CHAPTER X

GAMES FOR TWO OR THREE TO PLAY

On stormy days the children of a family are likely to be alone--unless

they are so fortunate as to have a little visitor in the house, or a

friend who lives near wraps up and comes to play with them. A child who

is alone can read, or find in the other chapters of this book some

absorbing occupation; for a party of children there are always plenty of

games, but it is sometimes difficult to think of a game that two or

three will enjoy. The following are a few suggestions for such an

emergency:

_Picture Puzzles_

=Materials Required:= As many pieces of cardboard about 6 by 8

inches as there are children,

As many pairs of scissors as there are children,

One or more tubes of paste,

Several old magazines.

There is such a fascination about cutting and pasting that a game like

this is one of the best you can choose for a dull day. Each child has

an old magazine, a piece of cardboard and a pair of scissors, while

tubes of paste lie conveniently near. When the children are seated

around a table the game begins. It is played in this way: Each player

cuts from his magazine a picture (which must be smaller than his card),

pastes it upon his piece of cardboard, and when it is dry and firm cuts

it in pieces with six straight cuts of the scissors, so as to make a

puzzle. He then mixes the pieces and passes them to his neighbour on the

right. At a given signal each child tries to put the puzzle which he has

received together as quickly as possible. The one who finishes first

calls out that he is through, and he is of course the winner.

As a sequel the children will enjoy colouring the puzzles. If they are

pretty and neatly made they may be given to a child's hospital, to amuse

some other little children in the long days of convalescence.

_How to Play the Daisy Game_

This is a good guessing game for two or more children to play, and if

you will follow the directions given in chapter IX. you will find that

it can be made quite easily. None of the players should have seen the

key, or answers to the conundrum, but if you find that they have seen

it, you can write on the slips of paper, instead of the conundrums, the

names of flowers with the letters mixed for example, sapyn, for pansy.

Each child in turn pulls a petal from the daisy and tries to guess the

name of the flower, which is the answer to the conundrum written on the

under side of the petal. Five minutes is the time allowed, and if the

player has not guessed the flower in that time he must pass the petal to

the child on his left, who also has five minutes in which to guess it.

If he guesses correctly the petal belongs to him, and at the end of the

game the player having the most petals has won.

_Horses in the Stable_

=Materials Required:= A pasteboard shoe box,

Some marbles,

Pen and ink,

Scissors.

Although this game is played with marbles, girls as well as boys will

enjoy it, and it is so easily prepared that it can be played at short

notice. Take a long pasteboard box--a shoe box is about the right size.

Remove the cover and turn it upside down. Now, starting at the lower

edge, draw five doorways, like those shown in Fig. 103. The one in the

centre should be an inch across and an inch and a half high, the two on

each side of it an inch and a half wide and two inches high, and the

outer ones each two inches wide and two and a half inches high. Cut out

these doorways with a sharp, strong pair of scissors and mark over the

middle one in pen and ink the number 25. The two on either side of it

have marked above them 10, and the other two each have 5. Stand the box,

or stable, thus prepared, against the wall and place a mark four feet

from it. Each player has three marbles, and in turn tries to roll or

shoot them from the mark through the little doors into the box. If he

succeeds in putting one through the smallest door he makes twenty-five;

if through either of the other doors his score is increased by the

number marked above it. There should be a time limit for the game--half

an hour, for example. The score of each player, which is kept on a sheet

of paper, is added at the end of that time and the one having the most

points has won the game.

[Illustration: FIG. 103]

_Plants and Flowers_

=Materials Required:= As many pencils and sheets of paper as

players,

A large sheet of cardboard,

Some seed catalogues,

Pen and ink,

A tube of paste,

Scissors.

Although a number of children can play this game, two or three will

enjoy it quite as well. Any boy or girl can make it. You will need first

of all a number of seed catalogues. Cut from these eighteen or twenty

pictures of flowers and plants, taking care not to leave the names on

them. Write in pencil, on the back of each, a number (any one from 1 to

18) and the name--this is for your own guidance later on. Now make a

list of the flowers and plants, each with its number before it. This is

the key, to be put away till after the game is played. Take a large

sheet of cardboard, about twenty by twenty-four inches, and paste upon

it the flowers and plants in the order of their numbers, marking the

number of each clearly in pen and ink underneath it. If you like you can

colour the pictures--this will make the game more attractive, of course,

and as you can use it many times it is worth while. A loop of string, by

which to hang it, should be run through the top of the card at the

centre. When you are ready to play the game hang the cardboard sheet

where all can see it; give each player a pencil and a piece of paper, on

the left side of which numbers from 1 to 18 have been marked. Each child

tries in the time allowed--about twenty minutes--to guess the names of

the flowers and plants on the sheet or cardboard, and write each

opposite its number on his piece of paper. The correct names are then

read from the key and the players check off their guesses. The one who

has guessed the greatest number correctly is of course the winner.

_A Ball-and-Fan Race_

=Materials Required:= 2 Japanese paper balls,

2 palmleaf fans.

[Illustration: A ball and fan race]

Two children will find this race an interesting one for a rainy day. The

best place in which to play it is a large room with very little

furniture in it--a playroom for example. Each player stands at a

corner of the room diagonally opposite the other, three feet out from

the corner, and each has a Japanese paper ball in front of him and a

large fan in his hand. They must face different ways and both count

together "One, two, three, and away!" As they finish counting, the

children begin to fan their balls around the room, close to the wall.

There will be some lively skirmishing when they meet, as they are likely

to do when half way around the room. Then each tries to send his

opponent's ball back and his own forward. When each finally gets his

ball back to the corner where he started, he must try to send it as

quickly as possible to the middle of the room, where a chair is placed.

The ball must be fanned through the legs of this chair and to the goal

of his opponent. The player who first accomplishes this is the winner.

_Fun with Popcorn_

=Materials Required:= An open fire,

A corn popper,

Several ears of popcorn,

A prize, if desired.

If the open fire burns brightly in your playroom, no matter how gray and

bleak the day may be outside, you and your brothers and sisters can

keep warm and cheerful over this delightful game. You may provide a

prize for the winner, if you like, but the only things that are

absolutely necessary are the fire, some popcorn and a popper. When the

players are seated in a semicircle around the fire they may all help in

shelling the corn. After this is done, divide the popcorn evenly between

them, so that each shall have a small quantity. The player on the left

side of the fireplace now takes the corn popper and pops his corn. When

it is done, the kernels that are fully popped are counted, also the

unpopped ones, and a record is made of each. The next player pops his

corn and counts the result, and so on until all have finished. The child

having the largest number of fully popped kernels is the winner, and may

receive a prize. Afterward the winner and the defeated players will

equally enjoy eating the fluffy popcorn, or if the cook is particularly

amiable they may be allowed to flock to the kitchen and make popcorn

balls.

_Express_

=Materials Required:= 12 or 15 articles, large and small,

light and heavy.

This is a lively game that needs little preparation. All you will have

to provide is a number of articles, toys, pieces of china (not valuable

ones), a glass of water, some very small things and one or more large

ones, something heavy like a dumb-bell or flatiron and something

light--a palmleaf fan, for example. When you have them all collected, on

a table or stand on one side of the room where the game is to be played,

place another table or stand across the room. Then you must have a clock

or a watch, and that is all--except the players. Each child in turn

takes one thing at a time, from the stand where the various articles are

piled, and carries it to the table at the opposite side of the room. It

is done as quickly as possible, for the object is to move everything

from one place to the other in the least possible time. Each player is

timed and his record kept on a piece of paper. If a player drops

anything he must carry it back to the starting point and make another

trip with it. The next player begins at the table to which the first one

took the baggage and carries it, in the same way, back to the first

table. So it goes on until everyone has played expressman. The player

who succeeds in transferring the baggage in the shortest time is, of

course, the winner.

_A Hurdle Race_

=Materials Required:= A box of tiddledywinks,

A sheet of white cardboard,

A box of watercolour paints,

A pencil,

Scissors,

A ball of white string,

Some pins.

The next time you are kept indoors by the weather, you and a brother or

sister may enjoy a hurdle race. It is played with tiddledywink chips and

pasteboard hurdles on a large table or on the floor. You can make the

hurdles yourself. They should be cut from cardboard, eight inches wide

and four inches high. Paint some of them with wooden bars and others

green--like high hedges. In making the hurdles, cut the cardboard so

that a strip two inches deep by an inch across will extend below each

lower corner (see Fig. 104). One of these is bent sharply forward at the

place marked by the dotted lines, the other is turned back, forming

stands to keep the hurdles upright.

The racecourse will have to be laid out on a covered table or carpeted

floor, as the tiddledywinks can only be used on a soft, cushiony

surface. You can make the boundaries with white string, held in place

here and there with pins. An oval course, though more difficult to mark

is rather more exciting than a straight one, but either will do. Have

the course eight inches wide and as long as you please. The hurdles may

be placed where-ever you choose, but be sure to have plenty of them.

[Illustration: FIG. 104]

When you are ready to begin, each player takes a large tiddledywink chip

and a small one of the same colour--but different from his

opponent's--and at a signal given by a third person, who acts as umpire,

the race begins. Snap the tiddledywink chip just as you do in playing

the game, only taking great care not to send it out of the course, for

if it goes outside the lines you must set it back three inches. The

umpire follows the race, of course, and settles all disputed questions.

_Pictures from Fairy Tales_

=Materials Required:= A number of old magazines,

Twice as many sheets of cardboard or heavy brown

paper, 10 by 12 inches, as there are children,

As many pairs of scissors as there are children,

A tube of paste for each child.

Two or three children who know and love the old fairy tales can spend a

delightful hour playing this game. Each one should have several old

magazines and a sheet of cardboard, as well as scissors and a tube of

paste. The leader, who may be one of the children or an older person,

explains the game as follows: Each child is expected to make a picture

on his sheet of cardboard to illustrate some fairy tale. It is not

necessary to draw it; he can cut from the magazines people and

properties and scenery and paste them upon the card. He must be sure not

to tell anyone the story he has chosen. At the end of half an hour the

pictures should be finished. A bell is rung for everyone to stop work

and the pictures are placed where all can see them. The leader now holds

one up before the children and asks them what story they suppose it

illustrates, and what particular part of the story. The child who

answers first wins the picture. The other pictures are held up, one at a

time, and the children try to see who can guess them first. If they are

ready for another round of the game after this one is finished, they may

find it amusing to vary it by making pictures from "Mother Goose."

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| Transcriber's notes: |

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| P.177. 'aesily' perhaps a typo for 'easily', changed. |

| Obvious punctuation errors repaired. |

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End of Project Gutenberg's The Child's Rainy Day Book, by Mary White

The Child's Rainy Day Book · 第 10 / 10 章