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._)