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

Chapter 7

Chapter 74,251 wordsPublic domain

This is a trick. Those in the company who have never played the game go out of the room. One of the inside players, who is to represent the potentate, then mounts a chair and is covered with a sheet which reaches to the ground. At the point where it touches a shoe is placed, the toe of which is just visible. In the potentate's hand is a sponge full of water. One of the players outside is then invited in; he is told to kneel down and kiss the toe; the potentate on the chair leans forward a little to bring his sponge immediately over the subject's head; and a shower-bath follows. Then another subject is admitted, but after a while there is enough water on the floor to make them suspicious.

Mesmerism

Another trick. The players who are to be mesmerized--among them being the one or two who do not know the game--stand in a row, each holding a dinner-plate in the left hand. The mesmerizer, who also has a dinner-plate, faces them, and impresses on them very seriously the importance, if they really want to be mesmerized, of doing exactly what he does and not moving their eyes from him in any direction. He then holds the plate flat, rubs the first finger of his right hand on the bottom of it, and makes an invisible cross on his forehead, on each cheek, and on the tip of his nose. That is all. The trick lies in the fact that the plates of the players who do not know the game have been held in the flame of a candle until they are well blacked. This means that when the mesmerism is over they each have black marks on their faces, and know nothing about it until they are led to a looking-glass.

Thought-Reading Tricks

In all thought-reading games it is best that only the two performers should know the secret. Of these two, one goes out of the room and the other stays in, after having first arranged on the particular trick which will be used. Perhaps the company will then be asked to settle on a trade. Let us say that they decide on a chemist. The other player is then called in, and his companion puts questions to him in this way:--"You have to name the trade which we have thought of. Is it a grocer?" "No." "Is it a draper?" "No." "Is it a goldsmith?" "No." "Is it a fruiterer?" "No." "Is it a lawyer?" "No." "Is it a chemist?" "Yes." This will look rather mysterious to some of the company; but the thing is really simple enough. The questioner merely arranged with his companion that the trade thought of should follow a profession.

Perhaps on the next occasion the company will be asked to think of an article in the room. Let us say that they fix on the clock. The questions will then run something like this:--"You have to name the article in this room which has been thought of. Is it the piano?" "No." "Is it the curtain-rod?" "No." "Is it the carpet?" "No." "Is it the fireplace?" "No." "Is it the sideboard?" "No." "Is it the armchair?" "No." "Is it the clock?" "Yes." This again is bewildering; but again the trick is very simple, the questioner having arranged that the article shall follow something that has four legs.

A third way is for an article to be touched and for the thought-reader to be asked to name it. "Is it this?" "Is it this?" "Is it this?" is asked of one thing after another, the answer always being "No." "Is it that?" "Yes." The secret is that the article touched is always signified by "Is it that?" But in this case, and in that of the others already described, the effect of mystification can be increased by arranging beforehand that the article in question shall not follow the key phrase immediately, but, say, two questions later.

A fourth way is for the questioner to begin each question in due order with a letter of the French word for the article touched. Thus, if it were the bell, he might say, "_C_ome now, was it the table?" "_L_ook, was it the armchair?" "_O_r the piano?" "_C_ome now, was it this book?" "_H_ow about this hearth-rug?" "_E_ndeavor to be quick, please. Was it the clock?" By this time "Cloche" has been spelled, so that the next question is, "Was it the bell?" "Yes."

In another form of "Thought-reading" the two players who know the secret remain in the room long enough for the trick to be made sure. One stands in a corner and the other calls loudly, "Ebenezer, do you hear?" (Ebenezer is the usual name, but a more attractive one would do.) Ebenezer says nothing, but listens attentively to hear who among the company speaks first. The other player repeats the question and still there is no answer. Soon after that some one will perhaps make a remark, and then Ebenezer, having got what he was waiting for, says, "Yes, I hear." "Then leave the room," says the other player, and Ebenezer goes out. The other player then makes a great show of choosing some one to touch, but ends by touching the person who spoke first after the game began. This done, Ebenezer is called in to say who was touched, and every one is puzzled by his knowledge.

To Guess Any Number Thought of

With these thought-reading tricks may be put one or two arithmetical puzzles. Here is a way to find out the number that a person has thought of. Tell him to think of any number, odd or even. (Let us suppose that he thinks of 7.) Then tell him to double it (14), add 6 to it (20), halve it (10), and multiply it by 4 (40). Then ask him how many that makes. He will say 40. You divide this in your mind by 2 (20), subtract 6 (14), divide by 2 again (7), and astonish him by saying that the number of which he thought was 7.

To Guess Any Even Number Thought of

In this case you insist on the number chosen being an even number. Let us suppose it is 8. Tell him to multiply by 3 (24), halve it (12), multiply by 3 again (36), and then to tell you how many times 9 will go into the result. He will say 4. Double this in your mind and tell him that he thought of 8.

To Guess the Result of a Sum

Another trick. Tell the person to think of a number, to double it, add 6 to it, halve it and take away the number first thought of. When this has been done you tell him that 3 remains. If these directions are followed 3 must always remain. Let us take 7 and 1 as examples. Thus 7 doubled is 14; add 6 and it is 20; halved, it is 10; and if the number first thought of--7--is subtracted, 3 remains. Again, 1 doubled is 2; 6 added makes 8; 8 halved is 4, and 1 from 4 leaves 3.

A more bewildering puzzle is this. Tell as many persons as like to, to think of some number less than 1,000, in which the last figure is smaller than the first. Thus 998 might be thought of, but not 999, and not 347. The amount being chosen and written down, you tell each person to reverse the digits; so that the units come under the hundreds, the tens under the tens, and the hundreds under the units. Then tell them to subtract, to reverse again, and add; remarking to each one that you know what the answer will be. It will always be 1089. Let us suppose that three players choose numbers, one being 998, one 500, and one 321. Each sets them on paper, reverses the figures, and subtracts. Thus:--

998 500 321 899 005 123 --- --- --- 099 495 198

The figures are then reversed and added. Thus:--

099 495 198 990 594 891 ---- ---- ---- 1089 1089 1089

Guessing Competitions

Guessing competitions, which are of American invention, can be an interesting change from ordinary games. In some the company are all asked to contribute, as in "Book Teas," where a punning symbolic title of a book is worn by each guest, and a prize is given to the person who guesses most, and to the person whose title is considered the best. Thus, a person wearing a card having the letter R represented _Middlemarch_, and a person with catkins in his buttonhole, _Hazell's Annual_. But simpler devices are just as interesting.

In other guessing competitions the preparations are the affair of the household which gives the party. It is with these that we are concerned here. Giving prizes certainly adds to the interest of them.

Guessing Quantities

Several articles of number are placed on a table, say a box of matches, a bag of beans, a reel of cotton or ball of string, a large stone, a stick, a photograph, and various coins with the date side turned down. Each of the company is provided with a card on which these articles are written, and the object is to guess as nearly as possible something about each; for instance, how many matches there are in the box, how many beans in the bag, the length of the string, the weight of the stone, the length of the stick, the age of the person in the photograph, and the date of each coin. The right answers are, of course, ascertained beforehand and written on a card in the hostess's possession.

Observation

The real name of this game may be something else, but "Observation" explains it. A small table is covered with a variety of articles, to the extent of some twenty or thirty. It is then covered with a cloth and placed in the middle of the room. The players stand round it and the cloth is removed for a minute (or longer). During that time the aim of each player is to note and remember as many of the things as possible. The cloth is then put on again and the players have five minutes in which to write the fullest list they can of the objects seen.

Scents

A more puzzling competition is to place a row of large bottles on the table, all numbered, at the bottom of each of which is a small amount of liquid bearing a noticeable scent. Some may be toilet scents, and others medicines or essences used in cooking. A card numbered according to the bottles is given to each player, and the game is to guess as many of the scents as possible.

The Topsy-Turvy Concert

The performers in this concert, who should be of nearly the same size, take their places behind a sheet stretched across the room at the height of their chins. They then put stockings on their arms and boots on their hands (or this may be done before they come into the room), and stand looking over the sheet at the company, with their hands and arms carefully hidden. The concert begins by the singing of the first verse of a song. Immediately the verse is finished, the singers, stooping down so that their heads disappear from view, thrust up their arms and wave them about, the effect being that of a row of people standing on their heads. The chorus is thus sung. Then they pull down their arms and put up their heads again and sing the next verse.

The Dancing Dwarf

This is a very amusing illusion and easy to arrange. All the players but two are sent out of the room and these stand behind a table. One stands close to the table, his arms in front of him so that the fingers rest on the table. Boots, or stockings and shoes, are put on their arms and a long dark cloak is thrown over the shoulders of the first player covering the one behind him. The one behind furnishes the arms by thrusting his out in front. The little feet resting on the table show from the folds of the cloak and give the appearance of a dwarf. The players are then called back and the dwarf, whose face should be disguised, performs any feat that they ask for--he sings a song, or makes a speech or prophesies the future of any one who desires it, always ending with a wild dance performed by the arms and hands of the other person. The light should be turned down somewhat and the audience should be straight in front of the table to keep the illusion at its best.

Charades

"Charades" can be written in advance and carefully rehearsed, but in this book we are concerned more nearly with those that are arranged a few minutes (the fewer the better) before they are performed. As a rule a word of two or three syllables is chosen, the syllables are first acted, then the whole word, and then the audience guess what it was. Sometimes the word is brought in, both in its complete form and in its syllables; and sometimes--and this is perhaps the better way--it is acted. Thus, if the word were "Treason," one way would be to make the acts themselves anything that occurred to you, merely saying "Tree" with some distinctness in the first; "Son" or "Sun" in the second; and "Treason" in the third. The other and more interesting way would be to make the first act relate to tree-felling or tree planting, or, say, a performance by Mr. Tree; the second to a son or the sun; and the third to some treasonable situation, such as, for example, the Gunpowder Plot. On account of the time which is occupied in preparing and acting it is better to choose two-syllabled words--which, with the whole word, make three scenes--than three- or four-syllabled ones; although there are certain four-syllabled words which split naturally into two halves of two syllables each. "Parsimony," for example, could be performed: Parsee, money, parsimony. As a general rule the charades that are arranged during the evening are better performed in dumb show, with plenty of action, than with any talking at all. Under the circumstances gestures are so much easier than words and not any less amusing.

Dumb Performances

Very good fun can be had also from impromptu pantomimes, where the performers enact some story which every one knows, such as "Aladdin" or "Red Riding Hood" or "Cinderella"; or a scene from history proper, or from village or family history. The contrast between the splendor of Cinderella's carriage in the story and the old perambulator which has to serve in the charade only adds to the fun. Every one, being dumb, acts to the utmost. It is sometimes more amusing if all the parts are turned upside down and a boy plays the heroine and a girl the hero. Where the scene is too tremendous for any representation to be given, it is best to meet the case frankly and use, as they did in Shakespeare's day, written labels, such as "This is Aladdin's Palace."

Dressing Up

It is, of course, much more fun to dress up; but dressing up is not so important that a charade is spoiled without it. If, on the day of your party, you know that charades will play a part in it, it is wise to put in a convenient room a number of things suitable to dress up in. Then at the last minute there need be no furious running up-stairs to pull things out of closets and boxes, and the unpleasantness will be avoided which sometimes follows when you have taken somebody's best clothes for a rather violent performance.

Almost the best garment there is for dressing-up purposes is a fur coat. While priceless for Red Riding Hood's wolf it will make also most of the other animals in the Zoo. A soldier's uniform is a great possession, and a real policeman's helmet has made the success of many charades. Most kinds of hat can, however, easily be made on the morning of a party out of brown paper. Epaulettes and cockades are also easily made of the same material. Powder or flour for white hair, some corks for moustaches and beards (you hold them in the candle for a minute and wait till they are cool enough to use), and a packet of safety-pins should be in handy places. Cherry tooth-paste makes serviceable rouge.

Tableaux Vivants

"Tableaux Vivants" are a change from acting, but they need, if done at all well, a great deal of preparation and rehearsal, and are therefore perhaps better left to older people. But quickly-arranged groups representing (not too seriously) scenes in American history might be good fun.

Remarks on Acting

The drawback to all charades and dressing up at a party is that they make away with so much valuable time of the players who are out of the room, and unsettle those who are left in. It should be the first duty of every one taking part in acting at parties to decide quickly on the subject or word, and to perform it quickly. Many and many a party has been spoiled by the slowness of the actors outside. Historical or family scenes with no dressing up and some action are perhaps better than much dressing up and absolute stillness. In "Canute and the Waves," for example, it is better that the incoming tide should be represented by a boy rolling slowly over the carpet than that there should be nothing but fixed eyes and stern faces.

RAINY-DAY GAMES

This is a chapter written to meet the needs of several children shut up together in bad weather. The chapter on "Indoor Occupation and Things to Make" gives suggestions for a single child, but here are a few suggestions for several occupations for a group of children, which do not mean the destruction of the furniture.

Any one of the games given in the chapter "In the Train" is suitable for rainy days.

There are of course many games treated elsewhere in this book which can be played on rainy days indoors. Many of the parlor and outdoor games are equally suitable for indoors. All the card games and back-gammon, checkers, etc., are invaluable resorts in case of a long dreary day, but there are a few other recreations which, in some families are saved for such occasions.

Bean-Bags

One of these is the old fashioned game of bean-bag. One rainy morning can be spent in making the outfit. The girls can be occupied in making the cloth bags, from six to ten inches square, partly filled with beans: and the boys in making the board which is shown in the illustration.

It should be about three feet square of any sort of boards and propped up at one side so that it forms an inclined plane. Five holes are cut in it, about seven inches square, all but the centre one which is only five inches square. The players stand off from six to twelve feet according as their skill increases with practice and try to throw the bags through the holes. There are various rules for playing the game which you can arrange to suit yourself, or to make a change. One way is have the bags in sets of six, each six being of one color, different from the others. The players stand in a line and all throw at once, trying to get their six bags in the holes as soon as possible. When they have thrown their bags they rush up to the board, gather up those which have gone wild and run back to the firing line. The one who gets his six bags in first wins the game. A bag thrown through the small centre hole counts as two.

Another way to play it is to throw in turn, each throwing all his six bags one after another. The one who gets most in is the winner.

Ring-Toss

Ring-toss is another game in which skill can be acquired only through practice and it is very good for rainy-days. It is really indoor quoits, and is a favorite game for shipboard. Any one with a little patience and care can make the rings which are of rope fastened together with slanting seam, wound with string so that there is no bulging, overlapping hump at one side.

A stake is nailed upright to a board (the stake can be a section of an old broom handle, or a smooth, small, straight peeled branch of a tree) and the outfit for the game is complete. It is played with the same rules as quoits (see "Outdoor Games for Boys"), and a very considerable degree of skill can be obtained by practice. As in pitching quoits, the rings should be thrown with a little level twist to make them whirl about.

Ring-the-Nail

A variation of this can be played with common large nails and brass curtain rings. Eight nails are driven into a board in a circle, leaving about an inch sticking up. In the centre, one is driven, standing about three inches tall. Small rings, curtain rings, for instance, are thrown toward this. Each time they encircle one of the lower nails is counted five, and the centre nail ten.

Soap-Bubbles

A soap-bubble race is easy to arrange and very good fun. An old shawl or blanket is laid on a table or the floor, goals are made at each end of it with piles of books, leaving an opening between, and each person is provided with a pipe for blowing bubbles. One bowl of soap-bubbles is enough for the company (see page 279 on the best way to make lasting soap-bubbles). The game is to see who can most quickly blow a bubble, deposit it on the woolen cloth at one end and blow it through the goal at the other. Of course you try to direct your puffs so that you will not only blow your own bubble along but will force your opponent's back.

Another way is to stretch a cord across the room and divide into two sides, standing three feet from the cord. At a given signal dip your pipes in the bowl of soap-suds, blow a bubble, and try to blow it over the cord. The side which succeeds in landing most bubbles in the enemy's territory wins.

Jack-Stones

A game which is good, quiet fun for a rainy day is Jack-stones. Although not played much nowadays it is very interesting and is to indoors what "mumble-the-peg" is to outdoors. It is played usually with small pieces of iron with six little feet: but it can also be played with small pebbles all of a size. All kinds of exercises can be used, many of which you can invent yourself but a few of the commonest are given below. 1. The five stones are thrown up and caught on the back of the hand. 2. Four of the stones are held in the hand while one is thrown up. They must then be laid on the table, or floor, in time to catch the stone before it comes down. It is then thrown up again, and the four stones are picked up either one at a time or all together, and the stone caught again.

Nearly all the exercises are variations of this. One stone is thrown up and different things must be done quickly with the others before it falls again.

Tying Knots

Another occupation for rainy days that will interest several children (as well as one) is puzzling out the construction of some of the simplest sailor's knots. This is a useful and a very desirable accomplishment. Often several together can solve a difficult knot better than one, and after some proficiency is acquired it is interesting to have a competition to see who can tie them most quickly and perfectly. Every one is supplied with a piece of clothes-line (the best rope for this purpose) and some one calls out "Running Noose," or "Figure of Eight." Every one must then make this as quickly as possible.

It is impossible to give directions in words about tying knots. The best way is to get clear illustrations and then work over them until you have mastered the intricacies. A few simple knots are shown here, but there are many books which give an almost endless variety.

Illustrating

A competitive game which is easy to manage is hit-or-miss illustrating. Any old magazine (the more the better) will furnish the material. Figures, furniture, landscape, machines--anything and everything--is cut out from the advertisement or illustrations, and put in a box or basket in the middle of the table. Every one is given a piece of paper and a proverb is selected for illustrating. Twenty minutes is allowed to choose suitable pictures, to paste them on to sheets of paper and to add, with pencil, accessories that are necessary: and then results are compared. The variety and excellence of these patchwork pictures are surprising. This can be played during convalescence. It is not necessary to select a proverb for illustrating. Any suggestive title will do. A few that have been found fruitful of varied and spirited pictures are given here.