At Christmas parties, at which guests of all ages are found, it is sometimes a perplexing riddle to the hostess to know how to entertain them all. Musical items which may delight the older members of the company may only serve to render younger folk restless and dull, and dancing is not always possible in rooms of limited size. Moreover, there are still many young folk who are unable to set their feet nimbly to waltz and two-step, and would much prefer a romp to whirling round in time to a measure. Self-consciousness and shyness are usually very evident when the party enters the drawing-room, and this coating of ice, if not thawed quickly, will rapidly freeze into impenetrable restraint and gloom. At such times a good game, quickly organized, is invaluable. The rules should be explained by the hostess in so simple a manner that the youngest person present can follow them, and everything necessary should be arranged beforehand to avoid awkward delays and pauses. The Clothes-pin GameThe players are formed into two lines a few feet apart; at the top and bottom of the lines are two tables upon which as many pins as there are players are placed, and exactly divided into two heaps. The hands of all are crossed at the wrists. The first players of each line use the second player’s right hand to pick up a pin. The latter in the same way passes it to the next player, and in this manner it goes through the lines to the table at the end, upon which the last players place it. Meanwhile, of course, the first players are sending other pins down the rows. The line that succeeds in removing all the pins in the heap from one table to the other in the shortest time wins the game. The fun lies in the awkward manipulation of one’s neighbor’s hand. Should a pin be dropped in the process, it must be picked up by the umpire and ProverbsOne of the party retires while the rest decide upon a well-known proverb. When he returns, he stands in the center of a semicircle. Some one taps three times with a stick, and at the third tap each player shouts one word of the proverb loudly and simultaneously. This is repeated three times, and it is amazing how difficult it is to distinguish even the most well-known proverb in the uproar. Should one word give the key to the player not in the secret, the individual who speaks it takes his place. For instance, in the proverb, “All is not gold that glitters,” it may happen that the word “glitters” provides the keynote. Therefore, he or she who speaks it takes the place of the one who guesses. The proverb must contain as many words as there are players, and each shouts only the one word allotted to him. The Game of ShadowsA white sheet is stretched against the wall, with a lamp immediately before it. All other lights are extinguished. One of the company sits on a chair or stool with eyes fixed on the sheet. Behind him the company files noiselessly, the while he endeavors to identify them by means of the shadows silhouetted on the screen. Simple disguises are allowable and increase the fun. For example, a boy may don a girl’s hat, a girl a boy’s; or a skirt or shawl may be draped over a boy’s suit, thus concealing the wearer’s identity. The one whose shadow betrays her takes the place of the player who identifies her. GardenersTwo rows, headed by a chosen captain, face each other. In turn they fire at each other the names of vegetable, flowers, or fruit, beginning with the letter A, and using in turn the other letters of the alphabet—asparagus, artichokes, apples, &c. The players on each side set their wits to work to aid their captain when he shows signs of faltering. They are not allowed to speak aloud, their promptings being given in whispers, and this is where the fun comes in, for, when one is excited and eager to give a word, it is very difficult to remember to whisper, especially when placed at the tail of the line. When a gardener and his side pause to remember a word the When a captain surrenders he is obliged to go to the end of the line, and the next man takes his place and responsibilities. Wild flowers or plants are not allowed. TidingsEach player adopts some trade or profession. One member reads out the social gossip from a daily paper. When he pauses and points at one of the rest, that one must reply quickly some sentence regarding his calling or the stock he sells, for instance— Reader.—The ball that took place at the residence of the Hon. Mrs. Mortimer last evening was distinguished by the presence of the President. A number of dÉbutantes were present, the majority of whom were dressed in—Here the reader glances at the carpenter, who answers, “Shavings.” Reader—“Their headgear consisted of (glances at the fruiterer)— Fruiterer—“Pine-apples.” Reader—“Their jewels were necklaces (glances at the ironmonger)— Ironmonger—“Of nails.” Reader—“The dancing took place in— Tobacconist—“A cigar box.” Reader—“The walls of which were richly decorated with— Lawyer—“Red tape.” Reader—“The band was composed of forty instruments all— Doctor—“Medicine bottles.” Reader—“The President’s first partner was— Fishmonger—“A codfish.” Reader—“Who was most becomingly clad in— Druggist—“Silver scales.” Reader—“Her bouquet was composed of— Dry Goods Merchant—“Spools of cotton.” Reader—“And her tiny feet were cased in— Mason—“Bricks.” Reader—“Her dancing was as light as— Plumber—“A gas escape.” Reader—“And her charming smiles showed to view a perfect set of— Bootmaker—“Black heels.” It can be imagined from this example the merriment and laughter similar answers evoke. The LawyerThe party is divided into two rows, through which walks the lawyer. He asks a number of questions, and the answers may contain any words except “yes,” “no,” “white,” “black.” The person to whom he puts his query does not reply, but the one immediately opposite does. The lawyer exchanges places with the one who makes the first mistake. An ExampleLawyer (pointing to Mary)—“Your hair is very long; is it your own?” Tom opposite bawls “false.” To Jessie—“Do these pretty boots pinch your feet?” Jack—“Of course, they are two sizes too small.” To John—“Did you use your razor this morning?” Jane—“He hasn’t any hair to cut.” To Timothy—“Is your nurse waiting to put you to bed?” Elsie—“Naturally—he goes to bed at seven.” To Dick—“What would you like on your next birthday?” Ethel—“A rattle.” To James—“What is your favorite pastime?” Alice—“Putting dolly to bed.” To Freda—“What is the color of your face?” Andrew (afraid to say “white” for fear of forfeit)—“Green.” CabbagesAny number of players can take part in this game. They kneel in a circle on the floor with fingers stretched out before them and thumbs tucked in. The game is started by the leader’s query to her neighbor: “Can you play cabbages?” As the latter has not been initiated into the mysteries of the game, she at once replies— “No.” The question is asked by each player, and is always answered in the negative until the circle is completed, when the leader again queries: “Can you play cabbages?” Neighbor—“No.” Leader (suddenly)—“Then why on earth are we sitting here?” The blank expressions which result in this query are ludicrous in the extreme, and are followed by bursts of merriment. The Lover’s ComingAll the members of the party save one are massed together at the end of the room. The leader walks close to them, and throws a light rubber ball towards any person she likes. The person must be prepared to catch the ball. As the leader throws it, she accompanies the action with these words, “My lover comes thus”—the ball is tossed in a way to illustrate the manner of the supposed lover. The thrower terminates her sentence by a letter of the alphabet. The one to whom the ball is thrown has to provide an adjective beginning with the given letter as she catches the ball—thus: Leader—“My lover comes g”—(throws ball). Catcher—“Gayly”—(tosses ball back). Leader—“My lover comes h.” Catcher—“Hopping.” Leader—“My lover comes o.” Catcher—“One-eyed.” Leader—“My lover comes s.” Catcher—“Smirking.” Excitement is caused by the difficulty in producing a word at a moment’s notice, and being ready to catch the ball at the same time. TelegramsEach player is provided with paper and pencil, upon which any twelve letters are written, with sufficient space left between for words. The leader gives a topic, such as a wedding, accident, invitation, &c. A watch is placed on the table, and from ten to fifteen minutes given, during which each player concocts a telegram from the letters supplied by his left-hand neighbor. At a signal, the telegrams are thrust under a hat, and read out in turn by the leader. Example 1.—Topic: a sensational robbery.
From these letters may be devised the following telegram:— “Serious burglary; one box hairpins missing. Jane prostrate; kindly inform police—Henry.” Example 2.—Topic: a catastrophe.
“Cat ate Sunday dinner. Please bring cheese and bread; quite distracted—Wifie.” The funnier the telegram, the greater the laughter when it is read out. The Fan FightThe players divide into two lines. A piece of tape is stretched across the room, and before every two players a feather is placed. Each player possesses a Japanese fan, and the object is to lift the feather and waft it on to a stretch of newspaper, which marks the opponents’ den. The dens are guarded by goal-keepers, also armed with fans, and their business is a lively one. Feathers must not be blown, or pushed with the hand, as happens sometimes when the excitement of the game makes one forgetful of all else but the threatening direction the feather is taking. Only the fan is to be used. The feathers should be of different colors. When one of a side succeeds in driving a feather into the opposite den, he and his adversary retire from the game, but naturally they share the prevailing excitement and watch every movement of their respective sides, cheering and encouraging them to win. When the feathers belonging to one side are all captured in a den, the other side is conqueror. Panama CanalOne of the company is chosen as director, and addresses the company in some such way as this:— “Ladies and Gentlemen,—It having been discovered by the director of the Panama Canal Company that the water of the canal is often disturbed to a dangerous degree by means of the passionate sighs and turbulent emotions of the passengers cruising upon it, they have decided The company now pass slowly before the director, who asks each questions as to the name, destination, cargo, number and description of passengers, and any other questions relating to vessels which may occur to him. No answer must contain the letter K, for this being the initial letter of “kiss” is forbidden, and the person who uses it is obliged to pay any forfeit demanded by the captain. A few questions and answers might run like this:— Captain to passing figure— “What have you in your ship?” “Tomatoes.” “Where do you hail from?” “Liverpool.” “To which port are you sailing?” “Boston.” “Have you any girls on board,” &c. &c. Of course, the captain’s aim is to force “the ships” to introduce the letter K in their answers. The Longest LineThis is a good competitive game. Men and boys should stand with their feet on a chalked line. Each must stoop down to a half-sitting position, and with the left hand resting on the knee and the right hand inserted beneath the right leg, draw a line as long as possible without rising or using the left hand. Musical BuffStation a person in each corner of the apartment. Then blindfold one of the party, and lead him to the center. The master of the ceremonies points to each of the four in succession, and each says in a clear separate tone the word “Come.” When the word has been said by each in turn, the blind man endeavors to find his way towards the person who spoke first. Magic HieroglyphicsFor this seemingly mysterious achievement a confederate is required. He must know that—
Consonants are revealed by means of sentences, which the wizard speaks in a natural and unostentatious manner. The confederate is banished from the room while the party decide upon the word he shall be called upon to guess. Monosyllables are preferable. When he returns the wizard is armed with a wand, by means of which he proceeds to make imaginary pictures on the carpet. Supposing the word to be orange. He begins with four taps, and the confederate, who is all attention, knows that the word begins with the fourth vowel, O. The wizard, flourishing his wand, remarks with extreme innocence: “Rather fatiguing work, as you perceive.” The confederate says to himself R. One tap is the next sound for A. And some sentence such as— “No one can imagine the mental strain,” supplies the letter N to his alert companion. The wizard’s query, voiced in a mocking tone, “Getting near it?” supplies the letter G. A few more imaginary pictures, and two taps, which represent letter E, and the confederate with an air of profound relief wipes his brow and declares confidently that the word is orange. Result.—The company applaud loudly, and is thoroughly mystified. The Auction GameThis is a most fascinating resource for a wet wintry afternoon, and its preparations are interesting enough to keep a whole houseful of young folk occupied and amused. A large piece of cardboard is cut into twenty-five squares, and on each is pasted a picture of some article taken from advertisements in old newspapers, magazines, or catalogues. The pictures are numbered, and on the back a price in keeping with the article is written. The more variety there is among the stock for sale the better. It may contain anything from a thoroughbred Persian to a set of ninepins, and the prices may be copied from the catalogues, &c. When this is done, a mint of paper or cardboard money is manufactured. The guests having arrived, the capital is divided among them in equal portions. If there has been no time to manufacture the coin, imitation money can be purchased quite cheaply, and this lends a greater reality to the game. The first thing is to secure an auctioneer amongst the party, who possesses a ready flow of language, and is not troubled by shyness. An amiable uncle, or other grown-up relative, will do capitally. The auctioneer stands on a chair or stool, and cries out the article before him, treating it as if it were real. He is provided with a hammer, and the company begin an eager bidding for the thing that takes their fancy. The players, as may be expected, are as anxious as people in a real auction to obtain what they covet at the lowest price possible. Should a member offer more than he is able to pay, and succeed in being the last to name the highest price, he pays a forfeit of ten cents to each of the other buyers, and the article is again placed on the auctioneer’s table. The winner is the individual who has got the best value for his money, and has the most capital in hand by the time the twenty-five articles are sold. It is a good plan to offer prizes—a good one for the discreet and careful buyer, and a “booby” for the poor foolish spendthrift, who has nothing to show at the end of the game. Excitement and eagerness are increased by the cry of the auctioneer, “Going, going, gone!” and the beat of his hammer. If he is able to introduce funny narratives concerning the articles into his harangue, so much the better. For instance, a pair of boots, fashioned from the corpse of the King of Prussia’s pet calf, and the black kid gloves which King Charles II. wore at the funeral of his great-aunt; the mouse-trap that once held prisoner a rodent of aristocratic lineage and purple blood; the ash-tray, into which the burnt cigar of Peter the Great is supposed to have fallen—all should go at a high price. The WhistleAnother excellent game is played in the following manner. One of the company is blindfolded, and a long ribbon, through Of course, he has no idea that it is on his own person. He is swung into the center of the room, and his playmates make surreptitious dives at the whistle and raise it to their lips, taking care not to stretch the ribbon so that he will feel the tug. Perfect silence should be maintained by those eddying round him; they move on tip-toe, with bated breath, but now and then sounds of stifled laughter are heard. The “blind” man seeks high and low for the possessor of the whistle, his ears strained to catch the direction of the sound. He may succeed in embracing a youth or damsel, but his search round her neck, waist, or in her fingers for the missing whistle is futile. It will be long ere he guesses the secret, if he ever does, and the delight of young and old at his expense is hilarious. The Blind BrothersAll who are unfamiliar with this mysterious game are banished from the room and brought in separately. The master of ceremonies blandly invites each to be seated on one of two chairs placed back to back and touching each other; the other chair is occupied by one of the initiated in the performance. A sheet is thrown over the couple, and round them circle those of the guests who are aware of what is to happen. One of the two blind men, the confederate, is secretly armed with a light roll of paper. To the strains of the pianoforte, the other players march round. Suddenly the individual who has been brought in feels a light tap on his head; he should at once cry out to his companion— “Brother, I’m balked.” The confederate immediately replies, “Who balked you?” The other tries vainly to guess. Presently his companion bangs his own head, and wails in distress— “Brother, I’m balked,” and the other replies— “Who balked you?” It is long before the guileless brother guesses that the assault comes from the arm of his relative lifted out of the sheet. Should he fail to do so in a given time, another victim is called in to take his place; he joins the circle moving round the chairs, and sees for himself the manner in which the poor unsuspecting “brother” is deceived. The Poets’ CornerThis is an excellent and ingenious pastime for young men and women who have outgrown the old-world games of “Hunt the Slipper” and “Hide and Seek.” The “poets” are each given a slip of paper and pencil, at the head of which they write any question they like. When this is written, the papers are folded, so that the sentence is concealed, and passed on to the left-hand neighbor, who, without looking at the question, writes any word she likes beneath so long as it is a noun. This is again concealed, and passed to a third party, who must compose a rhythm or stanza, which includes both question and noun. As these have no relation to each other, some ingenuity is needed to link the two in a verse. For example, suppose the question given is as follows:— Question—What is the time? Noun—Chair. Verse. Or— Question—What is your age? Noun—Cigar. Verse. Cigar, cigar, What is your age? Wrinkled and brown, Reserved as a sage. Till you rest on my lip, And the light is set To your tip. What is your age? Your eye glows bright With the spark of youth. Come, answer with truth! The cigar replies, Time flies, I may live, The ashes show The span of my age. I am calm philosopher, Thoughtful sage. Jack’s Going Strong“Jack” is a piece of firewood, held in the flames until its tip glows. It is then passed from hand to hand among the players. Each says, as he receives the smoldering torch, “Jack’s going strong.” The aim is to get rid of “Jack” before the spark dies. The player, who is obliged to own that “Jack is dead,” is compelled to pay a forfeit. “Jack” should be a long stick, held out at arm’s length, so that, if he falls by accident, he will not burn holes in party dresses. The floor should be without a carpet. There is much fun and excitement to be gleaned from this simple game, as no one wishes to have “Jack’s” corpse on their hands. Name DivinationsThis is a clever puzzle game, which seems to the beholder to be steeped in magic and mystery. In order to discover the name or birthplace of a person, the following table of five columns is necessary:—
The manipulator shows the table to the individual whose name he wishes to discover, asking him to point out the column or columns that contain the initial letter. A glance at the table will show that if it is in only one column it must be the top letter. Should it be found to be in more than one, it is discovered by adding the first letters of the columns in which it is stated to be, the sum supplying the alphabetical position of the letter. For example, take the name Elizabeth. Elizabeth glances at the table and looks for the columns in which her initial letter occurs. It is obvious that she must be careful not to overlook its repetition. She informs you that it is to be found in columns 1 and 3. Now, the columns mentioned are topped by the letters A and D, which are the first and fourth letters of the alphabet. Add these together and you get 5. E is the fifth letter. In case you forget it, write it on a slip of paper. The next letter, Elizabeth informs you, occurs in columns 3 and 4. These are headed by D and H = 4 + 8 = 12. The twelfth letter is L. Columns 1 and 4 contain I, headed by A and H = 1 + 8 = 9. The ninth letter is I. Z is found in columns 2 and 4 and 5, headed by B, H and P = 2 + 8 + 16 = 26. The twenty-sixth letter is Z. The next letter exists only in column No. 1, therefore it is A. The next letter exists only in column No. 2, therefore it is B. The next letter exists only in columns 1 and 3. The top letters of these, A and D = 1 + 4 = 5. The fifth letter is E. T is found in columns 3 and 5. Top letters D and P = 4 + 16 = 20. The twentieth letter is T. H occurs in column 4, therefore it is the top letter, H. Result—Elizabeth. Wizard PhotographyThe wizard, who possesses a confederate, is banished from the room. During his absence the latter produces a piece of paper, and declares his intention of taking a photograph of any individual among the company upon it, in such a manner that it shall be visible to the wizard alone, who, upon examining it closely, will call out the name of the original. Naturally every one considers that this must be quite an impossible proceeding, and for that reason every one becomes very curious and watchful, making up his mind to discover the trick. The confederate fixes upon one of the company, poses her to his satisfaction, tells her not to look grave, &c., just as professional photographers do, and when she is quite ready and gazing at the sheet of paper, which is held out in the manipulator’s left hand, he passes his He hastens to wrap the “plate” in his handkerchief, and, calling in the wizard, hands it to him, retiring to a seat where the latter can observe him without appearing to do so. The wizard, looking very mysterious and wise, bids the company maintain an unbroken silence, while he unwraps and examines the “plate.” His confederate, meanwhile, imitates as nearly as possible the position of the original of the photograph. Should she cross her feet, toss back her hair, rest her chin on her hand, or perform any other trivial action, the confederate does the same, quite naturally so as not to rouse any suspicion or notice. All attention being concentrated on the wizard, his actions will not be observed by any one save the manipulator, who is led by the position he assumes to guess the individual whose likeness on the “plate” is supposed to be visible to him alone. Few would realize, until they try the game, the wonder and admiration of the guests, for the wizard who successfully achieves his purpose, and the means employed, are seldom, if ever, discovered. The Missing RingA plain curtain ring is threaded through a piece of tape or ribbon, knotted at the ends. The guests form a circle round a central figure. The ring is passed swiftly along through hands gripping the tape, while the master of ceremonies counts one, two. At three, all fists must be threaded by the tape and perfectly motionless, and the man in the center, who is permitted to observe the circuit of the ring, is called upon to say which person has possession of it. Should he guess rightly, he changes places with the individual. Apples and NutsMix a number of hazel nuts and apples together on a table removed from the wall; hand a teaspoon and table knife to each of the guests. Bid them, at a given signal, move to the table, with the knife in the right hand, the spoon in the left, and scoop up one apple and one nut. This is no easy matter on a smooth surface, for the probability is that the fruit and nuts will roll to the floor. When they are secured they must be conveyed to a dish at the other end of the room. He who performs this feat successfully the most times wins, and the apples and nuts are awarded him as a prize. Amiable DogThe party is divided into two lines. The first player begins by saying, “Our little dog is amiable.” The first player on the opposite side must answer quickly with another adjective beginning with the same letter thus, “Our little dog is artful.” Meanwhile, the first player counts ten. If in that time his opponent fails to respond he is obliged to go over to the opposite rank. Other letters of the alphabet may be used. The side that gains all the “men” wins. |