Games for All Occasions

Chapter 1

Chapter 14,416 wordsPublic domain

Produced by Barbara Tozier, Annie McGuire, Bill Tozier and the Online Distributed Proofreading Team at http://www.pgdp.net

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GAMES FOR ALL OCCASIONS

BY MARY E. BLAIN

CHICAGO BREWER, BARSE & CO.

Copyright, 1909 By Brewer, Barse & Co.

PREFACE

"A Merry heart maketh a cheerful countenance."

The desire to play and frolic seems to be a heritage of mankind. In infancy and early childhood this joy and exuberance of spirit is given full sway. In youth, that effervescent stage of human existence, "joy is unconfined." But in middle age and later life we are prone to stifle this wholesome atmosphere of happiness, with care and worry and perhaps, when a vexed or worried feeling has been allowed to control us, even forbid the children to play at that time. Why not reverse things and drown care and strife in the well-spring of joy given and received by reviving the latent spark of childhood and youth; joining in their pleasures passively or actively and being one of them at heart. So presuming that "men are but children of a larger growth," the games, pastimes and entertainments described herewith were collected, remembered and originated respectively with the view of pleasing all of the children, from the tiny tot to, and including the "grown-up," each according to their age and temperament.

M. E. B.

GAMES FOR TINY TOTS

A RUNNING MAZE

Form a long line of children--one behind the other. The leader starts running, and is followed by all the rest. They must be sharp enough to do exactly as the leader does.

After running for a moment or two in the ordinary running step, the leader changes to a hopping step, then to a marching step, quick time, then to a marching step, slow time, claps and runs with hands on sides, hands on shoulders, hands behind, etc.

Finally the leader runs slowly round and round into the centre, and can either wind the children up tightly or can turn them on nearing the centre and run out again. For another change the long line can start running and so unwind the spiral.

BEAN BAG

All stand in a line except one who is the leader who stands a short distance opposite the line.

The leader throws the bean bag to the child at the head of the line who returns it to the leader. The leader throws it to the next child, who throws it back to the leader, and so it is thrown back and forth to each child in turn. Any one in the line who fails to catch the bag must go to the foot of the line.

If the leader fails to catch the bag he must go to the foot of the line and the one at the head of the line takes his place.

"BIRDS FLY."

This is a very simple game. Each player places a finger on the table, which he must raise whenever the conductor of the game says: "Birds fly," "Pigeons fly," or any other winged creatures "fly."

If he names any creature without wings, such as "Pigs fly," and any player thoughtlessly raises his finger, that player must pay a forfeit, as he must also do if he omits to raise his finger when a winged creature is named.

BUTTON, BUTTON

All the children except the one who passes the button sit in a circle with hands placed palm to palm in their laps.

The child passing the button holds it between her palms and goes to each one, in turn, slipping her hands between the palms of the children. As she goes around the circle she drops the button into some child's hands, but continues going around as long after as she pleases, so the rest will not know who has it.

Then she stands in the middle of the circle and says: "Button, button, who has the button?" All the children guess who has it, the one calling out the correct name first is out and it is his turn to go around with the button.

BINGO

"The miller's dog lay at the mill, And his name was little Bingo, B with an I, I with an N, N with a G, G with an O, His name was little Bingo.

"The miller he bought a cask of ale, And he called it right good Stingo, S with a T, T with an I, I with an N, N with a G, G with an O, He called it right good Stingo."

One child represents the miller, the rest stand round him in a circle, and all dance round and sing the verse. When it comes to the spelling part of the rhyme, the miller points to a child who must call out the right letter.

Anyone who makes a mistake must pay a forfeit.

BLINDMAN'S BUFF

Before beginning to play, the middle of the room should be cleared, the chairs placed against the wall, and all toys and footstools put out of the way. The child having been selected who is to be "Blind Man" or "Buff," is blindfolded. He is then asked the question, "How many horses has your father?" The answer is "Three," and to the question: "What color are they?" he replies: "Black, white, and gray." All the players then cry: "Turn around three times and catch whom you may." "Buff" accordingly spins round and then the fun commences. He tries to catch the players, whilst they in their turn do their utmost to escape "Buff," all the time making little sounds to attract him. This goes on until one of the players is caught, when Buff, without having the bandage removed from his eyes, has to guess the name of the person he has secured. If the guess is a correct one the player who has been caught takes the part of "Buff," and the former "Buff" joins the ranks of the players.

BLOWING THE FEATHER

All the children, except one, sit on the floor around a sheet or table cloth which they hold about eighteen or twenty inches above the floor. A feather is placed on the sheet and at a signal the child nearest it blows the feather toward another child. The object is to keep the feather in the air, not allowing it to light.

The remaining child runs back and forth around the group trying to catch the feather. When he is successful, the person on whom the feather rested or was nearest to, changes place with him.

COCK FIGHTING

This is a most amusing game, and although only two boys can play at it at one time they will keep the rest of the company in roars of laughter. The two who are to represent the "cocks" having been chosen, they are both seated upon the floor.

Each boy has his wrists tied together with a handkerchief, and his legs secured just above the ankles with another handkerchief; his arms are then passed over his knees, and a broomstick is pushed over one arm, under both knees, and out again on the other side over the other arm. The "cocks" are now considered ready for fighting, and are carried into the center of the room, and placed opposite each other with their toes just touching. The fun now commences.

Each "cock" tries with the aid of his toes to turn his opponent over on his back or side.

The one who can succeed in doing this first wins the game.

It often happens that both "cocks" turn over at the same time, when the fight commences again.

CATCHING THE MOUSE

The children sit in two rows opposite each other with a space between. One child takes the place of "cat," being blindfolded, the cat standing at one end of the row and the mouse at the opposite end. They start in opposite directions, guiding themselves by the chairs, the cat trying to catch the mouse. When the mouse is caught it is made the "cat," and one of the company takes the place of the mouse.

DROP THE HANDKERCHIEF

A ring is formed by the players joining hands, whilst one child, who is to "drop the handkerchief," is left outside. He walks round the ring, touching each one with the handkerchief, saying the following words:--

"A tisket, a tasket A green and yellow basket, I wrote a letter to my love, But on my way, I dropped it; A little child picked it up And put it in his pocket."

He must drop the handkerchief behind one of the players, who picks it up and tries to catch him before he can run around the ring and jump into the vacant place. As soon as this happens, the first player joins the ring, whilst it is now the turn of the second to "drop the handkerchief."

DONKEY'S TAIL

A good-sized donkey without a tail is first of all cut out of brown paper and fastened to the wall. The tail is then cut out separately, and a hat-pin is stuck through the end. The players arrange themselves in a line some little distance from the wall, and the fun begins. Each player must, in turn, advance with closed eyes towards the donkey, and, still keeping his eyes tightly shut, fasten the tail in what he believes to be the right position. When, amidst much laughter, he is told to open his eyes, he finds that he has very carefully fastened the tail to the tip of the donkey's ear, or on the side of his nose.

FROG IN THE MIDDLE

One child is seated on the ground with his legs under him and the other players form a ring round him. They then pull him about and give him little pushes, and he must try and catch one without rising from the floor.

The child who is caught takes the middle, and the frog joins the circle.

GREEN GRAVEL

Girls form a circle and dance around one of their number. The girl in the ring turns her head gravely as a messenger advances, while the rest sing to a pleasing air--

Green gravel, green gravel, The grass grows so green, The fairest of ladies, Is fit to be seen. Dear ----, Dear ---- Your true love is dead; The king sends you a letter To turn back your head.

The process is repeated calling each child by name until all of the children have so turned. Turning the head is the sign of sorrow. The game is continued by the following verse in which the lost lovers appear:

Dear ----, Dear ---- Your true love's not slain, The king sends you a letter To turn around again.

And the dancers who have all turned about, are one by one made to face the ring.

HUNT THE RING

For this game a long piece of string is required. On this a ring is threaded, and the ends of the string are knotted together. The players then take the string in their hands and form a circle, whilst one of the company, who is called the "hunter," stands in the center. The string must be passed rapidly round and round, and the players must try to prevent the "hunter" finding out who holds the ring. As soon as he has done this, he takes his place in the circle, whilst the person who held the ring becomes the "hunter."

HOT TAMALES

The "tamale" in this game is a knotted handkerchief. One player is chosen for the Hot Tamale man and stands in the center of the room while the others sit around in a circle.

The Hot Tamale man begins the game by saying, "hot tamales, hot tamales," at the same time throwing the hot tamale to some one in the circle who must throw it to another player in the circle and so on, tossing it from one to another without stopping.

The Hot Tamale man tries to catch it and if he succeeds, the one who last tossed it changes places with him and the game continues.

HUNT THE SLIPPER

The players seat themselves in a circle on the floor, having chosen one of their number to remain outside the circle. The children seated on the floor are supposed to be cobblers, and the one outside is the customer who has brought his shoe to be mended. He hands it to one of them, saying:--

"Cobbler, cobbler, mend my shoe; Get it done by half-past two."

The cobblers pass the shoe round to each other as quickly as they can, taking care that the customer does not see which of them has it. When the customer comes to get it he is told that it is not ready. He pretends to get angry and says he will take it as it is. He must then try to find it, and the cobbler who has it must try to pass it on to his neighbor without its being seen by the customer. The person upon whom the shoe is found must become the customer, whilst the customer takes his place in the circle on the floor.

HOT BOILED BEANS AND BACON

This is a game for young children. Some small article is hidden in the room, while the little one who has to find it is sent outside. This finished, the players call out together: "Hot Boiled Beans and Bacon; it's hidden and can be taken!" The little one enters and begins to hunt about for the hidden article. When she comes near to its hiding-place, the company tell her that she is getting "hot"; or if she is not near it she is told that she is "cold." That she is "very hot" or "very cold," will denote that she is very near or very far away from the object that is hidden, whilst if she is extremely near, she would be told that she was "burning." In this way the hidden object can be found, and all the children can be interested in the game by being allowed to call out whether the little one is "hot" or "cold."

HIDE AND SEEK

One child is chosen "It." This one stands by a post or in a corner which is called "base," and hides his eyes. The children decide among themselves how many he shall count while they are hiding. Suppose they choose 100, then he counts 5, 10, 15, 20, etc., until he reaches 100, and then he calls out:

"Ready or not, You shall be caught."

The children having hidden while he was counting remain perfectly still while he is hunting them. If he passes by some child without finding him, that one may run to the "base" and say "One, two, three, I'm in free!" As many children as can, try to get in "free," but if the one who is "it" sees a child, runs to the base and touches it first, calling: "One, two, three," and the child's name he has to be "it." If the child reaches the "base" first he is "free" and the game proceeds until someone is "caught." If all the children get "free" the one who is "it" again hides his eyes.

HISS AND CLAP

This is an excellent party game. One of the company goes outside the room, whilst the remainder of the players decide amongst themselves which of them he shall kneel to. When this is settled upon, the person who is outside is allowed to enter, and he kneels in front of whom he thinks is the right one. If he should make a correct guess, the company clap their hands, and the person to whom he knelt goes outside. If, however, the guess is an incorrect one, the company hiss loudly, and the guesser has to go outside, come back, and try again. Of course, it will make more amusement if when a boy is sent outside the room a girl be chosen as the person to whom he has to kneel; and the opposite if a girl be outside the room.

LONDON BRIDGE

No game has been more popular with children than this, and any summer evening, in the poorer quarters of the cities, it may still be seen how six years instructs three years in the proper way of conducting it. Two players, by their uplifted hands, form an arch, representing the bridge, under which passes the train of children, each clinging to the garments of the predecessor and hurrying to get safely by. As the last verse is sung the raised Arms of the two directors of the game descend and enclose the child who happens to be passing at the time. The prisoner is then led, still confined by the arms of her captors, to the corner which represents the prison and asked, "Will you have a diamond necklace or a gold pin?" "A rose or a cabbage?" or some equivalent question. The keepers have already privately agreed which of the two each of these objects shall represent, and, according to the prisoner's choice, he is placed behind one or the other. When all are caught, the game ends with a "Tug of War," the two sides pulling against each other; and the child who lets go, and breaks the line, is pointed at and derided. The words of the rhyme sung while the row passes under the bridge are now reduced to two lines:

London bridge is falling down, My fair lady!

London bridge is falling down, Falling down, falling down, London bridge is falling down My fair lady! You've stole my watch and kept my keys, My fair lady! Off to prison you must go, My fair lady! Take the key and lock her up, My fair lady!

MISS JENNIA JONES

The story of this is originally a love story. The young lady dies from a blighted affection and the prohibition of cruel parents.

A mother, seated, Miss Jones stands behind her chair, or reclines on her lap as if lying sick. A dancer advances from the ring.

"I've come to see Miss Jennia Jones, Miss Jennia Jones, Miss Jennia Jones-- I've come to see Miss Jennia Jones, And how is she to-day?"

"She's up stairs washing, Washing, washing-- She's up stairs washing, You cannot see her to-day."

The questions are repeated to the same air for every day of the week and Miss Jones is baking, ironing, or scrubbing. She is then sick or worse and finally is dead.

"What shall we dress her in, Dress her in, dress her in; What shall we dress her in-- Shall it be blue?"

"Blue is for sailors, So that will never do."

"What shall we dress her in, Shall it be red?" "Red is for firemen, So that will never do."

"Pink is for babies So that will never do."

"Green is forsaken, So that will never do."

"Black is for mourners, So that will never do."

"White is for dead people So that will just do."

"Where shall we bury her? Under the apple tree."

Miss Jennia Jones is "laid out" upon the floor and something white thrown over her.

After the burial is completed the children form a ring and sing:

"I dreamed I saw a ghost last night, Ghost last night, ghost last night-- I dreamed I saw a ghost last night, Under the apple tree!"

The ghost suddenly arises. The ring breaks up, the children fly with shrieks, and the one caught by the ghost is to take the part of Miss Jennia Jones in the next game.

OATS AND BEANS AND BARLEY

All the children form a ring with the exception of one player, who stands in the center. The children then dance round this one, singing the first three lines of the verses given below. At the fourth line they stop dancing and act the words that are sung. They pretend to scatter seed; then stand at ease, stamp their feet, clap their hands, and at the words: "Turn him round," each child turns round.

They then again clap hands and dance round, and when the words: "Open the ring and send one in," are sung the center child chooses a partner, who steps into the ring, and the two stand together while the other children sing the remaining verse, after which the child who was first in the centre joins the ring and the game is continued as before.

"Oats and beans and barley O! Do you or I or anyone know How oats and beans and barley grow?

"First the farmer sows his seed, Then he stands and takes his ease, Stamps his foot and claps his hands, And turns him round to view the land.

"Oats and beans and barley O! Waiting for a partner, waiting for a partner, Open the ring and send one in. Oats and beans and barley O!

"So now you're married you must obey, You must be true to all you say, You must be kind, you must be good, And help your wife to chop the wood. Oats and beans and barley O!"

PUSS IN THE CORNER

This game is really for five players only, but, by a little arrangement, six or seven children can take part in the fun.

Four players take their places in the different corners of the room, and the fifth who is Puss stands in the middle. If a greater number of children wish to play, other parts of the room must be named "corners," so that there is a corner for everyone.

The fun consists in the players trying to change places without allowing Puss to get a corner. When they leave their corners, the player in the centre tries to get into one of them.

When the centre player succeeds in getting into a corner, the one who has been displaced has to take his place in the middle of the room.

RULE OF CONTRARY

This is a simple game for little children. It is played either with a pocket-handkerchief, or, if more than four want to play, with a table cloth or small sheet.

Each person takes hold of the cloth; the leader of the game holds it with the left hand, while with the right he makes pretence of writing on the cloth, while he says: "Here we go round by the rule of contrary. When I say, 'Hold fast,' let go; and when I say 'Let go,' hold fast."

The leader then calls out one or other of the commands, and the rest must do the opposite of what he says. Anyone who fails must pay a forfeit.

SOAP BUBBLE BATTLE

Two children act as captains, one of company A, the other of company B and each in turn choose a soldier until the children are evenly divided into two companies.

Stretch a rope or cord at a medium height across the middle of the room, with company A on one side and company B on the other side.

Each company is provided with a basin of soap suds (a little glycerine added to the water will make the bubbles last longer) and each soldier with a clay pipe.

Two soldiers, one from company A and one from company B stand at arms length from the rope and each blows a bubble from his pipe towards the "enemy" and over the rope if he can. If a soldier blows a bubble over the rope without it bursting his company wins a point. If he fails to do so, his company loses a point.

These soldiers step back and two more (one from each company) advance and blow a bubble and so on until all have had a turn. Some one keeps the score and the company having the most points are the "victors" and to them belong the "spoils" which consists of a tiny paper drum filled with candy, a small silk flag or any appropriate prize.

SPIDER WEB.

Attach one end of a number of strings (one for each guest) to the chandelier. Fasten to the other end of each string a small prize wrapped up in tissue paper. Have strings of various lengths and twine them around the table legs, chairs, etc., some may be "spun" around furniture, etc., in adjoining rooms, trying to hide the prizes as much as possible.

At a signal each child takes or is given a string from the chandelier and proceeds to wind it around an empty spool or piece of pasteboard, until a prize is reached. The strings must not be broken. An extra prize may be awarded to the child who first winds up a string neatly.

SEVERED FLOWERS

Cut from colored cloth or paper a number of petals for forming wild roses, using pink material; marguerite daisies of white material and pansies of purple. Five petals for each rose, five for each pansy and ten for each daisy.

Have the children sit around a table. Provide each one with a sheet of plain paper, three pins having the heads covered with yellow tissue paper and mixed petals enough to make one of each kind of flower.

At a signal the children begin to make the flowers by sticking the pin through the point of the petals and pinning each flower to the sheet of paper.

A prize may be given to the child finishing the flowers first or the child making the best looking flowers.

GAMES FOR CHILDREN

ACTING PROVERBS

The best way to play this game is for the players to divide themselves into two groups, namely, actors and audience. Each one of the actors should then fix upon a proverb, which he will act, in turn, before the audience. As, for instance, supposing one of the players to have chosen the proverb, "A bad workman quarrels with his tools," he should go into the room where the audience is seated, carrying with him a bag in which there is a saw, a hammer, or any other implement or tool used by a workman; he should then look round and find a chair, or some other article, which he should pretend requires repairing; he should then act the workman, by taking off his coat, rolling up his sleeves, and commencing work, often dropping his tools and grumbling about them the whole of the time.