PART III.

GAMES FOR SPECIAL DAYS.

JACK FROST.

Around Christmas and New Year's the children will enjoy playing

this. All form a circle; one, Jack Frost, stands in the middle.

Jack Frost runs around inside the circle and touches one child on her

right hand, and goes back to his place again. The child touched says:

"Jack Frost came this way," the child to her left says: "What did he

do?" No. 1 says: "He nipped my right hand," (shaking her right

hand). No. 2 tells No. 3 about Jack Frost, each doing as No. 1 did,

and thus it goes down the circle, until back to No. 1 again.

Jack Frost then steps out and bites her left hand, and now both hands

are shaking; thus each time Jack Frost nips some part, that is shaking

with the rest, until the children are hopping up and down, and shaking

all over.

MAGIC CANDLES.

Arrange twelve candles, one for each month, in a row about two feet

apart. Have the candles different colors suggestive of the months they

represent, such as, green for March and red for December.

The children form in line and one at a time jump over the candles,

which are lighted.

If a light goes out the child who has just jumped will have bad luck

in that month which the candle represents.

THE LUCKY OR UNLUCKY SLIPPER.

A slipper is waved three times over the head and then thrown on the

floor.

If the toe be toward the player, good luck is coming. If the heel, bad

luck is in store, and if it rests on its side, there is hope for

something better.

CAKES.

On the sixth of January, Twelfth Night was celebrated in the olden

times. Then all the pastry cooks did their finest baking and decked

their windows with marvelous productions of cakes.

If a party is being planned for this day invite your guests to come

dressed as cakes. Just the ladies will do this and the men can wear

miniature cooking utensils if they choose.

Give each lady a number and each man a pencil and slip of paper. The

men must guess what cakes the ladies represent and write their answers

with the corresponding numbers on the paper.

When all the cakes have been guessed the correct list is read by the

hostess and the one having the largest number of correct answers may

be awarded a prize.

A prize may also be awarded to the lady attired in the best

representation. One dressed in dark brown would suggest "chocolate

cake"; another in orange-colored cheesecloth, "orange cake"; another

with wreaths of raisins, currants and citron, suggest "fruit cake";

while one in just a plain dress with no signs suggestive of any cake

may be "lady cake"; another carrying a hammer and pounding it whenever

she saw fit, suggests "pound cake."

VALENTINES.

When inviting the guests for a valentine party, request each one to

bring an original valentine addressed to one of the guests. As the

guests arrive, the hostess collects the valentines, being careful to

keep those addressed to ladies in one pile, and those addressed to

gentlemen in another.

The hostess then hands each one a valentine, giving the gentlemen

those addressed to the ladies and the ladies those for the gentlemen.

The valentines are then read aloud and a jolly time will be the

result.

A prize may be awarded for the best valentine, the brightest and most

witty.

INITIAL COMPLIMENTS.

Each gentleman is handed a slip of paper with the name of a lady guest

on it. The gentlemen are then requested, one at a time, to go to their

respective ladies, giving each a compliment, every word of which

begins with the initial letter of the lady's first name.

As each lady is addressed by a gentleman, she replies, using the

initial letter of his name in her answer.

Votes are taken as to the best compliment and answer and a simple

prize may be awarded the pair who obtained the most votes.

HEART HUNT.

Cut out of red, white, blue, yellow and green paper hearts of all

shapes and sizes, then cut each heart into four pieces and scatter

these all over the room, on the floor, chairs, tables, behind

pictures, etc.

Allow a certain length of time for the hunt, and when all the pieces

have been collected, request each guest to put his pieces together and

see how many whole hearts of the same color he has collected.

The white heart counts 1; the blue, 2; the yellow, 3; the green, 4;

and the red, 5. The one scoring the greatest number of points is the

winner of hearts and deserves a prize. A booby prize may be awarded

the one who has only broken hearts.

HEART PRICKS.

A large heart made of some red material, (flannel or cheesecloth) is

pinned securely to a sheet, which may be stretched on the wall or

door. In the center of the large red heart is a small white heart,

either sewed or pinned on.

Each guest is given an arrow of white cloth with a pin in one

end. When everything is ready the hostess blindfolds the guests one at

a time, and standing a certain distance from the heart, starts them in

the right direction.

Each one endeavors to pin his arrow on the heart; the one pinning it

nearest to the middle of the white heart wins the game.

VALENTINE PUZZLE.

Select five good paper valentines. Paste each on a piece of cardboard

and cut into small pieces. Have five small tables in the room and

place a puzzle on each. If the company is small, assign five persons

to a table, if larger, use your own judgment.

Each one at the table takes his turn, trying to put the valentine

together in its proper shape. Each player is timed, and the one who

succeeds in putting it together in the shortest time is the winner.

If desired, the players can go from one table to the other; the one

who succeeds in putting the most puzzles together out of the five, is

the winner.

HEARTS AND MITTENS.

Cut out of red cardboard half as many hearts and mittens as you expect

in your company. Out of blue cardboard cut hearts and mittens for the

rest of the company. Number them so every heart has its corresponding

mitten. Attach strings or ribbons to each and place them in a basket.

Each guest takes the end of a string and pulls out his heart or

mitten, as the case may be. Each one then hunts for his partner.

When all are paired off, a circle is formed and someone strikes up a

lively march. Whenever the music stops, all the ladies stand still,

and the gentlemen move up one. This goes on until everyone has had a

different partner, and finally, when the original one comes, there is

a grand march before the circle breaks up.

RIVEN HEARTS.

Another way of securing partners for the evening is as follows:

Suspend two large hearts made of either white or red paper from the

ceiling, several feet apart. Make a hole in each, through which are

hung the ends of long strings. The ladies hold the strings on one side

and the gentlemen on the other.

When the hostess gives a signal, all pull on their strings. Thus the

hearts are riven and partners are found holding the ends of the same

string.

PROPOSALS.

As the guests assemble for the Valentine party, give each gentleman a

slip of paper bearing the name of a woman, and the ladies, the name of

some man, noted in fiction as lovers. Thus the one who has Romeo

hunts for the lady who has Juliet on her paper.

When all know who their partners are, the ladies must evade every

attempt on the part of the gentlemen of proposing to them during the

evening.

A prize is given to the gentleman who has succeeded in proposing, and

to the girl who has alluded all efforts of her partner by her wit and

ingenuity.

Another way is to have the proposals progressive. Every gentleman

must propose to every lady before the evening is over. The ladies use

every effort they can to prevent them from "coming to the point." The

man making the most offers receives the prize. The lady receiving the

fewest declarations receives a prize.

WASHINGTON'S BIRTHDAY.

For a party on this day, the room should be decorated with flags,

hatchets, etc., and red, white, and blue bunting, so as to add a

patriotic air to everything.

A picture of Washington may be cut in many pieces for a puzzle. The

one who succeeds in putting the picture together in the shortest time

receives a prize, which may be a large picture of Washington.

A cherry tree may be represented by using a branch of any tree and

decorating it with small candy cherries. If these cannot be obtained,

any kind of candy may be wrapped in red tissue paper and tied to the

branch. The players are blindfolded one at a time, given a pair of

scissors, and requested to "cut off a cherry."

To add to the fun small paper hatchets may be hidden around the room

for the players to find, as in a peanut hunt.

The head of a hatchet may be drawn on a sheet which is tacked to the

wall, and the players are given cloth handles which they are to pin to

the sheet while blindfolded. The one who succeeds in pinning his

handle nearest to the proper place may be awarded a prize.

APRIL FIRST.

For an April Fool's Day gathering, ask each guest to come prepared to

do some sleight of hand trick. When all are assembled, each one in

turn performs his trick. A vote is taken for the most clever and a

prize is awarded.

Each one present endeavors to fool someone else during the

evening. The one who has not been fooled once during the whole evening

receives a prize; the one who is fooled the most times is given a

prize, too.

EASTER EGG RACE.

Color an even number of eggs, half the number one color, the other

half, another. Place all the eggs of one color on the floor in a line

at intervals of one foot. At the end of the line put a basket. Form a

similar line, a little distance from the other, of the remaining eggs.

For convenience, we will say one line is of green eggs, the other of

pink.

Choose two players as leaders, who select their sides. One side

chooses the green row, and the other, the pink. Two, one player from

each side, play at a time.

When all is ready the two leaders stand by their respective rows, each

is given a large spoon, and when told to "go," each one spoons up the

eggs, one at a time, and carries them to the basket at the end of the

line. The one who succeeds in spooning up all his eggs first wins for

his side.

Thus each player in turn works for his side until all have had a

chance and the side whose players were the most successful is the

winning side.

SUSPENDED EGGS.

After an egg hunt, several eggs may be gathered together and a string

or ribbon run through each and hung in different lengths from a

chandelier. Candy eggs and little baskets of eggs may be suspended,

too. Place a tablecloth or sheet underneath to prevent the carpet from

being spoiled by the downfall.

Each child in turn is blindfolded and given a cane with which to

strike the suspended eggs. Whatever is knocked down is his. If he

fails to knock something down the first time, he may have another

turn.

EGG RACE.

Give each child a tablespoon and a hard-boiled egg. The children form

in line and one is the leader. Each one holds the spoon with the egg

in its bowl at arm's length and hops on one foot, following wherever

the leader leads them.

The leader may take them up stairs, over stools, and any place hard to

reach on one foot. To drop the egg or rest on both feet prevents one

from continuing in the game. She must stay out until the next time

round.

ROLLING EGGS.

Mark on the table, or on the floor, if preferred, with chalk, four

parallel lines, eight or ten feet long, and four or five inches apart.

Thus there are three narrow spaces. At the end of each space make a

circle, numbering the middle one 10, and the other two, 5. The middle

space is marked 3, and the other two, 1.

The object of the game is to have each child roll five eggs, one at a

time, down the middle space to the circles at the ends. If the egg

goes into the middle circle, it counts 10, but if it stops in the

middle space, it counts only 3, and so on, counting the number of the

place where it stops.

Tally is kept for each child, the one scoring the most points wins the

game.

BUNNY'S EGG.

On a sheet draw a rough-sketch of a good-sized rabbit, the regular

Easter bunny, standing on its hind legs, and holding its paws as if it

were carrying an egg.

Stretch the sheet on the wall and tack it firmly in place. Cut eggs

out of different colored cloth to represent Easter eggs. The eggs

should be as large as the space between the rabbit's paws. In each egg

stick a pin.

Blindfold the children in turn and give each an egg, which is to be

pinned on the sheet, and right in "Bunny's" arms, if possible.

As the children take their turn, no matter how straight on the way

they were started, "Bunny" will be surrounded with eggs, until some

child pins the egg in his arms. This child deserves a prize.

JULY FOURTH.

Aside from the enjoyment of firecrackers, etc., there are a few games

to amuse the children on this day. If a party has been planned for the

Fourth, the rooms should be appropriately decorated for the occasion.

As soon as all the children arrive choose two leaders, who in turn

select sides. A line is marked on the floor and the sides stand on

each side of this boundary line. A few feet from the line on each side

is placed an American flag. Any flag can be made to stand up by

placing the end of the stick securely in the hole of an empty

spool. Each leader guards his own flag.

The children endeavor to secure their opponents' flag. If a leader

tags anyone who crosses the boundary and comes too near the flag, that

child is out of the game. However, if one does succeed in capturing

the other's flag, and carries it over the boundary into his side, that

side is victorious.

FLAGS OF ALL NATIONS.

Flags of all nations are collected and displayed around the room. Each

one is numbered. The guests are given pencil and paper with numbers

down the left hand side.

Opposite each number the guest writes the names of the country which

the flag bearing the corresponding number stands for. Allow a certain

length of time for guessing, then collect the papers, read the correct

list, and correct the papers. Prizes may be awarded, but the

satisfaction of having guessed the most seems to be enough reward.

OUR FLAG.

Other games for the Fourth are as follows: Each child is given a piece

of white paper or cardboard 6-1/2 by 3-1/2 inches in size. All sit

around a table on which are red and blue paper and a pile of stars by

each one's place. Scissors and a bottle of mucilage are handy. The

children are given a certain length of time in which to make their

flags, putting the blue field and stars and stripes correctly on their

pieces of cardboard. The one who completes his flag first deserves a

prize.

Suspend a bell in a doorway low enough for the children to reach. The

children stand about ten feet away and each in turn throws a beanbag,

endeavoring to make the "liberty bell," as it is called, ring. Those

who succeed in making it ring receive little bells as a reward.

The contents of several boxes of torpedoes may be emptied and hidden

around the room. The children hunt for them, and have a jolly time

shooting them off after the hunt is over.

HALLOWE'EN.

A Hallowe'en party is probably the only gathering where the stiffness

and formality entirely disappear. Every one is in for a good time, and

should be dressed in old clothes ready to try all sorts of

experiments.

Decorate the room appropriately with pumpkin jack-o'-lanterns, greens,

weird lights, and strings of peppers, if possible. Mirrors should be

in profusion. Effective lights may be made from cucumbers by scraping

out the inside and cutting holes in the rind for eyes and nose, and

placing a candle in each.

Persons dressed as ghosts may receive the guests and usher them into

the room where the fun is to be. As soon as a person enters, the

hostess, who is not a ghost, blindfolds the victim, and those already

in the room take turns shaking hands with him. He has to guess who

each person is. It is marvellous how many mistakes will be made, even

if the guests are the best of friends.

HALLOWE'EN STORIES.

There are several ways of telling ghastly stories on Hallowe'en. Have

a large ball of different colored yarn handy and before the midnight

hour, turn out the lights, and ask all the players to sit in a

circle. The hostess, holding the ball of yarn, begins by telling some

weird story, unwinding the yarn as she proceeds, until she comes to a

different color, and then she tosses the ball to someone in the

circle, and that one must proceed with the story until she comes to a

different color. It is then tossed to another, and so on, until the

ball is unwound and the story ended.

Another way, more ghastly still, is to give each guest a saucer in

which is a handful of salt and some alcohol. Each one in turn lights

the contents of the saucer and tells some ghost story, continuing

until all the alcohol is burned, and no longer. The stories may be

lively or sad.

HALLOWE'EN FATES.

For obtaining partners, fill a pumpkin rind with nuts, which have been

opened, had the meat taken out, some token of the fate placed inside,

and glued together again with a ribbon attached to each. Those drawing

nuts having the same colored ribbon are partners. The one whose nut

has a ring in, is to be married next; if a coin, he is to be the most

wealthy; if a thimble, a spinster all her life. The other nuts may

have slips of paper with prophecies written on them.

A bag filled with nuts may be tied up tightly and hung in a

doorway. One of the players is blindfolded and given a stick with

which he is to hit the bag as hard as he can, thus breaking it, and

scattering the nuts on the floor. The one who succeeds in gathering

the greatest number of nuts will be the luckiest during the year.

Fill two large pans with sawdust. Bury in one pan pieces of paper

bearing a rhyme about one's future, these can be about the ladies for

the men to draw, and in the other pan verses for the ladies to

draw. The papers are folded up tightly. The ladies and gentlemen take

turns putting in their thumbs. As soon as a verse is found it is read

aloud.

Example for the men to draw:

"Medium height, eyes of blue,

Charming girl is awaiting you."

For the ladies:

"Tall and slight, with red hair,

Fond of walking and fresh air."

SOME MORE FATES.

In addition to the regulation "bobbing for apples," "floating

needles," and throwing the apple peel over the head, there are many

other amusements of prophecy.

In a doorway a portière of apples may be hung. Apples are strung on

strings of various lengths. The tallest guests endeavor to bite those

swinging on the longest strings stooping in the attempt, while the

shorter ones reach for those above. The one who succeeds in eating the

whole of his apple just by biting it, will never want for anything.

A horseshoe is hung in a doorway. Each guest is given three small

apples. Each in turn tries to throw the apples, one at a time, through

the horseshoe. If he succeeds in sending all three through, he will

always be lucky during the coming year.

From the ceiling suspend a large pumpkin, on whose rind all the

letters of the alphabet have been burned or painted. Twirl this

quickly and each guest in turn tries to stab some letter with a

hatpin. The letter which is pierced is the initial letter of one's

fate.

Another,--swing a wedding ring over a goblet and repeat the alphabet

slowly, the letter said as the ring touches the glass is the initial

of the future wife or husband, as the case may be.

This same ring may be suspended from the ceiling, at a convenient

distance from the floor. Whoever succeeds in running a pencil through

it while walking towards it, without stopping, is the next to be

married.

WATER CHARM.

Place three bowls on a table, one containing clear water, another

soapy or muddy water, and the third one empty.

Blindfold the players one at a time, and lead them to the bowls,

(whose positions are changed each time) to put their fingers in one of

them.

If a player touches the clear water, he will be happily married; if

the soapy water, he will marry a widow; and if he puts his finger in

the empty bowl, he will never marry.

For knowing the occupation of the future one, there are several

ways. Articles suggestive of different trades may be buried in flour,

and the players in turn take a spoonful out of the dish and see what

they can find. If not successful the first time, they may have a

second trial.

Another way is to melt lead and then drop in into cold water, and the

form it takes will suggest the trade of the future husband. Sometimes

the forms are intricate, but if they suggest any trade, that is the

real one. If it flattens out and looks like a book, an author will be

the fate; if in tiny pieces, like particles of dirt, a farmer will be

suggested, and so on.

OVER THE CIDER MUGS.

By each place at the table place a mug of sweet cider, a small bunch

of matches, two candles, and a slip of paper with a pencil.

Before the refreshments are served, when all are seated, the hostess

announces that as she counts twenty-five slowly, each guest is to

write a wish on the paper, light a candle, burn the paper in the

light, letting the ashes fall into the cider, and drink the contents

of the mug, ashes and all. All who succeed in doing this before

twenty-five is counted, will have their wishes granted.

Later, ask each guest to light both candles, naming each after a

sweetheart, and allow them to burn as long as they will. The candle

which burns longest shows which one will prove most faithful.

SHIPS OF FATE.

Prepare as many half shells of walnuts as there are guests. In each

fasten a small candle with a drop of the wax.

Fill a tub with water, and before sailing the boats, the water should

be agitated so as to have it wavy. Two at a time may sail their boats,

lighting the candles as they are launched. The life of the owner is

prophesied by the seaworthy qualities of his ship.

If the storm overcomes the ship, the one whose it is, will be wrecked

by adversity. The ship sailing across the tub signifies a long sea

voyage, while those remaining by the side show that the person loves

home better.

If the two ships stay together throughout the trip, the couple owning

them will have a happy marriage. If they bump together, that signifies

a quarrel, and if they sail in opposite directions, each person will

lead a single life.

CAKE WITH CANDLES.

A large cake with as many different colored candles on it as there are

guests, is passed around, and each one takes a piece of it, with the

candle too, choosing whatever color they wish.

As the cake passes from one to the other, the hostess reads the

following prophecies, having prepared them beforehand to suit the

company:

"Bright and cheery, candle red,

The year is here in which you wed."

"If your candle green should be,

You will find your love at sea."

"Lonely, hopeless, spinster she,

If white candle hers should be."

"Happy he with candle blue,

Thy sweetheart is ever true."

"She who holds a candle yellow,

Marries now a jealous fellow."

HUNT THE SQUIRREL.

To amuse the children after the Thanksgiving dinner, ask them all to

join hands and form a ring. One is chosen out and is given a nut which

he is to drop behind some child. As he walks around the outside of the

ring he says:

"Hunt the squirrel in the woods,

I lost him, I found him.

Hunt the squirrel in the woods,

I lost him, I found him.

I won't catch you, and I won't catch you,

But I will catch you."

As he says the last line, he drops the nut behind some child. That one

must pick it up, and run around the circle, trying to reach his place

before the other one gets there. If he fails, he is out and the game

continues as before.

CHRISTMAS TREE.

A novel amusement for children at Christmas time is to trim a

Christmas tree when blindfolded. Stand a small tree at one end of the

room, ready to be trimmed. Have all the ornaments on a table near at

hand, ready to be put on the tree.

Blindfold the children one at a time, lead them to the table to take

their pick. The first thing touched must be taken, and after turning

the child around three times start him straight toward the tree.

When he reaches the tree, he must wire the ornament, or whatever he

had, in place. Some older person can be ready to turn the tree around,

as it will be trimmed only on one side, if not. The children can have

as may turns as they wish until the tree is trimmed.

CHRISTMAS GUESSES.

Suspend a large bunch of mistletoe from one of the chandeliers. The

children, one at a time, stand under the mistletoe, and guess how many

berries there are on it. The berries are counted when all have

guessed. The one coming the nearest receives a prize.

While watching the Christmas tree, after the presents have been

distributed, some one says, "I see something on the Christmas tree

which commences with T. What is it?" Many guesses are given, the one

who says "Tinsel," has guessed correctly, and it is his turn to give a

guess, which may commence with P and C. Pop-corn is easily guessed,

and so on, until everything has been guessed.

CHRISTMAS WREATH.

Suspend a large Christmas wreath in a doorway at a convenient height

from the floor. Prepare in advance "snowballs," made of cotton batting

covered with white tissue paper.

The players stand about eight feet from the wreath, and take turns,

one at a time. Each is given three "snowballs," and the one who

succeeds in throwing all three, one at a time, through the wreath, is

given the prize.

To make it more exciting, sides may be chosen, and each one of the

three snowballs numbered, one being 5, the other, 10, and the third,

20. If the ball numbered 5 goes through, it counts 5 for that player's

side. If it does not go through, it is a loss, and so on. The side

scoring the most points is victorious.

CHRISTMAS CANDLES.

A small tree is placed on a table. The candles are lighted. Blindfold

the players, one at a time, turn around three times, and allow each to

take five steps toward the tree. Then he must blow as hard as he can,

endeavoring to blow out all the lights, if possible. The one who

succeeds in extinguishing the most receives a prize.

Another amusement is playing "The night before Christmas" like

"Stagecoach." Give each child the name of some part of Santa Claus'

outfit, the sleigh, the reindeer, etc. The hostess then reads the

well-known story, "The Night Before Christmas." As she mentions the

names, the players having them, rise, turn around, and sit down

again. When she mentions Santa Claus, all change places, and she tries

to secure a seat. The one left out continues the story, and so on,

until completed.

A GAME WITHIN A GAME.

While the children are waiting on Christmas for their presents, or

dinner, or whenever the time seems to drag, suggest that each one

think up the best game he knows.

Give each child a pencil and a card on which the game and the name of

the child who thought of it are written. Each one in turn tells his

game and all the children play it. When all have had a turn, and each

game has been played, the children look over their lists and choose

the game they liked best. The originator of the most popular one

receives a prize.

TOSS THE GOODIES.

The children form a square, each one holding the sides of an old

tablecloth or piece of sheeting. In the center of this is placed a

pile of nuts, candies, raisins, fruits, and all sorts of goodies. When

a signal is given, the children all together toss the cloth up and

down, singing:

"Toss the goodies up and down,

Up and down, up and down,

Toss the goodies up and down,

Goodies for you and me."

When the last line is sung, an extra large toss is made and thus all

the goodies fly to all parts of the room. The children then all

scramble around picking them up and having a jolly time.

SNOWBALLS.

A pretty idea for concealing Christmas presents for the children is to

make a lot of snowballs out of white tissue paper and cotton batting,

and concerting the gifts inside.

Pile all these snowballs under the tree, and when the time comes for

distributing them, the mother, or some older person tosses them, one

at a time, to the children, who are standing at distance eagerly

waiting for them.

As the children catch them they step out of line to leave room for

others until all have received one. Then all the balls are opened and

the presents disclosed.

DECKING SANTA CLAUS.

Santa, who has been invited to the party, after being introduced to

all the children, sits at the end of the room.

The children are blindfolded one at a time, and after being turned

around three or four times, are told to walk up to him, and place on

his head their own caps, which they had received in bonbons just

before.

The child who succeeds in decking Santa Claus with his own cap may

receive a little prize.

Games for Everybody · 第 3 / 3 章