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GAMES FOR EVERYBODY
by
MAY C. HOFMANN
FOREWORD
Every one is fond of having a good time when invited out to a party or
social. Sometimes a stupid evening has been spent because either the
guests were not congenial or the hostess had not planned good
games. The purpose of this book is to furnish just what is needed for
a pleasant home gathering, church social, or any other indoor
occasion.
Very few, if any, of these games require much preparation. Just use
what is in the house, follow the directions given, and a good time
will be the result. Some of the games for "Adults" can be played by
the younger ones, and _vice versa_. Other games, by being changed a
little by the hostess, can be made to suit the occasion.
Many of the good old games that every one has played are here, while
the newer ones, which may be strange at first, will prove most
enjoyable when every one has "caught on," as the saying is. M.C.H.
CONTENTS
I. GAMES FOR CHILDREN
Animal Show.
Chase The Rabbit.
Soap-bubble Contest.
Rose Guess.
New Blind Man's Buff.
Finding Flowers.
Bean-bag Contest.
Blowing The Feathers.
School.
Hide The Thimble.
Fan Ball.
Spool Flower Hunt.
Marble Contest.
Passing By.
The Serpent's Tail.
Little Bo-peep.
Spool Armies.
Spinning For 20.
Shoe Hunt.
Hop-over.
Bouquet.
Making Squares.
Simple Simon's Silly Smile.
Tea-pot.
Blind Man's Buff.
Cat And Mouse.
Musical Chairs.
Button, Button.
Statues.
Our Cook Doesn't Like Peas.
Hold Fast, Let Go.
Simon Says.
Old Soldier.
Hide And Seek.
Hang-man.
Bird, Beast, Or Fish.
Peter Piper.
Look Out For The Bear!
Hoop Race.
Button Fun.
Steps.
He Can Do Little.
Wink.
Double Tag.
Puss In The Corner.
I Have A Basket.
Still Pond, No More Moving.
Ring On A String.
Hunt The Slipper.
What Is My Thought Like?
Oranges And Lemons.
Red-hot Potato.
Judge And Jury.
Reuben And Rachel.
Frog In The Middle.
Horsemen.
My House, Your House.
Malaga Grapes.
II. GAMES FOR ADULTS
Spoon Pictures.
Boots, Without Shoes.
Proverbs.
Animal, Vegetable, Or Mineral.
What Time Is It?
It.
How, When, Where.
Buz.
Jenkins Up!
State Outlines.
Prefixes.
My Father Had A Rooster!
Cross Questions And Crooked Answers.
Magic Writing.
Famous Numbers.
Magic Answers.
Modelling.
Scissors Crossed Or Uncrossed.
Capping Verses.
Rabbit.
Ghost.
What Am I?
Needle Threading.
Confusions.
Verbal Authors.
Pin Doll Babies.
Building Sentences.
Geography.
What Would You Do If--?
Watch Trick.
Find Your Better-half.
Words
Letters.
Seeing And Remembering.
Live Tit-tat-to.
Bits Of Advice.
Pictures.
Household Gossip.
Table Football.
Musical Medley.
Another Musical Medley.
Passing Clothespins.
Pantomime.
Birds Fly.
Trips Around The World.
Jack's Alive.
Going A-fishing.
Consequences.
Personal Conundrums.
Hunting The Whistle.
The Five Senses.
Wiggles.
Telegram.
Spelling Match.
Poor Pussy.
Guesses.
Nut Race.
Torn Flowers.
Spearing Peanuts.
Peanut Hunt And Scramble.
Musical Illustrations.
An Apple Hunt.
Shouting Proverbs.
Baker's Dozen.
Peanut Contest.
Definitions.
Alphabetical Answers.
Pitch Basket.
Who Am I?
Progressive Puzzles.
Tit For Tat.
Eye-guessing.
The Prince Of Wales.
Commerce.
Laugh A Little.
Location.
Fashion Notes.
Stray Syllables.
Quaker Meeting.
Magic Music.
Patchwork Illustrations.
Biography.
Orchestra.
Who Is My Next-door Neighbor?
Fire.
The Months.
Bell Buff.
Postman.
Spooney Fun.
Cities.
Going To China.
A Penny For Your Thoughts.
Misquoted Quotations.
Literary Salad.
Broken Quotations.
Parcel Delivery.
Who Are They?
Swaps.
Talking Shop.
Sight Unseen.
A Study In Zoology.
Auction Sale
The Genteel Lady.
Rhymes.
Art Gallery.
Hunting For Book-titles.
III. GAMES FOR SPECIAL DAYS
Jack Frost.
Magic Candles.
The Lucky Or Unlucky Slipper.
Cakes.
Valentines.
Initial Compliments.
Heart Hunt.
Heart Pricks.
Valentine Puzzle.
Hearts And Mittens.
Riven Hearts.
Proposals.
Washington's Birthday.
April First.
Easter Egg Race.
Suspended Eggs.
Egg Race.
Rolling Eggs.
Bunny's Egg.
July Fourth.
Flags Of All Nations.
Our Flag.
Hallowe'en.
Hallowe'en Stories.
Hallowe'en Fates.
Some More Fates.
Water Charm.
Over The Cider Mugs.
Ships Of Fate.
Cake With Candles.
Hunt The Squirrel.
Christmas Tree.
Christmas Guesses.
Christmas Wreath.
Christmas Candles.
A Game Within A Game.
Toss The Goodies.
Snowballs.
Decking Santa Claus.
PART I.
GAMES FOR CHILDREN.
ANIMAL SHOW.
An amusing game for children is one in which each child is to make
some sort of animal out of vegetables or fruit, and toothpicks.
When all the children have arrived, pass around slips of paper
containing a number and the name of some animal. Each one must keep
secret what his animal is to be.
Let the hostess prepare a basket of vegetables, potatoes, beets,
carrots, and fruits, lemons, bananas, etc., suitable for the occasion,
from which the children can take their choice to make their
animals. Plenty of toothpicks must be provided for the legs, ears and
tails.
Allow five minutes for constructing the creatures.
Then collect the specimens, pinning a number corresponding to the one
on the slip, to its back, and arrange the "show" on a table. Many
queer sights will be seen.
The children, having received pencil and paper, should be told to
write down the number of each animal, and opposite it what the animal
is intended to represent.
A prize can be given to the one who has guessed the greatest number
correctly.
CHASE THE RABBIT.
All the children kneel on the floor in a ring with hands on each
other's shoulders.
One is chosen to be the "rabbit" and runs around outside the ring and
touches one of the players, who is to chase him to his "hole."
The minute the player is touched he must run to the left, while the
rabbit goes to the right, must tag the rabbit when they pass each
other and try to get back to the "hole" again. If he fails, he
becomes the "rabbit," and the game goes on as before.
SOAP-BUBBLE CONTEST.
Provide each child with a clay pipe and prepare two basins of soap
suds for the game. If a little glycerine is put in the water, the
bubbles will last longer.
Divide the company into two sides, an even number in each. Stretch a
cord or rope at a medium height across the middle of the room. Two
children, one from each side, play at a time. Each stands on his side,
blows the bubble from the pipe and blows it toward the opposite side,
and over the rope if he can. If it goes over the rope without
breaking, he has won one point for his side, if not, his side has
lost. Tally is kept as each set plays, and the side that has the most
points, wins, and surely deserves a prize.
ROSE GUESS.
Any child can play this simple game. Take a full blown rose and hold
it up where all can see it, then let them write on a slip of paper how
many petals they think are in the rose.
The petals are then counted by one of the children and the one who
guesses the nearest, receives a prize.
Any flower with many petals, can be used.
NEW BLIND MAN'S BUFF.
The one who is chosen for the "blind man" does not have his eyes
bandaged as in the old game.
Stretch a sheet between two doors and place a light, candle or lamp,
on a table some distance from the sheet. The "blind man" sits on the
floor or low chair in front of the light facing the sheet, but he must
be so low down that his shadow will not appear on the sheet.
The children form a line and march single file between the light and
the "blind man," who is not allowed to turn around. Thus their shadows
are thrown on the sheet and as they pass, the "blind man" must guess
who they are. The children may disguise their walk and height, so as
to puzzle him.
As soon as the "blind man" guesses one correctly, that one takes his
place and becomes "blind man," while the former takes his place in the
procession, and the game proceeds as before, but the children had
better change places, so the new "blind man" won't know their
positions.
FINDING FLOWERS.
A very simple game for children is one played like the old-fashioned
"London Bridge."
Two children with joined hands stand opposite each other, and the rest
form a ring and pass under the raised hands, while they repeat,
"We're seeking a pansy, a pansy, a pansy,
We've found one here."
As they say "here," the raised hands close around the child who was
passing by, and "Pansy" takes the place of the one who caught her, and
she names some other flower which is to be found, and the game goes on
as before, substituting that flower for pansy.
Then it continues until all the flowers are "found."
BEAN-BAG CONTEST.
Prepare an even number of bean bags of
moderate size, half of one color and half of another.
Appoint leaders, who choose the children for their respective
sides. There should be an even number on each side. The opponents face
each other, with the leader at the head, who has the bag of one color
at his side. The bags are to be passed,
1st, with right hand,
2d, with left hand,
3d, with both hands,
4th, with right hand over left shoulder,
5th, with left hand over right shoulder.
Before the contest begins, it is best to have a trial game, so all
understand how to pass the bags.
At a given signal, the leaders begin, and pass the bags as rapidly as
possible down the line, observing all the directions. The last one
places them on a chair, until all have been passed, and then he sends
them back, observing the same rules, until all have reached the
leader.
The side who has passed them back to the leader first, and has done so
successfully, is the winning side.
BLOWING THE FEATHERS.
The children are seated on the floor, around a sheet or
tablecloth. This is held tight by the players about 1 1/2 ft. from the
floor, and a feather is placed in the middle.
One is chosen to be out, and at a given signal from the leader, the
feather is blown from one to the other, high and low, never allowed to
rest once.
The player outside runs back and forth, trying to catch the
feather. When he does succeed, the person on whom it rested or was
nearest to, must take his place.
SCHOOL.
The players sit in a circle, and each takes the name of some article
found in the schoolroom, such as desk, rubber, blackboard, etc.
One of the players stands in the center and spins a plate on end; as
he does so, he calls out the name of an article which one of the
players has taken.
The person named must jump up and catch the plate before it stops
spinning.
If he is too slow, he must pay a forfeit. It is then his turn to spin
the plate.
HIDE THE THIMBLE.
All the players but one, leave the room. This one hides a thimble in a
place not too conspicuous, but yet in plain sight.
Then the others come in, and hunt for the thimble; the first one
seeing it, sits down and remains perfectly quiet until all the others
have found it.
The first one who saw it, takes his turn to hide it.
FAN BALL.
Make two balls, one red and one blue, out of paper thus--
[Illustration: A drawing of three identical circles of paper. No. 1
should have slits on the top, bottom, left, and right. No. 2 should
have slits on the left, right, and a vertical slit in the center.
No. 3 should have vertical and horizontal slits intersecting in the
center.]
Slip No. 1 in No. 2, and No. 3 fits over and bisects the other two.
Appoint two leaders who choose their teams; each team takes a ball and
a palm leaf fan.
GOALS--Three chairs, one at each end of the room and one in the
center, at equal distance from others.
Two play at a time, one player from each side. The player stands in
front of his goal and at the word "ready," fans his ball to the
opposite goal. It must go through the back of the chair in the middle
of the room, and through the opposite goal, in order to win. When all
have finished playing, the team which has the most successful players
in it, wins the game.
SPOOL FLOWER HUNT.
Gather together as many spools as possible, marking each with a
separate letter, which, when put together, will form the name of some
flower, such as: rose, violet, daisy, pansy, etc. Stand all the
spools in a row, those forming names standing together.
One child, the gardener, gathers up all the spools and hides them in
all the corners and out-of-the-way places in the room, only one spool
being in each place. When all are hidden, the children are summoned in
to hunt for the flowers.
The object is to find such spools as form a name. As the spools are
found, the children see if the letters on them spell a flower.
When the hunt is over, the one having the most complete sets of
flowers is the winner.
MARBLE CONTEST.
Cut five holes of different sizes in the lid of a pasteboard
box. Number the largest hole 5; the next largest 10; the next, 20; the
next, 50; and the smallest, 100.
Place the box on the floor and give each child an equal number of
marbles. The object of the game is to see which child can count the
most by dropping the marbles into the box through the holes.
Each player in turn stands over the box, holds his arm out straight,
even with the shoulder, and drops the marbles one by one into the
box. If one goes through the largest hole it counts 5, if through the
smallest, 100, and so on, count being kept for each player. The one
scoring the greatest number of points is the winner.
PASSING BY.
An amusement for children on a train, or at home when it is raining,
is the following, and it will help to while away the time.
If there are several children, choose sides and appoint one to keep
the count for his side. Each side sits by a different window and
watches the passers-by. Every man counts 1; every women 2; baby 3;
animal 5; white horse 10; black cat 50.
As a child sees someone passing, he calls out the number for his side;
if a woman, he says 2; if a man and woman together, it will be 3, and
so on.
If the children are looking upon the same street the side that calls
its number out first adds it to its score. It is more exciting if the
different sides have different streets to look out on.
If on a train, one side sits on the right and the other on the left,
and when an object is seen, they call out right, 5, or left, as the
case may be, for the mother, or older person to put down on the score
card.
The side which succeeds in reaching 100 first is the winning side. If
the trip is long, 500 can be the limit.
THE SERPENT'S TAIL.
This is a Japanese game, and is played this way. All the children form
a line, each resting his hands on the shoulders of the player in front
of him. One child is chosen out, and is called the "catcher." The
first child of the line, or "serpent," is called the "head," and the
last one, the "tail."
The "catcher" stands about three feet from the "head" and when someone
gives a signal he tries to catch the "tail" without pushing anyone, or
breaking through the line.
The children forming the "body" defend the "tail," by moving about in
any way they choose, but the line must never be broken, as the "tail"
is considered caught if it is.
When the "tail" is caught, the "catcher" becomes "head," and the
"tail" is then "catcher," the last child in the line being "tail," and
the game goes on as before.
LITTLE BO-PEEP.
Dress the little girl in whose honor the party is given as little
Bo-peep, with a little crook.
Hide small toy sheep all over the room in every nook and corner. As
each child comes, give her a little stick fixed up like a crook, and
tell the children to find the sheep.
After the hunt is over, award the child who found the most sheep some
little prize. Each may keep the sheep she finds.
If the party is in honor of a little boy, change it to "Little Boy
Blue," and have horns instead of crooks.
SPOOL ARMIES.
Children may derive a lot of fun from a large supply of empty spools
of all shapes and sizes. Pieces of cotton batting stuck in the
opening at the top may serve as heads.
For the "army" gather together as many spools of the same size as you
can, numbering each one. Choose a large spool for the general.
Arrange them in rows with the general at the head of a chair or box. A
small ball, or pieces of muslin knotted into small balls, will serve
as ammunition. When the battle begins, each child aims at the general,
endeavoring to knock him over, and as many others as he can. The score
is counted after each attack. If a spool has fallen over, but not off
the chair, it counts but half its number; if on the floor, it is
"dead," and the whole number is counted.
SPINNING FOR 20.
On a board or piece of cardboard, mark with pencil or ink, the design
illustrated, the size of the circles varying with the size of the
board.
[Illustration: 4 concentric circles, numbered 20, 15, 10, and 5.]
A top may be made out of an empty spool by taking one end of it and
sticking a piece of wood, pointed at one end about an inch long,
through it. Each spool makes two tops which are spun with the thumb
and forefinger. A penny may be used to spin, in fact any small thing
that spins will do for a top.
Number the circles as in the diagram. Place the top on the dot in the
center of circle 20 and spin it. The number of the circle the top
stops on, is the number scored. If on a line it counts for the circle
next it. If outside the line of circle 5 it counts nothing.
Any number can play and any number, such as 100 or more, may be the
score.
SHOE HUNT.
Shoes, four inches long, are cut out of cardboard, from patterns found
in catalogues. The pairs are mixed and hidden all over the room, high
and low, behind pictures, under mats, etc.
The girl or boy finding the greatest number of shoes that prove to be
pairs receives a prize.
To add to the merriment, several pairs of real shoes may be hidden,
too, and the children will enjoy hunting for the mates.
HOP-OVER.
Fun for the children is in store when they play this game. All stand
in a circle, not too near each other. One player stands in the center,
holding a rope, or stout cord, at the end of which is attached a
weight of some kind.
At the word "ready" the one in the center whirls the cord rapidly
around near the floor. The players, to prevent it from touching their
feet, hop over it as it approaches them.
In a short time every one is hopping and a lively time ensues. The one
whose feet were touched takes the center place and endeavors to hit
some other player's feet.
BOUQUET.
This is played similarly to "Stage-coach." Any number of children can
play it. One is chosen out and is called the "gardener."
All the children sit in a circle and the "gardener" gives each one in
turn the name of some flower. When all are named the "gardener" stands
in the center of the circle and tells how he has gone to the woods to
gather certain flowers, how he has transplanted them to form a lovely
garden, the care he has to take of them, and so on, telling quite a
long story and bringing in the names of all the flowers he has given
to the children.
As a flower is mentioned, the child who has that name rises, turns
around, and sits down again. Anyone who fails to rise when his flower
is named must pay a forfeit. When the gardener says something about a
bouquet, all the children rise and exchange seats. Then the "gardener"
tries to get a seat, and if he succeeds, the person who has no seat
becomes the "gardener" and the game goes on as before.
MAKING SQUARES.
Make a square or rectangle of dots, as shown on page 26.
Provide the children with pencils. Each one makes a line joining two
dots but tries to prevent the others from making a square.
. . . . . . .
. . . . . . .
. . . . . . .
. . . . . . .
. . . . . . .
. . . . . . .
. . . . . . .
.-. . . .-. .
|A| | |
.-.-.-. . . .
|A| | |
.-. . . . .-.
|A| | |
.-.-.-. .-.-.
|B|B| |
.-.-. .-. . .
|
. .-. . . .-.
| | |
.-.-. . . . .
For a while it is easy, but soon the number of dots is scarce, and it
requires careful marking to prevent the squares from being formed.
Finally all the chances are gone and the next player completes a
square, as a reward he is given another chance, thus completing
several, then he joins two dots and the next player continues.
Each one places his initial in his completed square, so the score is
easily counted. The one who has succeeded in making the most squares
is the winner.
SIMPLE SIMON'S SILLY SMILE.
All the players sit in a circle and one who is bright and witty is
chosen as leader. He stands in the center of the circle and asks the
most ridiculous questions he can think of.
The players when asked any question, must always answer "Simple
Simon's silly smile." No other answer will do and whoever laughs or
fails to say it correctly, must pay a forfeit.
TEA-POT.
One player leaves the room, and while he is gone the rest decide upon
some word which has several meanings, which he must guess when he
comes in.
The rest of the players converse about the word, but instead of
mentioning it, say "Tea-pot" in its place. Suppose the word chosen is
"vain." No. 1 may say: "She is altogether too tea-pot for me." (vain)
No. 2 says: "The tea-pot pointed North yesterday." (vane) No. 3: "The
tea-pot is blue." (vein), and so on, each in turn making some remark
about the chosen word until the player has guessed it correctly. The
person who gave the broadest hint about the hidden word must leave the
room next.
BLIND MAN'S BUFF.
It is hardly necessary to describe this game as almost everybody knows
how to play it. There may be some who do not know, however, so it is
included here.
Clear the room as much as possible, pushing all the chairs, tables,
etc., against the walls. The child chosen as "Buff" is blindfolded,
and is asked the following question by the other children. "How many
horses has your father got?" He answers "Three." "What color are
they?" "Black, white, and gray," is answered. Everyone calls out "Turn
around three times and catch whom you may."
"Buff" turns around, and then tries to catch whoever he can. The
children try to escape him by dodging him until finally one is caught,
and before the handkerchief is raised, "Buff" must guess whom he has
caught. If he guesses correctly, the one caught becomes "Buff."
CAT AND MOUSE.
The children sit in two rows facing each other, with a space
between. Blindfold two children, one being the "cat" and the other the
"mouse."
The "cat" stands at one end of the row and the "mouse" at the
other. They start in opposite directions and the "cat" tries to catch
the "mouse." The children may give hints as to the direction the
players are to go in. When the "mouse" is caught, he becomes "cat,"
and another child is chosen as "mouse."
MUSICAL CHAIRS.
Musical Chairs, or Going to Jerusalem, is a favorite game of the
children. Someone who plays the piano well starts up a lively tune and
the children march around a row of chairs which have been arranged
facing alternately in opposite directions. There should be one less
chair than the number of players.
When the music stops, each child tries to find a seat. Someone will be
left out, as there is one chair short. This one takes another chair
from the row and the game continues until there is one child left with
no chair. This one has won the game.
BUTTON, BUTTON.
All the children sit in a circle with hands placed palm to palm in
their laps. One child is given a button and she goes to each in turn,
slipping her hands between the palms of the children. As she goes
around the circle she drops the button into some child's hands, but
continues going around as long after as she pleases, so the rest will
not know who has it.
Then she stands in the middle of the circle and says: "Button, button,
who has the button?" All the children guess who has it, the one
calling out the correct name first is out and it is his turn to go
around with the button.
STATUES.
Arrange all the children except one on chairs or a bench. This one is
the leader and she stands on the floor in front of the children.
Beginning at one end of the row, she pulls each child from the bench,
letting her remain in whatever position she falls. Sometimes she can
tell them how to pose, for instance, she will say "Like an angel," and
that child will fold her hands and look upward. Another might be
"cross school-teacher," and this child may pretend to be scolding
someone. Each child remains perfectly still, posed in the attitude
suggested, until all the children are on the floor. Then the leader
selects the one she thinks has posed the best and that one takes the
leader's place and the game goes on as before.
OUR COOK DOESN'T LIKE PEAS.
All the players except one sit in a row. This one sits in front of
them and says to each one in turn: "Our cook doesn't like P's; what
can you give her instead?"
The first one may answer "sugar" and that will suit her, but the next
one might say "Potatoes," and that will not do, and he will have to
pay a forfeit because the letter "P" comes in that word.
There is a catch to this as everyone thinks that the vegetable "Peas"
is meant instead of the letter. Even after everybody has discovered
the trick it will be difficult to think of words, and if a player
fails to answer before 5 is counted, a forfeit must be paid. "My
grandma doesn't like tea (T)" is played in the same way.
HOLD FAST, LET GO.
A simple game for small children is the following. Each child takes
hold of a small sheet or tablecloth, the leader holding it with his
left hand, while he pretends to write with his right hand.
The leader says: "When I say 'Hold fast,' let go; and when I say 'let
go,' hold fast." He calls out the commands one at a time and the rest
do just the opposite of what he says. Whoever fails must pay a
forfeit.
SIMON SAYS.
One child is selected to be Simon. The rest of the children sit around
in a circle. Simon stands in the middle and gives all sorts of orders
for the children to follow. Every order which begins with "Simon says"
must be obeyed, whether Simon performs it or not, but if Simon should
give some order, such as "Thumbs down," whether he puts his thumbs
down or not, it must not be obeyed by the others because it was not
preceded by "Simon says."
All sorts of orders such as "Thumbs up," "Thumbs down," "Thumbs
wiggle-waggle," "Thumbs pull left ear," etc., are given. The faster
the orders are given, the more confusing it is. A forfeit must be paid
by those who fail to obey the orders.
OLD SOLDIER.
One child, who represents the old soldier, goes around to each child
in turn and begs for something, saying that he is poor, hungry, blind,
etc., and asks what they will do for him.
In answering the old soldier no one must use the words, "Yes," "No,"
"Black," or "White." As soon as a child is asked, he must answer
immediately. If he does not, or says any of the forbidden words, he
must pay a forfeit.
HIDE AND SEEK.
One child is chosen out. This one stands by a post or in a corner
which is called "base," and hides his eyes. The children decide among
themselves how much he shall count while they are hiding. Suppose they
choose 100, then he counts 5, 10, 15, 20, etc., until he reaches 100,
and then he calls out:
"Ready or not,
You shall be caught."
Each child having hidden in some place while he was counting, remains
perfectly still while he is hunting for them. If he passes by some
child without finding him, that one can run to the "base" and say
"One, two, three, I'm in free!" As many children as can try to get in
"free," but if the one who is out tags any of them before they reach
"base," the first one tagged is the next to hide his eyes.
HANG-MAN.
Two children may derive a great deal of amusement from this simple
pastime. At the top of a piece of paper write all the letters of the
alphabet. Underneath, the child who has thought of a word or short
sentence puts a dash down for every letter contained in the word
thought of.
Suppose the words thought of were "Gamebook," it would be written
thus: --------
The other player asks if the word contains "a," and the other puts it
in its proper place, crossing the letter off of the alphabet above.
The other guesses different letters at random, every right one being
put in its place, while for every wrong one a line is drawn to help
construct a gallows for the "hang-man." If there are many wrong
guesses, the "hang-man" may be completed and then the word is told the
other player. The players take turns in giving out and guessing the
words.
The gallows is made thus for every wrong guess:
[Illustration: The gallows and hang-man is drawn progressively, one
line at a time.]
BIRD, BEAST, OR FISH.
A simple little game for amusing two children is the following. Write
on the top of a slate or paper the words "Bird, beast, and fish."
One child thinks of the name of some animal and puts down the first
and last letters of the word, marking dashes for the other letters.
His companion thinks over all the names of animals he knows containing
that number of letters, until finally he has guessed what it is or
else has given up. If he guesses correctly it is his turn to give
either a bird, beast, or fish.
PETER PIPER.
This is an amusing game for children. A blackboard is needed upon
which the verse, "Peter Piper," etc., is illustrated or written so
that the words are mixed up and it will be difficult to point
out. Some older person will be needed to superintend the game.
One child is given a pointer and as the others sing, to any familiar
tune (Yankee Doodle, for instance):
"Peter Piper picked a peck of pickled peppers,
Now if Peter Piper picked a peck of pickled peppers,
Where is that peck of pickled peppers,
Peter Piper picked?"
she must point out each word or drawing as quickly as it is sung.
If a mistake is made in pointing, the child takes her place with the
rest and another child is out. Each one is given a turn.
It is an achievement, if done successfully, and some suitable gift
should be given as a prize.
LOOK OUT FOR THE BEAR!
Any number of children can play this game. One is chosen to be the
"bear," and he hides in some part of the room or garden, while the
rest, with their backs turned, are standing at their goal.
As soon as the children have counted 50 or 100, they all scatter and
hunt for the "bear." The child who finds him first calls out, "Look
out for the bear," and all the children run to their goal.
If the bear catches any while running for the goal, they become
"bears." These "bears" hide together and the game continues until all
the children are "bears."
HOOP RACE.
All children love to roll hoops. For a little folks party, plan to
have as many hoops as children, so each can have one.
Bind these around with tape or ribbon. The children contest one at a
time. The child who succeeds in rolling his hoop around the room three
times without having it turn over or stop, wins the prize.
If the room is very large once or twice around will be enough, so the
children aren't tired out.
BUTTON FUN.
An amusement for small children, is to gather together as many buttons
of all shapes and sizes, plain and fancy, as can be obtained.
The largest button is the father, the next size is the mother, several
children arranged according to size, and a tiny one for the baby.
Plain buttons are called servants, others animals and pets. The
children arrange their families in pasteboard boxes, using pasteboard
cards for chairs, carriages, etc. All children like to play "house,"
and a whole afternoon can be whiled away making stores out of cards,
to do shopping in, and boats for the button-children to play
in. "School" also can be played and the boys enjoy forming rows of
soldiers and parading up and down.
STEPS.
One child is chosen out. This one stands by a post or door with his
back to the other players. The rest of the children stand in a row at
the other end of the room or porch, as the case may be.
The one by the door counts 5, slowly or quickly, and then turns
around. While he is counting and his back is turned, the others take
as many steps forward as they can without being caught. If anyone is
moving when the player turns around, they exchange places, and the
game continues, the children advancing step by step toward the
goal. When one has reached the goal and touched it, he can go back
again and begin all over. The one who touches the goal the greatest
number of times just by stepping, and has not been caught, wins the
game.
HE CAN DO LITTLE.
All the players sit in a circle. One, knowing the catch, begins by
saying: "Ahem, he can do little who cannot do this." While saying
this, he taps a stick on the floor several times.
This stick passes from one to the other in turn, each one thinking
that the stick must be tapped a certain number of times, but the catch
is that just before saying "He can do little who cannot do this," each
one ought to clear his throat as the leader did at first. Allow the
game to continue around the circle two or three times before
explaining the catch. A forfeit is paid by each player who does not
do it correctly.
WINK.
All the girls sit in a circle, and the boys stand outside, one boy
behind each girl's chair. One chair is left vacant, but a boy stands
behind it, and by winking at the girls one at a time, tries to get one
for his empty chair.
As soon as a girl is winked at, she tries to leave her seat, and take
the vacant one, but if the boy behind her touches her before she
leaves the seat, she cannot go. Each boy has to keep his eye on the
one who is winking and on the girl in his chair, for if he is not
watching, she may escape before he has time to touch her, and then it
is his turn to do the winking and get a girl for his chair.
If the winking is done quickly it adds to the interest of the game. No
boy can keep hold of a girl all the time; he must only touch her when
she starts to leave her place, and then if she is beyond arm's length,
he cannot call her back.
DOUBLE TAG.
The children stand in pairs, one behind the other, in the form of a
circle, all facing the center.
Two of them are out, one who runs away, and the other who tries to
catch him. The one who is running away may place himself in front of
any couple for safety and he cannot be tagged, but the child at the
end of the trio must run, and if he is caught before he can stand in
front of another couple, he is the catcher and pursues the other
child.
PUSS IN THE CORNER.
All the children except one stand in corners, or in any fixed stations
if there are not enough corners to go around. The one who is out
stands in the middle to represent "Puss." The players then beckon to
each other one at a time saying, "Here, puss, puss," and run and
change places with the one who is called.
Puss tries to get one of the vacant places. If she succeeds, the
child who is left out is "Puss," until she manages to obtain a place.
I HAVE A BASKET.
One child begins by saying: "I have a basket." The one to his left
says: "What is in it?" The first one replies with the name of some
article beginning with "a," as "apples."
No. 2 says: "I have a basket," and the next one to him says: "What is
in it?" No. 2 replies: "Apples and bananas," (or some other word
beginning with "b").
No. 3 says: "I have a basket." No. 4 asks the same question as before
and No. 3 responds with "Apples, bananas, and cats," and so on, each
in turn repeating what the others have said, and adding another
article, which commences with the next letter of the alphabet.
Whoever forgets what the other articles were must pay a forfeit. Thus
it continues until the last one has named all the articles in order,
and ended with "z".
STILL POND, NO MORE MOVING.
All the children form a circle, joining hands. One is blindfolded,
given a cane, and stands in the middle of the circle.
The children march around her, going fast or slowly until she taps on
the floor three times with the cane and says: "Still pond, no more
moving." The children drop hands, and remain perfectly still, right
where they are.
The one in the middle feels her way toward the children, holding the
cane in front of her. The first child who is touched with the cane
must take hold of it. The blindfolded one says, "Grunt like a pig,"
and the one holding the cane must grunt, disguising her voice if
possible. If the blindfolded one guesses who she is, they exchange
places, and the game goes on as before, but if she fails, she has
another turn and may tell the player to "Bark like a dog" or "Mew like
a cat" until she guesses the right one.
RING ON A STRING.
Slip a ring on a long piece of string having the ends knotted
together. The players stand in a circle and the string passes through
their closed hands. Each makes the motions of passing something.
The ring circulates from one to another, while a player in the middle
tries to find it. As soon as the ring is found, the person in whose
hands it was takes his place, and the ring is passed as before.
HUNT THE SLIPPER.
All the children except one sit on the floor in a circle, with their
knees raised. The one left out brings a slipper, and handing it to one
child says:
"Cobbler, cobbler, mend my shoe,
Get it done by quarter-past two."
He walks to the other side of the room and in a minute comes back and
asks if the shoe is done. In the meantime the slipper is being passed
from one to the other, under their knees.
The child who is asked if the slipper is done says she thinks her
neighbor has it, the neighbor is asked and receiving the same answer
the one hunting it goes from one to the other until the slipper is
found. If it takes too long for him to find it, the slipper may be
tossed across the circle, so it will be easy to follow it up.
WHAT IS MY THOUGHT LIKE?
All the children except one sit in a circle. This one thinks of
something and, standing in the middle of the circle, asks each one in
turn: "What is my thought like?"
Each one names some object, and when all have been asked, the leader
announces what her thought was and each in turn must prove the
resemblance between his answer and the thought. Whoever fails must pay
a forfeit.
Suppose the thought is a stove, and No. 1 says: "Like the sun." No. 2,
"Like silver," then the second time around No. 1 can say: "A stove is
like the sun because they both give heat;" No. 2 can say: "A stove is
like silver because they both shine when well polished," and so on.
ORANGES AND LEMONS.
The two tallest children, one named "Orange," the other "Lemon," join
hands and form an arch for the other children to pass under. The
children, holding on to each other's dresses, march in single file and
sing:
"'Oranges and lemons,' say the bells of St. Clement's,
'Brickbats and tiles,' say the bells of St. Giles,
'You owe me five farthing,' 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 do not know,' says the great bell of Bow.
Here comes a candle to light you to bed,
And here comes a chopper to chop off your head."
When the last line is sung the child who is under their arms is caught
and asked in a whisper if he will be an orange or lemon. He answers,
and joins whichever side he chose, holding the other around the
waist. The game continues until all are caught, and then there is a
tug-of-war between the oranges and lemons.
RED-HOT POTATO.
The "potato" in this game is a knotted handkerchief. One player is
chosen for the center, and the others sit around in a circle. The one
in the center throws the "potato" to anyone in the circle. This one
must throw it to another player and so on, tossing it, from one to
another, and never allowing it to rest.
The player in the center tries to catch it. If he succeeds, the one
who last tossed it exchanges places with him, and the game goes on as
before.
JUDGE AND JURY.
Arrange the children in two rows, facing each other. The judge sits at
one end in the aisle. He asks one of the jury a question (anything he
happens to think of). The one who is questioned must not answer, but
the child sitting opposite him must reply for him, being careful not
to use any of the following words in his answer. Yes, no, black, or
white. Some answer must be given, whether it be sensible, or not.
Whoever fails to answer before the judge counts 10, or answers out of
turn, or uses any of the forbidden words must either pay a forfeit or
become the judge.
REUBEN AND RACHEL.
Blindfold one of the players. All the rest form a ring and dance
around him until he points at some one. That one enters the ring and
the blindman calls out: "Rachel;" she answers: "Here, Reuben," and
moves about in the circle so as to escape being caught by "Reuben."
Every time the blindman calls out "Rachel," she must reply with
"Reuben" and thus it goes until finally "Rachel" is caught. "Reuben"
must guess who she is, and if he guesses correctly, "Rachel" is
blindfolded and the game goes on as before. If not, the same child is
"Reuben" again.
FROG IN THE MIDDLE.
The children form a ring. One, the frog, is chosen out, and he stands
in the middle of the circle.
The children, holding hands, dance around him, saying: "Frog in the
middle, jump in, jump out, take a stick and poke him out." As the last
line is sung, the frog takes one child by the hands and pulls him to
the center, exchanging places with him. The children continue dancing
around and singing while the frogs jump thick and fast. The game
continues until all have been frogs or are tired out.
HORSEMEN.
This is a rough-and-tumble game for the boys, and must be played
either outside, or in a large bare room.
Sides are chosen, the big boys taking the small boys on their back,
carrying them "pick-a-back." The one carrying the boy is called the
horse, and the other the rider. The sides stand opposite each other
and when a signal is given, they rush toward each other, the horses
trying to knock down the opposing horses, and the riders trying to
dismount each other.
The game continues until a single horse and rider remain, and the side
to which they belong wins the game.
MY HOUSE, YOUR HOUSE.
Attach a string to the end of a small stick. At the end of the string
make a loop that will slip very easily. On a table make a circle with
chalk.
The leader, or fisherman, arranges the loop around the circle and
holds the stick in his hand. Whenever he says: "My house," each player
must put his first finger inside the circle, and leave it there. When
"Your house" is said, the fingers must be withdrawn.
The commands must be given very quickly, and the fisherman must be
quick to jerk his rod, thus catching several fingers.
A forfeit should be paid by everyone who is caught, and the fisherman
can exchange places if he wishes.
MALAGA GRAPES.
All the players sit in a circle and one who knows the trick takes a
small cane in his right hand; then, taking it in his left hand, he
passes it to his neighbor, saying: "Malaga grapes are very good
grapes; the best to be had in the market." He tells his neighbor to do
the same.
Thus the cane passes from one to the other, each one telling about the
grapes; but if any should pass the stick with the right hand, a
forfeit must be paid. The trick must not be told until it has gone
around the circle once or twice.