What Shall We Do Now?: Five Hundred Games and Pastimes

Chapter 6

Chapter 64,243 wordsPublic domain

The party began at six o'clock. The first to come was Miss Kitters. "You don't mind my bringing my work, I know, dear," she exclaimed; "I'm embroidering a ---- for the natives of Madagascar, and it must be done soon." Miss Litters came next, and being rather short-sighted, sat down on a ----. "Never mind," said Miss Flitters. "Oh, I don't," she replied, "but it would have been more comfortable if it had been a ----." Miss Mitters came just as the clock struck. She was wearing a charming ---- trimmed with ----. "What perfect taste she has!" the others murmured. Miss Nitters followed. Miss Nitters was the exact opposite of Miss Mitters in all matters relating to dress. She had no taste at all, and was wearing merely a ---- with pompons attached, and in place of earrings a couple of ----. "So fast!" whispered Miss Litters. Miss Pitters, Miss Ritters, and Miss Titters each brought a present. Miss Pitters's present was a silver-plated ----. "So useful for the toilet table," she said. Miss Ritters's was a Japanese ----, a piece of exquisite workmanship; while Miss Titters produced from her pocket a brown paper parcel which turned out to contain a very choice ----, an heirloom in the Titters family for centuries. "I didn't know whether to bring this or a ----," she said; "but father decided me. Father always knows best."

When all were assembled, the guests sat down to supper. But here an awkward thing happened. "If you please, mum," the cook was heard to whisper in a loud voice, "the ---- hasn't come. Shall I get a ---- instead?" "Yes," said Miss Flitters, "that will do very well. Don't you think so, Miss Pitters?" "I think," was the reply, "I should prefer ----." It was none the less an excellent and generous repast. Opposite Miss Flitters was a noble ----, flanked by a ---- and a ----. At the foot of the table was a dish of ----. "I never tasted anything so delicious in my life," said Miss Mitters, taking a large helping of ----. "Oh!" said Miss Glitters, "you should try the ----. It's yumps." The first course was followed by sweets, the most imposing of which was a wonderful frosted ---- with Miss Flitters's name in pink sugar. "You must all have a piece," said the hostess, "but I'm afraid it's rather rich."

After supper came games, "Blind Man's Buff" and "Hunt the Slipper," but as no one cared to lend a slipper, they used instead a ----, and it did very well. At midnight the party broke up, the guests saying that they never had spent a pleasanter evening. As a protection against the cold Miss Flitters gave them each a hot ----. She then hurried to bed and dreamed all night of ----.

THINKING, GUESSING, AND ACTING GAMES

The Ship Alphabet

The players sit in a long row, as if in a class at school. The one that acts as schoolmaster asks sharply, beginning at one end, "The name of the letter?" "A," says the player. The schoolmaster turns to the next player, "the name of the ship?" and straightway begins to count ten very quickly and sternly. "Andromeda," is perhaps rapped out before he reaches that number. "The name of the captain?" "Alfred." "The name of the cargo?" "Armor." "The port she comes from?" "Amsterdam." "The place she is bound for?" "Antananarivo." "The next letter?" "B," and so on. If the schoolmaster is very strict and abrupt with his questions and counting, he can drive every idea from the mind of the person he points at. If he counts ten before an answer comes, he passes on to the next, and the next, and the next, until the answer is given. The one who gives it moves up above those that failed. The game should be played rapidly.

A variation on this is "When my ship comes in." This is played with a handkerchief knotted into a ball. Any letter of the alphabet is chosen; say B. One player throws the handkerchief to another, crying out, "When my ship comes in it will be laden with ----." The player who catches the handkerchief must supply a cargo, beginning with B before ten is counted, bees, butterflies, belts, etc. If he fails to do this he gives a forfeit. When one letter is exhausted another is chosen and the game starts over.

I Love My Love

This is not played now as once it was. In the old way the players sat in a line and went steadily through the alphabet, each one taking a letter in order. This was the form:--"I love my love with an A, because he is [a favorable adjective beginning with A]. I hate him with an A because he is [an unfavorable adjective beginning with A]. He took me to the sign of the [an inn sign beginning with A], and treated me to [two eatables or an eatable and drinkable beginning with A]. His name is [a man's name beginning with A], and he comes from [a town or country beginning with A]." Then B, and so on.

A and B might run thus:--

I love my love with an A because he is adorable. I hate him with an A because he is apish. He took me to the sign of the Alderman and treated me to arrowroot and ale. His name is Arnold, and he comes from Ayrshire.

I love my love with a B because he is brisk. I hate him with a B because he is bookish. He took me to the sign of the Beetle and treated me to biscuits and bovril. His name is Brian, and he comes from Boston.

There is no reason why men should always be chosen. For the sake of variety the love may as well have a woman's name and a woman's qualities. In that case the inn might perhaps go and some such sentence as this take its place:--

I love my love with an A because she is amiable. I hate her with an A because she is awesome. We went to Uncle Alexander's, and had apricots and Apollinaris. Her name is Audrey, and she comes from Annapolis.

As finding seven words beginning with one letter is rather a heavy task for each player, the words might be taken in turn, as in the case of the "Ship" game mentioned above.

For a shorter way of playing "I Love my Love" the following form is used:--"I love my love with an A because he--or she--is [favorable adjective]. I will send him--or her--to [some place] and feed him--or her--on [something to eat]. I will give him--or her--an [some article, the use for which must be mentioned after it], and a bunch of [some flower] for a nosegay." Thus:--

I love my love with an A because he is artistic. I will send him to Australia, and feed him on asparagus. I will give him an alpenstock to climb with, and a bunch of asters for a nosegay.

My Thought

The players sit in a row or circle, and one, having thought of something--of any description whatever--asks them in turn, "What is my thought like?" Not having the faintest idea what the thought is they reply at random. One may say, "Like a dog"; another, "Like a saucepan"; a third, "Like a wet day"; a fourth, "Like a comic opera." After collecting all the answers the player announces what the thought was, and then goes along the row again calling upon the players to explain why it is like the thing named by them. The merit of the game lies in these explanations. Thus, perhaps the thing thought of was a concertina. The first player, asked to show why a concertina is like a dog, may reply, "Because when it is squeezed it howls." The next may say, "It is like a heavy saucepan because it is held in both hands." The third, "It is like a wet day because one soon has enough of it"; and the fourth, "It is like a comic opera because it is full of tunes."

P's and Q's

Another old game of this kind is "P's and Q's." The players sit in a circle and one stands up and asks them each a question in turn. The question takes this form, "The King of England [or France, or Germany, or Africa, or Russia, or India, whatever country it may be] has gone forth with all his men. Tell me where he has gone, but mind your P's and Q's." The player who is addressed must then reply, naming, in whatever country is mentioned, some town that does not begin with P or Q or with any letter before P in the alphabet. Thus, if the question refers to England, he may say "Salisbury" but not "Bristol," "Redruth" but not "Oxford"; or to France, "Toulon" but not "Lyons," "Versailles" but not "Dieppe."

The game is capable of improvement or, at least, of variety. For instance, instead of P's and Q's, the questioner may say, "Mind your K's and L's," or instead of ruling out all letters before P, all letters after Q may be stopped. And one need not confine the game to geography, but may adapt it to include animals, or eatables, or books.

The Elements

The players sit in a circle, and the game is begun by one of them throwing a rolled-up handkerchief to another and at the same time calling out the name of one of the four elements--air, water, earth, or fire. If "Air" is called, the player to whom the handkerchief is thrown must at once mention some creature that flies. Having done so she throws the handkerchief to some one else, calling perhaps "Earth," whereupon that player must mention an animal that inhabits the earth. And so on. The same animal must not be mentioned twice, and when "Fire" is called, the player to whom the handkerchief is thrown must keep silence until she throws it on again. Sometimes each player, after throwing the handkerchief and calling the element, counts ten as the limit of time in which the answer must be given. If it is longer in coming, or if something is mentioned which has been mentioned before, then a forfeit follows.

Suggestions

This is a game which people either dislike or like very much. The players sit round the fire or table, and one of them begins by naming an article of any kind whatever, such as watering-pot. The word "watering-pot" will immediately suggest something to the next player--say "gardener." He therefore says "gardener." The next is perhaps reminded by the word "gardener" of a bunch of violets she saw the gardener carrying that morning, and she therefore says "violets"; the next at once recollects finding violets when she was in the country last spring, and she therefore says "Vermont." Thus the game goes on for, say, ten rounds, by which time, as we have seen already, the minds of the players have been carried miles away from the original watering-pot which set them at work. It is now necessary to trace the series of suggestions back to watering-pot again. This is done by the last player mentioning, not the last thing that he thought of, but the thing which suggested that to him. (Thus, the player next him may have said, in the last round, "an apple-core," which may have suggested to him "Tom Sawyer." He would not, however, when the task of retracing begins, say "Tom Sawyer," because to repeat your own words is too easy, but "an apple-core" and the next player, going backward, in his turn would repeat the word which suggested "an apple-core" to him.) The second part of the game, retracing the suggestions, is naturally more difficult than the first.

In this game two things are very important. One is, that silence should be maintained; the other, that the word you give should be suggested to you only by the previous player's remark. Also it is more fun to be quite honest about it, and really say what was first suggested, instead of making a choice.

Quotation Games

This is a game which requires some poetical knowledge. The players sit in a circle and one begins by repeating a line of poetry. The next caps it by repeating whatever line comes next to it in the poem from which it is taken. The poem may either be continued or the game may deal only in couplets or four-lined stanzas. In another quotation game the first player repeats a line of poetry and the next follows it with another line of poetry which begins with the last letter of the previous quotation. Thus, if the first player says--

It was the schooner _Hesperus_ That sailed the wintry sea,

the next might cap it with--

A man's a man for a' that,

and the next with--

The quality of mercy is not strained.

Two Rhyming Games

Rhyming games require more taxing of brains than most players care for. The ordinary rhyming game, without using paper, is for one player to make a remark in an easy metre, and for the next to add a line completing the couplet. Thus in one game that was played one player said--

It is a sin to steal a pin, Much more to steal an apple.

And the next finished it by adding--

And people who are tempted to, With Satan ought to grapple.

But this was showing more skill than there is real need for.

An easier rhyming game is that in which the rhyme has to come at the beginning of the line. The players are seated in a circle and one begins by asking the next a question of any nature whatever, or by making any casual remark, the first word of the answer to which must rhyme with the last word of the question. The game is then started, each player in turn adding a remark to that made by the one before him, always observing the rhyming rule. Thus, the original question may be, "Do you like mince _pies_?" The next player may reply, "_Wise_ people always _do_." The next, "_You_, I suppose, agree with _that_?" The next, "_Flat_ you may knock me if I _don't_." The next, "_Won't_ you change the subject, _please_?" And the next: "_Eas_-ily; let's talk of books."

Telling Stories

This is another of those fireside games that need more readiness of mind than many persons think a game should ask for. The first player begins an original story, stopping immediately (even in the middle of a sentence) when the player who is appointed time-keeper says "Next." The next player takes it up; and so forth until the end comes, either at the end of the first round or whatever round seems best.

Another way is for each player to contribute only a single word; but this is rarely successful, because every one is not at the same pitch of attention. Except on the part of the person who is narrating there ought to be absolute silence.

Clumps

The company, according to the number of persons, divides up into two or three or even four groups, or clumps, in different parts of the room, seated closely in circles. As many players as there are clumps then go out and decide on some extremely out-of-the-way thing which the clumps have to guess. In one game, for example, the mine was thought of from which the iron was taken to lay the first railroad rails in America. That is the kind of far-fetched and ingenious thing. When it is decided upon, the players return to the room and take their places, one in the midst of each clump. Questions are then put to them the answers to which must be either "Yes" or "No," and the clump that discovers the thing first is the winner.

Other Yes and No Games

The same game can be played without such keen rivalry, one player sitting in the midst of a great circle and answering questions in turn. There is also a game called "Man and Object," in which two players go out and decide upon a man (or woman) and something inanimate or not human with which he is associated or which he is known to have used, such as "Washington and his hatchet," "Whittington and his cat," "A druid and his mistletoe-knife." They then return and each player asks them each a question in turn until the problem is solved.

The same game is sometimes turned inside out, the players that remain in the room deciding upon some one whom the player that has gone out has to personate and discover. In this case it is he who puts the questions. As he is supposed for the time being actually to be the thing thought of, he ought to frame his questions accordingly: "Am I living?" "Have I been dead long?" "Am I a man?" and so forth.

My Right-Hand Neighbor

This is a catch game and useless except when one of the company knows nothing about it. That player is sent out of the room, and after a due interval is called in again and told to guess what the other players have thought of. He may ask any questions he pleases that can be answered by "Yes" or "No." The thing thought of is each player's right-hand neighbor, who is of course so different in every case as to lead in time to the total bewilderment of the guesser.

How, When, and Where

One player leaves the room, while the others decide on some word, the name of a thing for choice (such as tale, tail), which has one pronunciation but two or three different meanings and perhaps spellings. They then sit in a circle or line and the other player is called in, his object being, by means of questions put in turn to each player, to discover what the word is. His questions must take the form, "How do you like it?" "When do you like it?" and "Where do you like it?" Let us suppose that "tale" is the word thought of. "How do you like it?" he will ask the first of the circle. The answer may be, "I like it amusing" (tale). "How do you like it?" he may ask the next. "I like it active" (tail). To the next, "When do you like it?" "I like it at night" (tale). To the next, "Where do you like it?" "At the end" (tail). To the next, "Where do you like it?" "In an armchair" (tale). And so on until he guesses the word.

Coffee-Pot

A similar game is called "Coffee-Pot" or "Tea-Pot." In this case also the company think of a word with more than one meaning, but instead of answering questions about it they make a pretense of introducing it into their answers by putting the word "coffee-pot" in its place. As the player who is guessing is at liberty to put any kind of question he likes it is well to choose a word that will go easily into ordinary conversation. Let us suppose, for instance, that the word is rain, reign, rein. The questions and answers may run something like this:--"Are you feeling pretty well to-day?" "I always feel well when there is no coffee-pot" (rain). "Have you been reading anything interesting lately?" "Yes, a very interesting book on the present coffee-pot" (reign). "I hope your toothache is better." "Thank you, I hope its coffee-pot will soon be over" (reign). "Did you walk here this evening?" "No; we came with the assistance of the coffee-pot" (rein). The guesser is allowed to make three guesses aloud, but after that he must meditate on the word in silence or put questions to test his theories. If the word is a verb and a past tense or present tense has to be used in an answer, the player says "coffee-potted" or "coffee-potting."

Throwing Light

This is much like "How, When, and Where," except that instead of asking questions the player, or players, that went out sit still and listen to the others talking to each other concerning the selected word's various meanings. Thus, if it is "Spring," the first may remark, "It makes our drives so much more comfortable"; the next, "I am always happier then than at any other time"; the next, "To drink there is to know what drinking really is"; and so on.

Animal, Vegetable, and Mineral.

This is also a similar game to "How, When, and Where," except that the player who goes out of the room has, on his return, to guess something belonging to one of these three groups. His first question therefore is, "Is it animal?" Perhaps it is not. "Is it vegetable?" "No." He knows then that it is mineral, and after that to find out what it is is only a matter of time.

Proverbs

One or two players go out. The others sit in line and choose a proverb having as many words as there are players. Thus, if there were eight players, "They love too much who die for love" would do; or if more than eight, two short proverbs might be chosen. Each player having made certain what his word is, the others are called in. It is their duty to find out what proverb has been fixed upon, and the means of doing so is to ask each player in turn a question on any subject whatever, the answer to which must contain that player's word in the proverb. If the first round of questions does not reveal the proverb, they go round again and again.

Shouting Proverbs

In this game, instead of answering questions one by one, when the guesser or guessers come in the players at a given signal shout the words which belong to them at the top of their voice and all together. The guessers have to separate the proverb from the din.

Acting Proverbs

This is a very simple acting game. The players should divide themselves into actors and audience. The actors decide upon a proverb, and in silence represent it to the audience as dramatically as possible. Such proverbs as "Too many cooks spoil the broth," and "A bad workman quarrels with his tools," would be very easy--almost too easy if any stress is laid upon guessing. But, of course, although the guessing is understood to be part of the fun, the acting is the thing.

Acting Initials

Two players go out. The others choose the name of a well-known person, public or private, the letters of whose name are the same in number as the players left in the room. Thus, supposing there are seven persons in the room, the name might be Dickens. The letters are then distributed; each player, as soon as he knows which letter is his, selecting some well-known living or historical character beginning with the same letter, whom he has to describe or personate. To personate is more fun than to describe. The players seat themselves in the right order to spell the name, and the other two are called in. When they are ready the first player, D, is called on to describe or impersonate his letter; and so on in the right order.

Acting Verbs, or Dumb Crambo

In this game the company divides into two. One half goes out, and the one that remains decides upon a verb which the others shall act in dumb show. A messenger is then despatched to tell the actors what the chosen word rhymes to. Thus, if "weigh" were the verb fixed upon, the messenger might announce that it rhymes to "day." It is then well for the actors to go through the alphabet for verbs--bay, bray, lay, neigh, pay, prey, pray, play, stay, say; and act them in order. When the word is wrong the spectators hiss, but when right they clap. If the word chosen has two syllables, as "obey," notice ought to be given.

Guessing Employments

A very simple game. One player goes out. The others decide on some workman to represent, each pretending to do some different task belonging to his employment. Thus, if they choose a carpenter, one will plane, one will saw, one will hammer, one will chisel, and so on. Their occupation has then to be guessed. It is perhaps more interesting if each player chooses a separate trade.

Stool of Repentance

One player goes out. The others then say in turn something personal about him--such as, "He has a pleasant voice"; "His eye is piercing"; "He would look better if he wore a lower collar." Those remarks are written down by one of the party, and the player is called in and placed on a chair in the middle. The recorder then reads the remarks that he has collected, and the player in the middle has to name the persons who made them.

Eyes

A sheet, or a screen made of newspapers, is hung up, and two holes, a little larger than eyes and the same distance apart, are made in it. Half the players retire to one side of it, and half stay on the other. They then look through the holes in turn, while those on the opposite side try to name the owner of the eyes. The game sounds tame, but the difficulty of recognition and the false guesses made soon lead to laughter.

Making Obeisance