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Chapter III: Preface (3)

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This is a good game for a company of ingenious people, and it will be found that almost every one is ingenious when confronted with a difficult situation and given time to think out a solution. Every one is given paper and pencil (or this is not necessary since the solutions may be oral). Then one player starts the game by suggesting some predicament and asking the company "What would you do in such a case?" Five minutes are given for reflection, and fifteen if the answers are to be written. Then each in turn must say how he would have extricated himself from the scrape.

A few suitable subjects are given here. If you found yourself in a strange city, where you didn't know a soul, with no money and nothing you could pawn, what would you do?

If you should wake up in the night and see a burglar just entering the room, what would you do?

If you should look out of your school-room door and see smoke and fire in the hall, what would you do?

If you should be in a foreign country, not able to speak the language and wanted to order a room and breakfast, what would you do?

TABLE AND CARD GAMES

Card Games and Others

Card games proper, such as Bezique and Cribbage and Whist, do not come into the scope of this book. Nor do games such as Chess, Draughts, Halma and Backgammon. It is not that they are not good games, but that, having to be bought, their rules do not need enumerating again. The description of a few very old and favorite games with cards, and one or two new ones, is, however, given, because they can be made at home.

Letter Games

On page 178 will be found the simplest letter game. Letters can be used for a round game by one player making a word, shuffling it, and throwing it face upward into the middle of the table. The winner is the player who first sees what it spells.

Distribute a box of letters among the players, dealing them face downward. In turn each player takes up a letter at random and puts it face upward in the middle of the table. The object of the game is to make words out of these letters. Directly a player sees a word he calls it out, and taking the letters places them in front of him, where they remain until the end of the game, when each player counts his words and the owner of the greatest number is the winner. If, however, a word has been chosen which, by the addition of another letter or so from the middle of the table, can be transformed into a longer word, the player who thinks of this longer word takes the shorter word from the other player and places it before himself. Thus, A might see the word "seat" among the letters, and calling it out, place it before him; and then B, noticing another "t," might call out "state," and adding it to A's word, take that to himself. If, however, A then detected an "e" in the middle and called out "estate" the word would be his again. These losses and reconquests form the chief fun of the game. An "s" at the end of a word, forming a plural, is not allowed.

Patience, or Thirteens

Many games of "Patience" can be played as well with numbered cards as with ordinary playing cards. It does not matter much what size they are, but for convenience, in playing on a small table, they may as well be about an inch wide and two inches long, with the number at the top. Thus:--

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| 12 |
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A "Patience" set consists of four packs of cards each containing four sets of thirteen cards numbered from 1 to 13. These can be made at home perfectly well, and a little bag to hold each pack should also be made. The simplest game is to arrange the four sets in their right order. One player empties her four bags into a basket, shakes them up, and calls them out as she picks them out (at random). The others, who have the cards spread before them, then arrange them in four rows as well as may be, until a 1 is called and there is a chance to begin packing the others upon it. With inexperienced players five rows are sometimes allowed. We do not give other games of "Patience," for two reasons. One is that it is not exactly a children's game, and the other, that it is one of the games which can be properly taught only by personal instruction. Varieties of "Patience" are very numerous, and good books can be had on the subject.

Snap

There can be no real need to describe "Snap," but perhaps it may be useful to have the rules in print here in case of any dispute. A pack of "Snap" cards is dealt round, any number being able to play; and the game begins by the players taking their cards one by one from their hands and in turn laying them face upward on the table before them. If a card is turned up similar to a card already on view on the table, the player who turns it up or the player who owns the similar card cries "Snap," and the cards go to the player who says "Snap" first. As it is sometimes difficult for the players to distinguish which says "Snap" first, it is well to have an umpire. In the case of an undoubted dead-heat the game should go on as if nothing had happened. The player who won the cards gathers up also into his hand all the cards which were before him and continues the game. When a player has transferred all his cards from his hand to the table he waits until his turn comes and then takes them into his hand again. This is a very exciting moment, because, if his top card were snapped, then he would lose everything.

In good "Snap" packs there are several sets of cards which are intentionally made nearly but not absolutely alike, and it is very common to say "Snap" by mistake when one of these turns up. In that case the cards of the player who cried "Snap" are placed in the middle of the table, where they stay until some one turns up a card exactly like the top one and "Snap Centre" is called, when both the centre pack and the pack in front of the turner-up belong to the player who cried "Snap Centre." It may of course be the turner-up himself, but is very likely somebody else, because whereas under ordinary conditions only the owners of similar cards may cry "Snap," when there are cards is the middle too any one may cry "Snap Centre." (In some houses any one may cry "Snap" all through the game, but that is not the best way.)

When a player has lost all his cards he is out of the game until there are cards in the middle again, when an opportunity comes of snap-centring them and getting into play again. The game goes on until one player has all the cards.

Grab

In "Grab," a very rowdy variety of "Snap," a cork is placed in the middle of the table. The rules are the same as in "Snap," except that, instead of saying "Snap," you snatch for the cork; in the case of "Snap Centre," snatching and saying "Centre" too.

Snap Cards

"Snap" cards may just as well be home-made as bought. They either can be painted, in which case you must be careful that the sets of four articles are just alike, or you can cut out shapes of different colored paper and stick them on. A bundle of wall-paper patterns is splendid material for a pack. The only advantage that bought "Snap" cards have over home-made ones is that they slip better.

Old Maid

This game can be played by any number, either with a home-made pack or with ordinary playing cards from which three of the queens have been taken away; the remaining queen being the old maid. The cards are then dealt and each player first weeds out all pairs, such as two knaves, two aces, two fives, and so on. All having done this, the player who begins offers her hand, with the cards face downward, to her neighbor, and her neighbor takes one. She then looks through her cards to see if it pairs with any that she already has, and, if it does, throws the pair on the table. Having finished her examination she offers her cards in the same way to the next player, and so it goes on. As the possessor of the old maid card is, at the end, the loser of the game, each one who gets it does all in her power to induce the next player to take it. As the cards get fewer and fewer the excitement grows and grows.

"Old Bachelor" is played in the same way, except that three of the kings are then thrown out.

Pig

"Pig" is a very noisy game. It is played with ordinary cards, unless you like to make a "Pig" set, which would be very easy. Having discovered how many persons want to play, you treat the pack accordingly. For instance, if five want to play you throw out all cards except five sets of four; if six, or three, you throw out all cards except six sets of four or three sets of four. Thus, if five were playing, the cards might consist of four aces, four twos, four threes, four fours, and four fives; or, if you began at the other end, four kings, four queens, four knaves, four tens and four nines. The cards are shuffled and dealt round, four each, and the game is for each player to complete a set of four. You do not, as in "Old Maid," select one from the cards that are offered, face downward, but each player hands whatever card he likes to the next player, who is bound to accept it. Directly a player has a set of four complete he lays the cards on the table, either very stealthily or with a bang, whichever he likes. Immediately a set is laid on the table (or directly the other players notice it) all other cards have to be laid there, too. The player who is last in laying them down is Pig. The game is played for as many rounds as you like, the player who was last the fewest times being the winner. The word Pig alters with each round. The last player to lay down his cards in the second round is not merely Pig, but Little Pig; in the third, Big Pig; in the fourth, Mother (or Father) Pig; in the fifth, Grandmother (or Grandfather) Pig; in the sixth, Ancestral Pig; in the seventh, Venerable Pig; in the eighth, Primeval Pig; in the ninth, Crackling.

Prophecies and Characteristics

This is a memory game and a very amusing one. It is played with two packs of cards of any sort. One pack is laid in a heap, face down, in the middle of the table. The other pack is distributed to the players, who lay them face upward in rows; each person should not have more than twelve cards since it is practically impossible to remember more than that number. Any one can begin by giving either a prophecy or a characteristic--thus: "Who will inherit a fortune inside a year?" or "Who will be the first in the room to wear false teeth?" at the same time turning up a card from the centre pile. Whoever has the card matching this, takes it, lays it face down on his card repeating the prophecy, "I will be the first to wear false teeth." The next in turn gives a characteristic, "Who has the worst temper?" or "Who has the most unselfish disposition?" This process continues around, until all the centre cards are matched. Then the memory test comes in. Every player in turn tries to remember and repeat all the prophecies and characteristics which have fallen to his share, giving them aloud in rapid succession. He is allowed for deliberation on any one only the time while ten is being counted. The one who remembers the greatest number is the winner.

The Old Maid's Birthday

This game is utterly foolish, but it can lead to shouts of laughter. It has been founded on an old-fashioned card game called "Mr. Punch." The first thing required is a pack of plain cards on which should be written the names of articles of food and clothing, household utensils, and other domestic and much advertised things: such, for example, as a frock-coat, a round of beef, a foot-warmer, a box of pills. A story, somewhat on the lines of that which follows, must then be prepared and copied into a note-book. The company take their places and the cards are handed round. These should be held face downward. When all is ready one of the players reads the story, pausing at each blank for the player whose turn comes next to fill it in by calling out whatever is on his uppermost card. No matter how often the game is played (provided the cards are re-shuffled) the unexpected always happens, and it is usually so absurd as to be quite too much for a room all ready for laughter. The number of blanks in the story should be equal to the number of cards, and in order that the story may run on smoothly it is well for the next player always to glance at his top card just before his turn, so as to bring it out readily and naturally. The following story, which makes provision for nearly fifty cards, should be found serviceable until a better and more personal one is written. It will add to the amusement if the player who reads it substitutes the names of real shops and, if he likes, real people:

Attention. It was Miss Flitters's birthday, and she woke with
a start and hurried down to see what the postman had brought.
There were five parcels and a letter. The letter was from
Miss Bitters. "Dear Miss Flitters," it ran, "I am so sorry to
hear of your cold, and in the hope that it will do you good,
I am sending you a ----. I always find it excellent, although
mother prefers ----. We both wish you many happy returns of
the day." The other presents were, from Miss Ditters a
handsome ----, from Miss Glitters a delicate ----, and from
Miss Hitters a particularly refined ----. "Dear me!" said
Miss Flitters, "what a useful gift! just exactly what I
wanted." She then sat down to breakfast, which, this being a
special day, consisted of ----. "I did my best to do it to a
turn," said the cook, as she laid it on the table with her
own hands. "Mary said as how you'd prefer a ----, but, bless
your 'eart, Miss Flitters, I know your tastes best." "You do,
indeed," said Miss Flitters. "The thing is perfectly cooked.
It's delicious. It reminds me of ----. To-day," she added, "I
am giving a party, and I want you to let us have a very
charming meal. I will get the things directly after
breakfast. What do you think we shall need?" "Well, ma'am,"
said the cook, "you may please yourself about everything
else, but we've done without a ---- for so long, that I must
have one." "Quite right," said her mistress.

She then prepared for going out; and seeing that it looked
like rain, took a ---- from the cupboard and on her head tied
a ----. "Bless your 'eart, mum," cried the cook, "you've
forgot your smelling salts. Suppose you was to feel
faint--what then? Never mind," she added, "this'll do just as
well"--handing her a ----. Miss Flitters hurried off at such
a pace that she ran right into the minister. "I beg your
pardon," she exclaimed, "I mistook you for a ----." "May I
come with you?" asked the minister. "Most certainly," said
Miss Flitters.

They went first to Buszard's for a ----, and selected two
particularly juicy ones. Then to Marshall and Snelgrove's for
a ----. "Is this for the complexion?" asked the minister,
picking up a ---- from the counter. "La, sir," said Miss
Flitters, "how little you know of domestic life!" Then they
went to Fuller's for a ----, and to Jay's for a ----. "It's
too dear," said Miss Flitters. "Give me a ----instead." At
the stores they inspected ----. "Haven't you anything
fresher?" asked Miss Flitters: "I'd as soon buy a ----." None
the less she bought two and slipped them into her reticule,
adding as a little gift for the cook a ----.

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

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

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

THINKING, GUESSING, AND ACTING GAMES

The Ship Alphabet

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

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

I Love My Love

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

A and B might run thus:--

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

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

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

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

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

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

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

My Thought

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

P's and Q's

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

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

The Elements

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

Suggestions

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

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

Quotation Games

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

It was the schooner _Hesperus_
That sailed the wintry sea,

the next might cap it with--

A man's a man for a' that,

and the next with--

The quality of mercy is not strained.

Two Rhyming Games

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

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

And the next finished it by adding--

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

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

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

Telling Stories

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

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

Clumps

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

Other Yes and No Games

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

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

My Right-Hand Neighbor

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

How, When, and Where

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

Coffee-Pot

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

Throwing Light

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

Animal, Vegetable, and Mineral.

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

Proverbs

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

Shouting Proverbs

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

Acting Proverbs

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

Acting Initials

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

Acting Verbs, or Dumb Crambo

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

Guessing Employments

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

Stool of Repentance

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

Eyes

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

Making Obeisance

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

Mesmerism

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

Thought-Reading Tricks

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

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

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

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

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

To Guess Any Number Thought of

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

To Guess Any Even Number Thought of

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

To Guess the Result of a Sum

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

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

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

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

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

Guessing Competitions

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

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

Guessing Quantities

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

Observation

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

Scents

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

The Topsy-Turvy Concert

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What Shall We Do Now?: Five Hundred Games and PastimesChapter III: Preface (3)

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