My Book of Indoor Games by Clarence Squareman (good books to read for young adults txt) π
If he can repeat all this without laughing, he delivers up his staff to some one else, and takes his seat; but if he laughs, or even smiles, he pays a forfeit before giving it up.
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BLIND MAN'S BUFF
In the olden times this game was known by the name of "Hood-man Blind," as in those days the child that was chosen to be "blind man" had a hood placed over his head, which was fastened at the back of the neck.
In the present day the game is called "Blind Man's Buff," and very popular it is among young folk.
[Illustration]
Before beginning to play, the middle of the room should be cleared, the chairs placed against the wall, and all toys and footstools put out of the way. The child having
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Perhaps the first player will answer, "Cocoa," and that will be correct; but if the second player should say, "Chocolate," he will have to pay a forfeit, because there is a "T" in chocolate. This is really a catch, as at first every one thinks that "tea" is meant instead of the letter "T." Even after the trick has been found out it is very easy to make a slip, as the players must answer before "five" is counted; if they cannot, or if they mention an article of food with the letter "T" in it, they must pay a forfeit.
"I Love My Love with an A."To play this game it is best for the players to arrange themselves in a half circle round the room. Then one begins: "I love my love with an 'A,' because she is affectionate; I hate her with an 'A,' because she is artful. Her name is Alice, she comes from Alabama, and I gave her an apricot." The next player says: "I love my love with a 'B,' because she is bonnie; I hate her with a 'B,' because she is boastful. Her name is Bertha, she comes from Boston, and I gave her a book." The next player takes "C," and the next "D," and so on through all the letters of the alphabet.
ConsequencesOne of the most popular games at a party is certainly "Consequences;" it is a very old favorite, but has lost none of its charms with age. The players sit in a circle; each person is provided with a half sheet of notepaper and a pencil, and is asked to write on the topβ(1) one or more adjectives, then to fold the paper over, so that what has been written cannot be seen. Every player has to pass his or her paper on to the right-hand neighbor, and all have then to write on the top of the paper which has been passed by the left-hand neighbor (2) "the name of the gentleman;" after having done this, the paper must again be folded and passed on as before; this time must be written (3) one or more adjectives; then (4) a lady's name; next (5), where they met; next (6), what he gave her; next (7), what he said to her; next (8), what she said to him; next (9), the consequence; and lastly (10), what the world said about it.
Be careful that every time anything has been written, the paper is folded down and passed on to the player on your right. When every one has written what the world says, the papers are collected and one of the company proceeds to read out the various papers, and the result may be something like this:
(1) The horrifying and delightful (2) Mr. Brown (3) met the charming (4) Miss Philips (5) in Lincoln Park; (6) he gave her a flower (7) and said to her: "How's your mother?" (8) She said to him: "Not for Joseph;" (9) the consequence was they danced the hornpipe, and the world said (10), "Just what we expected."
Earth, Air, Fire, and WaterTo play this game seat yourselves in a circle, take a clean duster or handkerchief, and tie it in a big knot, so that it may easily be thrown from one player to another. One of the players throws it to another, at the same time calling out either of these names: Earth, Air, Fire, or Water. If "Earth" is called, the player to whom the ball is thrown has to mention something that lives on the earth, as lion, cat; if "Air" is called, something that lives in the air; if "Water," something that lives in the water; but if "Fire" is called, the player must keep silence. Always remember not to put birds in the water, or animals or fishes in the air; be silent when "Fire" is called, and answer before ten can be counted. For breaking any of these rules a forfeit must be paid.
CramboOne of the party leaves the room, and on his return he is asked to find a word which has been chosen by the other players in his absence; and in order to help him, another word is mentioned rhyming with the word to be guessed. Questions may then be asked by the guesser, and the players must all introduce, as the final word of their answer, another word rhyming with the word chosen. For instance, suppose the word "way" is selected. The guesser would then be told that the word chosen rhymes with "say." He might then ask the first one of the party: "What do you think of the weather?" and the answer might be: "We have had a lovely day." The second question might be: "Have you enjoyed yourself?" and the answer might be: "Yes; I have had lots of play." The game would proceed in this way until the guesser gave the correct answer, or one of the party failed to give the proper rhyme, in which case the latter would then be called upon to take the place of the guesser.
Lost and FoundA very similar game to "Consequences" is that of "Lost and Found," which is played in an exactly similar manner, but the questions are quite different: (1) Lost, (2) by whom, (3) at what time, (4) where, (5) found by, (6) in what condition, (7) what time, (8) the reward.
The answers may be something like the following: (1) Lost a postage-stamp, (2) by sister Jane, (3) at three in the morning, (4) at St. Louis, (5) it was found by a policeman, (6) rather the worse for wear, (7) at dinner-time; (8) the reward was a kiss.
"Animal, Vegetable, or Mineral?"This is a capital game for a large party, for it is both instructive and amusing. Two sides are picked, one has to guess what word or sentence the remainder of the company has chosen. They go out of the room, and when the subject has been decided upon, return and ask a question of each of the other side in turn. The answer must be either "Yes" or "No," and in no case should more words be used, under penalty of paying a forfeit. The first important point to be found out is whether the subject is "Animal," "Vegetable," or "Mineral." Supposing, for instance, the subject chosen is a cat which is sleeping in the room by the fire, the questions and answers might be like the following: "Is the subject chosen an animal?" "Yes." "Wild animal?" "No." "Domestic animal?" "Yes." "Common?" "Yes." "Are there many to be seen in this town?" "Yes." "Have you seen many this day?" "Yes." "In this house?" "No." "Have you seen many in the road?" "Yes." "Do they draw carts?" "No." "Are they used for working purposes?" "No." "Is the subject a pet?" "Yes." "Have they one in the house?" "Yes." "In this room?" "Yes." "Is it lying in front of the fire at the present time?" "Yes." "Is the subject you all thought of the cat lying in front of the fire in this room?" "Yes." The subject having been guessed, another one is chosen and the game proceeds. The questions are limited to twenty, but it is hardly ever necessary to use that number.
Hunt the SlipperThe players seat themselves in a circle on the floor, having chosen one of their number to remain outside the circle. The children seated on the floor are supposed to be cobblers, and the one outside is the customer who has brought his shoe to be mended. He hands it to one of them, saying:
"Cobbler, cobbler, mend my shoe; Get it done by half-past two."
The cobblers pass the shoe round to each other as quickly as they can, taking care that the customer does not see which of them has it. When the customer comes to fetch it he is told that it is not ready. He pretends to get angry and says he will take it as it is. He must then try to find it, and the cobbler who has it must try to pass it to his neighbor without its being seen by the customer. The person upon whom the shoe is found must become the customer, while the customer takes his place in the circle on the floor.
FlyingThis game requires for the leader a person who can tell a story or make a little amusing speech. Each one who plays must place the right hand upon the left arm. The leader then tells a story, during the telling of which whenever he mentions any creature that can fly, every right hand is to be raised and fluttered in the air to imitate the action of flying. At the name of a creature that does not fly, the hands must be kept quiet, under pain of a forfeit. Thus:
The little wren is very small,
The humming-bee is less;
The ladybird is least of all,
And beautiful in dress.
The pelican she loves her young,
The stork its parent loves;
The woodcock's bill is very long,
And innocent are doves.
In Germany they hunt the boar,
The bee brings honey home,
The ant lays up a winter store,
The bear loves honeycomb.
The Blind Man's WandThis is another way of playing Blind Man's Buff, and is thought by many to be an improvement on that game.
The player who is blindfolded stands in the center of the room, with a long paper wand, which can be made of a newspaper folded up lengthways, and tied at each end with string. The other players then join hands and stand round him in a circle. Some one then plays a merry tune on the piano, and the players dance round and round the blind man, until suddenly the music stops; the blind man then takes the opportunity of lowering his wand upon one of the circle, and the player upon whom it has fallen has to take hold of it. The blind man then makes a noise, such as, for instance, the barking of a dog, a street cry, or anything he thinks will cause the player he has caught to betray himself, as the captive must imitate whatever noise the blind man likes to make. Should the blind man detect who holds the stick, the one who is caught has to be blind man; if not, the game goes on until he succeeds.
Judge and JuryThe company should be seated in two lines facing each other, and one of the party should then be elected to act as judge. Each person has to remember who is sitting exactly opposite, because when the judge asks a question of any one, it is not the person directly asked who has to reply, but the person opposite to the judge. For instance, if the judge, addressing one of the company, asks: "Do you like apples?" the person spoken to must remain silent, while the person who is opposite to him must reply before the judge can count ten; the penalty on failing to do this is a forfeit. A rule with regard to the answers is that the reply must not be less than two words in length, and must not contain the words: "Yes," "No," "Black," "White," or "Gray." For the breaking of this rule a forfeit may also be claimed.
"Hands Up!"The company in this game must divide, one-half taking seats on one side of the table, and the other half on the other side; the players on one side being called the "guessers" and
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