"Thank you; that is of no use to me," replies the gra.s.shopper, and goes on to the next player. As soon as any one offers the grain of food which the gra.s.shopper has written down the paper must be produced, and the one who guessed the word pays a forfeit and becomes gra.s.shopper. If no one guesses the word, the gra.s.shopper pays a forfeit.
The game then goes on in the same way, except that a different question is asked on the second round.
"Neighbors," says the gra.s.shopper, "I have eaten abundantly and would have a dance. Which would you recommend?"
A waltz, a polka, a quadrille, etc., are suggested, and when this question has gone the round, the gra.s.shopper asks what music he can dance to, and the ants suggest the music of the violin, the piano, cornet, etc. Then the gra.s.shopper says he is tired of dancing and wishes for a bed, and the ants offer him moss, straw, gra.s.s, and so on, to lie upon.
"I should sleep very comfortably," the gra.s.shopper says, "but I am in fear of being pounced upon by a hungry bird. What bird have I most reason to fear?" The ants answer: The rook, the lark, the cuckoo, etc.
When the game is ended, the forfeits that have been lost must be called.
THE MAGIC WHISTLE
All the players but three stand in two rows facing each other. One player sits at the end of the two rows, another leads a third player into the room and makes him kneel down before the player who is seated, and who is called the President.
The President then proceeds to make all sorts of "magic" pa.s.ses over the kneeler"s face, back, and hands. While he is doing this, the boy who led the victim in fastens a whistle to his coat. It must be slung on to a piece of string or tape, and fastened very loosely, so that it can be easily grasped and yet will not knock against the wearer"s back.
The whistle is then blown by the boy who attached it, and the kneeling boy is told to rise and search for the magic whistle. The players who stand on each side must hold their hands before their mouths and pretend to blow whenever the whistle is blown, which must be as often as any one can get a chance without being found out.
The victim will search all along the rows trying to find the magic whistle, and it will be some time before he discovers that it is pinned to his own coat.
A RUNNING MAZE
Form a long line of children, one behind the other. The leader starts running, and is followed by all the rest. They must be sharp enough to do exactly as the leader does.
After running for a moment or two in the ordinary running step, the leader changes to a hopping step, then to a marching step, quick time, then to a marching step, slow time, claps and runs with hands on sides, hands on shoulders, hands behind, etc.
Finally, the leader runs slowly round and round into the center, and can either wind the children up tightly or can turn them on nearing the center and run out again. For another change the long line can start running and so unwind the spiral.
THE COACH AND FOUR
Two children stand hand-in-hand, side by side. These are the front horses. Two others, close behind, stand also hand-in-hand and side by side. These are the back horses.
Slip reins over the left arm of one of the front horses, and over the right arm of the other. The two back horses hold on the reins, standing inside them. A driver must then be chosen, who gathers up the reins in his left hand and in his right hand holds a whip.
Running beside him, equipped with a horn and parcels and letters, is another child, who acts as guard or conductor. The rest of the children form village streets, by standing in rows facing one another.
The coach and four, with the driver and guard, gallop about the room and through the villages, the guard blowing his horn and tossing out a paper or letter here and there.
Change horses every now and then, so that all may have a turn at being horses. A change of driver and guard, too, is also much appreciated.
When the children have had about enough of this game, start a cheer as the coach dashes through the villages for the last time. Two coaches greatly add to the fun and enjoyment, as they have to pa.s.s and repa.s.s each other.
MALAGA RAISINS
The players sit in a circle, and one who is acquainted with the trick takes a small stick in his right hand, makes some funny movements with it, and then, having taken it in his left hand, pa.s.ses it to his neighbor, saying: "Malaga raisins are very good raisins, but I like Valencias better." He then tells his neighbor to do the same. Should any of the players pa.s.s on the stick with the right hand, they must pay a forfeit, but of course they must not be told what mistake they have made until the stick has been pa.s.sed right round the circle.
SALLY WATER
This game can be played by any number of children. A ring is formed in which all join with the exception of one little girl, who kneels in the center of the ring. The children then dance round her, singing the following verses:
"Sally, Sally Water, sprinkle in the pan, Rise, Sally, rise, Sally, for a young man; Choose for the best and choose for the worst, And choose the very one you love best.
"Now you"re married I wish you joy, First a girl and then a boy; Seven years after, son and daughter, Pray, young couple, come kiss together."
[Ill.u.s.tration]
When they come to the words, "Rise, Sally!" the child in the center rises and chooses another from the ring. The next two lines are then sung, and the two children in the ring dance round and kiss. Sally then joins the ring, the second child remaining in the circle, and the game is continued as before until all the players have acted the part of Sally.
PIGEON-HOUSE GAME
Make a ring of children. In the center place five or six of the smaller children of the party. This forms the pigeon-house and pigeons.
Now choose one child (boy or girl) to open or shut this old-fashioned dovecote.
He runs round the ring outside and gently pushes the children in toward the center, and close to the pigeons, who are sitting on the ground softly cooing (or not, just as they please).
This done he moves back. Let him be called the farmer or the farmer"s boy, if a name is wanted.
A pretty and lively tune is now started on the piano. Directly it begins, the boy runs forward and pulls open the ring of children, which widens out with raised arms, to form pigeon-holes.
The pigeons rise to their feet and fly out of these holes, round and round the room.
As the music begins to stop and die away, the pigeons should return to their dovecote, and when the last note sounds they should all be settled again. The farmer"s boy now runs round the ring, closing it in and making all safe for the night.
This game can be played without music, and the elder children can take their turn at being pigeons.
OATS AND BEANS AND BARLEY
All the children form a ring with the exception of one player, who stands in the center. The children then dance round this one, singing the first three lines of the verses given below. At the fourth line they stop dancing and act the words that are sung. They pretend to scatter seed; they stand at ease, stamp their feet, clap their hands, and at the words: "Turn him round," each child turns round.
They then again clap hands and dance round, and when the words, "Open the ring and take one in," are sung, the center child chooses a partner, who steps into the ring, and the two stand together while the other children sing the remaining verse, after which the child who was first in the center joins the ring and the game is continued as before.
"Oats and beans and barley O!
Do you or I or any one know How oats and beans and barley grow?