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Chapter I: Part 1

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Transcriber's Note: Italic text is denoted by _underscores_ and bold text by =equal signs=. A caret (^) indicates a superscript character.

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BLIND MAN'S BUFF. NINE PINS.
FIRESIDE FUN.
WHIST. PARLOUR MAGIC.]

CASSELL'S
BOOK OF
IN-DOOR AMUSEMENTS,
CARD GAMES,
AND
FIRESIDE FUN.

With Numerous Illustrations.

_THIRD EDITION._

CASSELL, PETTER, GALPIN & CO.:
_LONDON, PARIS & NEW YORK_.

[ALL RIGHTS RESERVED.]

PREFACE.

This Work is a companion volume to CASSELL'S BOOK OF SPORTS AND PASTIMES. As the latter--with the exception of the special sections on "Recreative Science," "The Workshop," and "Home Pets"--is largely occupied with games and sports which are usually carried on out-of-doors, it will be seen that the present book, which is almost exclusively devoted to indoor games of various kinds, forms a very fitting supplement to the other.

It has been the constant aim of the different writers to convey their information in plain, accurate, direct fashion, so that readers may come to understand, on the first occasion of consulting it, that CASSELL'S BOOK OF INDOOR AMUSEMENTS, CARD GAMES, AND FIRESIDE FUN is a Work that deserves their confidence, and may accordingly acquire the habit of referring to it, as a matter of course, when in doubt on any point connected with their favourite games, or when desirous of learning new amusements. Reference has now and again been unavoidably made to outdoor games, either by way of comparison or suggestion for further details. In such cases the reference always has been to the companion volume already mentioned, so that readers possessing the two books will have no difficulty in following the instructions of the Author. In the section on "Parlour Magic" no trick has been described involving the use of apparatus in any degree elaborate. The one or two tricks of a formidable character which are there fully explained have been selected--as the text, in fact, expressly states--to show young conjurers what can really be done with the help of long training and expensive appliances.

In conclusion, the Editor hopes that this work may be the means of introducing many a new game to the young folk for whom it has been his happiness to cater. He will not tell them that all play and no work make Jack a stupid boy, because he has no doubt that his readers are just as fond of their lessons as they are of merry romps or quieter games.

CONTENTS.

ROUND OR PARLOUR GAMES.

PAGE

Acting Proverbs 9
Acting Rhymes 9
Adjectives 10
Adventurers, The 10
Æsop's Mission 11
Alphabet Games 11
Artists' Menagerie, The 12
Baby Elephant, The 12
Bird-catcher, The 13
Blind man's Buff 13
Blind Postman 13
Blowing out the Candle 13
Bouts Rimés 14
"Brother, I'm Bobbed" 14
"Buff says 'Baff'" 14
Buff with the Wand 15
Capping Verses 15
Charades 15
Clairvoyant 17
Comic Concert, The 18
Consequences 18
Conveyances 19
Crambo 19
Cross Questions and Crooked Answers 20
"Cupid is Coming" 20
Cushion Dance, The 20
Definitions 21
Dumb Crambo 21
Dwarf 21
Elements, The 22
Farmyard, The 22
Feather, The 22
Finding the Ring 22
Flying 23
Forfeits 23
Giant 28
Giraffe, The 28
Grand Mufti, The 28
Hands 28
"He can do little who can't do this" 29
Hiss and Clap 29
"Hot Boiled Beans" 29
Hot Cockles 29
House Furnishers 29
"How do you like your Neighbour?" 30
"How, When, and Where?" 30
Hunt the Ring 30
Hunt the Slipper 30
Hunt the Whistle 31
"I Apprenticed my Son" 31
"I Love my Love" 31
"Jack's Alive" 31
Jolly Miller, The 32
Judge and Jury 32
Magic Answer, The 32
Magical Music 33
Magic Hats, The 33
Magic Wand, The 33
"The Minister's Cat" 34
Mixed-up Poetry 34
Musical Chair 35
"My Master has sent me unto you" 35
Nouns and Questions 35
Object Game, The 35
Old Soldier, The 36
Oranges and Lemons 36
Original Sketches 37
"Our Old Grannie doesn't like Tea" 37
Pairs 37
Person and Object 37
Pork-Butcher, The 38
Postman's Knock 38
Proverbs 38
Quaker's Meeting, The 38
Resting Wand, The 39
Retsch's Outlines 39
Reviewers, The 40
Rhymes 40
Rule of Contrary 41
Russian Gossip 41
Schoolmaster, The 41
Shadow Buff 41
Shouting Proverbs 42
"Simon says" 42
Spanish Merchant, The 42
Spanish Nobleman, The 42
Spelling Bee 43
Spoon Music 43
Stage Coach, The 44
Stool of Repentance 44
Tableaux Vivants 45
Telescope Giant, The 46
Think of a Number 46
This and That 46
Throwing Light 47
Toilet 47
Trades, The 48
Traveller's Alphabet, The 48
Twenty Questions 49
Two Hats, The 49
"What am I Doing?" 49
"What is my Thought like?" 49
Who was he? 50
Wild Beast Show, The 50
"Yes or No?" 50

TOY GAMES AND TOY-MAKING.

Æolian Harp 52
Animated Serpent 52
Annulette 53
Apple Mill 53
Apple Woman 53
Bandilor 54
Battledore and Shuttlecock 54
Bell and Hammer 54
Bird Whistles 54
Birds, Beasts, and Fishes 54
Bombardment 54
Bottle Imps 54
Brother Jonathan 55
Camera (Miniature) 55
Cannonade 55
Carpet Croquet 56
Castle Bagatelle 56
Common Whistle 56
Crack Loo 56
Cup and Ball 56
Cupolette 56
Cut-water 57
Dancing Highlander 57
Dancing Pea 57
Dart and Target 58
Dartelle 58
Decimal Game 58
Demon Bottle 58
Drawing-room Archery 59
Dutch Racquets 59
Enfield Skittles 59
Flying Cones 59
French and English 60
Gas Balloons 60
German Balls 60
German Billiards 61
Hat Measurement 61
Homeward Bound 61
Hydraulic Dancer 61
Immovable Card 61
Indian Skittle Pool 61
Jack-in-the-Box 62
Japanese Fan 62
Jerk Straws 62
Le Diable 62
Magic Fan 62
Magic Figure 64
Magic Flute 64
Magician of Morocco 64
Magnetic Swan 65
Magnetic Wand 65
Magnifying Pinhole 66
Mechanical Bucephalus 66
Microscope (Toy) 66
Mocking Call 67
Moorish Fort 67
Navette 67
Nine pins 68
Noughts and Crosses 68
Obedient Soldier 68
Palada 68
Paper Bellows 69
Paper Boat 69
Paper Boxes 70
Paper Chinese Junk 70
Paper Dart 72
Paper Hat (Pyramidal) 72
Paper Parachute 72
Paper Purses 73
Parlour Bowls 74
Parlour Croquet 74
Parlour Quoits 74
Patchesi; or, Homeward Bound 75
Pegasus in Flight 75
Pith Dancer 76
Prancing Horse 76
Prophet 76
Puff and Dart 77
Push Pin 78
Puzzle-wit 78
Quintain 78
Quiz 78
Race Game 78
Racquets (Drawing-Room) 79
Revolving Ring 79
Ringolette 80
Ring the Bull 80
Royal Star 80
Schimmel 81
Shovel Board 82
Skittle Cannonade 83
Slate Games 84
Spillikins or Spelicans 85
Squails 86
Squeaker 86
Steady Tar 87
Summer Ice 87
Sybil 87
Table Croquet 87
Targetta 87
Teetotum 88
Tit-tat-to 88
Tournament 88
Trails 88
Trouble Wit 88
Wonderful Trumpet 88

MECHANICAL PUZZLES.

Balanced Pail, The 90
Balanced Stick, The 90
Bridge of Knives, The 91
Square and Circle Puzzle, The 91
Carpenter's Puzzle, The 91
Divided Farm, The 92
Vertical Line Puzzle, The 92
String and Balls Puzzle, The 92
Puzzling Rings, The 93
Balls and Rings Puzzle, The 93
Staff Puzzle, The 94
Victoria Puzzle, The 94
Artillery Puzzle, The 94
Six Rows Puzzle, The 94
Six-Square Puzzle, The 94
Magic Octagon, The 94
Accommodating Square, The 94
Magic Cross, The 95
To Take a Man's Waistcoat off without
Removing his Coat 95
To Break a Stone with a Blow of the
Fist 96
The Key, the Heart, and the Dart 96
Prisoners' Release Puzzle, The 96
Hampton Court Maze 96

ARITHMETICAL PUZZLES.

American Puzzles, "15" and "34" 97
Magic Nine, The; or, Puzzle of Fifteen,
The 98
Magic Thirty-six, The; or, Puzzle of One
Hundred and Eleven, The 98
Magic Hundred, The; or, Puzzle of Five
Hundred and Five, The 99
Twenty-four Monks, The 99
To take One from Nineteen so that the
Remainder shall be Twenty 100
Famous Forty-five, The 100
Costermonger's Puzzle, The 100
Progression of Numbers, The 101
How a Number thought of or otherwise
indicated may be told 102
Magical Addition 103
Clever Lawyer, The 104
A New Way of Multiplying by 9 104
To Reward the Favourites and Show no
Favouritism 105
Dishonest Servants, The 105
Lord Dundreary's Finger Puzzle 105
Uniform Results of Multiplication 105
To Ascertain a Square Number at a
Glance 106
To Distinguish Coins by Arithmetical
Calculation 106
Properties of Numbers 106

CARD GAMES.

Long Whist 107
Short Whist 115
Piquet 116
Euchre 118
Vingt-un 120
Speculation 121
Napoleon 122
Cribbage 122
Ranter go Round 125
Écarté 126
Loo 128
Cassino 129
Put 131
Matrimony 131
All Fours 132
Poker 134
Snip-Snap-Snorum 136
Commerce 137
Sift Smoke 138
Lottery 138
Quince 139
Pope Joan 139
Spinado 140
Old Maid 141
Spade and Gardener 142
Happy Families 142
Bézique 143
Snap 144
Zetema 145
French Vingt-un, or Albert Smith 148
Beggar my Neighbour 149
Catch the Ten 149
Cheat 150
Truth 150

PARLOUR MAGIC.

Conjuring 151
Simple Deceptions and Minor Tricks 152
Card Tricks and Combinations 153
Conjuring with and without Special
Apparatus 167
Clairvoyance or Second Sight 178
Ventriloquism and Polyphony 180

FIRESIDE FUN.

Decapitations 185
Curtailments and Retailings 186
Anagrams 189
Word Squares 191
Birds, Fruits, and Flowers Enigmatically
Expressed 192
Rebuses 193
Arithmorems 194
Diamond Puzzles and Word Puzzles of
Various Shapes 196
Cryptography 197
Chronograms 198
Logograms 200
Metagrams 202
Word Capping 203
Paragrams 203
Extractions 204
Transpositions 204
Definitions 205
Inversions 206
Hidden Words 206
Numbered Charades 208
Letter and Figure Charades 210
Verbal Charades 211
Acrostics 211
Enigmas 213
Alphabetical Puzzles 215
Guessing Stories 216
Mental Scenes 217

CASSELL'S

BOOK OF IN-DOOR AMUSEMENTS.

ROUND OR PARLOUR GAMES.

It is certainly a matter of regret that the names of most of the good people to whom we are indebted for the introduction of our favourite old-fashioned Round Games are buried in obscurity, for they deserve, in our estimation at least, the name of benefactors quite as much as any great discoverer or inventor. What higher aim could they possibly have had in view than that of teaching people how to enjoy themselves? It has been said that in the world there are two great heaps, one of human happiness, and the other of human misery, and that we are all engaged the whole day through in taking a portion from one heap and carrying it to the other. Surely the portion carried from one heap to the other by the kind folk who have at various times furnished us with our amusements must by this time be one of considerable size, and in spite of their names being unknown to us, we will ever feel grateful to them for contributing so largely to our enjoyment of life. A long time ago it was observed of the English as a race that they took their pleasures sadly; but we will hope that henceforth the observation may be applicable to past generations only, and that _our readers at any rate_ will resolve that when they play they will play heartily, just as when they work they will work heartily. To the really hearty players, therefore, we have great pleasure in handing our collection of Round Games.

ACTING PROVERBS.

In this game each player may take a part, or if thought preferable, the company may divide themselves into actors and spectators. The actors then each fix upon a proverb which is to be represented by every one of them individually. There is to be no connection between them in any way. Each one in turn has simply to act before the rest of the company the proverb he has selected. The first player might, for instance, come into the room holding a cup in his hand; then, by way of acting his proverb, he might repeatedly make an appearance of attempting to drink out of the cup, but of being prevented each time by the cup slipping out of his hands, thus in dumb show illustrating the proverb, "There's many a slip between the cup and the lip." The second might come into the room rolling a ball, a footstool, or anything else that would do to represent a stone. After rolling it about for some time he takes it up and examines it with astonishment, as if something were wanting that he expected to find on it, making it, perhaps, too plainly evident to the company that the proverb he is aiming to depict is the familiar one of "A rolling stone gathers no moss." If really good acting be thrown into this game, it may be made exceedingly interesting.

ACTING RHYMES.

A word is chosen by the company which is likely to have a good many other words rhyming with it.

The first player then begins by silently acting some word that will rhyme with the one chosen; as for instance, should the selected word be _flow_, the first actor might imitate an archer, and pretend to be shooting with a bow and arrow, thus representing the word _bow_, or he might with an imaginary scythe cut the long grass (_mow_), or pretend to be on the water in a boat, and make use of imaginary oars (_row_). As each word is acted it should be guessed by the spectators before the next one is attempted.

ADJECTIVES.

A sheet of paper and a pencil are given to the players, upon which each is requested to write five or six adjectives. In the meantime one of the company undertakes to improvise a little story, or, which will do quite as well, is provided with some short narrative from a book.

The papers are then collected, and the story is read aloud, the reader of the same substituting for the original adjectives those supplied by the company on their papers, placing them, without any regard to sense, in the order in which they have been received.

The result will be something of this kind:--"The sweet heron is a bird of a hard shape, with a transparent head and an agitated bill set upon a hopeful neck. Its picturesque legs are put far back in its body, the feet and claws are false, and the tail very new-fangled. It is a durable distorted bird, unsophisticated in its movements, with a blind voice, and tender in its habits. In the mysterious days of falconry the places where the heron bred were counted almost shy, the bird was held to be serious game, and slight statutes were enacted for its preservation," and so on.

THE ADVENTURERS.

The great advantage to be derived from many of our most popular games is that they combine instruction with amusement. The game we are about to describe is one of this number, and will give the players the opportunity of exhibiting their geographical knowledge, as well as any knowledge they may have as to the physical condition, manufactures, and customs of the countries which, in imagination, they intend visiting.

The company must first of all fancy themselves to be a party of travellers bound for foreign lands.

A starting-place is fixed upon, from which point the first player sets out on his journey. In some cases maps are allowed, and certainly, if any one should be doubtful as to the accuracy of his ideas of locality, both for his own sake and that of his friends he will do wisely to have a map before him.

The first player then proceeds to inform the company what spot he means to visit, and what kind of conveyance he means to travel in; on arriving at the place what he means to buy, and on returning home which of his friends is to be favoured by having his purchase offered as a gift.

To do all this is not quite so easy as might at first be imagined. In the first place there must be some knowledge of the country to which the traveller is going; he must know the modes of conveyance, the preparations he will have to make, and the time that will be occupied during the journey.

Also, he must know something of the capabilities of the people whom he means to visit, because what he buys must be something that is manufactured by them, or that is an article of produce in their country. For instance, he must not go to North America for grapes, or to the warm and sunny South for furs. The presents, too, must be suitable for the persons to whom they are to be offered. A Japanese fan must not be offered to a wild schoolboy, or a meerschaum pipe to a young lady. Forfeits may be exacted for any mistakes of this kind, or, indeed, for mistakes of any description; the greater will be the fun if at the end of the game a good number of forfeits should have accumulated.

The second player must make his starting-point where his predecessor completed his travels, and may either cut across the country quickly, make his purchase, and return home again, or he may loiter on the road to sketch, botanise, or amuse himself in any other way.

It is astonishing how much pleasure may be derived by listening to the various experiences related, especially when a few of the company are gifted with vivid imaginations.

Sometimes rhyme is employed instead of prose for recounting the travels, and with very great success. When this is done the speaker may, if so inclined, end his description abruptly, thus leaving it to the next player about to commence his narrative to supply a line which shall rhyme with the one just uttered.

ÆSOP'S MISSION.

This being a game of mystery, it is, of course, necessary that it should be unknown to, at any rate, a few of the company--the more the better. One of the gentlemen well acquainted with the game undertakes to represent Æsop. In order to do so more effectually, he may put a cushion or pillow under his coat to imitate a hump, provide himself with a thick stick for a crutch, make a false nose, and put a patch over one eye. The rest of the company must then each assume the name of some subject of the animal kingdom--a bird, beast, or fish--and having done this must prepare themselves to listen to the words of their great master. Limping into their midst, Æsop then tells them that the wrath of the great god Jupiter has been aroused, and as the cause of a calamity so terrible must be that one or more of them have been committing some crime or other, he is anxious to discover without further delay who are the guilty subjects. "I shall therefore," continues he, "question you closely all round, and I shall expect you every one to give me truthful answers. To begin with you, Mr. Lion, as you are the king of beasts, I sincerely hope you have done nothing derogatory to your high position; still, as it is absolutely necessary that you should be examined with the rest of your friends, will you please tell me what food you have eaten lately?" Should the lion have eaten a lamb, a sheep, a tiger, a bear, or any other dainty that is spelt without the letter O, he is acquitted as innocent; but should he have eaten a leopard, a goose, a fox, or any other creature, in the name of which the letter O occurs, he is pronounced by Æsop to be deserving of punishment, and is therefore sentenced to pay a forfeit. The other animals in turn then undergo a similar examination, during which each one must remember that in naming their prey they must confine themselves to such food as is suited to the species they have adopted. The game may be carried on for any length of time, or until all have discovered the secret in it. There is no fear of the interest flagging, so long as even only one of the company is still left unable to solve the mystery.

ALPHABET GAMES.

Provided with a good boxful of letters, either on wood or cardboard, a clean table, a bright fire, and three or four pleasant companions, I have no hesitation in saying that a very pleasant hour may be spent. It is almost needless to give directions how to proceed with the letters, for they can be used in a variety of ways, according to inclination. Sometimes a word is formed by one person, the letters of which he passes on to his neighbour, asking him to find out what the word is. A still more interesting method is for the whole party to fix upon one long word, and all try in a certain time how many different words can be made of it. Or another way, even better still, is to shuffle the letters well together, and then to give to each person a certain number. All must then make a sentence out of the letters, whether with or without sense, as best they can. The transposition of words, too, is very amusing, and can be done either with the loose letters or with pencil and paper.

The names of poets, authors, or great men famous in history may be given, the letters of which may be so completely altered as to form words or sentences totally different from the original.

For instance:--

We lads get on. W. E. Gladstone.
Rich able man. Chamberlain.
Side Rail. Disraeli.
Pale Noon. Napoleon.

THE ARTISTS' MENAGERIE.

A pencil and a piece of paper of moderately good size are given to the players, each of whom is requested to draw on the top of the sheet a head of some description, it may be a human head or that of any animal, either bird, beast, or fish. As soon as each sketch is finished the paper must be folded back, and passed to the left-hand neighbour, no one on any account looking at the drawing under the fold. The body of something must next be drawn. As before, it may be either a human body or that of any animal, and the papers must then be again folded and passed to the left. Lastly, a pair of legs must be added, or it may be four legs, the number will depend upon the animal depicted. The productions all being complete, they are opened and passed round to the company, who will be edified by seeing before them some very ridiculous specimens of art--see _our_ illustrations, for instance. The dotted lines in these figures show where the paper was folded back, as each "artist" finished his work.

THE BABY ELEPHANT.

A very good imitation of a Baby Elephant can easily be got up by two or three of the company, who are willing to spend a little time and trouble in making the necessary preparations. In the first place a large grey shawl or rug must be found, as closely resembling the colour of an elephant as possible. On this a couple of flaps of the same material must be sewn, to represent the ears, and also two pieces of marked paper for the eyes. No difficulty will be found in finding tusks, which may consist of cardboard or stiff white paper, rolled up tightly, while the trunk may be made of a piece of grey flannel also rolled up. The body of the dear little creature is then constructed by means of two performers, who stand one behind the other, each with his body bent down, so as to make the backs of both one long surface, the one in front holding the trunk, while the one behind holds the tusks one in each hand. The shawl is then thrown over them both, when the result will be a figure very much resembling a little elephant. When all is complete, the services of a third performer should be enlisted to undertake the post of keeper to the elephant. If the person chosen for this capacity have great inventive faculties, the description given by him may be made to add greatly to the amusement of the scene.

THE BIRD-CATCHER.

One of the party is chosen to be the bird-catcher. The rest fix upon some particular bird whose voice they can imitate when called upon, the owl being the only bird forbidden to be chosen. Then sitting in order round the room with their hands on their knees, they listen to the story their master has to tell them. The Bird-catcher begins by relating some incident in which the feathered tribe take a very prominent position, but particularly those birds represented by the company. Each one, as the name of the bird he has chosen is mentioned, utters the cry peculiar to it, never for a moment moving his hands from his knees. Should the owl be referred to, however, every one is expected to place his hands behind him, and to keep them there until the name of another bird has been mentioned, when he must, as before, place them on his knees. During the moving of the hands, if the Bird-catcher can succeed in securing a hand, the owner of it must pay a forfeit, and also change places with the Bird-catcher.

We must not forget to observe that when the leader, or Bird-catcher, as he is called, refers in his narrative to "all the birds in the air," all the players are to utter at the same time the cries of the different birds they represent.

BLIND MAN'S BUFF.

A handkerchief must be tied over the eyes of some one of the party who has volunteered to be blind man; after which he is turned round three times, then let loose to catch any one he can. As soon as he has succeeded in laying hold of one of his friends, if able to say who it is he is liberated, and the handkerchief is transferred to the eyes of the newly-made captive, who in his turn becomes blind man. This position the new victim must hold until, like his predecessor, he shall succeed in catching some one, and naming correctly the person he has caught.

BLIND POSTMAN.

In this game the first thing to be done is to appoint a postmaster-general and a postman. The table must then be pushed on one side, so that when the company have arranged themselves round the room there may be plenty of room to move about. The postmaster-general, with paper and pencil in hand, then goes round the room, and writes down each person's name, linking with it the name of the town that the owner of the name chooses to represent. As soon as the towns are chosen, and all are in readiness, the postman is blindfolded and placed in the middle of the room. The postmaster then announces that a letter has been sent from one town to another, perhaps from London to Edinburgh. If so, the representatives of these two cities must stand up, and, as silently as possible, change seats. While the transition is being made, the postman is at liberty to secure one of the seats for himself. If he can do so, then the former occupant of the chair must submit to be blindfolded, and take upon himself the office of postman.

BLOWING OUT THE CANDLE.

No end of merriment has frequently been created by this simple, innocent game. It is equally interesting to old people and to little children, for in many cases those who have prided themselves on the accuracy of their calculating powers and the clearness of their mental vision have found themselves utterly defeated in it. A lighted candle must be placed on a small table at one end of the room, with plenty of walking space left clear in front of it. One of the company is invited to blow out the flame blindfold. Should any one volunteer, he is placed exactly in front of the candle, while the bandage is being fastened on his eyes, and told to take three steps back, turn round three steps, then take three steps forward and blow out the light. No directions could sound more simple. The opinion that there is nothing in it has often been expressed by those who have never seen the thing done. Not many people, however, are able to manage it--the reason why, you young people will soon find out, if you decide to give the game a fair trial.

BOUTS RIMÉS.

Several rhyming games are given among these Round Games, and the following is simply a variety of some of them:--

A slip of paper is given to each player, who is requested to write in one corner of it two words that rhyme.

The papers are then collected and read aloud, after which every one is expected to write a short stanza, introducing all the rhymes that, have been suggested.

When the completed poems are read aloud, it is very amusing to observe how totally different are the styles adopted by the various authors, and how great is the dissimilarity that exists between the ideas suggested by each one.

"BROTHER, I'M BOBBED."

Two chairs are placed in the middle of the room, upon one of which some one unacquainted with the game must be asked to take a seat. The other chair must be occupied by a lady or gentleman to whom the game is familiar. A large shawl or tablecloth is then put over the heads of both, so that nothing that is going on in the room can be visible to them. The person, however, who understands the game may stealthily pull away the cloth from his own head, keeping it round his shoulders only, so that his companion may have no suspicion that both are not equally blindfolded. The player acquainted with the game then with his slipper hits his own head, at the same time calling out, "Brother, I'm bobbed." His blind companion will then ask, "Who bobbed you?" upon which the first player must name some person in the room, as if making a guess in the matter. He will next hit the head of the player under the shawl with the slipper, who will also exclaim, "Brother, I'm bobbed." "Who bobbed you?" the first player will inquire. The blinded player may then guess which person in the room he suspects of having hit him. The fun of the whole affair lies in the fact that the bobbing, which the blind player suspects is performed by the various members of the company, is really chiefly done by the player sitting close beside him. Sometimes, too, the bobbing business is done so effectually, and with such force, as to render it anything but amusing to the poor blinded victim, although to the spectators it may be unmistakably so. Should the victim be a gentleman, a few sharp raps with a slipper will not make any material difference to him; but if instead it should happen to be a lady, the "bobbing" must be of the gentlest.

"BUFF SAYS 'BAFF.'"

In this game no one is allowed to either laugh or smile; consequently, it is generally one of the games chosen when the merriment of the evening has reached its highest pitch. The company seat themselves in a half circle at one end of the room, with the exception of one of their number, who is supposed to have gone on a visit to Buff. He then enters the room with the poker in his hand, and his face looking as grave as possible. When he is asked by his friends in succession:--

"Where do you come from?"

"From Buff."

"Did he say anything to you?"

"Buff said Baff,
And gave me this staff,
Telling me neither to smile nor laugh.
Buff says Baff to all his men,
And I say Baff to you again,
And he neither laughs nor smiles,
In spite of all your cunning wiles,
But carries his face with a very good grace,
And passes his stick to the very next place."

If all this can be repeated without laughing, the player is highly to be commended. He may then deliver up his staff to some one else, and take his seat.

BUFF WITH THE WAND.

Blind Man's Buff is so time-honoured and popular with young and old, that one would think it impossible to devise a better game of the kind. The newer game of Buff with the Wand, however, is thought by many to be superior to the long-established favourite. The blinded person, with a stick in his hand, is placed in the middle of the room. The remainder of the party form a ring by joining hands, and to the music of a merry tune which should be played on the piano they all dance round him. Occasionally the music should be made to stop suddenly, when the blind man takes the opportunity of lowering his wand upon one of the circle. The person thus made the victim is then required to take hold of the stick until his fate is decided. The blind man then makes any absurd noise he likes, either the cry of animals, or street cries, which the captured person must imitate, trying as much as possible to disguise his own natural voice. Should the blind man detect who holds the stick, and guess rightly, he is released from his post, the person who has been caught taking his place. If not, he must still keep the bandage on his eyes, and hope for better success next time.

CAPPING VERSES.

This game is not unlike one that is elsewhere described as "Mixed-up Poetry." Every one at the table is supplied with a sheet of paper and a pencil, at the top of which is written by each player a line of poetry either original or from memory. The paper must then be folded down so as to conceal what has been written, and passed on to the right; at the same time the neighbour to whom it is passed must be told what is the last word written in the concealed line. Every one must then write under the folded paper a line to rhyme with the line above, being ignorant, of course, of what it is. Thus the game is carried on, until the papers have gone once or twice round the circle, when they can be opened and read aloud.

CHARADES.

Although the acting of charades is by no means an amusement of very recent invention, it is one that may always be made so thoroughly attractive, according to the amount of originality displayed, that most young people, during an evening's entertainment, hail with glee the announcement that a charade is about to be acted. It is not necessary that anything great should be attempted in the way of dressing, scenery, or similar preparations, such as are almost indispensable to the performance of private theatricals. Nothing is needed beyond a few old clothes, shawls, and hats, and a few good actors, or rather, a few clever, bright, intelligent young people, all willing to employ their best energies in contributing to the amusement of their friends. What ability they may possess as actors will soon become evident by the success or failure of the charade.

The word charade derives its name from the Italian word _Schiarare_--to unravel or to clear up. Suitable as the word may be in some instances, we cannot help thinking that in the majority of cases the acting of a charade has the effect of making the word chosen anything but clear; indeed, the object of the players generally is to make it as ambiguous as possible. As all players of round games know how charades are got up, it would be superfluous to give any elaborate instructions regarding them, though perhaps the following illustration may be useful.

WORD "GO-BANG," TO BE REPRESENTED IN THREE SCENES.

SCENE 1.--In which the word _Go_ is to be introduced.

_The curtain drawn aside. Miss Jenkyns is seen reclining on her
drawing-room couch, with a weary look on her face and a book in her
hand._

_Enter Footman._

_Footman (pulling his forelock)._--"Please ma'am, I'm come to say I
wish to give you notice; I can't stop here no longer!"

_Lady._--"Why, James, how is this? What can have made you so
unexpectedly come to this decision?"

_James._--"Well, ma'am, you see I want to live where there are more
carriage visitors. I have nothing at all to say against you, ma'am,
or the place; but I want to better myself by seeing a little of 'igh
life."

_Lady._--"Then if you have no other reason for wanting to go, James,
I fear we shall have to part, as I certainly can't arrange to receive
carriage visitors simply for your benefit." (_Sinks languidly back on
the couch and resumes her book. James retires._)

_Lady (to herself)._--"How tiresome these servants are, to be sure,
now I shall have the trouble of engaging a new footman. I really
think no one with my delicate health had ever so much to do before."
(_Rises and retires._)

SCENE 2.--Bringing in the word _Bang_.

_Old gentleman sitting in an arm-chair, a table by his side, on which
medicine bottles and a gruel basin are placed, and his leg, thickly
bandaged, resting on a chair._

_Old Gent._--"Oh, this horrid pain! what shall I do? will no one come
to help me? That stupid doctor has done me no good."

_Enter Maid-servant._--"Please, sir, the doctor has come. Shall I
tell him to come upstairs?"

_Old Gent._--"Of course you must, and unless he is quick I shall die
before he gets here. Oh dear! Oh dear!" (_Exit maid, banging the door
after her._)

_Old Gent (shrieking out with pain)._--"Oh, you cruel creature, how
can you bang the door in that way, when even the slightest footstep
on the floor is enough to make me wild? Quick, doctor, quick!" (_Here
the maid again appears, holding the door open for the doctor._)

_Doctor (with a large case of instruments under his arm)._--"Mr.
Grumbleton, you appear to be very ill; can I do anything to relieve
you? Let me feel your pulse."

_Old Gent._--"Oh, my leg!"

_Doctor._--"Your nerves are in a very excited state; you must have
perfect quiet." (_Here the street door is heard to bang loudly,
making the house shake._)

_Old Gent._--"Keep quiet, do you say! You might as well tell me to
cut my leg off. There is no such thing as quiet in this house. That
little good-for-nothing of a maid never comes into the room without
shutting the door with a bang."

_Doctor._--"Be calm, my dear friend, and I will order you a soothing
mixture, and as I leave the house I will insist upon perfect quiet
being maintained." (_Then rebandaging the gentleman's leg, and
placing him comfortably in the arm-chair, the doctor retires._)

SCENE 3.--Bringing in the whole word, _Go-bang_.

_Inside a coffee-room. Two or three friends are seated with their
coffee and pipes, when one, who has just returned from foreign lands,
begins relating some of his adventures._

_Smith._--"Yes, my boys, glad as I am to get back to my own country, I should not like to be without the remembrance of all that I have witnessed in the far-off lands I have been visiting."

_Brown._--"Yes, friend, you must have had a brave heart to face the thousand dangers to which no doubt you have been exposed. But though it's getting late, we must, before parting, hear one of your adventures. So proceed, comrade."

_Smith._--"Well, it's not worth while beginning a long tale when there's not time to finish it, so I'll just sketch the sort of risk one often runs in the wilds of the backwoods. My mates and I had been out one day on a hunting expedition, when, returning home late at night, I unfortunately got left behind. The darkness was so great that my absence was not noticed, and before very long I found I had taken the wrong track. I came to this conclusion because I heard nothing but the tramp of my own horse's hoofs, when suddenly I felt that danger was at hand. Almost before I could put my thoughts into words, I felt something go bang close past my ear; then three Indians rushed upon me. Instead of feeling fear, a kind of supernatural strength took possession of me. I lifted my pistol and shot the man nearest to me, the next I felled; when, strange to say, the third man just at this moment turned round and fled. I suppose he heard the voices and footsteps of my friends, who were, at last, coming in search of me. At any rate he disappeared, when we all made the best of our way home, truly thankful that my life had been spared."

_Jones._--"Well done, Smith! Next time we meet you must tell us of the many escapes you have had, and wonderful scenes you have witnessed in foreign parts."

The following, among other words, are suitable for charade acting:--

Adulation, Andrew, Arrowroot, Artichoke, Articulate; Bayonet, Bellman, Bondmaid, Bonfire, Bookworm, Bracelet, Bridewell, Brimstone, Brushwood; Cabin, Carpet, Castaway, Catacomb, Champaign, Chaplain, Checkmate, Childhood, Cowslip, Cupboard, Cutlet; Daybreak, Dovetail, Downfall, Dustman; Earrings, Earshot, Exciseman; Farewell, Footman; Grandchild; Harebell, Handiwork, Handsome, Hardship, Helpless, Highgate, Highwayman, Homesick, Hornbook; Illwill, Indigent, Indulgent, Inmate, Insight, Intent, Intimate; Jewel, Jonquil, Joyful; Kindred, Kneedeep; Label, Lawful, Leapyear, Lifelike, Loophole, Loveknot; Madcap, Matchless, Milkmaid, Mistake, Misunderstand, Mohair, Moment, Moonstruck; Namesake, Necklace, Nightmare, Nightshade, Ninepin, Nutmeg; Orphanage, Outside, Oxeye; Padlock, Painful, Parsonage, Penmanship, Pilgrim, Pilot, Pinchbeck, Purchase; Quarto, Quicklime, Quicksand, Quickset, Quicksilver; Ragamuffin, Ringleader, Roundhead, Ruthful; Scarlet, Season, Sentinel, Sightless, Skipjack, Sluggard, Sofa, Solo, Somebody, Sonnet, Sparerib, Sparkling, Spectacle, Speculate, Speedwell, Spinster, Starling, Statement, Stucco, Supplicate, Sweetmeat, Sweetheart; Tactic, Tartar, Tenant, Tendon, Tenor, Threshold, Ticktack, Tiresome, Toadstool, Token, Torment, Tractable, Triplet, Tunnel; Upright, Uproar; Vampire, Vanguard; Waistcoat, Watchful, Watchman, Waterfall, Wayward, Wedding, Wedlock, Welcome, Welfare, Wilful, Willow, Workmanship; Yokemate, Youthful.

CLAIRVOYANT.

In this game one of the company standing outside the room is, strange to say, able to describe what is passing inside. A dialogue such as would have to be carried on between the principal players will best describe the game, and show how it is to be played:--

"Do you quite remember how the room is furnished in which we are
sitting?"

"I do."

"Do you remember the colour of the chairs?"

"I do."

"Do you know the ornaments on the mantelpiece?"

"I do."

"And the vase of flowers?"

"I do."

"The old china in the cabinet?"

"Yes."

"The stuffed birds?"

"Yes."

"You think there is nothing in the room that has escaped your notice?"

"Nothing."

"Then please tell me which article I am now touching."

"You are touching the vase of flowers."

The vase of flowers being the only object preceded by the word _and_, the clairvoyant knows that that is the object which will be touched. The fun of the game, of course, consists in puzzling those of the company to whom the secret is unknown.

THE COMIC CONCERT.

In this performance the company for the time imagine themselves to be a band of musicians. The leader of the band is supposed to furnish each of the performers with a different musical instrument. Consequently, a violin, a harp, a flute, an accordion, a piano, a jew's-harp, and anything else that would add to the noise, are all to be performed upon at the same time. Provided with an instrument of some description himself, the leader begins playing a tune on his imaginary violoncello, or whatever else it may be, imitating the real sound as well as he can both in action and voice. The others all do the same, the sight presented being, as may well be imagined, exceedingly ludicrous, and the noise almost deafening. In the midst of it, the leader quite unexpectedly stops playing, and makes an entire change in his attitude and tone of voice, substituting for his own instrument one belonging to some one else. As soon as he does this, the performer who has been thus unceremoniously deprived of his instrument takes that of his leader, and performs on it instead. Thus the game is continued, every one being expected to carefully watch the leader's actions, and to be prepared at any time for making a sudden change.

CONSEQUENCES.

The old-fashioned game of Consequences is so well known that there are doubtless few people who are not thoroughly acquainted with it. It is played in the following manner:--Each person is first provided with half a sheet of note paper and a lead pencil. The leader of the game then requests that (1) _one or more adjectives_ may be written at the top of each paper by its owner, and that, having done so, the paper may be folded down about half an inch, so as to conceal what has been written. Every one then passes the paper to the right-hand neighbour, and proceeds to write on the sheet that has just been given him by his left-hand neighbour, (2) the _name of a gentleman_, again folding the paper down and passing it on to the right. Then (3) _one or more adjectives_ are written; then (4) a _lady's name_; next (5) _where they met_; next (6) _what he gave her_; next (7) _what he said to her_; next (8) _what she said to him_; next (9) the _consequences_; and lastly (10) _what the world said about it_.

Every time anything is written the paper must be turned down and passed on to the right. As soon as every one has written what the world said the papers are collected, and the leader will edify the company by reading them all aloud. The result will be something of this kind, or perhaps something even more absurd may be produced--"The _happy energetic_ (1) _Mr. Simpkins_ (2) met the _modest_ (3) _Miss Robinson_ (4) in the _Thames Tunnel_ (5). He gave her a _sly glance_ (6), and said to her, '_Do you love the moon?_' (7). She replied, '_Not if I know it_' (8). The consequence was _they sang a duet_ (9), and the world said, '_Wonders never cease_'" (10).

CONVEYANCES.

To do justice to this game it will be necessary for the players to call to mind all they have ever read or heard about the various modes of travelling in all the four quarters of the globe, because every little detail will be of use.

The business commences by one of the company announcing that he intends starting on a journey, when he is asked whether he will go by sea or by land. To which quarter of the globe? Will he go north, south, east, or west? and last of all--What conveyance does he intend to use?

After these four questions have been answered, the first player is called upon to name the spot he intends to visit.

Mountain travelling may be described, the many ingenious methods of which are so well known to visitors to Italy and Switzerland.

The wonderful railway up the Righi need not be forgotten; mule travelling, arm-chairs carried by porters, and the dangerous-looking ladders which the Swiss peasants mount and remount so fearlessly at all times of the year, in order to scale the awful precipices, will each be borne in mind. In the cold regions the sledges drawn by reindeer may be employed, or the Greenland dogs, not forgetting the tremendous skates, that have the appearance of small canoes, used by the Laplanders; and also the stilts, which are used by some of the poor French people who live in the west of their country. Indeed, it is amazing how many different methods of conveyance have been contrived at one time or another for the benefit of us human beings.

In Spain and other places there are the diligences; in Arabia the camels; in China the junks; at Venice the gondolas.

Then, to come home, we have balloons, bicycles, wheelbarrows, perambulators, and all kinds of carriages, so that no one need be long in deciding what mode of travelling he shall for the time adopt. As soon as the four questions have been answered, should the first player be unable to name what country he will visit he must pay a forfeit, and the opportunity is passed on to his neighbour.

This game may be made intensely amusing, as will be proved by trial; and at the same time a very great amount of instruction may be derived from it.

CRAMBO.

Two pieces of paper, unlike both in size and colour, are given to each person. On one of them a noun must be written, and on the other a question. Two gentlemen's hats must then be called for, into one of which the nouns must be dropped, and into the other the questions, and all well shuffled. The hats must then be handed round, until each person is supplied with a question and a noun. The thing now to be done is for each player to write an answer in rhyme to the question he finds written on the one paper, bringing in the noun written on the other paper.

Sometimes the questions and the nouns are so thoroughly inapplicable to each other that it is impossible to produce anything like sensible poetry. The player need not trouble about that, however, for the more nonsensical the rhyme the greater the fun. Sometimes players are fortunate enough to draw from the hats both noun and question that may be easily linked together. A question once drawn was--"Why do summer roses fade?" The noun drawn was butterfly, so that the following rhyme was easily concocted:--

"Summer roses fade away,
The reason why I cannot say,
Unless it be because they try
To cheat the pretty butterfly."

CROSS QUESTIONS AND CROOKED ANSWERS.

This is a pleasant game, that may be enjoyed while sitting in a circle round the fire. The person at either end, who is honoured by commencing the game, must, in a whisper, ask a question of the player sitting next to him, taking care to remember the answer he receives, and also the question he himself asked. The second player must then do likewise, and so on, until every one in the party has asked a question and received an answer. The last person, of course, being under the necessity of receiving the answer to his question from the first person. Every one must then say aloud what was the question put to him, and what was the answer he received to the question he asked--the two together, of course, making nothing but nonsense, something like the following:--

Q. Who is your favourite author?

A. Beans and Bacon.

Q. Were you ever in love?

A. Cricket, decidedly.

Q. Are you an admirer of Oliver Cromwell?

A. Mark Twain.

Q. Why is a cow like an oyster?

A. Many a time.

Another way of playing this game is for one person to stand outside the circle; then, when all the whispering is finished, to come forward and ask a question of each person, receiving for his replies the answers they all had given to the questions they asked each other. Or what is, perhaps, a still better plan, both questions and answers may be written on different coloured paper, and then, after being shuffled, may be read aloud by the leader of the game.

"CUPID IS COMING."

In this game all the adverbs that can be thought of will need to be brought into requisition. Seated in order round the room, the first player begins by saying to his neighbour, "Cupid is coming." The neighbour then says, "How is he coming?" To which the first player replies by naming an adverb beginning with the letter A. This little form of procedure is repeated by every player until every one in the room has mentioned an adverb beginning with A. Next time Cupid is declared to be coming Beautifully, Bashfully, Bountifully, etc.; then Capriciously, Cautiously, Carefully, and so on, until the whole of the alphabet has been gone through, by which time, no doubt, it will be thought desirable to select another game.

THE CUSHION DANCE.

A hassock is placed end upwards in the middle of the floor, round which the players form a circle with hands joined, having first divided themselves into two equal parts.

The adversaries, facing each other, begin business by dancing round the hassock a few times; then suddenly one side tries to pull the other forward, so as to force one of their number to touch the hassock, and to upset it.

The struggle that necessarily ensues is a source of great fun, causing as much or even more merriment to spectators of the scene than to the players themselves. At last, in spite of the utmost dexterity, down goes the hassock or cushion, whichever it may be; some one's foot is sure to touch it before very long, when the unfortunate individual is dismissed from the circle, and compelled to pay a forfeit.

The advantages that the gentlemen have over the ladies in this game are very great; they can leap over the stool and avoid it times without number, while the ladies are continually impeded by their dresses. It generally happens that two gentlemen are left to keep up the struggle, which in most cases is a very prolonged one.

DEFINITIONS.

This game is not fit for very young children, but among older ones, who wish to enjoy a little quiet time together, it will suit their purpose admirably. On a little slip of paper each member of the party writes down a subject for definition. The slips are then handed to the leader, who reads the subjects aloud, while each person copies them on a piece of paper. Every one is then requested to give definitions, not only of his own word, but of all the others, the whole being read aloud when finished.

DUMB CRAMBO.

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Cassell's Book of In-door Amusements, Card Games, and Fireside FunChapter I: Part 1

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