SCENE 3.--Bringing in the whole word, _Go-bang_.

_Inside a coffee-room. Two or three friends are seated with their

coffee and pipes, when one, who has just returned from foreign lands,

begins relating some of his adventures._

_Smith._--"Yes, my boys, glad as I am to get back to my own country,

I should not like to be without the remembrance of all that I have

witnessed in the far-off lands I have been visiting."

_Brown._--"Yes, friend, you must have had a brave heart to face

the thousand dangers to which no doubt you have been exposed. But

though it's getting late, we must, before parting, hear one of your

adventures. So proceed, comrade."

_Smith._--"Well, it's not worth while beginning a long tale when

there's not time to finish it, so I'll just sketch the sort of risk

one often runs in the wilds of the backwoods. My mates and I had been

out one day on a hunting expedition, when, returning home late at

night, I unfortunately got left behind. The darkness was so great that

my absence was not noticed, and before very long I found I had taken

the wrong track. I came to this conclusion because I heard nothing but

the tramp of my own horse's hoofs, when suddenly I felt that danger

was at hand. Almost before I could put my thoughts into words, I felt

something go bang close past my ear; then three Indians rushed upon

me. Instead of feeling fear, a kind of supernatural strength took

possession of me. I lifted my pistol and shot the man nearest to

me, the next I felled; when, strange to say, the third man just at

this moment turned round and fled. I suppose he heard the voices and

footsteps of my friends, who were, at last, coming in search of me. At

any rate he disappeared, when we all made the best of our way home,

truly thankful that my life had been spared."

_Jones._--"Well done, Smith! Next time we meet you must tell us of the

many escapes you have had, and wonderful scenes you have witnessed in

foreign parts."

The following, among other words, are suitable for charade acting:--

Adulation, Andrew, Arrowroot, Artichoke, Articulate; Bayonet,

Bellman, Bondmaid, Bonfire, Bookworm, Bracelet, Bridewell, Brimstone,

Brushwood; Cabin, Carpet, Castaway, Catacomb, Champaign, Chaplain,

Checkmate, Childhood, Cowslip, Cupboard, Cutlet; Daybreak, Dovetail,

Downfall, Dustman; Earrings, Earshot, Exciseman; Farewell, Footman;

Grandchild; Harebell, Handiwork, Handsome, Hardship, Helpless,

Highgate, Highwayman, Homesick, Hornbook; Illwill, Indigent, Indulgent,

Inmate, Insight, Intent, Intimate; Jewel, Jonquil, Joyful; Kindred,

Kneedeep; Label, Lawful, Leapyear, Lifelike, Loophole, Loveknot;

Madcap, Matchless, Milkmaid, Mistake, Misunderstand, Mohair, Moment,

Moonstruck; Namesake, Necklace, Nightmare, Nightshade, Ninepin, Nutmeg;

Orphanage, Outside, Oxeye; Padlock, Painful, Parsonage, Penmanship,

Pilgrim, Pilot, Pinchbeck, Purchase; Quarto, Quicklime, Quicksand,

Quickset, Quicksilver; Ragamuffin, Ringleader, Roundhead, Ruthful;

Scarlet, Season, Sentinel, Sightless, Skipjack, Sluggard, Sofa, Solo,

Somebody, Sonnet, Sparerib, Sparkling, Spectacle, Speculate, Speedwell,

Spinster, Starling, Statement, Stucco, Supplicate, Sweetmeat,

Sweetheart; Tactic, Tartar, Tenant, Tendon, Tenor, Threshold, Ticktack,

Tiresome, Toadstool, Token, Torment, Tractable, Triplet, Tunnel;

Upright, Uproar; Vampire, Vanguard; Waistcoat, Watchful, Watchman,

Waterfall, Wayward, Wedding, Wedlock, Welcome, Welfare, Wilful, Willow,

Workmanship; Yokemate, Youthful.

CLAIRVOYANT.

In this game one of the company standing outside the room is, strange

to say, able to describe what is passing inside. A dialogue such as

would have to be carried on between the principal players will best

describe the game, and show how it is to be played:--

"Do you quite remember how the room is furnished in which we are

sitting?"

"I do."

"Do you remember the colour of the chairs?"

"I do."

"Do you know the ornaments on the mantelpiece?"

"I do."

"And the vase of flowers?"

"I do."

"The old china in the cabinet?"

"Yes."

"The stuffed birds?"

"Yes."

"You think there is nothing in the room that has escaped your notice?"

"Nothing."

"Then please tell me which article I am now touching."

"You are touching the vase of flowers."

The vase of flowers being the only object preceded by the word _and_,

the clairvoyant knows that that is the object which will be touched.

The fun of the game, of course, consists in puzzling those of the

company to whom the secret is unknown.

THE COMIC CONCERT.

In this performance the company for the time imagine themselves to be a

band of musicians. The leader of the band is supposed to furnish each

of the performers with a different musical instrument. Consequently,

a violin, a harp, a flute, an accordion, a piano, a jew's-harp, and

anything else that would add to the noise, are all to be performed

upon at the same time. Provided with an instrument of some description

himself, the leader begins playing a tune on his imaginary violoncello,

or whatever else it may be, imitating the real sound as well as he

can both in action and voice. The others all do the same, the sight

presented being, as may well be imagined, exceedingly ludicrous, and

the noise almost deafening. In the midst of it, the leader quite

unexpectedly stops playing, and makes an entire change in his attitude

and tone of voice, substituting for his own instrument one belonging to

some one else. As soon as he does this, the performer who has been thus

unceremoniously deprived of his instrument takes that of his leader,

and performs on it instead. Thus the game is continued, every one being

expected to carefully watch the leader's actions, and to be prepared at

any time for making a sudden change.

CONSEQUENCES.

The old-fashioned game of Consequences is so well known that there are

doubtless few people who are not thoroughly acquainted with it. It is

played in the following manner:--Each person is first provided with

half a sheet of note paper and a lead pencil. The leader of the game

then requests that (1) _one or more adjectives_ may be written at the

top of each paper by its owner, and that, having done so, the paper

may be folded down about half an inch, so as to conceal what has been

written. Every one then passes the paper to the right-hand neighbour,

and proceeds to write on the sheet that has just been given him by

his left-hand neighbour, (2) the _name of a gentleman_, again folding

the paper down and passing it on to the right. Then (3) _one or more

adjectives_ are written; then (4) a _lady's name_; next (5) _where they

met_; next (6) _what he gave her_; next (7) _what he said to her_; next

(8) _what she said to him_; next (9) the _consequences_; and lastly

(10) _what the world said about it_.

Every time anything is written the paper must be turned down and passed

on to the right. As soon as every one has written what the world said

the papers are collected, and the leader will edify the company by

reading them all aloud. The result will be something of this kind,

or perhaps something even more absurd may be produced--"The _happy

energetic_ (1) _Mr. Simpkins_ (2) met the _modest_ (3) _Miss Robinson_

(4) in the _Thames Tunnel_ (5). He gave her a _sly glance_ (6), and

said to her, '_Do you love the moon?_' (7). She replied, '_Not if I

know it_' (8). The consequence was _they sang a duet_ (9), and the

world said, '_Wonders never cease_'" (10).

CONVEYANCES.

To do justice to this game it will be necessary for the players to call

to mind all they have ever read or heard about the various modes of

travelling in all the four quarters of the globe, because every little

detail will be of use.

The business commences by one of the company announcing that he intends

starting on a journey, when he is asked whether he will go by sea or by

land. To which quarter of the globe? Will he go north, south, east, or

west? and last of all--What conveyance does he intend to use?

After these four questions have been answered, the first player is

called upon to name the spot he intends to visit.

Mountain travelling may be described, the many ingenious methods of

which are so well known to visitors to Italy and Switzerland.

The wonderful railway up the Righi need not be forgotten; mule

travelling, arm-chairs carried by porters, and the dangerous-looking

ladders which the Swiss peasants mount and remount so fearlessly at all

times of the year, in order to scale the awful precipices, will each be

borne in mind. In the cold regions the sledges drawn by reindeer may be

employed, or the Greenland dogs, not forgetting the tremendous skates,

that have the appearance of small canoes, used by the Laplanders; and

also the stilts, which are used by some of the poor French people who

live in the west of their country. Indeed, it is amazing how many

different methods of conveyance have been contrived at one time or

another for the benefit of us human beings.

In Spain and other places there are the diligences; in Arabia the

camels; in China the junks; at Venice the gondolas.

Then, to come home, we have balloons, bicycles, wheelbarrows,

perambulators, and all kinds of carriages, so that no one need be long

in deciding what mode of travelling he shall for the time adopt. As

soon as the four questions have been answered, should the first player

be unable to name what country he will visit he must pay a forfeit, and

the opportunity is passed on to his neighbour.

This game may be made intensely amusing, as will be proved by trial;

and at the same time a very great amount of instruction may be derived

from it.

CRAMBO.

Two pieces of paper, unlike both in size and colour, are given to

each person. On one of them a noun must be written, and on the other

a question. Two gentlemen's hats must then be called for, into one of

which the nouns must be dropped, and into the other the questions,

and all well shuffled. The hats must then be handed round, until each

person is supplied with a question and a noun. The thing now to be done

is for each player to write an answer in rhyme to the question he finds

written on the one paper, bringing in the noun written on the other

paper.

Sometimes the questions and the nouns are so thoroughly inapplicable

to each other that it is impossible to produce anything like sensible

poetry. The player need not trouble about that, however, for the more

nonsensical the rhyme the greater the fun. Sometimes players are

fortunate enough to draw from the hats both noun and question that may

be easily linked together. A question once drawn was--"Why do summer

roses fade?" The noun drawn was butterfly, so that the following rhyme

was easily concocted:--

"Summer roses fade away,

The reason why I cannot say,

Unless it be because they try

To cheat the pretty butterfly."

CROSS QUESTIONS AND CROOKED ANSWERS.

This is a pleasant game, that may be enjoyed while sitting in a circle

round the fire. The person at either end, who is honoured by commencing

the game, must, in a whisper, ask a question of the player sitting next

to him, taking care to remember the answer he receives, and also the

question he himself asked. The second player must then do likewise, and

so on, until every one in the party has asked a question and received

an answer. The last person, of course, being under the necessity of

receiving the answer to his question from the first person. Every one

must then say aloud what was the question put to him, and what was

the answer he received to the question he asked--the two together, of

course, making nothing but nonsense, something like the following:--

Q. Who is your favourite author?

A. Beans and Bacon.

Q. Were you ever in love?

A. Cricket, decidedly.

Q. Are you an admirer of Oliver Cromwell?

A. Mark Twain.

Q. Why is a cow like an oyster?

A. Many a time.

Another way of playing this game is for one person to stand outside the

circle; then, when all the whispering is finished, to come forward and

ask a question of each person, receiving for his replies the answers

they all had given to the questions they asked each other. Or what is,

perhaps, a still better plan, both questions and answers may be written

on different coloured paper, and then, after being shuffled, may be

read aloud by the leader of the game.

"CUPID IS COMING."

In this game all the adverbs that can be thought of will need to be

brought into requisition. Seated in order round the room, the first

player begins by saying to his neighbour, "Cupid is coming." The

neighbour then says, "How is he coming?" To which the first player

replies by naming an adverb beginning with the letter A. This little

form of procedure is repeated by every player until every one in the

room has mentioned an adverb beginning with A. Next time Cupid is

declared to be coming Beautifully, Bashfully, Bountifully, etc.; then

Capriciously, Cautiously, Carefully, and so on, until the whole of the

alphabet has been gone through, by which time, no doubt, it will be

thought desirable to select another game.

THE CUSHION DANCE.

A hassock is placed end upwards in the middle of the floor, round which

the players form a circle with hands joined, having first divided

themselves into two equal parts.

The adversaries, facing each other, begin business by dancing round the

hassock a few times; then suddenly one side tries to pull the other

forward, so as to force one of their number to touch the hassock, and

to upset it.

The struggle that necessarily ensues is a source of great fun, causing

as much or even more merriment to spectators of the scene than to the

players themselves. At last, in spite of the utmost dexterity, down

goes the hassock or cushion, whichever it may be; some one's foot is

sure to touch it before very long, when the unfortunate individual is

dismissed from the circle, and compelled to pay a forfeit.

The advantages that the gentlemen have over the ladies in this game are

very great; they can leap over the stool and avoid it times without

number, while the ladies are continually impeded by their dresses. It

generally happens that two gentlemen are left to keep up the struggle,

which in most cases is a very prolonged one.

DEFINITIONS.

This game is not fit for very young children, but among older ones, who

wish to enjoy a little quiet time together, it will suit their purpose

admirably. On a little slip of paper each member of the party writes

down a subject for definition. The slips are then handed to the leader,

who reads the subjects aloud, while each person copies them on a piece

of paper. Every one is then requested to give definitions, not only of

his own word, but of all the others, the whole being read aloud when

finished.

DUMB CRAMBO.

After dividing the company into two equal parts, one half leaves the

room; in their absence the remaining players fix upon a verb, to

be guessed by those who have gone out when they return. As soon as

the word is chosen, those outside the room are told with what word

it rhymes. A consultation ensues, when the absent ones come in and

silently act the word they think may be the right one. Supposing the

verb thought of should have rhymed with _Sell_, the others might come

in and begin felling imaginary trees with imaginary hatchets, but on no

account uttering a single syllable. If _Fell_ were the right word, the

spectators, on perceiving what the actors were attempting to do, would

clap their hands, as a signal that the word had been discovered. But

if _Tell_ or any other word had been thought of, the spectators would

begin to hiss loudly, which the actors would know indicated that they

were wrong, and that nothing remained for them but to try again. The

rule is that, while the acting is going on, the spectators as well as

the actors should be speechless. Should any one make a remark, or even

utter a single syllable, a forfeit must be paid.

DWARF.

Just as absurd and ridiculous as the representation of the Giant

(elsewhere explained) is that of the Dwarf, and to those who have never

before seen it performed the picture is certainly a most bewildering

one. The wonderful phenomenon is produced in the following manner:--On

a table in front of the company the dwarf makes his appearance, his

feet being the hands of one of the two gentlemen who have undertaken

to manage the affair. His head is the property of the same gentleman,

while his hands belong to the other gentleman, who thrusts them over

the shoulders of his companion to take the place of those that are

being made to act as feet. Stockings and shoes are of course put on

to these artificial feet, and the little figure is dressed up as

well as can be managed, in order to hide the comical way in which

the portions of the two individuals are united. For this purpose a

child's pinafore will be found as suitable as anything else. A third

person generally takes part in the proceedings as exhibitor, and comes

forward to introduce his little friend, perhaps as Count Borowlaski,

the Polish dwarf, who lived in the last century, and who was remarkable

for his intelligence and wit. This little creature was never more

than three feet high, although he lived to be quite old. He was also

very highly accomplished: he could dance, and played on the guitar

quite proficiently. Or he might be introduced as Nicholas Ferry, the

famous French dwarf, who was so small that when he was taken to church

to be christened his mother made a bed for him in her sabot, and so

comfortable was he in it that for the first six months of his life it

was made to serve as a cradle for the little fellow. Sense or nonsense

may of course be improvised on the spot, and made use of in order to

render the exhibition a success.

THE ELEMENTS.

Seated round the room, one of the company holds in his hand a ball,

round which should be fastened a string, so that it may be easily drawn

back again. Sometimes a ball of worsted is used, when a yard or two is

left unwound. The possessor of the ball then throws it first to one

person then to another, naming at the time one of the elements; and

each player as the ball touches him must, before ten can be counted,

mention an inhabitant of that element. Should any one speak when fire

is mentioned he must pay a forfeit.

THE FARMYARD.

If it were not understood that joking of all kinds is considered lawful

in most game playing, we might be inclined to think that in this game

of the Farmyard a little unfairness existed in one person being made so

completely the laughing-stock of all the rest. Still, as "in war all

things are fair," so it seems to be in amusements, most hearty players

evidently being quite willing to be either the laughers or the laughed

at. The master of the ceremony announces that he will whisper in the

ear of each person the name of an animal which, at some signal from

him, they must all imitate as loudly as possible. The fact is, however,

that to one person only he gives the name of an animal, and that is the

donkey; to every one else he gives the command to be perfectly silent.

After waiting a short time, that all may be in readiness, he makes the

expected signal, when, instead of a number of sounds, nothing is to

be heard but a loud bray. It is needless to remark that this game is

seldom called for a second time in one evening.

THE FEATHER.

A small flossy feather with very little stem must be procured. The

players then draw their chairs in a circle as closely together as

possible. One of the party begins the game by throwing the feather into

the air as high as possible above the centre of the ring formed. The

object of the game is to keep it from touching any one, as the player

whom it touches must pay a forfeit; and it is impossible to imagine the

excitement that can be produced by each player preventing the feather

from alighting upon him. The game must be heartily played to be fully

appreciated, not only by the real actors of the performance, but by the

spectators of the scene. Indeed, so absurd generally is the picture

presented, that it is difficult to say whether the players or the

watchers have the most fun.

FINDING THE RING.

The principle of the following puzzle is very similar to that contained

in "Think of a Number."

First of all a ring must be provided, after which you can request the

company to put it upon some one's finger, adding at the same time that

you will tell them who has it, and also upon which hand, and even upon

which finger it shall have been placed.

The ring being deposited on a certain finger, you must then ask some

one to make for you the necessary calculation.

Multiply the number of the person having the ring by 2; to that add 3.

Multiply this by 5; then add 8 if the ring be on the right hand, or 9

if on the left. Then multiply by 10, and add the number of the finger

(the thumb is 1); and, lastly, add 2.

Ask now for the result, from which subtract mentally 222, and the

remainder will give the answer.

For instance, supposing the ring were put on the fourth person, on the

left hand, and the first finger, remembering that the thumb counts 1.

The following is the kind of sum to be worked out:--

The number of the person multiplied by 2 8

Add 3 11

Multiply by 5 55

Add 9 for the left hand 64

Multiply by 10 640

Add the number of the finger 2 642

Add 2 644

----

Subtract 222

----

422

Which result proves it to be, beginning at the right-hand finger, the

second finger of the left hand of the fourth person.

When the number of the person wearing the ring is above 9, the

remainder will stand in four figures instead of three; in that case the

first two will indicate the person.

Like all games of mental calculation, the more quickly this is done the

better.

FLYING.

To play this game well it is necessary that there should be a good

spokesman in the company, who will find ample opportunity for his gift

of eloquence.

Simple as the game may appear to be, it is one that is generally played

with very great success.

Each member of the party wishing to take part in it must place the

right hand upon the left arm.

The leader then intimates that in the discourse with which he intends

to favour his friends, whenever he mentions a creature that can fly,

every right hand is to be raised and fluttered in the air in imitation

of a bird flying. At the mention of all animals that cannot fly, the

hands remain stationary. It is, of course, needless to say that the

leader will do his best to have the hands raised when other animals

are mentioned as well as flying ones, in order that a good number of

forfeits may be collected.

All being in readiness, he will begin in a style something like the

following:--

"One lovely morning in June I sallied forth to take the air. The

honey-suckle and roses were shedding a delicious perfume, the

_butterflies_ and _bees_ were flitting from flower to flower, the

_cuckoo's_ note resounded through the groves, and the _lark's_ sweet

trill was heard overhead. It seemed, indeed, that all _the birds of the

air_ (here all hands must be raised) were vieing with each other as to

whose song should be the loudest and the sweetest, when," &c.

Thus the game is carried on until as many forfeits as are deemed

desirable have been extracted from the company.

FORFEITS.

As an evening spent in playing round games would be thought incomplete

if at the end of it the forfeits were not redeemed, so our book of

amusements would be sadly lacking in interest if a list of forfeits

were not provided. Indeed, many young people think that the forfeits

are greater fun than the games themselves, and that the best part of

the evening begins when forfeit time arrives. Still, although we will

give a list of forfeits, it is by no means necessary that in the crying

of them none but certain prescribed ones should be used. The person

deputed to pronounce judgment on those of his friends who have had to

pay the forfeits may either invent something on the spur of the moment,

or make use of what he has seen in a book or may have stored in his

memory. Originality in such cases is often the best, simply because

the sentence is made to suit, or rather _not to suit_, the victim;

and the object of course of all these forfeit penances is to make the

performers of them look absurd. For those players, however, who in

preference to anything new still feel inclined to adopt the well-known

good old-fashioned forfeits, we will supply a list of as many as will

meet ordinary requirements.

1. _Bite an inch off the poker._--This is done by holding the poker the

distance of an inch from the mouth, and performing an imaginary bite.

2. _Kiss the lady you love best without any one knowing it._--To do

this the gentleman must of course kiss all the ladies present, the one

he most admires taking her turn among the rest.

3. _Lie down your full length on the floor, and rise with your arms

folded the whole time._

4. _Kneel to the wittiest, bow to the prettiest, and kiss the one

you love best._--These injunctions may, of course, be obeyed in the

letter or in the spirit, just as the person redeeming the forfeit feels

inclined to do.

5. _Put yourself through the keyhole._--To do this the word "Yourself"

is written upon a piece of paper, which is rolled up and passed through

the keyhole.

6. _Sit upon the fire._--The trick in this forfeit is like the last

one. Upon a piece of paper the words, "The fire," are written, and then

sat upon.

7. _Take one of your friends upstairs, and bring him down upon a

feather._--Any one acquainted with this forfeit is sure to choose the

stoutest person in the room as his companion to the higher regions. On

returning to the room the redeemer of the forfeit will be provided with

a soft feather, covered with down, which he will formally present to

his stout companion, obeying, therefore, the command to bring him down

upon a feather.

8. _Kiss a book inside and outside without opening it._--This is done

by first kissing the book in the room, then taking it outside and

kissing it there.

9. _Place a book, ornament, or any other very small article on the

floor, so that no one in the room can possibly jump over it._--The way

this is done is to place the article close to the wall.

10. _Shake a sixpence off the forehead._--It is astonishing how even

the most acute player may be deceived by this sixpenny imposition. The

presiding genius, holding in his fingers a sixpence, proceeds with an

air of great importance to fasten the coin upon the forehead of the

victim, by means of first wetting it, and then pressing it firmly just

above the eyes. As soon as the coin is considered to be firmly fixed,

he takes away his hands, and also the coin. The person operated upon

is then told to shake the sixpence down to the floor, without any aid

from his hands, and so strong generally is the impression made upon the

mind of the victim that the sixpence is still on the forehead, that the

shaking may be continued for several minutes before the deception be

discovered.

11. _Put one hand where the other cannot touch it._--This is done by

merely holding the right elbow with the left hand.

12. _Kiss the candlestick._--Request a young lady to hold a lighted

candle, and then steal a kiss from her.

13. _Laugh in one corner of the room, sing in another, cry in another,

and dance in another._

14. _Leave the room with two legs, and return with six._--To do this

you must go out of the room, and come back bringing a chair with you.

15. _Put four chairs in a row, take off your boots, and jump over

them._--This task would no doubt appear rather formidable for a young

lady to perform, until she is made to understand that it is not the

chairs, but the boots, she is expected to jump over.

16. _Blow a candle out blindfold._--This forfeit is very similar to

the game, elsewhere described, of Blowing out the Candle; still, there

is no reason why it should not take its place among the rest of the

forfeits. The victim is blindfolded, turned round a few times, and

then requested to blow out the light. When the performance is over,

the owner of the forfeit will no doubt have well deserved to have his

property returned to him, for if securely blindfolded the task will

have been no easy one. Another way of blowing out the candle is to

pass the flame rapidly backwards and forwards before the mouth of the

player, who must try to blow it out as it passes, a method that is

almost, if not quite, as difficult as the former one.

17. _The German band._--In this charming little musical entertainment,

three or four of the company can at the same time redeem their

forfeits. An imaginary musical instrument is given to each one--they

themselves must have no choice in the matter--and upon these

instruments they must perform as best they can.

18. _Ask a question, the answer to which cannot possibly be answered in

the negative._--The question, of course, is "What does y-e-s spell?"

19. _The Statue._--The unfortunate individual doomed to redeem his

forfeit by acting a statue must allow himself to be placed in one

position after another by different members of the company, and thus

remain stationary until permission is given him to alter it.

20. _The Sentence._--A certain number of letters are given to the

forfeit-payer, who must use each one in the order in which it is given

him for the commencement of a word. All the words, when made, must then

form a sentence--placing the words in their proper order exactly as the

letters with which they begin were given.

21. _Comparisons._--The gentleman or lady must compare some one in the

room to some object or another, and must then explain in which way he

or she resembles the object, and in which way differs from it. For

instance, a gentleman may compare a lady to a rose, because they are

both equally sweet; unlike the rose, however, the lady is of course,

without a thorn.

22. _The Excluded Vowels._--Pay five compliments to some lady in the

room. In the first one the letter _a_ must not occur, in the second the

letter _e_ must be absent, in the third there must be no _i_, in the

fourth no _o_, and in the fifth no _u_.

23. _Kiss your own shadow._--The most pleasant method of executing this

command is to hold a lighted candle so that your shadow may fall on a

young lady's face, when you must take the opportunity of snatching a

kiss.

24. _Form a blind judgment._--The person upon whom the sentence has

been passed must be blindfolded. The company are then made to pass

before him one by one, while he not only gives the name of each, but

also his opinion concerning them.

Not unfrequently the victim has to remain blindfold a very long time,

for even if the name should be guessed correctly, it is no easy matter

to form a just estimate of character, and unless his ideas meet with

the approbation of the company, his forfeit is withheld from him.

Great silence must be observed while the ordeal of examination is going

on. No one should speak, and all should step as lightly as possible.

25. _Act the dummy._--You must do whatever any of the company wish you

to perform without speaking a single word.

26. _The telegraphic message._--Send your lover's name by telegram to

the other end of the room. To do this you must whisper the favoured

name to the person sitting next to you, who will whisper it to his

neighbour, and so on until every one has been made acquainted with it.

27. _Act the Prussian soldier._--This penance is one that is generally

performed only by gentlemen. The uniform assumed is usually a coat

turned inside out, a hat made of a twisted newspaper, a bag of some

description for a cartridge-box, and soot moustaches.

Holding a walking-stick in a military style, the penitent goes up to a

lady, presents arms, and stamps three times with his feet.

Rising from her seat, the lady must accompany the gentleman to the

opposite side of the room, then whisper in his ear the name of the

gentleman for whom she has a special preference.

Without speaking the brave Prussian must march up to the favoured

gentleman, and escort him across the room to the side of the lady who

has avowed herself his admirer. The lady is, of course, saluted by the

object of her choice, after which she is taken back to the seat she

originally occupied. The soldier then, presenting arms, returns to the

gentleman, who whispers in his ear a favoured lady's name, to whom he

escorts her admirer. The proceeding is thus carried on, until some lady

is good enough to acknowledge her preference for the soldier himself

above all the other gentlemen, when, after saluting the lady, he is at

liberty to lay aside his military dress, and return to his seat.

28. "_'Twas I._"--The victim in this case is unmistakably doomed

to occupy a very humiliating position. He must go round the room,

inquiring of each person what object he has seen lately that has

particularly attracted his notice. The answer may be--a baby, a thief,

a donkey; whatever it is, the unfortunate redeemer of the forfeit must

remark--"'Twas I."

29. _The acrostic._--A word is given to you, the letters of which you

must convert into the first letters of a double set of adjectives, one

half expressing good qualities, the other half bad ones. When complete

you may present both good and bad qualities to the person you most

admire, as expressive of your estimate of his or her character. For

instance, should the word given you be Conduct. If a gentleman, you

might inform your lady that you consider her--

C areful.

O rderly.

N oble.

D elightful.

U seful.

C ompassionate.

T idy.

while at the same time you think her to be--

C aptious.

O bnoxious.

N iggardly.

D eceitful.

U ntidy.

C ross.

T ouchy.

30. _The three words._--The names of three articles are given to you,

when on the spur of the moment you must declare to what use you would

put them if they were in your possession for the benefit of the lady

you admire. Supposing the words to be, a penknife, a half-crown, and a

piece of string, you might say:--"With the penknife I would slay every

one who attempted to place any barrier between us; with the half-crown

I would pay the clergyman to perform the marriage ceremony; and with

the string I would tie our first pudding."

31. _Make a perfect woman._--To do this the player has to select from

the ladies present the personal features and traits of character that

he most admires in each, and imagine them combined in one individual.

Although the task is by no means one of the easiest, it may be made the

opportunity of paying delicate little compliments to several ladies at

once.

32. _Show the spirit of contrary._--The idea in this imposition is the

same as in the game of contrary. Whatever the player is told to do, he

must do just the contrary.

33. _Give good advice._--Go round the room, and to every one of the

company give a piece of good advice.

34. _Flattering speeches._--This penance is usually given to a

gentleman, though there is no reason why the ladies should always be

exempted from its performance. Should it be a gentleman, however, he

must make six, twelve, or as many flattering speeches as he is told to

a certain lady, without once making use of the letter L. For instance,

he may tell her she is handsome, perfect, good, wise, gracious, or

anything else he may choose to say, only whatever adjective he makes

use of must be spelt without the letter L.

35. _The deaf man._--This cruel punishment consists in the penitent

being made to stand in the middle of the room, acting the part of a

deaf man. In the meantime the company invite him to do certain things,

which they know will be very agreeable to him. To the first three

invitations he must reply--"I am deaf; I can't hear." To the fourth

invitation he must reply--"I can hear"; and, however disagreeable the

task may be, he must hasten to perform it. It is needless to say the

company generally contrive that the last invitation shall be anything

but pleasant.

36. _Act the parrot._--The player condemned to this penance must go

round the room, saying to every one of the company--"If I were a

parrot, what would you teach me to say?" No end of ridiculous things

may be suggested, but the rule is that every answer shall be repeated

by the parrot before putting another question.

37. _Make your will._--The victim in this case is commanded to say what

he will leave as a legacy to every one of his friends in the room. To

one he may leave his black hair, to another his eyebrows, to another

(perhaps a lady) his dress coat, to another his excellent common sense,

to another his wit, and so on until every one in the room has been

remembered.

38. _Spell Constantinople._--This trick, as most people are aware,

consists in calling out "No, no!" to the speller when he has got

as far as the last syllable but one. Thus he begins:--"C-o-n con,

s-t-a-n stan, t-i ti." Here voices are heard crying "No, no!" which

interruption, unless the victim be prepared for it, may lead him to

imagine that he has made a mistake.

39. _The natural historian._--Go to the first player, and ask him to

name his favourite animal. Whatever animal he may mention, you must

imitate its cry as loudly as you can. You then ask the second player to

do the same, and so on until you shall have imitated all the animals

mentioned, or until the company shall declare that you deserve to have

your forfeit returned to you.

40. _The blind dancers._--Among players who are not anxious to

prolong the ordeal of forfeit crying any longer than is necessary,

the following method of redeeming several forfeits at once may be

acceptable:--Eight victims are chosen to be blindfolded, and while

in this condition are requested to go through the first figure of a

quadrille.

41. _The cats' concert._--This is another method of redeeming any

number of forfeits at once. The players who have their forfeits to

redeem are requested to place themselves together in a group, when, at

a given signal from the leader, they all begin to sing any tune they

like. The effect, as may well be imagined, is far from soothing.

42. _Spelling backwards._--Spell some long word, such as hydrostatics,

&c., backwards.

GIANT.

The wonderful performance known as the Giant is accomplished by the

united efforts of two gentlemen, one of whom takes his position on the

shoulders of the other, sitting of course with one leg on each side

of his companion's neck. Cloaks, rugs, or coats of any description

are then arranged round the two figures in order to hide the real

state of things, so that when the Giant makes his appearance nothing

is to be seen but one huge figure. The lower gentleman who supports

his friend is expected to do little more than patiently to carry his

burden, though he may be called upon to exert himself a little in the

way of dancing should the Giant feel so inclined. The talking and

gesticulating business all devolves upon the gentleman perched aloft,

who may wear a mask, paint his face, or do anything else of the kind,

to avoid being identified by the company.

THE GIRAFFE.

A very good imitation of a Giraffe may be contrived, on the same

principles as those adopted in constructing the Baby Elephant. Provided

with an animal's head as nearly like that of a Giraffe as possible,

no more difficulty need be feared. First of all, the head must be

fastened to the end of a long stick. One of two performers must then

hold the stick aloft while his companion, standing close behind, must

place himself in a stooping position, so as to make the outline of

his own person like that of the lower part of the Giraffe's body. The

long stick will of course form the neck of the animal, and the first

performer will form the front part of the body. A cloth is then pinned

round the stick and round the bodies of the two performers, leaving

the legs, of course, to represent the legs of the Giraffe. A rope tail

must be stuck in by some means or other, and if cleverly managed, it is

astonishing what an excellent imitation of the real animal can thus be

manufactured.

THE GRAND MUFTI.

One person is appointed to have the dignity of Grand Mufti conferred

upon him, which means that, whatever ridiculous action he may choose to

perform, that is preceded by the words, "Thus says the Grand Mufti,"

every one else must follow his example. Nothing that he does, however,

unaccompanied by these words, is to be regarded; he may laugh, sneeze,

throw up his arms, or do anything else equally absurd, no one must

imitate what he does, unless he has uttered the words, "Thus says

the Grand Mufti." In order to lead the company astray, and that more

forfeits may be paid, the Mufti will no doubt occasionally alter the

order of the words, or change them in some way; but all must be on the

alert, and remain perfectly silent and motionless, whatever the Mufti

either says or does, unless he has been pleased in the first instance

to utter the proper words in their right order.

HANDS.

In this game the company generally divides into two parts, half being

players, while the rest do the work of guessing. A thimble is then

produced by one of the party, or something equally small, that may be

easily held in the hand. Seated by the side of the table the players

begin passing on the article from hand to hand. When the working has

been done sufficiently, the closed hands are all placed on the table

for the opponents sitting opposite to guess in succession whose hand

holds the treasure. As soon as the hiding-place is discovered, the

opposite side take their turn.

"HE CAN DO LITTLE WHO CAN'T DO THIS."

This simple game has been a puzzler to young people many and many a

time. With a stick in the left hand the player thumps on the floor,

at the same time saying, "He can do little who can't do this." Then,

passing the stick into the right hand, he gives it to the next person,

who, if unacquainted with the game, will, no doubt, thump with the

right hand. Of course, it is most natural to use the right hand for

everything, consequently few people suspect that the secret of the game

lies in simply taking the stick with your right hand when it is passed

to you, but knocking with your left.

HISS AND CLAP.

In this game, the gentlemen are all requested to leave the room, when

the ladies take their seats, leaving a vacant place on the right side

of every one for the gentlemen of their choice. Each gentleman in turn

is then summoned, and asked to guess which lady he imagines has chosen

him for her partner. Should he guess rightly he is allowed to take his

seat by the lady who has chosen him, while the company loudly clap

hands, in proof of their congratulations on his success; but should he

guess wrongly, he will be only too glad to disappear from the scene, so

loud will be the hisses of his friends.

"HOT BOILED BEANS."

In this game some small article is to be hidden, the player who has to

find it being sent out of the room while the hiding is being effected.

This being done, the invitation, "Hot Boiled Beans and Bacon, make

haste and come to supper," is given, upon which the searcher returns

to the room and begins to hunt for the hidden article. The progress of

the player is usually announced by assuring him that he is "very cold,"

"cold," "warmer," "warm," "hot," "very hot," or "burning," according as

he is far from or near to the article to be discovered.

HOT COCKLES.

A game not unlike Shadow Buff is that known by the peculiar title

of Hot Cockles. A handkerchief is tied over the eyes of one of the

company, who then lays his head on a chair, as if he were about to

submit to the punishment of being beheaded, and places his hand on his

back with the palm uppermost. Any of the party come behind him and give

him a slap on his open hand, he in the meantime trying to discover

whose hand it is that strikes.

HOUSE FURNISHERS.

In this game the company are to imagine themselves a number of hosts

and hostesses who are expecting the arrival of some friends, for

whose reception they are totally unprepared, as far as provisions

and household arrangements are concerned. Accordingly, each one must

volunteer to set out immediately, in order to procure some particular

article. First of all, the rooms must be furnished with tables, chairs,

beds, bedsteads, curtains, carpets, and fire-irons; then knives, forks,

and crockery of every kind must be obtained; and lastly, a good supply

of provisions--meat, wine, ale, fruit, vegetables, sugar, coffee,

tea--indeed, everything that would conduce to the comfort of the coming

visitors. Every made article must come direct from the place where it

has been manufactured, as must also the articles of produce from their

native soil.

"HOW DO YOU LIKE YOUR NEIGHBOUR?"

The company must seat themselves round the room, leaving plenty of

space in the middle for passing to and fro. One person left standing

then begins the game by putting the question, "How do you like your

neighbour?" to any one he pleases. The answer must be either "Not at

all" or "Very much." Should the reply be "Not at all," the lady or

gentleman is requested to say what other two members of the company

would be preferred instead as neighbours, when the new neighbours and

the old must immediately change places. During the transition the

questioner may endeavour to secure a seat for himself, leaving out

one of the four who have been struggling for seats to take the place

of questioner. When the reply "Very much" is given, every one in the

room must change places. The questioner, therefore, will easily find a

seat for himself, and the person left standing must take his place as

interrogator.

"HOW, WHEN, AND WHERE?"

In this game, like the last, a word is chosen by the company,

containing as many meanings as possible, the person who has volunteered

to be the questioner having previously gone out of the room. On being

recalled, the person who has been out begins by asking each of his

friends how they like it.

Supposing the word "cord" to have been chosen, the first player might

answer _slight_, the next _sweet_, meaning _chord_, the next _loud_,

the next _strong_, and so on until all have said _how_ they liked

it. The questioner then recommences his interrogations at the first

player by inquiring "_When_ do you like it?" Replies to this question

something like the following may be given:--"When I am preparing to

take a journey;" "When I am in church;" "When I am driving;" "When I

feel musical." Then to the last question--"Where do you like it?" the

company may reply--"In a piano;" "In the garden;" "Not round my neck;"

"Always at hand," &c. No doubt long before all the questions have been

answered the word that has been chosen will have been discovered.

HUNT THE RING.

The game of Hunt the Ring is perhaps better liked than Hunt the

Slipper, on account of its being in the estimation of most people more

convenient and manageable. Either a ring or a small key may be used for

the purpose. Whichever it is, a string must be passed through it, and

the ends fastened in a knot, forming thus a circular band. The company

then stand in a circle, allowing the string to pass through the hands

of each person, and enabling every one to slide the ring easily along

from one to the other. The object of the player standing inside the

circle is to stop it in its progress, which, in most cases, he finds a

rather difficult task. The game is also frequently played without any

string, when every one tries, of course, to pass the ring round very

rapidly, without being detected by the hunter.

HUNT THE SLIPPER.

This surely must be one of our oldest games, and one, no doubt, that

our grandmothers and grandfathers played at when they were children.

The players all seat themselves, like so many tailors, on the floor in

a ring, so that their toes all meet. A slipper (the smaller the better)

is then produced, and given by the person outside to one sitting in

the circle, with instructions that it must be mended by a certain day.

Finding it not finished at the time appointed, the pretended owner

declares that he must have it as it is, and thereupon commences the

hunt. How it is carried on is no doubt too well known to need further

explanation.

HUNT THE WHISTLE.

This game is always successful, and a source of very great amusement if

only some one ignorant of the secret can be found who will volunteer

to act as hunter. Such person is first requested to kneel down while

some lady goes through the ceremony of conferring upon him the order

of knighthood. During the process, the whistle, attached to a piece

of ribbon, is pinned to the coat of the newly-made knight. He is

then told to rise and go in quest of the whistle, which is in the

possession of one of the party. The hunt now begins, the players all

trying to deceive their victim in every way imaginable, and to make him

think that they are passing the whistle from one to another. On every

possible occasion, of course, the whistle should be sounded, until the

deluded knight has made the discovery that the object of his search is

fastened to himself.

"I APPRENTICED MY SON."

The shortest way of describing this game will be to give an

illustration of the manner in which it is played. John: "I apprenticed

my son to a grocer, and the first thing he sold was half-a-pound of C."

_Nellie_: Coffee?--No.

_Sam_: Cocoa?--No.

_Tom_: Cayenne Pepper?--No.

_Edith_: Chicory?--Yes.

Edith being the guesser of the right article, is entitled to be the

next to apprentice her son. One guess only in turn is allowed to each

player.

"I LOVE MY LOVE."

"I Love my Love" is played alphabetically, like "Cupid is Coming,"

though more ingenuity is required in it, simply because a number of

words, instead of one adverb only, have quickly to be conjured up. In

order to show clearly how the game is played, we will imagine ourselves

to be the first of the players, who would have to proceed in a manner

something like the following:--"I love my love with an 'A,' because she

is amiable; I hate her with an 'A,' because she is arrogant. I took her

to the sign of the Angel, and treated her to Apples and Apricots. Her

name is Annie, and she comes from Australia." The next player takes

"B," the next "C," and so on, until the whole of the alphabet has been

gone through.

This simple game must be one of no recent invention if the tale be true

told by Mr. Foote, the celebrated wit. He narrates that one day the

Ladies Cheere, Fielding, and Hill were amusing themselves by playing

at the children's game of "I love my love." Lady Cheere began by

saying, "I love my love with an N, because he is a 'Night'" (Knight);

Lady Fielding followed with, "I love my love with a G, because he is

a 'Gustus'" (Justice); and Lady Hill added, "I love my love with an

F, because he is a 'Fizishun'" (Physician). So much for the spelling

powers of the ladies in the olden times.

"JACK'S ALIVE."

No one at all inclined to be slow in their movements need offer to take

part in the game of "Jack's Alive," for quickness and promptitude of

action are indispensable to its success. A piece of paper, or, better

still, a long piece of firewood, is put into the fire until it is in

a blazing condition when taken out. The first player, blowing out the

flame, passes it to his neighbour, saying, "Jack's alive." It is then

passed on to the next, and to all the company in succession, each one

trying to get rid of it before the spark has died out. Every one to

whom it is offered must take it immediately the words "Jack's alive"

are uttered, or a forfeit must be paid; and the one in whose hands

Jack really expires must produce a forfeit. In some cases boys have

actually been known, when playing at this game, to improve each other's

appearance by marking black moustaches and eyebrows, &c.; but as such

proceedings have nothing whatever to do with the real "Jack's Alive,"

we feel sure that none of our readers will ever practise this foolish

habit.

THE JOLLY MILLER.

The Jolly Miller is a game that may be played either in the open air

or in the drawing-room, therefore it may be allowed to take its place

among the list of round games. Not being generally considered, however,

one of the most refined of recreations, a good large empty room, or a

servants' hall, will be quite as suitable for its performance as the

drawing-room. Each gentleman chooses a lady for a partner, excepting

one who may be kind enough to volunteer to be the miller. This solitary

one takes his stand in the middle of the room, while his companions in

couples arm in arm walk round him singing the following lines:--

"There was a jolly miller who lived by himself.

As the wheel went round he made his wealth;

One hand in the copper and the other in the bag,

As the wheel went round he made his grab."

At the word "grab" every one must change partners, and while the

transition is going on the miller has the opportunity given him of

securing for himself one of the ladies. Should he succeed in doing so,

the one necessarily left without a partner must take the place of the

Jolly Miller, when he, like his predecessor, must occupy his lonely

position until he is fortunate enough to steal a young lady from one of

his friends.

JUDGE AND JURY.

The first thing to be done in this game is to select a judge and three

jurymen. A piece of paper is then given to each of the remaining

company, who, after due consideration, must write down the name of some

one in history, the incidents of whose life they recollect sufficiently

to be able to narrate. All having made their selection, the papers are

presented to the judge, who calls upon one after another to submit

to an examination. Supposing the first player to have chosen Guy

Fawkes, he would be asked in what year he was born, in whose reign,

to what country he belonged, what he did to make himself remarkable,

what great men were his contemporaries, and anything else that might

occur to the judge. No one, of course, with a superficial knowledge of

history should accept the position of judge, nor yet that of juryman.

If agreeable to the company, living characters may be personified,

still historical ones are generally the most interesting, and it is

astonishing how much instruction as well as real amusement may be drawn

from the game.

THE MAGIC ANSWER.

It is necessary that this game should be understood by two of the

company who mean to take the lead in it, and that an agreement should

be made between them as to what course to pursue. One of these leaders

goes out of the room while the rest of the company choose a word for

him to guess on his return. The agreement made is that the word thought

of shall be named immediately after the mention of anything with four

legs. Therefore the conversation carried on between the two actors in

the ceremony would be something like the following:--

Q. "Was the word thought of a tree?"

A. "No."

Q. "Was it a book?"

A. "No."

Q. "Was it a canary?"

A. "No."

Q. "Was it the Queen?"

A. "No."

Q. "Was it a river?"

A. "No."

Q. "Was it a rabbit?"

A. "No."

Q. "Was it a purse?"

A. "Yes."

MAGICAL MUSIC.

This is a game in which music is made to take a prominent part. On one

of the company volunteering to leave the room, some particular article

agreed upon is hidden. On being recalled, the person, ignorant of the

hiding-place, must commence a diligent search, taking the piano as his

guide. The loud tones will mean that he is very near the object of his

search, and the soft tones that he is far from it. Another method of

playing the same game is for the person who has been out of the room to

try to discover on his return what the remainder of the company desire

him to do. It may be to pick up something from the floor, to take off

his coat, to look at himself in the glass, or anything else as absurd.

The only clue afforded him of solving the riddle must be the loud or

soft tones of the music.

THE MAGIC HATS.

Though the following trick cannot exactly be designated a Round Game,

it may be performed by one of the company with great success during

an interval of rest from playing. The performer begins by placing his

own hat, along with another which he has borrowed, on the table, crown

upwards. He then requests that the sugar-basin may be produced, from

which on its arrival a lump is selected and given to him. Taking it

in his fingers he promises, by some wonderful process, that he will

swallow the sugar, and then, within a very short time, will let its

position be under one of the two hats on the table, the company may

decide which hat it shall be. It is generally suspected that a second

lump of sugar will be taken from the basin, if it can be done without

observation, consequently all eyes are fixed upon it. Instead of that,

after swallowing the sugar the performer places the selected hat upon

his own head, thus, of course, fulfilling his undertaking.

THE MAGIC WAND.

This being a game of mystery, there is not only a peculiar charm

attached to it on that account, but it can also be made exceedingly

attractive by the voluntary artistic movements of the performer. As in

the Resting Wand, not only the leader must understand the game, but one

of the company also must be in league with him, so that the two may

understand each other, and work together. The person thus acting with

the leader announces to the company that he will retire while a word

is fixed upon, to be written on the floor when he returns by means of

the magic wand. This done, a word is chosen, the person who retired

is summoned, and the performance commences. The leader then begins by

flourishing his wand in the air, and imitating as much as possible the

tricks of a conjuror. He also makes an appearance of writing on the

floor, at the same time speaking to his friend in short sentences.

The letter at the beginning of the first sentence must be the first

consonant of the word that has been chosen by the company, the second

consonant must be at the beginning of the second sentence, and so on;

the vowels occurring between being expressed by thumps on the floor

with the wand. "A" is expressed by one thump, "E" by two thumps, "I" by

three, "O" by four, and "U" by five thumps. One good decided thump at

the end signifies that the word is complete.

An illustration will, perhaps, best explain our meaning. We will

suppose the word _Christmas_ to have been chosen. If so, the performer

might first begin by waving his stick aloft, then he must commence

writing, as if with great care, on the ground, at the same time

remarking, "_C_ome quickly, fellow-worker, and prepare for thy duty."

Here must be a slight pause, followed by the second sentence. "_H_ow

difficult thy task will be, I dare not tell." Another pause, then

the third sentence. "_R_emember, nothing can be really well done

without labour." We have now got C H R. _I_ being the next letter,

is represented by three loud thumps with the stick. The conjuror

here, assuming a puzzled air, might observe, "_S_urely we shall not

be baffled." A pause, and then, "_T_rust me, I will help all I can."

After another pause, "_M_ark my wand with care." The letter _A_ coming

now, one good thump is given on the floor; then, with the words "Speak

quickly, friend, say the word," followed by one good thump, the

mysterious business is concluded, the accomplice, no doubt, easily

detecting that _Christmas_ was the word chosen.

"THE MINISTER'S CAT."

This is a game that is played alphabetically, in a manner somewhat

resembling "Cupid is coming" and "I love my love." The first player

begins by saying, "The minister's cat" is an "ambitious cat," the next

an "artful cat," and so on, until all have named an adjective beginning

with A. The next time of going round the adjectives must begin with B,

the next time C, and so on until the whole of the alphabet has been

gone through.

MIXED-UP POETRY.

A great amount of fun may be obtained from this game of mixing up

poetry, which is nothing more than selecting lines from different

authors, and arranging them so as to make rhyme. The specimen below,

prepared by Kitty Carrol, will illustrate our meaning:--

There was a sound of revelry by night,

Away down south where I was born;

Let dogs delight to bark and bite,

Cows in the meadow and sheep in the corn.

A chieftain to the Highlands bound,

His father's hope, his mother's joy,

Found something smooth and hard and round,

John Brown's little Indian boy.

Man wants but little here below,

Oats, peas, beans, and barley;

This world is all a fleeting show,

Over the water to Charley.

There is a calm for those who weep

In famous London town;

Little Bo Peep she lost her sheep--

The bark that held a prince went down.

John Gilpin was a citizen

From India's coral strand;

Far from the busy haunts of men

There is a happy land.

Hark from the tombs a doleful sound;

Dear, dear, what can the matter be?

Shake the forum round and round,

Come to the sunset tree.

MUSICAL CHAIR.

It is no use attempting to play this game in anything but a good-sized

room; and, if possible, chairs that may be easily moved and not soon

broken should be chosen. Supposing there are fifteen players, fourteen

chairs must be placed in the middle of the room, every alternate one

having the seat the same way, and upon these the players must seat

themselves. One person, therefore, is left standing. The music then

begins, when the owners of the seats all march round until the music

stops, which it is generally made to do unexpectedly; at this instant

each person tries to secure a chair. Necessarily one player is left

without a seat; he is considered _out_, and, in addition, he must pay a

forfeit. One of the chairs is then taken away, and the game proceeds, a

chair being removed every time the music stops. One unfortunate person

is always left out in the cold, until at last one chair is struggled

for by the two remaining players, and the successful one of these is

considered to have earned the right to pronounce judgment on such as

have had to pay forfeits.

"MY MASTER HAS SENT ME UNTO YOU."

No better game than this can be chosen by those who are partial to a

little gentle exercise. Sitting in order round the room, the first

player begins by saying to his neighbour, "My master has sent me unto

you," at the same time working away with the right hand as if hammering

on his knee. The person to whom this remark is made must reply "What

to do?" In answer to which the first player says, "To work with one as

I do." The second player, then working in the same way, must turn to

his neighbour on the left, and carry on the same conversation with him,

and so on, until every one in the room is working away with the right

hand. The second time of going round the order is given to work with

two hands; after that with one foot as well, then with two feet, and

last of all with the head. Should any one be detected not keeping both

feet, hands, and head in constant motion while the game is going on, a

forfeit can be demanded.

NOUNS AND QUESTIONS.

_See_ "Crambo."

THE OBJECT GAME.

The party first divides itself into two equal parts. One person from

each side is chosen to go out of the room, and, after consulting

together, they fix upon any object they like for the rest to guess.

The company then seat themselves in two distinct circles, sufficiently

apart to prevent the remarks made in one circle from being overheard

by those in the other. The two representatives are now summoned,

and requested to take their places, one in each group, when a race

begins as to which group shall first find out what object of thought

has been fixed upon. The rule is that the number of questions asked

should be limited to twenty, though in many cases it is impossible to

adhere to this restriction; while, on the other hand, the object is

frequently guessed before the whole twenty questions have been asked.

No restriction is placed upon the objects to be thought of--a drop

of water, a ray of light, a crab's claw, a nail in the boot of some

great man, or anything else may be chosen. The object of the game is,

of course, to make the guessing as difficult as possible, so that the

struggle as to who shall be the winners may be a hard one.

THE OLD SOLDIER.

The game of Old Soldier, though unmistakably an old one, is always

welcome, especially to the little people. One of the company stands up

and personifies for the time the character of an old soldier, who is

destitute, ragged, and hungry. He goes round the room asking each one

in turn for relief, the rule being that in the answers given to him the

words "Yes," "No," "Black," or "White" must not be mentioned, neither

must any hesitation be allowed. Want of promptness in a reply must

be atoned for by the payment of a forfeit, just as much as would the

mention of one of the forbidden words.

ORANGES AND LEMONS.

Two of the company, one supposed to be an Englishman and the other a

Frenchman, stand face to face, holding each other's hands so as to form

a kind of bridge for the rest to pass under one by one. As the company

pass under the bridge, the couple holding hands sing the following

well-known rhyme:--

"Oranges and Lemons,

Say the bells of St. Clement's.

You owe me five farthings,

Say the bells of St. Martin's.

When will you pay me?

Say the bells of Old Bailey.

When I grow rich,

Say the bells of Shoreditch.

When will that be?

Say the bells of Stepney.

I'm sure I don't know,

Says the great bell of Bow.

Gay go up and gay go down

To ring the bells of London Town."

Just as the last player reaches the bridge, the bridge-holders utter

the words--

"Here comes a candle to light you to bed,

And here comes a chopper to chop off your head."

At the same time keeping the last player a prisoner. The captive is

then asked whether he will be English or French, and according to his

decision he is placed behind either the Frenchman or the Englishman.

Going round to their original starting place, the company again all

pass under the bridge, while the rhyme is again being sung, the last

one in the file, like his predecessor, being also detained and made

a prisoner, and being compelled, too, to choose which country he

will fight for. Thus the game proceeds until all have, one by one,

been captured, and consequently two long lines have been formed of

Englishmen and Frenchmen. The grand conclusion consists in these two

powers vieing with each other as to which is the stronger, the test

being that those who can pull their opponents from their position have

won the game.

ORIGINAL SKETCHES.

Each person must be supplied with paper and pencil. At the top of the

paper a small sketch is then drawn by every one, representing some

historical incident, either from English or foreign history, or any

other subject chosen. The proper way is for the subject to be announced

as soon as the papers are delivered, but, if preferred, no restriction

of any kind need be placed upon the artists; all may draw whatever they

like. We need not remark that the latter method renders the guessing

business a much more difficult affair. On the sketches being completed,

each player passes his paper to his left hand neighbour, who, after

closely examining it, writes down at the bottom of the paper what he

imagines the drawing is meant to represent. The paper is then folded

over so as to conceal the writing, and passed on again to the left,

every player examining each sketch as it reaches him, and putting down

what he thinks it is intended for; but on no account must any one look

at what has already been written. As soon as the sketches have been

scrutinised and pronounced upon by every player, they are collected,

and the various opinions are read aloud.

"OUR OLD GRANNIE DOESN'T LIKE TEA."

After being seated in order, the first player announces the fact that

"Our old Grannie doesn't like Tea." The person sitting next inquires

what it is the old lady likes in preference, the answer to the

question, if right, will name some article in which the letter T does

not occur. For instance, if Grannie can't eat potatoes, or carrots, or

vegetables, she may still be passionately fond of peas and beans and

cauliflowers. Coffee and cocoa, too, she is able to drink, although tea

has the effect of giving her indigestion and making her frightfully ill.

PAIRS.

Great fun may be extracted out of this game, and it is admirably

adapted to boys who (as most of us know) seem to take an intense

delight in making each other appear ridiculous. Each gentleman is

requested to choose a partner for himself. Should ladies be among the

company, it is needless to say that the game will be all the more

interesting, especially if there be a sufficient number to provide a

lady for each gentleman. One gentleman alone, who personates a lawyer,

walks up and down the room in front of the various couples, asking

questions of any one he pleases. The answers to his questions must

be answered, however, not by the person addressed, but by his or her

partner. It may, therefore, be easily imagined what inappropriate

replies may be given. For instance, the lawyer may ask a lady what

is her favourite occupation. The lady's partner, who must answer the

question while she herself remains perfectly silent, may say "dressing

dolls," "cricketing," "playing leap-frog," or anything else equally

wide of the mark. The lady must patiently hold her tongue, or incur

the penalty of paying a forfeit. Those who feel themselves libelled,

however, by the remarks made about them by their partners, have the

satisfaction of knowing that they will most likely have the opportunity

of retaliating before the game is over, because when their turn comes

to answer the questions addressed to their partners they can give tit

for tat.

PERSON AND OBJECT.

Two of the company leave the room together, and after due consultation

agree to think of some particular person, either historical or

otherwise, and about whom they shall be prepared to answer any question

which may be put to them by their friends. Not merely, however, as in

other games, is some particular person thought of, but also something

belonging to him; for instance, part of his dress, his favourite

dog, his friend, or perhaps some peculiarity by which he is so well

known that it has actually become part of himself; and on returning

to the room, one of the two who have been absent must represent the

person, and the other the object. In turn they must then submit to be

questioned by the company, who will alternately address themselves,

first to the person, then to the object. Supposing Mr. Gladstone to

be the person fixed upon, his axe might be chosen for the object,

or Cromwell and his wart, or Lord Beaconsfield and his little curl.

While the questioning is going on, the person must not volunteer any

information relative to the object, neither must the object give any

light relative to the person; each must accurately but briefly speak

for himself alone until the company succeed in guessing who and what

have been the subject of thought.

THE PORK-BUTCHER.

This game is very much like that of the Spanish Merchant, the only

difference being that instead of the players representing themselves

as Spanish merchants, they carry on for the time the business of

pork-butchers. The first player begins the game by saying, "I have

just killed a pig, and shall be glad to sell portions of it to any of

you. What part will you take?" he continues, addressing his right-hand

neighbour. The trick of the game is that whatever part the purchaser

shall choose, the corresponding part on his own person must, as he

names it, be touched by him.

POSTMAN'S KNOCK.

This game, sometimes used as a forfeit, is played in the following

manner:--First of all, some one is stationed at the door, inside the

room, to answer the repeated knocks that will be made. Another of the

company begins the game by going out of the room, and presently making

himself heard outside as postman, by giving a double knock. On the door

being opened he is asked for whom he has a letter, and how many pennies

the owner will have to pay for it. The person to whom the imaginary

letter is addressed must then go outside the room, and give the postman

his fee, not in pennies, but in kisses, after which he must take his

turn as postman.

PROVERBS.

In choosing a proverb for this game, the simpler ones will be found the

best, as those with long, prominent words are difficult to introduce.

One of the company having retired, a proverb is fixed upon. The absent

one is then called in, when he at once begins by asking a question

of each of the company, the first one of whom must mention in his

reply the first word in the proverb; the second player must mention

the second word, and so on, until all the words have been brought

in. Sometimes when the company is large, the proverb is repeated

twice in the same round, though when this is done the person who is

guessing should be told of the arrangement. As soon as the proverb is

discovered, the person whose word gave the clue to the mystery must be

the next guesser.

THE QUAKER'S MEETING.

Those of the company who wish to play arrange themselves in a straight

line on the floor, all kneeling on the right knee, while on the other

knee they must have their hands resting and twist their thumbs. Their

countenances must all wear a very solemn, woeful appearance; indeed,

the rule is that should even a smile be detected on the countenance of

any one a forfeit can be demanded. The following conversation is then

carried on, each sentence of which, both question and answer, must be

repeated in turn by every one of the players--all remembering that the

utmost gravity must be sustained throughout:--

"Well, friend, and how art thou?

Hast thou heard of Brother Obadiah's death?"

"No. How did he die?"

"With one finger up, (The player must here cease twisting his

thumbs, and hold up the forefinger of the

right hand).

With one eye shut, (Here he must shut the left eye).

And shoulder all awry."

"How did he die?"

"In this way."

When the conversation reaches this point the player at the top of the

row gives his neighbour a good strong push, which in time has the

effect of precipitating all the players on the floor, and thus turning

the solemn meeting into a very uproarious one.

THE RESTING WAND.

It is necessary in playing the Resting Wand that at least two people

should be acquainted with the mystery attached to it, and that they

should make an arrangement with each other beforehand to understand

each other's movements. One of these two persons is blindfolded, and

placed with his back to the company, while his companion, with a staff

in his hand, stands facing them. The latter of the two then begins an

animated conversation with his friends, trying when talking to them to

make frequent mention of their names. Stopping occasionally, he touches

some one with the wand, saying at the same time to his friend, who is

blindfolded, "On whom does the wand rest?" Strangers to the game will

not all at once perceive that the wand is always made to rest on the

person who was the last but one to speak, and that it is on account of

this arrangement that the blinded person is able to mystify his friends

by answering correctly the question, "On whom does the wand rest?"

RETSCH'S OUTLINES.

To those at all skilled artistically great fun may be extracted in the

following manner:--Each person must be provided with a piece of paper

and a pencil. Upon every paper the owner then scribbles a crooked or

straight line of any description and passes it on to the right-hand

neighbour. All are then expected to make the line on their paper the

foundation for a little picture of some kind; and although very often

the results are exceedingly absurd, it is possible on the other hand

for pretty little sketches to be thus produced. The original outline

must be drawn very thickly to distinguish it from the rest of the

figure, as in the woodcut.

[Illustration: RETSCH'S OUTLINES.]

THE REVIEWERS.

Each player is provided with a piece of paper, on the top of which must

be written by every one the title of some book; a real title may be

chosen or an imaginary one. The papers must then all be folded down, so

that no one but the writer may know what is concealed underneath, and

passed on to the left neighbour. Below the fold a second title must be

added, the paper again folded down, and again passed on to the left. A

motto of some kind must come next, or a piece of poetry; and, lastly,

two or three opinions of the press. It perhaps might be as well to

observe that the great charm of the game consists in every contributor

being ignorant of what has previously been written, therefore,

the honour of all is depended upon not to look under the folds. A

collection of the papers is then made, and they are read aloud; the

results being something of this description:--

A FEW BRIGHT SPOTS IN HISTORY;

OR, THE MANX CAT.

BY A. WISEACRE.

"A thing of beauty is a joy for ever."

"We would strongly recommend this new and valuable work to all

lovers of geology, as one of the greatest helps they could possibly

procure."--_Morning Chronicle._

"No gentleman's library will be complete until this gem of literature

has its place on one of the book-shelves."--_Weekly Gazette._

THE WILD MAN OF THE WOODS;

OR, LOVE IN A COTTAGE.

BY SAM THE NEWSMAN.

"England, with all thy faults I love thee still,

My country!"

"It would be useless recommending this book for perusal to

any one not gifted by nature with the highest of intellectual

powers; no ordinary book could appreciate its hidden depth of

meaning."--_Westfield Review._

"A harmless little book, well adapted for children. There is nothing

to complain of in its moral tendency."--_Cornwall Leader._

JOHN AND HIS TWIN BROTHER;

OR, LIFE IN THE ARCTIC REGIONS.

"Be good, sweet maid, and let who can be clever;

Do lovely things, not dream them, all day long."

"We have read this book with intense interest, and cannot speak too

highly of it as a work of art."--_Working Man's Friend._

"An invaluable book for young housewives."--_Liverpool Guardian._

RHYMES.

This game is one that even very young children can understand. One

of the company thinks of a word rhyming with another word which he

mentions. The aim of the party then is to guess what the word thought

of can be. The rule is that no one should give a name to what they

guess, but describe it instead, and each of the company in turn is

entitled to a question. Should the word thought of be "bag," rhyming

with "rag," the questions must be put thus:--

"Is it a necessary part of a boot-lace?"

"No, it is not a tag."

"Is it the name of a horse?"

"No, it is not a nag."

"Is it the name of an elegant horned animal?"

"No, it is not a stag."

"Is it useful to schoolboys and girls?"

"Yes, it is a bag."

RULE OF CONTRARY.

Almost any number may play at this game if, instead of being supplied

with a pocket-handkerchief, as is generally the case, a small

tablecloth be used instead. All stand round, and each person takes hold

of the cloth with one hand. One person acting as leader, while holding

the cloth with the left hand, pretends with the right hand to make

mysterious characters on the cloth, at the same time pronouncing the

following rigmarole:--"Here we go round by the rule of contrary. When

I say 'Hold fast,' you must let go. When I say 'Let go,' you must hold

fast." Then crying either "Let go" or "Hold fast," the party must do

exactly contrary to what they are told; any one who should fail to do

so must pay a forfeit.

RUSSIAN GOSSIP.

This game is quite as interesting, and perhaps a little more modern

than many of those that have been so long established. First of all,

the young people take their seats next each other in a circle. The one

at the end then relates to his neighbour some little incident, a piece

of news he has heard, an anecdote, or anything else that may occur to

him. The neighbour then relates it to the next person, who relates it

to his neighbour, and so on until every one of the party has heard the

story. The last person who has been communicated with then repeats what

has been told him, and very amusing it generally is to find how totally

unlike the original the incident has become, after being cropped and

added to by the different narrators.

THE SCHOOLMASTER.

Among stirring games one that is always a success when played with

energy is that called The Schoolmaster. The one of the party who

volunteers to be master of the ceremony places himself in front of his

class, who are all seated in a row. If agreeable, he can examine his

subjects in all the different branches of education in succession,

or he may go from one to the other indiscriminately. Supposing,

however, he decides to begin with natural history, he will proceed

as follows:--Pointing to the pupil at the top of the class, he asks

the name of a bird beginning with C. Should the pupil not name a bird

beginning with this letter by the time the master has counted ten, it

is passed on immediately to the next, who, if successful, and calls out

"Cuckoo" or "Crow," &c., in time, goes above the one who has failed.

Authors, singers, actors, or anything else may be chosen, if the

schoolmaster should think proper, as subjects for examination; but,

whatever may be selected, the questions must follow each other with

very great rapidity, or the charm of the game will be wanting.

SHADOW BUFF.

This game, if well played, may be productive of much merriment. A

large white sheet is first hung securely on one side of the room, and

on a table some distance behind a very bright lamp must be placed.

All other lights being extinguished, one of the party takes a seat

on a low stool between the lamp and the sheet, but nearer the latter

than the former. One after another the company pass behind him, their

shadows of course falling upon the sheet as they pass. It is much more

difficult than most people would imagine to guess the original from

the shadow, especially as in this game it is allowable for the players

to disguise themselves to some slight extent. Gestures of any kind may

be practised, masks may be worn, false noses, or anything else of the

kind, to render the work of the guesser more difficult, for this always

tends very considerably to add to the general fun.

SHOUTING PROVERBS.

A game that is much more speedily despatched, and much more boisterous

than the ordinary game of Proverbs, is this one called Shouting

Proverbs. A proverb having been selected, one word of it is given to

each of the company, which he must shout clearly and distinctly when

told. The person to whom the proverb is unknown then stands as near

the company as they will permit him, while he says the words "Charge!

Present! Fire!" As soon as he utters the word "Fire!" the party all

shout their words together, and from this confusion of sounds he

is expected to guess the proverb. Generally the shouting has to be

repeated many times before the proverb can be detected.

"SIMON SAYS."

In this game an imaginary Simon is the presiding genius, and the

orders of no one but Simon are to be obeyed. The leader of the company

generally begins by saying, "Simon says, 'Thumbs up'" when every one

must immediately obey the command of Simon or incur the penalty of

paying a forfeit. Simon may then say, "Wink your left eye," "Blow your

nose," "Kiss your neighbour," or anything equally absurd. Whatever

Simon says must be done. No command, however, not prefaced by the words

"Simon says" is to be regarded. With the idea of winning forfeits, the

leader will endeavour to induce the company to do certain things not

authorised by Simon--indeed, the fun of the game consists in every one

doing the wrong thing instead of the right one, and in having a good

collection of forfeits.

THE SPANISH MERCHANT.

After seating themselves in order round the room the first player

begins by saying to his neighbours, "I'm a Spanish merchant." The

neighbour then replies, "What do you sell?" This question the first

player responds to by naming any article, which at the same time

he must touch. For instance, should he say he sells gold, he must

unobservedly touch some gold article--a piece of money, a gold ring,

a breast-pin, or anything else of gold. Silk, cloth, linen, carpets,

boots, glass, indeed any conceivable thing, may be articles of

merchandise; the only thing to be remembered is that whatever is chosen

must be touched.

THE SPANISH NOBLEMAN.

The company arrange themselves in a long straight line at one end of

the room, excepting one person, who is to be the nobleman, and he must

take his place at the other end of the room. Advancing to his friends,

the nobleman must then, sing the following lines:--

"I am a nobleman from Spain,

Coming to court your daughter Jane."

To which the rest reply:--

"Our daughter Jane is yet too young,

She has not learnt her mother's tongue."

The nobleman replies:--

"Be she young or be she old,

For her beauty she must be sold;

So fare you well, my ladies gay,

I'll call again another day."

The company then advance singing:--

"Turn back, turn back, you noble lord,

And brush your boots and spurs so bright."

Whereupon the Spanish Nobleman replies, with something of rebuke in his

tone:--

"My boots and spurs gave you no thought,

For in this land they were not bought,

Neither for silver nor for gold.

So fare you well, my ladies gay,

I'll call again another day."

All then advance, saying:--

"Turn back, turn back, you noble lord,

And choose the fairest in your sight."

The nobleman, fixing upon--supposing we say Kitty--then says:--

"The fairest one that I can see,

Is pretty Kitty: come to me."

The couple go back hand in hand rejoicing. The whole performance is

then re-commenced, but the second time, instead of only one nobleman

two noblemen advance, and the rigmarole is gone through again, ending

at last in another companion being induced to join the little band

of noblemen. Thus the game is carried on, until in the end all have

gradually been won over to the opposite side.

SPELLING BEE.

Not long ago the excitement about Spelling Bees was very great. Both

publicly and privately these entertainments were held for a very

considerable period; indeed, none of us felt sure on leaving our

homes whether we should not be called upon before our return to spell

no end of hard-sounding words that, hitherto, we had scarcely heard

of or seen. Consequently, the dictionaries were all in demand, and

young people, instead of giving all their time to light literature,

might have been seen privately hunting up such words as Phthisical,

Æsthetics, Dithyrambic, Isosceles, and others equally difficult, in

order that they might not be disgraced as bad spellers. Now the rage

has subsided, though no doubt the good produced by the Spelling Bees is

still to be felt. As a Round Game, the Spelling Bee is conducted much

the same as "The Schoolmaster," elsewhere described. The company take

their places as if in class, going up or down as they acquit themselves

creditably in the estimation of their master. The words must of course

be made difficult or easy, to suit the capacities of the spellers.

There would be no fun in exposing to general ridicule the ignorance of

a boy or girl whom illness may have made more backward in knowledge

than his or her schoolfellows.

SPOON MUSIC.

A very good effect may be produced in the following manner:--The

performers who are to assist in the entertainment must each be provided

with a wine-glass and a spoon. The accompanying air (or other) is

then played over, and when the pianist arrives at the passages marked

_spoons_, each glass is to be touched lightly on the edge with the

spoon. By way of variety, the second time the air is played clapping of

hands may take the place of the spoons; and the third time whistling

may be adopted. The fourth time a good hearty laugh from every one will

sound well, after which the game may begin again with the spoons.

The idea suggested may of course be carried out still further. Any air

may be selected, the playing of which may be interspersed, at suitable

intervals, by the jingling of spoons, laughing, and whistling.

If done with delicacy it is astonishing what a pleasing effect may be

produced, especially if the wine-glasses provided be of thin glass. In

the hands of adepts at the game the glass will be in no danger of being

broken, because the more gentle the touch the greater will be the

success achieved; nothing is needed but clear, gentle ringing notes,

sounded in harmony.

[Music]

THE STAGE COACH.

Now for a really stirring game, provided that in the party a few

energetic lively young people are to be found. Many a hearty laugh has

been heard from big people, as well as little ones, while the stage

coach has rattled along through the rain and snow and sunshine round

the drawing-room table. The leader tells every one to assume a name

connected in some way with a stage coach. Any of the four wheels,

the horses, the bridles, the whip, the windows, the cushions, any of

the passengers, or numerous other things, may be chosen. The objects

selected are generally written down on paper, linked with the name

of each owner, unless it be that the leader can trust to his memory

without any such assistance. He then begins his narrative, which must

be as lively and ridiculous as possible, telling how the stage coach

started, where from, where it was going, how many passengers there

were, what they were like, and so on. The narrator will find that one

thing suggests others to his mind; the difficulty will probably be to

narrate every incident that occurred as the conveyance rolled along.

We must not forget to say that the greatest part of the fun consists

in the jumping up, twirling round, and changing seats, that have to

be done while the narrative is proceeding. The names assumed by the

company are mentioned as frequently as possible, each of whom must

recognise the call by rising from his seat, turning round, and then

sitting down again. When the stage coach itself is mentioned by any one

all must change places, the person left without a seat being called

upon for a forfeit.

STOOL OF REPENTANCE.

The players seated round the room, a stool is placed in the centre,

which one of the company volunteers to occupy while certain charges

are being made against him. One person acting as Lord President then

goes round the room, inquiring of each player what charge he or she has

to make against the culprit, who is humbly sitting on the stool of

repentance. All the accusations are whispered into the president's ear,

who will do wisely, should the party be a large one, to be supplied

with paper and pencil, and attach to each accusation the name of the

person who makes it. All being in readiness, the president then begins

by saying, "Prisoner on the stool of repentance, you are accused of

(being conceited, or noisy, or vain &c.). Can you tell me the name

of the person who makes this serious charge against you?" Should the

prisoner guess rightly, the accuser must pay the forfeit, and prepare

himself to take the place of culprit in the next game; but, on the

other hand, should the prisoner guess wrongly, he must pay the forfeit

himself, and keep his seat on the stool of repentance. It sometimes

happens that when the prisoner has at an early stage of the proceedings

guessed correctly, and by so doing has earned his freedom, he still

wishes to hear the rest of the accusations. If such be the case, he is

entitled to have his wish gratified, being willing, of course, to pay

a forfeit for every mistake; and when all have been heard (if he has

succeeded in guessing rightly more than once), he has the privilege of

choosing the next culprit to occupy the seat that he has vacated.

TABLEAUX VIVANTS.

In the estimation of some people Tableaux Vivants possess even greater

attractions than Charades, simply for the reason that in their

representation no conversational power is required. The performers

have to remain perfectly silent, looking rather than speaking their

thoughts; proclaiming by the attitude in which they place themselves,

and by the expression of their countenances, the tale they have to

tell. To others, however, this silent acting is infinitely more

difficult than the incessant talk and gesticulation required in Charade

actors. Naturally active, and gifted with a ready flow of words, the

ordeal of having to remain motionless and silent, for even three or

four minutes, would be equal to the infliction upon themselves of

absolute pain. Still we must not be led to think that individuals

devoid of character are the most eligible to take part in Tableaux

Vivants; no greater mistake could be made. The affair is sure to be a

failure unless the actors not only have the most perfect command of

feeling, but are able also to enter completely into the spirit of the

subject they attempt to depict. It would be useless to expect a lady to

personate Lady Macbeth who had never read the play, and who, therefore,

knew nothing of the motives which prompted that ambitious woman in her

guilty career. In order to give effect to the scene the subject must

be familiar and thoroughly understood by the actors. There is seldom

any difficulty in the selection of subjects. Historical remembrances

are always acceptable, and can be made to speak very plainly for

themselves, while fictitious and poetical scenes may be rendered simply

charming. Speaking from experience, one of the prettiest Tableaux

Vivants we ever saw was one taken from Shakspere's "Winter's Tale."

As soon as the curtain was drawn aside, Hermione was seen on a raised

pedestal, so lifeless and calm she might well have been mistaken for

marble. Before her was standing Leontes, an old man, with his daughter,

Perdita, hanging on his arm, both evidently struck dumb with amazement

at the likeness of the Statue to her who for so many years they had

believed to be dead; while Camillo, Florizel, and Polixenes, also stood

gazing in wonder. The good Paulina, dressed as a Sicilian matron, stood

behind the Statue, or rather on one side, as the exhibitor of it.

Presently were heard strains of gentle music, when the Statue stepped

gracefully from her elevation, gave her hand to Leontes, and was

embraced by him. The curtain here was drawn forward again, hiding from

our sight a picture that ever since has been printed indelibly upon

our memory. For comic tableaux scenes from fairyland or from nursery

rhymes, would answer the purpose admirably. Some young lady with long

hair might be made to be seen kneeling as Fatima, before her cruel,

hard-hearted husband, Blue Beard; he with her hair in one hand, and a

drawn sword in the other, just about to commit the horrid deed; the

sister meantime straining her eyes out of the window, to catch sight of

her brothers, who she knows are coming with all speed to the rescue.

As to dressing and scenery, they are matters that must be left to the

taste and fancy of the managers of the concern, who will soon discover

that the success of Tableaux, even more than Charades, depends very

greatly upon dress and surroundings. Charades speak for themselves,

but Tableaux are so soon over, that unless the actors assume somewhat

of the dress of the characters they attempt to personate, the audience

would not readily guess the subject chosen. There is little doubt

that with both Charade performers, and with those who take part in

Tableaux Vivants, the assumed dress gives an air of importance to the

proceedings which would not otherwise exist, and acts like a kind of

inspiration (upon young people especially), making them perhaps more

thoroughly lose their own personality in trying to be for a time some

one else.

THE TELESCOPIC GIANT.

Another method (besides that already described) of making a giant is

to fasten a hat to the top of a broom or a long stick, and then a

little below the hat to fix a small hoop to form the shoulders. A very

long mantle of some description must then be firmly fastened on as

gracefully as possible, under which a gentleman, the taller the better,

must take his post, holding in his hand the stick. As may be imagined,

the result is exceedingly ridiculous, owing to the giant being able

to make himself tall or short, as it may suit his inclination. At one

moment he may shoot himself out to a great height, then become quite

small, chattering and gesticulating all the time, to make the affair

more comical.

THINK OF A NUMBER.

Tell your neighbour to think of any number he likes, but not to tell

you what it is. Tell him then to double it; when he has done that, let

him add an even number to it, which you yourself must give him; after

doing this he must halve the whole, then from what is left take away

the number he first thought of. When he shall arrive so far, if his

calculations have all been made correctly, you will be able to give him

the exact remainder, which will simply be the half of the even number

you told him to add to his own.

THIS AND THAT.

The trick in this game that must be understood by the two of the

company who are to take the leading part in it, is nothing more than

that the word _that_ is to precede the article that has been chosen for

guessing. For instance, one of the two players acquainted with the game

goes out of the room while an article is chosen by one of the company

as _the object_ to be guessed. The absent one is then recalled, when

the second player acquainted with the game remarks that something in

this room has been touched, and requests him to name the article.

"Do you think it was this music book?"--"No."

"Was it the arm-chair?"--"No."

"Was it the writing desk? "--"No."

"Was it this chair?"--"No."

"Was it that bracket?"--"Yes."

The performance may be repeated until the secret has been discovered.

THROWING LIGHT.

This game is a wonderfully interesting one, though, like all others,

its success depends very greatly upon the amount of energy that is

thrown into it by the players. A word is chosen to be the subject of

conversation by two of the party, and must be known to themselves only.

It should be a word to which several meanings are attached, so that

the remarks made in reference to it may be ambiguous and puzzling to

the rest of the company. The two persons who know the word begin a

conversation, referring to the word in all its different meanings, the

others being allowed to add their remarks as soon as they have guessed

what the word is.

Supposing the word fixed upon to have been _Hare_, which is also spelt

in another way, the conversation could be very easily sustained in

something like the following style:--

_1st player._--"I saw one the other day when I was out driving in the

country."

_2nd player._--"I had one sent for a Christmas box."

_1st player._--"My own is dark brown."

_2nd player._--"And mine is nearly black."

_1st player._--"Do you like it hot or cold?"

_2nd player._--"Between the two, I think."

Here some one who has discovered the word may remark, "Don't we

read of some one in the Bible who might have lived longer if he had

not possessed quite so much of it?" Thus the chat runs on until the

players, one by one, as they guess the word, are entitled to take part

in the conversation. The penalty for making a mistake and joining in

the conversation before the right word has been discovered, is to have

a handkerchief thrown over the guilty person's head, which must be kept

on until the word is really found out. The words Lock, Ball (Bawl),

Deer, Key (Quay), Pen (Penn), Pain (Pane), Boy, Handel (Handle), Whale

(Wail), and similar words with two or three meanings, are such as will

be required.

TOILET.

We must not forget to name the old-fashioned game of the Toilet, which

no doubt, if the truth were known, came in, like Blind Man's Buff,

as far back as the time of William the Conqueror. The original idea

in connection with it is for each person to fix upon some article

indispensable to a lady's dress. Her fan, pocket-handkerchief, slipper,

scent-bottle, and so on are chosen, an article to each player. The

leader, supplied with a wooden trencher, generally begins by announcing

the fact that my lady is invited to a ball, consequently her wants

during the time of dressing will be very numerous. Probably the brush

and comb will first be called for to dress the lady's hair, when the

owner of these articles must respond to the call by taking up the

trencher before it has ceased spinning; it being the rule that every

one who makes a call shall spin the trencher. Instead of articles

of dress, flowers have frequently been chosen by young ladies, each

one representing her favourite flower, and in order to make the game

suitable for use among boys it may easily be still further altered,

according to fancy, the variations of course depending upon the

articles chosen. In all round games, however, boys and girls generally

play together, and it is usually found that a good girls' game is

equally attractive among the boys. It must not be forgotten, in playing

this game of Toilet, or Trencher, as it is also called, that when the

word "Toilet" is used, or any other word that is fixed upon instead,

every one of the company must change places. Should any one fail to do

this, a forfeit can be demanded as a penalty.

THE TRADES.

In this game each player chooses some trade. For instance, one may be a

carpenter, another a gardener, another a tailor, and so on. One person

must then be nominated King, and at a certain signal from him every one

must begin working at the trade he has chosen, imitating it by action

the best way he can. After working for some time, the King may, if he

chooses to do so, abandon his own trade and take up that of one of

the others. Should he do this, every one must stop working, excepting

the person whose trade he has adopted, and he must work at the King's

trade instead of his own, until the King is inclined to return to his

original occupation, when all may go on working as before.

Another game, quite as interesting as this one, though not perhaps

so well known, is also played under the name of Trades. Each person

fixes upon some trade which, for the time, he is supposed to follow.

The leader of the game, or one of the party gifted with inventive

faculties, then commences a narrative in which all the various branches

of business occupy a conspicuous place. For instance, the narrator may

recount to the company the amusing adventures of some old lady who set

out one morning to do the family shopping. She first called at the

_butcher's_. (Here the person who has chosen butchering as his trade

must immediately, before ten has been counted, name a joint of meat;)

and having extracted a promise from the _butcher_ (another joint of

meat must here be named) that her order shall be attended to at once,

she went on to the _greengrocer_. (Here the greengrocer must mention

something sold by him.) She then went on to the _baker's_, and having

bought all she wanted for dinner, thought she would call on her way

home at the _shoemaker's_ to inquire if her shoes were mended. In a

style of this kind the adventures of the old lady may be carried on to

any length, the interest of the game depending, as in all games, on

the amount of energy thrown into it. The great fun of the game also

consists in the trades being mentioned very frequently, so that every

one in the room may feel the necessity of being constantly on the

watch, knowing that the various articles they are supposed to have in

stock may at any moment be demanded of them.

THE TRAVELLER'S ALPHABET.

The players sitting in a row, the first says, "I am going on a journey

to Amsterdam," or any other place beginning with A. The person seated

next inquires, "What will you do there?" The verbs and nouns used in

the reply must begin with A. The next player must adopt B, the next C,

and so on, until the whole of the alphabet has been gone through; but

perhaps an example will, best illustrate our meaning:--

_John._--"I am going on a journey to Amsterdam."

_Effie._--"What will you do there?"

_John._--"I shall articulate ancient anthems."

_Effie._--"I am going to Buckingham."

_Will._--"What will you do there?"

_Effie._--"I shall bewilder the beautiful butterflies."

_Will._--"I am going to Cambridge."

_Mary._--"What will you do there?"

_Will._--"I shall chase crawling caterpillars."

_Mary._--"I am going to Dundee."

_Robin._--"What will you do there?"

_Mary._--"I shall drown the dreadful dogs."

_Robin._--"I am going to Eastbourne."

_Nora._--"What will you do there?"

_Robin._--"I shall enquire for empty egg-shells."

And so on to the end of the alphabet, or until another game shall be

called for.

TWENTY QUESTIONS.

In this game one person goes out of the room while the rest of the

company choose some subject which he will be expected to find out by

the time he has asked twenty questions. When he has received the twenty

answers to his questions, should he still be unable to discover the

subject of thought, he must not only produce a forfeit, but must also

for the second time be the one to go out of the room until something

else is thought of. Before doing so, however, the company may kindly

allow him to ask a few extra questions, the answers to which may

enlighten him on the first subject.

THE TWO HATS.

A similar game to this of the Two Hats is that known by the name of

the Game of Contrary, a description of which will be found on another

of our pages. One of the company comes forward holding in his hand two

hats, one of which he places on his own head, the other he gives to

one of his friends. The person to whom the hat is given must from the

moment he receives it make every action of his to be exactly opposite

to that of the owner of the other hat. For instance, should the latter

sit down his victim must immediately stand up, should he place the

hat on his head his friend must stand bare-headed, should he take it

off the other must put his hat on. This principle of contrary must

be carried out to the very utmost, not only as far as the hats are

concerned, but in every other way imaginable. When once the game is

entered upon, opportunities will readily present themselves of carrying

out the original idea, namely, that dictated by the rule of contrary.

"WHAT AM I DOING?"

Six, seven, eight, or more players take their seats in a straight

row. Behind them the person chosen to lead the game takes his stand.

Placing himself exactly behind the player seated on the top chair, he

then begins to conduct himself in the most absurd manner possible;

for instance, making some ridiculous grimace, shaking his fist, or

any other comical antic that may suggest itself to him. After doing

this for a minute or two, he then says to the player seated before

him, "What am I doing?" Should the unfortunate individual be unable to

answer correctly he must stand up, and until permission be given him to

desist, must imitate in silence the antics the nature of which he was

unable to discover. More frequently than not the guesses are quite wide

of the mark, consequently the spectacle is most laughable when five

or six of the company are all occupying the enviable position above

described.

"WHAT IS MY THOUGHT LIKE?"

This is a pleasant fireside game that, without requiring any very great

depth of thought, is made all the more interesting by the ready wit

and natural ability of the players. Some particular thing is fixed

upon by one of the company as a subject of thought. He then asks each

one in turn what his thought is like. They say anything they choose; a

rainbow, a waterfall, a monkey, an umbrella, or whatever may occur to

them. The leader then informs the company what his thought was, asking

each one in turn to draw a resemblance between it and the object fixed

upon as a comparison. It not unfrequently happens that the best reply

is given by one whose task appears to be the most difficult, owing

to the utter dissimilarity of the two objects compared; an ingenious

player being able to detect some point of resemblance between two

things so totally unlike each other as to be almost ridiculous.

As instances of really clever and apt answers, take the following--

"Why is love like a canal boat?"

"Because it's an internal transport."

"Why are lovers like apples?"

"Because they are often paired."

"Why is a Scottish dance like bitter beer?"

"Because there are so many hops in it."

"Why is the best coal like true love?"

"Because it always burns with a steady flame."

"Why is a thought like the sea?"

"Because it's a notion (an ocean)."

WHO WAS HE?

This game is not unlike the game of "Person and Object," though by many

people it is considered superior. The first player begins by mentioning

four distinguishing traits of either character or person belonging

to some remarkable individual of whom at that present moment he is

thinking. Supplied with these four facts the company are expected to

guess the name of the person at once, instead of having a number of

guesses, as in similar games of the kind; indeed, for every wrong guess

a forfeit can be claimed.

THE WILD BEAST SHOW.

As the leader of this game will require the help of at least two of the

party to assist him in his exhibition he should, if possible, select

those who have already been initiated into the mysteries of the game.

Retiring with his two or three friends into another apartment, he will

contrive some means of fixing his menagerie behind a large curtain.

In the absence of the curtain a kind of temporary screen might easily

be fixed, just to give the whole affair an appearance of importance.

On a small table a looking-glass should then be placed, but must be

hidden from view. The leader must then take his post at the door of his

establishment, and in an emphatic manner extol the beauty and value of

the animals he has on view, while his partisans, crouched behind the

curtain and out of sight, must, in the meantime, imitate loudly the

cries of different wild animals, aiming to make the _hee-haw_ of the

donkey more conspicuous than any other sound. Spectators are invited to

enter. On consenting to do so, each one is asked which animal he would

like to see first, and whatever he says, he is shown his own image in

the mirror. The great aim is to prevail upon the visitors to view the

magnificent donkey that is to be heard braying, when, of course, they

see nothing but their own face reflected in the looking-glass. This

game, though not one of the most refined, has had the charm, we may

say, hundreds of times of causing many a hearty laugh.

"YES OR NO?"

In this game one person goes out of the room, while the company fix

upon some object for him to discover. On being recalled, he may ask any

number of questions and any kind of questions, but the answers received

by him must be simply "Yes" or "No"--nothing more.

Another way of playing at the game, which renders it unnecessary for

any one to go out of the room, is for one of the company to think of

something. His friends then in turn each ask him a question, the reply

to which must be, as in the former method, nothing but "Yes" or "No,"

the questions of course continuing until the object of thought has been

discovered.

TOY GAMES AND TOY-MAKING.

In treating the subject of toy games adapted for in-door recreation,

it should be stated at the outset that many of the manufactured and

expensive toys which form the groundwork of an almost innumerable

number of games are not described with any detail, because descriptions

of these toys with their various uses are invariably supplied to their

purchasers, and further instruction here cannot be needed. To those who

can afford to procure a constant supply of new and original toys and

games, no better means of learning of their appearance can be had than

is supplied in the catalogues issued, for the most part gratuitously,

or at a very small cost, from time to time, by the leading firms

engaged in the toy trade.

As to the most simple toys, particularly those which can be made at

home by the exercise of a little skill and ingenuity, and at small

cost, it should always be remembered that the making of such simple

toys is in itself a recreation, and affords that variety of amusement

which makes recreation truly valuable. Again, there are many toys

provided by the purveyors of amusements for the youngsters, which can

neither be classified among toy games nor as toy-making; but it will

not be altogether out of place to mention them here by way, as it were,

of parenthesis. The toys more especially alluded to now are those

intended to find occupation for youngsters not blessed with playmates,

or who are sometimes without playmates.

There are toy bricks and toy building materials of endless descriptions

and varieties. By the way, a very amusing and ingenious trick may be

performed with a box of bricks familiar to all, that partakes of the

simplest character. The bricks referred to are those about two inches

long, an inch wide, and half an inch thick, and which are supplied in

boxes containing a large quantity of bricks all of that size. If these

bricks are set up on end at distances apart of about an inch and a

half to an inch and three-quarters, and the one at either end gently

touched, so as to fall on to the one placed next to it, the whole set

will gradually fall one after the other. The bricks may be arranged

serpentine fashion, winding backwards and forwards like a figure 8 or

letter S; but provided the distance named is adhered to the result will

be the same, and the effect of two or three hundred bricks leisurely

knocking each other down will, if the figure in which they are set up

be well arranged, have an almost comical appearance.

Then, again, there is the class of toys now known by the name of the

originator, "Crandall's toys," all of which are made on the principle

of fitting parts of the same structure together by joints. These toys

are being constantly extended and made more complicated, and they

afford amusement not only to those piecing them together, but also to a

numerous company of on-lookers.

Among the other leading toys for in-door recreation we would mention

"Noah's Arks," "Farm Yards," "Shops," "Railways," "Omnibuses," "Tram

Cars," "Wagons," "Horses" (an endless delight to the very young, and

which may be had in almost any form, from the simple wooden toy drawn

by a handle to that now so common, and which is mounted on a miniature

but well-made tricycle), animals of all sorts and noises, singing and

talking birds, miniature toy musical instruments, and other toys of

a never-ending variety made especially for the male portion of the

juvenile population, without mentioning here, in this Boys' Book,

those dolls and other toys intended for the amusement of the boys'

sisters and female cousins. As an illustration of the ingenuity of the

toy-producers, it may be stated that among the latest additions to

the more expensive of the mechanical toys is that known as the animal

album, of which we give an engraving. This book has represented on the

left-hand page the figure of some animal, and on the right-hand page

there is some text descriptive of the creature exhibited. On pulling

a small button attached to the book, the noise or sound peculiar to

the animal on the opened page will be emitted from under the opposite

leaf. In the woodcut the letterpress facing the portrait of Chanticleer

has been removed to show the mechanism for producing the cries of the

various animals.

In short, before proceeding to the description of those toys and toy

games selected for more detailed treatment, it may be observed that

the possession of toys is in itself a good thing; that the making of

and making use of them is better; that the capability of obtaining

amusement from those owned, be they simple or be they complicated, is

better still; but that it is best of all to be able also to be the

means of imparting amusement to those about us.

[Illustration: The Animal Album: a Talking Picture-Book.]

ÆOLIAN HARP.

This interesting little toy is best if made on a long box of very thin

deal wood, about four or six inches deep, a circle an inch and a half

in diameter, in which some small holes are to be drilled, being marked

on the upper side of the box. Bridges, like the bridge of an ordinary

violin or fiddle, are to be fastened on to each end of the upper side,

and over these bridges are to be passed a number of strings of very

fine cat-gut. The strings at one end are to be secured in the framework

of the box, and at the other on screw pins, which are themselves

fastened to the box. The strings can then be relaxed or tightened, as

desired, by turning these pins, and the notes emitted by the different

strings altered and arranged according to fancy. The instrument so

made should be blown upon or placed in a current of air where the

wind can pass freely over it, and then, according to the degrees of

strength with which the strings are blown upon, different sounds will

be produced.

ANIMATED SERPENT.

The animated serpent is a simple and pretty toy. To make it, obtain,

if possible, a piece of thin sheet copper or sheet brass, and if not,

a piece of card of firm substance, but not too thick. Draw upon the

material the form of a coiled-up serpent; cut out the serpent with the

point of a sharp pen-knife, and fasten a thread through the tip of the

tail. When this is done, fasten to the mantelpiece, or to some board to

be placed thereon, the other end of the thread, taking care that the

stove register is open. The weight of the serpent's body and head will

cause the coils and head to fall below the suspended tail, and then,

as a current of air is always passing up an open chimney, the serpent

will revolve with more or less rapidity, according to the strength

of the draught of air. It is well that the serpent when made should

be striped green, black, and yellow, and should have glass beads, to

represent eyes. Any situation in which there is a draught of air will

be suitable, as well as the chimney-piece, in showing off the toy when

made.

[Illustration: Animated Serpent.]

ANNULETTE.

_See_ "Parlour Croquet."

APPLE MILL.

This is a top-toy readily made with a nut, an apple or potato, a wooden

skewer, and a piece of string. First procure a good-sized Spanish or

Barcelona nut, and through it bore a small hole, carefully removing all

the kernel therefrom, and then make another small hole in one side of

the shell. Pare down an ordinary wooden meat-skewer until it is thin

enough to pass through the nut at the holes first bored therein, being

careful to leave a head to the skewer at the top to prevent it passing

entirely through the nut-shell. A piece of string should next be

attached to the skewer at a point just beneath the head, the opposite

end of which is to be passed through the hole in the side of the nut.

The string is then to be wound round the skewer as the string is wound

round an ordinary humming-top, leaving a small piece to pull. If an

apple or potato is then stuck upon the pointed end of the skewer, and

the string is pulled as when a humming-top is to be spun, the "apple

mill," as made above, will spin round with considerable velocity.

APPLE WOMAN.

This is an ingenious hand-trick, and consists in so dressing up the

hand as to make it represent an apple woman.

[Illustration: Apple Woman.]

Clench the fist, holding it knuckles upwards, covering the top joint of

the thumb with the top joints of the fingers. Draw on these portions

of the forefinger and thumb, forming the front of the clenched fist, a

face, using a few bold dots and lines to represent the eyes, eyebrows,

nose, &c. Make a cap to fit the hand, and drape a pocket-handkerchief

over all, fastening it as a shawl in front. The old woman so made may

be made to seem to speak by slightly moving the knuckle of the thumb up

and down, and to smoke by sticking a pipe between the forefinger and

the thumb, the space between which joints will represent the mouth. The

above illustration is a fair representation of the apple woman's face,

and a careful inspection will show how the thumb and fingers are to be

arranged.

BANDILOR.

This is a toy made of hard wood, and in appearance is not much unlike a

pulley with a very deep groove. A piece of string is to be wound round

the groove, a hole being made in the centre of the wood, through which

the end of the string has first to be secured. In playing with the

toy, the loose end of the string is to be held between the forefinger

and thumb, and the grooved piece of wood is to be let fall. The string

is thus unwound, and if the fall of the wood is suddenly checked by

a sharp jerk, the Bandilor will commence to rise, and in this way

may be made to continue alternately descending and ascending for a

considerable time. This toy is sometimes known by the name of Quiz.

BATTLEDORE AND SHUTTLECOCK.

This is a game equally for in-door and out-door recreation, but as the

mode of playing and the materials are fully described in CASSELL'S BOOK

OF SPORTS AND PASTIMES, it is only necessary here to refer the reader

to that work.

BELL AND HAMMER.

_See_ "Schimmel."

BIRD WHISTLES.

Whistles to imitate the songs of birds may be readily made in different

ways. Remove the spout from a small toy teapot, make a whistle at the

lower end of a quill, and fit that end to the hole of the teapot left

upon the spout being removed, then fill the teapot rather more than

half full of water, blow the whistle, and clear bird-like notes will be

sounded.

Another form of bird whistle may be made out of a piece of elder or

willow. Make in the middle of a piece of either of these woods a

whistle, the wood being, of course, first hollowed out. Place one end

of the whistle so made in the mouth, and the opposite end just under

the surface of a glass of water. By then blowing, the bird-like notes,

as with the quill and the teapot, will be obtained. These whistles may

be made of metal or glass as well as wood.

BIRDS, BEASTS, AND FISHES.

_See_ "Slate Games."

BOMBARDMENT.

Cassell's Book of In-door Amusements, Card Games, and Fireside Fun · 第 3 / 8 章