Home Entertaining: Amusements for Every One

Part 4

Chapter 44,431 wordsPublic domain

When all this has been explained, the guesser leaves the room. The leader then arranges the party in a circle, seating alternately a boy with a girl, if possible, and explaining that each person must think of the one sitting on his or her left, as the object chosen, and answer all questions as if they applied to that person. You may imagine that the conflicting answers arising from such an arrangement will confuse the questioner, and much fun will be derived by those in the secret.

For instance the questioner may ask of No. 1, who is a girl, “Has it life?” No 1 answers “Yes.” He then asks No. 2, who is a boy, “Is it pretty?” and No. 2 very naturally answers “Yes,” for he is speaking of the girl at his left. Then of No. 3, who is a girl, “Is it a girl?” and No. 3, thinking of the boy on her left, answers “No.”

All this throws the questioner off the track—it has life, it is pretty, but it is not a girl. So he naturally asks No. 4, who is a boy, “Is it a boy?” and No. 4 answers “No.”

The questions will now be varied, to find something with life that is pretty, and is neither a girl nor a boy, and the result will be very amusing.

Or the questioner may ask such questions as “Is its hair long?” “Does it wear short sleeves?” and so on, and all the conflicting answers will tend to prolong the game to any desired extent.

=The Game of “Turtle.”= Here is a game for boys who have good, strong muscles. It is called “turtle.” Any number may play, and the game commences by all sitting in a row resting their chins on their knees, and each holding his left ankle with his right hand, and his right ankle with his left hand. This is a very difficult position to keep. At a given signal, the turtles start for a goal a short distance away. It is the object of the game for the turtles to waddle to the goal and back to the starting point without removing their hands from their feet. The winner is, of course, the one who returns to the starting point first.

=The Game of “Empty Hands.”= Some member of the household produces a quantity of small cards. The number is not quite sufficient to “go round” the company, an intentional feature of the game. Four persons find themselves empty-handed when the bell rings. This bell is a signal for the passing, the object being to find some one without a card and rid one’s self of the one in hand by passing it on. No one to whom a card is offered is allowed to refuse it, unless, of course, he already holds one. If empty-handed he is obliged to receive the unwelcome gift and try to get rid of it as quickly as possible.

Each time the bell rings which occurs at irregular intervals, making it impossible to calculate, the passing ceases, and all having empty hands win a point to count towards the final prize. The boy or girl having most points when the passing is over, receives a prize.

=Simon Says.= The players are arranged in a line, the player who enacts Simon standing in front. He and all the others clench their fists, keeping the thumb pointed upwards. No player is to obey his commands unless prefaced with the words, “Simon says.” Simon is himself subjected to the same rules. The game commences by Simon commanding, “Simon says, ‘Turn up,’” on which he turns his thumb upwards, followed by the other players. He then says “Simon says, ‘Turn down,’” and brings his hands back again. When he has done so several times, and thinks that the players are off their guard, he merely gives the word, “Turn up,” or “Turn down,” without moving his hands. Some one, if not all, is sure to obey the command, and is subject to a forfeit. Simon is also subject to a forfeit, if he tells his companions to turn down, if the thumbs are already down, or vice versa. With a sharp player enacting Simon, the game is very spirited.

The simplicity of this game constitutes its chief charm, as the very fact of its being so simple, sometimes leads to inattention on the part of some of the players, which is sure to result in their being caught.

=Passing Bean-bags.= Make twelve or fifteen bags, six inches square, of bed-ticking, and loosely fill them with beans which have been washed and dried to remove the dust.

Appoint two leaders, who choose sides, arranging the sides in lines facing each other, with a small table at each end of each line.

The bean-bags being equally divided, each leader deposits his share upon the table nearest him. Then, at a given signal, seizing one bag at a time with one hand, with the other he starts it down the line, each player passing it to the next, until all the bags reach the last, who drops them upon the table at his end of the line. When all the bags have reached this table, the last player, seizing each in turn, sends them back up the line to the leader, who drops them upon his table. Whichever side first succeeds in passing all the bags down the line and back, wins the round. It takes five rounds to make a game, so that three out of five must be successful for the winning side.

=Buzz.= This is a simple little game that needs no preparation, but can be started in a moment when there is danger of dullness. A large company can play equally as well as a small. The leader instructs the company that they will now proceed to count in regular order until they come to seven, any multiple of seven, or any number having seven in it, when they will substitute the word “buzz” for that number. Should they fail to do this they will be dropped from the circle. This will continue until every one has blundered. When the higher numbers are reached it takes one quick in quantities to follow it. Given properly it goes: 1, 2, 3, 4, 5, 6, buzz, 8, 9, 10, 11, 12, 13, buzz, 15, 16, buzz, 18, 19, 20, buzz, 22, 23, 24, 25, 26, buzz, buzz, 29, 30, 31, 32, 33, 34, buzz, etc.

=Can You Laugh?= This is a little entertainment that will fill in some vacant spot in an evening, or will serve as an impromptu. It can be tried either by the ladies or gentlemen. If the ladies try it (and this is likely to be more successful, as they laugh easier than men), let them stand in a row. The gentlemen are then to endeavor to make them laugh by every means possible, except to touch or threaten to touch. The least departure from perfect soberness is called a laugh, and the lady is to step out of the line and join the gentlemen in her endeavor to make the ladies laugh. If it is desired that a prize be given, it may be given to the lady who keeps from laughing longest.

=An Optical Game.= Present a ring to a person, or place it at some distance and in such a manner that the plane of it shall be turned towards a person’s face; and then bid him shut one of his eyes, and try to push through it a crooked stick of sufficient length to reach it; he will very rarely succeed.

=Blowing the Feather.= A simple and successful game is this old-fashioned one. Having provided a sheet or tablecloth and a small feather such as sofa pillows are stuffed with, ask your guests (all but one) to be seated on the floor in a hollow square. The tablecloth or sheet is then spread so that the players can hold the edges of the sides and ends up, just under their chins, thus stretching the cloth taut about a foot and a half above the floor. Upon the cloth the small feather is placed, and the player who is left out of the square is then told that he must do his best to catch it either in front of or upon some one of the seated players, who will then be obliged to take his place. At a signal, the players on the floor begin to blow, and the feather flies hither and thither, never resting, while amid much laughter the player who is out flies hither and thither, too, until he catches it at last on some unwary individual or some one too weak from laughing to blow quickly and effectively.

=Throwing the Handkerchief.= Two sides being seated in two rows facing each other, a knotted handkerchief is thrown suddenly at one of the players opposite, calling out at the same time, either “Earth!” “Water!” “Air!” or “Fire!” If “Earth” is called, the player into whose lap the handkerchief falls must name some quadruped before the other can count ten; if “Air,” a bird; if “Water,” a fish; and if “Fire,” he must remain perfectly still. Should the player fail to name an animal, or name the wrong one, or speak when he ought to be silent, he must drop out of the game, and the player who threw the handkerchief at him, may take and throw it at some one else. But should he answer properly, he must throw the handkerchief at a player on the opposite side, call an element and count ten. In this way the game goes on until all but one have dropped out, the remaining one being the winner.

=Going to Jerusalem.= Get a line of chairs, every other one facing an opposite direction, one less chair than the number of people. As the piano is played, they march around the line of chairs, and as the music suddenly stops, each one tries to sit on the nearest chair, and of course some one is left standing and is out of the game. The music starts again, and one chair is taken out. The same thing is repeated until there are two people left to one chair. It is very amusing to watch these two cautiously moving about this chair, ready to seize it the instant the music stops.

=Find the Whistle.= All the children but one sit down in a circle. The one that is left standing, must be the one who does not know the game. Some one takes a string, fastens a whistle to one end of it, and a bent pin to the other, then quietly and secretly attaches the string by the hook to the person’s back. Every time he turns his back toward any one, the whistle is taken and blown. So it goes until the whistle is discovered.

=The All-around Story Game.= One person in the room begins to relate a story, and after telling enough to interest the hearers and arouse their curiosity, suddenly breaking off, throws a knotted handkerchief at some member of the party, calling upon him to continue the story. This is kept up as long as possible. The more absurd and improbable the better. If any one fails to respond upon receiving the handkerchief, he or she must drop out. The one remaining last wins.

=An Obstacle Game.= Set stools, chairs, tables, or anything that is an obstacle in the most convenient place in the room; let those who are to take part in the game have two minutes to get their bearings. Then they leave the room and come back blindfolded. In the meantime, all the obstacles have been removed, but the warning cries of “Look out!” and the absurd attempts of the players to remember where the obstacles were, make much fun.

=Impudence.= This is played with two packs of cards. Seat the players around the table and deal to them, one at a time all around, a whole pack of cards; placing the other pack, face downward, in the centre of the table.

The first player begins by turning up a card from the pack on the table, at the same time asking some uncomplimentary question, which is supposed to apply to the person holding the corresponding card. This unfortunate player has a speedy revenge, however, as it is his privilege to turn the next card and ask the next question.

Example: A [turning up card]—“Who is the most selfish person in this room?”

B [who holds the duplicate]—“Evidently I am, but [turning another card] who is the most conceited?”

C—“That must be I. Now [turning card], let us see who is the stingiest.” And so on till the pack is exhausted.

=Rolling Chase-ball.= Two teams may play this game, and two big balls or footballs are used. The teams line up in parallel rows, the players not facing each other, but behind one another all facing the same way. The leader of each team holds a ball in both hands.

At the appointed signal, the leader, without bending his body or turning his head, tosses the ball backward to the player behind him. The ball is tossed backward again, and so passes along the line. The end player then runs to the head of the line, and the whole process is repeated over again. The end player again goes to the front, and the game is continued until the original leader of the team is again at the head of his line. The team first reaching its order of formation wins the game.

It is essential that the ball should travel swiftly. Should any player drop the ball, he must run for it and regain his place in the line before passing it on. Should a toss be so strong as to pass above the player behind, so that he fails to receive the ball, the ball must be passed back so that the missed player shall handle it.

TRICKS

THE SHARPERS OUTWITTED

Two naughty, sporty Bunco Steers Would go through country towns, With cards and other games of chance To fleece the Farmer Clowns.

And though the Farmers tried and tried To win, I’ll tell you that The harvest of those Bunco Steers Was always mighty fat.

But one fine day, while these two Steers Were at their naughty work, A simple looking, rustic Fox Addressed them with a smirk.

“Bah! What a simple lot of stunts! They’re plain as two and two. Come, let me show you now a trick That neither one can do.”

Three little sticks then, side by side, He placed upon the table. “Now blow the _middle_ one away, Good sirs, if you are able.”

The Steers then tried and blew and blew Till they could blow no more, For every time they blew, they’d blow The _three_ sticks to the floor.

“Here’s all the money that we’ve got,” The Steers were forced to say; “Now, smarty Fox, perform the trick And take the cash away.

“But if you fail, please rest assured We’ll whip you nigh to death. You must not trifle with us two And make us lose our breath.”

The Fox just grinned, “I’ll take the bet. You’ll see what I can do.” He fixed the sticks and put his paws Upon the outside two.

And when he blew, the _middle one_ Went sailing through the air, And lifting up his paws he showed The other two were there.

The Fox then quickly took the cash Which they had posted handy, And running off, he cried to them, “Now wasn’t that a dandy?”

And thus it is with lots of Rogues As through this world they strut, Their wits are oft so keen and sharp, It’s but themselves they cut.

=The Raised Hand.= Tell some person to pick up a coin in one hand and hold that hand above his head while he counts twenty, aloud and slowly. Before the person picks up the coin, you leave the room and return just after he finishes counting, but not so soon that you can see in which hand he had the coin. Nevertheless you tell him correctly every time, which hand he had raised. The way this trick is done, is exceedingly simple. On entering the room, after the person has counted twenty you look at his hand. The one which he has raised above his head will be white, as the blood has run down from the fingers and hand; the other one will remain its natural color.

=Unconscious Movements.= Slit a match at the wrong end and cut another one on the slant. Now place one within the other, so as to form an acute angle, and set these united matches astride the blade of a dinner knife. Impress on the experimenter to allow the phosphorus ends lightly to touch the table, but on no account to move away from its surface. The matches will now begin to march along the blade. In order to render the experiment more attractive, cause the two matches to imitate the legs of a little man by placing a painted puppet on top of them.

Another way: Take two straws from a stiff broom. Cut one in half and fold each piece into the shape of a hairpin. Place one astride on each end of the long knife, which you hold steadily, and if on a level surface they will walk towards each other until they meet in the middle.

=The Broken Match Restored.= The performer requests a member of the audience to give him an ordinary wooden match, first marking the same for the purpose of identification. He then wraps the match in a handkerchief, in which condition he hands it to a spectator with the request to break the match, still enclosed in the handkerchief, to pieces. This is done, after which, the handkerchief is shaken out and the marked match falls from its fold quite restored.

The secret of this trick consists in having a duplicate match concealed in the hem of the handkerchief from the outset. The marked match is simply lodged in the fold of the handkerchief, the one in the hem being brought up to the centre and put into the hands of the spectator. It is, therefore, the one in the hem that is broken, the hem serving to retain the pieces, the marked match falling out as the handkerchief is shaken. A silk handkerchief with a narrow hemstitched border is the most convenient to use, for the reason that the broken match is the more readily removed and a fresh one inserted for future occasion.

=The Cent and the Hole.= In a piece of stout paper, cut a circle three-sixteenths of an inch less in diameter than a penny. Ask any one to pass a penny through the hole without touching the coin or tearing the paper. Fold the paper exactly across the centre of the hole, and then take it in both hands and ask some one to drop the penny into the fold. Let it rest just over the hole, its lower edge projecting below. Bend the corners of the paper slightly upwards. This elongates the opening, and if the movement be continued, the penny will after a second or two fall through by the force of its own weight. The paper remains uninjured.

=Mysterious Reading.= The performer takes a piece of paper about eight inches square and tears a strip about two inches wide off of each side, then tears these two strips in half. This gives four pieces of paper, each two inches wide and four inches long. Upon these pieces of paper, he requests different persons to write the names of persons who are dead. Taking the remaining piece of paper, he tears into two strips and each strip is torn in half. This again gives four pieces of paper, the same size as the other four. Upon these pieces of paper, the performer requests other persons to write the names of some living persons. The holders of the pieces of paper are now requested to fold them over twice and place them in a hat. The performer takes these pieces of paper from the hat, one at a time, and by simply holding them upon the top of his head, can tell whether the name is that of a live person or a dead person, making such remarks as cause it to seem the more mysterious.

To perform this, take any piece of writing paper, eight inches square, and tear off both outer edges (right and left) for the first two strips. These two pieces of paper have now one straight or smooth edge and one (the torn edge) rough edge. Remember this. On these pieces are to be written the names of the dead. When you feel them on top of your head, if they have a smooth edge and a rough edge it is of course the name of a dead person. The other piece of paper, when torn into two strips, has both edges rough, and upon these pieces are written the names of living persons. When you feel the paper on your head has no smooth edge, both edges being rough, it must contain the name of a living person.

=The Baffling Card.= Take an ordinary visiting card and bend down the ends at right angles to the card, about a quarter of an inch, then laying it on a smooth table, ends down, ask any person to blow it over. This seems easy enough, but it may be tried for hours without succeeding. It is, however, to be done by blowing sharply on the table at some distance from the card.

=A Watch Trick.= Ask a person to think of a number on the dial of a watch from one to twelve, but not to tell you what that number is. Then, with a pencil, you tap various numbers on the dial and he counts the tappings silently, beginning with the next number higher than the one of which he thought. That is, if he thought of the number five, he would count silently six, seven, eight, nine, etc., or if he thought of nine, for example, he would count to himself ten, eleven, twelve, thirteen, etc., etc. When he has counted to the number “twenty” he must say, “Stop,” and your pencil, or whatever you are using to tap the watch, will be on the number of which he thought but did not tell you.

There is just one point about this trick for you to remember. When you tap the face of the watch with your pencil, you also count silently, beginning with one and counting to yourself, one, two, three, four, etc., etc. It does not matter what numbers you touch for the first seven, but the eighth tap must be on the figure twelve, and then go around the dial backward, the ninth tap on eleven, the tenth on ten, the eleventh on nine, etc., until you reach the one selected.

=Silk From Paper.= “I have three pieces of paper—red, white, and blue. I am going to burn them. I light them first. I find they burn better that way.”

The conjurer has previously at least four yards of red, white, and blue ribbons—twelve yards in all—stitched together at one end, rolled up, and placed under the top of the right arm.

The pieces of paper are picked up with the right hand, and the ends are twisted together tightly, otherwise the papers would burn too quickly and scorch the conjuror’s hands. The papers are held in the flames of the candle for a second, and while they are burning, the conjurer draws attention to his empty left hand, and then to the fact that his right hand contains only the burning papers. When the conjurer is going to show that he has nothing concealed in his sleeves, he draws up the right sleeve with the left hand, and takes the ribbon from under the arm.

Then in order to be able to draw the left sleeve up with the right hand, he is obliged to put the burnt papers into the left hand. He draws up the left sleeve, closes his right hand over his left, and then crushes the burnt papers. In doing this he gets hold of the piece of silk with his right hand, and, bringing his right hand slightly towards the body, and turning a little to the left, he throws his right hand vigorously forward and the ribbons unfold.

=The Obedient Ball.= A wooden ball about two inches in diameter is given for examination. A hole one-half inch in diameter runs through the ball. A small cord is next passed for examination. The performer runs the cord through the hole in the ball, and causes the ball to run up the cord, and stop wherever he wishes it to. Again the ball and cord are handed for inspection.

After the performer hands out the cord for inspection, he lays it on his table, and after the ball is duly inspected, the performer picks up the cord and with it a piece of black silk thread, and runs it through the hole in the ball with the cord; the other end of thread passes out behind the scenes to his assistant. Take one end of the cord in one hand, and the other end of the cord and thread in the upper hand. Now by pulling the thread taut, the ball will stop; when it reaches the bottom of the cord, the assistant pulls the thread, and causes the ball to ascend. By dropping the black thread, all can be examined once more, to the mystification of all concerned.

=Tricks with a Pen.= Can you write your name with your left hand? It is a good thing to know how, in case you ever hurt your right hand.

Can you write a looking-glass letter? That always amuses children; so if you have a friend who is ill, send her a looking-glass letter to cheer her up.

Practise by writing on a piece of paper held front of a mirror, and soon you will find it is quite easy to do looking-glass writing. Looking-glass writing is done backward, so that it looks all right when it is held to the mirror.