CHAPTER LIX

PARLOR GAMES

FOR CHRISTMAS PARTIES

AT Christmas parties, at which guests of all ages are found, it is

sometimes a perplexing riddle to the hostess to know how to entertain

them all. Musical items which may delight the older members of the

company may only serve to render younger folk restless and dull, and

dancing is not always possible in rooms of limited size. Moreover, there

are still many young folk who are unable to set their feet nimbly to

waltz and two-step, and would much prefer a romp to whirling round in

time to a measure.

Self-consciousness and shyness are usually very evident when the party

enters the drawing-room, and this coating of ice, if not thawed quickly,

will rapidly freeze into impenetrable restraint and gloom. At such times

a good game, quickly organized, is invaluable. The rules should be

explained by the hostess in so simple a manner that the youngest person

present can follow them, and everything necessary should be arranged

beforehand to avoid awkward delays and pauses.

THE CLOTHES-PIN GAME

The players are formed into two lines a few feet apart; at the top and

bottom of the lines are two tables upon which as many pins as there are

players are placed, and exactly divided into two heaps. The hands of all

are crossed at the wrists. The first players of each line use the second

player’s right hand to pick up a pin. The latter in the same way passes

it to the next player, and in this manner it goes through the lines to

the table at the end, upon which the last players place it. Meanwhile,

of course, the first players are sending other pins down the rows.

The line that succeeds in removing all the pins in the heap from one

table to the other in the shortest time wins the game. The fun lies in

the awkward manipulation of one’s neighbor’s hand. Should a pin be

dropped in the process, it must be picked up by the umpire and returned

to the top table, and throughout the game the wrists must be kept

crossed.

PROVERBS

One of the party retires while the rest decide upon a well-known

proverb. When he returns, he stands in the center of a semicircle. Some

one taps three times with a stick, and at the third tap each player

shouts one word of the proverb loudly and simultaneously. This is

repeated three times, and it is amazing how difficult it is to

distinguish even the most well-known proverb in the uproar.

Should one word give the key to the player not in the secret, the

individual who speaks it takes his place. For instance, in the proverb,

“All is not gold that glitters,” it may happen that the word “glitters”

provides the keynote. Therefore, he or she who speaks it takes the place

of the one who guesses.

The proverb must contain as many words as there are players, and each

shouts only the one word allotted to him.

THE GAME OF SHADOWS

A white sheet is stretched against the wall, with a lamp immediately

before it. All other lights are extinguished. One of the company sits on

a chair or stool with eyes fixed on the sheet. Behind him the company

files noiselessly, the while he endeavors to identify them by means of

the shadows silhouetted on the screen.

Simple disguises are allowable and increase the fun. For example, a boy

may don a girl’s hat, a girl a boy’s; or a skirt or shawl may be draped

over a boy’s suit, thus concealing the wearer’s identity. The one whose

shadow betrays her takes the place of the player who identifies her.

GARDENERS

Two rows, headed by a chosen captain, face each other. In turn they fire

at each other the names of vegetable, flowers, or fruit, beginning with

the letter A, and using in turn the other letters of the

alphabet--asparagus, artichokes, apples, &c.

The players on each side set their wits to work to aid their captain

when he shows signs of faltering. They are not allowed to speak aloud,

their promptings being given in whispers, and this is where the fun

comes in, for, when one is excited and eager to give a word, it is very

difficult to remember to whisper, especially when placed at the tail of

the line.

When a gardener and his side pause to remember a word the opposite side

counts twenty slowly; if at the end of that time their opponents still

fail they forfeit a man. The game goes on until one captain has secured

all his adversaries’ followers. Should any one except the leaders speak

aloud, he or she is obliged to cross to the other party.

When a captain surrenders he is obliged to go to the end of the line,

and the next man takes his place and responsibilities. Wild flowers or

plants are not allowed.

TIDINGS

Each player adopts some trade or profession. One member reads out the

social gossip from a daily paper. When he pauses and points at one of

the rest, that one must reply quickly some sentence regarding his

calling or the stock he sells, for instance--

_Reader._--The ball that took place at the residence of the Hon. Mrs.

Mortimer last evening was distinguished by the presence of the

President.

A number of débutantes were present, the majority of whom were dressed

in--Here the reader glances at the carpenter, who answers, “Shavings.”

_Reader_--“Their headgear consisted of (glances at the fruiterer)--

_Fruiterer_--“Pine-apples.”

_Reader_--“Their jewels were necklaces (glances at the ironmonger)--

_Ironmonger_--“Of nails.”

_Reader_--“The dancing took place in--

_Tobacconist_--“A cigar box.”

_Reader_--“The walls of which were richly decorated with--

_Lawyer_--“Red tape.”

_Reader_--“The band was composed of forty instruments all--

_Doctor_--“Medicine bottles.”

_Reader_--“The President’s first partner was--

_Fishmonger_--“A codfish.”

_Reader_--“Who was most becomingly clad in--

_Druggist_--“Silver scales.”

_Reader_--“Her bouquet was composed of--

_Dry Goods Merchant_--“Spools of cotton.”

_Reader_--“And her tiny feet were cased in--

_Mason_--“Bricks.”

_Reader_--“Her dancing was as light as--

_Plumber_--“A gas escape.”

_Reader_--“And her charming smiles showed to view a perfect set of--

_Bootmaker_--“Black heels.”

It can be imagined from this example the merriment and laughter similar

answers evoke.

THE LAWYER

The party is divided into two rows, through which walks the lawyer. He

asks a number of questions, and the answers may contain any words except

“yes,” “no,” “white,” “black.”

The person to whom he puts his query does not reply, but the one

immediately opposite does.

The lawyer exchanges places with the one who makes the first mistake.

_An Example_

_Lawyer_ (pointing to Mary)--“Your hair is very long; is it your own?”

_Tom_ opposite bawls “false.”

_To Jessie_--“Do these pretty boots pinch your feet?”

_Jack_--“Of course, they are two sizes too small.”

_To John_--“Did you use your razor this morning?”

_Jane_--“He hasn’t any hair to cut.”

_To Timothy_--“Is your nurse waiting to put you to bed?”

_Elsie_--“Naturally--he goes to bed at seven.”

_To Dick_--“What would you like on your next birthday?”

_Ethel_--“A rattle.”

_To James_--“What is your favorite pastime?”

_Alice_--“Putting dolly to bed.”

_To Freda_--“What is the color of your face?”

_Andrew_ (afraid to say “white” for fear of forfeit)--“Green.”

CABBAGES

Any number of players can take part in this game. They kneel in a circle

on the floor with fingers stretched out before them and thumbs tucked

in.

The game is started by the leader’s query to her neighbor: “Can you play

cabbages?”

As the latter has not been initiated into the mysteries of the game, she

at once replies--

“No.”

The question is asked by each player, and is always answered in the

negative until the circle is completed, when the leader again queries:

“Can you play cabbages?”

Neighbor--“No.”

_Leader_ (suddenly)--“Then why on earth are we sitting here?”

The blank expressions which result in this query are ludicrous in the

extreme, and are followed by bursts of merriment.

THE LOVER’S COMING

All the members of the party save one are massed together at the end of

the room. The leader walks close to them, and throws a light rubber ball

towards any person she likes.

The person must be prepared to catch the ball. As the leader throws it,

she accompanies the action with these words, “My lover comes thus”--the

ball is tossed in a way to illustrate the manner of the supposed lover.

The thrower terminates her sentence by a letter of the alphabet. The one

to whom the ball is thrown has to provide an adjective beginning with

the given letter as she catches the ball--thus:

_Leader_--“My lover comes g”--(throws ball).

_Catcher_--“Gayly”--(tosses ball back).

_Leader_--“My lover comes h.”

_Catcher_--“Hopping.”

_Leader_--“My lover comes o.”

_Catcher_--“One-eyed.”

_Leader_--“My lover comes s.”

_Catcher_--“Smirking.”

Excitement is caused by the difficulty in producing a word at a moment’s

notice, and being ready to catch the ball at the same time.

TELEGRAMS

Each player is provided with paper and pencil, upon which any twelve

letters are written, with sufficient space left between for words.

The leader gives a topic, such as a wedding, accident, invitation, &c. A

watch is placed on the table, and from ten to fifteen minutes given,

during which each player concocts a telegram from the letters supplied

by his left-hand neighbor.

At a signal, the telegrams are thrust under a hat, and read out in turn

by the leader.

_Example 1._--Topic: a sensational robbery.

S. B. O. B.

H. M. J. P.

K. I. P. H.

From these letters may be devised the following telegram:-- “Serious

burglary; one box hairpins missing. Jane prostrate; kindly inform

police--Henry.”

_Example 2._--Topic: a catastrophe.

C. A. S. D.

P. B. C. A.

B. Q. D. W.

“Cat ate Sunday dinner. Please bring cheese and bread; quite

distracted--Wifie.”

The funnier the telegram, the greater the laughter when it is read out.

THE FAN FIGHT

The players divide into two lines. A piece of tape is stretched across

the room, and before every two players a feather is placed. Each player

possesses a Japanese fan, and the object is to lift the feather and waft

it on to a stretch of newspaper, which marks the opponents’ den.

The dens are guarded by goal-keepers, also armed with fans, and their

business is a lively one.

Feathers must not be blown, or pushed with the hand, as happens

sometimes when the excitement of the game makes one forgetful of all

else but the threatening direction the feather is taking. Only the fan

is to be used.

The feathers should be of different colors. When one of a side succeeds

in driving a feather into the opposite den, he and his adversary retire

from the game, but naturally they share the prevailing excitement and

watch every movement of their respective sides, cheering and encouraging

them to win.

When the feathers belonging to one side are all captured in a den, the

other side is conqueror.

PANAMA CANAL

One of the company is chosen as director, and addresses the company in

some such way as this:--

“Ladies and Gentlemen,--It having been discovered by the director of the

Panama Canal Company that the water of the canal is often disturbed to a

dangerous degree by means of the passionate sighs and turbulent emotions

of the passengers cruising upon it, they have decided that a

penitentiary tax shall be levied upon all ships containing lovers, and

that, for every kiss given, toll shall be exacted.”

The company now pass slowly before the director, who asks each questions

as to the name, destination, cargo, number and description of

passengers, and any other questions relating to vessels which may occur

to him.

No answer must contain the letter K, for this being the initial letter

of “kiss” is forbidden, and the person who uses it is obliged to pay any

forfeit demanded by the captain.

A few questions and answers might run like this:--

Captain to passing figure--

“What have you in your ship?”

“Tomatoes.”

“Where do you hail from?”

“Liverpool.”

“To which port are you sailing?”

“Boston.”

“Have you any girls on board,” &c. &c.

Of course, the captain’s aim is to force “the ships” to introduce the

letter K in their answers.

THE LONGEST LINE

This is a good competitive game. Men and boys should stand with their

feet on a chalked line. Each must stoop down to a half-sitting position,

and with the left hand resting on the knee and the right hand inserted

beneath the right leg, draw a line as long as possible without rising or

using the left hand.

MUSICAL BUFF

Station a person in each corner of the apartment. Then blindfold one of

the party, and lead him to the center.

The master of the ceremonies points to each of the four in succession,

and each says in a clear separate tone the word “Come.”

When the word has been said by each in turn, the blind man endeavors to

find his way towards the person who spoke first.

MAGIC HIEROGLYPHICS

For this seemingly mysterious achievement a confederate is required. He

must know that--

A is shown by one tap, because it is the first vowel.

E „ two taps, „ „ second vowel.

I „ three taps, „ „ third vowel.

O „ four taps, „ „ fourth vowel.

U „ five taps, „ „ fifth vowel.

Consonants are revealed by means of sentences, which the wizard speaks

in a natural and unostentatious manner.

The confederate is banished from the room while the party decide upon

the word he shall be called upon to guess. Monosyllables are preferable.

When he returns the wizard is armed with a wand, by means of which he

proceeds to make imaginary pictures on the carpet.

Supposing the word to be _orange_. He begins with four taps, and the

confederate, who is all attention, knows that the word begins with the

fourth vowel, O.

The wizard, flourishing his wand, remarks with extreme innocence:

“Rather fatiguing work, as you perceive.”

The confederate says to himself R.

One tap is the next sound for A.

And some sentence such as--

“No one can imagine the mental strain,” supplies the letter N to his

alert companion.

The wizard’s query, voiced in a mocking tone,

“Getting near it?” supplies the letter G.

A few more imaginary pictures, and two taps, which represent letter E,

and the confederate with an air of profound relief wipes his brow and

declares confidently that the word is _orange_.

_Result._--The company applaud loudly, and is thoroughly mystified.

THE AUCTION GAME

This is a most fascinating resource for a wet wintry afternoon, and its

preparations are interesting enough to keep a whole houseful of young

folk occupied and amused. A large piece of cardboard is cut into

twenty-five squares, and on each is pasted a picture of some article

taken from advertisements in old newspapers, magazines, or catalogues.

The pictures are numbered, and on the back a price in keeping with the

article is written.

The more variety there is among the stock for sale the better. It may

contain anything from a thoroughbred Persian to a set of ninepins, and

the prices may be copied from the catalogues, &c.

When this is done, a mint of paper or cardboard money is manufactured.

The range of coin corresponds to the prices of the articles. Should the

most expensive of these be marked $500, the paper money must include

that amount. Upon each disc of cardboard is written its value.

The guests having arrived, the capital is divided among them in equal

portions. If there has been no time to manufacture the coin, imitation

money can be purchased quite cheaply, and this lends a greater reality

to the game.

The first thing is to secure an auctioneer amongst the party, who

possesses a ready flow of language, and is not troubled by shyness. An

amiable uncle, or other grown-up relative, will do capitally.

The auctioneer stands on a chair or stool, and cries out the article

before him, treating it as if it were real.

He is provided with a hammer, and the company begin an eager bidding for

the thing that takes their fancy.

The players, as may be expected, are as anxious as people in a real

auction to obtain what they covet at the lowest price possible.

Should a member offer more than he is able to pay, and succeed in being

the last to name the highest price, he pays a forfeit of ten cents to

each of the other buyers, and the article is again placed on the

auctioneer’s table.

The winner is the individual who has got the best value for his money,

and has the most capital in hand by the time the twenty-five articles

are sold.

It is a good plan to offer prizes--a good one for the discreet and

careful buyer, and a “booby” for the poor foolish spendthrift, who has

nothing to show at the end of the game.

Excitement and eagerness are increased by the cry of the auctioneer,

“Going, going, gone!” and the beat of his hammer.

If he is able to introduce funny narratives concerning the articles into

his harangue, so much the better.

For instance, a pair of boots, fashioned from the corpse of the King of

Prussia’s pet calf, and the black kid gloves which King Charles II. wore

at the funeral of his great-aunt; the mouse-trap that once held prisoner

a rodent of aristocratic lineage and purple blood; the ash-tray, into

which the burnt cigar of Peter the Great is supposed to have fallen--all

should go at a high price.

THE WHISTLE

Another excellent game is played in the following manner.

One of the company is blindfolded, and a long ribbon, through which is

threaded a whistle, is pinned to his back, and he is told that he must

catch the blower and discover the whistle.

Of course, he has no idea that it is on his own person.

He is swung into the center of the room, and his playmates make

surreptitious dives at the whistle and raise it to their lips, taking

care not to stretch the ribbon so that he will feel the tug.

Perfect silence should be maintained by those eddying round him; they

move on tip-toe, with bated breath, but now and then sounds of stifled

laughter are heard.

The “blind” man seeks high and low for the possessor of the whistle, his

ears strained to catch the direction of the sound. He may succeed in

embracing a youth or damsel, but his search round her neck, waist, or in

her fingers for the missing whistle is futile.

It will be long ere he guesses the secret, if he ever does, and the

delight of young and old at his expense is hilarious.

THE BLIND BROTHERS

All who are unfamiliar with this mysterious game are banished from the

room and brought in separately.

The master of ceremonies blandly invites each to be seated on one of two

chairs placed back to back and touching each other; the other chair is

occupied by one of the initiated in the performance. A sheet is thrown

over the couple, and round them circle those of the guests who are aware

of what is to happen.

One of the two blind men, the confederate, is secretly armed with a

light roll of paper.

To the strains of the pianoforte, the other players march round.

Suddenly the individual who has been brought in feels a light tap on his

head; he should at once cry out to his companion--

“Brother, I’m balked.”

The confederate immediately replies, “Who balked you?”

The other tries vainly to guess.

Presently his companion bangs his own head, and wails in distress--

“Brother, I’m balked,” and the other replies--

“Who balked you?”

It is long before the guileless brother guesses that the assault comes

from the arm of his relative lifted out of the sheet.

Should he fail to do so in a given time, another victim is called in to

take his place; he joins the circle moving round the chairs, and sees

for himself the manner in which the poor unsuspecting “brother” is

deceived.

THE POETS’ CORNER

This is an excellent and ingenious pastime for young men and women who

have outgrown the old-world games of “Hunt the Slipper” and “Hide and

Seek.”

The “poets” are each given a slip of paper and pencil, at the head of

which they write any question they like. When this is written, the

papers are folded, so that the sentence is concealed, and passed on to

the left-hand neighbor, who, without looking at the question, writes any

word she likes beneath so long as it is a noun. This is again concealed,

and passed to a third party, who must compose a rhythm or stanza, which

includes both question and noun. As these have no relation to each

other, some ingenuity is needed to link the two in a verse.

For example, suppose the question given is as follows:--

_Question_--What is the time?

_Noun_--Chair.

_Verse._

“_What is the time?_” Grandfather asks,

This is one of the pleasant tasks

He sets the children from his _chair_.

And round eyes at the timepiece stare.

Little Alice reads the time--

The old clock helps her, and chimes out nine.

Or--

_Question_--What is your age?

_Noun_--Cigar.

_Verse._

Cigar, cigar,

What is your age?

Wrinkled and brown,

Reserved as a sage.

Till you rest on my lip,

And the light is set

To your tip.

What is your age?

Your eye glows bright

With the spark of youth.

Come, answer with truth!

The cigar replies,

Time flies,

An hour perchance

I may live,

The ashes show

The span of my age.

I am calm philosopher,

Thoughtful sage.

JACK’S GOING STRONG

“Jack” is a piece of firewood, held in the flames until its tip glows.

It is then passed from hand to hand among the players. Each says, as he

receives the smoldering torch, “Jack’s going strong.” The aim is to get

rid of “Jack” before the spark dies. The player, who is obliged to own

that “Jack is dead,” is compelled to pay a forfeit.

“Jack” should be a long stick, held out at arm’s length, so that, if he

falls by accident, he will not burn holes in party dresses. The floor

should be without a carpet. There is much fun and excitement to be

gleaned from this simple game, as no one wishes to have “Jack’s” corpse

on their hands.

NAME DIVINATIONS

This is a clever puzzle game, which seems to the beholder to be steeped

in magic and mystery. In order to discover the name or birthplace of a

person, the following table of five columns is necessary:--

(1) (2) (3) (4) (5)

A B D H P

C C E I Q

E F F J R

G G G K S

I J L L T

K K M M U

M N N N V

O O O O W

Q R T X X

S S U Z Y

U V V Y Z

W W W

Y Z

The manipulator shows the table to the individual whose name he wishes

to discover, asking him to point out the column or columns that contain

the initial letter. A glance at the table will show that if it is in

only one column it must be the top letter. Should it be found to be in

more than one, it is discovered by adding the first letters of the

columns in which it is stated to be, the sum supplying the alphabetical

position of the letter. For example, take the name _Elizabeth_.

Elizabeth glances at the table and looks for the columns in which her

initial letter occurs. It is obvious that she must be careful not to

overlook its repetition. She informs you that it is to be found in

columns 1 and 3. Now, the columns mentioned are topped by the letters A

and D, which are the first and fourth letters of the alphabet. Add these

together and you get 5. _E is the fifth letter._ In case you forget it,

write it on a slip of paper. The next letter, Elizabeth informs you,

occurs in columns 3 and 4. These are headed by D and H = 4 + 8 = 12.

_The twelfth letter is L._ Columns 1 and 4 contain I, headed by A and H

= 1 + 8 = 9. _The ninth letter is I._ Z is found in columns 2 and 4 and

5, headed by B, H and P = 2 + 8 + 16 = 26. _The twenty-sixth letter is

Z._ The next letter exists only in column No. 1, therefore it is A. The

next letter exists only in column No. 2, therefore it is B. The next

letter exists only in columns 1 and 3. The top letters of these, A and D

= 1 + 4 = 5. _The fifth letter is E._

T is found in columns 3 and 5. Top letters D and P = 4 + 16 = 20. The

twentieth letter is T.

H occurs in column 4, therefore it is the top letter, H.

Result--Elizabeth.

WIZARD PHOTOGRAPHY

The wizard, who possesses a confederate, is banished from the room.

During his absence the latter produces a piece of paper, and declares

his intention of taking a photograph of any individual among the company

upon it, in such a manner that it shall be visible to the wizard alone,

who, upon examining it closely, will call out the name of the original.

Naturally every one considers that this must be quite an impossible

proceeding, and for that reason every one becomes very curious and

watchful, making up his mind to discover the trick.

The confederate fixes upon one of the company, poses her to his

satisfaction, tells her not to look grave, &c., just as professional

photographers do, and when she is quite ready and gazing at the sheet of

paper, which is held out in the manipulator’s left hand, he passes his

right over it, snaps his fingers, and tells her that the wonder is

accomplished.

He hastens to wrap the “plate” in his handkerchief, and, calling in the

wizard, hands it to him, retiring to a seat where the latter can observe

him without appearing to do so. The wizard, looking very mysterious and

wise, bids the company maintain an unbroken silence, while he unwraps

and examines the “plate.”

His confederate, meanwhile, imitates as nearly as possible the position

of the original of the photograph.

Should she cross her feet, toss back her hair, rest her chin on her

hand, or perform any other trivial action, the confederate does the

same, quite naturally so as not to rouse any suspicion or notice. All

attention being concentrated on the wizard, his actions will not be

observed by any one save the manipulator, who is led by the position he

assumes to guess the individual whose likeness on the “plate” is

supposed to be visible to him alone.

Few would realize, until they try the game, the wonder and admiration of

the guests, for the wizard who successfully achieves his purpose, and

the means employed, are seldom, if ever, discovered.

THE MISSING RING

A plain curtain ring is threaded through a piece of tape or ribbon,

knotted at the ends. The guests form a circle round a central figure.

The ring is passed swiftly along through hands gripping the tape, while

the master of ceremonies counts one, two.

At three, all fists must be threaded by the tape and perfectly

motionless, and the man in the center, who is permitted to observe the

circuit of the ring, is called upon to say which person has possession

of it. Should he guess rightly, he changes places with the individual.

APPLES AND NUTS

Mix a number of hazel nuts and apples together on a table removed from

the wall; hand a teaspoon and table knife to each of the guests. Bid

them, at a given signal, move to the table, with the knife in the right

hand, the spoon in the left, and scoop up one apple and one nut. This is

no easy matter on a smooth surface, for the probability is that the

fruit and nuts will roll to the floor.

When they are secured they must be conveyed to a dish at the other end

of the room. He who performs this feat successfully the most times wins,

and the apples and nuts are awarded him as a prize.

AMIABLE DOG

The party is divided into two lines. The first player begins by saying,

“Our little dog is amiable.” The first player on the opposite side must

answer quickly with another adjective beginning with the same letter

thus, “Our little dog is artful.” Meanwhile, the first player counts

ten. If in that time his opponent fails to respond he is obliged to go

over to the opposite rank. Other letters of the alphabet may be used.

The side that gains all the “men” wins.

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