PART I.

Produced by Kevin Handy, Dave Maddock, and the Online

Distributed Proofreading Team.

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.

Games for Everybody · 第 1 / 3 章