Fun for the Household: A Book of Games
Part 4
There should be three races, one between the girls, another between the boys, and a third between the girls and boys together. Two large willows or other trees, conspicuously overhanging the water, and therefore impossible to mistake, should be selected as the points to start and end the race, the prow of the boat should be even with the centre of the tree trunk at starting, and the stern of the boat should be even with the centre of the tree trunk on closing. Only one person should be in the boat at a time, and no person can have a second chance.
As the water is frequently too narrow for all boats to be out at once, it is wiser to try two boats at a time, and then two more should row and so on. After the race is over the victors must row again, two and two, as at the first, and so determine the winners. When the winning girl and the winning boy are known, they should race together, and thus the champion rower will be discovered. Whoever is champion should be rewarded with a wreath of laurel, after the fashion of the great Roman victors; if laurel cannot be found, use oak leaves and tell the hero they are meant for laurel. The wreath must be made and at the grand stand before the race opens. The coronation should take place at the stand.
While gathering the leaves for the crown it would prove a pleasure to gather quantities of wild flowers, with which to decorate the boats. A simple and pretty trimming would be to carpet the boat with moss and edge it around with fern leaves. Another way would be to canopy a boat with apple blossoms; the branches are easily held in place between the narrow strip of wood that forms the border, and the boat itself. But a canopy retards motion, and the rowers must consider speed before they decide on decoration.
THREE LITTLE MAIDS FROM SCHOOL.
Three tall boys should dress as prima donnas, carry bouquets, and sing the popular song, “Three Little Maids from School are we.”
After this they should appear as giants and perform a variety of tricks.
For example: Hold an umbrella over their heads, which is covered with a long cloak. To the top of the umbrella-stick fasten a ball the size of a person’s head, on to this ball put a round hat, and a veil so as to conceal the face. Thus the boys will be of gigantic size, and their very appearance will provoke laughter.
After bowing to their friends, they should dance a few reel figures, then walk about the room and examine the chandeliers, tops of the pictures or frescoing. Then play “Puss in the corner.” When they repeat “Puss, Puss, Puss,” they should use unnatural tones.
It is very funny, and those who are not “little maids” will have almost as much sport as if they were.
THE WAR OF THE ROSES.
This is a pretty, interesting and instructive game, as those engaged in it and not familiar with the period of history to which it refers may be led to study it, and the knowledge received through playing may thus prove beneficial.
It is particularly suited to out-of-door amusement, though it may be played indoors by making a field of battle. This could be done by putting a rug in the centre of a room, and stating, that rug represents the battlefield of Saint Albans, or the battle-field of Towton, or you may have both battles, should you so prefer.
When played out of doors, mark out a piece of lawn in the same way that a tennis court is marked. Or, should there be no lawn, mark an oblong on the ground by means of a sharp-pointed stick.
The battle-field should be five feet one way, and three the other.
Choose two of the largest boys for leaders; one of them will personate Richard the Duke of York, the other the nearest relative of the house of Lancaster, who was the Duke of Somerset.
Then in turn, commencing with the Duke of York, the boys will call their soldiers, which may be (as this is a game) girls as well as boys. As each one’s name is called, he stands in line on the side of his leader. When all are chosen, the Duke of York gives his soldiers, as also himself, the symbol of the Yorkists, which was a white rose, and in like manner the Lancastrians receive their symbol, which was a red one.
Commencing at the foot of the line, the Duke of York will blindfold his soldier, and lead him around for one minute, thus confusing him as to location; but when he stops leading him, he must be six feet from the battlefield, and his face so turned as to make it possible to reach it. Then the leader calls one, two, three, and at once the soldier throws his rose. The blindfold is then removed, and he will see how near the field his charge has reached.
It is now the turn of the house of Lancaster, and the Duke of Somerset will blindfold the soldier at the end of his line, and thus the game proceeds as before. When every one has played, the roses on the battlefield are counted. Whichever side has on the most roses has won. Then all the roses are picked up and presented to the victors by the losing side. Each one of the winners then adorns himself with a red and white rose.
No rose can be counted on the battlefield, unless every part of it is on, including the stem and foliage.
There must be an even number of players.
UNBAR.
Every player excepting the boy known as Bear, must twist and knot his handkerchief. The Bear selects a tree as a starting point, and states his object will be to tag the others. Whoever is tagged becomes a Bear, and must return to the tree, pursued and beaten all the way back with the knotted handkerchiefs. The two Bears then join hands, and, starting out, try to tag every one that is possible, and this action is repeated until all the players are Bears. Whenever the chain of Bears is broken, as it sometimes is by an attack from the rear, the Bears again return to the tree.
BIRD TEST.
Give each player a slip of paper on which he must write the birds’ names. Also the number of times the word bird and birds’ names occur.
The correct number to find is seventy-six.
Time allowed is six minutes.
The slip should be headed Bird Test.
One day while walking along a grassy lane conspicuously edged with blackberry bushes, my attention was riveted by the song of a bird, a sort of up and down warble, and in the branches of a maple tree near, I saw a red-eyed viero, and not far off, quietly looking towards the singer, was such a pretty warbler, another greenlet, the white-eyed viero.
Listening to the red-eye, the viero’s warble grew less and less distinct as the distance lengthened between us. The warbler warbled the same sweet song, but my ear was less able to catch the warbling warbler’s notes, and soon the greenlet, the viero, the musical, silver-tongued warbler, warbled for me all in vain.
But as I walked I thought how rarely that we meet people who are indifferent to birds, and how desolate our lanes, woods and gardens would be without them. And how much beauty is added to bushes, flowers, and trees, if a singing bird rests on them long enough for us to listen to his song. And then I named over some favorite birds. The meadow lark, blue jay, Carolina wren, wood thrush, robin, swallow. But suddenly I heard “Me-au, me-au,” as if a cat was near. I stood just where I was, to discover the creature. My thought of birds gave a thought of protection. A moment later and I laughed aloud, for flying over my head was the jolly song-bird, called cat-bird, who has a bad habit of mewing. But the sunshine seemed pleasant company for him; for watching the cat-bird’s movements I saw him alight on a tree close by, and with a hop and a skip go from limb to limb.
Whip-poor-will, whip-poor-will, and again on the alert, my eyes were almost strained, this time in effort to follow the sad cry, looking everywhere for whip-poor-will. When what a pleasant surprise, to learn that whip-poor-will was none other than the brilliantly colored mocking bird, whose fancy had dictated the whip-poor-will’s melancholy notes and now whizzed close to me, to nestle on the blackberry blossoms a few steps beyond.
Then walking on I thought of the many birds about us, the brown thrasher, and white-throated sparrow, the tree sparrow, the bank and barn swallows, and the sociable sparrow, dear little chippy, and of what I had read about fly-catchers and veerys, and the crested titmouse who gleefully shouts in the wildest winds, “T’ sweet here! t’ sweet here!”
My walk by this time was hurried into a run, and I caught my foot into some poor bird’s nest that was hidden in the long grass, and I almost fell, but being glad I had not tripped over a rut-runner, I thought of the quotation, “Runs like the kill-deer up the rut,” and a warbler near sang so cheerily that I forgot my accident and soon reached the creek towards which I was hastening. When who should come first to greet me but a yellow-billed cuckoo. And thus my mind dwelt on other birds that liked creeks and lakes, such as the kingfisher, and on the instant I heard the report of a gun, and sure enough one of these birds had just been shot. I knew this because of the excitement of a group of gunners.
Poor bird! How many birds’ lives end in a similar way. The cardinal grosbeak and the myrtle bird, a greenlet in color, we fancy myrtle suggests greenlet, the snow-buntings, horned larks, golden-crowned kinglet and vesper sparrows, the red-polls and crossbills, the plovers, the golden herons, night-herons, sandpipers, coots, hawks, geese, and swans,—all are marks for the hunter.
And then I thought, Oh, if I could fly over this clapper-rail ahead of me! It is so very stupid to keep my feet on the earth. How jolly to flap my wings to the Lapland long-spur. I would visit the raven and all the rest of the feathered family on the way.
But my walk had ended and such a pretty warbler warmly welcomed me home,—my golden-hued, night-singing canary.
PARLOR FORTUNE-TELLING.
This amusement is sure to interest, and may be played by any number of people, the more the merrier.
Those to have their fortune told should have a slip of paper and a pencil. The one telling the fortune dictates from the book what to write. After all the answers are written, the fortune-teller reads the questions, and the players in turn read the answers aloud, according to what they have written. Suppose the following fortune:
1. Have you a favorite? Yes.
2. What is her name? A girl’s name.
3. What color is her hair? A color.
4. What color are her eyes? A color.
5. Does she wear spectacles? Yes or no.
6. How old is she? A number.
7. How tall is she? A number of feet.
8. Is she pretty? Yes or no.
9. How many teeth has she? A number.
10. How much money has she? An amount of dollars.
11. What shape is her mouth? A shape.
12. What shape is her nose? A shape.
13. How large is her hand? A number of inches.
14. How large are her feet? A number of inches.
15. Is she fond of music? Yes or no.
16. What is her favorite book? The name of a book. 17. Does she dance? Yes or no.
18. Can she sing? Yes or no.
19. Does she recite? Yes or no.
20. What can she cook best? Mention an article of diet.
21. Does she use a chafing dish? Yes or no.
22. Can she make her own hats? Yes or no.
23. What is her greatest virtue? A virtue.
24. What is her greatest fault? A fault.
25. Where does she live? A city.
26. In a handsome house? Yes or no.
27. Does she ride a bicycle? Yes or no.
28. Are you glad you are acquainted with her? Yes or no.
29. Does she like you? Yes or no.
30. Will her father give her a marriage dowry? Yes or no.
31. How many dollars? An amount of money.
32. Where will you be married? A place.
33. Will you be a model husband? Yes or no.
34. How many dollars a year will you give her for housekeeping purposes? An amount of money.
35. Where will you live? A city.
36. Will you entertain much? Yes or no.
37. Will you travel? Yes or no.
38. What city will you first visit? A city.
39. How long will you remain there? A period of time.
40. When will you return home? A period of time.
41. Will your home be happy? Yes or no.
42. Would you be sorry if you were never married? Yes or no.
43. Next to yourself, whom do you like best? A girl’s name.
44. Will your wife be jealous? Yes or no.
45. Will your wife lecture? Yes or no.
46. What is she doing now? Describe a motion.
47. What would you like her to do? Describe a motion.
48. What is your highest ambition? A state of being.
49. Will your life be crowned with success? Yes or no.
“IT.”
Many of the games with which we are familiar in the United States are well known throughout Great Britain and on the Continent. But among the most amusing and most popular of English games is one of which we know little or nothing. It is dignified by the two-lettered name, “It.”
This is altogether suitable for the parlor, and may be played by everybody if we will except the very young people. It creates roars of laughter, on account of the funny mistakes made by the questioners. “It” is a great mystery, and the longer it is played the greater mystery often it becomes. Only those understanding this game may remain in the room. All others must leave; there is no alternative. One of the party, unfamiliar with the game, is then selected to return, and must, by questioning those in the parlor, learn what “it” is. When he knows “it,” he too must remain behind, and some one else is selected to fill his place. In this way the game is carried on, until each one in turn comes in and finds out the secret.
“It” is really the person who sits at your left, but, before this is discovered, usually much amusement is made. The game is played in the following way:
All in the parlor must sit in a circle, and must not change their positions. When the player is called in, he is told to ask a question of whomsoever he may please, and the person must correctly answer. For example—“Is ‘it’ white?” As everybody present is white, the answer is necessarily “Yes.”
The questioner then asks another person. “Is ‘it’ thin?” and if the person thus questioned is thin, the answer is again, “Yes.” Perhaps this question may be repeated, and some one else is asked, “Do you also think ‘it’ is thin?” and if this person has someone for a left-hand neighbor who is very stout, of course he answers, “No.”
And thus the questioner is mystified, and must continue question after question. For a long time he may think “it” is a thing. Therefore a good question to put would be, “Is ‘it’ alive?” And then he might ask, “Is ‘it’ in this room?” Then he might try complexion, and again would be mystified, for if he asked, “Is ‘it’ a brunette?” and the reply being “Yes,” his next question, “Has ‘it’ dark eyes?” would perhaps have for answer, “No,” and, “Has ‘it’ light hair?” “Yes.” And so the secret seems harder than ever.
A good way is to ask the same questions over and over, and try to locate “it” in that way. But the questioner should not easily be discouraged. A few points may be given to him, such as some of the above. The players would better announce “It” as a trick game.
THE CENT HUNT.
Say that a cent is wrapped in tissue-paper and is within sight. The discoverer quietly tells you, and if he is correct, reward him.
Afterwards give a cent, pencil and paper to everybody, and state five minutes are allowed to write what each side of the cent will tell. This game is called, A Penny for your Thoughts.
“Find on one side: A beverage—T. A messenger—one c(s)ent. A piece of armor—shield. A symbol of victory—wreath. A weapon—arrow. A mode of punishment—stripes. A gallant—bow. A sheet of water—C.
“Find on the other side: A portion of a hill—brow. A place of worship—temple. An animal—hare. Youth and old age—18—96. One way of expressing marriage—U. S. A cultivated flower—tulip. An emblem of royalty—crown. Fruit—date.”
A FAGOT PARTY.
This is a very entertaining amusement and suitable for all ages.
As the word fagot means a bundle of twigs, it suggests an open fire. Therefore home and hearth are indispensable environment.
There should be just as many twigs as there are girls and boys. The idea being that each should draw a twig from the bundle as his name is called. And they are called by the hostess according to the letters of the alphabet. Whosever name therefore commences with A, should draw the first twig. Having drawn the twig, A puts it on the open fire and at once commences to tell a story. As long as the twig lasts, A must continue to talk, but when it is burned he must stop, and as twigs are apt to burn very rapidly when toward the end, the story is not infrequently wound up in a jiffy. As soon as A has finished, the next name is called and that person does exactly as did the first one, only he must tell a different story. And so on until everybody has taken his turn.
THE HUNTER.
This very lively game is played by both boys and girls, and the more, of course, the merrier. The hunter must be a boy, and to decide which boy, it is best to count out. Use for counting the old rhyme,
Ana, mana, mona, mike, Bassa, lona, bona, strike, Hare, ware, frown, stack, Halloka, balloka, wee, woe, why, whack.
Whoever is fortunate enough to have the word “whack” counted to him is out, and then the rhyme must be repeated over and over, and finally the hunter is left. It now becomes his duty to name the rest of the company as his equipments as sportsman, and also as his game; for example, pointer, setter—two species of hunting dogs—and shot, belt, powder, gun, powder-flask, rifle, cartridge, rabbit, squirrel, partridge, kingfisher, etc., etc.
Put two rows of chairs back to back. There should be one chair less than there are players. This done, each one of the company except the hunter takes a chair. The hunter, standing before the rest of the players, then sings, to the tune of “I Love a Sixpence,”
I am a hunter, a jolly, jolly hunter; I love hunting as I love my life.
This he may sing over as many times as he likes, but finally stops short in the middle or anywhere, and immediately calls out a name—for instance, “Shot.” The person bearing this name must at once rise, and hurrying towards the hunter, must take hold of the back of his coat or jacket. Then the hunter continues his song, and calls for each one, until all are behind him, each holding firmly to the one in front. When all are in place, the hunter starts running, all of the party following and holding tightly together. He may run around the chairs or wherever he pleases, provided he keeps in the room. For fully two minutes this must keep up, when suddenly he will call, “Bang!” and instantly sit on one of the chairs. Of course there is a great scramble for every one to do likewise, but as one chair is short, some one is necessarily left out, and this person now becomes the hunter.
The game now continues as before, or it may be varied by the hunter having to find something hidden.
Any object may be placed out of sight in the room, and when the hunter nears it, the company may aid him by the usual words, “warm, warmer, hot,” or “cool, very cold, freezing, zero, below zero,” etc. If he finds it within five minutes, he may choose another hunter, but if not he must pay a forfeit, to be determined by the rest of the players.
Or the game may be played in a similar way by the use of nautical instead of hunting terms. Should this be preferred, the hunter becomes the captain, and instead of singing to his company he may blow a few blasts on a horn. He is supposed to be on shipboard, so he must have ship equipment, crew, officers, passengers, cargo. Again the players must be named, only this time call them lifeboat, rope, anchor, sailor, steward, captain’s boy, purser, first-mate, doctor, etc.
FIVE.
Select a boy and hand him a knotted handkerchief. He must throw the handkerchief at a player, and before he can count aloud five the person to whom it is thrown must mention a round thing, such as an apple, a globe. If that person fails, he must change places with the one who has caught him, and throw the handkerchief at another. As no repetitions are allowed it will soon be difficult to find an object that is round.
BREAKFAST.
Every player is seated. Turn to the person at your right and ask, “Will you come to breakfast?” To which the answer is “Yes.” When that question and answer have gone around the room, the first one must ask, “What would you like for breakfast?” Perhaps the reply would be, “Milk;” and he then puts the question to his right-hand neighbor, who perhaps would say “Oatmeal,” and so on, until no sensible answer can be made, for no repetitions can occur in this game also. As the different players fail to respond they must stand.
ALPHABET.
Give any letter of the alphabet—for example, S—to the company, also some paper and pencils. In five minutes’ time they should write the names of three celebrated men, and also three sensible sentences, one for each man’s name, as, Shakespeare was born in Stratford on the Avon. Forfeits are required for failures.
NINETY-NINE.
Cut an equi-triangle out of soft wood or cardboard. It should measure one foot each way, and be one-quarter of an inch or less in thickness. Besides the triangle you will require white celluloid chips, or the game may be played with large-sized white bone buttons.
Lay the triangle on a smooth-surfaced table, play in turn, and each player should start at the place. All players must be close enough to the table to watch the game. The point of the game is to make a count of ninety-nine. Whoever first makes that number has won.
The triangle must be placed far enough from the table’s edge to allow freedom of room all around it, and it should be kept firm.
Put a chip or button with its upper edge even with the angle from which you start, and just close enough to make it possible for it to slide and not receive hindrance. The chip should touch the entire sliding length. When all is in correct position, rest the knuckle of the right thumb (unless you are left-handed, in that case your left thumb) on the table, and put the back of the nail of your second finger about half an inch down on the inside of the thumb’s fore-joint. Then push the finger suddenly outward, running its nail along the table, close to the thumb’s point, and finally raising the finger so that its tip is on the table at the exact moment that it has touched the chip. This should result in sending the chip the entire length of the angle’s side. To make a full count the chip must stop with its outer edge even with the next angle; the entire chip, with the exception of the edge, being below it. When this done, score three, and do the same thing with the next side, you then score three more; and again with the third side, making a count of nine in all. Having gone around three sides, stop until your turn is reached again. If however, the chip is not even with the angle, but has not gone _entirely_ beyond it, the player may count one, and may continue playing, the same as if making a full count. But should the chip slide entirely beyond the angle, he cannot count at all, but must withdraw until his turn comes again.
He must not be discouraged, however, but remember that “He laughs best who laughs last.” Very often those who start successfully, become too self-conscious, and make a bad break towards the close of the game.
Every time your turn comes, therefore be as careful as if just commencing. Even numbers are not counted, make one or three. To be entitled to three you must be perfect; short of perfection the count is one or nothing, as the above rules decree.
THE DAILY PAPER.
This game is suitable for either girls or boys, and furnishes amusement at almost any age. The interest will be increased or diminished, according to individual carefulness, for no one need be caught if they give close attention. Therefore, to be often caught indicates lack of interest, which is not complimentary to your leader, or stupidity, which is not complimentary to yourself.