HUNT THE RING
For this game a long piece of string is required. On this a ring is threaded, and the ends of the string are knotted together. The players then take the string in their hands and form a circle, while one of the company, who is called the hunter, stands in the center. The string must be pa.s.sed rapidly round and round, and the players must try to prevent the hunter finding out who holds the ring. As soon as he has done this, he takes his place in the circle, while the person who held the ring becomes the "hunter."
THE STOOL OF REPENTANCE
The players sit in a circle, in the center of which a stool is placed.
One of the company goes out of the room, and the rest say all sorts of things about him. For instance, one will say he is handsome, another that he is clever, or stupid, or vain. The "culprit" is then called back into the room and seats himself on the stool, which is called "the stool of repentance," and one of the players begins to tell him the different charges which have been made against him. "Some one said you were vain; can you guess who it was?" If the culprit guesses correctly, he takes his seat in the circle and the person who made the accusation becomes the "culprit" in his stead. If, however, the "culprit" is unable to guess correctly, he must go out of the room again while fresh charges are made against him.
THE FEATHER
Having procured a small flossy feather, the players sit in a circle as closely together as possible. One of the party then throws the feather as high as possible into the air, and it is the duty of all the players to prevent it from alighting on them, by blowing at it whenever it comes in their direction. Any player whom it falls upon must pay a forfeit.
It is almost impossible to imagine the excitement that is produced by this game when it is played with spirit, and the fun is not altogether confined to the players, as it gives almost as much enjoyment to those who are looking on.
THE GAME OF CONVERSATION
To 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, while 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 ill.u.s.tration: Supposing the two players who start the conversation decide upon the word "box." They might talk about the people they had seen at the theater 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 great number of things were packed away. By this time, possibly the person who joined in the conversation will leave off, completely mystified. 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.
THE GALLERY OF STATUES
For this game all the company leave the room with the exception of two. One of these then stands like a statue, with perhaps the a.s.sistance of a tablecloth or something similar as drapery, while the other acts as showman.
When the position is decided upon, one of the company is called in and taken on one side by the showman, and is asked his or her opinion as to the merits of the statue. It is almost certain that some suggestion will be made; in that case he or she is made to a.s.sume the att.i.tude suggested, and another player is called in, to whom the same question is put, and another suggestion made and adopted. As each statue is added to the gallery, a great deal of merriment is caused, and in a short time a large collection will be obtained.
THE HUNTSMAN
One person represents the huntsman, the other players call themselves after some part of the huntsman"s belongings; for instance, one is the cap, another the horn, others the powder-flask, gun, whip, etc.
A number of chairs are arranged in the middle of the room, and there must be one chair less than the number of players, not counting the huntsman.
The players then seat themselves round the room, while the huntsman stands in the center and calls for them one at a time, in this way: "Powder-flask!" At once "Powder-flask" rises and takes hold of the huntsman"s coat.
"Cap," "Gun," "Shot," "Belt," the huntsman cries; each person who represents these articles must rise and take hold of the player summoned before him, until at length the huntsman has a long line behind him. He then begins to run round the chairs, until he suddenly cries: "Bang!" when the players must sit down. Of course, as there are not sufficient chairs, one player will be left standing and he must pay a forfeit. The huntsman is not changed throughout the game, unless he grows tired, when he may change places with one of the others.
HOT BOILED BEANS AND BACON
This is a game for young children. Some small article is hidden in the room, while the little one who has to find it is sent outside. This finished, the players call out together: "Hot Boiled Beans and Bacon; it"s hidden and can be taken." The little one enters and begins to hunt about for the hidden article. When she comes near to its hiding-place, the company tell her that she is getting "hot"; or, if she is not near it, she is told that she is "cold." That she is "very hot" or "very cold," will denote that she is very near of very far away from the object that is hidden; while if she is extremely near, she would be told that she was "burning." In this way the hidden object can be found, and all the children can be interested in the game by being allowed to call out whether the little one is "hot" or "cold."
"MY MASTER BIDS YOU DO AS I DO."
For all those children who are fond of a little exercise, no better game than this can be chosen. When the chairs are placed in order round the room, the first player commences by saying: "My master bids you do as I do," at the same time working away with the right hand as if hammering at his knees. The second player then asks: "What does he bid me do?" in answer to which the first player says: "To work with one as I do." The second player, working in the same manner, must turn to his left-hand neighbor and carry on the same conversation, and so on until every one is working away with the right hand.
The second time of going round, the order is to work with two, then both hands must work; then with three, then both hands and one leg must work; then with four, when both hands and both legs must work; lastly with five, when both legs, both arms, and the head must be kept going. Should any of the players fail in keeping in constant motion, a forfeit may be claimed.
RED CAP AND BLUE CAP
The players seat themselves in a circle to represent tailors at work on a piece of cloth--a handkerchief or a duster will answer the purpose. A leader or foreman is chosen, and every one of the company is named in turn Red Cap, Blue Cap, Black Cap, Yellow Cap, Brown Cap, etc. The leader then takes the piece of cloth and pretends to examine the work which is supposed to have been done by the workmen. He is supposed to discover a bad st.i.tch and asks: "Who did it, Blue Cap?"
The latter immediately answers: "Not I, sir." "Who then, sir?" "Yellow Cap, sir." Yellow Cap must then answer at once in the same manner and name another workman. Any one who fails to answer to his name pays a forfeit. If carried on in a brisk manner, this game will cause endless amus.e.m.e.nt.
IT
One of the players is asked to go outside while the company thinks 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 amus.e.m.e.nt.
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 velvet 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.
ACTING RHYMES
For this game, half the players go outside the door, while 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 get 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, while 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 their turn, become the actors.
MAN AND OBJECT
Two persons go out of the room, and after agreeing together as to what they shall represent, they come back again, and sit side by side in front of the company. One of the two takes the part of some well-known person, and the other represents an object which is closely connected with that person; for instance, say one represents the governor, and the other the mayor. When the two return to the room, the other players take it in turns to ask each of them a question, to which both the man and the object must reply either "Yes" or "No," until the right person and the right object have been guessed.
The first player will perhaps ask the "man:" "Are you alive?"