Chapter III: Part 3
Dixey must tag him before he is through stating words above given. Should he fail to do so, the invading player must then run from the part he has claimed, all around the outside of the circle, and then to Dixey’s station, the centre. Dixey, of course, runs after him, trying to tag him before he completes the circuit. Neither may take short cuts by darting across lines, until the run around the circle is completed, and the invader strikes in toward Dixey’s middle ground. Whoever gets there first is now owner of all, and the original Dixey can only get back by earning the position, as the new Dixey has just done.
The winner of the game is the one who has been Dixey the greatest number of times, or should no one be Dixey but once, whoever holds the position at the game’s close.
Therefore the necessity of deciding how long you will play before the game commences.
Any number that can stand on a quarter, may be there at the same time, as only one can be Dixey.
Dixey cannot save himself by failing to leave his post. The first call he hears, he must obey, just as any other landowner would keep off an intruder.
Every rule must be strictly obeyed. Should any one fail, he is no longer a player.
The game is peculiarly adapted to boys, and each one must be careful neither to be rough nor rude. In the straining to get ahead, it will be such an easy thing to knock another boy down, or to prevent him from reaching the goal. First, remember to be honest; second, to be polite.
BATTLE OF FLOWERS.
Why should not boys and girls take the lead in the popular _fête_? All who own pony carts, phaetons, wagons of any sort, or who can borrow them, may enter the parade and battle, and why not interest your Sunday or day school in such an entertainment and secure a large float?
The designs for floats are innumerable; among them might be mentioned Flora and the seasons, America, pagodas, chariots, Daughters of the American Revolution, the Floral Queen. The teachers should have the matter in charge, and one of them should act as chairman, and appoint committees to attend to all the necessary business. The scholars should willingly assist in the gathering of flowers, trimming, or whatever would be required.
All the vehicles must be transformed into moving bowers, and this necessitates considerable work, but it is work that pays; besides, the real jolly boys and girls will only consider that they have had great fun.
Decide on your decorations, and then gather flowers. You will need a great many to make much show. And wire will be found helpful in making the flowers stand upright, or giving the desired twist. Flowers may be tied upon cord, and when a long rope is made, it can be wound around, or fastened to the carriage, but it will take less time, and be less hurtful to the hands, if you cut a piece of wire netting the desired shape, and run the flower stems through the holes, or cut a piece of soft muslin the correct shape, and baste the flowers on. Flowers such as golden-rod, will need to have all the leaves stripped before commencing to decorate. Wreaths the exact size of the wheel hubs will look very handsome, particularly if the spokes are wound about with satin ribbon the same color as the flowers. If you cover the reins, sew two pieces of ribbon lengthwise, through which the reins will slip; put full bows of the same on the harness, and cover the collar with flowers. The same ribbon should also appear in the carriage decoration.
A very pretty effect is gotten from white hydrangeas and yellow satin ribbons, or white hydrangeas tipped with pink and pink satin ribbons. Violet-colored flowers look well in such a parade, and a stylish cut carriage may be trimmed with ears and husks of corn, suspending the ears by the husks. The costume of those inside the carriage must be complementary to the decoration.
The streets through which you pass should look festive and the spectators be dressed in holiday attire. A line of march must be arranged, and, on the counter-march, the battle begins. Then roses and flowers of all sorts are thrown from carriage to carriage, and from the carriages to the people on the street, and from those on the street to the carriages; indeed people throw them with both hands, so excited they become.
Until it is time for the battle, have your baskets full of flowers to throw well hidden. And when the pelting begins have a sufficient supply, so that it will not be necessary to use any of the decorations.
GRACE HOOPS.
This game is usually played out of doors, but it may be played in large rooms or conservatories, provided you put out of accident’s way all the _bric-à-brac_, potted plants, and palms. Try the game also in an enclosed veranda or sun-parlor, should the time appointed prove stormy, or the grass be soggy from last night’s storm, or there be too high a wind.
Grace hoops require a pole, not as tall as a maypole, but one smooth at the top. The one we lately saw had been a noticeable balsam tree, until cut off five feet from the ground. Its top was stocky, its side branches as healthful and green appearing as ever, notwithstanding the fact that they had been trimmed close enough to allow a small hoop to easily fall over them.
The rings called grace hoops are made of light wood, not dissimilar to embroidery rings, excepting that they are nearly two feet in diameter. To make such a game very pretty, trim the hoops with wild flowers, wintergreen berries or leaves. All the girls should wear gay frocks and flower-dressed, broad-brimmed hats.
If you are playing the game in the spring, suggest spring flowers and colors in your costume. A pretty effect would be gotten from a violet-colored cloth, trimmed with purple velvet, with a glint of gold revealed in the shoulder-bow ribbons and wide sash, the hat being a deep yellow straw flat, massed with single violets. Arbutus, wild roses, lilies of the valley, lilacs and cowslips, as, also, the new green, are all suggestive of spring, and catchy lawn toilets.
Throw the grace hoops over the pole, and there let them hang until the score has counted. You may each throw in turn, as often as has been decided before the game opens. Each time the hoop hangs on the pole it counts one.
Pretty silk badges may be lettered or gold-starred, to denote your score, or you may use plain cardboard, and mark such with a lead pencil. Between each round the score must be marked. After the last round is played distribute rewards, which may assume any character you please, but it is better to give wreaths of flowers, or crown the hero with laurel. The wreath might go to the highest girl scorer, and the laurel to the boy, or give each wreaths, or each bouquets.
A simple grace-hoop game is played by two people. Stand facing each other, ten feet apart, and rapidly toss the hoop from one to the other, catching it on sticks. Try and see how often you can keep it from falling.
AN AMATEUR CIRCUS.
When so many young people are trained in athletic sports, calisthenics, delsarte exercises, etc., why not form an amateur circus company? Limit the number to twenty four, the girls and boys being equal or unequal in number, as seems best. Such a company might easily arrange an attractive entertainment, and invite their friends to an occasional matinée performance, or, should they feel inclined, they could give a performance as a charity benefit.
Musicians, tricksters, clowns, animals and a ring would be required.
The space for the ring would be the most difficult to obtain, but many people have large shady grounds connected with their homes that it would be a pleasure to lend to their young friends.
Outline a ring as you would mark a court, and make it sufficiently large to comfortably give your exhibition. Do not attempt a tent.
Place the seats for your audience six feet back of the ring, as this allows freedom for both performers and spectators. Keep an entrance to the ring free, so that performers do not disarrange the seats.
As nearly as possible, copy the programme of the regular circus; therefore, the first display should be the grand tournament and triumphal _entrée_, when the entire company should march several times around the ring. Every one should look fantastic; some of the girls might go bareheaded, others wear wreaths of artificial flowers, and again others wear jaunty caps, etc. Remember that fancy-colored paper, muslin, gold paper, and spangles, will give showy effect. The clowns should be either very thin or very stout. The thin ones may be made stout by building themselves with cotton batting. A noticeable costume for the clowns might be white muslin, showered with gold and silver stars and spangles, or yellow muslin ornamented with silver or red full moons, circles or polka dots. And their head covering might be white beaver hats or fools’ caps.
Throughout the procession, carry numerous flags and banners. An effective banner might be made of white canton flannel, showered with diamond dust; indeed make the _entrée_ as gay as flowers, color and spangles can produce.
The entire company should be active members, some of them being the drum corps, others musicians; comic songs should be sung by the funny clown, assisted by a chorus.
There should be walking and running matches, three-legged and sack races, jumping, fancy tumbling, sensational feats of all sorts. There could be a mimic football match, and a tennis tournament between those who had never held a racket; indeed anything could be introduced that would give genuine fun. The clowns should tell several jokes, and laughable stories, ride pigs, cows, and make themselves generally ridiculous.
Perhaps some of the company could borrow trained dogs or other trained animals. If so, remember that tricks are always entertaining.
THE STILL HUNT.
Possibly some of the boys’ fathers have been still hunting, and if so they fully understand that it means deer hunting without hounds.
The game still hunt differs from the real hunt in many ways, but possibly the most important one is in the fact that the deer in this case is only the form of a deer. It is better to play it out of doors, but if you have a large enough room it may be played anywhere.
Whoever can draw best should be the individual to outline the deer, and it must be drawn on the ground. The best ground is gravel, though, as in the case of tennis, or other field games, the deer may be designed on the grass.
The deer should be fully grown and have large antlers. After he is distinctly drawn he must be surrounded by a circle, the line of which measures four feet from the nearest point of the deer.
When the game is played out of doors, a smooth round stone about the size of a walnut will be required; but when played inside use a fifty-cent piece, or an old-fashioned cent. And for the indoor drawing use chalk.
The deer circle being now ready, the girls and boys become hunters, and state which part of the deer they want. Some will decide on the antlers, because they will make a useful ornament, and they will have them serve as a rack for a gun or umbrella. Others again want a hoof, because it will make such a fine hunting-knife or paper-cutter handle, and so each part of the deer is divided.
When everybody has selected their part, the tallest hunter takes his stand, with his toes to the outer edge of the circle, and as far from the part he selected as is possible. He then throws the stone. If it rests on any part of the chosen place, he may count ten, but if the stone stops outside of the part, he is marked down five. He then picks up the stone, and hands it to the next player, who is the one next to himself in height. Then this hunter takes his stand at the place furthest from his selected part, and thus the game continues, until all have played in turn. Then the first hunter takes another chance, and so on again all follow. The one counting fifty first has won.
It is necessary to keep an accurate score, as the fives marked against the hunters have to be deducted; indeed if great care is not used, a hunter will be in debt, instead of earning his game. Therefore, the best hunter is he who keeps _still_ and takes accurate aim. If he fails at the first throwing, notice where the fault lies,—it may be less force is required.
It is better to have an umpire; therefore select one before the game begins, and remember to pleasantly abide by his decision.
The stone must be altogether on, to be counted on, and in the case of the antlers the stone must touch some of the antler points.
LAWN GOLF.
This is played somewhat like croquet, only twenty-five wickets are used, instead of nine, and they are placed one after another, all around the ground. Beyond each wicket is a small hole, large enough for the ball to enter, and the game is to send the ball through the wicket and into the hole at one shot. When a player fails to do this, he may be allowed three shots to an inning.
Before commencing the game, state the time it will be played.
Decide who is to lead by shooting an arrow from a selected point. Whoever throws the farthest is to go first, the others follow, according to the distance made. In considering space, measure the distance between the starting place and the arrow’s sharp end.
If you want a famous good time give a Lawn Golf Party.
When you do so trim the handles of your golf sticks with gay-colored ribbons, and at the game’s close, give the champions paper-flower rewards.
Exquisite flowers may nowadays be made out of paper, and the making of such afford only pleasure. Roses of all shades are fetching, so also are violets, and some varieties of lilies. Every one who lives in a large city will at once know where to get materials and instruction, and one girl can readily teach another. Those who live in the country or small villages, surely have some kind city friend who can select and send materials, and possibly written directions about the making.
After presenting the rewards, have supper on the lawn, and afterwards other games are in order.
GROWN-UPS.
ALPHABETICAL GEOGRAPHY.
Give every one in the room a number. And when you call for a number announce a letter of the alphabet. The person called must, before you count six, apply the letter to the name of a place and to two things he might see there.
For example:
No. 1. Y.
I am going to York to see Youngsters and Yachts.
No. 2. B.
I am going to Baltimore to see Belles and Beaux.
COMPOSITION.
Arrange for it beforehand, and therefore have the requisite slips of paper, and nicely sharpened lead pencils ready for all, but if you are not ready there is a certain satisfaction in knowing that part of the amusement may be in the preparation. In the latter case, have a competition as to who will make the sharpest points on the pencils, or cut the papers the most accurately; when all is prepared, however, give slips of paper and lead pencils to your friends, and ask them to write the words you will name. State that they will have fifteen minutes in which to write a composition, and put into the same every word you have mentioned. No one can look over his neighbor’s paper, and each composition must be signed with the writer’s full name.
When the time has expired, all the compositions are collected and read aloud, votes are taken as to which is the best, and the individual having received the highest number of votes is entitled to a prize.
Example: Wreath, Mausoleum, suicide, farewell, another, conjointly, starred, huntsman’s song, early, queen, historical, many, dramas.
Alfred, Lord Tennyson, was for _many_ years Poet Laureate. He wrote several poems, descriptive, _historical_, national and otherwise. He also wrote three notable _dramas_, one called Becket, known as Thomas à Becket, Chancellor of England, afterwards Archbishop of Canterbury, _another_ called _Queen_ Mary, the ill-_starred_ daughter of Henry the Eighth, and Harold, who was Earl of Wessex, afterwards King of England.
_Early_ in life Tennyson wrote several poems, _conjointly_ with his brother Charles. Among these were the _Huntsman’s Song_, The Grave of a _Suicide_, The Fall of Jerusalem, and the Bard’s _Farewell_.
Tennyson’s monument is in that great English _mausoleum_, Westminster Abbey. On the dark stone slab, the visitor may frequently see a _wreath_ of laurel, so placed in grateful memory.
As this game would oftener than otherwise be played informally, the matter of prizes cannot be too simple. If you are in the birch-bark section, why not make a bookmark or a napkin ring out of the bark? Should you be at the seashore make a nest of shells. For example, find a large mussel shell, and next to it put one a size smaller, and so on fit in the others, graduating them evenly, the top one being very small. Or give a curious shell, which may be used as an ornament or receptacle.
INITIAL PLATTER TWIRLING.
This is very amusing, but the players must be on the alert or they will surely be caught.
Before the game commences, every player must tell the initials of his and her name, and to aid memory, slips of paper may be given, on which each one may write his initials.
When the sentence is called by the person twirling the platter, all the company must eagerly listen, or else the platter will fall to the floor before the one who should have run for it, recognizes he is the one called. If the platter is not caught by the proper person before it ceases to whirl, he or she must exchange places with the one who has whirled the platter. As the sentences are impromptu, they are apt to be absurd and ridiculous, but in any case they should be correct, or the one making the error must give a forfeit. Each sentence must have as many words as the initials of the one called, and each word must commence with the right letter. Example: Frank Fraser Phillips might be called French Fried Potatoes. Or Janet Belle Roberts might be June Brings Roses.
This game should cause much merriment. It quickens thought and language, and it is suitable to all ages,—the boys and the girls, or their fathers and mothers.
OVER, OVER, WHOSE HEAD IS IT OVER?
This is a clever trick, and it requires two persons. The idea is for the confederate out of the room to correctly name the individual over whose head the other person is holding a wand.
A person takes a cane, which he carelessly points toward some one; while so doing he is cleverly explaining what he is about to do, asking people to move, in order to further mystify, etc. The confederate notes where the cane is pointing, then goes from the room, and the one holding the wand puts it over several heads, saying “Over,” which the confederate echoes, until finally the question comes, when the wand is over the person before surreptitiously pointed out, “Whose head is it over?” The confederate’s answer is naturally correct.
TEAKETTLE.
This may be played by a number of people.
A noun which has two or more meanings is selected. One may be thought of by any of the players, and in describing the same he should use the word “teakettle” instead of the proper name. All meanings of the word must be explained, but not too clearly at the first, else the “teakettle” will be at once guessed. When any of the listeners think they have discovered the word, instead of naming it, he should ask a question regarding the “teakettle” which would indicate to the one describing the same, whether the interrogator was correct. If correct, he too joins in the description, and throws light on the word. This should be continued until all the company show by their conversation that they know the noun selected. Not infrequently it is necessary to talk very plainly, or throw “electric light” on the teakettle before it is guessed.
Example: The teakettle I have in my mind, has been from the creation of the world, and will continue until the world ends. It is also peculiar in being of the most service during the winter, and forms a distinguished position in the homes of all American households at Thanksgiving dinners. My teakettle is cultivated on the farm of many a plain countryman, but graces the table of many a fastidious city millionaire, and the longer it lasts, the shorter it grows. Already somebody is sure they know the word, and says, “Your teakettle may be squandered, may it not?” and another asks, “Wasn’t it Queen Elizabeth who would have given her crown for a diminutive teakettle?” And yet another asks, “Is it not savory, and of great assistance to the poultry cook?” And thus light is thrown, until the teakettle in question is known to be another name for _thyme_, and _time_.
AUTHORS.
This is a popular game for students young or old.
Some one who understands should have charge.
Give each person the same sized piece of writing paper and a lead pencil. On the piece of paper he must write a familiar quotation, and then pass it to his left-hand neighbor. The one who receives it must add the author’s name, and also his own. If he does not know the author, he must write underneath the quotation the word “Unknown,” and his own name.
Five minutes are allowed in which to write a quotation, and three minutes to affix the name of the author, and the signature of the writer. The papers are then collected by the person in charge, who will then proceed to read aloud the quotations, authors, and signatures.
All persons unable to write a quotation must pay a forfeit. All unable to transcribe the name of the author, must also pay a forfeit.
Should there be a dispute regarding an author, the one in charge must decide.
Example:
Bottles and blisters, powders and pills,
Catnip, boneset syrup and squills;
Drugs and medicines, high and low,
I throw them as far as I can throw
WILL CARLETON
GEORGE JONES.
AUTHORS.
No. 2.
The hostess should form a ring with herself in the centre, and to make it more comfortable all should have chairs. Number each person, naming yourself last. Number one repeats a quotation, Number two tells the author, Number three gives another quotation, and Number four gives the author, and so on. The person in charge, who is the one in the centre of the ring, keeps the game under proper control and time. No longer than ten seconds should be allowed for each person to respond. Every wrong guess of an author demands a forfeit. Surely, every one can give a quotation.
Example:
No. 1, gives,
Old Mother Hubbard
Went to the cupboard.
No. 2, Mother Goose.
No. 3,
Between the dark and the daylight,
When the night is beginning to lower.
No. 4, Longfellow.
No. 5,
Not a lord in all the country
Is so great a lord as he.
No. 6, Tennyson.
GHOST.
This is a spelling game. A person gives a letter, not necessarily having any particular word in mind, his next neighbor must think of a word beginning with this letter, and then say the second letter, the third person must think of a word using the two letters previously given, and add the third and so on, to the end of the word. A person is not a ghost until he is four times caught.
The penalties are to be challenged rightfully, to challenge wrongfully, or to complete a word. The challenging consists in doubting a letter which a player has given. A player may say, “I challenge you,” when a person has added a letter, if he feels sure there is no word spelled in that order. If rightfully challenged, the speaker has one penalty against him as ghost. If, on the contrary, he gives the word which he had in his mind, as he is bound to do when challenged, the challenger is one-fourth of a ghost.
Every word finished makes one-fourth of a ghost, but it is proper to add a letter and thus form a new syllable. If a syllable of a word is a complete word in itself, the one pronouncing the last letter has incurred the penalty. For example, take the word revelry. R-e-v-e have been given, and unless the fifth player can think of n, and change it to revenue, or some other word, he must say l, and thus the word ends.
Whoever is ghost has to keep absolute silence throughout the game.
CELEBRATED AUTHORS.
One member of the company should leave the room, while those who remain determine what celebrated author he is to represent.
On his return, he must in all respects be treated as that author would be were he the guest of the evening. He must be entertained by conversation and questions which would be of interest. Neither the conversation nor the questions may be misleading, but on the contrary helpful to the discovery of himself. He may be Shakespeare or Kirk Monroe, or if a girl she may be Lucy Larcom or Mary E. Wilkins.
Suppose Shakespeare is the distinguished guest. Of course all polite people would rise to receive him, and the hostess would offer him the most comfortable chair; every one’s manner would indicate that they were in the presence of greatness.
The conversation would naturally be of England and the changes that had come to her within the last three hundred years. That the town in which he was born had changed greatly; that the streets once so full of mud and refuse were now not only clean and tidy but almost uncomfortable with too great cleanliness and neatness. That the town owned a very pretty theatre, ornamented with statues of heroes and heroines. That a fine drinking fountain had lately been put there by a philanthropic visitor from Philadelphia, now dead. That the townspeople had been known to express their delight over the fact that he had been so obliging as to be born there.
He might be asked how he liked Queen Elizabeth, and if it was true she was as fond of him as had been expressed, and if so why didn’t he write something In Memoriam of her?
If the company discovers that the person who is personating Shakespeare is not able, after a few minutes of opportunity, to guess who he is, they should then throw on more light, by either asking him more prominent questions, or in connection with each other indicate more clearly. Ask some such question as, How far was the Mermaid Tavern from the home of John Milton? and, Did you meet Ben Jonson there? or did you call for each other and go and dine together?
There is great difference of opinion as to the correct way to spell your name. In the register which marks your birth, we noticed in reading the surname, that the letter E was left out of the first syllable. Do you put it in the last syllable, or is it out of that also? Did the boys ever call you Bill? Isn’t Warwickshire beautiful? What do you think of the river Avon? In what year did Bacon write Hamlet?
Of course, by this time, the celebrated Author would be guessed and some one else would leave the room, another Author be selected, and the game proceed as before.
THE ARSENAL.
The players must be seated in a circle, with the understanding that whoever smiles must pay a forfeit. No. 1 turns to his neighbor on the left and sings, while nodding his head,
Are you going to the Arsenal, the Arsenal,
And see the animals in Central Park?
The person addressed replies in the same tune, nodding,
Yes, I’m going to the Arsenal, the Arsenal,
And see the animals in Central Park.
Then both sing and nod,
Two of us are going to the Arsenal, the Arsenal,
And see the animals in Central Park,
No. 2 then turns to No 3, nodding and singing the same question, who replies in the same way, only singing,
Three of us are going to the Arsenal, the Arsenal,
And see the animals in Central Park.
And so complete the circle, the chorus being added to by one or more each time.
MAGICAL READING.
Ask your audience to be seated, while you talk for a few minutes on the wonders of occult science. Having mystified them as much as possible, you arouse their curiosity by announcing that you are now prepared to state whatever they may choose to draw or write, provided the sentence is a short one, by pressing the words or picture against your forehead, instead of reading with the eye.
You then distribute lead pencils, and equal sized slips of paper to all who wish to try, and take your seat at a table, on which you put a work-basket, with the request that when they are finished, they will fold the papers over once and then drop them in the basket.
When this is done you draw out any paper you may first touch; unfolding it so that you cannot read, you press it against your forehead, being careful to cover the entire paper with the fingers of each hand, which touch each other. You must explain that this contact is necessary for your revelation. After some minutes spent in thought, you read it and immediately draw another paper, laying each one before you, behind the basket.
The trick is simple, and consists in reading any word or sentence which may first occur to you, for the first paper, but reading the words thereon, or noting the picture when you lay it behind the basket. The picture or words on the first paper are read for the second, the second read for the third, and so on, until the last one has been pressed to the forehead, in removing which it is hidden by being crushed in the hand, or in whichever way may prove the easiest at the time, as the last paper is a necessity to make up for the one you falsely read.
It is not often that this trick is detected, unless it is bunglingly shown, and for that there is no excuse, as it is ridiculous to exhibit magic without long and careful practice.
Always change as much as possible the method of exhibition and never show this feat twice in one evening. Remember that diversion is an important feature in all magical entertainment; therefore you should be a capital story-teller, have a fund of funny stories on which you call at a moment’s need, for the attention of your friends must be constantly turned from your nervousness.
Every one understands that they are being deceived. You must be a clever magician or they will discover how.
LAUGHABLE RHYMES.
This game may amuse any number, if those playing will each pleasantly do their part.
The company should be seated in a circle and the one in charge repeats from memory, reads from a book, or makes up a line of poetry. The individual to whom he addresses it, must add a line of the same rhyme and sense.
When the director has given his line, he runs three times around the outside of the circle, or he may spin a large tin platter. The second line of poetry _must_ be added before he completes his third round of the circle, or before the platter has ceased to spin. Should the line fail to be given in time, the one to give it must pay a forfeit. The director then gives another line to another person, the game thus continuing until all have taken part, or the players desire a change.
The director may change any time with any one of the company. Poetry of merit is not expected.
Examples:
Director, (giving a line),
“Miss Beecher’s class came down the street.”
Answer.
“And every one looked perfectly sweet.”
Director,
“Ring, ring, rosy,”
Answer,
“I’m your Josy.”
Director,
“I wandered by the brook-side.”
Answer,
“I saw you on my morning ride.”
Another way of playing laughable rhymes, is to give each one of the company a piece of paper and a pencil. Each paper has a verse written on it of the same number of lines in length. But these lines are incomplete, as each line is minus one word. This word may be the last one of a line, or it may be any of the others. Five minutes is a fair time to allow for the completion of these rhymes. Then the papers should be collected and read aloud, the reader indicating the supplied words. All failing to complete their verses within the time allowed must pay a forfeit.
Examples:
“It fell of itself
The lazy ball
And you needn’t tell me
I let it fall
Perhaps it was tired
Like me and you
And wanted to rest
A minute or two.”
Supplied word in parentheses above
(you)
“What do think
(don’t)
I’m sure I know.
(tell)
Don’t anybody
(oh)
Oh, no! no!
(told)
Somebody me
(else)
That some one said
(told)
That so and so them
(what)
You won’t tell I said?”
For older people, try and pique their memories; therefore some familiar poem should be selected, or some sonnet of Shakspeare.
“On either side the river lie
Long fields of barley and of rye
That clothe the world and meet the sky;
And thro’ the field the road runs by
To many tower’d Camelot;
And up and down the people go
Gazing where the lilies blow
Round an island there below,
The island of Shalott.”
(for)
“So oft have I invoked thee my Muse
(in)
And found such fair assistance my verse
(got)
As every alien pen hath my use
(their)
And under thee poesy disperse.
(on)
Thine eyes that taught the dumb high to sing,
(aloft)
And heavy ignorance to fly,
(the)
Have added feathers to learned’s wing
(double)
And given grace a majesty.
(which)
Yet be most proud of that I compile,
(born)
Whose influence is thine and of thee:
(mend)
In others’ works thou dost but the style,
(graces)
And arts with thy sweet gracèd be;
(and)
But thou art all my art dost advance
(my)
As high as learning rude ignorance.”
MAKING A DICTIONARY.
This game is more suitable for scholars; those who have made a study of biography and definition. It is readily divided in two parts, and each part may be played separately, but it is more satisfactory to unite them. The first part is to guess who is personated, and the second is to write definitions. If everybody understands or is studying French it would be a change to personate a Frenchman, and, in like manner, if every player understands or is studying German, personate a German, perhaps some author, whose book is authority in school.
The leader of the game commences by stating, “I have compiled a dictionary,” and if he is personating a German, before proceeding further he must give that clue. Example: “Ever since the appearance of the vocabulary to my German Reader in 1870, I have been receiving, from various quarters, suggestions and solicitations of a more general German dictionary, to be constructed upon the same plan.” And if he is personating a Frenchman he must be equally helpful.
After this the leader is silent until asked questions, which he must correctly answer. Should he be representing the notable Noah Webster, the following would readily discover him.
“Were you born in the United States?”
“Yes.”
“Were you born in the South?”
“No.”
“In the East?”
“Yes.”
“Are you living?”
“No.”
“Were you very old when you died?”
“Yes, in my eighty-fifth year.”
“What college did you attend?”
“Yale.”
“What was your father’s business?”
“He was a farmer and justice of the peace.”
“Tell me about your mother.”
“She was a descendant of William Bradford, the second Governor of Plymouth Colony.”
“Were you married?”
“Yes.”
“How many children had you?”
“Six; one son and five daughters.”
By this time any player knowing the biography of Mr. Webster would have guessed him.
The leader now distributes to each person equal sized pieces of paper, on which the same and several words have been written. He also gives them lead pencils. The test is to write the best definitions for these words, which, if honestly done, is without consultation. A minute is allowed for each word, and the papers being signed are then collected, and by the leader read to the audience. With a dictionary for reference there will be no dispute as to who has won.
Test words should be common ones, as they are much more difficult to define. For instance, Defy,—a challenge. Fortieth,—following the thirty-ninth, or preceded by thirty-nine units, things or parts, the quotient of a unit divided by forty. To-morrow,—a day after the present. Wrist,—the joint connecting the hand with the arm. Rather than such as Homing Home,—used specifically of carrier pigeons. Subpœna,—a summons for witnesses. Xanthine,—yellow dyeing matter in certain plants and flowers. Islamism,—the Mohammedan religion.
This game played with the right people, will give a delightful evening.
DESERT ISLAND.
Make believe that you have heard of people living on a desert island, on which there is absolutely nothing for their comfort or enjoyment.
Distribute an equal number of pieces of wood, and ask your guests to cut out utensils for cooking, furniture, etc. Or give papers, and let each in the game draw articles, or take the papers and fold to shape articles. A limit of time must be named, and in the end, whoever has made or drawn or folded the greatest number of recognizable articles has won the game.
THE BUTTERFLY TEST.
Cut white writing paper in uniform size—eight in width by ten in length. Have as many pieces of paper as the number of painters, also several extra ones, as undoubtedly the butterfly makers would want to try again and yet again. One palette would suffice for a large company, for every one likes to watch the development of his neighbor’s work, almost as much as he does his own. But, of course, more palettes may be used if desired. Oil paints of divers colors must be placed on the palette, having a larger amount of the yellow paint than of any of the others, for not only are there more yellow butterflies, but yellow often conspicuously appears in almost every butterfly. As many palette-knives will be required as palettes. Brushes are not needed.
Put one butterfly on one piece of paper only. Fold the paper you use exactly in half, creasing it the longest way, thus giving it the appearance of an ordinary sheet of letter paper. This done, take the palette-knife and on its point and edge gather a little of the paint, putting the knife into the different portions, and so getting the colors which you desire. It is better to allow the paint to extend about half to two-thirds of an inch along the inside edge of the knife. All the paint you would need would not more than cover a five-cent nickel.
When the paint is on the palette-knife, open your sheet of paper, and in the exact centre of the inside crease, put the paint. This is done by putting the edge of the point of the knife directly in the crease, and pressing downward, and also a trifle towards the right.
Be satisfied with whatever leaves the knife the first time. Do not attempt to pick the paint off, or stick more on. Then carefully remove all paint from the palette-knife. For this you will need a small piece of soft cotton cloth. Where many people are at work several cloths should be in readiness.
The palette-knife now being clean, fold the paper over in the crease first made, being careful that you have folded it even, otherwise, the wings of the butterfly would be out of proportion, one being higher than the other. When the paper is folded you will distinctly see the blotch inside, and in this press heavily with the end of the palette-knife, starting at the crease and form an upward long arch, then press again from the centre towards the right, and arch in the same way, only proportionately shorter. The two arches should meet.
When you have pressed over and over again on the same places, and find that it is impossible to further spread your paint, open the sheet of paper, and inside you will see a butterfly delicately tinted and veined, his wings full spread as if to alight on a white clover, or other sweet-scented wild flower. In pressing out the paint you can more fully control the palette-knife, as well as protect the paper, if you put your fingers close to the paint. Sometimes a perfect butterfly is thus made the first time, but with a little practice any one may make butterflies as they will.
Before painting commences, each artist should draw from a receptacle a small paper, which will bear a number. This paper must be held until the prize is given, as an inexpensive prize would better be awarded to the one painting the most natural butterfly.
When the one in charge calls a number, the one having it at once goes forward and paints a butterfly on a paper bearing the same number as the one he drew. No matter how many butterflies this individual may paint, each paper on which the painting is done must bear the number drawn. As each butterfly is painted it is placed on the top of a large table. When all are through painting, the judge who has hitherto not been in the room, examines all of the butterflies, and decides according to number who is entitled to the prize. Example, No. 23.
Should there be two or more equally well done, those who painted them must each try again. The best of these is then awarded the prize.
A SKATING PARTY.
All taking part should be in costume. The costumes may relate to a special anniversary, such as Lincoln’s or Washington’s Birthday, or a St. Valentine revel. They may also be simply fantastic or pretty, or they may recall the old Knickerbocker days.
The _fête_ would have to be under the direction of patronesses. To their decision is left the programme, time, place, etc. Suppose for example, it is Washington’s Birthday night, some one of the number should represent General Washington. Other characters should be prominent Revolutionary heroes, as John Hancock, General Gates, General Lafayette, etc. Then, too, Mary and Martha Washington should be on skates, and Betty Washington, George Washington’s sister, and other notable women of the Declaration of Independence period. But besides these, there should be Clowns and Dumpies.
PROGRAMME.
Cornet solo, followed by bugle call. Enter General Washington on skates, followed by two valets.
Fifteen minutes of general skating in costume.
A sleigh race between the most prominent generals, and their wives.
Fifteen minutes of general skating in costume.
A musical match between the clowns and dumpies.
Fifteen minutes of general skating in costume.
Then all skate, the onlookers and those taking part, General Washington leading.
SPECIAL FÊTES.
LINCOLN’S BIRTHDAY AMUSEMENTS.
Give a sleighing party. Start immediately after a mid-day dinner and get home before the sun sets.
Every one should attach a knot of tri-colored ribbon to his coat or jacket. The horses, sleighs and whips must be decked with flags and streamers.
When on the road sing songs of freedom. “John Brown’s body lies mouldering in the grave.” “In the beauty of the lilies Christ was born across the sea,” etc.
Have a snowball game. Choose sides and decide who can pitch the farthest.
Balance a snowball on the end of a cane, and note which boy can longest keep it from falling.
Try a snowshoe race by picked players.
Make an immense snowball. When it can be made no larger, let three persons stand on the top. The tallest should stand in the centre and wave the flag. One of the party should take a snap shot at that moment, for future amusement.
Arrange a skating party the day before, and test each one’s skill on the ice—who can skate the most rapidly,—who can exhibit the most figures, etc.
Give an up-to-date military tournament on skates. Example, America and Spain.
* * * * *
If there is neither snow, nor ice, have a bicycle match. Trim the bicycle with red, white and blue. Each rider should wear the same colors. The match may be simply a question of speed. In that case be careful to indicate the distance. Competent judges should witness the start and close of the race.
All difficult questions must be decided by an umpire.
ST. VALENTINE GAMES.
_A Valentine Hunt._
This should be given early in the evening, as it removes shyness and establishes good fellowship.
Hide as many small valentines as there are children, and give five minutes to hunt for them. Those finding more than one should put the extra ones on a table, and the children not finding any are then blindfolded and allowed to draw one each.
_Rose Guess._
Present a large rose and let each child guess how many petals it contains. When all have guessed, pick the petals off, counting them as they fall. The nearest guesser receives a prize. An appropriate prize would be a bonbon box filled with candied rose leaves.
_Rose Bowl Game._
Put on a small table, a mat of pink crinkled tissue paper, and in the centre stand a cut-glass rose-bowl. The bowl should be covered with huge pink rose petals, made of paper, inverted as though the rose were held in the bowl, the petals all meeting in the green calyx, which covers the opening of the bowl. Through the calyx, narrow green ribbons representing rose stems should appear. Each child, at a signal, should come to the table and draw one of the “stems.” On the end of each will be found a pink candy heart, and to one of these hearts will be fastened a tiny love-knot ring.
_The Walnut’s Fortune._
Open a quantity of walnuts in half. Into each walnut slip a narrow piece of paper which will predict the future. Slip a small elastic over each nut, which will prevent them from reopening. The boys’ walnuts should be put in one basket, and the girls’ in another. The girls’ basket should be offered first. As each girl holds her hand over the basket she should repeat:
“Steady, good fairy, I am wary,
Pray let my hand make no mistake;
I would only the right nut take.”
Then she puts her hand down, lifts up a nut, removes the elastic, and taking out the paper, reads her future aloud. Example, “You will travel around the world. At the age of twenty-three you will sing before two thousand people.” And thus the future is predicted in similar style for other players.
_Naming the Roses._
All the young people should personate favorite roses. Therefore, there should be many varieties. The parlors should have arches or wide doorways, through which a procession may readily move.
The musicians are advised to play something between a march and a reel, and immediately each boy signals out the girl that matches his rose. If more than one match, he asks the girl he prefers. Then, all keeping time to the music, they walk through the first arch or doorway, and so on to the second, thus in rotation going through all. The couples should keep about two feet back of each other.
When all have passed through the last arch, they join hands, thus forming a circle, and commencing with the first couple, enter the ring two by two. Two only being in at a time, when they come out, the two that followed them in the march enter, and so on. When in the circle the boy should ask the girl, “Which rose are you?” She answers, “Tell me, and I’ll tell you.” Very often his answer will be, “I don’t know,” though once in a while he will make a perfect guess. When his answer is right, he asks the girl the language of her rose; but if he has made a mistake, he is obliged to leave the girl in the ring, and stand under one of the arches. If the girl cannot answer his question, she must stand under an arch. If the boy leaves the ring before inquiring the rose’s language, those forming the ring put the same question, and if the girl does not properly reply, she has to pay the same penalty as when not replying to the boy.
When both questions are answered correctly, the boy and girl again join the hands of the others forming the circle. When each couple has been in and left the ring the game is concluded.
Among the rosebuds and their meaning are: White rose-bud, girlhood; red rose-bud, loveliness; white and red together, unity.
_Memory._
Put a small table behind a screen. On this table place thirty different articles, including pulverized spices, small bottles of liquid, books, etc. Each player is allowed ten seconds in which to familiarize himself or herself with the things on the table. Then each person writes a list of the things, titles of books, etc., from memory. The boy and girl whose lists are nearest perfection receive valentines as prizes.
_Love Box._
Present a pink silk bag to each of the young ladies, and ask them to take out what they first touch. Each will then draw a small pink box, inside of which will be her fortune written on ordinary sized note paper.
When the young ladies have finished drawing, pass a red silk bag, filled with red boxes of a similar size, to the young men. Each paper in the pink boxes should be numbered one, two, etc. and the same with the red. The following are the examples of the fortunes.
Whereso’er I am, below or else above you,
Whereso’er you are, my heart shall truly love you.
My name is John.
You will married be
At the age of thirty-eight,
Or else I’ve made a mistake,
And the date is far too late.
Now you must guess my name
Or this fortune’s very tame.
Or ask questions, to be followed with appropriate answers.
“Shall I marry Sue?”
“There’s a rival in the case. A very rich and stupid fellow.”
_The Prophetic Rose._
In an archway hang a huge rose made of tissue-paper of a deep red color, the petals being dark at the centre. The players are told that the darker petals belong to the boys, and the girls should visit the rose first. Each girl in turn should step toward the rose, and break off a petal. On the reverse side she may read her fortune; for delicately pasted to the rose petal will be a white one, and on this the girls fortune will be written. Everybody reads their fortune aloud, for all are as interested to learn the future of their friends as their own. When the girls finish, the boys follow in a similar way. Some of the fortunes might be:
“Thou drawest a perfect lot.”
“You will be wondrous happy.”
“Mistress of the Manse.”
“A curate—never slack in duty.”
_Make a Valentine._
This will create much merriment and prove equally suitable for grown-ups or boys and girls.
Before the guests arrive, have ready even-sized pieces of water-color paper. The hostess should distribute these and explain just what should be done. Have water-color paints, brushes, etc., conveniently near every one, also a few well-sharpened lead-pencils might not prove amiss. Either have the people seated at one long table or at several small ones, as would be convenient. Ring a bell when it is time to commence. In thirty minutes ring again, when all must stop.
As the designs should be original, no one must look over his neighbor’s shoulder. The fact that some would not know how to paint would have nothing to do with it, as the entertainment is only a bit of fun and every one should do his part. Valentines allow of such diversity in decoration, from the extreme of the grotesque to the æsthetic and beautiful, that every one should be glad to try. Remember, a line of prose or verse would be an added compliment. For instance,
Prithee tell me, Dimple chin,
At what age does love begin?
might be written under the dainty portrait of some winsome wee thing; or,
My love is like a red, red rose,
might be added to the picture of a flaming red cabbage rose.
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Fun for the Household: A Book of GamesChapter III: Part 3
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