Each player is given a slip of paper and asked to write a piece of advice—the ladies write to the gentlemen and vice versa. The slips are collected and again distributed and each player is asked to read the advice which has been given him. Before looking at the paper he must tell what sort of advice it is—good, bad, unnecessary, etc., and whether or not he intends to profit by it. ADJECTIVESA slip of paper and a pencil is given to each player, who must then write a number of adjectives upon it. The slips are collected and given to the principal player, who has undertaken to read out a short story, substituting the adjectives on the slips for those already in the story. The adjectives must be taken as they come and not picked out to suit the story. The result is sometimes very laughable; as for in "ANIMAL, VEGETABLE, OR MINERAL?"This is a capital game for a large party, for it is both instructive and amusing. One player is selected who has to guess what word or sentence the remainder of the company has chosen. He goes out of the room, and when the subject has been decided upon, returns and asks a question of each of the company in turn. The answer must be either "Yes" or "No," and in no case should more words be used, under penalty of paying a forfeit. The first important point to be found out is whether the subject is "Animal," "Vegetable," or "Mineral." Supposing, for instance, the subject chosen is a cat which is sleeping in the room by the fire, the questions and answers might be like the following:—"Is the subject chosen an animal?" "Yes." "Wild animal." "No." "Domestic animal?" "Yes." "Common?" "Yes." "Are there many to be seen in this town?" "Yes." "Have you seen many this day?" "Yes." "In this house?" "No." "Have you seen many in the road?" "Yes." "Do they draw carts?" "No." "Are they used for working purposes?" "No." "Is the subject a pet?" "Yes." "Have they one in the house?" "Yes." "In this room?" "Yes." "Is it ACTING RHYMESFor this game, half the players go outside the door, whilst those who stay in the room choose a word of one syllable, which should not be too difficult. For instance, suppose the word chosen be "Flat," those who are out of the room are informed that a word has been thought of that rhymes with "Cat," and they then have to act, without speaking, all the words they can think of that rhyme with "Cat." Supposing their first idea be "Bat," they come into the room and play an imaginary game of cricket. This not being correct, they would be hissed for their pains, and they must then hurry outside again. They might next try "Rat," most of them going into the room on their hands and feet, whilst the others might pretend to be frightened. Again they would be hissed. At last the boys go in and fall flat on their faces, while the girls pretend to use flat-irons upon their backs. The loud clapping that follows tells them that they are right at last. They then change places with the audience, who, in turn, become the actors. THE BIRD-CATCHERTo play this game you must first decide which one of you is to be the Bird-catcher; the other players then each choose the name of a bird, but no one must choose the owl, as it is forbidden. All the players then sit in a circle with their hands on their knees, except the Bird-catcher, who stands in the center, and tells a tale about birds, taking care to specially mention the ones he knows to have been chosen by the company. As each bird's name is called, the owner must imitate its note as well as he can, but when the owl is named, all hands must be put behind the chairs, and remain there until the next bird's name is mentioned. When the Bird-catcher cries "all the birds" the players must together give their various imitations of birds. Should any player fail to give the cry when his bird is named, or forget to put his hands behind his chair, he has to change places with Bird-catcher. BUZZThis is a very old game, but is always a very great favorite. The more the players, the greater the fun. The way to play it is as follows. The players sit in a circle and begin to count in turn, but when the number 7 or any number in which the figure 7 or any multiple of 7 is reached, they say "Buzz," instead of whatever the number may be. As, for in BIRDS, FRUITS AND FLOWERSIn this game every one in the company has to describe in a riddle, first a bird, then a fruit, and finally a flower. The others must guess. Whoever guesses the most is the winner of the game. Here are examples of the riddles: BIRD. Although a bird I am part of a plant. STORK. (Stalk). FRUIT. Although a single specimen, I am really two. PEAR. FLOWERS. Although usually white, I am always described as rose colored in hue. PINK. CITIESMaterials required.—As many sheets of paper and pencils as there are players. The players seat themselves round a table, and each one is provided with a sheet of paper and a pencil. The hostess then asks them to write at the head of the paper the name of the town in which they were born. A time limit of fifteen minutes is then given them in which to make up a sentence, each word of which must begin with the letters composing the name of the town. The sentence must be either suggestive, or descriptive of the town which each has written on his or her paper. For example:— Town—Chicago. THE COOK WHO DOESN'T LIKE PEASOne of the players commences the game by saying to his neighbor, "I have a cook who doesn't like peas (p's); what will you give her for dinner?" The person addressed must avoid the letter P in his answer. For instance, he may answer, "Artichokes," "Onions," "Cabbage," and "Carrots," but he must not say "Spinach," "Asparagus," "Potatoes." The question is then asked of the second player, and so on until all have replied. If a player mentions a word containing the letter P he has to pay a forfeit. CONSEQUENCESOne of the most popular games at a party is certainly "Consequences"; it is a very old favorite, but has lost none of its charms with age. The players sit in a circle; each person is provided with a half sheet of notepaper and a pencil, and is asked to write on the top—(1) one or more adjectives, then to fold the paper over, so that what has been written cannot be seen. Every player has to pass his or her paper on to the right-hand neighbor, and all have then to write on the top of the paper which has been passed by the left-hand neighbor (2) "the name of the gentleman"; after having done this the paper must again be folded and passed on as before; this time must be written (3) one or more adjectives; then (4) a lady's name; next (5), where they met; next (6), what he gave her; next (7), what he said to her; next (8), what she said to him; next (9), the consequence; and lastly (10), what the world said about it. Be careful that every time anything has been written the paper is folded down and passed on to the player on your right. When every one has written what the world says, the papers are collected and one of the company proceeds to read out the various papers, and the result may be somewhat like this:— (1) The horrifying and delightful (2) Mr. Brown (3) met the charming (4) Miss Philips (5) in Westminster Abbey; (6) he gave her a flower (7) and CROSS QUESTIONS AND CROOKED ANSWERSTo play this game it is best to sit in a circle, and until the end of the game no one must speak above a whisper. The first player whispers a question to his neighbor, such as: "Do you like roses?" This question now belongs to the second player, and he must remember it. The second player answers: "Yes, they smell so sweetly," and this answer belongs to the first player. The second player now asks his neighbor a question, taking care to remember the answer, as it will belong to him. Perhaps he has asked his neighbor, "Are you fond of potatoes?" And the answer may have been, "Yes, when they are fried!" So that the second player has now a question and an answer belonging to him, which he must remember. The game goes on until everyone has been asked a question and given an answer, and each player must be sure and bear in mind that it is the question he is asked, and the answer his neighbor gives, which belongs to him. At the end of the game each gives his question and answer aloud, in the following manner. "I was asked: 'Do you like roses?' and the answer was 'Yes, when they are fried!'" The next player says: "I was asked: 'Are you fond of potatoes?' and the answer was: 'Yes, they are very pretty, but they don't wear well.'" THE CURATEA player is chosen to represent "The Curate." The other players are assigned such names as printer, plumber, jeweler, butcher, druggist, shoemaker, etc. "The Curate" starts the game by saying, "Mr. Butcher (or any other name) I called to see you this morning but you were not at home." The Butcher: "I had just gone over to the jeweler's." Curate: "And what business had you at the jeweler's?" (The jeweler is the next to speak but he must not do so until the question is answered.) "I went to get a bracelet for Mrs. Butcher." The Jeweler: "I was not at home for I had gone to the printer's." The Curate: "And what was your business at the printer's?" (The printer is the next to speak but he must not do so until the question is answered.) The game may be made very interesting by bringing into it little personal references and bits of innocent scandal, as "I was at the jeweler's to help Mr. —— select a ring for Miss ——." DEFINITIONSA subject is given to the company by the "teacher" and those joining in the game are each to define the subject in as terse a manner as possible, in epigram or verse, written on a slip of paper. The cards are then signed, turned in and the "teacher" reads the definitions. Then the company are to decide which one of the definitions has the greatest merit. For instance, the word "Friendship" is given and the answers might run like these:
EARTH, AIR, FIRE AND WATERTo play this game seat yourselves in a circle, take a clean duster or handkerchief, and tie it in a big knot, so that it may easily be thrown from one player THE FARMYARDThis game, if carried out properly, will cause great amusement. One of the party announces that he will whisper to each person the name of some animal, which, at a given signal, must be imitated as loudly as possible. Instead, however, of giving the name of an animal to each, he whispers to all the company, with the exception of one, to keep perfectly silent. To this one he whispers that the animal he is to imitate is the donkey. After a short time, so that all may be in readiness, the signal is given. Instead of all the party making the sounds of various animals, nothing is heard but a loud bray from the one unfortunate member of the company. THE FORBIDDEN LETTERThe idea of this game is to try how many sentences can be spoken without containing a certain letter which has been agreed upon. Supposing, for instance, the letter "f" is not to be introduced, the first player might ask: "Is this a new game to you?" The second player could answer: "Oh, no! I played it years ago when quite a youngster." He would perhaps turn to the third player, and ask: "You remember it, do you not?" The third player might answer: "Yes, but we used to play it differently." This player, having used a word with an "f" in it, must pay a forfeit and remain out. The answers must be given at once, without hesitation, and the player who avoids for the greatest length of time using a word containing the forbidden letter wins the game. THE FORBIDDEN VOWELSThe players seat themselves and are questioned by the leader of the game and must answer without bringing in a word containing a forbidden vowel. Say the vowel "a" is forbidden, the leader asks—"Are you fond of playing the piano?" The answer "Yes, very much," would be correct as the words do not contain the letter "a." But if the answer were—"Yes, and I am fond of singing too," the speaker would have to pay a forfeit. Any vowel FORTUNE TELLINGThe Fortune Teller must provide the person who is to have his or her fortune told with a piece of paper and a pencil and then proceed to say:
When these have all been written down, the Fortune Teller proceeds to read out the list of questions he has, with the answers corresponding in number. Below is appended the list of questions, which, of course, must not be shown to the person whose fortune is being told until he or she has written the answers.
THE GAME OF CONVERSATIONTo play this game successfully two of the company privately agree upon a word that has several meanings. The two then enter into a conversation, which is obliged to be about the word they have chosen, whilst the remainder of the company listen. When a member of the party imagines that he has guessed the word, he may join in the conversation, but if he finds he is mistaken, must immediately retire. To give an illustration: Supposing the two players who start the conversation decide upon the word box. They might talk about the people they had seen at the theatre and the particular part of the house in which they were sitting. Then they might say how nice it looked in a garden, and one might mention that it grew into big trees. Perhaps one of the company might imagine that he had guessed the word correctly and join in, when the conversation would be immediately changed, and the two would begin to converse about a huge case in which a very If, however, the word should be correctly guessed, the person guessing it chooses a partner, and they together select a word, and the game begins again. GUILTY OR INNOCENT?One of the company gets himself up to represent the old man of the woods, the rest take the names of various animals, such as lion, tiger, leopard and so on. The players seat themselves round the room, and the old man standing in the centre tells them that some of their number have committed a crime and he is about to question them, in order that he may discover the guilty ones. He then begins—"Now, Mr. Lion, where have you been hunting, and what have you eaten to-day?" "I hunted in the forest and caught an antelope." "Then you are twice guilty and must pay two forfeits," says the old man; and the lion must pay his forfeit without being told the crime he has committed. The old man passes on to a Polar Bear. "Where did you hunt and what have you eaten?" he asks.—"I hunted in the water and had a fine fish to eat." The Polar Bear is pronounced innocent. The real game is that no animal may bring in the letter "o" either in their hunting ground or the food they eat. "Forest" and "Ante When the game is over the players must pay for their forfeits in any way the old man decides. GUESSING GROCERIESInto bits of muslin should be tied samples of groceries—tea, coffee, starch, rice, beans, spices, etc. The players are allowed one guess for each sample, depending entirely upon the sense of feeling, and the one guessing the largest number correctly is given a prize. The hostess should have the samples numbered in order to keep count of the guesses. One young lady has a lot of pretty little silk bags filled with these samples and uses them again and again, and they always bring the same amount of fun. GOSSIPThe leader writes out a short story. It may be a bit of gossip, a newspaper incident or anything he wishes, it should however be rather excitable HOW? WHEN? WHERE?One of the players goes out of the room and the players decide upon an object. Let us suppose that the word chosen is chest. The word being agreed upon, the other player is called in. The game is for this player to guess the word by asking the three questions "How do you like it? When do you like it? Where do you like it?" of each person until the word is guessed. For instance, one player is asked:
And so the game goes on until the guesser knows the word. If he fails to guess it after asking every one of the players the three questions, "How do you like it? When do you like it? Where do you like it?" he must pay a forfeit. The guesser next time is the person who, in making his answer gave away the word decided upon. "I LOVE MY LOVE WITH AN A"To play this game it is best for the players to arrange themselves in a half-circle round the room. Then one begins: "I love my love with an 'A,' because she is affectionate; I hate her with an 'A,' because she is artful. Her name is Alice, she comes from Aberdeen, and I gave her an apricot." The next player says: "I love my love with a 'B,' because she is bonnie; I hate her with a 'B,' because she is boastful. Her name is Bertha, she comes from Bath, and I gave her a book." The next player takes "C," and the next "D," and so on through all the letters of the alphabet. ITOne of the players is asked to go outside whilst the company think of some person in the room, and on his return he has to guess of whom the company has thought. The players then arrange themselves in a circle, and agree each to think of his or her right-hand neighbor; it is best to have a girl and boy alternately, as this adds much to the amusement. The one outside is then called in, and commences to ask questions. Before replying, the player asked must be careful to notice his or her right-hand neighbor, and then give a correct reply. For instance, supposing the first question to be: "Is the person thought of a boy or a girl?" the answer would possibly be "A boy"; the next person would then be asked the color of the complexion, the next one the color of the hair, if long or short, etc., to which questions the answers would, of course, be given according to the right-hand neighbor. Nearly all the answers will contradict the previous ones, and something like this may be the result: "A boy," "very dark complexion," "long yellow hair," "wearing a black Eton jacket," "with a dark green dress," "five feet high," "about six years old," etc. When the player guessing gives the game up, the joke is explained to him. "JACK'S ALIVE"A match or small piece of wood is lighted and when well afire blown out. It is then passed from one player to another with the words, "Jack's alive," and may be handed about so long as a live spark remains. The trick is to dispose of Jack while he THE MENAGERIETo each member of the company is given the name of a bird or animal by the "Keeper" who is to relate a story of adventure in which the names of the birds and animals are frequently mentioned. At the mention of the word the member of the company bearing that name is to imitate the noise made by the creature named. Failing to do so promptly or imitating the noise of a creature assigned to some one else he or she is required to pay a forfeit. The "keeper" may demand the delinquent player's seat instead of a forfeit and assume his menagerie name while the unseated one becomes the "keeper" and must continue the story. THE MINISTER'S CATThis game is very similar to that of "I love my love." Each of the players must describe the minister's cat, going right through the alphabet to do so. "The minister's cat is an angry cat," says one; The leader of the game must see that no one hesitates for a word. If any one should take longer than half a minute he must pay a forfeit. MAGIC WRITINGIn this game a confederate is necessary. The player states to the company, after a few remarks on ancient sign-language, that he is able to read signs made with a stick on the floor, and agrees to leave the room whilst the company decide upon some word or sentence. The game is played as follows:—It is agreed by the player and his confederate that one tap on the floor shall represent A, two taps E, three taps I, four taps O, and five taps U, and that the first letter of each remark the confederate makes shall be one of the consonants of the word or sentence decided upon by the company. The consonants must be taken in order. On the player's return, supposing the word chosen to be "March," his confederate would commence:—"Many people think this game a deception" (initial letter M). One tap on the floor (A). "Really it is very simple" (initial letter R). "Coming to the end soon" (initial letter C). "Hope it has been quite clear" (initial letter H). A few more signs are made so as not to finish too abruptly, and the player then states the word to be "March." If carefully conducted, this game will interest the audience for a considerable time. THE "MIMIC" CLUBThis is a game which causes much amusement to a company of children, and even grown-ups may join in. All the players, with the exception of two, leave the room. One of the outside party is then called in, and told that a new club has been formed and his name enrolled, but that he cannot be formally admitted unless he can guess the name of the club from the movements of the two members who have remained in the room. The candidate for admission is then offered a chair, and everything said and every movement made is mimicked by the other two. Sometimes the new member guesses at once, but when unable to do this it is very funny to watch the effect that the copying of his every movement has upon him, especially when six or seven have been admitted. When the name of the club has been guessed another candidate is invited in and the same performance takes place. MY LADY'S TOILETThe leader gives to each of the party the name of some article used by a lady—a glove, fan, handkerchief, slippers, veil, belt, ribbon, brooch, back comb, collar, hairpins, cloak, etc. The players to whom the names of the articles have been given arrange themselves in a circle; one stands in the center and spins a plate. An ordinary tin pie plate may be used. As he spins the plate he says, "My lady is going to the theatre and needs her ——," naming one of the articles assigned to the players. At the mention of this article, the person to whom it has been given comes forward and catches the plate while it is still spinning. If he fails to catch the plate before it falls to the floor he must pay a forfeit. He now takes his turn with the plate, spinning it and using the name of another of the articles. PARTNERSThe players divide themselves into ladies and gentlemen, if the ladies predominate they must personate gentlemen, and vice versa. The gentlemen then proceed to choose lady partners. One of the players next undertakes to question the couples. The fun consists of the questions being put to the lady and the gentleman answering for her. "Do you like PROVERBS"Proverbs" is a game that will always remain popular. One of the players is sent out of the room, and during his absence the others decide upon a well-known proverb which he must, by asking questions, guess on his return. The answers to the questions must each contain one word of the proverb. For instance, suppose the players fix on the proverb "It's never too late to mend," the question asked, and answers given, will perhaps be similar to the following;— Questioner (to first player).—"Is the proverb one that you would guess easily?" Answer.—"As I'm not in your place it's impossible for me to say." Questioner (to second player).—"Am I mistaken, or did I see you at the theatre last night?" Answer.—"I never go to theatres, so you must have made a mistake." Questioner (to second player).—"Do you consider this game amusing, or the reverse?" Answer.—"At the present moment it's really too amusing for me to keep my countenance." Questioner (to fourth player).—"How was it I didn't see you at dinner, Mr. Francis?" Answer.—"I was detained at the office, so arrived late." Questioner (to fifth player).—"Were you skating this afternoon, Miss Philips?" Answer.—"No, I meant to have gone, but felt too tired after last night's festivities." Questioner (to sixth player).—"You're looking terribly bored, Miss Jones, would you rather take my place?" Answer.—"I would willingly; but my doing so wouldn't mend matters." If the interrogator cannot discover the proverb after the first round of questions and answers, he must go round again, and again. The player whose answer reveals to him the proverb, must go outside in his place. The following proverbs are all excellent for this game:— "A new broom sweeps clean." "A stitch in time saves nine." "Make hay while the sun shines." "Never put off till to-morrow what you can do to-day." "Fine feathers make fine birds." "Marry in haste, repent in leisure." "The empty vessel makes the greatest sound." "Make the best of a bad bargain." "Out of sight, out of mind." "Safe bind, safe find." "Half a loaf is better than no bread." "A rolling stone gathers no moss." "One good turn deserves another." "Look before you leap." "Faint heart never won fair lady." "A friend in need, is a friend indeed." "A bad workman quarrels with his tools." "A bird in the hand is worth two in the bush." "A cat may look at a king." "Aching teeth are ill tenants." "A creaking door hangs long on the hinges." "A drowning man will catch at a straw." "After dinner sit a while, after supper walk a mile." QUESTIONS AND ANSWERSEach player is furnished with a pencil and two slips of paper. On the first slip a question must be written. The papers are then collected and put into a bag or basket. Then the players write an answer on their second Everyone draws a question and an answer, and must then read the two out to the company. The result is sometimes very comical; for instance:— Question: "Do you like roses?" Answer: "Yes, with mustard." Question: "Where are you going to this summer?" Answer: "I am very much afraid of them." Question: "Do you like beef?" Answer: "Yes, without thorns." Question: "Do you like spiders?" Answer: "To Switzerland." RUTH AND JACOBOne player is blindfolded, the rest dance in a circle around him till he points at one of them. This person then enters the ring, and when the blind man calls out, "Ruth," answers, "Jacob," and moves about within the circle so as to avoid being caught by the blind man and continues to answer, "Jacob," as often as the blind man calls out, "Ruth." This continues until "Ruth" is caught. "Jacob" must then guess who it is he has caught; if he guesses correctly, "Ruth" takes his place, and the game goes on; if he guesses wrongly, he continues to be "Jacob." RHYMESA number of slips of paper are passed among the players and each one is asked to write upon one of the papers, two words which will rhyme. These papers are collected and in turn read aloud, the players then writing short stanzas employing the rhyming words. It is amusing to note in what very different ways the same set of words is treated by the various players. The usual forfeits may be claimed if the players fail to write the rhyme in a given time. SKETCHESEach player is asked to draw a haphazard line on a piece of paper. The line may be anything he wishes and does not need to suggest or resemble any object. The papers are collected and again distributed. Any player getting his own drawing may exchange with any one he wishes. Each player must draw the picture of some object, using in its composition, the original haphazard line. TRAVELER'S ALPHABETThe players sit in a row and the first begins by saying, "I am going on a journey to Athens," or any place beginning with A. The one sitting next asks, "What will you do there?" The verbs, adjectives, THOUGHT READINGThis is a very good game, which always causes considerable amusement, and if skilfully carried out will very successfully mystify the whole company. It is necessary that the player who is to take the part of thought-reading should have a confederate, and the game is then played as follows. The thought-reader, having arranged that the confederate should write a certain word, commences by asking four members of the company to write each a word upon a piece of paper, fold it up in such a manner that it cannot be seen, and then to pass it on to him. The confederate, of course, volunteers to make one of the four and writes the word previously agreed upon, which is, we will suppose, "Hastings." The thought-reader places the slips of paper between his fingers, taking care to put the paper of his confederate between the third and little finger; he then takes the folded paper from between his thumb and first finger and rubs it, folded as it is, over his The thought-reader then opens the paper, looks at it, and slips it into his pocket; he has, however, looked at one of the other papers. Consequently he is now in a position to spell another word, which he proceeds to do in the same manner, and thus the game goes on until all the papers have been read. THE LITTLE DUTCH BANDThe players sit or stand around the room in a circle. The leader assigns to each some imaginary musical instrument—horn, fife, drum, trombone, violin, harp, flute, banjo, etc. Some well known, but lively air is given out and the band begins to play, each player imitating as nearly as possible the instrument he has been assigned. All goes well until the leader suddenly drops his instrument and begins playing on that of another of the band. At this the player to whom that particular instrument has been given must change his attitude and imitate the instrument the leader has dropped. Again the playing goes on until the leader drops this instrument and takes up that of another player, and this player takes up the leader's instrument. Close watch must be kept of the leader that the players "WHAT'S MY THOUGHT LIKE?"The players sit in a circle and one of them asks the others: "What's my thought like?" One player may say: "A monkey"; the second: "A candle"; the third: "A pin"; and so on. When all the company have compared the thought to some object, the first player tells them the thought—perhaps it is "the Cat"—and then asks each, in turn, why it is like the object he compared it to. "Why is my cat like a monkey?" is asked. The other player might answer: "Because it is full of tricks." "Why is my cat like a candle?" "Because its eyes glow like a candle in the dark." "Why is my cat like a pin?" "Because its claws scratch like a pin." Any one who is unable to explain why the thought resembles the object he mentioned must pay a forfeit. |