OF GAMES.

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Come, thou complaisant cards, and cheat me

Of a bad night, and miserable dreams.

Shakspeare.

'Tis pleasant, through the loopholes of retreat,

To peep at such a world,—to see the stir

Of the great Babel, and not feel the crowd.

Cowper.

There is no amusement for a town or country-house, where people like to stay at home, so perfectly innocent and amusing as games which require a little brain.

It is a delightful feature of our modern civilization that books are cheap, and that the poets are read by every one. That would be a barren house where we did not find Scott, Byron, Goldsmith, Longfellow, Tennyson, Browning, Bret Harte, and Jean Ingelow.

Therefore, there would be little embarrassment should we ask the members of the circle around the evening lamp to write a parody on "Evangeline," "Lady Clara Vere de Vere," "HervÉ Riel," or "The Heathen Chinee." The result is amusing.

Amongst 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, which is arithmetical, The Deaf Man, The Goose's History, Story Play, which consists in putting a word into a narrative so cleverly that it will not readily be guessed, although several may tell different stories with the word repeated. The best way to play this is to have some word which is not the word, like "ambassador," if the word be "banana" for instance, so by thus repeating "ambassador" the listener maybe baffled. The Dutch Conceit, My Lady's Toilette, Scheherazade's Ransom are also very good. This last deserves a description. Three of the company sustain the parts of the Sultan, the Vizier, and the Princess. 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 an absurd 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 and 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 greater 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 this purpose she is seated on a low stool. The penalties for the forfeits, which should be previously prepared, are written on slips of paper and put in a basket, which she holds in her hands, tied behind her. The owners of the forfeits advance, and draw each a slip of paper. As each person comes forward the Princess guesses who it is, and if right, the person must pay an additional forfeit, the penalty for which is to be exacted by the Princess herself. When all the penalties have been distributed, the hands and eyes of the Princess are released, and she then superintends the execution of the various punishments that have been allotted to the company.

Another very good game is to send one of the company out, and as he comes in again to address him in the supposed character of General Scott, the Duke of Wellington, or of some Shakspearean hero. This, amongst bright people, can be very amusing. The hero thus addressed must find out who he is himself,—a difficult task for any one to discover, even with leading questions.

The Echo is another nice little game. It is played by reciting some 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 the story. If, for example, the story is about a soldier the words which would recur most frequently would naturally be uniform, gaiters, chapeau bras, musket, plume, pouch, sword, sabre, gun, knapsack, belt, sash, cap, powder-flask, accoutrements, and so on. Each one of the company, with the exception of the person who tells the story, takes the name of soldier, powder-flask, etc., except the name accoutrements. When the speaker pronounces one of these words, he who has taken it for his name, ought, if the word has been said only once, to pronounce it twice; if it has been said twice, to pronounce it once. When the word "accoutrements" is uttered the players, all except the soldier, ought to repeat the word "accoutrements" either once or twice.

These games are amusing, as showing how defective a thing is memory, how apt it is to desert us under fire. It is very interesting to mark the difference of character exhibited by the players.

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 does not so offend. 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 amusing.

The Secretary is another good game. The players 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 to the secretary, who says, "Future." The papers are again distributed, and the writers forecast the future. Of course the secretary throws in all sorts of other questions, and when the game is through, the papers are read. They form a curious and heterogeneous piece of reading; sometimes such curious bits of character-reading crop out that one suspects complicity. But if honestly played it is amusing.

The Traveller's Tour is interesting. One of the party announces himself as the traveller. He is given an empty bag, and counters, with numbers on, are distributed amongst 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 traveller 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 traveller 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 traveller 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 traveller. Of course this opens the door for all sorts of witty rejoinders, according as the players choose to exaggerate the claims of certain hotels, and to invent hits at certain watering-places.

The rhyming game is amusing. "I have a word that rhymes with game."

Interlocutor.—"Is it something statesmen crave?"

Speaker.—"No, it is not fame."

Interlocutor.—"Is it something that goes halt?"

Speaker.—"No, it is not lame."

Interlocutor.—"Is it something tigers need?"

Speaker.—"No, it is not to tame."

Interlocutor.—"Is it something we all would like?"

Speaker.—"No, it is not a good name."

Interlocutor.—"Is it to shoot at duck?"

Speaker.—"Yes, and that duck to maim." Such words as "nut," "thing," "fall," etc., which rhyme easily, are good choices. The two who play it must be quick-witted.

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 gets the word "Africa" and the question "Have you an invitation to my wedding?" He must write a poem in which he answers the question and brings in the other word.

The game of Preferences has had a long and successful career. It is a very good addition to the furniture of a country parlour to possess a blank-book which is left lying on the table, in which each guest should be asked to write out answers to the following questions:

Who is your favourite hero in history?

Who is your favourite heroine?

Who is your favourite king?

Who is your favourite queen?

What is your favourite Christian name for a man?

What is your favourite Christian name for a woman? etc.

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 every one 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, each bearing the name of a favourite author and any three of his works. The entire set is numbered from one to sixty-four. Any four cards containing the name and works of the same author form a book.

Or the names of kings and queens and the learned men of their reigns may be used, instead of authors; it is a very good way to study history. The popes can be utilized, with their attendant great men, and after playing the game for a season one has no difficulty in fixing the environment of the history of an epoch.

As the numbers affixed to the cards may be purely arbitrary, the count at the end will fluctuate with great impartiality. The Dickens cards may count but one, while Tupper will be named sixteen. Carlyle will only count two, while Artemas Ward will be sixty. King Henry VIII., who set no small store by himself, may be No. I in the kingly game, while Edward IV. will be allowed a higher numeral than he was allotted in life.

Now we come to a game which interests old and young. None are so apathetic but they relish a peep behind the dark curtain. The apple-paring in the fire, the roasted chestnut and the raisin, the fire-back and the stars, have been interrogated since time began. The pack of cards, the teacup, the dream-book, the board with mystic numbers, the Bible and key, have been consulted from time immemorial. The makers of games have given in their statistics, and they declare there are no games so popular as those which foretell the future.

Now this tampering with gruesome things which may lead to bad dreams is not recommended, but so long as it is done for fun and an evening's amusement it is not at all dangerous. The riches which are hidden in a pack of fortune-telling cards are very comforting while they last. They are endless, they are not taxed, they have few really trying responsibilities attached, they bring no beggars. They buy all we want, they are gained without headache or backache, they are inherited without stain, and lost without regret. Of what other fortune can we say so much?

Who is not glad to find a four-leaved clover, to see the moon over his right shoulder, to have a black cat come to the house? She is sure to bring good fortune!

The French have, however, tabularized fortune-telling for us. Their peculiar ability in arranging ceremonials and fÊtes, and their undoubted genius for tactics and strategy, show that they might be able to foresee events. Their ingenuity, in all technical contrivances, is an additional testimony in the right direction, and we are not surprised that they have here, as is their wont, given us the practical help which we need in fortune-telling.

Mademoiselle Lenormand, the sorceress who foretold Napoleon's greatness and to many of the great people of France their downfall and misfortunes, has left us thirty-six cards in which we can read the decrees of fate. Lenormand was a clever sybil. She knew how to mix things, and throw in the inevitable bad and the possible good so as at least to amuse those who consulted her.

In this game, which can be bought at any bookstore, the cavalier, for instance, is a messenger of good fortune, the clover leaf a harbinger of good news, but if surrounded by clouds it indicates great pain, but if No. 2 lies near No. 26 or 28 the pain will be of short duration, and so on.

Thus Mlle. Lenormand tells fortunes still, although she has gone to the land of certainty, and has herself found out whether her symbols and emblems and her combinations really did draw aside the curtain of the future with invisible strings. Amateur sybils playing this game can be sure that they add to the art of entertaining.

The cup of tea, and the mysterious wanderings of the grounds around the cup, is used for divination by the old crone in an English farmhouse, while the Spanish gypsy uses chocolate grounds for the same purpose. That most interesting of tragic sybils, Norna of the Fitful Head, used molten lead.

Cards from the earliest antiquity have been used to tell fortunes. Fortuna, courted by all nations, was in Greek Tyche, or the goddess of chance. She differed from Destiny, or Fate, in so far as that she worked without law, giving or taking at her own good pleasure. Her symbols were those of mutability, a ball, a wheel, a pair of wings, a rudder. The Romans affirmed that when she entered their city she threw off her wings and shoes, determined to live with them forever. She seems to have thought better of it, however. She was the sister of the Parcae, or Fates, those three who spin the thread of life, measure it, and cut it off. The power to tell fortunes by the hand is easily learned from Desbarolles' book, is a very popular accomplishment, and never fails to amuse the company and interest the individual.

It must not be made, however, of too much importance. It never amuses people to be warned that they may expect an early and violent death.

Then comes Merelles, or Blind Men's Morris, which can be played on a board or on the ground, but which now finds itself reduced to a parlour game. This takes two players. American Bagatelle can be played alone or with an antagonist. Chinese puzzles, which are infinitely amusing, and all the great family of the Sphinx, known as puzzles, are of infinite service to the retired, the invalid, and weary people for whom the active business of life is at an end.

We may describe one of these games as an example. It is called The Blind Abbot and his Monks. It is played with counters. Arrange eight external cells of a square so that there may be always nine in each row, though the whole number may vary from eighteen to thirty-six. A convent in which there were nine cells was occupied by a blind abbot and twenty-four monks, the abbot lodging in the centre cell and the monks in the side cells, three in each, giving a row of nine persons on each side of the building. The abbot suspecting the fidelity of his brethren often went out at night and counted them. When he found nine in each row, the old man counted his beads, said an Ave, and went to bed contented. The monks, taking advantage of his failing sight, contrived to deceive him, so that four could go out at night, yet have nine in a row. How did they do it?

The next night, emboldened by success, the monks returned with four visitors, and then arranged them nine in a row. The next night they brought in four more belated brethren, and again arranged them nine in a row, and again four more. Finally, when the twelve clandestine monks had departed, and six monks with them, the remainder deceived the abbot again by presenting a row of nine. Try it with the counters, and see how they so abused the privileges of conventual seclusion!

Then try quibbles: "How can I get the wine out of a bottle if I have no corkscrew and must not break the glass or make a hole in it or the cork?"

The raconteur, or story-teller, is a potent force. Any one who can memorize the stories of Grimm, or Hans Christian Anderson, or Browning's "Pied Piper," or Ouida's "Dog of Flanders," or Dr. Holmes' delightful "Punch Bowl," and tell these in a natural sort of way is a blessing. But this talent should never be abused. The man who, in cold blood, fires off a long poetical quotation at a dinner, or makes a speech when he is not asked, in defiance of the goose-flesh which is creeping down his neighbours' backs, is a traitor to honour and religion, and should be dragged to execution with his back to the horses, like a Nihilist. It is only when these extempore talents can be used without alarming people that they are useful or endurable.

Perhaps we might make our Christmas Holidays a little more gay. There are old English and German customs beyond the mistletoe, and the tree, and the rather faded legend of Santa Claus. There are worlds of legendary lore. We might bring back the Leprechaun, the little fairy-man in red, who if you catch him will make you happy forever after, and who has such a strange relationship to humanity that at birth and death the Leprechaun must be tended by a mortal. To follow up the Banshee and the Brownie, to light the Yule log, to invoke the Lord of Misrule, above all to bring back the waits or singing-boys who come under the window with an old carol, and the universal study of symbolism,—all this is useful at Christmastide, when the art of entertaining is ennobled by the song "Glory to God in the highest, and on earth peace, good-will toward men."

The supper-table has unfortunately fallen into desuetude, probably on account of our exceedingly late dinners. We sup out, we sup at a ball, but rarely have that informal and delightful meal which once wound up every evening.

Mrs. Elizabeth Montague, in her delightful letters, talks about the "Whisk, and the Quadrille parties, with a light supper," which amused the ladies of her day. We still have the "Whisk," but what has become of lansquenet, quadrille basset, piquet, those pretty and courtly games?

Whist! Who shall pretend to describe its attractions? What a relief to the tired man of affairs, to the woman who has no longer any part in the pageant of society! What pleasure in its regulating, shifting fortunes. We have seen, in its parody on life, that holding the best cards, even the highest ones, does not always give us the game. We have noticed that with a poor hand, somebody wins fame, success, and happiness. We have all felt the injustice of the long suit, which has baffled our best endeavours. We play our own experience over again, with its faithless kings and queens. The knave is apt to trip us up, on the green cloth as on the street.

So long as cards do not lead to gambling, they are innocent enough. The great passion for gambling is behind the game of boaston, played appropriately for beans. We all like to accumulate, to believe that we are fortune's favourite. What matter if it be only a few more beans than one's neighbour?

That is a poorly furnished parlour which has not a chess table in one corner, a whist table properly stocked, and a little solitaire table for Grandma. Cribbage and backgammon boards, cards of every variety, bezique counters and packs, and the red and white champions for the hard-fought battle-field of chess, should be at hand.

Playing cards made their way through Arabia from India to Europe, where they first arrived about the year 1370. They carried with them the two rival arts, engraving and painting. They were the avants couriers of engraving on wood and metal, and of the art of printing.

Cards, begun as the luxuries of kings and queens, became the necessity of the gambler, the solace of all who like games. They have been one of the worst curses and one of the greatest blessings of poor human nature.

"When failing health, or cross event,

Or dull monotony of days,

Has brought us into discontent

Which darkens round us like a haze"—

then the arithmetical progression of a game has sometimes saved the reason. They are a priceless boon to failing eyesight.

Piquet, a courtly game, was invented by Etienne Vignoles, called La Hire, one of the most active soldiers of the reign of Charles VII. This brave soldier was an accomplished cavalier, deeply imbued with a reverence for the manners and customs of chivalry. Cards continued from his day to follow the whim of the court, and to assume the character of the period, through the regency of Marie de Medicis, the time of Anne of Austria and of Louis XIV. The Germans were the first people to make a pack of cards assume the form of a scholastic treatise; the king, queen, knight, and knave tell of English customs, manners, and nomenclature.

The highly intellectual game of Twenty Questions can be played by three or four people or by a hundred. It is an unfailing delight by the wood fire in the remote house in the wood, or by the open window looking out on the lordly Hudson of a summer's night. It only needs that one bright mind shall throw the ball, and half a dozen may catch. Mr. Lowell once said there was no subject so erudite, no quotation so little known, that it could not be reached in twenty questions.

But we are not all as bright as James Russell Lowell. We can, however, all ask questions and we can all guess; it is our Yankee privilege. The game of Twenty Questions has led to the writing of several books. The best way to begin is, however, to choose a subject. Two persons should be in the secret. The questioner begins: Is it animal, vegetable or mineral? Is it a manufactured object? Ancient or modern? What is its shape, size and colour? What is its use? Where is it now? The object of the answerer is of course to baffle, to excite curiosity; it is a mental battledore and shuttlecock.

It is strange that the pretty game of croquet has gone out of favour. It is still, however, to be seen on some handsome lawns. Twenty years ago it inspired the following lines:—

CROQUET.

"A painter must that poet be

And lay with brightest hues his palette

Who'd be the bard of Croquet'rie

And sing the joys of hoop and mallet.

"Given a level lawn in June

And six or eight, enthusiastic,

Who never miss their hoops, or spoon,

And are on duffers most sarcastic;

"Given the girl whom you adore—

And given, too, that she's your side on,

Given a game that's not soon o'er,

And ne'er a bore the lawn espied on;

"Given a claret cup as cool

As simple Wenham Ice can make it,

Given a code whose every rule

Is so defined that none can break it;

"Given a very fragrant weed—

Given she doesn't mind your smoking,

Given the players take no heed

And most discreetly keep from joking;

"Given all these, and I proclaim,

Be fortune friendly or capricious,

Whether you win or lose the game,

You'll find that croquet is delicious."

                                                                                                                                                                                                                                                                                                           

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