Fun for the Household: A Book of Games

Part 2

Chapter 24,390 wordsPublic domain

All the boys and girls should stand in a group, with the exception of one girl, and to her is given a bunch of daisies. She is known as “Daisy Girl.” A tree is selected as a place of safety and the other girls count ten, allowing ten seconds for the count. During the counting, Daisy Girl runs wherever she pleases, but the moment ten is spoken, the boys and girls may race after her. The idea is to tag her while the flowers are in her hand. If she is tagged the girl must then throw the daisies as if they were a ball to the boy or girl tagging her. If they are caught the game proceeds as before, by reversing the players, but if the flowers are not caught, Daisy Girl may try again. She may also demand another chance, if, when fearing she would be tagged, she throws the daisies away, and catches them again before any of the other players. When the game is repeated it commences regularly from the beginning, the players taking the same position as at the start.

DIBBS.

This is the English name for Jack-Stones.

Where a number of children are playing together, test who can pick up the greater number without dropping any, within ten minutes.

The oldest child should keep count, and also watch the time, in order that no mistakes occur. The counter should have each of the players’ names written on a slate or piece of paper, with sufficient room for his scores. When a Dibb or Jack-Stone has been dropped, this party must commence afresh. He, however, may yet win; for his opponents may drop many more Dibbs than he. The only score to count is after the last Dibb has been dropped. A player might have reached a score of thirty or more, but having failed to catch his Dibb, it drops and he must now count one, two, and so on without regard to former count.

When the ten minutes have expired, the counter should call “Game,” and the players must stop on the second.

TOUCH.

This game is for little children, though it may be played by children of all ages. It is at its best as an out-of-door recreation.

Chalk off a part of a lawn or use a small grass plot. On this put a number of paper-covered packages. Then blindfold one of the children, and, in the sight of all the others, touch a package. When this is done the blindfold may be removed, and the child told he may have all the packages for his own, until he takes the one touched, then he must stop. Sometimes the player is unfortunate enough to pick up the touched package first, if so, he must surrender this also, unless the players vote he may try again. No one may try more than twice.

On the contrary an occasional child may pick up every package before the one touched, when that happens the touched package is also added as a reward.

This game interests all, and when the touched package is picked up, the children scream with laughter. The contents of the packages may be a little candy, inexpensive toys, an apple, pear or other fruits, also nuts. Each present is temptingly wrapped, and as this game is played over and over no one gift should cost beyond a penny or two. It makes great fun to undo the packages, and generous children always divide with the unfortunate.

SNAPPING-ROPES.

This is a Scotch game, usually played by girls, but there is no reason why boys should not play also.

Two skipping-ropes are required. Two players turn the pair of ropes, holding the ends of both ropes in one hand precisely the same as if they were turning a single rope, and the third player stands between and jumps. Whoever is jumper cannot be lazy, as that party has to jump twice as rapidly as if jumping in a single rope.

BOYS AND GIRLS.

SILHOUETTES.

Place a lighted candle behind a tall screen covered with white linen. The hostess should sit before it and each of the company must in turn pass between the candle and the screen. The game is to guess the person behind the screen by means of their shadow.

The guesser should leave the room while the one to be named is selected, and on returning, he should not look to find out who is missing, but honestly guess from the silhouette.

Sometimes it adds to the fun to use a disguise, as at a masquerade, for example, put on a long skirt, fasten up the hair, etc., in no case cover the face, as it is difficult to give the right name, with every advantage.

THE SURPRISE.

Learn what you can do with five pieces of paper. The margin of a newspaper may be utilized if no other paper is convenient. These pieces should be one inch long by half an inch wide. The scheme is to shape them into squares, triangles, etc., the one who wins the game is the one who can accomplish the most with his five pieces.

He need not use the entire five each time, but he cannot add to the number of papers, nor can he mark them with pen, pencil or any other thing.

As a matter of fact the whole alphabet can be formed with them, and so many other unique designs that this game fully merits its name.

HAPHAZARD READING.

To be played by nine people; should there be more present, draw for the players. And, as but one of the party will read, draw to decide which one.

The reader then, having a pencil and paper, writes the parts of speech, as the players in turn whisper to him:

No. 1. An Article.

No. 2. An Adjective.

No. 3. A Noun.

No. 4. A Verb.

No. 5. An Adverb.

No. 6. A Number.

No. 7. An Adjective.

No. 8. A Noun.

These having been written, the sentences must then be read aloud:

Example:

No. 1 whispers the article The.

No. 2, the adjective Pink.

No. 3, the noun Hawthorn.

No. 4, the verb Plays.

No. 5, the adverb Prettily.

No. 6, the number Three hundred and three.

No. 7, the adjective Fantastic.

No. 8, the noun Operas.

The sentence to be read, therefore, is, The pink hawthorn plays prettily three hundred and three fantastic operas.

The easiest way to draw will be to provide several slips of paper, of exact size and shape. Some of the papers must be blank, others numbered, 1, 2, 3, and so on, making nine in all. Put these papers on a tray and pass to all in the room. The one drawing the number 9 must be the reader, the other numbers decide whether that individual must whisper an article or an adjective, according to the example given. Those having blank papers do not play.

SING, BIRDIE, SING.

This game provokes laughter from the most solemn individual. The company should be seated in a ring. The one in command enters the ring and makes much ceremony in giving each player the name of a bird; which may be, for example, heron, kingfisher, bluebird, cat-bird, wood-thrush. When each have been named, the commander then whispers something to every person. What he whispers is a motion or sound or both, which he wishes the person to give. When everybody has received their cue, the commander steps to the centre of the ring and calls, “One, two, three.” The moment “Three” is spoken, each of the company rise, and running round the circle of empty chairs, flap their arms in imitation of wings, sing or call as they have been directed. The heron should make a motion as though trying to get little fish out of holes in the bottom of a pond, or he should stand on one leg and appear to be asleep. The kingfisher should brush up his hair, making it rough on the top, and then act as if diving for minnows. The bluebird should warble a sweet song. The cat-bird should appear full of fun and make melodious notes, but he should also add the complaining _mee-aa_; for the cat-bird is sometimes a wonderful songster, but after nesting gives a sound that is decidedly cat-like. The wood-thrush should sing a most tender melody, and the more melancholy the better. Hawks, wood-peckers, chickadees, parrots, screech-owls, ducks, geese and many other birds might be added. The greater variety introduced the better.

SQUIRREL IN THE MIDDLE.

This is a game for boys, and the player is decided by lot.

The easiest way to arrange the lot is to throw as many bits of paper, of similar size and shape, into a hat as there are players. All of these papers are blank excepting one, this has the word “player” written on it. The hat is then passed, and the boy drawing the word “player” immediately sits on the floor, the others stand in a circle around him. Whoever is behind his back, pulls his coat, or gently pulls his hair, taking him unawares. He turns to catch this boy, but while doing so another boy buffets him. As the players dance about the circle, they exclaim, “Squirrel in the middle catch him if you can.”

Finally one of the boys is caught, and he must then change places with the one he has been tormenting.

TABLESPOONS.

Form a circle, one of the number going into the ring. Present that person with a tablespoon for each hand, and blindfold him.

Then state that the others will skip around him three times and then stop. As soon as they stop, they will let go hands and stand perfectly still. The party in the ring now moves towards one of the players and must tell who he is by touching him with the spoons only. If his guess is correct, the person caught now exchanges places with the one in the ring; if he is incorrect, he must try again.

This game is not as difficult as it at first appears. Carefully notice the peculiarity of clothing each one has on before you enter the ring, whether, for instance, the frock is trimmed, buttoned, etc., or the scarf is a four-in-hand ornamented with a scarf-pin, or if the scarf is run through a ring or tied in a bow. Note also the wearing of the hair and every detail that may occur to you, and remember that the spoons may be used whichever way one pleases. So, if they touch beads, and there is only one person who is wearing beads that will at once indicate the individual; or if the spoon knocks against a scarf pin and there is only one boy wearing a scarf pin, he will of necessity be recognized, and thus each player is caught.

THE EMPEROR’S COURT.

Put a conspicuously handsome chair in the centre of the room, also an ottoman for the feet. On either side of this put as many ordinary chairs as would accommodate the players.

One of the company now goes to the piano, and plays a march, all of the others, rise, and, with considerable ceremony, escort the tallest boy in the room to the chair of honor.

This boy now becomes an Emperor, and the chair at his disposal, his throne, the rest of the players his court. Immediately the Emperor is seated, the music stops, and the pianist together with the court seat themselves also.

This game consists in copying the Emperor. If he pretends to cry, the court must cry, if he sings, the court must sing. The Emperor should make himself as ridiculous as is possible.

Or he might order one of the court to play the piano and have a dance, or give a set of military tactics.

Should any of the court laugh at a time the Emperor is not laughing, he or she must pay a forfeit.

THREE LITTLE PIGS.

This game is played after the same manner as is Silhouettes, only those taking part should be in costume, representing the words they illustrate. It makes capital sport, and nobody can fail to enjoy it, whether taking part or not. The game is easily understood, and is best described by an example.

One of the company should distinctly say,

Three little pigs went to market.

When this is said, three pigs should appear as if going to market, passing between a candle and a white covered screen, they should grotesquely walk, so adding to the amusement. When these three have hobbled off, the reader then recites,

Three little pigs stayed at home,

which is likewise shown by three others of the company; then in like manner,

Three little pigs have bread and butter,

and so on through the rhyme, illustrating every scene.

Paper will be found all the material necessary to effect a disguise. Cut it in the form of ears, etc., as is needed, and practise effects before producing the game to amuse an audience.

THE FUNNY PRIMA DONNAS.

Three girls should wear ridiculous costumes, making themselves as grotesque as possible. Each one being a prima donna, should try to outdo the other in appearance as also in voice. The hair should be fashioned after the same arrangement as that of a celebrated vocalist, the hands and arms should be covered with evening gloves. The material of the frock need not be costly, but it should be smart and showy; the frock should be made with a train. Each should carry a conspicuous fan, or immense bouquets of large bright flowers, such as full-blown roses, poppies, yellow chrysanthemums, etc. The bouquets should be trimmed elaborately around with white paper lace.

At an appropriate time the hostess will announce the arrival of three celebrated Prima Donnas, and before they appear she will give each of the company a noticeably colored paper flower, or bunch of flowers, such as marigolds, morning glories, scarlet geraniums. Having given the flowers, she will say, “When the artists have concluded their song, let each one do as I do.”

This said, the artists enter, and having promenaded to the front room, gesticulating all the time, they bow and sing a line each, and each in a different key, to the tune of “Auld Lang Syne,” the following:

Young Mousy Mouse Has made a house Out of the farmer’s cheese.

Then in chorus,—

And eats away With friends each day, As jolly as you please.

Then separately the first three lines of the second verse,—

But Mousy Mouse Don’t see her house Soon swallowed up must be.

In chorus,—

And with that house Goes that poor mouse As sure as sure can be.

The instant the last word is sung, the hostess, with all her might and main, throws her flower to reach the artist’s feet, and as the company has been told to copy her, there is a perfect rain of flowers. Afterwards they are gathered, and divided between the Prima Donnas, who triumphantly carry them home as souvenirs of their charming reception.

DO YOU HEAR?

This game needs two persons.

Stand at a distance from your confederate who will ask, “Molly, do you hear?” and who will keep up asking the question until some one speaks. Then Molly says she hears and leaves the room.

No sooner out, than her confederate will explain to the company, “I shall hand some one in this room a button, and I shall then ask Molly to tell me who has it.” Having thus explained, he hands the button to the individual who spoke just before Molly left the room. Then the confederate calls, “Molly, who has the button?”

At once Molly replies correctly. The key is very simple, being only to remember the person who spoke as she left the room.

The game when played with a boy, should have the word Johnny substituted for Molly.

LAUGHABLE DINNER.

Each girl in succession leads a boy to a position to dance a reel.

First girl then says to first boy, “This is my flower to decorate the table,” and she gives him a flower which he puts in his buttonhole.

Second girl to second boy, “This is my flower to decorate the table,” and she gives him a different flower, which he puts in his buttonhole.

Third girl to third boy, “You tread clams for dinner,” and the boy must make the motion of treading clams.

Fourth girl to fourth boy, “You catch trout for dinner,” and the boy makes believe he is a fly-fisherman.

Fifth girl to fifth boy, “You get lamb to roast,” and the boy calls, “Bah! bah!”

Sixth girl to sixth boy, “You get the turkey to roast,” and the boy gives the call of a turkey-gobbler.

Seventh girl to seventh boy, “You shoot the duck for roasting,” and the boy calls, “Quack! Quack!”

Eighth girl to eighth boy, “You are my pigeon to bake in a pie,” and the boy flaps his arms in imitation of wings.

Ninth girl to ninth boy, “You are a baker and must bake our cake,” and this boy pretends to beat eggs.

Tenth girl to tenth boy, “You are the young man who grinds good coffee,” and he makes believe he is turning the crank of a coffee-mill. As soon as the tenth boy responds, a couple of good whistlers whistle Yankee Doodle, all the others dance a reel, repeating their calls and motions while dancing.

JOLLY PLAY.

Arrange chairs in couples back to back, placing them in different parts of the room, and have one too few for your company.

All the players stand, one behind the other, the one in charge at the head of the line. He leads the party whichever way he pleases. As they march, the leader sings to the tune of, “There were Three Crows sat on a Tree,”

I must be gay This merry day, But game obey I will, I will.

He may march about and sing this verse as often as he wishes, but while singing, “I will, I will,” he must some time fling himself into a chair. As soon as the leader is seated, the others make a bold rush to follow his example. The player for whom there is no seat, now becomes leader, and the rest of the company follow as before.

THE DWARF.

A boy should put his hands into small stockings and shoes. Then put on a wig of different color from his own hair. He must fasten on a moustache, and put some black sticking plaster over one or two of his front teeth. His coat should be of a different shape and his necktie should be of a different style from that which he usually wears. Indeed, he must be thoroughly disguised. Back of him, another boy must stand, and pass his arm around the first boy’s shoulder.

Curtains must be drawn so that no part of the second boy is seen but his arms.

Put a small table before them, and from the back of this table drop a cloth, so as to conceal the first boy below his waist. The front boy puts his hands dressed in shoes on the table, the boy back of him supplies his arms and hands, and if properly arranged a dwarf from three to four feet tall is thus produced.

Of course, a tiny costume must be made. Little Turkish trousers, a blouse-like coat, a fez, a belt and small sword.

It is well to have an exhibitor who should tell some wonderful tale about the dwarf. And the exhibitor should indicate that the dwarf jokes, sings and dances, an exhibition of which should then follow.

The dwarf should be fully prepared as to what he will say and do. Several spicy jokes should be at his tongue’s end. He should gesticulate violently with his hands and arms, and likewise sing the jolliest of songs and dance the drollest dances.

It requires practice.

CROWN GAME.

A girl enters the ring; all the others take firm hold of the rope. No sooner is she in than they skip about her, keeping the rope in motion. As they skip they sing, to the tune of “Auld Lang-syne,”

Who’ll crown our queen, our merry queen, Who’ll crown our queen to-day? Who’ll crown our queen, our merry queen, Who’ll crown our queen to-day?

When this is sung, the children stop skipping just where they are. And at once one of the boys puts his head under the rope, and, standing by the queen, replies, “I will.” Then raising a crown of wild flowers, he puts it on her head. No sooner is she crowned than she blindfolds the boy, and another girl enters, thus making two girls in the ring. The game is to “tag” the right girl before the other players count nine. When the boy “tags” the girl, he must at once say whether or not she is the queen, and if he makes a mistake he must remain in the ring and try again. The first girl withdraws, the second girl is crowned queen, and the game is repeated. But should he make no mistake, the boy remains in the ring, is crowned king, and the game goes on, only that two boys are in the ring when a girl is blindfolded.

GUESS.

_A Rope Game._

Put a rope on the ground in the form of a circle; in the centre put a stone about the size of a duck’s egg. The players stand backwards around the rope, with their heels touching it. Each one in turn throws a grace-hoop over his right shoulder, with the hope it will encircle the stone. As soon as the hoop is thrown all may turn and see the position. If the hoop encircles the stone the player may try again and again, until he fails, counting one for each time. Then the party to his right tries, and so on all around the rope. Whoever has the largest count wins the game.

This game is also played facing the stone; it is then no longer a game of guess, but a game of skill.

THE CIRCLE.

On the floor or ground mark a circle, the diameter of which is two feet.

The easiest way would be to use a hoople of the correct size, and chalk it all around close to the wood. Be careful not to move the hoople while marking. Therefore, one person would better hold the hoople, while another uses the chalk.

Eight players are required, two and two standing together, taking the same positions as if they were to dance a quadrille. The circle must be in the centre of the space around which they stand, and the players should be six feet from the outer edge.

In the circle place four small articles, three without much value, and the other of some little value. As an example, put in three empty bottles, and one filled with inexpensive perfume, or if you use flowers, put three dandelions, and one half-blown rose. All articles must be laid side by side, and as nearly as possible, in the exact centre of the circle.

When all is ready, the host, being at the piano, should play “Pop Goes the Weasel,” and if the game is played out of doors, the same tune should be hummed or whistled. When the music starts, the head couples join hands and skip to the circle and then back, this must be again and again repeated, until the pianist suddenly stops. Those who have been skipping must then bow to each other wherever they happen to be, also unclasp their hands, and neither run nor walk, but skip as rapidly as possible to the circle; sometimes they are fortunate enough to be by it when the music stops; then at once pick up one of the articles, and skip back to the position held at the time the game started.

These movements must be finished before the musician again commences to play. Then, holding the article in one hand and your partner’s hand in the other, you skip twice around the circle, and return to position. The head couple leading, all the others following after the same order, as the march in a quadrille.

The articles are then put where they were at the game’s start, and the side couples repeat what the head couples have already done.

The musician should allow enough time to make it possible for all the players to pick up an article, but he must not allow too much time, or a prominent feature in the game is missed.

Every one is desirous to pick up the valuable article, but if you are not careful the music will start before you have gotten anything: in that case you must be blindfolded and skip all alone four times around the circle. While you are skipping, the spectators are clapping. Whoever is fortunate enough to have picked up the valuable article, may retain it as a favor. This must therefore have a duplicate, as the side couples have equal chances with the heads.

TWO SKIPPING-ROPE GAMES.

Take a skipping-rope whenever you go for a country frolic. One treat will be given through clover blossoms. Each player should gather enough of these sweet-scented flowers to make three fair-sized bouquets, when these are made, put them in a convenient and cool place.

Take turns turning the rope; as soon as one girl is through skipping, she should exchange with one that has been turning. In that way nobody is tired.

Enter the rope according to height, the shortest player should go first. As soon as the rope is in even motion, all the players excepting the one to skip, should say, “One, two, three,” the moment “Three” is said, whoever is to skip must enter or lose her turn. Should she trip before skipping eight times she must give her successor a bouquet, on the contrary, should she skip five times without a break, her successor must present her with a bouquet. No one may be allowed to skip more than fifteen times, as too much rope skipping is injurious.