amusement of the scene.

THE BIRD-CATCHER.

One of the party is chosen to be the bird-catcher. The rest fix upon

some particular bird whose voice they can imitate when called upon,

the owl being the only bird forbidden to be chosen. Then sitting in

order round the room with their hands on their knees, they listen

to the story their master has to tell them. The Bird-catcher begins

by relating some incident in which the feathered tribe take a very

prominent position, but particularly those birds represented by the

company. Each one, as the name of the bird he has chosen is mentioned,

utters the cry peculiar to it, never for a moment moving his hands

from his knees. Should the owl be referred to, however, every one is

expected to place his hands behind him, and to keep them there until

the name of another bird has been mentioned, when he must, as before,

place them on his knees. During the moving of the hands, if the

Bird-catcher can succeed in securing a hand, the owner of it must pay a

forfeit, and also change places with the Bird-catcher.

We must not forget to observe that when the leader, or Bird-catcher,

as he is called, refers in his narrative to "all the birds in the

air," all the players are to utter at the same time the cries of the

different birds they represent.

BLIND MAN'S BUFF.

A handkerchief must be tied over the eyes of some one of the party

who has volunteered to be blind man; after which he is turned round

three times, then let loose to catch any one he can. As soon as he has

succeeded in laying hold of one of his friends, if able to say who it

is he is liberated, and the handkerchief is transferred to the eyes

of the newly-made captive, who in his turn becomes blind man. This

position the new victim must hold until, like his predecessor, he shall

succeed in catching some one, and naming correctly the person he has

caught.

BLIND POSTMAN.

In this game the first thing to be done is to appoint a

postmaster-general and a postman. The table must then be pushed on one

side, so that when the company have arranged themselves round the room

there may be plenty of room to move about. The postmaster-general, with

paper and pencil in hand, then goes round the room, and writes down

each person's name, linking with it the name of the town that the owner

of the name chooses to represent. As soon as the towns are chosen, and

all are in readiness, the postman is blindfolded and placed in the

middle of the room. The postmaster then announces that a letter has

been sent from one town to another, perhaps from London to Edinburgh.

If so, the representatives of these two cities must stand up, and, as

silently as possible, change seats. While the transition is being made,

the postman is at liberty to secure one of the seats for himself. If

he can do so, then the former occupant of the chair must submit to be

blindfolded, and take upon himself the office of postman.

BLOWING OUT THE CANDLE.

No end of merriment has frequently been created by this simple,

innocent game. It is equally interesting to old people and to little

children, for in many cases those who have prided themselves on the

accuracy of their calculating powers and the clearness of their mental

vision have found themselves utterly defeated in it. A lighted candle

must be placed on a small table at one end of the room, with plenty of

walking space left clear in front of it. One of the company is invited

to blow out the flame blindfold. Should any one volunteer, he is placed

exactly in front of the candle, while the bandage is being fastened on

his eyes, and told to take three steps back, turn round three steps,

then take three steps forward and blow out the light. No directions

could sound more simple. The opinion that there is nothing in it has

often been expressed by those who have never seen the thing done. Not

many people, however, are able to manage it--the reason why, you young

people will soon find out, if you decide to give the game a fair trial.

BOUTS RIMÉS.

Several rhyming games are given among these Round Games, and the

following is simply a variety of some of them:--

A slip of paper is given to each player, who is requested to write in

one corner of it two words that rhyme.

The papers are then collected and read aloud, after which every one is

expected to write a short stanza, introducing all the rhymes that, have

been suggested.

When the completed poems are read aloud, it is very amusing to observe

how totally different are the styles adopted by the various authors,

and how great is the dissimilarity that exists between the ideas

suggested by each one.

"BROTHER, I'M BOBBED."

Two chairs are placed in the middle of the room, upon one of which

some one unacquainted with the game must be asked to take a seat. The

other chair must be occupied by a lady or gentleman to whom the game

is familiar. A large shawl or tablecloth is then put over the heads of

both, so that nothing that is going on in the room can be visible to

them. The person, however, who understands the game may stealthily pull

away the cloth from his own head, keeping it round his shoulders only,

so that his companion may have no suspicion that both are not equally

blindfolded. The player acquainted with the game then with his slipper

hits his own head, at the same time calling out, "Brother, I'm bobbed."

His blind companion will then ask, "Who bobbed you?" upon which the

first player must name some person in the room, as if making a guess

in the matter. He will next hit the head of the player under the shawl

with the slipper, who will also exclaim, "Brother, I'm bobbed." "Who

bobbed you?" the first player will inquire. The blinded player may

then guess which person in the room he suspects of having hit him.

The fun of the whole affair lies in the fact that the bobbing, which

the blind player suspects is performed by the various members of the

company, is really chiefly done by the player sitting close beside him.

Sometimes, too, the bobbing business is done so effectually, and with

such force, as to render it anything but amusing to the poor blinded

victim, although to the spectators it may be unmistakably so. Should

the victim be a gentleman, a few sharp raps with a slipper will not

make any material difference to him; but if instead it should happen to

be a lady, the "bobbing" must be of the gentlest.

"BUFF SAYS 'BAFF.'"

In this game no one is allowed to either laugh or smile; consequently,

it is generally one of the games chosen when the merriment of the

evening has reached its highest pitch. The company seat themselves in a

half circle at one end of the room, with the exception of one of their

number, who is supposed to have gone on a visit to Buff. He then enters

the room with the poker in his hand, and his face looking as grave as

possible. When he is asked by his friends in succession:--

"Where do you come from?"

"From Buff."

"Did he say anything to you?"

"Buff said Baff,

And gave me this staff,

Telling me neither to smile nor laugh.

Buff says Baff to all his men,

And I say Baff to you again,

And he neither laughs nor smiles,

In spite of all your cunning wiles,

But carries his face with a very good grace,

And passes his stick to the very next place."

If all this can be repeated without laughing, the player is highly to

be commended. He may then deliver up his staff to some one else, and

take his seat.

BUFF WITH THE WAND.

Blind Man's Buff is so time-honoured and popular with young and old,

that one would think it impossible to devise a better game of the kind.

The newer game of Buff with the Wand, however, is thought by many to be

superior to the long-established favourite. The blinded person, with a

stick in his hand, is placed in the middle of the room. The remainder

of the party form a ring by joining hands, and to the music of a merry

tune which should be played on the piano they all dance round him.

Occasionally the music should be made to stop suddenly, when the blind

man takes the opportunity of lowering his wand upon one of the circle.

The person thus made the victim is then required to take hold of the

stick until his fate is decided. The blind man then makes any absurd

noise he likes, either the cry of animals, or street cries, which the

captured person must imitate, trying as much as possible to disguise

his own natural voice. Should the blind man detect who holds the stick,

and guess rightly, he is released from his post, the person who has

been caught taking his place. If not, he must still keep the bandage on

his eyes, and hope for better success next time.

CAPPING VERSES.

This game is not unlike one that is elsewhere described as "Mixed-up

Poetry." Every one at the table is supplied with a sheet of paper and a

pencil, at the top of which is written by each player a line of poetry

either original or from memory. The paper must then be folded down so

as to conceal what has been written, and passed on to the right; at

the same time the neighbour to whom it is passed must be told what is

the last word written in the concealed line. Every one must then write

under the folded paper a line to rhyme with the line above, being

ignorant, of course, of what it is. Thus the game is carried on, until

the papers have gone once or twice round the circle, when they can be

opened and read aloud.

CHARADES.

Although the acting of charades is by no means an amusement of very

recent invention, it is one that may always be made so thoroughly

attractive, according to the amount of originality displayed, that most

young people, during an evening's entertainment, hail with glee the

announcement that a charade is about to be acted. It is not necessary

that anything great should be attempted in the way of dressing,

scenery, or similar preparations, such as are almost indispensable to

the performance of private theatricals. Nothing is needed beyond a

few old clothes, shawls, and hats, and a few good actors, or rather,

a few clever, bright, intelligent young people, all willing to employ

their best energies in contributing to the amusement of their friends.

What ability they may possess as actors will soon become evident by the

success or failure of the charade.

The word charade derives its name from the Italian word _Schiarare_--to

unravel or to clear up. Suitable as the word may be in some instances,

we cannot help thinking that in the majority of cases the acting of a

charade has the effect of making the word chosen anything but clear;

indeed, the object of the players generally is to make it as ambiguous

as possible. As all players of round games know how charades are

got up, it would be superfluous to give any elaborate instructions

regarding them, though perhaps the following illustration may be useful.

WORD "GO-BANG," TO BE REPRESENTED IN THREE SCENES.

SCENE 1.--In which the word _Go_ is to be introduced.

_The curtain drawn aside. Miss Jenkyns is seen reclining on her

drawing-room couch, with a weary look on her face and a book in her

hand._

_Enter Footman._

_Footman (pulling his forelock)._--"Please ma'am, I'm come to say I

wish to give you notice; I can't stop here no longer!"

_Lady._--"Why, James, how is this? What can have made you so

unexpectedly come to this decision?"

_James._--"Well, ma'am, you see I want to live where there are more

carriage visitors. I have nothing at all to say against you, ma'am,

or the place; but I want to better myself by seeing a little of 'igh

life."

_Lady._--"Then if you have no other reason for wanting to go, James,

I fear we shall have to part, as I certainly can't arrange to receive

carriage visitors simply for your benefit." (_Sinks languidly back on

the couch and resumes her book. James retires._)

_Lady (to herself)._--"How tiresome these servants are, to be sure,

now I shall have the trouble of engaging a new footman. I really

think no one with my delicate health had ever so much to do before."

(_Rises and retires._)

Cassell's Book of In-door Amusements, Card Games, and Fireside Fun · 第 1 / 8 章