We now come to the winter evening, and the pencil and paper. It is a delightful feature of our modern civilization that books are very cheap, and that the poets are read by everybody. That would be a very barren house where one did not find Scott, Byron, Goldsmith, Longfellow, Tennyson, Browning, Bret Harte, and Jean Ingelow. Very few boys and girls can reach the age of sixteen without having committed to memory some immortal poem of one of these most popular poets. Therefore there would be no embarrassment if we asked the members of any evening circle to write down three or four lines in the measure of “Evangeline,” “Lady Clara Vere de Vere,” “The Corsair,” “The Traveler,” “Marmion,” or “HervÉ Riel,” “The Heathen Chinee,” or the pretty “Bird Song” of Jean Ingelow. Not a parody only, however, but a parody involving a certain idea or word. In the great year of Coggia’s comet this game was thus played, and a young man was requested to speak of the comet in the style of “Mother Goose.” The result was as follows: Another of the circle was directed to treat of the Wood Fire in the measure of Tennyson’s “May Queen.” The result was the following: “If you’re snapping, snap out wisely, snap out wisely, burning wood! You would not snap so wildly if your drying had been good. Nor had I, sitting near you with the hearth-brush in my hand, Have found no peace in sitting, for fear of burning brand.” This was declared to be too easy a game for such a wild and superfluous supply of brains, and, therefore, the word Poker was pronounced to be an essential element of every future poem. Poor Browning and Longfellow, Bret Harte and Walter Scott, were mercilessly spitted on that poker. Much foolscap was spoiled, but much fun gained. Here is one of the poker successes: “AFTER BYRON, WITH A POKER; ALSO AFTER DRINKING FLIP.“Here, too, the Poker stands in brass! and fills The air around with safety! We inhale The ambrosial aspect which its heat instills (Part of its immortality) to Flip (That beer which is half drawn), within the cup We breathe, and its deep secrets dip. Who Flip can make—who cares where he may fail! Before its wide success let Heliogabalus turn pale. “We drink, and turn away—we care not where! Fuzzled, and drunk with porter, till the head Reels with its fullness. There, for ever there, Stand thou in triumph, Poker, strong and red! We are thy captives, and thine ardor share. Away! there need no words, no terms precise, To say in loving accents, Flip-cup, thou art nice!” To this class of Home Amusements belongs also the famous game of “Twenty Questions,” which was played so much at one time by the Cambridge professors that they declared that any subject should be reached in ten questions. The proper formula for this very intellectual game is this: Two parties are formed, the questioners and the answerers, the first having the privilege, after the word has been chosen, to inquire— “Is your subject animal, vegetable, or mineral?” “What is its size?” “To what age does it belong?” “Is it historical or natural?” “Is it ancient or modern?” “Is it a manufactured article?” etc. The number of subjects which are none of these, or which are all three, or which can not be defined in some way, is of course small. Thus, a Blush, a Smile, a Tear, an Echo, an Avalanche, a Drought, are all indescribable by the exact definitions of the above questions. But the questioner soon arrives at this negative, and begins a new series. Perhaps one of the most puzzling of subjects is a “mummy.” It fulfills certain conditions, but not others; and the final question, “What is its use?” and the answer, “It is used for fuel,” though true—for the Arabs cook their dinners by them—does not at all cover the ground of the supposed use of a mummy. The shield of Achilles, the Hole in the Wall through which Pyramus and Thisbe kissed, have been asked and guessed! A Bat baffled even the most ingenious twenty questioners, while the Parlor into which the Spider invited the Fly was guessed. It is a very intellectual and very amusing game, and those who play it should be as honest as possible in their answers. If puns and wordy equivoque are allowed, the game ceases to be legitimate. Among games requiring memory and attention we may mention “Cross Purposes,” “The Horned Ambassador,” “I love my Love with an A,” “The Game of the Ring” (arithmetical), “The Deaf Man,” “The Goose’s History.” “Story Play” consists in putting a chosen word into a narrative so cleverly that it will not be readily guessed, although several people tell different stories with the chosen word several times repeated. The best way to play this is to have some odd word which is not the word—like Banana—and use it several times; yet one’s own consciousness of the right word will often betray the story-teller. “The Dutch Conceit,” “My Lady’s Toilet,” “What is my Thought like?” “Scheherazade’s Ransom” are very pretty, and may be found in many Manuals of Games. This last deserves a description. Three of the company sustain the parts of the Sultan, the Vizier, and the Princess Scheherazade. The Sultan takes his seat at the end of the room, and the Vizier then leads the Princess before him, with her hands bound behind her. The Vizier then makes a burlesque proclamation that the Princess, having exhausted all her stories, is about to be punished unless a sufficient ransom be offered. All the rest of the company then advance in turn and propose enigmas, which must be solved by the Sultan or Vizier; sing the first verse of a song, to which the Vizier must answer with the second verse; or recite any well-known piece of poetry in alternate lines with the Vizier. Forfeits must be paid either by the company when successfully encountered by the Sultan or Vizier, or by the Vizier when unable to respond to his opponents; and the game goes on till the forfeits amount to any specified number on either side. Should the company be victorious and obtain the greatest number of forfeits, the Princess is released, and the Vizier has to execute all the penalties that may be imposed upon him. If otherwise, the Princess is led to execution. For Another very good game is to send one of the company out, and as he comes in again to address him as the supposed character of Napoleon, a Russian emperor, Gustavus Adolphus, or some well-known character in history or fiction. For instance, a young lady leaves the room, and as she enters some one says: “Charming and noble heroine, most generous and most faithful! we are glad to see you. How well you look, after all that has happened to you! Burned alive? Yes, I should say so; and all that you suffered before! How did you like wearing armor? and what do you think of ungrateful kings? How was it at home before you left——? Did you really see those visions? and how did St. —— look? And, now that you are come back, will you ever be so generous and noble as to fight for any cause except yourself?” Of course, the young lady knows that she is Joan of Arc. But it is not necessary that character should be so plainly indicated, however, as in this example. “The Echo” is another very pretty game. It is played by reciting some little story, which Echo is supposed to interrupt whenever the narrator pronounces certain words which recur frequently in his narrative. These words relate to the profession or trade of him who is the subject of These games are amusing, as showing how defective a thing is memory, and how apt, when under fire, to desert us. It is also very queer to mark the difference of character exhibited by the players. The most unexpected revelations are made. Another very funny game is “Confession by a Die,” played with cards and dice. It would look at first like a parody on “Mother Church,” but it is not so guilty. A person takes some blank cards, and, counting the company, writes down a sin for each. The unlucky sinner when called upon must not only confess, but, by throwing the dice also, confess as many sins as they indicate, and do penance for them all. These can, with a witty leader, be made very funny. “The Secretary” is another good game. The persons sit at a table with square pieces of paper, and pencils, and each one writes his own name, handing the paper, carefully folded down, to the Secretary, who distributes them, saying “Character!” Then each one writes out an imaginary character, hands it again to the Secretary, who says Of Ruses and Catch-games, Practical Jokes, and all plays involving mystification and mortification, we have a great abhorrence. They do not belong to the class of Home Amusements. Let them be relegated to that bad limbo of “college hazing,” and other ignoble tricks which some people call fun. Far better the games which call for wit, originality, and inspiration; which show knowledge, reading, and a full repertoire; and a familiarity with all the three homely studies—geography, arithmetic, and history, including natural history. One of these games is called “The Traveler’s Tour,” and may be made very interesting, if the leader is ingenious. It is played in this way: One of the party announces himself the “Traveler.” He is given an empty bag, and counters with numbers on are distributed among the players. Thus, if twelve persons are playing, the numbers must count up to twelve—a set of ones to be given to one, twos to two, and so on. Then the Traveler asks for information about the places to which he is going. The first person gives it, if he can; if not, the second, and so on. If the Traveler considers it correct information, or worthy of notice, he takes from the person one of his counters, as a pledge of the obligation he is under to him. The next person in order takes up the next question, and so on. After the Traveler reaches his destination, he empties his bag, and sees to whom he has been indebted for the greatest amount of information. He then makes him the next Traveler. Of course, this opens the door for all sorts of Traveler. “I am going to Newport this summer. Which is the best route?” Answer. “Well, start by the Erie Railroad and try to form a junction with the Pittsburg and Ohio.” Trav. “When shall I get there?” An. “If you take the Southern Pacific you may reach Newport before the Fall River boat gets in” (sarcasm on the slowness of the boat). Trav. “How if I go by the Northern Pacific?” An. “Well, that is better than the Wickford route.” Or Trav. says: “I want to go to San Francisco; how shall I start?” An. “Well, at the rate the Cunarders are going to Europe now, your quickest way is to take the Gallia, and on reaching Liverpool to go to India by the Overland Route, and so round the world.” The rhyming game is also very amusing. It is done in this way: Speaker. “I have a word that rhymes with Game.” Interlocutor. “Is it something statesmen crave?” Sp. “No, it is not Fame.” In. “Is it something that goes halt?” Sp. “No, it is not Lame.” In. “Is it something tigers need?” Sp. “No, it is not to Tame.” In. “Is it what we all would like?” Sp. “No, it is not Good Name.” In. “Is it to shoot at Duck?” Sp. “Yes, and that Duck to maim.” Such words as Nun, Thing, Fall, etc., which admit of many rhymes, are very good ones to choose. The two who play it must be quick-witted and read each other’s thoughts. The end rhymes, which the French like, are very ingenious.
The game of “Crambo,” in which each player has to write a noun on one piece of paper and a question on another, is curious. As, for instance, the drawer may get the noun “Mountain,” and the question, “Do you love me?” he must write a sonnet or poem in which he answers the one and brings in the other. The game of “Preferences” has had a long and a successful career. It is a very good addition to Home Amusements to possess a blank-book lying on the parlor-table, in which each guest should be asked to write out answers to the following questions:
These questions may be amplified according to the taste of the owner of the book. These books are very common in English country houses, and the statistics of favoritism have been taken. Napoleon Bonaparte, even in the land of the Duke of Wellington, had the greatest number of admirers as a hero; Mary, Queen of Scots, was the favorite queen in a majority of instances; Lord Byron led off as a poet, and the names Edward and Alice had the greatest number of votes as admired Christian names. Joan of Arc is always ahead as a heroine. In America, after a five years’ experience, a number of books were compared, and resulted in a close tie between Washington and Napoleon as hero; between Charles X, of Sweden, and Francis I as king; with Mary, Queen of Scots, far ahead as queen; with Theodore and Mary as Christian names in advance. Yet an occasional originality crops out in these “preferences,” and the examination of the different opinions is always interesting. The game of Authors, especially when created by the persons who wish to play it, is very interesting. The game can be bought, and is a very common one, as, perhaps, everybody knows; but it can be rendered uncommon by the preparation of the cards among the members of the family. There are sixty-four cards to be prepared, with each the name of a popular author, and any three of his This game may be made very useful by using the names of kings and queens, and the learned men of their reigns, instead of authors. It is a very good way to study history. The popes can be utilized, with their attendant great men, and by playing the game for a season the dates and the events of some obscure period of history will be effectually fixed in the memory. As the numbers affixed to the cards may be purely arbitrary, the count at the end will fluctuate with remarkable impartiality; thus, the Dickens cards may count but one, while Tupper will be named sixteen; Carlyle can be two, |