Games for Everybody

Chapter 2

Chapter 210,563 wordsPublic domain

GAMES FOR ADULTS

SPOON PICTURES.

It will be necessary for two of the players to know how to play the game. One is sent out of the room, and the other remains inside to take a picture of one of the guests. This is done by holding up a spoon or some polished surface to a player's face.

When the picture is taken, the one outside is called in, given the spoon, told to look at it, and guess whose picture it is. In a short time she has guessed correctly, to the amazement of the guests. She leaves the room again, while another picture is taken, is called in, and guesses that, and so on.

If any guest thinks he can do it, he may have a trial, but he may fail. Finally it is discovered that the one who remained inside and took the pictures sits in exactly the same position as the person whose picture was taken. If his feet were crossed and his hands folded, the leader will take that position. If another person is in that position, the one who guesses waits until one makes a change, and thus the name may be guessed.

BOOTS, WITHOUT SHOES.

All the players are sent out of the room. The leader remains inside and calls one player in. They both sit down together and the leader says: "Say just what I say. Say boots, without shoes." (With a short pause after boots.) The victim may repeat the whole sentence and the leader says, "No, I want you to say boots, without shoes," and thus it may go on until the leader has given the simple statement in all sorts of tones and expressions, and finally, the player realizes that when told to say "Boots, without shoes," she must simply say "Boots."

Each player in turn is called in and put through the ordeal, affording much amusement for those already in the room, until all have guessed it and laughed over it.

PROVERBS.

Any number of persons may play this game. One is sent out of the room while the rest choose some proverb. Then he is called in and asks each player in turn a question. In the answer, no matter what the question is, one word of the proverb must be given.

Suppose the proverb "Make hay while the sun shines" is taken, then player No. 1 would have "Make"; No. 2, "hay"; No. 3, "while"; No. 4, "the"; No. 5, "sun"; No. 6, "shines"; No. 7, "make"; etc., giving each player a word, often repeating the proverb several times.

The answers to the questions must be given quickly, and no special word emphasized. Often the one guessing will have to go around several times before he can discover any word which will reveal the proverb. The one whose answer gave the clue must leave the room next, and it becomes his turn to guess.

ANIMAL, VEGETABLE, OR MINERAL.

When the party is large, this game affords much amusement. One player is sent out of the room. While he is gone the players decide upon some object which he is to guess. He is then called in, and asks each one a question.

The answers to the questions must be either "Yes" or "No," and a forfeit must be paid if any other answer is given.

Suppose the object chosen is a piece of coal in the fireplace. The player will begin by finding out whether the object chosen is of the animal, vegetable, or mineral kingdom; thus the following questions may be asked: "Is it a mineral?" "Yes." "Is it hard?" "Yes." "Is it very valuable?" "No." "Is it bright and shiny?" "Yes." "Is it gold?" "No." "Silver?" "No." "Is it in this room?" "Yes." "Is it black?" "Yes." "Is it a piece of coal?" "Yes."

The correct object being guessed, another player is sent out and the game continues.

WHAT TIME IS IT?

It requires two players who understand this game, a leader and his accomplice. The accomplice leaves the room, while the leader and the rest remain inside. The leader asks the players what hour they will choose for the accomplice to guess. One will say: "Four o'clock." The assistant is called in and he questions the leader, saying: "Well, what time is it?" The leader answers thus: "Don't you know?"; next, "Doubtless, dancing time." The assistant immediately answers "Four o'clock," to the amazement of the company.

The key is that each hour, from 1 to 12 o'clock has been named according to the letters of the alphabet in rotation, from A to K, The leader, in answering, must be very careful to begin each answer with the letter indicating the chosen hour; thus in the above the assistant noticed that each answer began with "d," and "d" being the fourth letter, four o'clock was the time chosen. Only the exact hours must be chosen. As the different players think they understand the game, they may take the assistant's place, and many ludicrous mistakes will be the result until the game has been explained to all.

IT.

One of the players who does not know the game is sent out of the room. While he is gone, the others are supposed to be thinking of some person whom he is to guess when he comes in, but it is arranged that each one describes his right hand neighbor when asked any questions. It is more amusing if the circle is composed of boys and girls alternating.

The player is called in, having been told beforehand that he is to guess what person the company thought of and that that person is "It."

He begins by asking "Is it in this room?" "Yes." "Is it a boy?" "Yes." "Is his hair long or short?" "Very long," and so on, until the information he has obtained may be the following: "A boy, very long hair, pink waist, blue eyes, has a beard, very stout, about 6 feet tall, about 8 years old." The player, astonished at such information, may keep up guessing, until, by closely questioning each one, he guesses correctly. If he cannot guess, it is explained to him who "It" is.

HOW, WHEN, WHERE.

One of the players leaves the room while the others select some word with two or three meanings, which is to be guessed. Suppose the word "trunk" is thought of. When the player is summoned in he asks each one in turn "How do you like it?" The answers may be "full of clothes," "when the outside is brown," (meaning a tree trunk), "shut up in a cage," (referring to an elephant's trunk).

The next time around the question is "When do you like it?" and the answers may be, "When I'm going away," "When I'm in the country," "When I visit the Zoo."

The last question is "Where do you like it?" and the answers may be "In my room," "In the woods," "On the animal it belongs to." The questioner must try to guess the word from the various answers. If he succeeds, the person whose answer revealed the word must leave the room, but if he fails, he has to guess again.

BUZ.

All the players sit in a circle and begin to count in turn, but whenever seven, or any multiple of seven comes, "Buz" is said in its place. If anyone forgets he may be put out and the game commenced over again, but it is more fun if the players go right on with the counting, as many will fall off when the count is up in the hundreds. The game may be continued as long as is desired.

Suppose the players have counted up to twenty, the next one would say "Buz," as twenty-one is a multiple of seven; the next, "twenty-two," the next "twenty-three," and so on. The one having "twenty-seven" would say "Buz," as it contains seven. When seventy is reached, the numbers are said, "Buz one," "Buz two," etc.; "double Buz," for seventy-seven, and so on.

"Siz" may be substituted for six and its multiples, and "Fiz" for five, just for variety.

JENKINS UP!

Divide the company into two sides. One division sits around the table on one side, the other on the opposite side. The members of division "A" put their hands under the table and a small coin, dime or quarter, is passed from one to the other.

When division "B" thinks they have had enough time, the players call out, "Jenkins up!" and the players of "A" hold up their closed hands, and when "Jenkins down!" is called, they must place their hands, palm down, on the table. The players of "B" must guess under which palm the coin is. Each player has one guess, those on the opposite side raising their hands when requested to do so.

If "B" guesses correctly, the coin is passed over to them and "A" must guess who has it, but if not, "A" keeps the coin, and "B" has another trial for guessing.

Tally may be kept, 1 being counted for every correct guess, and a certain number, as 50, may be the limit. The side gaining 50 points first is victorious.

STATE OUTLINES.

This is a splendid game for the beginning of an evening as the guests mingle together and become acquainted while hunting for their partners.

The hostess prepares pieces of cardboard on which she has drawn the outline of a state without the name. The state capitals are written on separate pieces of paper. The cards and slips are handed out haphazard as the guests arrive.

The object of the game is to find the state to which the capital belongs or vice versa, as the case may be.

The one who succeeds in locating his capital first is the winner.

The hostess can arrange for the length of time.

PREFIXES.

One of the players is sent out of the room. The others then decide upon some word which he is to guess when he returns. He is told what the prefix of the word is, and must guess, by asking questions, what the rest of the word is. The players answer his questions by their manner or actions.

Suppose the word chosen is "encouraged," the answers may be given in a cheerful way.

The player who is guessing may think of any number of words with the prefix "en," but he must continue asking questions until the right word has been guessed.

The player who has revealed the word by his or her actions, takes the other's place and leaves the room while the rest are deciding upon some word for him to guess. The game continues as before.

MY FATHER HAD A ROOSTER!

All the players sit in a circle, the leader begins by saying, "My father had a rooster!" The player to his left says: "A what?" The leader answers: "A rooster!" Each player repeats this in turn to his left-hand neighbor who asks the question, until it is the leader's turn again.

He then repeats the first part and asks the player next to him, "Could he crow?" The player answers, "Crow he could." This is repeated by each player with the previous questions. The next time the leader says "How could he crow?" The player on the left answers "Cock-a-doodle-doo!" This goes around the circle again and when the last one has taken part, all together say "Cock-a-doodle-doo," as a finish.

No one is supposed to laugh during the whole game, whoever does, may either pay a forfeit or is out of the game. It is best to have a person who knows the game sit next to the leader, so they can start the game correctly. The complete statements are these,

"My father had a rooster!" "A what?" "A rooster!" "Could he crow?" "Crow he could!" "How could he crow?" "Cock-a-doodle-doo!"

CROSS QUESTIONS AND CROOKED ANSWERS.

All sit in a circle for this game. The first one begins by whispering some question to his left hand neighbor, such as "Do you like apples?" The second player must remember the question asked him, and he answers No. 1 by saying, "Yes, the nice, red, juicy kind." This answer belongs to No. 1 and he must remember it. No. 2 asks No. 3 a question, being careful to remember his answer, as it belongs to him. Suppose he asks, "Are you fond of books?" and the answer is "Yes, I read every one that comes out." Thus No. 2 has a question and answer that belong to him.

Every one in turn asks a question and gives an answer, remembering the question he was asked and the answer his neighbor gave him, which belong to him. When all have had a turn, No. 2 begins by saying aloud: "I was asked: 'Do you like cats?' and the answer was 'Yes, the nice, red juicy kind';" No. 2 says: "I was asked, 'Do you like apples?' and the answer was, 'Yes, I read every one that comes out,'" and so on.

MAGIC WRITING.

An assistant is necessary for this game. One gives a little talk about sign-language and says that he can read any sign made with a stick on the floor, and will leave the room while the others decide upon some word for him to guess.

Beforehand, it has been agreed upon between the leader and his assistant that one tap of the stick on the floor will represent "a"; two taps, "e"; three taps, "i"; four taps, "o"; five taps, "u." Thus all the vowels are indicated by taps, and the consonants, by having the first word of the sentence which the leader gives begin with the chosen letter. The letters of the chosen word must be given in order.

The leader, who remains inside, knows the chosen word, and when the assistant is called in, he makes many signs with the stick, tapping in the proper places.

Suppose the word chosen is "Games." When the assistant is called in, the leader begins by making many scrolls, etc., on the floor, then says: "Great fun, isn't it?" (initial letter "g"), then one tap, "a"; "Many don't know what I'm writing." (initial letter "m"); 2 taps, "e"; "Sometimes it is hard to read." (initial letter "s"). Then a few more marks, so as not to end too abruptly, and the assistant says "Games," to the astonishment of the company.

This is continued until some have guessed, or until the trick has been explained.

FAMOUS NUMBERS.

Provide the players with pencil and paper. Each one writes a number on his slip. The papers are collected, mixed up, and each player draws one. Each in turn must name something or someone suggested by that number. The one who is unable to name anything must pay a forfeit.

Suppose No. 1 has 4, he will say: "My number is 4; the Declaration of Independence was signed on the Fourth of July." No. 2, "My number is 13; there are thirteen stripes in our flag." No. 3, "My number is 60; there are 60 minutes in an hour."

MAGIC ANSWERS.

One is sent from the room and the others decide upon some object which is to be guessed when the player enters.

The player outside has an accomplice in with the others who asks the question when he returns. It was arranged between them that the object chosen should be named after some four-legged thing.

Suppose a book is chosen by the players. When summoned in, the accomplice asks: "Is it any one in this room?" "No." "Is it a handkerchief?" "No." "Is it a picture?" "No." "Is it a dog?" "No." "Is it this book?" "Yes."

Another arrangement is to have the correct object mentioned after something which is black, such as shoes, ink, etc.

MODELLING.

Provide each player with a card and a toothpick, also a piece of gum, or paraffine if preferred.

The hostess announces that when she says "Ready," the gum is to be chewed until she tells them to stop, and then each one is to take the gum, place it upon the card, and with the aid of the toothpick, model either an animal or a flower, keeping his selection a secret, as each one can choose what he wishes to model. The hostess keeps an eye on the time and when time is up, (any length she chooses) all the cards are collected and placed on a table for exhibition.

There is a curious mixture of cows, cats, dogs, sunflowers, pansies, violets, etc. Vote is taken upon the best model and a prize is awarded the victor.

SCISSORS CROSSED OR UNCROSSED.

A simple catch game is as follows. It is best if two of the company know how to play it. One of the two is the leader and the other helps her out.

The leader hands a closed pair of scissors to her accomplice, who takes it and says: "I received these scissors uncrossed and I give them crossed." (Opening the scissors as she speaks.) She passes them to the player on her right who should say: "I receive these scissors crossed and I give them crossed." (If they are left open; if closed, they are uncrossed.) Those who do not know the game receive the scissors and pass them and say what they think they ought. It may be just what the player before said, but the condition of the scissors may not be the same, and, therefore, it is not right.

Thus each one has a turn, and the game continues until some bright player notices that the scissors are called crossed when they are open and uncrossed when they are closed, and that the player who knows the game crossed her feet if the scissors were crossed, and if not, her feet were uncrossed, or resting on the floor as usual.

Thus the object of the game is to change the words and the position of the feet in accordance with the position of the scissors.

CAPPING VERSES.

To while away the time before dinner, or while sitting in the twilight, this is a simple amusement for those who love poetry.

One begins by giving a line or verse of poetry. The next one continues, but his verse must commence with the last letter of the previous verse, and so on, each one capping the other's verse.

Suppose No.1 quotes:

"Full many a flower is born to blush unseen And waste its sweetness on the desert air."

No. 2 continues quoting:

"Romeo! wherefore art thou Romeo?"

No. 3:

"O speak again, bright angel."

No. 4:

"Like summer tempest came her tears, 'Sweet, my child, I live for thee.'"

and so on until the guests tire of it.

RABBIT.

The leader, who knows the game, asks each one in turn: "Do you know how to play rabbit?" When all have answered, he says: "Do just what I do, and I will show you how."

1st. All stand in a row.

2d. All kneel down on one knee.

3d. All place the first finger of the right hand on the floor.

When all the players are in this position, just as they are losing their balance, the leader, who is at the head of the line, pushes against the player next to him, thus knocking over the whole row. As they fall amid laughter, he calmly announces that that is the way to play rabbit.

GHOST.

Turn down the lights. All the players sit in a circle. The leader has a button which she gives to some player, as in "Button, button, who has the button?" The one who guesses who has the button takes the leader's place while the leader becomes a ghost and remains outside the circle. She can talk to the players in the circle, but no one except the one in the middle can answer her. Anyone who does, becomes a ghost with the leader.

Every effort is made on the part of the ghosts to induce the players to answer. The button keeps going around the inside circle, the one depositing the button becoming a ghost when a correct answer is given and the other one taking his place.

The game continues until all are ghosts. If there was one who was not enticed, that one wins the game.

WHAT AM I?

One of the players is sent out of the room. The rest decide upon the name of some animal which he is to guess.

When he returns the players question him in turn, imitating the habits of the animal chosen and asking questions as if he were that animal.

For instance, the animal chosen is tiger. The questions may be, "Do you scratch?" "Are your claws sharp?" "Do you howl at night?" etc. The player thinking they have named him a cat answers, "Yes," and says, "Am I a cat?" When answered in the negative, the players still question him until he finally guesses tiger. The player whose question betrayed the name of the chosen animal then takes his place and the game continues as before.

NEEDLE THREADING.

Procure several large jars. Stand these on their sides. Only men can contest for this, as ladies are supposed to be expert needle-threaders.

Four or five men contest at a time. Each sits on a jar with his feet crossed in front. The leader hands each a needle and thread. Allow five minutes for the contest.

The jars, being on their sides, will roll around, and as the contestants have their feet crossed, it is a difficult task to remain still long enough to thread the needle. Those who succeed deserve some sort of prize.

CONFUSIONS.

The players are provided with pencil and paper. Each player selects the name of some animal, fish, or bird, and mixes the letters so as to spell other words. For instance, if one chooses elephant, the words might be "pent heal"; if monkey, "o my ken," while mackerel may be "mere lack."

Allow five minutes for making the "confusion," no letter can be used twice, and words must be formed. Then the hostess rings the bell and each player in turn reads his "confusion" to the rest who guess what his chosen word is. Each puzzle is carefully timed. The one whose puzzle takes longest to guess is the winner, therefore, each person must mix the letters as much as possible.

Sides may be chosen if preferred, the players taking turn alternately, the side which has taken the least time to guess the puzzles is the victorious side.

VERBAL AUTHORS.

The players sit in a circle. One is chosen as judge and he keeps tally. Each player in turn, rises, and names some well-known book. The first one to call out the name of the author scores a point. The game continues until the interest ceases or the store of literary knowledge is exhausted. The player having the most points is the winner.

This game may be played in another way. Instead of calling out the author as the book is named, provide each guest with pencil and paper and announce that as a book is named, each player must write down the author and the name of some character in that book.

Examples:

"The Taming of the Shrew"-- Wm. Shakespeare--Petruchio.

"Nicholas Nickleby"-- Chas. Dickens--Mr. Squeers.

"Ivanhoe"-- Sir Walter Scott--Rebecca.

PIN DOLL BABIES.

Any number may play this game. If there are men and women it is more amusing.

Divide the company into groups of five or six. Each group sits around a table upon which are pins, needles and thread, scissors, for each player but no thimbles, and strips of tissue paper, colored and white.

The hostess hands each guest a large wooden clothes-pin which is to be dressed as a doll, using the tissue paper for dresses and hats.

All begin to work at a given signal and the hostess allows a certain length of time for the dressmaking. There is much merriment, as it is nearly as awkward for the ladies to sew without a thimble as it is for the men to use a needle.

When the time is up, these doll-babies are arranged in line for inspection. Two judges are appointed to decide upon the best and the worst. Prizes are awarded.

BUILDING SENTENCES.

The hostess begins by saying one word and announces that each word of the sentence must begin with the initial letter of the given word. The player to her right gives the second word, the next player, the third, and so on, until the sentence is complete only when it reaches the hostess.

Each player must be careful not to give a word which with the others completes the sentence, as the hostess is the only one who is supposed to finish it--but sometimes it seems as though all the words of that letter have been taken; if this is the case, the player who finished the sentence must pay a forfeit or drop out of the game.

Suppose there are nine players and number one says "An," number two "Angry," number three "Ape," number four "Ate," number five "Apples"; thus number five is out or pays a forfeit as the sentence is completed and there are still four more to play. Thus the sentence might have been "An angry ape ate attractive, audacious, ancient April apples."

This sentence is absurd, but the more ridiculous, the greater the fun.

For the second turn the player to the right of the hostess begins, using a word beginning with another letter and so on, until each player has started a sentence.

GEOGRAPHY.

Select two leaders from the company. Each leader chooses players for his side. The sides stand opposite each other. One leader begins by giving the name of some river, mountain, lake, city or town, state or country, located in any part of the world, that begins with the letter A, the other leader answers back with another geographical name commencing with A. The two leaders continue with the letter A until they can think of no more names, then, they commence with B, and so on, until every letter of the alphabet has been used.

The players on the opposite sides simply help their leader with the names, as soon as one thinks of a name it is passed up to the leader to help him. No place can be named twice. The side that stands up the longest wins.

Another way to play this game is as follows. Having chosen the sides as before, one leader begins by naming any place, lake, river, etc., commencing with any letter; the leader on the other side then follows with a name commencing with the last letter of the previous name; then the player next to the leader on the opposite side follows with a name commencing with the last letter of that name and so on, each player has a turn as it goes from side to side. Suppose the leader names Washington, the next New York, and so on. Thirty seconds is allowed to think of a name, if he fails in that, he must drop out. Any one may be challenged to locate the place which he has named. The side which has kept up the longest, is the champion.

WHAT WOULD YOU DO IF--?

Predicaments of the worst kind are thought of and written on pieces of paper. These are handed among the guests, who write out an answer, telling the best way out of the difficulty. Each question begins with "What would you do if--?"

When all have written their answers, the papers are collected in a basket, mixed up, and each one draws one out. The answers are then read aloud.

Examples: What would you do if you fell into a tar barrel? I would be too stuck up to do anything.

What would you do if you should meet a footpad? I would say, "Please, sir, go away."

WATCH TRICK.

It will require two people who know this game to be in the secret. One of them leaves the room while his confederate remains inside with the others. He hides an article which the rest of the players have selected, in an adjoining room which is totally dark, placing a watch with a moderately loud tick, either on, or as near to the hidden object as he can. The rest of the players must not know anything about the watch, as they are kept guessing how the player who is out, succeeds in finding the hidden article in the dark room.

When everything is ready, the one outside is called in, led into the dark room, and hunts for the object. The rest must remain very quiet, as it breaks the "charm," so the leader says. Guided by the ticking of the watch, and knowing that it is there, he soon discovers the hidden object to the surprise of the others.

He and his confederate may take turns going out and after a while, if the company are very quiet, one of them might hear the watch ticking and the trick is disclosed.

FIND YOUR BETTER-HALF.

Select a number of pictures of men and women from fashion papers, advertising books, etc. If possible, try to procure them in pairs, that is, a man and woman contained in the same picture, or two having the same expression. Number the pictures in pairs, thus there will be two of No. 1, of No. 2, No. 3, etc.

Give the young ladies the pictures of the men and the young men those of the ladies. Each one then hunts for his partner or "better-half," comparing the pictures and number.

The more mixed the pictures were when given out, the longer it will take to find partners.

WORDS

The players form a line as in a spelling match. Sides may be chosen if preferred. The first one begins by giving the first letter of a word, "A" for instance, thinking of the word "Animal." The next player, thinking of "animate," says, "n." The next, thinking of "antidote," says "t," but this with the other letters spells "ant," so he must go to the foot of the line.

The object of the game is to keep from adding a letter which finishes the word. Often one will give a letter, when thinking of another word, which will complete a word. If he does not notice his mistake, the others call out "foot."

LETTERS.

Empty the contents of a box of "anagrams" on a table so all the letters are in a pile face downward. The players sit around the table.

The leader begins by turning up one of the letters and says, "Bird." The players all see the letter, and the first one who responds with the name of a bird commencing with that letter is given the card, and then it is his turn to turn up a card, calling out "Bird," "Animal," "Fish," or "Famous Man," or anything he wishes. Suppose the first letter was "E," and a player answered it with "Eagle"; the next letter was "G," and "Famous Man" was called out, someone would say "Grant."

The one who has answered the most, thus obtaining the greatest number of cards, is the winner.

SEEING AND REMEMBERING.

Fill a table with all sorts of things, books, gloves, dolls, pins, scissors, food, some large, striking picture, another very small object. Keep the table covered until ready for use.

Then remove the cover and let all the guests march around it three times, touching nothing on it, simply looking. The cover is replaced and each one is given a pencil and paper on which he writes down as many things as he can remember were on the table.

The one who has the largest list of correct names receives a prize. The objects may be auctioned off afterwards.

LIVE TIT-TAT-TO.

On a sheet mark a regular tit-tat-to diagram in black point. Stretch the sheet so it will be smooth on the floor. Divide the company into sides, a captain being appointed for each side. Call one side the crosses and the other side the zeros.

When a signal is given, the captain of one side takes his position in any one of the squares of the diagram. The captain of the other side follows, taking his position, then a player of the first side takes his position endeavoring to be in a row with the first move, so the next player on his side will form the third cross or zero, as the case may be, in the row, either straight or diagonally, and win the game for that side.

The winning side then changes to zeros if they were crosses or vice versa. Let each player have a turn, as there are only nine squares, and as the game may be won before they are all filled, some may not have a chance to play. It is best, when playing a new game, to let those who did not play before have first play.

BITS OF ADVICE.

Each person is given a slip of paper and pencil. The leader then tells the players to write a bit of advice, original if possible, on the paper, fold it, and drop it into a basket as it passes by.

The papers are all mixed up and the basket is passed again, each player taking one, but not unfolding it until he is told to.

Before opening the papers each one must say whether the advice is good or bad, necessary or unnecessary, and whether he intends to follow it. When the paper is unfolded it may be the opposite of what he has said.

PICTURES.

Provide the players with pencil and paper. All sit in a circle. The leader announces that pictures are to be drawn in this manner. First, draw a head (either animal or human), fold the paper, pass it to the right.

Second--Draw a neck, shoulders, and arms.

Third--Complete the body (the former player having left two lines below the fold of the paper).

Fourth--The skirt, trousers or legs, as the case may be.

Fifth--The feet, and if you wish to add to the fun, the last one writes a name either of some one present or some noted person.

The papers are folded and passed after each drawing and the last time, they are all opened and passed around to be inspected and laughed over.

HOUSEHOLD GOSSIP.

One of the guests is sent out of the room. The hostess asks the remaining players to say something about him. As each one in turn gives his statement, she writes it down with the person's name on a piece of paper which she keeps.

The player is then summoned in and she reads the statements about him one at a time and he must try to guess who said it. As soon as he guesses one correctly, the one who said it must go out of the room and the game goes on as before.

Examples--

You have the family eyes.

Your chin is too small.

The left sleeve of your coat has a spot on it; and so on.

TABLE FOOTBALL.

The "football" for this game is an eggshell which has had the egg blown out of it. The players sit around the table with their captains, who have been previously chosen at each end. There need not be just eleven on each side as in a regular game, but any number. Each captain chooses his side.

Boundaries are marked on the table with, chalk or tape, the two ends being the goals.

When all are ready, the eggshell is placed in the middle of the table, a signal is given, and the members of each team blow the shell towards his goal. No player can leave his place, and the "football" must be moved entirely by blowing.

Regular football rules are used and the count is the same as in football. It will add to the interest, if the two teams stand for rival colleges.

MUSICAL MEDLEY.

Number eight slips of paper with the same number. On each slip write a part, or a line from a verse of a familiar song. Suppose set No. 1 was a verse of "America," this is the way it would be written.

1. My country, 1. 'Tis of thee, 1. Sweet land of liberty, 1. Of thee I sing; 1. Land where my fathers died, 1. Land of the pilgrim's pride, 1. From every mountain side, 1. Let freedom ring.

Prepare as many slips in groups of eight as there are guests. Give each one a slip at random and tell each to find the rest of his set.

When the players of one group have found each other, they stand together in one corner of the room and practise their song. Each group does this until all the groups are formed, and then, commencing with No. 1, each group in turn sings its song aloud for the benefit of the audience.

ANOTHER MUSICAL MEDLEY.

Provide each player with pencil and paper. Before playing this game it must be arranged with someone who plays the piano well to have a list of popular songs ready, which she must play one right after the other.

When the leader gives a signal, the pianist strikes up a tune and continues playing from a part of one song into another until she has reached the end of her list.

The others write down on their papers the names of the songs as fast as they are played, and when the pianist stops, the correct list is read by her, and the rest check off their lists. Prizes may be awarded. It is a strange fact, that after such a medley, there will be very few, if any, who have correct lists.

PASSING CLOTHESPINS.

Sides are chosen among the players. Each side then takes its position, forming a row on the floor, the leader at the end. The sides face each other, but quite a space is left between them.

At the head of each line is placed a basket containing twelve clothespins. Each player is instructed to hold his neighbor's right wrist with his left hand, thus leaving one hand (the right one), free.

The leaders begin by passing the clothespins, one at a time, down the line, each player being careful not to drop one. When one reaches the end of the line, the last player places it on the floor beside him until all twelve have been passed, then he passes them, the same as before, up the line to the leader.

The side which succeeds in passing all its clothespin back to its leader first is the victorious side. It is best to have a trial game first, so that the players may become used to passing with one hand, thus being able to do it rapidly for the regular game.

If a clothespin is dropped, the player who dropped it must pick it up and pass it on. The rest must wait until it is passed before passing any of the others.

PANTOMIME.

Give each guest a slip of paper, folded, containing words which can be acted in pantomime. Each one must keep his a secret, as the rest of the company guess what he is acting out.

The players sit in a circle, and the one acting in pantomime his words, stands in the middle where all can see him.

Suppose one had "Dog" on his slip, he would pretend to pet him, call him, and make him perform. Another might have "Blackberries" and make all the imaginary motions of picking and eating them, and being caught on the bushes. If one has "Strawberry shortcake," she can go through the process of making the imaginary cake, and hulling the berries for it.

As soon as it is guessed what the player's word is, the rest call it out.

BIRDS FLY.

The players sit in a circle, one person who is quick and witty is chosen as leader. He stands in the center of the circle.

Whenever he mentions any animal that flies all the players make a flying motion with their hands, but if he names something that doesn't fly, he alone makes the motions; if any player makes the motion when he ought to be still he is out of the game. Suppose the leader begins by saying "Parrots fly," all must move their hands up and down whether the leader does or not, but if he says next time "Horses fly," all must remain still.

It is a good plan to call the names quickly, inserting many that don't fly, when the players are excited, so they will be confused and many will be out.

TRIPS AROUND THE WORLD.

There are several ways of playing this game, here are two. Provide each guest with a little paper book to represent a guide book and a pencil.

Articles of all kinds have been scattered around the room to represent different countries, states, or cities. A little package of tea suggests China; a paper fan, Japan; a piece of cotton batting, Louisiana; a wooden shoe, Holland; a stein, Germany; and so on. Allow a certain length of time for the guesses, then collect the little books, and the player who has guessed the greatest number correctly receives a prize.

Another way. The players sit in a circle, Number One names some place beginning with the letter A, and asks No. 2 what he shall do there. No. 2 answers in words beginning with A, and he, in turn names a city commencing with B, and asks No. 3 the question. Thus each player must answer the question of his neighbor, and name another place.

For example:

"I am going to America, what shall I do there?"

"Admire Astrakhan Apples. I am bound for Boston, what shall I do there?"

"Bake beans and brown bread. My journey takes me to Chicago, what shall I do there?"

"Catch cold," etc., etc.

JACK'S ALIVE.

A piece of kindling wood is held in the fire until it is well lighted. It is then passed from one player to the other, each one saying in turn, "Jack's alive." The instant the stick ceases to burn "Jack" is "dead" and the one who is then holding it has to pay a forfeit.

It is passed very quickly from one to the other, as each player wishes to get rid of it before the spark goes out.

For a forfeit, the man who was holding it will have to undergo the process of having a black mustache made with the charred end of the stick.

GOING A-FISHING.

Cut a number of small fishes about two inches long out of cardboard. Each fish counts five, but two, which may be a little larger, are numbered ten. A loop is made with thread on the back of each fish.

Rods (sticks about a foot long with string, at the end of which is a bent pin, fastened to each) are provided for the players.

The fishes are placed on the floor or table and, at the word "ready" from the leader, all the players go a-fishing. Each tries his best to hold his rod steady enough to slip the bent pin through the loop of thread. As soon as a fish is caught all must stop until the signal to begin again is given.

Everyone tries to catch the fishes marked ten, but sometimes it is wiser to catch as many ordinary ones as a person can, thus making more points. The player scoring most points is victor.

CONSEQUENCES.

Provide each player with pencil and paper. The first thing to write on the paper is an adjective which applies to a man. The paper is then folded over and passed to the right. This time each one writes the name of a man (either present or absent), folds the paper so the next one can't see what is written, and passes it on to the right. This is done each time and the order of names is as follows after the first two, then an adjective which applies to a lady, then a lady's name; next, where they met; what he said; then, what she said; the consequence; and last of all, what the world said.

After all have finished writing "what the world said," the papers are passed to the right, opened, and read aloud.

Thus:

Handsome Mr. ---- (met) Pretty Miss (at) The Fair (he said) Have you heard the news? (she said) I intend to go home. (the consequence was) They never spoke again. (the world said) "As you like it."

PERSONAL CONUNDRUMS.

The guests are requested to think up some conundrums about some person in the present company.

Each one in turn gives his conundrum and the player to his left must answer it if he can; if he fails, any one present may help him out.

The conundrums may be written if preferred, mixed up in a hat or basket and each player takes one to answer.

Some of them may prove very funny. For the best conundrum and best answer given, a prize may be awarded.

Examples--

Why is Mr. ---- like the flatiron building?

Because he is so very tall.

Why is Miss ---- like sugar?

Because she is easily melted, that is, overcome.

HUNTING THE WHISTLE.

The players who know how to play this game stay in one room, while the others go into the hall, or another room. Those knowing the trick sit down in chairs which have been arranged in two rows, with an aisle between.

The leader calls one in from the other room and explains to him that there is a whistle in the room, and as he hears it blown he must find it. He can make a long speech about the whistle so as to interest the player, because someone is then pinning the whistle, (which is on the end of a string) to the player's coat.

Both the leader and player stand at one end of the room, between the two rows of chairs. When the leader says "go," the player starts on his hunt. The rest of the players pretend they have the whistle, and blow it whenever it chances to pass their way. Thus the player is kept going from side to side until finally someone happens to pull the string and he feels it and discovers the whistle on his own coat. He then takes his place with the rest in the row and another one is called in and goes through the same hunt. Thus it continues until all the players know the game.

THE FIVE SENSES.

All the players sit in a circle. No. 1 begins by naming something he has seen, being careful what his last word is, as it must furnish him with a rhyme for the rest of the game. Each player in turn tells what he has seen, then No. 1 repeats his first statement and adds what he heard, the next time, what he tasted; then what he smelt; and lastly, what he felt. For example, No. 1 says, "I saw a ring of solid gold." No. 2 says, "I saw a boy fall off the car."

The second time round No. 1 says,

"I saw a ring of solid gold. I heard a story twice told."

No. 2 says,

"I saw a boy fall off the car. I heard the war news from afar."

and so on, after going around five times, No. 1's complete rhyme would be,

"I saw a ring of solid gold. I heard a story twice told. I tasted cheese that was too old. I smelt hay that soon would mould. I felt for something I couldn't hold."

Do not have the verses written as there is more fun in trying to remember one's rhyme.

WIGGLES.

Provide each guest with pencil and paper. Papers four inches square will be large enough. Each player draws a line about an inch and a half long with one or more quirks in it, in the upper left hand corner of the paper.

The papers are then passed to the player to the right who must draw some picture out of the "wiggle" in the corner. The paper may be turned in any position. Allow five minutes for the drawings.

At the end of this time, each one writes his name on the paper and hands it to the hostess. A committee is appointed to decide upon the best "wiggle-picture" and a prize is awarded to the artist. Examples--

The heaviest line is the wiggle.

TELEGRAM.

Provide the players with pencil and paper. Each one then writes on his piece of paper ten letters of the alphabet in any order, using no letter twice. The papers are then passed to the right and each one is requested to write a telegram, using the ten letters for the beginning of the ten words, just in the order given. The papers are then passed again and the telegrams are read aloud. Some will be very amusing.

Examples--

A. E. F. J. K. L. N. O. P. T. Am ever frightfully jealous. Keep lookout now on Pa's tricks.

C. B. D. W. G. H. S. I. M. Y. Come back. Down with Grandma. How shall I meet you?

SPELLING MATCH.

Choose leaders and divide the company into sides. The sides stand opposite each other as in the old-fashioned spelling match.

The leader, who may be the hostess, has a spelling book from which she selects the words which the players must spell backwards. Words of one or two syllables may be chosen, and if, when spelt backwards, they spell other words, so much the better.

The players take turns, one on one side, and one on the other, and so on, until all have spelled. If any fail to spell the word backwards, or do not pronounce it afterward, if it can be pronounced, they must drop out. The side which stands up the longest is the winning side.

Some words are:

Star Now Pan Dew Mat Eve Bard Tub Stop Eel Tops Ton Ten On Den Nun

POOR PUSSY.

All the players sit in a circle, one being chosen out. This one kneels before each player in turn and says, in pitiful tones: "Meow!" Each player, when addressed by "pussy," must say, without smiling: "Poor Pussy."

"Pussy" addresses each player three times, trying her best to make the players laugh. If the one she is kneeling before does laugh, they exchange places, but if not, "pussy" moves on to the next one.

GUESSES.

Each player receives a slip of paper and pencil. The leader begins by saying: "Guess how high the door is." "Guess how thick that book is." "Guess how tall Mr. Blank is." "How far does this chair stand from the floor,"

He allows a few seconds after each question for the players to write their answers. After twenty or more guesses have been asked, the papers are passed to the right hand neighbor for correction.

The leader then measures each article, person, or thing, with a tape measure, and the guesses on the lists are checked off. The person who has a correct list deserves something for a reward.

NUT RACE.

Choose two captains from the company, who select sides until all the guests are on one side or the other.

Place a pile of mixed nuts on the floor and an empty bowl about three feet from it, at one end of the room and at the other end another pile and bowl.

The captains and their sides stand by their respective pile of nuts. When the signal is given each captain takes as many nuts on the back of his left hand from the pile as he can gather without the aid of his right hand and carries them to the empty bowl at the opposite side of the room. The players follow the captain in turn continuing until the pile is gone and the bowl is full.

The side which succeeds in filling its bowl first is victorious.

TORN FLOWERS.

Prepare a table full of different colored tissue paper, bottles of mucilage and white cards, one for each guest.

The players sit around the table, the hostess gives each a card and announces that each one is to make a flower out of the tissue paper, but as there are no scissors each one must tear his paper and every one knows how hard it is to tear tissue paper. Each one keeps the name of his flower a secret. As they are made they are pasted on the cards. Each card is numbered and when all are done "tearing," the cards are collected and placed on a table for exhibition.

The player guessing the greatest number of flowers correctly receives a prize. The game may be varied, as either animals or vegetables could be torn.

SPEARING PEANUTS.

Fill a cup with peanuts, two of which are blackened with ink on one end.

The guests play one at a time. No. 1 sits down by a table, empties the cup of peanuts in a pile on it and is given a hatpin with which she spears the peanuts one at a time without disturbing the pile, and places them back in the cup. A few minutes is allowed each player; when the time is up, the peanuts in the cup are counted, the blackened ones count ten apiece and the plain ones, one.

Tally is kept for each player and a suitable prize is given to the one who succeeded in securing the largest score.

PEANUT HUNT AND SCRAMBLE.

Before the guests enter the room, hide peanuts in every conceivable place, behind pictures, under chairs, on the gas fixtures, among the ornaments, five or six in vases, etc.

Give each guest a paper bag as he enters the room into which he places all the peanuts he finds. Allow a certain length of time for the hunt, then collect all the bags and select a good tall person who stands on a chair and empties the contents of each bag on the floor as fast as he can and a lively scramble for them ensues, then the one who has the greatest number of whole peanuts collected deserves a prize; the others can eat their peanuts as a comfort.

MUSICAL ILLUSTRATIONS.

A blackboard and different colored chalk will be necessary for this game.

Give each guest a slip of paper on which is written the name of some song.

The leader announces that each one in turn steps up to the blackboard and illustrates his song in the most vivid manner possible. Each player is numbered and after No. 1 finishes his drawing the others write their guesses on paper opposite his number and No. 2 erases the former drawing and illustrates his song. Thus each one takes his turn, allowing time for the others to write their guesses.

When all have had their turn the correct list is read by the leader, the players checking their own lists. Prizes may be given to the one having the most correct answers and to the person who illustrated his song the most artistically.

Suggestions for songs are "Sweet Bunch of Daisies," "The Four-Leaf Clover." "My Old Kentucky Home" may be illustrated by drawing a house in the outline of the state of Kentucky; "Home, Sweet Home," by a house and a jar of sweets near it; "America," by the outline of North America.

AN APPLE HUNT.

The hostess should prepare beforehand cards four inches square and outline on each an apple by dots concealing the outline with other dots. In one corner of the card is stuck a needle containing enough green thread to outline the apple. These "apples" are then hidden by groups, five in a group, in different parts of the room.

A set of directions is prepared such as, No. 1, "Look under the mat"; No. 2, "Look under a certain rocking-chair," and so on. Five of these directions are sufficient, the last one telling where the apple is hidden. There are different sets of directions lettered A, B, C, etc., five in a set, all lettered alike; the group of five apples being at the end of each set of directions.

As each guest arrives he is given No. 1 of some set. Following that, he finds No. 2, and so on, until he finds the five apples, one of which he takes, finds the dotted apple, threads the needle and outlines it with the green cotton. The one who succeeds in finding his apple first and makes the neatest outline is the winner.

SHOUTING PROVERBS.

The more playing this game, the merrier it will be. Send one of the players from the room. The others decide upon a familiar proverb which he is to guess when he returns. Suppose the one chosen is "A rolling stone gathers no moss." Beginning with the leader and going to the left each player in turn takes one word, thus the leader has "a," the next "rolling," the next "stone" and so on, repeating it until every player has a word. If the company is large two or three might have the same word.

When the one who was out is summoned in, he counts 1,2,3; when he says 3, all the players shout their word. It will be very confusing and hard to hear any one word, but after the second or third trial, one word which was heard above the rest might suggest the whole proverb.

The player who is out is given five trials in which to guess; if he does not succeed, he must go out again, but if he has listened attentively to one or two, and has guessed correctly, the player whose shouting gave away the proverb is then sent out and the game continues as before.

BAKER'S DOZEN.

This game is just for two and is similar to Tit-tat-to. Make a drawing like the illustration and the game is ready.

No. 1 chooses a figure which No. 2 must try to guess by indicating with a pencil dot or mark at the side of the different spaces, until he has guessed the number chosen.

The numbers in the different spaces marked by No. 2 are added to his score; and those unmarked are added to No. 1.

Suppose No. 1 chooses 13, and No. 2 marks first 4, then 10, 9, 5, 2, and finally 13, the sum of all these (43) will be No. 2's score, while the sum of the numbers unmarked (48) belongs to No. 1.

The game may be played as long as is desirable, but it is more exciting to have a fixed number, such as 300 or 500.

PEANUT CONTEST.

Place two small bowls on a table at one end of the room, at the other end of the room on a table have two bags of peanuts and two knives.

The players may choose partners in any way desired. The partners play together.

The leader gives a signal, watches the time and keeps tally. When the signal is given a player, with his partner, steps to the table containing the peanuts, each takes a knife and when the leader says "go," each places as many peanuts as he can on the blade of the knife and carries it with one hand to the other end of the room, where he deposits the peanuts and returns for more. As many trips can be made as the time will allow. Three minutes is good time.

When the time is up the leader says, "Stop," and the number of peanuts in each bowl is counted and accredited to the two players. Each pair takes turn in playing, time and tally being kept for each until all have played.

The list of contestants is read aloud, the partners who succeeded in carrying the greatest number of peanuts to their bowls receive a prize.

DEFINITIONS.

Provide each player with pencil and paper. The leader has a dictionary which she opens at any place and selects a word which the rest are to define.

The players write the word and their definition of it on the slips of paper. When the leader taps a bell all the slips must be collected and mixed up in a basket or hat.

Each player then draws out a slip and the definitions are read aloud in turn. The leader decides which one has written a definition most like the one in the dictionary. The author of the best one rises, receives the dictionary, gives out a word and the game proceeds as before.

ALPHABETICAL ANSWERS.

Prepare cards with one letter of the alphabet on each, omitting V, X, Z. Of course if the company is large, several will have the same letter.

The cards are pinned on the guests, and it is announced that no one must answer any question presented to him except by a sentence commencing with the letter on his card, the answer being given before the questioner could count ten.

No two players can question a person at the same time, and no one can give the same answer twice.

If a player begins his reply with a wrong letter or does not answer in time, his letter is taken from him by his questioner, who adds it to his and he then has the privilege of answering with either of his letters. The player who is without a card is supplied with one again but after the third trial he is out of the game.

PITCH BASKET.

Select a number of small fruit baskets, all the same size, and have a box of checkers handy. Suppose you have five, on the bottom of one mark 20, on another 15, on two, 5; and on the other, 0. Place the baskets in a row on the floor so their numbers cannot be seen.

Choose sides, giving the red checkers to the leader of one side and the black checkers to the other. One side lines up about 10 ft. away from the baskets, the leader giving each player a checker; if there are any left he keeps them and has the privilege of throwing them. Each one in turn throws his checker into any basket, trusting to luck that they fall into a basket with a number on it.

When all have played the leader turns up each basket to see its number and counts the number of checkers thrown into it. If there were two in basket No. 20, it would count 40; if 3 in one basket No. 5, it would be 15; if four in the other basket No. 5, 20; and if there were 3 in basket 0, it would count nothing. Thus the score for that side is 75. The players on the other side line up and play as the others