CHAPTER XIII.

DOOR-STEP PARTY AND QUIET GAMES FOR HOT WEATHER.

IN the State of Kentucky, in one of whose towns the writer’s early

childhood was spent, the summers are long, and frequently very

hot spells occur when even in the early morning hours there is no

refreshing coolness in the air. As the sun rises higher and higher in

the heavens, its rays grow fiercer and fiercer, until by afternoon,

the heat is so intense that few persons care to venture out of doors,

unless compelled by business or necessity to do so.

At dusk, however, after the heat of the day is spent, and the air,

although not cool, is a degree or two less hot, the population of the

town makes itself visible. Ladies and children clad in the thinnest of

white and light colored muslin gowns, emerge from the houses to sit

upon piazza and door-step, and there welcome the husband, father, and

brothers of the family upon their return from business; that business

which is never neglected no matter what the thermometer may register.

After tea the door-steps are once more taken possession of, and to

enter the house again until ready to retire for the night, is not to

be thought of. Friends and neighbors making social calls are received

and entertained informally upon the door-steps, and sometimes when the

party becomes too large for the steps to accommodate, chairs are placed

upon the pavement immediately in front of the door, and no one feels,

while occupying one of these seats, that the position is at all public

or conspicuous.

Hatless and bonnetless as all of the ladies and children are, the

warmth of the evenings making all head coverings and extra wraps

unnecessary and uncomfortable, the streets present a gay and fête-like

appearance seldom seen in our eastern towns.

At least this is as it was when, as one of the band of merry children,

I played “Oats-peas-beans” and “Come Philanders,” upon the sidewalk,

and I do not think these customs have changed much since then.

Later, when I and my young friends had outgrown the “ring-around-arosy”

games, we used to gather upon the door-step, and there chatter away

about the day’s doings, or whatever interested us at the time. When

tired of talking, we would amuse ourselves by playing quiet games

or telling stories. Sometimes the thoughtful mother of our young

hostess would add to our enjoyment by serving some light refreshment,

such as ice-cream or fruit. The greatest treat, and the one most

appreciated, was when we were invited to partake of a great crisp

frozen water-melon, whose blood-red core, sweet as sugar and cold as

ice, quickly melted away between the rosy lips of the little guests.

We were not always thus favored, however; the refreshments were ever a

pleasant surprise, but the pleasure of our evening was not marred by

their absence.

The remembrance of what very pleasant times we used to have at these

impromptu little parties, urges me to devote some pages of this book

to the description of a door-step party, that by acting upon the

suggestion, others may enjoy them even as did that group of little

Kentucky girls.

Now is just the time for a door-step party; now when the beauty of the

evening lures us from the lighted parlor to the shadowy piazza whose

coolness is so attractive after the long, hot summer day. Here soft

breezes fan our cheeks, and here, perhaps, the moonlight filtering

through vine and trellis, is carpeting the floor with lacy shadows, and

with its soft mysterious light is casting a glamour over all familiar

things.

It is a modest little fête, this door-step party, a simple way of

entertaining one’s friends of a summer evening when the heat will

not permit of the exertion of active games. The delightful out-door

surroundings give it a novel charm and make it entirely different from

the frolics usually indulged in during the winter season.

Because the entertainment is not noisy it need not be the less

enjoyable, and a party of bright, merry girls will derive plenty of

amusement and fun from the quiet games of a door-step party. The

following will give an idea of what games are suitable for an occasion

of this kind.

=Five Minutes’ Conversation=

is not exactly a game, although there are rules which must be obeyed in

order to make it interesting.

A programme with small pencil attached, like the one shown in Fig. 97,

should be given to each guest upon her arrival. The engagements for

five minutes’ conversation are made by putting your name down on your

friend’s card opposite the time chosen for your conversation with her.

Five minutes only are allowed for one conversation.

Two or more consecutive engagements with one person are not allowable.

When engagements are made and programmes filled, the hostess, or

anyone willing to be time-keeper, must ring a bell giving notice that

the conversation is to begin.

At the end of five minutes the bell is to be rung again, when all

talking must instantly cease, the exchange of positions be quickly

made, and a new conversation be commenced.

[Illustration: _Fig. 97_]

The time-keeper should be strictly attentive to her duties, for the

bell must be rung regularly at the end of every five minutes.

The hour allotted to this new mode of conversation will pass very

quickly, and cannot become in the least tiresome, as the time spent in

talking to any one person is so very short.

=Blind-man’s Singing-school.=

One of the party must be blindfolded to take the part of teacher. The

class composed of the rest of the players should sit in a line facing

her.

The teacher informs her scholars that they will begin the lesson by

singing the scales. Then the head girl, or the one at the top of the

line, sings ah! and the next, ah! a little higher or lower, and so it

goes down the line; each one in turn uttering ah! in any key or note

she please; in a high shrill voice, or the deepest tone a girlish

throat is capable of. The teacher should listen attentively, and when

she thinks she recognizes a voice she must command the class to stop

while she makes some criticism on the manner in which the note is sung,

at the same time calling the singer by name.

When one of the players is named correctly, she must be blindfolded and

become teacher, while the former teacher takes her place in the class.

A general exchange of seats is made before the singing lesson

recommences, that the voices may not be guessed by the direction from

which they come. To give variety to this game the second teacher may

direct the class to sing a song, selecting some well-known nursery

rhyme; then, beginning at the top of the line as before, each player

must sing the word which comes to her to supply. It is the privilege

of each teacher to direct the class to sing whatever she may choose,

either song or exercise.

=A Game of Noted Men,=

is played in this way: The hostess begins the game by saying, I know

a celebrated poet; the first part of his name is very black, and the

last is an elevation. Whoever gives the right name, which is Coleridge

(coal, ridge), in her turn describes the name of some noted person.

She may choose Shakespeare and say, I give the name of a noted author

and poet; the first part is something people are apt to do when they

are cold, the last is a weapon of warfare.

There are quite a number of names which will do nicely for this game; a

few of them are—

Wordsworth—words, worth.

Cornwall—corn, wall.

Howitt—how, it.

Milman—mill, man.

Shelley—shell, lea.

Washington—washing, ton.

Fillmore—fill, more.

Longfellow—long, fellow.

When giving a name to be guessed, the profession of the man, whether

poet, author, statesman, or soldier, must be given, but nothing else

should be told about him.

=What will You Take to the Picnic?=

can be played very nicely while the party are enjoying some light

refreshments.

The hostess alone should be in the secret, and these directions are

addressed only to her.

Commence the game by announcing that you propose to give a picnic, that

it depends upon what your guests will bring for lunch whether they

will be allowed to attend, and that each one must furnish two articles

of food. Then ask the person nearest you, What will you take to the

picnic? If the name of neither of the articles she mentions commences

with the initial letter of her Christian name or surname tell her she

cannot go, and put the question to the next person, asking each in

turn, What will you take to the picnic?

For example, we will suppose that the name of one of the party is Susan

Davis, and she says she will take crackers and lemons, she cannot go,

as neither of her names commence with C or L; but if she proposes to

take salmon and doughnuts, she will be doubly welcome, since S and D

are both her initials. Should she say sugar and cream, she could go for

one of her names commences with S.

Continue to put the question to each player until all, or nearly all,

have discovered why their proposed contribution to the lunch secures

them a welcome, or debars them from attending the picnic.

=Assumed Characters.=

In this game some well-known novelist is selected—Dickens, for

instance—and each player chooses one of his characters to personate,

telling no one her choice. Then one of the players relates the life

as though it were her own, and portrays with voice and gesture the

character she has assumed. Of course no names must be mentioned.

The person who first guesses what character is being personated has the

privilege of deciding who shall be the next to tell her story.

The game of Assumed Characters will prove to be very entertaining

if each player does her part and makes her narrative as amusing and

interesting as possible.

=Shadow Verbs.=

A white sheet is fastened tightly across a French window, or doorway

opening upon the piazza, and a large lamp set behind it.

The company separates into two parties; one enters the house, while the

other remains seated upon the piazza facing the suspended sheet.

The outside party chooses a verb which the others are to guess and

perform. When their decision is made they call the leader of the inside

party and say, “The verb we have chosen rhymes with rake,” or whatever

it may rhyme with. The leader then joins her followers and consults

with them what the first guess shall be. It is best to take the verbs

which rhyme with the noun given in alphabetical order. Bake would come

first for rake, and if it is decided that they shall act this, several

of the party step before the lamp, which casts their shadows on the

sheet and, without speaking, go through the motions of making and

baking bread. If the guess is right (that is if to bake was the verb

chosen) the spectators clap their hands; if wrong, they cry, No, no.

When they hear the no, no, the actors retire and arrange what to do

next. Make, quake, take, wake are all acted in turn, until the clap of

approval announces that they have been successful in guessing the verb.

Then the actors take the seats vacated by the spectators, who in their

turn enter the house to become shadows and act the verbs chosen by the

other party, and the game goes on as before. A little ingenuity on the

part of the players in producing funny and absurd shadows makes the

whole thing very laughable and causes great amusement.

There are an unlimited number of games that may be played, but the

object of this chapter is not so much to describe the games as it is

to illustrate those that are appropriate to the quiet and delightful

entertainment known as a door-step party.

[Illustration]

How to amuse yourself and others · 第 13 / 42 章