NOTE. ;The games in this
division are not necessarily noiseless or lacking
in movement; but are distinguished from the active
games largely by the lack of chasing or other
vigorous exercise.
AUTHOR’S INITIALS
2 to 60 players.
Parlor; schoolroom.
Each player is given a piece of paper
on which is written various series or groups of words,
each group descriptive of some author, and each word
beginning with one of his initials in regular order.
The player wins who guesses the largest number of
authors. The following are suggested; others
may be devised: ;
1. Juveniles
firmly conquered (James Fenimore Cooper).
2. Name honored
(Nathaniel Hawthorne).
3. Bright
humor (Bret Harte).
4. One wholesome
humorist (Oliver Wendell Holmes).
5. Really
lasting stories (Robert Louis Stevenson).
6. Cheerful
laborer (Charles Lamb).
7. Tender,
brilliant author (Thomas Bailey Aldrich).
8. Heroism
wisely lauded (Henry Wadsworth Longfellow).
9. Just,
gentle writer (John Greenleaf Whittier).
10. Poetry bridged
skyward (Percy Bysche Shelley).
11. Clever delineator
(Charles Dickens).
12. Rare brain
(Robert Browning).
13. Weird imagination
(Washington Irving).
“B” GAME
5 to 30 or more players.
House party.
Each player is given a sheet of paper
with numbered questions prepared like the following
list. The answer to each question is to be written
opposite it, and must consist of the letter B as an
initial and added to it the number of letters designated,
the whole conforming to the definition given.
The following examples will illustrate: ;
1. B and
one letter, meaning to exist. ;Be.
2. B and
two letters forming a sack. ;Bag.
3. B and
three letters forming a storehouse. ;Barn.
4. B and
three letters, side of a stream. ;Bank.
5. B and
three letters, a young creature. ;Baby.
6. B and
three letters, a bag of goods. ;Bale.
7. B and
three letters, without hair. ;Bald.
8. B and
three letters, a surety. ;Bond.
9. B and
three letters, timber. ;Beam.
10. B and three
letters, a vegetable. ;Beet. ;Bean.
11. B and three
letters, a poet. ;Bard.
12. B and three
letters, a drink. ;Beer.
13. B and three
letters, a globule. ;Bead.
14. B and three
letters, part of a bird. ;Beak.
15. B and three
letters, a vessel. ;Boat.
16. B and four
letters, an appendage. ;Beard.
17. B and four
letters, a tree. ;Beech.
18. B and four
letters, to commence. ;Begin.
19. B and four
letters, a strand. ;Beach.
20. B and four
letters, a receptacle. ;Basin.
21. B and four
letters, a kind of meat. ;Bacon.
22. B and five
letters, a combat. ;Battle.
23. B and five
letters, a hound. ;Beagle.
24. B and five
letters, a signal. ;Beacon.
25. B and five
letters, a cup. ;Beaker.
26. B and eight
letters, a demon. ;Beelzebub.
The player wins who answers correctly
the largest number. This game may be devised
for any initial letter.
BARGAIN COUNTER
5 to 30 or more players.
House party.
Each player is provided with a paper
and pencil. The following is either written on
the papers in advance, or by the players from dictation,
minus the underscoring. Each player is then required
to find in the text the names of twenty-five textiles
that may be purchased in a dry goods store, none to
be mentioned twice, indicating each by underscoring.
The player wins who has the largest number correct.
Dolly Varden, immaculately dressed,
sat in the window ledge and heard from the church
near by the mellow chords of the organ dying slowly
away. Her silken hair was well drawn back from
her forehead low and broad. Clothed as she was
in pink and green, she made one think of the spring.
She was considered musical; I considered her brilliant
in every way. I was before the dresser, getting
ready to go out, and taking a forkful of cold slaw
now and then, or some mock duck. “I want
to send a line north, Henrietta,” said Dolly,
bringing ham sandwiches; for she saw I felt hungry.
She then wrote this letter: “I marvel,
veterans, if you pause in your good work for lack of
cash, merely as is represented. You should canvas
for a book or paper, Caleb, some handy volume, possibly
a duodecimo. Hairsplitting terms like this I do
not often employ, but, blessings on the head of Cadmus!
linguists must sometimes use their hands as well as
their wit, weed gardens, if need be, but spare the
mullein, for it seems to me like a flower. Always
remember that, though the light burns dim, it yet will
burn.”
BEAST, BIRD, OR FISH
10 to 30 or more players.
Parlor; gymnasium; playground; schoolroom.
The players stand or are seated, preferably
in a circle. One player stands or sits in the
center with a soft ball, made by crushing paper or
knotting up a handkerchief. This is thrown at
one of the players by the one in the center, who says
quickly, “Beast, bird, or fish!” then
repeats one of these classes and immediately counts
ten, whereupon the player who has been hit by the
ball must name some beast or bird or fish, according
to the class last named by the thrower. This must
be done before the latter has finished counting ten.
For instance, the thrower will say as he throws, “Beast,
bird, or fish! ;Bird!” whereupon the
player hit by the handkerchief must name a bird while
the thrower counts ten. This must not be a repetition
of any bird previously named in the game. Should
the player who is hit by the ball fail to meet the
requirements, he changes places with the thrower.
Should he succeed, the thrower repeats the game by
hitting some other player.
IN THE SCHOOLROOM this game may be
played with all the players but one in their accustomed
seats.
An old English form of this game substitutes
the words “Fire, air, and water,” for
“Beast, bird, and fish,” the players being
required to name some animal that lives in the air
or water when those elements are named, but to keep
silence when fire is named. In this form the
game is supposed to be a survival of fire worship.
BUZZ
5 to 30 or more players.
Playground; gymnasium; schoolroom; parlor.
This is a quiet game, as distinguished
from those requiring much muscular activity.
One of the players starts the game by saying “One”;
the next says “Two,” the next “Three,”
etc., until the number “Seven” is
reached, when the word “Buzz” is substituted
for it. The next player says “Eight,”
and so on up to a multiple of seven, such as fourteen,
twenty-one, twenty-eight, etc., on each of which
the word “Buzz” should be used instead
of the right number. The word “Buzz”
is also substituted for any number in which the word
seven occurs, even though it should not be a multiple
of seven, such as seventeen, twenty-seven, thirty-seven,
etc. When seventy is reached, the counting
proceeds as “Buzz-one,” “Buzz-two,”
etc., and seventy-seven is “Buzz-buzz.”
Whenever a player says a number instead
of “Buzz,” or says “Buzz” in
the wrong place, or calls out a wrong number, he must
pay a forfeit and start the game over again by saying
“One.”
The game may also be played by having
each player who misses drop from the game. Where
this is done, and the player retains his seat but is
silent, the game becomes even more confusing for the
players who remain.
CAKE SALE
Any number.
Parlor.
Each player is given a card or sheet
of paper prepared with the following questions, or
they may be dictated at the time. The one wins
who has the largest number of answers correct.
What kind of cake would you buy for ;
1. Sculptors?
(Marble cake.)
2. Politicians?
(Plum cake.)
3. Geologists?
(Layer cake.)
4. Advertisers?
(Cream puffs.)
5. Dairymen?
(Cream cake.)
6. Milliners?
(Ribbon cake.)
7. His Satanic
Majesty? (Angel’s food.)
8. Babies?
(Patty cakes.)
9. Lovers?
(Kisses.)
10. The betrothed?
(Bride’s cake.)
11. Gossips? (Spice
cake.)
12. Carpenters?
(Plain (plane) cake.)
13. Idlers? (Loaf
cake.)
14. Pugilists?
(Pound cake.)
15. One who lives
on his friends? (Sponge cake.)
16. Dynamiters?
(Raisin cake.)
17. Invalids? (Delicate
cake.)
18. Convalescents?
(Sunshine cake.)
19. “Boodlers”?
(Dough-nuts.)
20. Those who sample
all these too much? (Stomach ache.)
CAT PARTY
5 to 30 or more players.
House party.
Each player is provided with a sheet
of paper on which are written the following questions.
Each question is to be answered with a word, of which
the first syllable is cat. The player wins who
writes the largest number of correct answers, the
list of answers being read by the host or hostess
at the close of the time allowed for the game.
Examples of questions are given below: ;
1. What sort of cat is allowed
in a library? (Catalogue.)
2. What sort of cat makes you think of
reflected sounds?
(Catacoustics.)
3. What sort of cat unites well with a
toilet article? (Catacomb.)
4. What sort of cat requires a physician’s
attention? (Catalepsy.)
5. What sort of cat is feared by soldiers?
(Catapult.)
6. What sort of cat is bad for the eyes?
(Cataract.)
7. What sort of cat is to be dreaded? (Catastrophe.)
8. What sort of cat is allowed on the table?
(Catsup.)
9. What sort of cat goes to Sunday school?
(Catechism.)
10. What sort of cat do girls most detest?
(Caterpillar.)
11. What sort of cat makes small boys weep?
(Cat-o’-nine-tails.)
CRAMBO
10 to 30 players.
House party.
Each player is provided with two slips
of paper, and also with another full sheet of paper
and a pencil. On one of the slips he writes a
question. This may be as serious or absurd as
fancy dictates. On the other slip of paper he
writes a word, either a common or proper noun.
The slips containing the questions are then collected
in a box or hat, and those containing the nouns in
another receptacle. The questions are thoroughly
mixed and passed around, each player drawing one.
The same is done with the nouns.
Each player must then write a verse
which shall answer the question and contain the word
that he has drawn, no matter how irrelevant they may
be. A time limit is generally given for this performance,
varying with the facility of the players.
The following may serve as examples.
The author recalls a very grave banker, not suspected
of humor, who drew the question, “How long should
you roast a leg of mutton?” The word drawn was
“Finger.” He wrote: ;
“To roast the mutton,
let it linger
Longer than to roast
your finger.”
Another business man drew the question,
“What is the difference between doughnuts and
sponge cake?” The word was “Youth.”
He wrote: ;
“Sponge cake is delicate
and sweet to the taste,
While doughnuts
are tough as thunder;
And the youth who partakes
of the first in haste
Will tackle
the latter with wonder.”
The game may be made more difficult
by each player writing on a third slip of paper a
verb or an adjective, these to be collected and redistributed
with the nouns and questions.
CROSS QUESTIONS
10 to 60 players.
Parlor; schoolroom.
All but one of the players sit in
two rows facing each other, those directly opposite
each other being partners. The odd player walks
around the rows behind the others, asking questions
of any player facing him from the farther row.
The question must be answered, not by the player addressed,
but by his partner or vis-a-vis, who sits with
his back to the questioner.
Any player answering a question addressed
directly to him, or failing to answer one addressed
to his partner, or giving an incorrect answer to a
question, changes places with the questioner, or pays
a forfeit, as may have been decided on beforehand.
FOR THE SCHOOLROOM. ;When
played in the schoolroom, the adjacent rows should
form a group and face each other so as to leave free
aisles between the groups in which the questioners
may walk, as shown in the diagram of “Old Man
Tag.”
The game may be made to correlate
with almost any subject in the school curriculum,
the questioner asking, for instance, for capital cities,
boundaries, mountains, etc., for geography; for
dates or the names of heroes in great events, for
history; or even for brief problems in mental arithmetic.
DUMB CRAMBO
10 to 30 or more players.
Parlor.
The players are divided into two parties.
One party goes outside of the room, and those remaining
choose some verb, which is to be guessed and acted
by the other party. The outside party is then
told some word which rhymes with the chosen verb.
They consult among themselves, decide on a verb which
they think may be the right one, enter the room, and
without speaking act out the word they have guessed.
The inside party must decide from this pantomime if
the correct verb has been guessed. If not, they
shake their heads. If right, they clap their
hands. No speaking is allowed on either side.
If the outside party be wrong in their guess, they
retire and try another word, repeating this play until
they hit upon the right word, when the two sides change
places.
FIND THE RING
10 to 30 or more players.
Parlor; gymnasium; schoolroom.
The players sit in a circle, holding
in their hands a long piece of string tied at the
ends so as to form a circle large enough to go around,
a small ring having been put upon this string.
One player is chosen to stand in the center.
The players who are seated then pass the ring from
one to another, the object being for the player in
the center to detect who has the ring. The other
players will try to deceive him by making passes to
indicate the passage of the ring when it really is
not in their vicinity. When the player in the
center thinks he knows who has the ring, he calls
out the name of that player. If right, he sits
down, and that player must take his place in the center.
This game may be played by the players repeating the
following lines as the ring is passed around the circle: ;
“Oh, the grand old Duke
of York,
He had ten
thousand men;
He marched them up the
hillago,
And marched
them down again.
“And when they were
up they were up,
And when
they were down they were down;
And when they were halfway
up the hill,
They were
neither up nor down.”
This game may be played out of doors
around a bush, in which case the player who is It
must circle around the outside of the ring formed by
the other players instead of standing in the center.
FLOWER MATCH
2 to 10 players.
Out of doors.
This is one of the pretty
Oriental games recorded from Korea by
Mr. Culin, and is played
by the children of that country,
Japan, and China.
The players each gather a handful
of meadow bloom ;blossoms and grass indiscriminately,
not selecting the contents of the bunch. All sit
down in a group. The first player lays out one
from his pile, say a buttercup. All of the players
around the circle try to match this, that is, each
one who has buttercups lays all of them in a pile with
that of the first player, who appropriates the entire
pile when this has gone around the circle. Then
the next player lays out something which all must
try to match. The one wins who has the largest
number of grasses or blossoms all counted together
at the end. Different sorts of grasses and leaves
count in this game as well as different kinds or colors
of blossoms.
GRASS BLADE
2 to 10 players.
Out of doors.
This is a pretty game
for little children, recorded by Mr.
Culin, as played by
the children of Japan, China, and Korea.
Each child gathers a handful of grass,
the soft, flexible grass blades being best for the
purpose. The players are all seated in a group.
One child makes a loop of a blade of grass by holding
the two ends in his hand. Another child loops
a blade of grass through this and the two pull; the
one whose grass blade breaks loses, and the two pieces
as trophies are given to the successful player, who
then matches his grass blade with the next, and so
on around the circle until his grass blade breaks,
when he loses his turn and the next player has a similar
turn. The one wins who has the greatest pile of
trophies at the end.
HANDS UP ;HANDS DOWN
10 to 60 players.
Schoolroom.
This is a schoolroom adaptation of
Up Jenkins, and is designed especially for use as
children assemble in a class room before the opening
of the school session. The only material required
is a small paper or worsted ball of a size that may
be hidden in the clinched hand.
The players are divided into two groups,
each group seated, partly facing the other (indicated
by arrows in the diagram) with a captain standing
before each side at C.
The side starting the game is given
a small ball of paper or worsted, and at the command
of the captain of the opposing side the players
pass the ball rapidly from one to another. Each
player makes the motion of passing, so as to deceive
the opposing group as to the whereabouts of the ball.
The captain and players of the opposing
group meanwhile keep a sharp lookout for the ball
without leaving their seats.
After a short time of passing, the
captain, who started the passing (Group B,
diagram) calls suddenly, “Hands up!” and
immediately all passing in Group A must cease,
and all hands must be raised high overhead and tightly
clinched, so the player having the ball, when the
passing ceased, may not disclose the fact.
The B captain again gives a
sudden command of “Hands down!” Immediately
all hands are brought down softly on the desk in front
of each player of Group A, hands wide open,
palms downward, and again the player with the ball
tries to hide it under his hand.
The players of Group B, who
think they know who has the ball, raise their hands.
No player may speak unless called by his captain.
When called, he may say, “Under J.’s right
hand” (or left hand, as the case may be).
J. raises the right hand, and if the guesser be mistaken,
places that hand in his lap, it being thereafter out
of commission, so to speak. No other player of
Group A moves a hand. Should the ball
be found under the hand raised, the opposing group,
i.e. Group B, receives as many points
as there are hands left upon the desks. Otherwise,
the search continues, the captain of Group B
asking players of his group to order a hand raised,
or orders it himself, until the ball is discovered.
Group B now takes the ball and passes it from
one to another, and Group A gives commands through
its captain. The side making a score of three
hundred points wins. A side loses ten points
when a player talks or calls for a hand to be raised
without the permission or call of the captain.
This adaptation was made by Miss Adela
J. Smith of New York City, and received honorable
mention in a competition for schoolroom games
conducted by the Girls’ Branch of the Public
Schools Athletic League of New York City, in 1906.
It is here published by the kind permission of
the author, and of the Girls’ Branch, and
of Messrs. A. G. Spalding & Brothers, publishers
of the handbook in which the game first appeared.
HEN ROOST
5 to 30 or more players.
Parlor; schoolroom.
Each of the players except one chooses
a word, which should be the name of some object, and
in answering any questions put to him in the game
he must introduce this word which he has chosen into
each answer. The odd player takes the place of
questioner. He may ask one or more questions
of each player, as he sees fit, the dialogue taking
any turn he chooses, the following being suggestive
of the general tone of it: ;
The questioner says: “I
heard that you got into the hen roost yesterday.
How did you get in?”
Answer: “With the dictionary.”
To the next player: “What did you find
there?”
Answer: “A horse.”
To the next player: “What did you give
him to eat?”
Answer: “A sofa pillow,” etc.
Any player who laughs, or who fails
to answer promptly or correctly to the question, must
change places with the questioner. Forfeits may
also be required if desired.
HORNS
5 to 60 players.
Indoors; out of doors; schoolroom.
This game is played very much like
“Simon says.” It is a quiet game
that may be played with all of the players seated,
their forefingers placed on their knees or on a table
or desk in front of them. One who is leader says: ;
“All horns up!”
“Cat’s horns up!” or
“Cow’s horns up!”
whereupon he lifts his own forefingers,
pointing upward. Should he name an animal that
has horns, all of the players lift their fingers in
similar manner, but should he name an animal such as
a cat, that has no horns, any player that lifts his
fingers in imitation of the leader is out of the game.
INITIALS
5 to 30 or more players.
House party.
For this game it will be necessary
to prepare slips of paper, one for each player.
At the head of the paper are written the initials of
some person who will be present; under this a series
of questions which the player drawing the paper is
to answer. The papers are put in a box or hat
and drawn by the players, or held in the hand with
the initials concealed and drawn in that way.
A certain time may be allowed, if desired, for the
answering of the questions.
The answers must be written in each
case immediately below the question, must consist
of only as many words as there are initials at the
top of the sheet, and the words of the answer must
begin with the initials in their proper order.
For example: ;
H. B. B.
1. To whom does this paper
belong? (Henry B. Brown.)
2. What is his character? (Horrid, but
bearable.)
3. What kind of hair has he? (Heavy, burnished
brown.)
4. What kind of eyes has he? (Heavenly,
bright blue.)
5. What books does he prefer? (Handsomely
bound biographies.)
6. What animals does he prefer? (Howling
big bears.)
7. What is his chief occupation? (Hammering
bulky boxes.)
8. What do you surmise regarding his future?
(He’d better beware.)
9. What does he think of the opposite sex?
(Hebes! Bright beauties!)
10. What does he think of the world in general?
(He’s becoming bewildered.)
LEAF BY LEAF
Any number of players.
Out of doors; indoors.
A basket of leaves is provided, no
two of the leaves being alike. These may be leaves
from trees, shrubs, or plants, or flowers may be used
in the same way.
The players are each provided with
a card or slip of paper and a pencil, and are seated.
One leaf is handed to the first player, who passes
it on to the next, and so on until it has made the
round of the group. Each player, in turn, if
he can identify the leaf, writes the name of it on
a card. Each leaf is thus passed.
The host or hostess then reads a correct
list, naming the leaves in the order in which they
were passed. The player wins who has the largest
number correct.
This is an especially pleasing game
for nature students.
LITERARY LORE
5 to 30 or more players.
House party.
Each player is given a sheet of paper
on which the following questions are written.
The player wins who writes correct answers to the largest
number of questions. This game may be worked up
from the writings of any poet or author. Examples
are given from Tennyson and Longfellow. The answers
are appended here, but in playing the game should be
read by the host or hostess at the end.
TENNYSON
1. What poem is it that
sings down the vale? ;The Brook.
2. What is the poem whose father is king? ;The
Princess.
3. The poem that honors a friend who is
gone? ;In Memoriam.
4. The poem that rules in the spring? ;The
May Queen.
5. The poem that lives in the depths of
the sea? ;The Mermaid.
6. The poem once baked in a pie? ;The
Blackbird.
7. The poem from which all its dwellers
have gone? ;The
Deserted House.
8. The poem that is a good-by? ;The
Farewell.
9. The poem whose dress was tatters and
rags? ;The Beggar Maid.
10. The poem that lets in light? ;The
Window.
11. The poem in which we see castles in
Spain? ;The Day Dream.
12. The poem that sees in the night? ;The
Owl.
LONGFELLOW
1. What poem is it that
helps to shoe your horse? ;The
Village Blacksmith.
2. The poem that needs an umbrella? ;The
Rainy Day. An April Day.
3. The poem that carries you across? ;The
Bridge.
4. The poem that finds you weary? ;The
Day is Done.
5. The poem that keeps the time? ;The
Old Clock on the Stairs.
6. The poem that belongs to little people? ;The
Children’s Hour.
LONDON
2 players.
Indoors; schoolroom; seashore.
This is a quiet game in which the
players are all seated. A diagram is drawn on
a slate or piece of paper of oblong shape, about six
by ten inches in outside dimensions, if the surface
admits of one so large. This is divided by a
horizontal line every two inches. It is an advantage
if the players have different colored pencils, but
this is not necessary. A piece of paper is placed
at the bottom of the diagram and blown over the diagram
toward the top; or a small piece of glass or china
called a “chipper” is used, the latter
being nicked or snapped with the fingers. The
first player snaps his chipper, and in whichever place
it stops marks with a pencil a small round “o”
to represent a man’s head. The chipper
is then returned to its starting place and the play
is repeated. This is continued until the player
has marked a head in each of the horizontal spaces;
or should his chipper land a second time in a space
in which he has already marked such a head, he makes
a larger round under the head to represent the body
of a man. The third time it lands in this place
he makes a downward stroke for a leg, and the fourth
time one for a second leg, which completes the man.
Should three complete men be so drawn in one space,
the player, without shooting again, draws what are
called “arms,” that is, a horizontal line
from the figures across the space to the outside limits.
This occupies the space completely and keeps the other
player out of that space; that is, the other cannot
put any men in it or add to any which he may already
have started there.
The first player continues to play
until the chipper lands on a line; a player whose
chipper lands on a line or outside of the diagram loses
his turn. The other player then takes his turn,
and may start, continue, or complete men in any spaces
which the first player has not occupied with three
armed men, even though the latter may have started
men in the space or have completed two of them.
Each player may build only on his own men.
The player wins who succeeds in occupying
the largest number of spaces with three armed men
of his own drawing.
The space at the top of the diagram,
called “London,” is especially advantageous.
No men are marked in it, but should the chipper land
there at any time, the player may draw a head in every
other space on the diagram, or add one mark to any
one drawing he may have already in each space.
This game may be played on the seashore
or playground or wherever the diagram may be drawn
in hard earth.
For the schoolroom it is an interesting
diversion for pupils who assemble early before the
opening of the school session.
MINISTER’S CAT (THE)
Any number of players.
Parlor; schoolroom.
The first player says, “The
minister’s cat is an avaricious cat,”
using an adjective which begins with “a”
to describe the cat.
The next player makes a remark about
the cat, using the same initial letter for the adjective;
for instance, that it is an “aggressive”
cat. This is continued, each player using a different
adjective beginning with the letter “a,”
until the game has gone entirely around the circle.
The first player then makes a similar remark about
the cat, using an adjective beginning with “b.”
This goes around, and so on through the alphabet.
Any player who is slow to respond, or who fails, must
either drop out of the game or pay a forfeit, as may
be decided at the start.
MUSIC BOX
3 to 60 players.
House party; schoolroom; playground.
Each player is given a slip of paper
and pencil. Some one who has a good repertoire
of popular airs sits at the piano ;or lacking
a piano, may sing without words ;and goes
briefly through snatches of one air after another,
each of the players writing on his slip of paper the
name of the air, or leaving a blank if he be unable
to name it. The one wins who names the largest
number of airs correctly.
This is an admirable game to use for
old ballads, such as “Annie Laurie,” “Suwanee
River,” “My Old Kentucky Home,” “Blue
Bells of Scotland,” etc., or for national
airs, or for both together. In a company that
is well up on current music, airs from current songs
and popular operas may be used successfully.
MY LADY’S LAP DOG
5 to 30 of more players.
Parlor.
My lady’s lapdog.
Two plump partridges
and my lady’s lapdog.
Three great elephants,
two plump partridges, and my lady’s
lapdog.
Four Persian cherry
trees, three great elephants, etc.
Five Limerick oysters,
four Persian cherry trees, etc.
Six bottles of Frontignac,
five Limerick oysters, etc.
Seven swans a swimming,
six bottles of Frontignac, etc.
Eight flip flap floating
fly boats, seven swans, etc.
Nine merchants going
to Bagdad, eight flip flap, etc.
Ten Italian dancing
masters going to teach ten Arabian magpies
how to dance, nine merchants
going to Bagdad, etc.
Eleven guests going
to celebrate the marriage of the Princess
Baldroubadour with the
Prince of Terra del Fuego, ten
Italian
dancing masters going
to teach ten Arabian magpies, etc.
Twelve triumphant trumpeters
triumphantly trumpeting the
tragical tradition of
Telemachus, eleven guests going to
celebrate the marriage,
etc.
The players sit in a circle; the one
who is leader turns to the next player and says, “My
lady’s lapdog.” This player turns
to the one next him and repeats the phrase, which
is thus handed around the circle. When it gets
back to the leader, the leader turns to his neighbor
and adds an item to that previously mentioned, saying,
“Two plump partridges and my lady’s lapdog.”
This goes around the circle, when the leader says,
“Three great elephants, two plump partridges,
and my lady’s lapdog,” and so on, adding
each time different items according to the formula
given above. Any player failing to repeat the
list correctly pays a forfeit.
VARIATION. ;For younger
players, the following list may be found better: ;
A big fat hen.
Two ducks and a big
fat hen.
Three wild geese, two
ducks, and a big fat hen.
Four plump partridges,
three wild geese, two ducks, etc.
Five pouting pigeons,
four plump partridges, three, etc.
Six long-legged cranes,
five pouting pigeons, etc.
Seven green parrots,
six long-legged cranes, etc.
Eight screeching owls,
seven green parrots, six long-legged,
etc.
Nine ugly black turkey
buzzards, eight screeching owls, etc.
Ten thousand domesticated
chimney swallows, nine ugly black
turkey buzzards, eight
screeching owls, etc.
NAUGHTS AND CROSSES
2 players.
Indoors; out of doors.
A diagram is drawn on a slate, paper,
or the ground, and consists of two vertical lines,
crossed by two horizontal lines. One player chooses
to write “naughts” (o) and the other “crosses”
(x). The players take turns in marking a naught
or a cross in one of the nine places provided by the
diagram, the object being to get three naughts or
three crosses in a row. This row may be either
vertical, horizontal, or diagonal.
A score is kept of the games won by
each player, and a third score is kept of the games
played in which neither player wins.
This game may be played at the seashore,
on the playground, or wherever the diagram may be
traced on the earth.
For school use it is an interesting
diversion for pupils who assemble early before a session
opens, or who remain in over a rainy noontime.
NIMBLE SQUIRREL
Any number of players.
Schoolroom; parlor; playground.
This is a device for mental arithmetic.
It is one of which children are very fond.
As the play element may enter very largely into
the fanciful suggestions used by the teacher, it seems
in place in a book of games.
The teacher states her problem in
a manner similar to the following: ;
“There was a tree with fifty
branches. A squirrel started on the first branch,
jumped up three branches [to the fourth], came halfway
down [to the second], went three times as high [sixth
branch], fell halfway down [third branch], saw a dog,
and ran to the top of the tree; fell to the ground
and started over again; went up eight branches, jumped
past three branches,” etc., finishing up
with, “How many branches from the top was he?”
This game has been found intensely
interesting for children through the upper grades
of the elementary schools.
PENNY WISE
5 to 30 players.
House party.
Each player is provided with a bright
new penny (of design prior to 1909), a piece of paper,
and a pencil. On the paper are written beforehand,
or to dictation, the following requirements, of course
without the answers. The player wins who has the
largest number of correct answers.
Find on the penny the following: ;
The name of a song. ;America.
A privilege. ;Liberty.
A part of Indian corn. ;Ear.
A part of a hill. ;Brow.
Something denoting self. ;Eye (I).
Part of a door. ;Lock (of hair).
A weapon of war. ;Arrow.
An act of protection. ;Shield.
A gallant. ;Beau (bow).
A punishment. ;Stripes.
Part of a plant. ;Leaf.
A piece of jewelry. ;Ring.
A nut. ;Acorn.
A musical term. ;Bar.
An occupation. ;Milling.
A foreign fruit. ;Date.
Trimming for a hat. ;Feather.
What ships sail on. ;Sea (C).
A perfume. ;Scent (cent).
A religious edifice. ;Temple.
A messenger. ;One sent (cent).
A method of voting. ;Ayes and Noes (eyes
and nose).
A Chinese beverage. ;Tea (T).
A gaudy flower. ;Tulips (two lips).
Comfort. ;Ease (E. E.).
A small animal. ;Hare (hair).
A term of marriage. ;United state.
An ancient honor. ;Wreath.
One of the first families. ;Indian.
PLANTING A GARDEN
5 to 30 or more players.
House party.
Each player is provided with a sheet
of paper and a pencil. The game consists in one
player writing down something that he has planted and
the next player stating what came up. Anything
may be planted, though the questioner must have in
mind something that could come up from what he writes.
He must sign his initials. The names of the plants
that come up must bear some direct relation, punning
or otherwise, to the things planted.
For example, a player writes, “I
planted a kitten; what came up?” The paper is
handed to the next player, who writes, “Pussy
willows.”
After the questions are written, the
papers are collected and redistributed, and each writes
an answer to the question he has drawn. They
are then collected again, and the hostess reads the
questions and answers. Any question not answered
must be replied to by the player who wrote it.
Examples follow: ;
1. Plant
an angry wise man; what will come up? ;Scarlet
sage.
2. Plant
a box of candy; what will come up? ;Candytuft.
3. Cupid’s
arrow; what will come up? ;Bleeding heart.
4. Some steps. ;Hops.
5. Days,
months, and years. ;Thyme.
6. Christmas
Eve. ;Star of Bethlehem.
7. Orange
blossoms. ;Bridal wreath.
8. A sermon. ;Jack
in the pulpit.
9. Cuff on
the ear. ;Box.
10. Grief. ;Weeping
willow.
11. Cinderella
at midnight. ;Lady’s slipper.
12. A ship that
has nowhere to go. ;Portulaca (port you lack,
ah!).
13. Star spangled
banner and Union Jack. ;Flags.
14. Claws and a
roar. ;Tiger lilies.
15. A Richmond
caterpillar. ;Virginia creeper.
16. Contentment. ;Heart’s-ease.
17. What a married
man never has. ;Batchelor’s buttons.
18. Sad beauties. ;Bluebells.
19. Labyrinth. ;Maize.
PRINCE OF PARIS
10 to 30 players.
Parlor; schoolroom.
A player is chosen as leader; the
others are numbered consecutively from one up, and
are all seated.
The leader, standing in front, says,
“The Prince of Paris has lost his hat.
Did you find it, Number Four, sir?” whereupon
Number Four jumps to his feet and says: ;
“What, sir! I, sir?”
Leader. “Yes, sir! You, sir!”
No. Four. “Not I, sir!”
Leader. “Who, then, sir?”
No. Four. “Number Seven, sir.”
Number Seven, as soon as his number
is called, must jump at once to his feet and say: ;
“What, sir! I, sir?”
Leader. “Yes, sir! You, sir.”
No. Seven. “Not I, sir!”
Leader. “Who then, sir?”
No. Seven. “Number Three, sir!”
Number Three immediately jumps to
his feet, and the same dialogue is repeated.
The object of the game is for the leader to try to
repeat the statement, “The Prince of Paris has
lost his hat,” before the last player named
can jump to his feet and say, “What, sir!
I, sir?” If he succeeds in doing this, he changes
places with the player who failed in promptness, that
player becoming leader.
Should any player fail to say “Sir”
in the proper place, this also is a mistake, and the
leader may change places with such player.
This game has much sport
in it for house parties or other uses.
RECOGNITION
Any number of players.
Parlor; schoolroom.
Each player is given a card or slip
prepared with the following questions, or the list
may be dictated at the time.
What famous persons, historical or
mythical, do these objects suggest?
1. Hatchet?
(George Washington.)
2. A rail
fence? (Abraham Lincoln.)
3. A kite?
(Benjamin Franklin.)
4. A muddy
cloak? (Sir Walter Raleigh.)
5. A lonely
island? (Robinson Crusoe.)
6. A burning
bush? (Moses.)
7. A ruff?
(Queen Elizabeth.)
8. A glass
slipper? (Cinderella.)
9. An apple?
(William Tell.)
10. A silver lamp?
(Aladdin.)
11. A smooth, round
stone? (David.)
12. Long hair?
(Sampson.)
13. A dove? (Noah.)
14. A pomegranate
seed? (Persephone.)
15. A spider web?
(Robert Bruce.)
16. A key? (Bluebeard.)
17. A wolf? (Red
Riding Hood.)
18. A steamboat?
(Robert Fulton.)
SCAT
2 players.
Indoors; out of doors; schoolroom.
One player holds on his upturned palm
a ruler, a paper knife, or a small thin strip of wood.
The other player takes this quickly and tries to “scat”
or hit the opponent’s palm with the ruler before
he can withdraw his hand. The game will be made
more interesting by feints on the part of the player
who has to take the ruler, he giving several appearances
of taking it before really doing so. When a player
succeeds in hitting his opponent’s hand with
the ruler they change parts in the game. Count
is kept of the unsuccessful hits, the player winning
who has the smallest score when the play ends.
This is one of the diversions useful
for rainy day recesses in school, or for pupils who
congregate before a session opens.
SEEKING FOR GOLD
5 to 15 players.
Out of doors; seashore.
A handful of small pebbles is collected,
and the players sit on the ground in a circle.
One of the players scatters the pebbles on the ground
in the center of the circle, as jackstones are scattered.
This player then draws a line with his finger between
any two of the pebbles, and tries to snap one of these
two so that it will hit the other, as marbles are
snapped at one another. If successful in hitting
the pebble, the same player has a second turn, keeping
each time the two pebbles hit. Should this player
miss, another gathers up the pebbles, scatters them,
draws a line between any two of them, snaps them,
etc.
The one wins who at the close of the
game has the largest number of pebbles. It will
be seen that a small number of players is better for
this game than a large group. Nuts may be used
instead of pebbles.
This game is played
by children in China.
SHAKESPEAREAN ROMANCE (A)
Any number of players.
House party; schoolroom.
Each player is provided with a sheet
of paper prepared with the following questions, or
the questions may be dictated at the time. Each
question is to be answered with the title of one of
Shakespeare’s plays. The player wins who
has the largest number correct at the end of the time
allotted for the game.
Other questions may be devised.
1. Who were
the lovers? (Romeo and Juliet.)
2. What was
their courtship like? (Midsummer Night’s Dream.)
3. What was
her answer to his proposal? (As You Like It.)
4. About
what time of the month were they married? (Twelfth
Night.)
5. Of whom
did he buy the ring? (Merchant of Venice.)
6. Who were
the best man and maid of honor? (Antony and Cleopatra.)
7. Who were
the ushers? (The Two Gentlemen of Verona.)
8. Who gave
the reception? (Merry Wives of Windsor.)
9. In what
kind of a place did they live? (Hamlet.)
10. What was her
disposition like? (The Tempest.)
11. What was his
chief occupation after marriage?
(Taming
of the Shrew.)
12. What caused
their first quarrel? (Much Ado about Nothing.)
13. What did their
courtship prove to be? (Love’s Labor Lost.)
14. What did their
married life resemble? (A Comedy of Errors.)
15. What did they
give each other? (Measure for Measure.)
16. What Roman
ruler brought about reconciliation? (Julius Cæsar.)
17. What did their
friends say? (All’s Well that Ends Well.)
SIMON SAYS
2 to 60 players.
Parlor; schoolroom.
The players sit around a table, or
if played in the schoolroom, sit at their respective
desks. Each player makes a fist of each hand with
the thumb extended. One is chosen for leader,
whom the others follow.
The leader says, “Simon says,
‘Thumbs up!’” whereupon he places
his own fists on the table before him with the thumbs
upward. The players must all do likewise.
The leader then says, “Simon says, ’Thumbs
down!’” whereupon he turns his own hands
over so that the tips of the thumbs touch the table,
the others imitating him. He may then say, “Simon
says, ‘Thumbs wiggle waggle!’” whereupon
he places his fist on the table with the thumbs upward
and moves the thumbs sideways, the players imitating
him.
If at any time the leader omits the
words “Simon says,” and goes through the
movements simply with the words “Thumbs up!”
“Thumbs down!” or “’Wiggle
waggle!” the players must keep their hands still
and not imitate his movements. Any player imitating
him under these circumstances must either pay a forfeit
or become leader, or both, as may be decided on beforehand.
SKETCHES
3 to 60 players.
Schoolroom; parlor.
The game here described for use with
history may be used simply as a diversion in
describing animals or any inanimate objects; or
it may be used to correlate with English (authors),
picture study, etc.
Each player is provided with a sheet
of paper and pencil and writes a description of some
historical character; the object being to give a description
that shall be perfectly truthful and yet puzzling or
misleading for the other players who are to guess the
identity of the character in the writer’s mind.
One player is called on to read his
description. The other players may have the privilege
of asking questions that may be answered by “Yes”
or “No” only; but it is considered much
more of an honor to guess correctly without this assistance.
The one guessing the character correctly reads his
description next. A description for instance might
read: ;
“The person whom I would describe
was a very tall man; very vigorous; used an ax
on occasion; had much to do with legislators;
was widely known outside of his native country, and
has been the subject of many biographies.”
As this description would apply equally
to Washington, Lincoln, Gladstone, and several others
who might be mentioned, there is opportunity for considerable
guessing before the right character be found.
TIDBITS FARMER (THE)
5 to 30 players.
House party.
Each player should be given a card
or slip of paper on which the following verses are
written, the last of each line being left blank.
The game consists in filling in the blank spaces each
with a double letter of the alphabet, as indicated
in parentheses. The player wins who has the largest
number correct.
There is a farmer who is (YY)
Enough to take his (EE)
And study nature with his (II)
And think on what he (CC)
He hears the chatter of the (JJ)
As they each other (TT)
And sees that when a tree de (KK)
It makes a home for (BB)
A yoke of oxen will
he (UU)
With many
haws and (GG)
And their mistakes he
will ex (QQ)
When plowing
for his (PP)
He little buys but much
he se (LL)
And therefore
little (OO)
And when he hoes his
soil spe (LL)
He also
soils his h (OO)
TIP TAP TOE
2 to 8 players.
Indoors; out of doors.
INDOORS. ;A circle is drawn
on a slate or paper, the size of it varying with the
number of players, a larger circle being desirable
for a large number of players. This circle is
intersected with straight lines, so that it is divided
into a series of wedge-shaped spaces, the number of
lines and spaces being also at the discretion of the
players, the larger the number of players the larger
the number of spaces desirable and the greater the
variation in scoring. In each of these spaces
numbers are written in consecutive order, one for each
space, 1, 2, 3, 4, etc., or the numbers may be
done in multiples of five, ;5, 10, 15, 20,
etc. The players take turns in rotation.
The one whose turn it is shuts his eyes, takes a pencil,
circles it around over the diagram while he says the
following verse: ;
“Tip, tap, toe, here
we go,
Three jolly sailor boys
all in a row.”
At the close of the verse the player
places the point of the pencil on the diagram, still
with his eyes closed. He then opens his eyes,
and should the pencil have touched one of the numbered
spaces, he marks down to his score the number written
in that space, and crosses out that figure on the
diagram. Thereafter that space does not count
in playing. Should the pencil touch a dividing
line or the line forming the circumference of the
circle, or fall outside of the circle, or fall in
a space in which the number has been crossed out, the
player scores nothing, and loses his turn, the next
one taking up the play.
When all of the spaces have been crossed
out, the player wins who has the largest score, but
should any player at any time touch his pencil to
the center of the circle, he wins the game.
OUT OF DOORS. ;This game
may be played out of doors by drawing the diagram
on the earth with a sharpened stick, which is used
afterwards as a pointer as a pencil is used on the
paper diagram. If on hard earth the figures may
be marked in the spaces as on a paper diagram, but
the diagram should be drawn considerably larger than
when on paper.
This is an admirable game for playing
on the hard sand of the seashore. In that case
little pebbles or shells are placed in the different
spaces instead of numerals; one in the first space,
two in the second, three in the third, etc.
When a player places his stick or pointer in a space
he removes the pebbles from that place to a little
pile, and the score is counted at the end by counting
this pile of pebbles. Any space from which the
pebbles have been removed is thereafter out of the
game, as when the figures are crossed out on the paper
diagram.
This game is supposed
to have originated in early methods of
allotting land.
UP, JENKINS!
6 to 20 or more players.
Parlor; schoolroom.
This is one of the most popular current
games among young people, being usually played to
the accompaniment of much laughter and intense interest.
It consists in the guessing by opposing parties of
the hand under which a coin is hidden.
The players are divided into two parties.
Each party has a captain, each player being captain
in turn during successive rounds of the game.
The players gather around a table, one party on one
side and the others opposite. A coin, usually
a quarter, is passed from hand to hand under the table
by one of the parties in an endeavor to conceal from
the opponents which individual holds it. The leader
of the opposite party then calls, “Up, Jenkins!”
when all of the hands of his opponents are brought
from under the table and held up with palms outward
toward the guessing party, fingers closed down tightly
over the palms, the quarter being hidden in one of
the hands. The opponents may look at the hands
from their side of the table in this way as long as
they choose. The leader then commands “Down,
Jenkins!” when the hands are slammed down simultaneously
flat on the table, palms downward. This is done
with enough noise to disguise the clink of the coin
striking the table. The object of the game is
for the opponents (those not having the coin) to guess
under which hand the coin is laid, each hand supposed
not to have it being ordered off the table. The
captain of the guessing party, who alone may give these
orders (though his players may assist him with suggestions),
calls for the lifting of one specified hand at a time.
The player named must lift the hand indicated, and
that hand is thereafter to be taken from the table.
If the guessing party can be successful
in thus eliminating all of the empty hands so that
the coin is left under the last hand, they are considered
to have won, and the coin passes to them for the next
round. If the coin be disclosed before the last
hand be reached, the side holding it adds to its score
the hands remaining on the table that were not ordered
off. The side wins which has the highest score
when the play stops, the time limits being indefinite.
For the schoolroom see also an adaptation
called Hands up ;Hands down.
WHAT IS MY THOUGHT LIKE?
5 to 30 players.
Children’s party; house party; playground.
The players are seated in a circle
or any convenient group. One of the number decides
upon a “thought”; that is, he thinks of
some person, object, or abstraction, without telling
the others what it is. He then asks of each in
turn, “What is my thought like?” Each answers
anything he chooses. The first player then declares
what his thought was, and asks of each, “Why
is ;(naming the object he thought of) like ;(whatever
such player answered)?” Each must find some likeness,
however absurd, or pay a forfeit. For instance,
the answers around the circle might be, “Your
thought is like an umbrella,” “like Napoleon,”
“Pinafore,” “sadness,” “my
necktie,” “a rose,” etc.
The questioner then says, “I thought of a lead
pencil. Why is a pencil like an umbrella?”
“Because it is oftenest black.” The
pencil may be like Napoleon because it can make a
mark; like a rose because it is sometimes cut, etc.
If any one happens to answer to the first question,
“a pencil” (or whatever was thought of),
he also must pay a forfeit.
WOODLAND LOVERS (THE)
5 to 30 or more players.
House party.
Each player is given a paper on which
the following is written or dictated, the words in
parentheses being omitted and a blank space left.
The game consists in each player filling in these blank
spaces with the name of some tree. The host or
hostess at the end reads this list of words in order,
the player winning who has the largest number correct.
The same tree may be mentioned more than once.
He took her little hand in his own
big (palm). “I love (yew), dear,”
he said simply. She did not (sago) away, for it
had been a case of love at first sight.
She murmured something in (aloe) voice.
They had met one day upon a sandy (beech), and from
that (date) onward, they cared not a (fig) for
the outside world. Her name was (May Ple).
She was a charming girl. Rosy as a (peach);
(chestnut) colored hair; (tulips) like a (cherry);
skin a pale (olive). In fact, she was as
beautiful (as pen) or brush ever portrayed.
The day he met her she wore a jacket of handsome
(fir). He was of Irish descent, his name being
(Willow) ’Flaherty. He was a (spruce)
looking young fellow. Together they made
a congenial (pear). But when did the course of
true love ever run smooth? There was a third person
to be considered. This was (paw paw).
Both felt that, counting (paw paw) in, they might
not be able to (orange) it. What if he should
refuse to (cedar)! Suppose he should (sago) to
her lover? And if he should be angry, to
what point won’t a (mango)? Well,
in that case she must submit, with a (cypress) her
lover in her arms for the last time, and (pine) away.
But happily her parent did not constitute (ebony)
skeleton at their feast. He was guilty of
no tyranny to reduce their hopes to (ashes).
They found him in his garden busily (plantain).
He was chewing (gum). “Well,”
he said thoughtfully, in answer to the question:
“Since (yew) love her I must (cedar) to (yew).
You make a fine young (pear). Don’t
cut any (capers) after you’re married,
young man! Don’t (pine) and complain if
he is sometimes cross, young woman! I hope
to see (upas) many happy days together!”
ZOO
5 to 10 players.
Parlor; schoolroom.
Each player is provided with ten slips
of paper, numbered conspicuously from one to ten,
but arranged irregularly in a pile. The players
gather around a table or sit in a circle, each one
being given the name of an animal; the sport of the
game will consist largely in choosing unusual or difficult
names, such as yak, gnu, camelopard, hippopotamus,
rhinoceros, Brazilian ant-eater, kangaroo, etc.
Each player holds his slips with the
numbers turned downward. The first player turns
up his upper slip so that the number is visible and
lays it down in front of him. In doing this he
must turn it away from himself, so that the other
players see it first; the next player then does the
same. Should the two slips happen to coincide
in number, for instance, should the first player have
turned up number three and the second player turn
up number three, they must each at once call each
other’s names, as “Yak!” “Hippopotamus!”
or whatever name was assigned to them. The one
who first calls the other’s name gives away his
slip to that other, the object being to get rid of
one’s slips as fast as possible.
Should the slip turned up by the second
player not correspond in number to that turned by
the first, he also lays it down in front of him; the
third player then turns his up, and this is continued
around the circle until a slip is turned that corresponds
in number with any that has already been turned up,
when those two players must immediately call each
other’s names, as before explained. The
player wins who first gets rid of all of his slips.
For schools, a class should divide
into small groups for this game, which may be made
to correlate with geography or history, by using proper
names from those subjects instead of names of animals.
For older players the game may be
made very funny also by assigning to each player the
name of a patent medicine instead of the name of an
animal, and playing cards may be used instead of the
numbered slips.