Games for All Occasions

Chapter 5

Chapter 54,290 wordsPublic domain

This game is very similar to that of "I love my love." Each of the players must describe the minister's cat, going right through the alphabet to do so. "The minister's cat is an angry cat," says one; "an anxious cat," says another; and so on until everyone has used an adjective beginning with "A." Then they take the "B's." "The minister's cat is a big cat," and so on.

The leader of the game must see that no one hesitates for a word. If any one should take longer than half a minute he must pay a forfeit.

MAGIC WRITING

In this game a confederate is necessary. The player states to the company, after a few remarks on ancient sign-language, that he is able to read signs made with a stick on the floor, and agrees to leave the room whilst the company decide upon some word or sentence.

The game is played as follows:--It is agreed by the player and his confederate that one tap on the floor shall represent A, two taps E, three taps I, four taps O, and five taps U, and that the first letter of each remark the confederate makes shall be one of the consonants of the word or sentence decided upon by the company. The consonants must be taken in order. On the player's return, supposing the word chosen to be "March," his confederate would commence:--"Many people think this game a deception" (initial letter M). One tap on the floor (A). "Really it is very simple" (initial letter R). "Coming to the end soon" (initial letter C). "Hope it has been quite clear" (initial letter H).

A few more signs are made so as not to finish too abruptly, and the player then states the word to be "March." If carefully conducted, this game will interest the audience for a considerable time.

THE "MIMIC" CLUB

This is a game which causes much amusement to a company of children, and even grown-ups may join in.

All the players, with the exception of two, leave the room. One of the outside party is then called in, and told that a new club has been formed and his name enrolled, but that he cannot be formally admitted unless he can guess the name of the club from the movements of the two members who have remained in the room.

The candidate for admission is then offered a chair, and everything said and every movement made is mimicked by the other two.

Sometimes the new member guesses at once, but when unable to do this it is very funny to watch the effect that the copying of his every movement has upon him, especially when six or seven have been admitted.

When the name of the club has been guessed another candidate is invited in and the same performance takes place.

MY LADY'S TOILET

The leader gives to each of the party the name of some article used by a lady--a glove, fan, handkerchief, slippers, veil, belt, ribbon, brooch, back comb, collar, hairpins, cloak, etc. The players to whom the names of the articles have been given arrange themselves in a circle; one stands in the center and spins a plate. An ordinary tin pie plate may be used. As he spins the plate he says, "My lady is going to the theatre and needs her ----," naming one of the articles assigned to the players. At the mention of this article, the person to whom it has been given comes forward and catches the plate while it is still spinning. If he fails to catch the plate before it falls to the floor he must pay a forfeit. He now takes his turn with the plate, spinning it and using the name of another of the articles.

PARTNERS

The players divide themselves into ladies and gentlemen, if the ladies predominate they must personate gentlemen, and vice versa. The gentlemen then proceed to choose lady partners. One of the players next undertakes to question the couples. The fun consists of the questions being put to the lady and the gentleman answering for her. "Do you like your partner?" the lady is asked, and the gentleman may reply, "Yes, I adore him." Whatever the reply the lady is forbidden to deny it; if she does, or if she answers for herself, she must pay a forfeit. But retaliation comes, for when all the ladies have been questioned the gentleman's turn arrives, and the ladies answer for their partners. "What is your favorite occupation?" the question may be, and the lady may answer "Dressing dolls," or "Making mud pies," or anything ridiculous that occurs to her.

PROVERBS

"Proverbs" is a game that will always remain popular. One of the players is sent out of the room, and during his absence the others decide upon a well-known proverb which he must, by asking questions, guess on his return. The answers to the questions must each contain one word of the proverb. For instance, suppose the players fix on the proverb "It's never too late to mend," the question asked, and answers given, will perhaps be similar to the following;--

Questioner (to first player).--"Is the proverb one that you would guess easily?"

Answer.--"As I'm not in your place =it's= impossible for me to say."

Questioner (to second player).--"Am I mistaken, or did I see you at the theatre last night?"

Answer.--"I =never= go to theatres, so you must have made a mistake."

Questioner (to second player).--"Do you consider this game amusing, or the reverse?"

Answer.--"At the present moment it's really =too= amusing for me to keep my countenance."

Questioner (to fourth player).--"How was it I didn't see you at dinner, Mr. Francis?"

Answer.--"I was detained at the office, so arrived =late=."

Questioner (to fifth player).--"Were you skating this afternoon, Miss Philips?"

Answer.--"No, I meant =to= have gone, but felt too tired after last night's festivities."

Questioner (to sixth player).--"You're looking terribly bored, Miss Jones, would you rather take my place?"

Answer.--"I would willingly; but my doing so wouldn't =mend= matters."

If the interrogator cannot discover the proverb after the first round of questions and answers, he must go round again, and again. The player whose answer reveals to him the proverb, must go outside in his place.

The following proverbs are all excellent for this game:--

"A new broom sweeps clean."

"A stitch in time saves nine."

"Make hay while the sun shines."

"Waste not, want not."

"Never put off till to-morrow what you can do to-day."

"Fine feathers make fine birds."

"Marry in haste, repent in leisure."

"The empty vessel makes the greatest sound."

"Make the best of a bad bargain."

"Out of sight, out of mind."

"Safe bind, safe find."

"Half a loaf is better than no bread."

"A rolling stone gathers no moss."

"One good turn deserves another."

"Look before you leap."

"Faint heart never won fair lady."

"A friend in need, is a friend indeed."

"A bad workman quarrels with his tools."

"A bird in the hand is worth two in the bush."

"A cat may look at a king."

"Aching teeth are ill tenants."

"A creaking door hangs long on the hinges."

"A drowning man will catch at a straw."

"After dinner sit a while, after supper walk a mile."

QUESTIONS AND ANSWERS

Each player is furnished with a pencil and two slips of paper. On the first slip a question must be written. The papers are then collected and put into a bag or basket.

Then the players write an answer on their second slip. These are put into a different bag, and the two bags are then well shaken and handed round to the company.

Everyone draws a question and an answer, and must then read the two out to the company.

The result is sometimes very comical; for instance:--

Question: "Do you like roses?"

Answer: "Yes, with mustard."

Question: "Where are you going to this summer?"

Answer: "I am very much afraid of them."

Question: "Do you like beef?"

Answer: "Yes, without thorns."

Question: "Do you like spiders?"

Answer: "To Switzerland."

RUTH AND JACOB

One player is blindfolded, the rest dance in a circle around him till he points at one of them. This person then enters the ring, and when the blind man calls out, "Ruth," answers, "Jacob," and moves about within the circle so as to avoid being caught by the blind man and continues to answer, "Jacob," as often as the blind man calls out, "Ruth." This continues until "Ruth" is caught. "Jacob" must then guess who it is he has caught; if he guesses correctly, "Ruth" takes his place, and the game goes on; if he guesses wrongly, he continues to be "Jacob."

RHYMES

A number of slips of paper are passed among the players and each one is asked to write upon one of the papers, two words which will rhyme. These papers are collected and in turn read aloud, the players then writing short stanzas employing the rhyming words. It is amusing to note in what very different ways the same set of words is treated by the various players. The usual forfeits may be claimed if the players fail to write the rhyme in a given time.

SKETCHES

Each player is asked to draw a haphazard line on a piece of paper. The line may be anything he wishes and does not need to suggest or resemble any object. The papers are collected and again distributed. Any player getting his own drawing may exchange with any one he wishes. Each player must draw the picture of some object, using in its composition, the original haphazard line.

TRAVELER'S ALPHABET

The players sit in a row and the first begins by saying, "I am going on a journey to Athens," or any place beginning with A. The one sitting next asks, "What will you do there?" The verbs, adjectives, and nouns used in the reply must all begin with A; as "Amuse Ailing Authors with Anecdotes." If the player answers correctly, it is the next player's turn; he says perhaps: "I am going to Bradford." "What to do there?" "To Bring Back Bread and Butter." A third says: "I am going to Constantinople." "What to do there?" "To Carry Contented Cats." Any one who makes a mistake must pay a forfeit.

THOUGHT READING

This is a very good game, which always causes considerable amusement, and if skilfully carried out will very successfully mystify the whole company.

It is necessary that the player who is to take the part of thought-reading should have a confederate, and the game is then played as follows.

The thought-reader, having arranged that the confederate should write a certain word, commences by asking four members of the company to write each a word upon a piece of paper, fold it up in such a manner that it cannot be seen, and then to pass it on to him. The confederate, of course, volunteers to make one of the four and writes the word previously agreed upon, which is, we will suppose, "Hastings."

The thought-reader places the slips of paper between his fingers, taking care to put the paper of his confederate between the third and little finger; he then takes the folded paper from between his thumb and first finger and rubs it, folded as it is, over his forehead, at each rub mentioning a letter, as H. rub, A. rub, S.T.I.N.G.S., after which he calls out that some lady or gentleman has written "Hastings." "I did," replies the confederate.

The thought-reader then opens the paper, looks at it, and slips it into his pocket; he has, however, looked at one of the other papers.

Consequently he is now in a position to spell another word, which he proceeds to do in the same manner, and thus the game goes on until all the papers have been read.

THE LITTLE DUTCH BAND

The players sit or stand around the room in a circle. The leader assigns to each some imaginary musical instrument--horn, fife, drum, trombone, violin, harp, flute, banjo, etc. Some well known, but lively air is given out and the band begins to play, each player imitating as nearly as possible the instrument he has been assigned. All goes well until the leader suddenly drops his instrument and begins playing on that of another of the band. At this the player to whom that particular instrument has been given must change his attitude and imitate the instrument the leader has dropped. Again the playing goes on until the leader drops this instrument and takes up that of another player, and this player takes up the leader's instrument. Close watch must be kept of the leader that the players may detect the instant he takes up a new instrument. The player failing to change immediately must pay a forfeit. Much fun may be had from this game. It may be carried on with a little practice without any perceptible break in the music and with a few talented players it is even harmonious.

"WHAT'S MY THOUGHT LIKE?"

The players sit in a circle and one of them asks the others: "What's my thought like?" One player may say: "A monkey"; the second: "A candle"; the third: "A pin"; and so on. When all the company have compared the thought to some object, the first player tells them the thought--perhaps it is "the Cat"--and then asks each, in turn, why it is like the object he compared it to.

"Why is my cat like a monkey?" is asked. The other player might answer: "Because it is full of tricks." "Why is my cat like a candle?" "Because its eyes glow like a candle in the dark." "Why is my cat like a pin?" "Because its claws scratch like a pin."

Any one who is unable to explain why the thought resembles the object he mentioned must pay a forfeit.

=FORFEITS=

In going through this book of games the reader will find that the players for various reasons are penalized or required to pay a forfeit. When a player is so fined he must immediately surrender some pocketpiece or personal belonging as a pawn or security which may later be redeemed when "Blind Justice" passes the real sentence.

The players usually select some ready witted person to assume the part of Justice, another acts as Crier or Collector. Justice is blindfolded and the Crier holds the article over his head saying: "Heavy, heavy hangs over thy head." Justice asks: "Fine or Superfine?" If it be an article belonging to a gentleman the Crier answers "Fine;" if it belongs to a lady he answers, "Superfine," and asks, "What shall the owner do to redeem his (or her) property?" and Blind Justice renders the sentence.

If the proper person has been chosen for Justice a great deal of fun may be caused by the impromptu imposition of ridiculous penalties.

Or the persons making up the party may in turn take the part of Justice, each imposing a penalty. Some of the most familiar penalties are:

Put one hand where the other cannot touch it--Grasp the elbow.

Take the Journey to Rome.--The culprit is required to go to each person and say that he or she is going on a journey to Rome and ask whether they have anything to send to the Pope. The players load him up with various articles, the more cumbersome the better, which he must carry until every person has been visited. Then he must walk out of the room and back, distributing the articles to their proper places.

Spell Constantinople.--When the offender begins to spell and reaches C-o-n-s-t-a-n-t-i-, the players cry "no" (the next letters in the word being n-o). Each time the culprit gets to C-o-n-s-t-a-n-t-i-, the players cry "no," and unless he knows the trick he will begin the spelling again and again.

Kiss Your own Shadow.--If the culprit is not familiar with this forfeit he will kiss his own shadow on the wall, but realizes how foolish he was when he sees some other victim place himself between the light and a lady and kiss his shadow which then falls on the lady.

Sit Upon the Fire.--This forfeit will puzzle the culprit, but may be easily accomplished by writing the word "fire" on a slip of paper and sitting upon it.

Ask a Question Which cannot be Answered in the Negative.--"What do the letters y-e-s spell?"

Kiss a Book Inside and Outside Without Opening the Book.--This apparently impossible feat may be accomplished by kissing the book inside the room and then carrying it outside of the room and kissing it there.

Take a Person up Stairs and Bring him Down on a Feather.--This is another apparently impossible feat but of course there is "down on a feather."

Act Living Statue.--The victim must stand upon a chair and is posed by the players in succession according to their various ideas of Grecian statuary, giving the victim various articles to hold in his hand such as pokers, shovels, etc.

Leave the Room with two Legs and Come Back with Six.--This sentence can be fulfilled by going out of the room and carrying a chair into the room when you come back.

Perform the Egotist.--The culprit is required to drink his own health and make some flowery speech concerning himself. If his speech is not egotistic enough the players may again and again demand a more flattering one.

Place three Chairs in a Row, Take off Your Shoes and Jump Over them.--It is very funny to hear the culprit plead that he could not possibly jump over the three chairs when the sentence means to jump over his shoes--"take off your shoes and jump over them."

The Three Salutes.--The victim is required to "Kneel to the prettiest; bow to the wittiest and kiss the one he loves the best." The easiest way to pay this forfeit is to kneel to the plainest, bow to the dullest and kiss the one for whom he cares the least.

Kiss the Lady you Love the best without letting any one know.--This is performed by the condemned kissing several ladies, or perhaps every lady in the room.

Imitate a Donkey.--The culprit must bray like one.

Play the Shoemaker.--The culprit must take off his shoe and pretend to drive pegs into it.

Shake a Coin off the Head.--This may be made productive of much amusement. The leader, having wetted a coin, presses it firmly for several seconds against the forehead of the victim. When he withdraws his thumb he secretly brings away the coin, but the victim invariably believes that he can still feel it sticking to his forehead, and his head-shaking and facial contortions to get rid of his imaginary burden are ludicrous. It is understood at the time the sentence is pronounced that he must shake the coin off and must not touch it with his hands.

The Three Questions.--The victim is required to leave the room. Three questions are agreed upon in his absence, and he is requested to say "yes" or "no" to each as they are asked him, not knowing, of course, what the questions are, the result is usually embarrassing, he finds he has made some ignominious admission, has declined something he would be very glad to have or accepted something he would much rather do without.

Go to Market.--The culprit is ordered to go to market with some one of the opposite sex. They stand about eight feet apart, facing each other, and the culprit asks his companion if she likes apples (or any article he may choose), if the answer is "yes," she takes a step forward, if "no" a step backward. If something is liked very much or disliked very much a long step is taken. Then she asks him a question which is answered by stepping forward or backward and so on until they meet when a kiss is usually claimed and taken.

Place a Straw or Small Article on the Ground in Such a Manner that No one Present can Jump Over It.--This is done by placing the article against the wall.

Bite an Inch Off the Poker.--A poker is held about an inch from the face, making a bite--of course, the person does not bite the poker but "an inch off the poker."

Blow a Candle Out Blindfold.--The person paying the forfeit is shown the exact position of the candle and then blindfolded, and having been turned about once or twice is requested to blow it out. The cautious manner in which the person will go and endeavor to blow out the clock on the mantle piece or an old gentleman's bald head, while the candle is serenely burning a few feet away must be seen to be appreciated.

The German Band.--This is a joint forfeit for three or four persons, each of whom is assigned some imaginary instrument and required to impersonate a performer in a German band, imitating not only the action of the players but the sound of the instrument as well.

GAMES FOR SPECIAL OCCASIONS

=NEW YEAR'S DAY=

Resolved:--To do my best to-day-- Tomorrow is far away.

New Year's day calling and receiving--the custom of our Grandmother's time--is in vogue again.

If it is desirable to announce that one wishes to receive callers on that day, the visiting card of the party or parties receiving with the words--"At Home January the first, 19--, from -- to -- P. M.," and the address written upon it, may be sent to one's friends.

Or upon the back of a visiting card may be written, "Let me (or us) wish you a Happy New Year on January the first. At Home from -- to -- P. M. Address ----------------."

Simple refreshments should be served, hot tea, coffee or chocolate with sweet or salted wafers--fruit punch with sweet wafers--bouillon in cups with salted crackers.

Two, three or all of these beverages with assorted wafers, etc., could be served from the dining room table, giving an opportunity to cater to the individual taste of one's guests.

Have a center piece of three large white tissue paper bells tied together with white ribbon. Place them on their side with long ribbon streamers coming from underneath each one and in the center of the three place another white bell, open side up, holding an infant doll to represent the new year. Intertwine a few sprays of asparagus fern or smilax.

It is not wise to serve intoxicants to New Year's callers thus adding a drop to the bucket that will overflow eventually with regret and remorse.

New Year's Day Party Invitations may be in hour glass form cut from heavy white paper, or bell shape.

Decorations of evergreen festoons and wreaths are appropriate, also the tissue paper bells and festoons and holly and mistletoe.

A pretty center piece for the table is a large pile of snow balls made of cotton and sprinkled with diamond dust, each one containing a small favor and having a ribbon attached which runs to each plate and at a given time the guests may each pull a ribbon and receive a prize.

Refreshments may be ice cream in the form of snow balls, small cakes with the abbreviated names of the months frosted on, assorted fancy cakes and bon-bons.

The following games are suggested.

GOOD RESOLUTIONS

Each person is given a paper and pencil and requested to write at the top of the page the word "Resolved," followed by expressions of amendment that he or she is conscious of needing. One such attempt at self examination resulted in the following resolves:

"I will be as honest as the times will permit."

"I will be good to all."

"I will tell no more lies."

"My best self shall rule."

"I will try to love everybody."

These are read aloud and the authorship guessed. All the correct guesses at the authorship are counted, for the prize of a china mug with "For a Good Girl" or "For a Good Boy" in letters upon it.

TESTING FATES

Upon the floor are twelve candles in a row, all alight and each of a different color. Each candle stands for a month in the year. The white one for January, blue for February, pale green for March, bright green for April, violet for May, light pink for June, dark pink for July, yellow for August, lilac for September, crimson for October, orange for November, scarlet for December. Each child in turn is invited to jump over the candles, and if the feat be accomplished without extinguishing a single candle, prosperity and happiness are in store through all the months of the coming year; but if one is put out, ill-luck threatens in the month whose shining is thus eclipsed; while to knock one over, predicts dire calamity.

SPIN THE PLATE

The players seat themselves in a circle except one who gives all a name pertaining to the calendar and chooses a name for himself. If there are twelve or less players, each take the name of a month. If more than a dozen play name them January first, January second, etc.

The player standing in the center of the circle, with a tin plate, places it upon its edge and spins it, at the same time calling out the name of a month or day of the month which has been given to one of the players.