OF GAMES.

Come, thou complaisant cards, and cheat me

Of a bad night, and miserable dreams.

SHAKSPEARE.

'Tis pleasant, through the loopholes of retreat,

To peep at such a world,--to see the stir

Of the great Babel, and not feel the crowd.

COWPER.

There is no amusement for a town or country-house, where people like

to stay at home, so perfectly innocent and amusing as games which

require a little brain.

It is a delightful feature of our modern civilization that books are

cheap, and that the poets are read by every one. That would be a

barren house where we did not find Scott, Byron, Goldsmith,

Longfellow, Tennyson, Browning, Bret Harte, and Jean Ingelow.

Therefore, there would be little embarrassment should we ask the

members of the circle around the evening lamp to write a parody on

"Evangeline," "Lady Clara Vere de Vere," "Hervé Riel," or "The Heathen

Chinee." The result is amusing.

Amongst games requiring memory and attention, we may mention Cross

Purposes, The Horned Ambassador, I Love my Love with an A, the Game of

the Ring, which is arithmetical, The Deaf Man, The Goose's History,

Story Play, which consists in putting a word into a narrative so

cleverly that it will not readily be guessed, although several may

tell different stories with the word repeated. The best way to play

this is to have some word which is not the word, like "ambassador," if

the word be "banana" for instance, so by thus repeating "ambassador"

the listener maybe baffled. The Dutch Conceit, My Lady's Toilette,

Scheherazade's Ransom are also very good. This last deserves a

description. Three of the company sustain the parts of the Sultan, the

Vizier, and the Princess. The Sultan takes his seat at the end of the

room, and the Vizier then leads the Princess before him with her hands

bound behind her. The Vizier then makes an absurd proclamation that

the Princess, having exhausted all her stories is about to be

punished, unless a sufficient ransom be offered. All the rest of the

company then advance in turn, and propose enigmas which must be solved

by the Sultan or Vizier; sing the first verse of a song, to which the

Vizier must answer with the second verse; or recite any well-known

piece of poetry in alternate lines with the Vizier. Forfeits must be

paid, either by the company when successfully encountered by the

Sultan and Vizier, or by the Vizier when unable to respond to his

opponents; and the game goes on till the forfeits amount to any

specified number on either side. Should the company be victorious and

obtain the greater number of forfeits, the Princess is released and

the Vizier has to execute all the penalties that may be imposed upon

him. If otherwise, the Princess is led to execution. For this purpose

she is seated on a low stool. The penalties for the forfeits, which

should be previously prepared, are written on slips of paper and put

in a basket, which she holds in her hands, tied behind her. The owners

of the forfeits advance, and draw each a slip of paper. As each

person comes forward the Princess guesses who it is, and if right, the

person must pay an additional forfeit, the penalty for which is to be

exacted by the Princess herself. When all the penalties have been

distributed, the hands and eyes of the Princess are released, and she

then superintends the execution of the various punishments that have

been allotted to the company.

Another very good game is to send one of the company out, and as he

comes in again to address him in the supposed character of General

Scott, the Duke of Wellington, or of some Shakspearean hero. This,

amongst bright people, can be very amusing. The hero thus addressed

must find out who he is himself,--a difficult task for any one to

discover, even with leading questions.

The Echo is another nice little game. It is played by reciting some

story, which Echo is supposed to interrupt whenever the narrator

pronounces certain words which recur frequently in his narrative.

These words relate to the profession or trade of him who is the

subject of the story. If, for example, the story is about a soldier

the words which would recur most frequently would naturally be

uniform, gaiters, _chapeau bras_, musket, plume, pouch, sword, sabre,

gun, knapsack, belt, sash, cap, powder-flask, accoutrements, and so

on. Each one of the company, with the exception of the person who

tells the story, takes the name of soldier, powder-flask, etc., except

the name accoutrements. When the speaker pronounces one of these

words, he who has taken it for his name, ought, if the word has been

said only once, to pronounce it twice; if it has been said twice, to

pronounce it once. When the word "accoutrements" is uttered the

players, all except the soldier, ought to repeat the word

"accoutrements" either once or twice.

These games are amusing, as showing how defective a thing is memory,

how apt it is to desert us under fire. It is very interesting to mark

the difference of character exhibited by the players.

Another very funny game is Confession by a Die, played with cards and

dice. It would look at first like a parody on Mother Church, but it

does not so offend. A person takes some blank cards, and counting the

company, writes down a sin for each. The unlucky sinner when called

upon must not only confess, but, by throwing the dice, also confess as

many sins as they indicate, and do penance for them all. These can,

with a witty leader, be made very amusing.

The Secretary is another good game. The players sit at a table with

square pieces of paper and pencils, and each one writes his own name,

handing the paper, carefully folded down, to the secretary, who

distributes them, saying, "Character." Then each one writes out an

imaginary character, hands it to the secretary, who says, "Future."

The papers are again distributed, and the writers forecast the future.

Of course the secretary throws in all sorts of other questions, and

when the game is through, the papers are read. They form a curious and

heterogeneous piece of reading; sometimes such curious bits of

character-reading crop out that one suspects complicity. But if

honestly played it is amusing.

The Traveller's Tour is interesting. One of the party announces

himself as the traveller. He is given an empty bag, and counters, with

numbers on, are distributed amongst the players. Thus if twelve

persons are playing the numbers must count up to twelve,--a set of

ones to be given to one, twos to two, and so on. Then the traveller

asks for information about the places to which he is going. The first

person gives it if he can; if not, the second, and so on. If the

traveller considers it correct information or worthy of notice he

takes from the person one of his counters as a pledge of the

obligation he is under to him. The next person in order takes up the

next question, and so on. After the traveller reaches his destination

he empties his bag and sees to whom he has been indebted for the

greatest amount of information. He then makes him the next traveller.

Of course this opens the door for all sorts of witty rejoinders,

according as the players choose to exaggerate the claims of certain

hotels, and to invent hits at certain watering-places.

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