PART II.

GAMES FOR ADULTS

SPOON PICTURES.

It will be necessary for two of the players to know how to play the

game. One is sent out of the room, and the other remains inside to

take a picture of one of the guests. This is done by holding up a

spoon or some polished surface to a player's face.

When the picture is taken, the one outside is called in, given the

spoon, told to look at it, and guess whose picture it is. In a short

time she has guessed correctly, to the amazement of the guests. She

leaves the room again, while another picture is taken, is called in,

and guesses that, and so on.

If any guest thinks he can do it, he may have a trial, but he may

fail. Finally it is discovered that the one who remained inside and

took the pictures sits in exactly the same position as the person

whose picture was taken. If his feet were crossed and his hands

folded, the leader will take that position. If another person is in

that position, the one who guesses waits until one makes a change, and

thus the name may be guessed.

BOOTS, WITHOUT SHOES.

All the players are sent out of the room. The leader remains inside

and calls one player in. They both sit down together and the leader

says: "Say just what I say. Say boots, without shoes." (With a short

pause after boots.) The victim may repeat the whole sentence and the

leader says, "No, I want you to say boots, without shoes," and thus it

may go on until the leader has given the simple statement in all sorts

of tones and expressions, and finally, the player realizes that when

told to say "Boots, without shoes," she must simply say "Boots."

Each player in turn is called in and put through the ordeal, affording

much amusement for those already in the room, until all have guessed

it and laughed over it.

PROVERBS.

Any number of persons may play this game. One is sent out of the room

while the rest choose some proverb. Then he is called in and asks each

player in turn a question. In the answer, no matter what the question

is, one word of the proverb must be given.

Suppose the proverb "Make hay while the sun shines" is taken, then

player No. 1 would have "Make"; No. 2, "hay"; No. 3, "while"; No. 4,

"the"; No. 5, "sun"; No. 6, "shines"; No. 7, "make"; etc., giving each

player a word, often repeating the proverb several times.

The answers to the questions must be given quickly, and no special

word emphasized. Often the one guessing will have to go around

several times before he can discover any word which will reveal the

proverb. The one whose answer gave the clue must leave the room next,

and it becomes his turn to guess.

ANIMAL, VEGETABLE, OR MINERAL.

When the party is large, this game affords much amusement. One player

is sent out of the room. While he is gone the players decide upon some

object which he is to guess. He is then called in, and asks each one

a question.

The answers to the questions must be either "Yes" or "No," and a

forfeit must be paid if any other answer is given.

Suppose the object chosen is a piece of coal in the fireplace. The

player will begin by finding out whether the object chosen is of the

animal, vegetable, or mineral kingdom; thus the following questions

may be asked: "Is it a mineral?" "Yes." "Is it hard?" "Yes." "Is it

very valuable?" "No." "Is it bright and shiny?" "Yes." "Is it gold?"

"No." "Silver?" "No." "Is it in this room?" "Yes." "Is it black?"

"Yes." "Is it a piece of coal?" "Yes."

The correct object being guessed, another player is sent out and the

game continues.

WHAT TIME IS IT?

It requires two players who understand this game, a leader and his

accomplice. The accomplice leaves the room, while the leader and the

rest remain inside. The leader asks the players what hour they will

choose for the accomplice to guess. One will say: "Four o'clock." The

assistant is called in and he questions the leader, saying: "Well,

what time is it?" The leader answers thus: "Don't you know?"; next,

"Doubtless, dancing time." The assistant immediately answers "Four

o'clock," to the amazement of the company.

The key is that each hour, from 1 to 12 o'clock has been named

according to the letters of the alphabet in rotation, from A to K, The

leader, in answering, must be very careful to begin each answer with

the letter indicating the chosen hour; thus in the above the assistant

noticed that each answer began with "d," and "d" being the fourth

letter, four o'clock was the time chosen. Only the exact hours must be

chosen. As the different players think they understand the game, they

may take the assistant's place, and many ludicrous mistakes will be

the result until the game has been explained to all.

IT.

One of the players who does not know the game is sent out of the

room. While he is gone, the others are supposed to be thinking of some

person whom he is to guess when he comes in, but it is arranged that

each one describes his right hand neighbor when asked any

questions. It is more amusing if the circle is composed of boys and

girls alternating.

The player is called in, having been told beforehand that he is to

guess what person the company thought of and that that person is "It."

He begins by asking "Is it in this room?" "Yes." "Is it a boy?"

"Yes." "Is his hair long or short?" "Very long," and so on, until the

information he has obtained may be the following: "A boy, very long

hair, pink waist, blue eyes, has a beard, very stout, about 6 feet

tall, about 8 years old." The player, astonished at such information,

may keep up guessing, until, by closely questioning each one, he

guesses correctly. If he cannot guess, it is explained to him who "It"

is.

HOW, WHEN, WHERE.

One of the players leaves the room while the others select some word

with two or three meanings, which is to be guessed. Suppose the word

"trunk" is thought of. When the player is summoned in he asks each one

in turn "How do you like it?" The answers may be "full of clothes,"

"when the outside is brown," (meaning a tree trunk), "shut up in a

cage," (referring to an elephant's trunk).

The next time around the question is "When do you like it?" and the

answers may be, "When I'm going away," "When I'm in the country,"

"When I visit the Zoo."

The last question is "Where do you like it?" and the answers may be

"In my room," "In the woods," "On the animal it belongs to." The

questioner must try to guess the word from the various answers. If he

succeeds, the person whose answer revealed the word must leave the

room, but if he fails, he has to guess again.

BUZ.

All the players sit in a circle and begin to count in turn, but

whenever seven, or any multiple of seven comes, "Buz" is said in its

place. If anyone forgets he may be put out and the game commenced

over again, but it is more fun if the players go right on with the

counting, as many will fall off when the count is up in the

hundreds. The game may be continued as long as is desired.

Suppose the players have counted up to twenty, the next one would say

"Buz," as twenty-one is a multiple of seven; the next, "twenty-two,"

the next "twenty-three," and so on. The one having "twenty-seven"

would say "Buz," as it contains seven. When seventy is reached, the

numbers are said, "Buz one," "Buz two," etc.; "double Buz," for

seventy-seven, and so on.

"Siz" may be substituted for six and its multiples, and "Fiz" for

five, just for variety.

JENKINS UP!

Divide the company into two sides. One division sits around the table

on one side, the other on the opposite side. The members of division

"A" put their hands under the table and a small coin, dime or quarter,

is passed from one to the other.

When division "B" thinks they have had enough time, the players call

out, "Jenkins up!" and the players of "A" hold up their closed hands,

and when "Jenkins down!" is called, they must place their hands, palm

down, on the table. The players of "B" must guess under which palm the

coin is. Each player has one guess, those on the opposite side raising

their hands when requested to do so.

If "B" guesses correctly, the coin is passed over to them and "A" must

guess who has it, but if not, "A" keeps the coin, and "B" has another

trial for guessing.

Tally may be kept, 1 being counted for every correct guess, and a

certain number, as 50, may be the limit. The side gaining 50 points

first is victorious.

STATE OUTLINES.

This is a splendid game for the beginning of an evening as the guests

mingle together and become acquainted while hunting for their

partners.

The hostess prepares pieces of cardboard on which she has drawn the

outline of a state without the name. The state capitals are written on

separate pieces of paper. The cards and slips are handed out haphazard

as the guests arrive.

The object of the game is to find the state to which the capital

belongs or vice versa, as the case may be.

The one who succeeds in locating his capital first is the winner.

The hostess can arrange for the length of time.

PREFIXES.

One of the players is sent out of the room. The others then decide

upon some word which he is to guess when he returns. He is told what

the prefix of the word is, and must guess, by asking questions, what

the rest of the word is. The players answer his questions by their

manner or actions.

Suppose the word chosen is "encouraged," the answers may be given in a

cheerful way.

The player who is guessing may think of any number of words with the

prefix "en," but he must continue asking questions until the right

word has been guessed.

The player who has revealed the word by his or her actions, takes the

other's place and leaves the room while the rest are deciding upon

some word for him to guess. The game continues as before.

MY FATHER HAD A ROOSTER!

All the players sit in a circle, the leader begins by saying, "My

father had a rooster!" The player to his left says: "A what?" The

leader answers: "A rooster!" Each player repeats this in turn to his

left-hand neighbor who asks the question, until it is the leader's

turn again.

He then repeats the first part and asks the player next to him, "Could

he crow?" The player answers, "Crow he could." This is repeated by

each player with the previous questions. The next time the leader

says "How could he crow?" The player on the left answers

"Cock-a-doodle-doo!" This goes around the circle again and when the

last one has taken part, all together say "Cock-a-doodle-doo," as a

finish.

No one is supposed to laugh during the whole game, whoever does, may

either pay a forfeit or is out of the game. It is best to have a

person who knows the game sit next to the leader, so they can start

the game correctly. The complete statements are these,

"My father had a rooster!"

"A what?"

"A rooster!"

"Could he crow?"

"Crow he could!"

"How could he crow?"

"Cock-a-doodle-doo!"

CROSS QUESTIONS AND CROOKED ANSWERS.

All sit in a circle for this game. The first one begins by whispering

some question to his left hand neighbor, such as "Do you like apples?"

The second player must remember the question asked him, and he answers

No. 1 by saying, "Yes, the nice, red, juicy kind." This answer belongs

to No. 1 and he must remember it. No. 2 asks No. 3 a question, being

careful to remember his answer, as it belongs to him. Suppose he asks,

"Are you fond of books?" and the answer is "Yes, I read every one that

comes out." Thus No. 2 has a question and answer that belong to him.

Every one in turn asks a question and gives an answer, remembering the

question he was asked and the answer his neighbor gave him, which

belong to him. When all have had a turn, No. 2 begins by saying aloud:

"I was asked: 'Do you like cats?' and the answer was 'Yes, the nice,

red juicy kind';" No. 2 says: "I was asked, 'Do you like apples?' and

the answer was, 'Yes, I read every one that comes out,'" and so on.

MAGIC WRITING.

An assistant is necessary for this game. One gives a little talk about

sign-language and says that he can read any sign made with a stick on

the floor, and will leave the room while the others decide upon some

word for him to guess.

Beforehand, it has been agreed upon between the leader and his

assistant that one tap of the stick on the floor will represent "a";

two taps, "e"; three taps, "i"; four taps, "o"; five taps, "u." Thus

all the vowels are indicated by taps, and the consonants, by having

the first word of the sentence which the leader gives begin with the

chosen letter. The letters of the chosen word must be given in order.

The leader, who remains inside, knows the chosen word, and when the

assistant is called in, he makes many signs with the stick, tapping in

the proper places.

Suppose the word chosen is "Games." When the assistant is called in,

the leader begins by making many scrolls, etc., on the floor, then

says: "Great fun, isn't it?" (initial letter "g"), then one tap, "a";

"Many don't know what I'm writing." (initial letter "m"); 2 taps, "e";

"Sometimes it is hard to read." (initial letter "s"). Then a few more

marks, so as not to end too abruptly, and the assistant says "Games,"

to the astonishment of the company.

This is continued until some have guessed, or until the trick has been

explained.

FAMOUS NUMBERS.

Provide the players with pencil and paper. Each one writes a number

on his slip. The papers are collected, mixed up, and each player draws

one. Each in turn must name something or someone suggested by that

number. The one who is unable to name anything must pay a forfeit.

Suppose No. 1 has 4, he will say: "My number is 4; the Declaration of

Independence was signed on the Fourth of July." No. 2, "My number is

13; there are thirteen stripes in our flag." No. 3, "My number is 60;

there are 60 minutes in an hour."

MAGIC ANSWERS.

One is sent from the room and the others decide upon some object which

is to be guessed when the player enters.

The player outside has an accomplice in with the others who asks the

question when he returns. It was arranged between them that the object

chosen should be named after some four-legged thing.

Suppose a book is chosen by the players. When summoned in, the

accomplice asks: "Is it any one in this room?" "No." "Is it a

handkerchief?" "No." "Is it a picture?" "No." "Is it a dog?" "No."

"Is it this book?" "Yes."

Another arrangement is to have the correct object mentioned after

something which is black, such as shoes, ink, etc.

MODELLING.

Provide each player with a card and a toothpick, also a piece of gum,

or paraffine if preferred.

The hostess announces that when she says "Ready," the gum is to be

chewed until she tells them to stop, and then each one is to take the

gum, place it upon the card, and with the aid of the toothpick, model

either an animal or a flower, keeping his selection a secret, as each

one can choose what he wishes to model. The hostess keeps an eye on

the time and when time is up, (any length she chooses) all the cards

are collected and placed on a table for exhibition.

There is a curious mixture of cows, cats, dogs, sunflowers, pansies,

violets, etc. Vote is taken upon the best model and a prize is awarded

the victor.

SCISSORS CROSSED OR UNCROSSED.

A simple catch game is as follows. It is best if two of the company

know how to play it. One of the two is the leader and the other helps

her out.

The leader hands a closed pair of scissors to her accomplice, who

takes it and says: "I received these scissors uncrossed and I give

them crossed." (Opening the scissors as she speaks.) She passes them

to the player on her right who should say: "I receive these scissors

crossed and I give them crossed." (If they are left open; if closed,

they are uncrossed.) Those who do not know the game receive the

scissors and pass them and say what they think they ought. It may be

just what the player before said, but the condition of the scissors

may not be the same, and, therefore, it is not right.

Thus each one has a turn, and the game continues until some bright

player notices that the scissors are called crossed when they are open

and uncrossed when they are closed, and that the player who knows the

game crossed her feet if the scissors were crossed, and if not, her

feet were uncrossed, or resting on the floor as usual.

Thus the object of the game is to change the words and the position of

the feet in accordance with the position of the scissors.

CAPPING VERSES.

To while away the time before dinner, or while sitting in the

twilight, this is a simple amusement for those who love poetry.

One begins by giving a line or verse of poetry. The next one

continues, but his verse must commence with the last letter of the

previous verse, and so on, each one capping the other's verse.

Suppose No.1 quotes:

"Full many a flower is born to blush unseen

And waste its sweetness on the desert air."

No. 2 continues quoting:

"Romeo! wherefore art thou Romeo?"

No. 3:

"O speak again, bright angel."

No. 4:

"Like summer tempest came her tears,

'Sweet, my child, I live for thee.'"

and so on until the guests tire of it.

RABBIT.

The leader, who knows the game, asks each one in turn: "Do you know

how to play rabbit?" When all have answered, he says: "Do just what I

do, and I will show you how."

1st. All stand in a row.

2d. All kneel down on one knee.

3d. All place the first finger of the right hand on the floor.

When all the players are in this position, just as they are losing

their balance, the leader, who is at the head of the line, pushes

against the player next to him, thus knocking over the whole row. As

they fall amid laughter, he calmly announces that that is the way to

play rabbit.

GHOST.

Turn down the lights. All the players sit in a circle. The leader has

a button which she gives to some player, as in "Button, button, who

has the button?" The one who guesses who has the button takes the

leader's place while the leader becomes a ghost and remains outside

the circle. She can talk to the players in the circle, but no one

except the one in the middle can answer her. Anyone who does, becomes

a ghost with the leader.

Every effort is made on the part of the ghosts to induce the players

to answer. The button keeps going around the inside circle, the one

depositing the button becoming a ghost when a correct answer is given

and the other one taking his place.

The game continues until all are ghosts. If there was one who was not

enticed, that one wins the game.

WHAT AM I?

One of the players is sent out of the room. The rest decide upon the

name of some animal which he is to guess.

When he returns the players question him in turn, imitating the habits

of the animal chosen and asking questions as if he were that animal.

For instance, the animal chosen is tiger. The questions may be, "Do

you scratch?" "Are your claws sharp?" "Do you howl at night?"

etc. The player thinking they have named him a cat answers, "Yes," and

says, "Am I a cat?" When answered in the negative, the players still

question him until he finally guesses tiger. The player whose question

betrayed the name of the chosen animal then takes his place and the

game continues as before.

NEEDLE THREADING.

Procure several large jars. Stand these on their sides. Only men can

contest for this, as ladies are supposed to be expert needle-threaders.

Four or five men contest at a time. Each sits on a jar with his feet

crossed in front. The leader hands each a needle and thread. Allow

five minutes for the contest.

The jars, being on their sides, will roll around, and as the

contestants have their feet crossed, it is a difficult task to remain

still long enough to thread the needle. Those who succeed deserve some

sort of prize.

CONFUSIONS.

The players are provided with pencil and paper. Each player selects

the name of some animal, fish, or bird, and mixes the letters so as to

spell other words. For instance, if one chooses elephant, the words

might be "pent heal"; if monkey, "o my ken," while mackerel may be

"mere lack."

Allow five minutes for making the "confusion," no letter can be used

twice, and words must be formed. Then the hostess rings the bell and

each player in turn reads his "confusion" to the rest who guess what

his chosen word is. Each puzzle is carefully timed. The one whose

puzzle takes longest to guess is the winner, therefore, each person

must mix the letters as much as possible.

Sides may be chosen if preferred, the players taking turn alternately,

the side which has taken the least time to guess the puzzles is the

victorious side.

VERBAL AUTHORS.

The players sit in a circle. One is chosen as judge and he keeps

tally. Each player in turn, rises, and names some well-known book.

The first one to call out the name of the author scores a point. The

game continues until the interest ceases or the store of literary

knowledge is exhausted. The player having the most points is the

winner.

This game may be played in another way. Instead of calling out the

author as the book is named, provide each guest with pencil and paper

and announce that as a book is named, each player must write down the

author and the name of some character in that book.

Examples:

"The Taming of the Shrew"--

Wm. Shakespeare--Petruchio.

"Nicholas Nickleby"--

Chas. Dickens--Mr. Squeers.

"Ivanhoe"--

Sir Walter Scott--Rebecca.

PIN DOLL BABIES.

Any number may play this game. If there are men and women it is more

amusing.

Divide the company into groups of five or six. Each group sits around

a table upon which are pins, needles and thread, scissors, for each

player but no thimbles, and strips of tissue paper, colored and white.

The hostess hands each guest a large wooden clothes-pin which is to be

dressed as a doll, using the tissue paper for dresses and hats.

All begin to work at a given signal and the hostess allows a certain

length of time for the dressmaking. There is much merriment, as it is

nearly as awkward for the ladies to sew without a thimble as it is for

the men to use a needle.

When the time is up, these doll-babies are arranged in line for

inspection. Two judges are appointed to decide upon the best and the

worst. Prizes are awarded.

BUILDING SENTENCES.

The hostess begins by saying one word and announces that each word of

the sentence must begin with the initial letter of the given word. The

player to her right gives the second word, the next player, the third,

and so on, until the sentence is complete only when it reaches the

hostess.

Each player must be careful not to give a word which with the others

completes the sentence, as the hostess is the only one who is supposed

to finish it--but sometimes it seems as though all the words of that

letter have been taken; if this is the case, the player who finished

the sentence must pay a forfeit or drop out of the game.

Suppose there are nine players and number one says "An," number two

"Angry," number three "Ape," number four "Ate," number five "Apples";

thus number five is out or pays a forfeit as the sentence is completed

and there are still four more to play. Thus the sentence might have

been "An angry ape ate attractive, audacious, ancient April apples."

This sentence is absurd, but the more ridiculous, the greater the fun.

For the second turn the player to the right of the hostess begins,

using a word beginning with another letter and so on, until each

player has started a sentence.

GEOGRAPHY.

Select two leaders from the company. Each leader chooses players for

his side. The sides stand opposite each other. One leader begins by

giving the name of some river, mountain, lake, city or town, state or

country, located in any part of the world, that begins with the letter

A, the other leader answers back with another geographical name

commencing with A. The two leaders continue with the letter A until

they can think of no more names, then, they commence with B, and so

on, until every letter of the alphabet has been used.

The players on the opposite sides simply help their leader with the

names, as soon as one thinks of a name it is passed up to the leader

to help him. No place can be named twice. The side that stands up the

longest wins.

Another way to play this game is as follows. Having chosen the sides

as before, one leader begins by naming any place, lake, river, etc.,

commencing with any letter; the leader on the other side then follows

with a name commencing with the last letter of the previous name; then

the player next to the leader on the opposite side follows with a name

commencing with the last letter of that name and so on, each player

has a turn as it goes from side to side. Suppose the leader names

Washington, the next New York, and so on. Thirty seconds is allowed to

think of a name, if he fails in that, he must drop out. Any one may be

challenged to locate the place which he has named. The side which has

kept up the longest, is the champion.

WHAT WOULD YOU DO IF--?

Predicaments of the worst kind are thought of and written on pieces of

paper. These are handed among the guests, who write out an answer,

telling the best way out of the difficulty. Each question begins with

"What would you do if--?"

When all have written their answers, the papers are collected in a

basket, mixed up, and each one draws one out. The answers are then

read aloud.

Examples: What would you do if you fell into a tar barrel? I would be

too stuck up to do anything.

What would you do if you should meet a footpad? I would say, "Please,

sir, go away."

WATCH TRICK.

It will require two people who know this game to be in the secret. One

of them leaves the room while his confederate remains inside with the

others. He hides an article which the rest of the players have

selected, in an adjoining room which is totally dark, placing a watch

with a moderately loud tick, either on, or as near to the hidden

object as he can. The rest of the players must not know anything about

the watch, as they are kept guessing how the player who is out,

succeeds in finding the hidden article in the dark room.

When everything is ready, the one outside is called in, led into the

dark room, and hunts for the object. The rest must remain very quiet,

as it breaks the "charm," so the leader says. Guided by the ticking of

the watch, and knowing that it is there, he soon discovers the hidden

object to the surprise of the others.

He and his confederate may take turns going out and after a while, if

the company are very quiet, one of them might hear the watch ticking

and the trick is disclosed.

FIND YOUR BETTER-HALF.

Select a number of pictures of men and women from fashion papers,

advertising books, etc. If possible, try to procure them in pairs,

that is, a man and woman contained in the same picture, or two having

the same expression. Number the pictures in pairs, thus there will be

two of No. 1, of No. 2, No. 3, etc.

Give the young ladies the pictures of the men and the young men those

of the ladies. Each one then hunts for his partner or "better-half,"

comparing the pictures and number.

The more mixed the pictures were when given out, the longer it will

take to find partners.

WORDS

The players form a line as in a spelling match. Sides may be chosen if

preferred. The first one begins by giving the first letter of a word,

"A" for instance, thinking of the word "Animal." The next player,

thinking of "animate," says, "n." The next, thinking of "antidote,"

says "t," but this with the other letters spells "ant," so he must go

to the foot of the line.

The object of the game is to keep from adding a letter which finishes

the word. Often one will give a letter, when thinking of another

word, which will complete a word. If he does not notice his mistake,

the others call out "foot."

LETTERS.

Empty the contents of a box of "anagrams" on a table so all the

letters are in a pile face downward. The players sit around the table.

The leader begins by turning up one of the letters and says, "Bird."

The players all see the letter, and the first one who responds with

the name of a bird commencing with that letter is given the card, and

then it is his turn to turn up a card, calling out "Bird," "Animal,"

"Fish," or "Famous Man," or anything he wishes. Suppose the first

letter was "E," and a player answered it with "Eagle"; the next letter

was "G," and "Famous Man" was called out, someone would say "Grant."

The one who has answered the most, thus obtaining the greatest number

of cards, is the winner.

SEEING AND REMEMBERING.

Fill a table with all sorts of things, books, gloves, dolls, pins,

scissors, food, some large, striking picture, another very small

object. Keep the table covered until ready for use.

Then remove the cover and let all the guests march around it three

times, touching nothing on it, simply looking. The cover is replaced

and each one is given a pencil and paper on which he writes down as

many things as he can remember were on the table.

The one who has the largest list of correct names receives a

prize. The objects may be auctioned off afterwards.

LIVE TIT-TAT-TO.

On a sheet mark a regular tit-tat-to diagram in black point. Stretch

the sheet so it will be smooth on the floor. Divide the company into

sides, a captain being appointed for each side. Call one side the

crosses and the other side the zeros.

When a signal is given, the captain of one side takes his position in

any one of the squares of the diagram. The captain of the other side

follows, taking his position, then a player of the first side takes

his position endeavoring to be in a row with the first move, so the

next player on his side will form the third cross or zero, as the case

may be, in the row, either straight or diagonally, and win the game

for that side.

The winning side then changes to zeros if they were crosses or vice

versa. Let each player have a turn, as there are only nine squares,

and as the game may be won before they are all filled, some may not

have a chance to play. It is best, when playing a new game, to let

those who did not play before have first play.

BITS OF ADVICE.

Each person is given a slip of paper and pencil. The leader then

tells the players to write a bit of advice, original if possible, on

the paper, fold it, and drop it into a basket as it passes by.

The papers are all mixed up and the basket is passed again, each

player taking one, but not unfolding it until he is told to.

Before opening the papers each one must say whether the advice is good

or bad, necessary or unnecessary, and whether he intends to follow

it. When the paper is unfolded it may be the opposite of what he has

said.

PICTURES.

Provide the players with pencil and paper. All sit in a circle. The

leader announces that pictures are to be drawn in this manner. First,

draw a head (either animal or human), fold the paper, pass it to the

right.

Second--Draw a neck, shoulders, and arms.

Third--Complete the body (the former player having left two lines

below the fold of the paper).

Fourth--The skirt, trousers or legs, as the case may be.

Fifth--The feet, and if you wish to add to the fun, the last one

writes a name either of some one present or some noted person.

The papers are folded and passed after each drawing and the last time,

they are all opened and passed around to be inspected and laughed

over.

[Illustration: A drawing of man with a cat's head, wearing a dinner

jacket, skirt, and clogs. Five folds are indicated at the neck,

mid-torso, waist, knees, and feet.]

HOUSEHOLD GOSSIP.

One of the guests is sent out of the room. The hostess asks the

remaining players to say something about him. As each one in turn

gives his statement, she writes it down with the person's name on a

piece of paper which she keeps.

The player is then summoned in and she reads the statements about him

one at a time and he must try to guess who said it. As soon as he

guesses one correctly, the one who said it must go out of the room and

the game goes on as before.

Examples--

You have the family eyes.

Your chin is too small.

The left sleeve of your coat has a spot on it; and so on.

TABLE FOOTBALL.

The "football" for this game is an eggshell which has had the egg

blown out of it. The players sit around the table with their captains,

who have been previously chosen at each end. There need not be just

eleven on each side as in a regular game, but any number. Each

captain chooses his side.

Boundaries are marked on the table with, chalk or tape, the two ends

being the goals.

When all are ready, the eggshell is placed in the middle of the table,

a signal is given, and the members of each team blow the shell towards

his goal. No player can leave his place, and the "football" must be

moved entirely by blowing.

Regular football rules are used and the count is the same as in

football. It will add to the interest, if the two teams stand for

rival colleges.

MUSICAL MEDLEY.

Number eight slips of paper with the same number. On each slip write a

part, or a line from a verse of a familiar song. Suppose set No. 1 was

a verse of "America," this is the way it would be written.

1. My country,

1. 'Tis of thee,

1. Sweet land of liberty,

1. Of thee I sing;

1. Land where my fathers died,

1. Land of the pilgrim's pride,

1. From every mountain side,

1. Let freedom ring.

Prepare as many slips in groups of eight as there are guests. Give

each one a slip at random and tell each to find the rest of his set.

When the players of one group have found each other, they stand

together in one corner of the room and practise their song. Each group

does this until all the groups are formed, and then, commencing with

No. 1, each group in turn sings its song aloud for the benefit of the

audience.

ANOTHER MUSICAL MEDLEY.

Provide each player with pencil and paper. Before playing this game

it must be arranged with someone who plays the piano well to have a

list of popular songs ready, which she must play one right after the

other.

When the leader gives a signal, the pianist strikes up a tune and

continues playing from a part of one song into another until she has

reached the end of her list.

The others write down on their papers the names of the songs as fast

as they are played, and when the pianist stops, the correct list is

read by her, and the rest check off their lists. Prizes may be

awarded. It is a strange fact, that after such a medley, there will be

very few, if any, who have correct lists.

PASSING CLOTHESPINS.

Sides are chosen among the players. Each side then takes its position,

forming a row on the floor, the leader at the end. The sides face each

other, but quite a space is left between them.

At the head of each line is placed a basket containing twelve

clothespins. Each player is instructed to hold his neighbor's right

wrist with his left hand, thus leaving one hand (the right one), free.

The leaders begin by passing the clothespins, one at a time, down the

line, each player being careful not to drop one. When one reaches the

end of the line, the last player places it on the floor beside him

until all twelve have been passed, then he passes them, the same as

before, up the line to the leader.

The side which succeeds in passing all its clothespin back to its

leader first is the victorious side. It is best to have a trial game

first, so that the players may become used to passing with one hand,

thus being able to do it rapidly for the regular game.

If a clothespin is dropped, the player who dropped it must pick it up

and pass it on. The rest must wait until it is passed before passing

any of the others.

PANTOMIME.

Give each guest a slip of paper, folded, containing words which can be

acted in pantomime. Each one must keep his a secret, as the rest of

the company guess what he is acting out.

The players sit in a circle, and the one acting in pantomime his

words, stands in the middle where all can see him.

Suppose one had "Dog" on his slip, he would pretend to pet him, call

him, and make him perform. Another might have "Blackberries" and make

all the imaginary motions of picking and eating them, and being caught

on the bushes. If one has "Strawberry shortcake," she can go through

the process of making the imaginary cake, and hulling the berries for

it.

As soon as it is guessed what the player's word is, the rest call it

out.

BIRDS FLY.

The players sit in a circle, one person who is quick and witty is

chosen as leader. He stands in the center of the circle.

Whenever he mentions any animal that flies all the players make a

flying motion with their hands, but if he names something that doesn't

fly, he alone makes the motions; if any player makes the motion when

he ought to be still he is out of the game. Suppose the leader begins

by saying "Parrots fly," all must move their hands up and down whether

the leader does or not, but if he says next time "Horses fly," all

must remain still.

It is a good plan to call the names quickly, inserting many that

don't fly, when the players are excited, so they will be confused and

many will be out.

TRIPS AROUND THE WORLD.

There are several ways of playing this game, here are two. Provide

each guest with a little paper book to represent a guide book and a

pencil.

Articles of all kinds have been scattered around the room to represent

different countries, states, or cities. A little package of tea

suggests China; a paper fan, Japan; a piece of cotton batting,

Louisiana; a wooden shoe, Holland; a stein, Germany; and so on. Allow

a certain length of time for the guesses, then collect the little

books, and the player who has guessed the greatest number correctly

receives a prize.

Another way. The players sit in a circle, Number One names some place

beginning with the letter A, and asks No. 2 what he shall do

there. No. 2 answers in words beginning with A, and he, in turn names

a city commencing with B, and asks No. 3 the question. Thus each

player must answer the question of his neighbor, and name another

place.

For example:

"I am going to America, what shall I do there?"

"Admire Astrakhan Apples. I am bound for Boston, what shall I do

there?"

"Bake beans and brown bread. My journey takes me to Chicago, what

shall I do there?"

"Catch cold," etc., etc.

JACK'S ALIVE.

A piece of kindling wood is held in the fire until it is well

lighted. It is then passed from one player to the other, each one

saying in turn, "Jack's alive." The instant the stick ceases to burn

"Jack" is "dead" and the one who is then holding it has to pay a

forfeit.

It is passed very quickly from one to the other, as each player wishes

to get rid of it before the spark goes out.

For a forfeit, the man who was holding it will have to undergo the

process of having a black mustache made with the charred end of the

stick.

GOING A-FISHING.

Cut a number of small fishes about two inches long out of

cardboard. Each fish counts five, but two, which may be a little

larger, are numbered ten. A loop is made with thread on the back of

each fish.

Rods (sticks about a foot long with string, at the end of which is a

bent pin, fastened to each) are provided for the players.

The fishes are placed on the floor or table and, at the word "ready"

from the leader, all the players go a-fishing. Each tries his best to

hold his rod steady enough to slip the bent pin through the loop of

thread. As soon as a fish is caught all must stop until the signal to

begin again is given.

Everyone tries to catch the fishes marked ten, but sometimes it is

wiser to catch as many ordinary ones as a person can, thus making more

points. The player scoring most points is victor.

CONSEQUENCES.

Provide each player with pencil and paper. The first thing to write

on the paper is an adjective which applies to a man. The paper is then

folded over and passed to the right. This time each one writes the

name of a man (either present or absent), folds the paper so the next

one can't see what is written, and passes it on to the right. This is

done each time and the order of names is as follows after the first

two, then an adjective which applies to a lady, then a lady's name;

next, where they met; what he said; then, what she said; the

consequence; and last of all, what the world said.

After all have finished writing "what the world said," the papers are

passed to the right, opened, and read aloud.

Thus:

Handsome

Mr. ----

(met) Pretty

Miss

(at) The Fair

(he said) Have you heard the news?

(she said) I intend to go home.

(the consequence was) They never spoke again.

(the world said) "As you like it."

PERSONAL CONUNDRUMS.

The guests are requested to think up some conundrums about some person

in the present company.

Each one in turn gives his conundrum and the player to his left must

answer it if he can; if he fails, any one present may help him out.

The conundrums may be written if preferred, mixed up in a hat or

basket and each player takes one to answer.

Some of them may prove very funny. For the best conundrum and best

answer given, a prize may be awarded.

Examples--

Why is Mr. ---- like the flatiron building?

Because he is so very tall.

Why is Miss ---- like sugar?

Because she is easily melted, that is, overcome.

HUNTING THE WHISTLE.

The players who know how to play this game stay in one room, while the

others go into the hall, or another room. Those knowing the trick sit

down in chairs which have been arranged in two rows, with an aisle

between.

The leader calls one in from the other room and explains to him that

there is a whistle in the room, and as he hears it blown he must find

it. He can make a long speech about the whistle so as to interest the

player, because someone is then pinning the whistle, (which is on the

end of a string) to the player's coat.

Both the leader and player stand at one end of the room, between the

two rows of chairs. When the leader says "go," the player starts on

his hunt. The rest of the players pretend they have the whistle, and

blow it whenever it chances to pass their way. Thus the player is kept

going from side to side until finally someone happens to pull the

string and he feels it and discovers the whistle on his own coat. He

then takes his place with the rest in the row and another one is

called in and goes through the same hunt. Thus it continues until all

the players know the game.

THE FIVE SENSES.

All the players sit in a circle. No. 1 begins by naming something he

has seen, being careful what his last word is, as it must furnish him

with a rhyme for the rest of the game. Each player in turn tells what

he has seen, then No. 1 repeats his first statement and adds what he

heard, the next time, what he tasted; then what he smelt; and lastly,

what he felt. For example, No. 1 says, "I saw a ring of solid gold."

No. 2 says, "I saw a boy fall off the car."

The second time round No. 1 says,

"I saw a ring of solid gold.

I heard a story twice told."

No. 2 says,

"I saw a boy fall off the car.

I heard the war news from afar."

and so on, after going around five times, No. 1's complete rhyme

would be,

"I saw a ring of solid gold.

I heard a story twice told.

I tasted cheese that was too old.

I smelt hay that soon would mould.

I felt for something I couldn't hold."

Do not have the verses written as there is more fun in trying to

remember one's rhyme.

WIGGLES.

Provide each guest with pencil and paper. Papers four inches square

will be large enough. Each player draws a line about an inch and a

half long with one or more quirks in it, in the upper left hand corner

of the paper.

The papers are then passed to the player to the right who must draw

some picture out of the "wiggle" in the corner. The paper may be

turned in any position. Allow five minutes for the drawings.

At the end of this time, each one writes his name on the paper and

hands it to the hostess. A committee is appointed to decide upon the

best "wiggle-picture" and a prize is awarded to the artist. Examples--

[Illustration: Two drawings of a Roman column a swan, and the

"wiggles" they are based on]

The heaviest line is the wiggle.

TELEGRAM.

Provide the players with pencil and paper. Each one then writes on

his piece of paper ten letters of the alphabet in any order, using no

letter twice. The papers are then passed to the right and each one is

requested to write a telegram, using the ten letters for the beginning

of the ten words, just in the order given. The papers are then passed

again and the telegrams are read aloud. Some will be very amusing.

Examples--

A. E. F. J. K. L. N. O. P. T. Am ever frightfully jealous. Keep

lookout now on Pa's tricks.

C. B. D. W. G. H. S. I. M. Y. Come back. Down with Grandma. How shall

I meet you?

SPELLING MATCH.

Choose leaders and divide the company into sides. The sides stand

opposite each other as in the old-fashioned spelling match.

The leader, who may be the hostess, has a spelling book from which she

selects the words which the players must spell backwards. Words of

one or two syllables may be chosen, and if, when spelt backwards, they

spell other words, so much the better.

The players take turns, one on one side, and one on the other, and so

on, until all have spelled. If any fail to spell the word backwards,

or do not pronounce it afterward, if it can be pronounced, they must

drop out. The side which stands up the longest is the winning side.

Some words are:

Star Now Pan Dew

Mat Eve Bard Tub

Stop Eel Tops Ton

Ten On Den Nun

POOR PUSSY.

All the players sit in a circle, one being chosen out. This one kneels

before each player in turn and says, in pitiful tones: "Meow!" Each

player, when addressed by "pussy," must say, without smiling: "Poor

Pussy."

"Pussy" addresses each player three times, trying her best to make the

players laugh. If the one she is kneeling before does laugh, they

exchange places, but if not, "pussy" moves on to the next one.

GUESSES.

Each player receives a slip of paper and pencil. The leader begins by

saying: "Guess how high the door is." "Guess how thick that book is."

"Guess how tall Mr. Blank is." "How far does this chair stand from

the floor,"

He allows a few seconds after each question for the players to write

their answers. After twenty or more guesses have been asked, the

papers are passed to the right hand neighbor for correction.

The leader then measures each article, person, or thing, with a tape

measure, and the guesses on the lists are checked off. The person who

has a correct list deserves something for a reward.

NUT RACE.

Choose two captains from the company, who select sides until all the

guests are on one side or the other.

Place a pile of mixed nuts on the floor and an empty bowl about three

feet from it, at one end of the room and at the other end another pile

and bowl.

The captains and their sides stand by their respective pile of

nuts. When the signal is given each captain takes as many nuts on the

back of his left hand from the pile as he can gather without the aid

of his right hand and carries them to the empty bowl at the opposite

side of the room. The players follow the captain in turn continuing

until the pile is gone and the bowl is full.

The side which succeeds in filling its bowl first is victorious.

TORN FLOWERS.

Prepare a table full of different colored tissue paper, bottles of

mucilage and white cards, one for each guest.

The players sit around the table, the hostess gives each a card and

announces that each one is to make a flower out of the tissue paper,

but as there are no scissors each one must tear his paper and every

one knows how hard it is to tear tissue paper. Each one keeps the name

of his flower a secret. As they are made they are pasted on the

cards. Each card is numbered and when all are done "tearing," the

cards are collected and placed on a table for exhibition.

The player guessing the greatest number of flowers correctly receives

a prize. The game may be varied, as either animals or vegetables could

be torn.

SPEARING PEANUTS.

Fill a cup with peanuts, two of which are blackened with ink on one

end.

The guests play one at a time. No. 1 sits down by a table, empties the

cup of peanuts in a pile on it and is given a hatpin with which she

spears the peanuts one at a time without disturbing the pile, and

places them back in the cup. A few minutes is allowed each player;

when the time is up, the peanuts in the cup are counted, the blackened

ones count ten apiece and the plain ones, one.

Tally is kept for each player and a suitable prize is given to the one

who succeeded in securing the largest score.

PEANUT HUNT AND SCRAMBLE.

Before the guests enter the room, hide peanuts in every conceivable

place, behind pictures, under chairs, on the gas fixtures, among the

ornaments, five or six in vases, etc.

Give each guest a paper bag as he enters the room into which he places

all the peanuts he finds. Allow a certain length of time for the hunt,

then collect all the bags and select a good tall person who stands on

a chair and empties the contents of each bag on the floor as fast as

he can and a lively scramble for them ensues, then the one who has the

greatest number of whole peanuts collected deserves a prize; the

others can eat their peanuts as a comfort.

MUSICAL ILLUSTRATIONS.

A blackboard and different colored chalk will be necessary for this

game.

Give each guest a slip of paper on which is written the name of some

song.

The leader announces that each one in turn steps up to the blackboard

and illustrates his song in the most vivid manner possible. Each

player is numbered and after No. 1 finishes his drawing the others

write their guesses on paper opposite his number and No. 2 erases the

former drawing and illustrates his song. Thus each one takes his turn,

allowing time for the others to write their guesses.

When all have had their turn the correct list is read by the leader,

the players checking their own lists. Prizes may be given to the one

having the most correct answers and to the person who illustrated his

song the most artistically.

Suggestions for songs are "Sweet Bunch of Daisies," "The Four-Leaf

Clover." "My Old Kentucky Home" may be illustrated by drawing a house

in the outline of the state of Kentucky; "Home, Sweet Home," by a

house and a jar of sweets near it; "America," by the outline of North

America.

AN APPLE HUNT.

The hostess should prepare beforehand cards four inches square and

outline on each an apple by dots concealing the outline with other

dots. In one corner of the card is stuck a needle containing enough

green thread to outline the apple. These "apples" are then hidden by

groups, five in a group, in different parts of the room.

A set of directions is prepared such as, No. 1, "Look under the mat";

No. 2, "Look under a certain rocking-chair," and so on. Five of these

directions are sufficient, the last one telling where the apple is

hidden. There are different sets of directions lettered A, B, C, etc.,

five in a set, all lettered alike; the group of five apples being at

the end of each set of directions.

As each guest arrives he is given No. 1 of some set. Following that,

he finds No. 2, and so on, until he finds the five apples, one of

which he takes, finds the dotted apple, threads the needle and

outlines it with the green cotton. The one who succeeds in finding

his apple first and makes the neatest outline is the winner.

SHOUTING PROVERBS.

The more playing this game, the merrier it will be. Send one of the

players from the room. The others decide upon a familiar proverb which

he is to guess when he returns. Suppose the one chosen is "A rolling

stone gathers no moss." Beginning with the leader and going to the

left each player in turn takes one word, thus the leader has "a," the

next "rolling," the next "stone" and so on, repeating it until every

player has a word. If the company is large two or three might have the

same word.

When the one who was out is summoned in, he counts 1,2,3; when he says

3, all the players shout their word. It will be very confusing and

hard to hear any one word, but after the second or third trial, one

word which was heard above the rest might suggest the whole proverb.

The player who is out is given five trials in which to guess; if he

does not succeed, he must go out again, but if he has listened

attentively to one or two, and has guessed correctly, the player whose

shouting gave away the proverb is then sent out and the game continues

as before.

BAKER'S DOZEN.

This game is just for two and is similar to Tit-tat-to. Make a drawing

like the illustration and the game is ready.

[Illustration: A drawing of a stack of twelve rectangles topped with

an half-circle. These are numbered sequentially from the bottom.]

No. 1 chooses a figure which No. 2 must try to guess by indicating

with a pencil dot or mark at the side of the different spaces, until

he has guessed the number chosen.

The numbers in the different spaces marked by No. 2 are added to his

score; and those unmarked are added to No. 1.

Suppose No. 1 chooses 13, and No. 2 marks first 4, then 10, 9, 5, 2,

and finally 13, the sum of all these (43) will be No. 2's score, while

the sum of the numbers unmarked (48) belongs to No. 1.

The game may be played as long as is desirable, but it is more

exciting to have a fixed number, such as 300 or 500.

PEANUT CONTEST.

Place two small bowls on a table at one end of the room, at the other

end of the room on a table have two bags of peanuts and two knives.

The players may choose partners in any way desired. The partners play

together.

The leader gives a signal, watches the time and keeps tally. When the

signal is given a player, with his partner, steps to the table

containing the peanuts, each takes a knife and when the leader says

"go," each places as many peanuts as he can on the blade of the knife

and carries it with one hand to the other end of the room, where he

deposits the peanuts and returns for more. As many trips can be made

as the time will allow. Three minutes is good time.

When the time is up the leader says, "Stop," and the number of peanuts

in each bowl is counted and accredited to the two players. Each pair

takes turn in playing, time and tally being kept for each until all

have played.

The list of contestants is read aloud, the partners who succeeded in

carrying the greatest number of peanuts to their bowls receive a

prize.

DEFINITIONS.

Provide each player with pencil and paper. The leader has a

dictionary which she opens at any place and selects a word which the

rest are to define.

The players write the word and their definition of it on the slips of

paper. When the leader taps a bell all the slips must be collected and

mixed up in a basket or hat.

Each player then draws out a slip and the definitions are read aloud

in turn. The leader decides which one has written a definition most

like the one in the dictionary. The author of the best one rises,

receives the dictionary, gives out a word and the game proceeds as

before.

ALPHABETICAL ANSWERS.

Prepare cards with one letter of the alphabet on each, omitting V, X,

Z. Of course if the company is large, several will have the same

letter.

The cards are pinned on the guests, and it is announced that no one

must answer any question presented to him except by a sentence

commencing with the letter on his card, the answer being given before

the questioner could count ten.

No two players can question a person at the same time, and no one can

give the same answer twice.

If a player begins his reply with a wrong letter or does not answer in

time, his letter is taken from him by his questioner, who adds it to

his and he then has the privilege of answering with either of his

letters. The player who is without a card is supplied with one again

but after the third trial he is out of the game.

PITCH BASKET.

Select a number of small fruit baskets, all the same size, and have a

box of checkers handy. Suppose you have five, on the bottom of one

mark 20, on another 15, on two, 5; and on the other, 0. Place the

baskets in a row on the floor so their numbers cannot be seen.

Choose sides, giving the red checkers to the leader of one side and

the black checkers to the other. One side lines up about 10 ft. away

from the baskets, the leader giving each player a checker; if there

are any left he keeps them and has the privilege of throwing

them. Each one in turn throws his checker into any basket, trusting to

luck that they fall into a basket with a number on it.

When all have played the leader turns up each basket to see its number

and counts the number of checkers thrown into it. If there were two in

basket No. 20, it would count 40; if 3 in one basket No. 5, it would

be 15; if four in the other basket No. 5, 20; and if there were 3 in

basket 0, it would count nothing. Thus the score for that side is

75. The players on the other side line up and play as the others

did. The order of the baskets must be changed by someone not of that

side, so no one knows which is which. Their score is added up.

The game continues until a certain number, 300 or 500, has been

reached. The side scoring that number of points first is victorious.

WHO AM I?

As the guests arrive pin a card with a name of some noted author,

statesman, or poet written on it, on their backs, so that every one

can see it but themselves.

Of course, each person wants to know who he is, so the guests talk to

each other as though they were the person whose name is on the other's

back, but do not mention the name, and from the conversation, they

have to guess who they are.

PROGRESSIVE PUZZLES.

The players are provided with pasteboard cards 2 inches square, and

scissors. At a signal, given by the hostess, they must cut their cards

in four pieces, the cuts must intersect in some place, but the card

can be cut in any other way.

When the cards are cut and the four pieces mixed, they are passed to

the player at the right, who has to put the four pieces together

correctly.

A certain time is given for each puzzle and each time it is passed to

the right, until each player has his own puzzle again.

TIT FOR TAT.

Plan to have an even number of guests invited, half ladies and half

gentlemen.

Provide thick boards for each lady, also a hammer and paper of tacks,

and for the men, plain hats (untrimmed) and material for trimming,

also a paper of pins.

When all the guests arrive set them to work. The ladies have to

hammer as many tacks in straight, in their boards as they can, during

the allotted time, while the men trim their hats, choosing their

material from that which is provided. When the time (which may be as

long or as short as you wish) is up, the men put on their respective

hats and pass before the ladies for inspection; the one having the

best trimmed one receives a prize.

The men inspect the work of the ladies, and the one who has hammered

the most tacks into her board "straight," receives a prize.

EYE-GUESSING.

Hang a sheet or screen in a doorway between two rooms and cut six

holes, the size and shape of eyes, each pair a distance apart, in it,

some up high and some down low.

Choose groups of four to go behind the sheet, the rest of the guests

staying in the other room.

Three of the chosen four look through the holes at a time. The short

ones can stand on chairs and look through the high pair, while the

tall ones can stoop down, thus confusing those who have to guess who

the pairs of eyes belong to.

A short time is given for guessing each group, and then the next set

go out.

The guesses are written on slips of paper and after all the eyes have

been "examined," the correct list is read by one who stayed behind the

sheet all the time.

THE PRINCE OF WALES.

Any number can play this game. The players stand in a line around the

room and number themselves, beginning with one, until each has a

number.

The leader, who has no number and who has charge of the game, begins

by saying--

"The Prince of Wales has lost his hat, all on account of No. 1, Sir;"

then No. 1 says: "No, sir, not I, sir, No. 5, (or any number he

wishes), sir." Then No. 5, repeats what No. 1 said, giving another

number instead of 5; but if he fails to respond, then the leader says,

"No. 5 to the foot, sir," and then all those who were below No. 5 move

up one, and thus their number becomes one less.

The leader begins again and he must be very quick to send those to the

foot, who fail to respond.

COMMERCE.

The guests are seated around a table, each one having a pile of fifty

beans in front of him. The leader has two packs of playing cards, one

of which is used for an auction sale, one card at a time being sold to

the highest bidder, who pays for it in beans.

When all the cards of the first pack have been sold, the players

arrange their cards and beans on the table ready for business.

The auctioneer then holds up the second pack and announces that he

will call the cards off one at a time, and as he does so, the player

who has the duplicate of that card must give it up to the auctioneer.

After each calling there is a little time allowed to buy or sell the

cards, the object of the game being either to have more beans than any

one else, or to have the duplicate card which is at the bottom of the

second pack, thus causing a very exciting time as the second pile

diminishes.

LAUGH A LITTLE.

The players sit in a circle with one in the middle for leader. The

leader must be one who laughs heartily and is very quick.

He begins the game by throwing a plain, white handkerchief up in the

air, as high as he can, and while it is in the air, everyone must

laugh, but the minute it touches the floor, there must be perfect

silence. The leader must catch those who are still laughing and send

them from the ring.

The game goes on until every one is out of the circle. If there should

happen to be one who doesn't laugh when the handkerchief is on the

floor, he surely deserves a prize.

LOCATION.

Choose two leaders who select sides. One begins by calling the name of

some town or place and then counts ten. While he is counting, the

opposite opponent must answer where the place is. If he fails to

answer before ten is counted, he must drop out.

Then the leader of the other side takes his turn, and challenges some

player of the opposite side.

The side which stands up the longest, wins the game.

FASHION NOTES.

The names of various fashion papers, such as "The Delineator," "The

Styles," "Le Bon Ton," "Ladies' Home Journal," are written on cards,

which are cut so that it requires the two parts to know what the title

is. Distribute these among the guests, who hunt for the corresponding

part, thus getting their partners; crayon and paper is given out and

the ladies are requested to draw and color a gown representing the one

she has on, while the men are asked to write a description of the

gown.

The drawings and descriptions are collected after time is allowed, and

placed on a table for display.

Prizes may be awarded to the partners having the best drawing and

description.

STRAY SYLLABLES.

Prepare long strips of paper on which the guests are requested to

write several words of three or more syllables, leaving spaces between

each syllable.

When this is done, cut up the words into the syllables and mix

thoroughly. Then each player draws three syllables and tries to

construct a word.

If a word can't be made of all three syllables, maybe it can be made

of two, but if it is then impossible to construct a word, the player

must wait until the rest draw three syllables again, and perchance he

may be able to construct two words, using the syllables he could not

use before.

The one constructing the most words, wins the game.

QUAKER MEETING.

All the guests sit in a circle and the leader begins by saying: "This

is a very solemn occasion." He then twirls his thumbs and looks very

solemn. Commencing with the player to the right of the leader, each

one in turn repeats what he has said, very solemnly twirls his thumbs,

and keeps twirling them, until each one has repeated it, and it is the

leader's turn again.

He then says, "Sister Jane died last night," still twirling his

thumbs. This goes around the circle as before. Then the player to the

right of the leader says, "How did she die?" and he replies, "Like

this," moving his right hand up and down. Thus each one tells his

neighbor, and makes the motion just as the leader has done.

After each one has said this, still repeating the same question and

answer, the leader moves his left hand up and down, too, thus both

hands are going; the next time both hands and the right foot are

moving; then both hands and both feet; next, hands, feet, and head,

bobbing up and down; last, fall back in the chair uttering a hideous

groan as if dead.

No one must laugh during the whole game; whoever does, must leave the

circle.

MAGIC MUSIC.

One player is sent from the room and the rest decide upon something he

must do when called in.

When this has been done he is summoned by magic music which is made by

having one of the players strike on something which will make a

noise. If there is a piano, so much the better, if not, a piece of

metal or a bell will do.

As he nears the object which he is to find the music grows very loud,

and faint when he is far away.

Suppose he is to take a flower from a vase, and give it to one of the

players. As he nears the flowers, the music grows louder and louder,

and if he touches one, it stops; then he knows he has to do something

with it. If he smells it, the music grows faint, and he knows he is

wrong. As he starts to give it to the players, the music varies until

he has given it to the right one.

Someone else then leaves the room, and the game goes on as before.

PATCHWORK ILLUSTRATIONS.

For this game it is necessary for the hostess to collect a large

number of pictures from magazines, advertisement pages or papers.

These are placed in the center of a table around which the players are

seated.

Each guest is provided with a paper at the top of which is written a

quotation. The hostess announces that each player is to illustrate his

or her quotation with the pictures provided. The pictures are pasted

on the papers, and if necessary, a background can be made with pencil

or pen and ink.

The papers are then arranged on a table for inspection and a prize is

awarded for the best illustration.

BIOGRAPHY.

Provide the players with pencil and paper. The leader then announces

that a biography is to be written, and the first thing to write is the

name of some person in the room; the paper is folded over so the name

cannot be seen and passed to the player at his left, who writes a date

which is the birth date, and the name of some town; the paper is

folded again and passed to the left and this time a sentence of ten

words is written about early childhood--from one to ten years. Next, a

sentence of same length telling of events between twenty and forty

years; next, between forty and fifty years; date of death next, last,

remark about this life. When all has been written, the folded papers

are passed to the left again and each player reads his paper aloud.

The more ridiculous the sentences, the better the biography, and as no

one knows what is under the folded parts, sometimes the date of death

will be earlier than that of birth, or there will be a vast difference

in time.

Example--Name, John Smith. Born, July 4, 1449, Boston. From 1 to 10

years, mischievous child, quarrelled with everybody, expelled from

school, stole eggs.

From 20 to 40, stayed home, did dressmaking, became sickly, remained

an old maid.

From 40 to 50, became a wealthy widower, left with three children to

raise. Died January 1, 1860. Most remarkable man that ever lived in

his little town.

ORCHESTRA.

Any number can play this game, the more the merrier. Each player is

told to play some imaginary instrument. The leader with an imaginary

baton, begins by humming some lively, familiar tune. The players

follow with motions suitable to their instruments and sing the tune

the leader is humming.

When the leader pretends to play some instrument, the player who has

that imaginary instrument, must pretend he is leader and beat time

with the baton, but as soon as the real leader changes the instrument

or beats time again the player must continue with his own instrument.

The leader must be quick to change from one instrument to another and

the players must be quick to follow him, for if they don't, they have

to leave the orchestra until the piece is over.

WHO IS MY NEXT-DOOR NEIGHBOR?

Half of the company are blindfolded. They are led to a row of chairs

arranged in the middle of the room, each sitting so there is a vacant

chair behind him.

The other half, who are not blindfolded, very quietly take the vacant

chairs and sit perfectly still.

The leader then announces that those not blindfolded are to sing when

he gives the signal, and the blindfolded ones, who are to remain

still, must listen attentively to their right hand neighbor and guess

who he is.

Some familiar tunes must be chosen and the singers can disguise their

voices if they choose. The leader begins by playing the tune on the

piano and when he says "Sing," the victim singers begin while the

blind victims listen.

One verse of the song will be enough for this medley and those whose

voices have been recognized, exchange places with the blindfolded

ones, while the others remain in the same place until the listener has

guessed who he is. The game then goes on as before.

FIRE.

Choose two leaders from among the players. Each leader chooses his

side. The sides sit opposite each other, the leader of one throws a

ball to any one in the opposite side. As he does he says either,

"Earth," "Air," "Water," or "Fire," and counts ten.

The person who caught the ball must answer before he finishes counting

ten. If "earth" was called he must name some quadruped found therein;

if "water," some fish must be named, or "air," the name of some bird;

but if "fire" was called he must remain perfectly still.

If the players give a wrong answer or speak when they should be silent

they are out, and the leader must throw the ball to some one else, but

if the players answer correctly, it is their turn to throw the ball to

someone in the opposite side, and the game goes on as before. The

side whose players stand up the longest, wins the game.

THE MONTHS.

The leader need be the only one who understands this game. He asks,

"What month are you going away in?" One player might answer

"September." He then asks, "What will you wear?" "What will you take

with you?" and "What will you do?" All the answers must be given with

the initial letter of the month chosen. For instance, the answers to

the above questions may be: 1st, "Silk stockings," 2d, "Sardine

sandwiches," 3d, "See the sights."

The answers will probably be mixed as the players do not know the

trick. Each one who misses pays a forfeit, and the leader questions

the next player. When one or two do catch on, the more ridiculous they

make their answers, the funnier the game.

BELL BUFF.

In this game all the players except one are blindfolded. This one is

called the guide and has a small bell which he rings during the game.

All the blind men are led to one end of the room by the guide. He then

takes his position a little distance from them and rings the bell,

which is the signal for the game to begin.

The blind men grope around wildly for their guide who rings the bell

all the time, but must move in different places, so as to escape the

blind men who are hunting him. The blind men are only guided by the

sound of the bell, and the guide must be very quick to change his

positions or he will be caught by his pursuers.

The first blind man who catches the guide, exchanges places with him,

and the game goes on as before.

POSTMAN.

The players sit in a circle; one is chosen for "postman," is

blindfolded, and another is chosen for Postmaster.

The Postmaster gives each player the name of some city or town, and

stands outside the ring so he can give orders.

The "postman" stands inside the circle and when the Postmaster says,

"I have sent a letter from New York to San Francisco," the players

having these names must exchange places, and he must try to capture

one. If he succeeds he takes that one's place, the one caught then

becoming "postman."

The Postmaster must exchange names very rapidly, and if a player

should remain seated when his city is called, he has to be "postman."

If the Postmaster says, "general delivery," all exchange places, and

the "postman" tries to secure a vacant place.

SPOONEY FUN.

All the players sit in a circle. One is chosen to be out. He is

blindfolded and given a spoon (a large one) with which he is to

feel. He stands in the middle of the circle, then is turned around

three times and told to guess who the first person, which he touches

with the spoon, is.

He advances cautiously until he touches someone. Then with the back of

the spoon he feels the person all over. The players must keep

perfectly quiet, disguising themselves if they see fit, as the collars

and cuffs of the men will be felt very easily with the spoon.

As soon as the blindfolded one has guessed who the player is he was

feeling, they exchange places and the game goes on as before, but if

he fails to guess the first time, or has felt with his hand instead of

the spoon he is out again and remains out, until he has guessed

correctly.

CITIES.

Provide all the guests with pencil and paper. The hostess then

requests that each write the name of the city in which he was born,

and under that a sentence, descriptive of that city or containing

something suggestive of it. The letters of the city form the words of

the sentence and must follow in regular order.

Allow fifteen minutes for composing the sentences, then collect them,

mix them up, and each player is given one. Thus each one has some

other person's slip to read. The one who composed the best sentences

deserves a prize.

Examples--City, New York.

Sentence--N-ow, E-very, W-all St., Y-ankee, O-wns, R-eal, K-ingdoms.

City, Chicago.

Sentence--Conflagration, H-igh, I-n, C-rowded, A-reas, G-rew, O-n.

GOING TO CHINA.

This is a catch game for those who have never played it. The leader

begins by saying, "I'm going to sail for China next week, I would like

to have you go, what will you take?" This question is asked every

player and there are many different answers, but all cannot go, as

they have not answered correctly.

The point is, if you wish to go sailing, you must take something which

commences with the same letter as the initial of your last name. The

leader then says, "You can go."

For example, suppose the player who is asked the question says she

will take bananas. If her last name begins with B she can go, but if

not, the leader says, "Lou cannot go this trip."

The game continues until every one has guessed the trick and they can

all go.

A PENNY FOR YOUR THOUGHTS.

Provide each player with pencil and paper and a penny. The hostess

explains that the answers to the following questions are things which

are found on every penny.

The questions may either be written on the paper beforehand or the

guests can write them as the hostess asks them. A prize may be awarded

to the player whose paper contains the greatest number of correct

answers.

1. An emblem of victory, (laurel wreath).

2. An emblem of royalty, (crown).

3. A South American fruit, (date).

4. A spring flower, (tulips, two lips).

5. A portion of a hill, (brow).

6. A portion of a river, (mouth).

7. A messenger, (one cent, sent).

8. A piece of armor, (shield).

9. Mode of ancient punishment, (stripes).

10. Means of inflicting it, (lashes).

11. Something to be found in school, (pupil).

12. Three weapons, (3 arrows).

13. An animal, (hare, hair).

14. A part of a stove, (lid).

15. Plenty of assurance, (cheek).

16. The first American settler, (Indian).

17. Part of a duck, (feathers).

18. A place of worship, (temple).

19. Two sides of a vote, (eyes and nose, ayes and noes).

20. The cry of victory, (won, one).

MISQUOTED QUOTATIONS.

Choose very familiar quotations from Longfellow, Shakespeare,

Tennyson, or any well-known author or poet, and write them on slips of

paper.

Change some of the words of the original, or even a whole line, and

when each guest receives his slip he is requested to repeat the

quotation correctly.

For example--"To be, or not to be; that is the question," may be

written, "To be, or not to be: that is the problem."

LITERARY SALAD.

Salad leaves are prepared for this game by folding and twisting pieces

of green tissue paper until they look like lettuce leaves. Then paste

slips of white paper containing a quotation, on each leaf.

The participants of this salad are requested to guess the name of the

author of their quotation. This may be played very easily at a church

social where the leaves may contain Bible verses instead of

quotations, and the players are asked to tell just where their verses

are found, in what book and chapter.

BROKEN QUOTATIONS.

This is a good game to play at the beginning of a social gathering, as

the guests have to mingle together and thus become better acquainted,

and the stiffness of a formal gathering passes off.

The hostess has prepared familiar quotations which were written on

paper and then cut in two or three parts and pinned in different

places around the room.

The guests are requested to find as many quotations as they can during

a certain length of time.

As the parts are scattered all over the room, it isn't as easy as it

sounds to find the complete quotations. The person gathering the most

quotations, deserves a prize.

PARCEL DELIVERY.

Packages of all shapes and sizes and securely wrapped up are prepared

by the hostess who has numbered each one. The players are provided

with pencil and slips of paper with numbers corresponding to the

numbers on the parcels, arranged down one side.

The guests sit in a circle and the packages are passed from one to the

other. Each one is allowed to feel the packages as much as he pleases,

but no one must look inside.

As the packages are passed, the names, guessed by the sense of touch,

are written opposite their appropriate numbers on the slips of paper.

After all the bundles have been passed, the hostess opens each one and

keeps account of those who have guessed correctly, while those who

have failed, are requested to read their guesses as this affords much

amusement.

WHO ARE THEY?

Photographs of noted people, labelled with names that do not belong to

them, are hung about the room. Each picture is numbered.

The guests, provided with pencil and paper, are given a certain length

of time in which to guess the correct names, which are written

opposite their corresponding numbers.

Familiar photographs such as Dickens, Shakespeare, Washington,

Lincoln, Napoleon, etc., should be chosen.

SWAPS.

The guests are requested to bring something wrapped up in paper, which

they wish to get rid of.

The hostess prepares a duplicate set of numbers, pinning one number on

each parcel, as the guests pass by her. When she gives a signal

(clapping hands or ringing a bell), the two persons having No. 1

pinned on their packages exchange them, those having No. 2, and so on,

until all have exchanged or swapped. Then all open their packages,

some may have received better things, while others may have a worse

swap.

TALKING SHOP.

Partners may be chosen for this game by writing names referring to

ladies on one set of papers like, "Judy," "Jill," "Juliet," and names

referring to men on another set of papers like, "Punch," "Jack,"

"Romeo." Hand each guest a slip of paper with the name on it and each

one hunts for his partner.

When all the partners are found, the leader announces that at a given

signal all the ladies are to talk to their partners for five minutes

about household affairs, shopping, or fashions. Each man listens

attentively to his partner, and when the five minutes are up, he has

to write a short account of her conversation, on paper, which the

hostess provides. Five minutes is allowed for this.

Then the men talk to the ladies for five minutes about business

affairs, stocks, law, building or medicine, and it is the ladies' turn

to write a short composition of what she heard.

The papers are collected, the hostess reads them, and a prize is

awarded to the best or most amusing account.

SIGHT UNSEEN.

Partners may be chosen in any way for this game. The host gives each

pair a sheet of paper and pencil. The partners decide among themselves

which one is the best artist, he or she (as the case may be) takes the

pencil and paper, while the other receives some common object from the

host.

The chairs must be arranged side by side, but facing in opposite

directions, so the one who is to draw may not see the object his

partner has. When the signal is given to begin, the one having the

object describes it to his partner, who must draw it, from the

description given.

After twenty minutes have passed, the drawings and their objects are

collected, arranged side by side, and it is decided by vote which

drawing is most like the object it represents.

A STUDY IN ZOOLOGY.

It will be necessary to have several sheets of silhouette paper (black

on one side and white on the other), a large sheet of white cardboard,

several pairs of scissors, and as many pencils as there are players,

for this game.

Each player is handed a piece of silhouette paper, on the white side

of which is written a number and the name of some animal. The players

are handed pencils and requested to draw the animal, assigned to each,

on the white side of the paper. The animals are then cut out and

handed to the hostess. Fifteen minutes are allowed for this.

The hostess, having collected all the animals, pastes them back side

out, on the sheet of cardboard, and writes a number corresponding to

the one already on the animal, underneath each. The cardboard sheet is

hung up where all can see and the players are handed pieces of paper

with numbers arranged down one side, on which each player is to write

opposite its corresponding number what each animal is supposed to

represent.

A prize may be given to the one guessing the greatest number of

animals correctly.

AUCTION SALE

Provide twenty or more bundles, all shapes and sizes, securely

wrapped. Each bundle has a name on it suggestive of what is

inside. For instance, "A pair of kids," may contain two kid hair

curlers, "A bunch of dates," may be a calendar; "A diamond pin," a

dime and a pin.

Each guest is given a bag containing fifty beans, no one can bid

higher than fifty.

The auctioneer, who must be a witty person, who can carry on a lively

bidding, stands by a table where the parcels are piled and carries on

the sale until all the parcels are sold. The bundles are then opened

by the purchasers and there is much merriment over the contents.

THE GENTEEL LADY.

The players sit in a circle. The leader begins by saying, "I, a

genteel lady (or gentleman, as the case may be) always genteel, come

to you, a genteel lady (or gentleman) always genteel (bows to the

player on the right), from yonder genteel lady (or gentleman) always

genteel (bows to player on left), to tell you that she has an eagle."

The next player repeats that word for word and adds something about

the eagle, for instance, the last part may be, "to tell you that she

has an eagle with silver beak." The next player may add, "golden

claws," the next "emerald eyes," the next "purple feathers," and so

on.

The players who repeat every word correctly, adding their description

of the eagle, remain "genteel," but those who make a mistake become

"horned" instead of "genteel."

The leader has charge of the "horns" which may be toothpicks or pieces

of paper twisted up tight. For every mistake a "horn" is tucked in the

player's hair. Each player repeats what the leader has said, but if

the player next to him is "horned," he must substitute "horned" for

"genteel" when referring to him.

When each one has repeated this tale, the players who have "horns,"

and there will be many, must pay a forefeit for every "horn" they

have.

RHYMES.

Provide each player with slips of paper and pencil. The hostess then

announces that each one is to write some question at the top of the

paper, fold the paper over and pass it to the player at the left, who

writes a noun, folds the paper over and passes it to the left again.

The players who then receive the slips are requested to write one or

more stanzas of poetry containing the noun and question written at the

top of the paper.

Allow fifteen minutes for this, then pass the papers to the left and

they are then read in turn. A prize may be given to the one who wrote

the best poetry.

Examples--

Question--Where did you get that hat?

Noun--Fair.

"Where did you get that hat?"

Said Shortie to Mr. Fat,

"I stole it from the Fair,

When I was leaving there."

Question--Can you dance?

Noun--Day.

"May-day! let us away!

Can you dance?

Here's your chance,

On this lovely May-day."

ART GALLERY.

Select copies of famous paintings, those familiar to every one, and

hang them around the room.

Neither the name of the painting nor of the artist must be on it, only

a number on each picture.

Provide the guests with pencil and paper and allow a certain length of

time, according to the number of pictures, for guessing the names and

artists.

HUNTING FOR BOOK-TITLES.

The hostess must prepare beforehand pictures, cut from magazine

advertisements and miscellaneous articles, suggestive of the titles of

books.

These are arranged around the room, some on tables, some on the wall,

and in any place, so all the guests can see them. All the articles are

numbered.

The guests are handed pencil and paper and the hostess announces that

all the articles represent the title of some book and when guessed the

names are to be written opposite their corresponding numbers. Allow

half an hour for the hunt, and when the time is up the hostess reads

the correct list and the player who has guessed the largest number

correctly, deserves a prize.

Examples--A large bow of orange ribbon pinned on a curtain,

immediately suggests "A Bow of Orange Ribbon," by Amelia Barr.

A picture of several boys suggests "Little Men," by Louisa M. Alcott.

A picture of Gen. Grant cut in half suggests "Half a Hero."

Games for Everybody · 第 2 / 3 章