• '::9^^m!^:^{K^'^r r-»««?*? m. ^r^ Ml^iM Home Games BY George Hapgood, Esq. -.HOR OF '^Solitaire and Patience," &c. NEWEST AND BEST WAYS OF AMUSING A COMPANY WITH GAMES OF CARDS, PENCIL, CHARADES, GAMES OF ACTION AND THOUGHT Philadelphia The Penn Publishing Company 1911 .K AV ^ A^'x^^ Copyright 1911 by The Penn Publishing Company ^ (g.CI.A289470 Contents Games for Younger Children Blind Man's BufF . , * . . . 24 Button, Button , . . . 84 Cobbler, The , ... 13 Duck Under Water 99 Fox, The . . 166 Guess My Business "S How Oats and Beans and Barley Grow . 95 Hunter, The , • . * . III Jack Frost . . . 153 Lemon Pig, The . . 181 London Bridge . • • 94 Look and Listen . , .... 87 Magic Bridge, The . . 165 Nuts in May . 29 Picking Flowers . . 163 Puss in the Corner . .... 23 Shakers, The , 155 "Tit-tat-to," or Three in a Row . 179 Trapper, The . 12 Blindfolding Games Bell Sheep, The . . . . 26 Blindman's Bell . . 138 Blind Man's Buff . 24 Blind Man's Wand 32 Blowing Out the Car die . 26 Boston . 31 Game of the Blind Postman, The . 114 Old Blind Jack . • 3 136 CONTENTS Snapping Turtle, The Tailing the Donkey Actio7i Games Blind Man's BufF Cat and Mouse . Caterpillar, The . Chase the Whistle Cobbler, The Fox, The . Going A- Fishing . Hop-Over . Hunt the Thimble Industry Jack Frost . Magic Bridge, The Mournful Numbers Mulberry Bush, The Oranges and Lemons Pantomimes Potato Race, The Putting Out the Fire Snapping Turtle, The Tailing the Donkey Tissue- Paper Race, The Twirling the Platter Picnic Games Drop the Handkerchief Flower Game for May Party Hide and Seek Nuts in May Potato Race, The Putting Out the Fire CONTENTS 5 Catch Games Chitterbob ........ 40 Eccentric Cook, The . . 78 Flower Merchant, The . 127 Going to Jerusalem • 41 Horned Ambassador, The - 130 Malaga Raisins . 124 Mouse in Master's Barn, The . 124 Old Soldier, The • "7 Priest of the Parish, The • 35 Trades .... . . 38 Gttessing Games Acting Initials 67 Adjectives . • 31 Chorus, The ■ 65 CofFee-Pot, The . . 66 Description • 73 Draw Your Partner . 88 Eye-Reading . 68 Five Scents, The ■ 73 Magic Music 33 Portrait Gallery, The . . 148 Games Requiring Cards Commerce . . . . . . . .1.^5 Happy Families . 172 Hinkum-Pinkum Featherduster '74 Illustrated Proverbs lOI Match and Catch 106 Mixed Pickles . . . , 102 Old Maid's Birthday, The . 55 Old Maid or Old Bachelor . 54 Pig . ... . S3 6 CONTENTS Pumblechook Ranter-Go-Round Snap .... Sovereigns of England, The Games Reqn Buried Names Character Chopped Poetry . Cipher Telegram, The Composite Stories Definitions . Description Draw Your Partner Dressmaker's Game, Th^ Five Dots . Flower Game, The '' G '' Game, The Game of Guessage, The Game of Lists, The Game of Numbers, The Game of the Blind Postman, The Heads, Bodies, and Tails Letters and Telegrams . Number Guessing — Trick 2 Pickled Portraits . Progressive Conversation Progressive Novelty Parrv, Th Rhyming Answers Riddles Shut- Eye Pictures Spelling Games Suggestion . ** Tit-tat-to,'* or Three in a Row 'dug Pencil and Paper 109 169 SI 107 CONTENTS Transformation ..... Twisted Trees ..... Sexes of Equal Number Draw Your Partner Flower Game for May Party Game of One Syllable, The , Progressive Conversation Thimbles and Neckties Observation Games Blind Man's Wand Cat . Chorus, The Eye-Reading Five Scents, The Observation Pig . . Shadow Bluif Sing to Your Neighbor Snap Up Jenkins Requiring Strength and Skill Cock Fighting ...... London Bridge ...... Tricks Barnyard Chorus, The . Button Contest, The . Game of '* It," The . He Can Do Little Who Can't Do .This Lump of Sugar and the Magic Hats Number Guessing — Trick i . Number Guessing — Trick 2 Thought- Reading Tricks 133 140 CONTENTS Involving Thought and Memory Broken Quotations Buried Names Charades Chopped Poetry . CofFee-Pot Composite Stories Evasion " G " Game, The Game of Numbers, The Garden Conversation Happy Families . Illustrated Proverbs Loquacity . Mournful Numbers Nonsense . Number Guessing — Trick i Old Maid's Birthday, The Pantomimes Rhyming Answ^ers Riddles Sovereigns of England, The Spelling Games . Thoughts . Transformation . Acting Initials Anti-Slang Party, An Charades . Chopped Poetry . CofFee-Pot . Definitions . Game of Guessing, The Instructive Games CONTENTS 9 How Old Are You ? 140 Illustrated Proverbs lOI Mind Your G's and T's 62 Modeling .... 152 Number Guessing — Trick I . 71 Number Guessing — Trick 2 . 72 Tipsy Letters 11 Suggestion .... 63 Prise Games Blowing Bubbles . . . . . .91 Broken Quotations 167 Chopped Poetry . 116 Draw Your Partner . 88 Flower Questions . 144 Harpooning Peanuts 158 Laughing Philosopher, The . . 129 Loquacity . . . 142 Modeling .... . 152 Old Blind Jack . . 136 Portrait Gallery, The . . 148 Progressive Novelty Party, The . 151 Thimbles and Neckties . 150 Miscellaneous Across the Way . . . . . . .33 At Cross Purposes . 128 Bell and Hammer . 103 Blowing Bubbles .... . 91 Change Seats, the King Has Come 98 Clapping and Hissing . 18 Evasion ..... . 126 Feather Up .... . 36 Ferocious '^ What-You-May-Call," The . 179 Five Dots .... . 44 10 CONTENTS Fly Away ........ 37 Following the Fashion . . 83 Gossip ..... • 34 Holding the Handkerchief . 112 Hant the Letter .... • 139 Hunt the Slipper 16 Mismated Music . 78 Ranter-Go-Round 169 Stage Coach, The . 120 Table Football . 15 Topsy-Turvy Concert, The . . 74 Wild Beast Shows The . 123 Games Involving Forfeits Anti-Slang Party, An . . . . . .159 "BuiFSays BafF" . 81 Cat and Mouse . 97 Duck Under Water 99 Eccentric Cook, The . 78 Evasion . 126 Flour Merchant, The . 127 Forfeits, and How to Dispose of Them . 183-199 Game of the Blind Postman, The . . 114 Game of One Syllable, The . 121 Game of Silence, The . . 161 Gardener, The .... . 100 Grand Mufti, The 39 Harpooning Peanuts . . 158 He Can Do Little Who Can't Do This 79 Horned Ambassador, The . 130 Hunter, The .... . II I Malaga Raisins .... . 124 Mouse in Master's Barn, The . 124 Sportsman, The .... . 132 Thimbles and Neckties . • . 150 Home Games LETTERS AND TELEGEAMS The point of this game is that no writer knows what has already been written by the preceding players, so that the correspondence is likely to be amusingly disconnected. It begins with the letter. The first thing to write is the address and "My dear ," choosing whomever you like, but usually either a public person or some one known, if possible, to every one present. The paper is then folded over and passed on. The next thing to write is the letter itself, which should be limited to two minutes or some short period, and should be the kind of letter that re- quires a reply. The paper is folded and passed on again, and the subscription, " Believe me yours sincerely," or whatever adverb you choose, and the signature are then added. The signature should be that of another public person, or friend, relation or acquaintance of the family. The paper 11 12 HOME GAMES is then folded again and passed on for a reply. The reply is in the form of a ten word telegram. It need have neither address nor signature. The result may be something like this : First player wrote : My dear Caruso. Second player wrote : How can one tell the difference between blue and green in a dark room ? Third player wrote : As ever, your abject servant. Fourth player wrote : Fagan. To which the telegram replies : Don't lose hope. You're probably right. Try again. THE TEAPPEE This game is exceedingly simple, but gives much amusement to young children. Each per- son is given the name of an animal, and a circle is formed with a person in the middle, who is " it " ; he calls the name of an animal three times, and if the player having that name does not respond by saying the name once, he or she becomes "it." The amusement grows out of the varying length, and diflficulty of pronouncing such names as cat, hippopotamus, dog, elephant, and so forth. HOME GAMES 13 THE COBBLEE An amusing game for small children. The cobbler sits on a hassock in the middle of a ring of players who join hands and dance around him. On no account must they let go of hands. The cobbler announces, " Now is the time to try on your shoes," and immediately — but without leav- ing his seat — makes a dash for somebody's feet. The players in the ring endeavor by dancing back and forth and from side to side and by circling quickly around, to avoid being caaght. The first one caught becomes the cobbler. SING TO YOUE NEIGHBOE The players divide as in " Clapping and hiss- ing," but the players who occupy the chairs are blindfolded. When all are ready the remaining players quietly seat themselves in the vacant chairs and, at an agreed signal, begin to sing. They may sing in chorus, or each his own song, with or without piano accompaniment. By try- ing the several methods successively the players can select that which seems best adapted to their 14 HOME GAMES own use. The object of the blind players is to find out, entirely by the use of the ear, who it is that is seated on their right. Those that guess correctly are unbandaged, and their places are taken by the players whose names they guessed. The others continue blindfolded until they guess rightly. One guess only is allowed each time. THE CATERPILLAE All but one of the players are seated in a circle, the chairs facing inward. One chair 'is vacant. The single unseated player stands within the cir- cle. The standing player attempts to occupy the vacant chair and the other players continually interfere by moving from one chair to another so that the locality of the vacant chair is always shifting, now being on one side of the circle and now on the other. It is a veritable " Will-o'-the- Wisp." THE SNAPPING TUETLE An apple is hung from a string in the middle of the room about the height of the blind man's head. The blind man's hands are then tied, or he HOME GAMES 15 holds them strictly behind him, and he has to bite the apple. The same game can be played without blind- folding, but in that case it requires two players with their hands fixed behind them, each trying to bite the apple. It is a favorite game for Hallow-e'en, and an exceedingly interesting per- formance for the spectators. TABLE FOOTBALL This is played by any number that the table will accommodate. An egg from which the con- tents have been blown is placed in the center of the table, and a few inches from each end and about ten inches apart two salt cellars are put to act as goal-posts. A captain for each side is chosen, and they in turn choose sides from the company. The opposing sides then seat them- selves at the table alternately, that is, so that no two of the same side are sitting next each other. The two captains occupy the end seats and act as goal keepers at their respective goals. The object is to blow the football egg between the opponent goal-posts. Hands are not allowed above the 16 HOME GAMES edge of the table nor is any player except the captain of either side allowed to rise from his seat. HUNT THE SLIPPER The players sit in a circle on the floor, with their knees a little gathered up. One stands in the middle with a slipper, and the game is begun by the handing by this one of the slipper to a player in the circle, with the remark : Cobbler, cobbler, mend my shoe, Get it done by half-past two, and then retiring from the circle for a few moments. The player to whom it was handed at once passes it on, so that when the owner of the slipper re- turns and demands her property again it cannot be found. With the hunt that then sets in the fun begins ; the object of every player in the circle being to keep the player in the middle from getting hold of the slipper as it rapidly travels under the knees of the players here and there in the circle. Now and then, if the seeker is badly mystiiied, the slipper may be tossed across the HOME GAMES 17 circle. The player in whose possession it is when at last secured changes place with the one in the middle. Other handy things will do quite as well as a slipper, but something fairly large should be chosen, or discovery may take too long ; and it ought to be soft in texture, or there may be bruises. CHASE THE WHISTLE This is partly a trick. A player who does not know the game is put in the middle of the ring, round which a whistle is moving in the way that the slipper moves in " Hunt the Slipper." The object of the player in the middle is to discover the person who blew the whistle last. Meanwhile some one skilfully fixes another whistle on a string to the player's back, and, as opportunity offers, some one in the circle blows this whistle, to the bewilderment of the player in the ring. As it must always be behind him when it is blown, nothing but the twitching of the string is likely to help him to discover the blower (and the trick) ; and in a small circle where every one is moving and laughing it takes some time to notice the twitching at all. 18 HOME GAMES CLAPPING AND HISSING This game is sometimes called " Clap In and Clap Out," but the present title seems more ac- curate. Half the players leave the room and the other half arrange the chairs in a row so that each person,when seated, has an empty chair on his right. Each then chooses aloud the absent player whom he wishes to occupy the vacant chair next his own. When this has been done one of the players is called into the room. He selects the chair which he thinks likely to have been reserved for himself and sits down. If he is right everybody claps, and if wrong everybody hisses. In the latter case he again goes from the room, but if he chose the proper chair, he remains and takes part in the game. One after another all of the outside players are called in. OEANGES AND LEMONS This time-honored game begins by two of the older or taller players — one being Oranges and the other Lemons — taking places opposite each other and joining their hands high, thus making an arch for the rest to pass under in a long line. HOME GAMES 19 The procession then starts, each one holding the one in front by the coat or dress. As the pro- cession moves along, the two players forming the arch repeat or chant these lines : ^^ Oranges and lemons,^' Say the bells of St. Clement^s. '^ You ovye me five farthiugs,'' Say the bells of St. Martin's. '^ When will you pay meV^ Say the bells of Old Bailey. '' When I grow rich,'' Say the bells of Shoreditch. ^^ When will that be r' Say the bells of Stepney. *^I do not know,'' Says the great bell of Bow. Here comes a candle to light you to bed. And here comes a chopper to chop off the last man's head. With these final words the arch-players lower their arms and catch the head of the last of the procession. In order that the arrival of the end of the procession and the end of the verses shall come together, the last line can be lengthened like this : And here comes a chopper to chop off the last —last— last— last man's head. 20 HOME GAMES The captured player is then asked in a whisper which he will be, oranges or lemons ? and if he says oranges, is placed accordingly behind that one of his capturers who is to have the oranges on his side. The procession and the rhyme begin again, and so on until all are caught and are ranged on their respective sides. Then a hand- kerchief is placed on the floor between the captains of the oranges and the lemons, and both sides pull, as in the " Tug of War," until one side is pulled over the handkerchief. TWIELING THE PLATTER A wooden bread-platter or a plate, to serve as trencher, is placed in the middle of the room. The players sit round it in a large circle, each choosing either a number by which to be known, or the name of a town. The game is begun by one player taking up the trencher, spinning it, calling out a number or town belonging to another, and hurrying back to his place. The one called has to spring up and reach the trencher before it falls, and, giving it a fresh spin, call some one else. So it goes on. On paper there seems to HOME GAMES 21 be little in it, but in actual play the game is good on account of the difficulty of quite realizing that it is one's own borrowed name that has been called. GOING A-FISHING This amusing game, with very slight variations, is known under several names. Chairs are ar- ranged in two rows, back to back. An older per- son stands in front and tells a fishing story, bring- ing in the name of each person playing. Each person, when mentioned, must jump up and march around the chairs. After a while all the guests will be marching, each one holding the one in front. One chair is removed while this is going on, and when the story-teller calls out there is a " bite," the line breaks, all run for the seats, and the person left out must take his stand by the story-teller until the word ''bite" is called out again, when he can take his chances in the scramble for a chair. If the chair can be re- moved unobserved by the players, the sur- prise of the, first unfortunate will be the more amusing. 22 homp: games PEOGKESSIVE CONVERSATION An equal number of young men and maidens take part. The girls are seated and the men, but- terfly-like, flit from flower to flower. Each per- son is given a card containing a list of subjects, which should be discussed in the order in which they are given. Small colored pencils are at- tached to the cards by ribbons of the same shade, and the man and maiden holding matching colors are partners for the first conversation. At the touch of a bell by the hostess, the men seat them- selves and each pair in the room discusses the first subject mentioned on their cards. At the end of fifteen or twenty minutes the bell rings again, whereupon all the men rise, and, passing to the left, each one seats himself at the left side of the next young Avoman in the line and takes up the second subject on the list for their mutual consid- eration. When each couple have met and dis- cussed every topic, a secret ballot is cast as to which is the most interesting conversationalist — the ladies voting for tne gentlemen and the gen- tlemen for the ladies. The names ^.re printed or the handwriting is disguised ; the papers are HOME GAMES 23 folded and thrown into a hat or basket. There should be a lady's prize and one for the men. TAILING THE DONKEY A good-sized donkey, minus a tail, is cut from brown paper or purchased at the toy store. This is fixed on the wall or a screen on one side of the room. The tail is cut separately, and a hat pin is thrust through the end which, in a state of na- ture, would be joined to the body. Each player in turn is blindfolded and armed with the tail and pin. He advances toward the donkey and pins the tail where he thinks it belongs. The fun lies in his mistakes as to locality. PUSS IN THE COENER This is one of those old and very simple games which seem to have a perennial hold on succeed- ing generations. Perhaps its popularity grows out of the fact that children and adults can join in it with apparently equal pleasure. All except one of the players takes some nook or corner of 24 HOME GAMES the room. Puss stands in the middle. While puss is looking away some one of the players beckons to another to change places. This they attempt by running into each other's corner so quickly or slightly that puss is caught napping. Puss's object is to dash into one of the corners thus vacated before the runner can reach it. If she succeeds, the player who has just left it or the one who is just coming to it becomes puss. Which of the two runners becomes puss is de- termined easily according to whether or not they have passed each other before puss takes possession of the empty corner. BLIND MAN'S BUFF This is one of the best, oldest, and simplest of games. One player is blindfolded, is turned round two or three times to confuse his ideas as to his position in the room, and is then told to catch whom he can. If he catches some one, but fails to identify the captive, he must go on again as blind man ; but if he can tell who it is, that person is blindfolded instead. The excitement of the game may be increased by the blindfolding HOME GAMES 25 two players instead of one. They will occasion- ally catch each other, much to their own confusion and general amusement. HUNT THE THIMBLE All players except one leave the room. This player hides the thimble, or other small object, selected for the purpose (a coin is often used), in some place in which it is in sight but difficult to discover. It may be high or low, on floor or table, or wherever the player may choose, so long as it is visible to the eye. The other players then return and begin the search. As each player finds the thimble he or she sits down without an- nouncing the discovery. It is better to keep up the search somewhat after the discovery, to avoid giving too much information to the other players. When all have been seated, or the time allowed for the search is up, the first one who sat down must get the thimble. If he shall have made a mistake the second to be seated must get the thimble. The person who gets it takes the next turn at hiding it. The game is not nearly so easy as it appears from description. One may 26 HOME GAMES often be apparently gazing directly at the thimble without seeing it. BLOWING OUT THE CANDLE A very funny blind game. A candle is lighted and placed in position about the height of a per- son's head. A player is then placed a few feet from it, facing it, and, after being blindfolded and turned round three times, is told to take so many paces (however many it may be) and blow the candle out. The fun comes with the misdi- rected efforts of the blindfolded player. THE BELL SHEEP This is an amusing modification of Blind Man's Buff. All the players, except one, are blind- folded. A bell is so attached to the one free player that it will ring easily with every hasty movement of the wearer. The purpose of the game is to capture the Bell Sheep, who then changes places with his captor. It is advisable, before beginning the play, to remove all danger- ous furniture from the field of play. The players HOME GAMES 27 are continually "getting mixed up with each other ^' to everybody's confusion and amusement. SHADOW BLUFF A sheet is stretched across the room. One player stands on one side, and the rest, who re- main on the other, pass one by one between the sheet and the candle which throws their shadows upon it. The aim of the single player is to put right names to the shadows on the sheet, and the aim of the others is, by performing antics, to keep him from recognizing them. If it is not con- venient to use both sides of a sheet, the single player may sit on a hassock close to it with his back to the other players, while they pass be- tween the hassock and the candle, thus throwing their shadows on the sheet. UP JENKINS The party divides as nearly as possible into two equal sides, sitting opposite to each other at a long table. Each side has a captain, the two captains sitting at the ends of the table. All players then place their hands open and palms down upon the 28 HOME GAMES table before them. A coin — a quarter of a dollar is about the right size — is given to one side or other, and passed from one player to his neighbor by shuffling of hands without lifting them from the table. To prevent the other side from locat- ing the coin a general shuffling movement is kept up. The captain of the opposition suddenly says " Up Jenkins," whereupon all players close their hands and hold them well above the table. Upon the command from the oppor'ng captain " Down Jenkins," all must instantly slap their hands palm downward and open upon the table. The captain of the opposition then commands some one of the enemy to " Show up," whereupon the player in question must lift his hands. If the coin was un- der it, it passes to the other side to be shuffled and hidden in the same way. If the guess was not correct the coin remains Avith the original holders until lost under the rules of the game. The most amusing feature of the game is that no attention whatever must be paid to the or- ders of any player other than the captains, al- though all players are allowed to give commands — usually in the most emphatic tones — for the purpose of misleading the enemy. Nor must any attention be given even to the commands of the I HOME GAMES 29 captains unless they are given in the exact lan- guage of the game. If, for example, any player either lifts or drops his hand when the opposite captain merely commands " Up " or '' Down " without having added the word "Jenkins," the coin is forfeited to the enemy. It is exceedingly difficult in the excitement of the game to avoid such slips. NUTS IN MAY An excellent picnic game. The players stand in two rows, facing each other and holding hands. A line is drawn on the carpet (or ground; between them. One row then step toward the other, singing : Here we come gathering nuts in May, nuts in May, nuts in May, Here we come gathering nuts in May, on a cold and frosty morning. They then fall back and the other row advance to them, singing in reply : Pray, who will you gather for nuts in May, nuts in May, nuts in May *? Pray, who will you gather for nuts in May, on a cold and frosty morning ? 30 HOME GAMES The first row, after settling on the particular player on the opposite side that they want, reply thus: We'll gather Phyllis for nuts in May, nuts in May, nuts in May, We'll gather Phyllis for nuts in May, on a cold and frosty morning. The other row then ask : Pray, who will you send to fetch her away, fetch her away, fetch her away ? Pray, who will you send to fetch her away, on a cold and frosty morning *? The answer perhaps is : We're sending Arthur to fetch her away, fetch her away, fetch her away. We're sending Arthur to fetch her away, on a cold and frosty morning. Arthur then steps up to the line on one side and Phyllis on the other, and each tries to pull the other over it. The one that loses has to join the other row, and the singing begins again. HOME GAMES 31 ADJECTIVES The company chooses one of its number as Grand Guesser and sends hhn or her out of the room. Each of those remaining selects an adjective capable of being enacted or indicated by speech or manner. The Guesser returns and asks questions in turn of those in the room. The person making answer must do so in such a way as to indicate the adjective which he or she has already chosen. For example ; the Guesser asks, " What day of the week is this ? " The person addressed attempts to answer by signs and gestures grotesquely resem- bling the deaf and dumb alphabet, the adjective indicated being ''Dumb." Or the answer may be so conspicuously ungrammatical as to indicate the adjective, " Ignorant." After the Guesser has succeeded in correctly guessing three of the adjec- tives, the office passes to another. BOSTON ^' Boston " is a lively game. Seat the company around the room and give each a number. Blind- fold one person and station him in the center of 32 HOME GAMES the room, whirling him aromid several times so that he may successfully " lose his bearings." He must then call any t^YO numbers included in the number of players and the two persons representing them must at once rise and change places. The blindfolded person endeavors to capture one of the fugitives during the flight and to identify the captive by means of height, corpulence, hair, etc. The person discovered in turn becomes "it." More than two numbers may be called out at once, and when the "• blind man " calls " Boston" every one changes place. He may, by slipping into a vacant seat during the confusion, find a substitute in the person left standing when all the chairs are oc- cupied.