And when they were down they were down;
And when they were halfway up the hill,
They were neither up nor down."
This game may be played out of doors around a bush, in which case the
player who is It must circle around the outside of the ring formed by
the other players instead of standing in the center.
[Illustration: FLOWER MATCH]
FLOWER MATCH
_2 to 10 players._
_Out of doors._
This is one of the pretty Oriental games recorded from Korea by
Mr. Culin, and is played by the children of that country,
Japan, and China.
The players each gather a handful of meadow bloom--blossoms and grass
indiscriminately, not selecting the contents of the bunch. All sit
down in a group. The first player lays out one from his pile, say a
buttercup. All of the players around the circle try to match this,
that is, each one who has buttercups lays all of them in a pile with
that of the first player, who appropriates the entire pile when this
has gone around the circle. Then the next player lays out something
which all must try to match. The one wins who has the largest number
of grasses or blossoms all counted together at the end. Different
sorts of grasses and leaves count in this game as well as different
kinds or colors of blossoms.
GRASS BLADE
_2 to 10 players._
_Out of doors._
This is a pretty game for little children, recorded by Mr.
Culin, as played by the children of Japan, China, and Korea.
Each child gathers a handful of grass, the soft, flexible grass blades
being best for the purpose. The players are all seated in a group. One
child makes a loop of a blade of grass by holding the two ends in his
hand. Another child loops a blade of grass through this and the two
pull; the one whose grass blade breaks loses, and the two pieces as
trophies are given to the successful player, who then matches his
grass blade with the next, and so on around the circle until his grass
blade breaks, when he loses his turn and the next player has a similar
turn. The one wins who has the greatest pile of trophies at the end.
HANDS UP--HANDS DOWN
_10 to 60 players._
_Schoolroom._
This is a schoolroom adaptation of Up Jenkins, and is designed
especially for use as children assemble in a class room before the
opening of the school session. The only material required is a small
paper or worsted ball of a size that may be hidden in the clinched
hand.
The players are divided into two groups, each group seated, partly
facing the other (indicated by arrows in the diagram) with a captain
standing before each side at _C_.
The side starting the game is given a small ball of paper or worsted,
and at the command of the captain of the _opposing_ side the players
pass the ball rapidly from one to another. Each player makes the
motion of passing, so as to deceive the opposing group as to the
whereabouts of the ball.
[Illustration diagram: HANDS UP, HANDS DOWN]
The captain and players of the opposing group meanwhile keep a sharp
lookout for the ball without leaving their seats.
After a short time of passing, the captain, who started the passing
(Group _B_, diagram) calls suddenly, "Hands up!" and immediately all
passing in Group _A_ must cease, and all hands must be raised high
overhead and tightly clinched, so the player having the ball, when the
passing ceased, may not disclose the fact.
The _B_ captain again gives a sudden command of "Hands down!"
Immediately all hands are brought down softly on the desk in front of
each player of Group _A_, hands wide open, palms downward, and again
the player with the ball tries to hide it under his hand.
The players of Group _B_, who think they know who has the ball, raise
their hands. No player may speak unless called by his captain. When
called, he may say, "Under J.'s right hand" (or left hand, as the case
may be). J. raises the right hand, and if the guesser be mistaken,
places that hand in his lap, it being thereafter out of commission, so
to speak. No other player of Group _A_ moves a hand. Should the ball
be found under the hand raised, the opposing group, _i.e._ Group _B_,
receives as many points as there are hands left upon the desks.
Otherwise, the search continues, the captain of Group _B_ asking
players of his group to order a hand raised, or orders it himself,
until the ball is discovered. Group _B_ now takes the ball and passes
it from one to another, and Group _A_ gives commands through its
captain. The side making a score of three hundred points wins. A side
loses ten points when a player talks or calls for a hand to be raised
without the permission or call of the captain.
This adaptation was made by Miss Adela J. Smith of New York
City, and received honorable mention in a competition for
schoolroom games conducted by the Girls' Branch of the Public
Schools Athletic League of New York City, in 1906. It is here
published by the kind permission of the author, and of the
Girls' Branch, and of Messrs. A. G. Spalding & Brothers,
publishers of the handbook in which the game first appeared.
HEN ROOST
_5 to 30 or more players._
_Parlor; schoolroom._
Each of the players except one chooses a word, which should be the
name of some object, and in answering any questions put to him in the
game he must introduce this word which he has chosen into each answer.
The odd player takes the place of questioner. He may ask one or more
questions of each player, as he sees fit, the dialogue taking any turn
he chooses, the following being suggestive of the general tone of
it:--
The questioner says: "I heard that you got into the hen roost
yesterday. How did you get in?"
Answer: "With the dictionary."
To the next player: "What did you find there?"
Answer: "A horse."
To the next player: "What did you give him to eat?"
Answer: "A sofa pillow," etc.
Any player who laughs, or who fails to answer promptly or correctly to
the question, must change places with the questioner. Forfeits may
also be required if desired.
HORNS
_5 to 60 players._
_Indoors; out of doors; schoolroom._
This game is played very much like "Simon says." It is a quiet game
that may be played with all of the players seated, their forefingers
placed on their knees or on a table or desk in front of them. One who
is leader says:--
"All horns up!"
"Cat's horns up!" or
"Cow's horns up!"
whereupon he lifts his own forefingers, pointing upward. Should he
name an animal that has horns, all of the players lift their fingers
in similar manner, but should he name an animal such as a cat, that
has no horns, any player that lifts his fingers in imitation of the
leader is out of the game.
INITIALS
_5 to 30 or more players._
_House party._
For this game it will be necessary to prepare slips of paper, one for
each player. At the head of the paper are written the initials of some
person who will be present; under this a series of questions which the
player drawing the paper is to answer. The papers are put in a box or
hat and drawn by the players, or held in the hand with the initials
concealed and drawn in that way. A certain time may be allowed, if
desired, for the answering of the questions.
The answers must be written in each case immediately below the
question, must consist of only as many words as there are initials at
the top of the sheet, and the words of the answer must begin with the
initials in their proper order. For example:--
H. B. B.
1. To whom does this paper belong? (Henry B. Brown.)
2. What is his character? (Horrid, but bearable.)
3. What kind of hair has he? (Heavy, burnished brown.)
4. What kind of eyes has he? (Heavenly, bright blue.)
5. What books does he prefer? (Handsomely bound biographies.)
6. What animals does he prefer? (Howling big bears.)
7. What is his chief occupation? (Hammering bulky boxes.)
8. What do you surmise regarding his future? (He'd better beware.)
9. What does he think of the opposite sex? (Hebes! Bright beauties!)
10. What does he think of the world in general?
(He's becoming bewildered.)
LEAF BY LEAF
_Any number of players._
_Out of doors; indoors._
A basket of leaves is provided, no two of the leaves being alike.
These may be leaves from trees, shrubs, or plants, or flowers may be
used in the same way.
The players are each provided with a card or slip of paper and a
pencil, and are seated. One leaf is handed to the first player, who
passes it on to the next, and so on until it has made the round of the
group. Each player, in turn, if he can identify the leaf, writes the
name of it on a card. Each leaf is thus passed.
The host or hostess then reads a correct list, naming the leaves in
the order in which they were passed. The player wins who has the
largest number correct.
This is an especially pleasing game for nature students.
LITERARY LORE
_5 to 30 or more players._
_House party._
Each player is given a sheet of paper on which the following questions
are written. The player wins who writes correct answers to the largest
number of questions. This game may be worked up from the writings of
any poet or author. Examples are given from Tennyson and Longfellow.
The answers are appended here, but in playing the game should be read
by the host or hostess at the end.
TENNYSON
1. What poem is it that sings down the vale?--The Brook.
2. What is the poem whose father is king?--The Princess.
3. The poem that honors a friend who is gone?--In Memoriam.
4. The poem that rules in the spring?--The May Queen.
5. The poem that lives in the depths of the sea?--The Mermaid.
6. The poem once baked in a pie?--The Blackbird.
7. The poem from which all its dwellers have gone?--The
Deserted House.
8. The poem that is a good-by?--The Farewell.
9. The poem whose dress was tatters and rags?--The Beggar Maid.
10. The poem that lets in light?--The Window.
11. The poem in which we see castles in Spain?--The Day Dream.
12. The poem that sees in the night?--The Owl.
LONGFELLOW
1. What poem is it that helps to shoe your horse?--The
Village Blacksmith.
2. The poem that needs an umbrella?--The Rainy Day. An April Day.
3. The poem that carries you across?--The Bridge.
4. The poem that finds you weary?--The Day is Done.
5. The poem that keeps the time?--The Old Clock on the Stairs.
6. The poem that belongs to little people?--The Children's Hour.
LONDON
_2 players._
_Indoors; schoolroom; seashore._
[Illustration diagram: LONDON]
This is a quiet game in which the players are all seated. A diagram is
drawn on a slate or piece of paper of oblong shape, about six by ten
inches in outside dimensions, if the surface admits of one so large.
This is divided by a horizontal line every two inches. It is an
advantage if the players have different colored pencils, but this is
not necessary. A piece of paper is placed at the bottom of the diagram
and blown over the diagram toward the top; or a small piece of glass
or china called a "chipper" is used, the latter being nicked or
snapped with the fingers. The first player snaps his chipper, and in
whichever place it stops marks with a pencil a small round "_o_" to
represent a man's head. The chipper is then returned to its starting
place and the play is repeated. This is continued until the player has
marked a head in each of the horizontal spaces; or should his chipper
land a second time in a space in which he has already marked such a
head, he makes a larger round under the head to represent the body of
a man. The third time it lands in this place he makes a downward
stroke for a leg, and the fourth time one for a second leg, which
completes the man. Should three complete men be so drawn in one
space, the player, without shooting again, draws what are called
"arms," that is, a horizontal line from the figures across the space
to the outside limits. This occupies the space completely and keeps
the other player out of that space; that is, the other cannot put any
men in it or add to any which he may already have started there.
The first player continues to play until the chipper lands on a line;
a player whose chipper lands on a line or outside of the diagram loses
his turn. The other player then takes his turn, and may start,
continue, or complete men in any spaces which the first player has not
occupied with three armed men, even though the latter may have started
men in the space or have completed two of them. Each player may build
only on his own men.
The player wins who succeeds in occupying the largest number of spaces
with three armed men of his own drawing.
The space at the top of the diagram, called "London," is especially
advantageous. No men are marked in it, but should the chipper land
there at any time, the player may draw a head in every other space on
the diagram, or add one mark to any one drawing he may have already in
each space.
This game may be played on the seashore or playground or wherever the
diagram may be drawn in hard earth.
For the schoolroom it is an interesting diversion for pupils who
assemble early before the opening of the school session.
MINISTER'S CAT (THE)
_Any number of players._
_Parlor; schoolroom._
The first player says, "The minister's cat is an avaricious cat,"
using an adjective which begins with "a" to describe the cat.
The next player makes a remark about the cat, using the same initial
letter for the adjective; for instance, that it is an "aggressive"
cat. This is continued, each player using a different adjective
beginning with the letter "_a_," until the game has gone entirely
around the circle. The first player then makes a similar remark about
the cat, using an adjective beginning with "_b_." This goes around,
and so on through the alphabet. Any player who is slow to respond, or
who fails, must either drop out of the game or pay a forfeit, as may
be decided at the start.
MUSIC BOX
_3 to 60 players._
_House party; schoolroom; playground._
Each player is given a slip of paper and pencil. Some one who has a
good repertoire of popular airs sits at the piano--or lacking a piano,
may sing without words--and goes briefly through snatches of one air
after another, each of the players writing on his slip of paper the
name of the air, or leaving a blank if he be unable to name it. The
one wins who names the largest number of airs correctly.
This is an admirable game to use for old ballads, such as "Annie
Laurie," "Suwanee River," "My Old Kentucky Home," "Blue Bells of
Scotland," etc., or for national airs, or for both together. In a
company that is well up on current music, airs from current songs and
popular operas may be used successfully.
MY LADY'S LAP DOG
_5 to 30 of more players._
_Parlor._
My lady's lapdog.
Two plump partridges and my lady's lapdog.
Three great elephants, two plump partridges, and my lady's
lapdog.
Four Persian cherry trees, three great elephants, etc.
Five Limerick oysters, four Persian cherry trees, etc.
Six bottles of Frontignac, five Limerick oysters, etc.
Seven swans a swimming, six bottles of Frontignac, etc.
Eight flip flap floating fly boats, seven swans, etc.
Nine merchants going to Bagdad, eight flip flap, etc.
Ten Italian dancing masters going to teach ten Arabian magpies
how to dance, nine merchants going to Bagdad, etc.
Eleven guests going to celebrate the marriage of the Princess
Baldroubadour with the Prince of Terra del Fuego, ten Italian
dancing masters going to teach ten Arabian magpies, etc.
Twelve triumphant trumpeters triumphantly trumpeting the
tragical tradition of Telemachus, eleven guests going to
celebrate the marriage, etc.
The players sit in a circle; the one who is leader turns to the next
player and says, "My lady's lapdog." This player turns to the one next
him and repeats the phrase, which is thus handed around the circle.
When it gets back to the leader, the leader turns to his neighbor and
adds an item to that previously mentioned, saying, "Two plump
partridges and my lady's lapdog." This goes around the circle, when
the leader says, "Three great elephants, two plump partridges, and my
lady's lapdog," and so on, adding each time different items according
to the formula given above. Any player failing to repeat the list
correctly pays a forfeit.
VARIATION.--For younger players, the following list may be found
better:--
A big fat hen.
Two ducks and a big fat hen.
Three wild geese, two ducks, and a big fat hen.
Four plump partridges, three wild geese, two ducks, etc.
Five pouting pigeons, four plump partridges, three, etc.
Six long-legged cranes, five pouting pigeons, etc.
Seven green parrots, six long-legged cranes, etc.
Eight screeching owls, seven green parrots, six long-legged,
etc.
Nine ugly black turkey buzzards, eight screeching owls, etc.
Ten thousand domesticated chimney swallows, nine ugly black
turkey buzzards, eight screeching owls, etc.
NAUGHTS AND CROSSES
_2 players._
_Indoors; out of doors._
[Illustration diagram: NAUGHTS AND CROSSES]
A diagram is drawn on a slate, paper, or the ground, and consists of
two vertical lines, crossed by two horizontal lines. One player
chooses to write "naughts" (o) and the other "crosses" (x). The
players take turns in marking a naught or a cross in one of the nine
places provided by the diagram, the object being to get three naughts
or three crosses in a row. This row may be either vertical,
horizontal, or diagonal.
A score is kept of the games won by each player, and a third score is
kept of the games played in which neither player wins.
This game may be played at the seashore, on the playground, or
wherever the diagram may be traced on the earth.
For school use it is an interesting diversion for pupils who assemble
early before a session opens, or who remain in over a rainy noontime.
NIMBLE SQUIRREL
_Any number of players._
_Schoolroom; parlor; playground._
This is a device for mental arithmetic. It is one of which
children are very fond. As the play element may enter very
largely into the fanciful suggestions used by the teacher, it
seems in place in a book of games.
The teacher states her problem in a manner similar to the following:--
"There was a tree with fifty branches. A squirrel started on the first
branch, jumped up three branches [to the fourth], came halfway down
[to the second], went three times as high [sixth branch], fell halfway
down [third branch], saw a dog, and ran to the top of the tree; fell
to the ground and started over again; went up eight branches, jumped
past three branches," etc., finishing up with, "How many branches from
the top was he?"
This game has been found intensely interesting for children through
the upper grades of the elementary schools.
PENNY WISE
_5 to 30 players._
_House party._
Each player is provided with a bright new penny (of design prior to
1909), a piece of paper, and a pencil. On the paper are written
beforehand, or to dictation, the following requirements, of course
without the answers. The player wins who has the largest number of
correct answers.
Find on the penny the following:--
The name of a song.--America.
A privilege.--Liberty.
A part of Indian corn.--Ear.
A part of a hill.--Brow.
Something denoting self.--Eye (I).
Part of a door.--Lock (of hair).
A weapon of war.--Arrow.
An act of protection.--Shield.
A gallant.--Beau (bow).
A punishment.--Stripes.
Part of a plant.--Leaf.
A piece of jewelry.--Ring.
A nut.--Acorn.
A musical term.--Bar.
An occupation.--Milling.
A foreign fruit.--Date.
Trimming for a hat.--Feather.
What ships sail on.--Sea (C).
A perfume.--Scent (cent).
A religious edifice.--Temple.
A messenger.--One sent (cent).
A method of voting.--Ayes and Noes (eyes and nose).
A Chinese beverage.--Tea (T).
A gaudy flower.--Tulips (two lips).
Comfort.--Ease (E. E.).
A small animal.--Hare (hair).
A term of marriage.--United state.
An ancient honor.--Wreath.
One of the first families.--Indian.
PLANTING A GARDEN
_5 to 30 or more players._
_House party._
Each player is provided with a sheet of paper and a pencil. The game
consists in one player writing down something that he has planted and
the next player stating what came up. Anything may be planted, though
the questioner must have in mind something that could come up from
what he writes. He must sign his initials. The names of the plants
that come up must bear some direct relation, punning or otherwise, to
the things planted.
For example, a player writes, "I planted a kitten; what came up?" The
paper is handed to the next player, who writes, "Pussy willows."
After the questions are written, the papers are collected and
redistributed, and each writes an answer to the question he has drawn.
They are then collected again, and the hostess reads the questions and
answers. Any question not answered must be replied to by the player
who wrote it. Examples follow:--
1. Plant an angry wise man; what will come up?--Scarlet sage.
2. Plant a box of candy; what will come up?--Candytuft.
3. Cupid's arrow; what will come up?--Bleeding heart.
4. Some steps.--Hops.
5. Days, months, and years.--Thyme.
6. Christmas Eve.--Star of Bethlehem.
7. Orange blossoms.--Bridal wreath.
8. A sermon.--Jack in the pulpit.
9. Cuff on the ear.--Box.
10. Grief.--Weeping willow.
11. Cinderella at midnight.--Lady's slipper.
12. A ship that has nowhere to go.--Portulaca (port you lack, ah!).
13. Star spangled banner and Union Jack.--Flags.
14. Claws and a roar.--Tiger lilies.
15. A Richmond caterpillar.--Virginia creeper.
16. Contentment.--Heart's-ease.
17. What a married man never has.--Batchelor's buttons.
18. Sad beauties.--Bluebells.
19. Labyrinth.--Maize.
PRINCE OF PARIS
_10 to 30 players._
_Parlor; schoolroom._
A player is chosen as leader; the others are numbered consecutively
from one up, and are all seated.
The leader, standing in front, says, "The Prince of Paris has lost his
hat. Did you find it, Number Four, sir?" whereupon Number Four jumps
to his feet and says:--
"What, sir! I, sir?"
_Leader._ "Yes, sir! You, sir!"
_No. Four._ "Not I, sir!"
_Leader._ "Who, then, sir?"
_No. Four._ "Number Seven, sir."
Number Seven, as soon as his number is called, must jump at once to
his feet and say:--
"What, sir! I, sir?"
_Leader._ "Yes, sir! You, sir."
_No. Seven._ "Not I, sir!"
_Leader._ "Who then, sir?"
_No. Seven._ "Number Three, sir!"
Number Three immediately jumps to his feet, and the same dialogue is
repeated. The object of the game is for the leader to try to repeat
the statement, "The Prince of Paris has lost his hat," before the last
player named can jump to his feet and say, "What, sir! I, sir?" If he
succeeds in doing this, he changes places with the player who failed
in promptness, that player becoming leader.
Should any player fail to say "Sir" in the proper place, this also is
a mistake, and the leader may change places with such player.
This game has much sport in it for house parties or other uses.
RECOGNITION
_Any number of players._
_Parlor; schoolroom._
Each player is given a card or slip prepared with the following
questions, or the list may be dictated at the time.
What famous persons, historical or mythical, do these objects suggest?
1. Hatchet? (George Washington.)
2. A rail fence? (Abraham Lincoln.)
3. A kite? (Benjamin Franklin.)
4. A muddy cloak? (Sir Walter Raleigh.)
5. A lonely island? (Robinson Crusoe.)
6. A burning bush? (Moses.)
7. A ruff? (Queen Elizabeth.)
8. A glass slipper? (Cinderella.)
9. An apple? (William Tell.)
10. A silver lamp? (Aladdin.)
11. A smooth, round stone? (David.)
12. Long hair? (Sampson.)
13. A dove? (Noah.)
14. A pomegranate seed? (Persephone.)
15. A spider web? (Robert Bruce.)
16. A key? (Bluebeard.)
17. A wolf? (Red Riding Hood.)
18. A steamboat? (Robert Fulton.)
SCAT
_2 players._
_Indoors; out of doors; schoolroom._
One player holds on his upturned palm a ruler, a paper knife, or a
small thin strip of wood. The other player takes this quickly and
tries to "scat" or hit the opponent's palm with the ruler before he
can withdraw his hand. The game will be made more interesting by
feints on the part of the player who has to take the ruler, he giving
several appearances of taking it before really doing so. When a player
succeeds in hitting his opponent's hand with the ruler they change
parts in the game. Count is kept of the unsuccessful hits, the player
winning who has the smallest score when the play ends.
This is one of the diversions useful for rainy day recesses in school,
or for pupils who congregate before a session opens.
SEEKING FOR GOLD
_5 to 15 players._
_Out of doors; seashore._