Popular Pastimes for Field and Fireside, or Amusements for young and old

Part 13

Chapter 134,257 wordsPublic domain

THOSE who join the game take seats around the room, and one or more whispers in the ear of each one some witty or absurd thing for him to do. All must be quiet who are not playing. When all are ready, one person claps his hands, and the first one must proceed to do what he was told; the others must not speak or laugh, on penalty of a forfeit. Each one in turn must act his or her part. It must all be in pantomime. When all are through, each person must turn and shake hands with his or her neighbor, saying: “Friend, how dost thee do?” It is important in this game that the one who gives the parts should be full of humor and of quick perceptions, so as to adapt the game to the persons playing. The parts assigned may be of endless variety. One person may be ordered to play a mock bravura on a table for a piano; another to gaze in admiration of himself in a mirror and arrange his dress and hair; another to act the scornful belle, while a gentleman acts the urgent but despairing lover; one to dance a hornpipe, another to make a speech by gestures, another to make grimaces in the face of every one in the company, another to pretend terror and fright from some imaginary animal, etc.

RESEMBLANCES.

ONE of the company taking part in this amusement rises, and addressing his or her neighbor, proposes the following question: “What does my thought resemble?” The person interrogated replies as he or she pleases; then the questioner adds: “In what way does the object you designate resemble that which I am thinking of?” If, as frequently occurs, there exists no affinity, no resemblance between the two, a pawn must be given by the person interrogated. Here is an example:

_Mary._—Tell me, Alice, what does my thought resemble?

_Alice._—A windmill.

_Mary._—I thought of Rogers’ poetry; what resemblance is there between his poems and a windmill?

_Alice._—I can give an answer very readily; perhaps the very prettiest little poem written by your poet begins, “Mine be a cot beside the mill.”

_Mary._—That is right; it is now your turn, Annie. What does my thought resemble?

_Annie._—A chandelier.

_Mary._—I thought of a partridge; how does a partridge resemble a chandelier?

_Annie._—Dear me, I’m sure I cannot tell! I will give you my pawn.

This play, by the strange inconsistencies which it authorizes, exercises the imagination, and brings into play a good deal of wit.

PUT IN A WORD.

SOME one in the company leaves the room, while those remaining select a word, and then send for the person to return. She must ask some question of the person nearest to her, to which the one spoken to must make a prompt answer, and in answering he must make use of the word selected. Sometimes an acute person will guess the word from the answer given to her first question. Some awkward use or slight emphasis may betray it, but generally she will go to a number and sometimes to all present without guessing the word. In that case (unless some one volunteers to take her place), she must go out again. If she discovers the word, the one by whose answer she guessed it, leaves the room, and those remaining choose a word and the game proceeds as before.

PROVERBS.

THE company select some one to leave the room; those remaining agree upon a proverb, such as “All is not gold that glitters,” and then send for the person to return to the room. She must ask questions of the company in turn. The first person asked must include in his answer the first word of the proverb, “all,” the next person, “is,” and so on till they complete the proverb; if she has not guessed it, and there are more in the company, the next person begins the proverb anew. The one by whose answer the proverb is guessed must then leave the room. This game requires considerable ingenuity and readiness. The proverbs selected should be familiar ones, such as “Make hay while the sun shines,” “When poverty comes in at the door love flies out at the window,” “A fool is wise in his own conceit,” “A stitch in time saves nine,” “Never look a gift horse in the mouth,” “All’s well that ends well,” “A bird in the hand is worth two in the bush.”

GAME OF CHARACTERS.

A PERSON chosen leaves the room. Those remaining select some familiar character either in history or of the present day, for the absent one to personate. When he returns, the person nearest him addresses him by a question, as if he were the character selected. In like manner, each person in the company in turn asks a question. The one at whose questions he guesses the character must take his place and leave the room in turn. For instance, “Napoleon the present emperor of France” is selected. When the person returns, the first questioner exclaims, “Are you not in constant fear of being killed?” The next, “Are you really happy?” The third, “Why are you so despotic?” The fourth, “Do you believe in fatalism?” Fifth, “Do you worship the memory of your uncle?” “Why do you not like us Americans?” etc., etc. This play is often very amusing and tact is required to ask questions that apply to the character and are not too plain.

LAWYER.

ALL who take part in the play assemble and choose a lawyer. The chairs in the room are arranged in two rows, as in a contra dance. If there are an equal number of gentlemen and ladies, the former choose their partners. The gentlemen take seats opposite the ladies. The lawyer proceeds to ask such questions as he chooses. The person addressed must never answer, but his partner must answer for him. If either make a mistake, he or she must change places with the lawyer, and ask the questions. If the lawyer is ready in asking questions, turning quickly from one person to another, he can very soon catch some one.

CONSEQUENCES.

THIS is a quiet game. All assemble around a table. Each person must have a half sheet of note paper and a pencil. All are requested to write an adjective expressing either a good or bad quality in a man’s character. Each one then turns over and creases down the place written upon, and all change papers. Each one then writes a gentleman’s name, and turns it down, and all change papers again. Then another word of quality applying to a lady, is written, and all the papers are turned down and changed as before. Then a lady’s name is written. Then a place where they met; then what he said to her; then what she said to him; what he gave to her; and what she gave to him; then the “consequences.” The paper must be turned down every time and changed, and no one must read what the others have written. When all are finished, some person collects and reads the papers. Some are absurd, and others happen very correctly. For instance, they might read thus: “The clumsy Mr. Snooks met the beautiful Miss Primrose at a ball. He asked her if she liked turnips; she sighed and hung her head, and said, ‘If mamma is willing.’ He gave her a bouquet; she gave him a box on the ear. The consequences were too sad to relate.” A party of merry girls and boys will like this game for a variety.

FOX AND GEESE.

THIS game is a very old one, but it is too good not to be always remembered. Arrange the company in this form, all facing inward:—

The stars represent persons; the one outside the circle, but next to it, is the goose; the one most distant from the circle, the fox. When the game commences, the goose starts and places himself or herself in front of one of the two stars. Then the outside one becomes the goose, and the object of the fox is to touch the outside one of three; if he succeeds, they change places, and the one caught becomes the fox. Every one must be on the alert, and change as quickly as possible. I have seen this game, on a stormy day at the seashore, played with great zeal by old gentlemen, judges, lawyers, ministers, mothers, fathers and children. One gray-haired gentleman was the fleetest fox of all; no one could escape him, and his laugh made all hearts glad. Green old age is beautiful to see, and the youthful are always made happier by its genial sympathy.

STAGE-COACH.

ALL who join this game should be seated, with the exception of the story-teller. If there are vacant chairs, they should either be turned over or taken out of the room. A person with a quick memory and a flow of words, should be selected for the office of story-teller. When all are seated, he or she passes around the circle, giving a name to each individual. When the story is told, the one whose name is mentioned must rise and whirl around. When “stage-coach” is mentioned, all must rise and turn around; when it is said the “stage-coach tips over,” all must change places, and the story-teller then takes his chance to secure a seat, and the one who is left without any seat must go on with the story—the former story-teller taking the name of the person who takes his place. If any one fails to turn around or change places according to the rules of the game, a forfeit must be paid. The common way of telling the story is to describe the “Fidget family, on a journey in a stage-coach.” The following names are generally given to the company: Mr. and Mrs. Fidget, the baby and nurse, Miss Fidget and Master Fidget, and maiden aunt; gingerbread, band-box, trunks, bundles, off horse, nigh horse, driver, whip, reins, driver’s seat, cushions, door, curtains, wheels, footman, &c. You must adapt your names to the number playing. In telling the story, it makes more fun to keep one or two (who will bear the joke) constantly whirling. The story and names are at the will of the story-teller.

HUNT THE FOX.

TAKE partners, and stand as in a contra dance. The lady at the head is the fox; her partner the hunter. At a signal, she starts and runs down the line, her partner following; she can pass through the lines as she pleases, the players standing far enough apart to allow her to pass easily. The hunter must follow the exact course of the fox; if he varies, he must pay a forfeit. When the fox is caught, the first couple goes to the foot, and the next couple goes through with the same. This and “Follow the Leader” are favorite games for Thanksgiving evenings. Old and young join.

SNEEZING.

ALL who join this game assemble in a circle. The leader gives one of these syllables, “Ash-ish-osh,” to each one. Thus, to the first person, “Ash;” the second, “ish;” third, “osh;” fourth, “ash,” and so on through all the company. The leader must then stand in the centre and count four, slowly. When he pronounces four, all must sound their syllables at once. The effect is very amusing; it sounds like a prolonged sneeze.

THE READY WRITER.

THIS game can be played by any number of persons, each one having a pencil and paper. The leader of the game gives to each one (or each player chooses) a letter in the alphabet. Each player then writes a sentence of five, six or seven words, each word commencing with the letter given him. When all have finished, each one in turn reads his sentence. If any one fails, he or she must recite some poetry and pay a forfeit. This game often produces most amusing and instructive effects. Sometimes the leader requires each player to go through the alphabet, as follows:

Avoid avarice, as an asp. Britons! be bold! be brave! Constant crime causes careless consciences. Do defer doing dirty deeds. Even every engineer engaged escaped. Fawning favorites fear fortune’s freaks. God’s goodness gives great gifts. Happy homes have happy hearts. It is instruction I intend. Keep kind, kinsfolk! keep kind! Jockeys joyfully joking jaded jackasses. Little lambs love long lanes. Many men make much money. Name nine noisy noblemen now. Ostentation often operates on opulence. Perfect piety produces pretty practices. Quit, quibbling quacks, quarreling, quickly. Round rough rocks ragged rascals run. Such stings sting so sharply. Try to turn topsy-turvy. Up! up! ungrateful, unjust usurper! Verily, verily, vice vilifies virtue. Willing wives will wash well. Yes, yet you yawned yesterday. Zeal! zeal! zealous zary, zeal!

RHYMING WORDS IN PANTOMIME.

ALL who desire to join in this charming pastime must be seated in a circle, in order that each player can have a clear view of all the other players. One of the company must be selected to commence the game. He must think of some word which can be easily rhymed by other words, and give out only the termination of the word to the other players, saying “I have thought of a word that rhymes with ——, can any of you guess it?” The players must next speak in answer to the leader’s question, but whoever thinks of a word to rhyme with the given termination must strive to act out the word he thinks of in pantomime, as plainly as possible, and the leader must closely watch the player who is acting the word, and as soon as he guesses what the person acting is trying to represent, if it is not the word selected, he must say, “It is not ——,” (calling out the word represented) “that I thought of,” and so on as each player acts out a word, the leader must call out the word represented until the right word is acted. The leader must then resign his place, and the person who acted out the right word must be the leader and think of a word, giving out the termination to be rhymed with. An example will here be given to assist those ignorant of this game.

Suppose the person who first selects a word chooses “sting” and gives out “ing” to be rhymed with. One of the players makes a motion with his hands of ringing a bell. The leader says, “It is not ring, to ring a bell.” Another player will by signs indicate a ring on the finger. The leader exclaims, “It is not a finger-ring.” One of the players will imitate wringing of clothes. The leader says, “It is not wring.” Another represents singing, and is told “it is not sing.” A player will perhaps imitate a bee stinging. Then the leader exclaims, “Sting is the word, I resign my place to you.” Perhaps a few examples of rhyming words easily acted may be useful, which will be given here.

Sun. Hair. Map. Hill. Sheep. Dun. Hare. Cap. Kill. Deep. Pun. Pair. Lap. Mill. Weep. Run. Pear. Rap. Fill. Keep. Gun. Bear. Snap. Still. Creep. Fun. Fair. Trap. Rill. Reap. Spun. Prayer. Flap. Sill. Cheap. Bun. Flare. Clap. Bill. Leap.

AN EXHIBITION OF THE MODERN GIANT.

THIS is rare sport, when well managed, and for a time the exhibition appears very mysterious to the uninitiated. A large sheet should be strained across some open door; folding doors are better adapted to this game, as they give a larger space for action.

The room in which the spectators are seated should be darkened; but in the room back of the curtain, where the Giant exhibits, should be placed on the floor, a bright lamp or candle, with a reflector, either of polished tin or a looking glass. Any one standing between the light and curtain, appears immense in all his proportions, as his reflection is cast upon the sheet. Let the person acting as the Giant first open his hands and spread his fingers wide, and let them appear at the bottom of the curtain, and gradually rise till the shadow of his whole body is exhibited between the light and the curtain. He will appear to rise from the cellar; then let him jump over the light, to the rear of the reflector, and it will seem as if he jumped upwards through the ceiling.

Many amusing scenes can be thus contrived, articles of furniture, etc., etc., can be called down from above by simply passing them over the light. Dolls can be used with great effect. The Giant can appear to swallow them—or destroy the pigmy race. Care should be taken to keep the profile on the screen or curtain as distinct as possible. Some call this game “The man in the moon came down too soon.”

THE SHADOW AT COMMAND.

THIS feat is performed by means of confederacy. Having privately apprised your confederate that when you strike one blow, it signifies the letter A; when you strike two, it means B; and so on for the rest of the alphabet; you state to the company that if any one will walk into the adjoining room, and have the door locked upon him, perhaps the animal may appear which another person may name. In order to deter every one except your confederate from accepting the offer, you announce at the same time that the person who volunteers to be shut up in the room must be possessed of considerable courage, or he had better not undertake it. Having thus gained your end, you give your confederate a lamp, which burns with a very dismal light, telling him, in the hearing of the company, to place it on the middle of the floor, and not to feel alarmed at what he may happen to see. You then usher him into the room, and lock the door. You next take a piece of blank paper and a pencil, and, giving them to one of the party, you tell him to write the name of any animal he wishes to appear to the person shut up in the room. This being done, you receive back the paper, and after showing it around to the company, you fold it up, burn it in the candle or lamp, and throw the ashes into a mortar (an iron one is the best), casting in at the same time a powder, which you state to be possessed of valuable properties. Having taken care to read what was written, you proceed to pound the ashes in the mortar, thus: Suppose the word written be “cat,” you begin by stirring the pestle around the mortar several times, and then strike three distinct blows, loud enough for your confederate to hear, and by which he knows that the first letter of the word is C. You next make some irregular evolutions of the pestle around the mortar, that it may not appear to the company that you give nothing but blows, and then strike one blow for A. Work the pestle about again, and then strike twenty blows, which he will know means T—finishing your manœuvre by working the pestle about the mortar, the object being to make the blows as little remarkable as possible. You then call aloud to your confederate, and ask him what he sees. At first he is to make no reply; after being interrogated several times, he asks if it is not a cat.

That no mistake be made, each party should repeat to himself the letters of the alphabet in the order of the blows. If he misses, you might go over, pretending you had forgotten some word in your incantations, as you can mumble to yourself when pounding. If your confederate is a good mimic, it would add to the amusement of all to mimic the sounds of the animal to appear to him.

I have seen this game differently performed. Your confederate, after any word has been chosen, returns to the room, and you give assurance that by your magical art you can inform him of the word. You then take a cane and draw a large circle, and at the same time repeat any absurd jingle or formula of words; then pretend to call up some ancient spirit, and by your raps on the floor tell your confederate your first letter. Then pretend to draw magical figures, and repeat anything you think of; pretend to listen for an answer; then call up some different spirit, and by your distinct raps express the second letter; and so on until the word is finished. This game can be made very amusing.

THE WIZARD OF THE EAST.

THE principal performer attires himself in a robe, a paper cap, spectacles, and other appointments necessary to the outfit of the “Wizard of the East.” He is armed with a magic wand, by means of which he is supposed to exercise his mysterious calling, and with which he makes a circle on the ground, muttering at the same time the unearthly words of some potent spell. After communing profoundly for some moments with some imaginary familiar, he appears to have decided, and touches one of his confederates with his wand, ordering him to go to the other end of the room, and there blindfold his eyes. This order executed, and the audience satisfied that the confederate is really blindfolded, the wizard orders him to guess the person on whom his wand shall rest. The wizard then proceeds to touch several persons lightly with the wand, saying at each, “The wand moves,” and at length allows it to rest on the shoulder of _the one who spoke last_ (the key to the trick), exclaiming, “The wand rests.” The confederate will at once name the person touched (who, also being a confederate, has purposely spoken last). The latter takes the place of the person blindfolded, and the wizard goes through with the same form; his confederate exciting them to talk, he again touches the one who spoke last; the confederate names him correctly, and the person touched is blindfolded in turn. Unless he understands the game, he will have only chance to guide him, and will rarely guess correctly. Those who fail, pay a forfeit. Sometimes one of the confederates takes the place of the wizard, and further mystifies the company. This game, though simple, often puzzles a room full.

TO BRING A PERSON DOWN UPON A FEATHER

THIS is a practical pun:—You desire any one to stand on a chair or table, and you tell him that notwithstanding his weight you will bring him down upon a feather. You then leave the room, and procuring a feather you give it to him, and tell him you have performed your promise, that you engaged to bring him down upon a feather, which you have done, for there is the feather, and if he looks he’ll find down upon it.

THE APPARENT IMPOSSIBILITY.

YOU profess yourself able to show any one what he never saw before, what you never saw, and what no one ever saw, and which after you two have seen, no one else ever shall see. After requesting the company to guess this riddle, and they have professed themselves unable to do so, produce a nut, and having cracked it, take out the kernel, and ask them if they have ever seen it before; of course they answer no; you reply, “Neither have I, and I think you will confess that nobody else has ever seen it, and now no one shall see it again;” saying which, you put the kernel into your mouth and eat it.

THE TURNED HEAD.

LET a lady be invested with as many wrappings as possible, but cloak, shawl, scarf, &c., must be put on wrong side before, so as to present the appearance of a “Turned Head.” She should be furnished with a muff, which she must hold behind her as nearly as possible in the usual manner, but her bonnet must be put on the proper way. Thus equipped she must enter the room backwards and pass around it in that manner. This can be used as a forfeit.

STATUARY.

STATUARY, when personated by intelligent ladies and gentlemen, can be made very amusing. Some witty gentleman, well versed in statuary, takes the part of showman. He first selects from the company those he wishes to assist him, being careful to select only such as can best control their countenances. After obtaining a number of sheets, he takes possession of a parlor, shutting the rest of the company out. He then arranges his assistants as statuary around the room as quickly as possible, covering each one, or each group, with a sheet; then throws open the door, and invites the company to a rare exhibition of statuary. After making a grandiloquent speech he uncovers a group, and gives as absurd a description as possible; so on through the whole.

As fun is the chief object, take for example some tall plain gentleman and place him with bow in hand for Cupid. For Diogenes, take a large wash tub and a boy in it, &c. Another diversion is to cover some ladies and gentlemen all but one eye with a sheet; then let the company guess who they are.

HE CAN DO LITTLE WHO CAN’T DO THIS.