\. V ». ^ ' " /■ > ,0 o^ .^. ^ -fs. 1:'^/ ?^/^. \^' ^. t^i- .^ -^^ ^0^^. ^^^ ^^. ^^' ;^^^^';"^ .<^''^^^^\\^'^j^>^^''''/ ^^' -^^ •^, <•. r,^ ^^ :%^ -^, ^O0^> ," .^' ^^•^ .^^% }^^^ .#' .V ^ ■x^^ v^^ '^^. 5^ : '^- -v^ "^ <&' , SOCIAL GAMES GROUP DANCES A COLLECTION OF GAMES AND DANCES SUITABLE FOR COM- MUNITY AND SOCIAL USE BY J. C. ELSOM, M.D. ASSISTANT PROFESSOR OF PHYSICAL EDUCATION THE UNIVERSITY OF WISCONSIN AND BLANCHE M. TRILLING ASSOCIATE PROFESSOR OF PhVsICAL EDUCATION THE UNIVERSITY OF WISCONSIN WITH AN INTRODUCTION BY PROFESSOR M. V. O'SHEA ILLUSTRATED PHILADELPHIA AND LONDON J. B. LIPPINCOTT COMPANY 1919 Q^.^ COPYRIGHT, I919. BY J. B. LIPi-INCOTT COMPANY PRINTED BY J. B. LIPPINCGTT COMPANY AT THE WASHINGTON SQUARE PRESS PHILADELPHIA, U. S. A. AUG-1 1B19 0r,:, A 520431 INTRODUCTION For a number of years the authors of this vol- ume have been testing the practical value of social games and group dances for children of all ag ,s and also for adults. They have had gratifying success in devising games and dances which make a strong appeal to young and old alike. The writer of this Introduction has often observed Professor Elsom and Professor Trilling take groups of children or grown persons who were diffident, restrained and ill- at-ease in each other's presence and quickly make them forget their embarrassment so that they par- ticipated readily and gladly in what was going on. These players or dancers of whatever age always had a good time. They " let gO' of themselves," to use a phrase which they have often been heard to use in describing their experiences in these games and dances. Their tensions were quickly released and their social impulses' and desires were indulged. So they were benefited physically as well as socially; they were really humanized during these play-hours because they learned how tO' enjoy one another and to appreciate the versatility and companionability of each other. The chief reason why a person so often does not see anything to admire or enjoy in others is because they are stiff, awkward, inhibited when they are togetlier. They do not reveal any 3 4 INTRODUCTION human traits to one another; and so why should they like each other or wish to be together? The writer has observed the change in social relations and aittitudes which has taken place in groups of mature persons who have, during a few weeks each summer for several years, participated in the games and dances described in this volume. They have been transformed socially, and they have greatly enjoyed the experiences which were respon- sible for their transformation. They have been made more spontaneous and unconstrained in their intercourse with their fellows, and less self-conscious and self -critical. They really have been put in the way of getting more out of life than they had been in the habit of getting. The games and dances described herein are suit- able for almost any occasion or any social group of either youthful or mature persons in the city or in the country, in the home or in the school, in the social center or in the ballroom. The teacher, the parent or the social leader who is familiar with these games and dances will always have at hand the means of miaking the members of a group feel at home with each other, and keeping them occupied in entertaining and wholesome ways. Anyone who is responsible for the icare and culture of young children will find these games and dances an ever- present help in time of need. Mischief and mis- conduct are due mainly to lack of proper amusement INTRODUCTION 5 and interesting occupation, and the teacher or parent who cannot suggest legitimate group activities for the leisure hours of the young, misses the chief opportunity to be of service in averting disorder of one kind or another and in developing resource- fulness and competency in social situations. Particular mention should be made of the use- fulness of these games and group dances by way of substitution for ballroom dancing. Complaint comes from every quarter that young people are too much in the ballroom. Boys and girls often get on poorly together outside the ballroom because they do not know anything interesting to do that will eliminate their stiffness and embarrassment. These social games and group dances will accomplish this purpose. They are much better suited to the nature and needs of youth than present-day ballroom dances, for they are full of action and humorous and dra- matic situations, not overemphasizing the sex factor. The games and dances are so clearly and con- cretely described and so fully illustrated that they can be easily understood by any teacher or parent or social leader or even by a group of players or dancers themselves. The authors have tested them with so many groups under such a variety of con- ditions that they have learned how to present them so that they can be followed without difficulty or confusion. M. V. O'Shea. ACKNOWLEDGMENT At the beginning of this book, I wish to express my indebtedness to Professor Clark W. Hethering- ton and to Mr. WilHam B. Owen, whose interest, encouragement and suggestions had much to do with the success of my Social Hour experiment in the Chicago Normal School and later in the University of Wisconsin, for this book is itself an outgrowth of the Social Hour. The preparation of the book would have been well nigh impossible without the assistance of Pro- fessor C. H. Mills, Director of the School of Music of the University of Wisconsin, who arranged the music for many of the dances. Miss Mabel Dooley of the University of Wisconsin has been an invalu- able helper in the preparation of the manuscript. Many of the practical problems in connection with the dances and the music were worked out in coopera- tion with Mrs. Mary Ayer Trumpf, and Mrs. W. F. Steve made the child pictures possible. Blanche M. Trilling. University of Wisconsin December, 1918. CONTENTS PART I CHAPTER PAGE I. Social Mixers and Acquaintance Games 15 II. Active Games of Tag 48 III. Parlor and House-party Games 66 IV. Games with Pencil and Paper ii2 V. " Stunts " 122 PART II Group Dances 133 Portland Fancy. French Reel. Circle Dance. Vineyard Dance. Pop Goes the Weasel. Ring Dance. How Do You Do? We Won't Go Home Till Morning. Virginia Reel. Country Dance. Cschbogar. Swedish Clap Dance. Bean Porridge. Barn Dance for Three. Dancing on the Green. Circle Bam Dance. ^ PART III Singing Games and Dances Especially Adapted TO Children 215 Swinging in the Swing. Jolly is the Miller. Did you Ever See a Lassie. Dance of Greeting. Greet- ing and Meeting. The Circus. Carrousel. Captain Jinks. Our Little Girls. The First of May. Hickory Dickory Dock. Ribbon Dance. PART I SOCIAL GAMES By J. C. ELSOM, M.D. INTRODUCTION TO PART I The social value of the game, the play and the folk-dance is unquestioned; and, with this truth in view, the authors of this volume have endeavored to furnish some suggestions which shall serve as a working basis for the practice of these healthful activities. It has 'been our purpose especially to emphasize those games and dances which have seemed to us to contribute best to the social educa- tion of young people, and which furnish for them the most healthful forms of physical activity. In many instances there have been described plays and dances which may be given to large numbers at once ; and the authors have kept constantly in mind the furthering of social acquaintanceship among large groups of young people who have come together per- haps not only unacquainted, but unfamiliar with methods of promoting acquaintanceship. These methods have been tested successfully over and over again in groups of students and in miscellaneous gatherings of young people, and are especially suited for social " mixers," house-parties, picnics, for social settlements and the like. No attempt has been made to give a large col- lection of games essentially suited to the gymnasium ; or of group- or team-games, because there is abun- 13 14 INTRODUCTION TO PART I dant literature already existing descriptive of these activities. Neither have the games and dances 'been selected with special reference to young children, although many of them are suitable in this connec- tion. Many of the methods described in this volume have been productive of admirable results in groups composed of people of varying ages, many of the interested participants being persons of mid- dle life. In fact, we have come to believe that for all people — ^young and old — ^social activities are desirable, and that wholesome recreations contribute in large measure to the joy of living. In our busy American life, we are apt to overlook or neglect these activities ; and, from such neglect, we are convinced that our people are distinctly losing much that would add to their welfare, physical, mental and social. We believe that to " live happily ever afterward," we need to have developed in our youth an essentially social instinct, and that the development of this instinct will be a distinct asset to us all, whatever our age or calling or station in life may be. J. C. Elsom. The University of Wisconsin. SOCIAL GAMES AND GROUP DANCES PART I CHAPTER I SOCIAL MIXERS AND ACQUAINTANCE GAMES Social Values. — ^We are brought increasingly in these days to recognize the value of a cultivation of the social instinct. With few exceptions, this desire for intermingling with our fellows is strong in us all, and the social education is of utmost importance. If we are to be successful in any line of life's endeav- ors, we must constantly be thrown with our fellow- men, and must learn to be easy and natural in the presence of others. It is no mean accomplishment to be able to converse with ease, to convey our thoughts and feelings to others, and tactfully to meet our fellows in social intercourse. It is unfortunate that the veneer of artificiality so often exists in modern society and in our every-day dealings with our asso- ciates. We are not quite ourselves with our " com- pany manners," and our dress clothes; we too often seem to desire to appear what we are not. We are Ourselves in Play. — But in our play and In our games our most intimate characteristics and 15 16 SOCIAL GAMES points of individuality s!how themselves. In plays which are natural, unrestricted and enjoyable we throw off all artificialities and abandon our pretense. A spirit of comradeship immediately takes posses- sion of us in our games, and some of the most val- uable social characteristics are developed. Groups of young people, thrown together for the first time, are apt to be stiff and unnatural, strained in their feelings and formal in their outward expressions. Bashf ulness and uneasiness are often felt and shown ; but when a game is proposed and played with enthu- siasm all is changed. Natural and unrestrained conduct now takes the place of formality and arti- ficiality, and everybody has a " good time." Self- forgetfulness has been developed. Purpose of Chapter. — It is proposed in this chap- ter to deal specifically with certain activities which have to do with promoting acquaintanceship and breaking down formality in rather large gatherings of young people, who have come together for social purposes. Am.ong such occasions might be men- tioned large house-parties, socials among high- school, college or university students; social gath- erings of young people in church, lodge or social settlement, and in similar groups of whatever kind — in the home, the hall, or at the picnic. Leadership. — The successful engineering of social " mixers " of this kind depends largely upon a committee who must consider and prepare a rather SOCIAL MIXERS AND GAMES 17 definite program, arud upon a leader who must spe- cifically direct the activities of the group. Much depends upon the qualifications and tact of the leader. He should himself possess the social instincts and be of easy address, and temperamentally free from formality, A spirit of comradeship and friendship is essential. He should tactfully lead in the activ- ities, and not drive them. An overbearing and tact- less leader in fimotions of this kind is v^orse than none at all. Dividing the Company into Groups. — Presup- posing that the " mixer " is to be held in a large hall or church parlor, it is well that each person, as he enters, be requested to write his name upon a small slip of paper or card, and this card should be worn so as to be easily seen. If it is desired to form small preliminary groups, some of the following methods may be used : Birth Months. — In addition to the name, each writes on the card his birth month. When all have arrived and so " tagged " themselves, the leader should announce that around the hall have been arranged twelve large signs, bearing the names of the months of the year, and under these signs the people must group themselves according to the months in which they were bom. It is announced that, without formal introduction, each is given the opportunity to become acquainted with the others. If one can explain why his particular month is more 2 18 SOCIAL GAMES desirable than all the others, or why it is historically noted, so maidi the better. At least, a topic of con- versation immediately pre'sents itself, and that counts for something. After a sufficient period of time is given for this form of social activity, the leader should direct the groups to exchange visits. For instance, December might be urged to visit May, Novem'ber to exchange greetings with June, and blustery March to greet the greater calmness of August. By such initerchange, the individuals in the group will have had opportunity for meeting each other. Colors, etc. — A similar method is to tag each one as he enters with a bit of colored crepe paper. Around the room should be arranged large sheets of the various papers, under which the people group themselves. A similar interchange of visits between the different colors should be suggested. States, Cities, Counties, etc — In the case of students who come from different states or counties, and w^ho have not had occasion to meet each other, cards bearing the names of the different states may mark the location of the gathering places. A more inclusive method is to inscribe the cards with sec- tions of the country, as New England, The South, The Rocky Mountain District, The Pacific Coast, e^c. When m'any come from the same state, the division into counties is suggested, or even of streets or wards, in case many live in the same large city. SOCIAL MIXERS AND GAMES 19 In all cases, however, there should be the opportu- nity to intermingle with other! groups. Acquaintance Cards and Signatures. — In com- bination with these plans, or as a separate method, the " acquaintance card " is a very efficient means of mutual introduction. To each person is handed, as he enters the room, a card of rather generous size, and the direction is given that he shall secure the signature of each person with whom he con- verses for one minute or longer. This scheme imme- diately sets all to work, and accomplishes its purpose very admirably. To introduce a little element of variety, and perhaps O'f fun, the cards may be printed in this fashion : NAME COLOR OF HAIR COLOR OF EYES PROBABLE AGE DISPOSITION The signature is secured from the person with whom converse is held, but the description mentioned is jotted down by the person holding the card, who need not confine himself strictly to the truth. The description of the probable disposition of the new acquaintance must be made by the use of one adjec- tive. The cards, with tiheir miscellaneous data, may 20 SOCIAL GAMES be retained as souvenirs of a very pleasant occasion. Prizes. — ^In connection with this method, prizes may be awarded to those who secure the largest number of names. This adds zest to the quest for wider acquaintanceship. The prizes need not be elaborate ; often it is better to present some trifling or ludicrous prize, which should be carefully wrapped, with the requirement that it be publicly opened at the proper time, and perhaps oratorically acknowledged by the winner. First and second prizes should be given to the men and' to the women w*ho secure the largest number of names, and a " booby " prize might be similarly awarded. The leader may quickly pick the winners by requesting those w'ho have a certain number of names (say twenty) to indicate that fact ; then thirty, or forty, and so on, until finally the winner is found. The " Mysterious Couple." — It is often the very simplest exipedient that brings results. If there is given some topic of conversation, even if it be the weather, people immediately begin to talk and to become acquainted with each other. A common interest or a common topic of conversation is all that is needed to foster acquaintanceship ; and " one thing leads to another." The " Mysterious Couple " is one of these simple methods. The leader announces to the crowd that there is in the room a mysterious couple, who must be found by diligent inquiry. Any couple may be the " mysterious " ones — either a boy SOCIAL MIXERS AND GAMES 21 and girl, or two boys, or two girls. They are pre- viously selected, and so informed; the trick is to find them. In order to do so, one musit question every couple whom he sees together. The formula may be, " Tell me, please, are you the mysterious couple? " As the mysterious couple may not always be standing together, the finding process is not so easy; but the search must be made, the questions must be asked, and "mixing" must be done. Finally, when the couple is discovered, they must quietly acknowledge it, take the name of the dis- coverer, which is afterward announced, and perhaps a prize is awarded to the lucky one. Second and third prizes might be awarded. The couple, after having been " discovered " for the first time, imme- diately separate, and afterward court a second discovery. The "Millionaire Friends." — ^A similar "mix- ing" scheme has been tried with success by the author, which he has named the " Millionaire Friends." A couple, or couples, with the prize in their possession, are ready to deliver it to the first who discovers their identity and their generosity. The committee provides a twenty-five-cent piece as a prize. Any other amount or any prize might be used. The money prize is given to the couple who pose as the " millionaire friends," and of course these friends are eagerly sought, and discovered only after much questioning. The question to which 22 SOCIAL GAMES they respond must be after the formula : "I am in need of money and friends. Will you two people lend me a quarter ? " If the millionaire friends hap- pen to be together, they reply : " On signing your name, the money will soon be delivered to you." The name is taken^ and later on the prize is publicly awarded. In order that the search may not ter- minate too soon, the couple must separate at first, afterward coming together. They may only award the prize when they happen to be together. In large crowds it would be well to have three or four cou- ples, each willing to " lend " the money, if properly asked to do so. If three couples are selected — a. boy and a girl, two boys, and two girls — ^the quest will be more interesting. The " Mixing March." — One of the best methods of quickly and surely " mixing " young people is th« " Mixing March." It has always been, in the author's hands, productive of splendid results, and provokes much amusement. Two large circles are formed around the room, the boys making up the outside circle and the girls the inside. The leader stands in the center of the circles, and all face toward him. He commands, " Outside circle, face to the right ; inside circle face to the left ! " At the corn- man, " Forward, March ! " the boys thus march around in one direction, and the girls in the opposite direction, preferably to the music of the piano. When the piano stops playing, the circles must face SOCIAL MIXERS AND GAMES 23 each other, and each must talk without stopping, to the person he faces, for thirty seconds. When the music begins again, or other signal is given, the march must continue as before, When the music may suddenly stop. Then the conversation merrily begins. The pauses in the music should be frequent ; and it will be seen that each boy and girl secures a different conversational partner each time. It may be required that they shake hands, mention their names and deal with as great a variety of topics as may be disposed of in thirty seconds ; and even the dullest and most bashful person becomes less dull and more at ease under the stimulus of the Mixing March. Tableaux and Poses. — After a given time spent in the " March," pleasing and ludicrous variations may be introduced by the leader, who may direct a so-called gymnastic drill. The following are a few suggestions : The inner circle (the girls) faces toward the center. The leader may command somewhat as follows : " Right foot forward, place ! Forward, bend ! Left hand extended backward ! Right hand over fordiead ! " After these movements are given several times, the girls are at rest. These commands are then given to the boys, in the outer circle : " On the right knee, kneel ! Arms upward, raise ! " When the command " Tableau Position! " is given, both lines assume the positions indicated in Fig. i, 24 SOCIAL GAMES •which rather ludicrously represents the rejection of a suitor. The total effect of the combined movements is striking and mirth-provoking. A second tableau may be directed similarly as follows : The inner circle faces toward the men. The command is: "Left foot forward, knee bent! Forward bend! Right arm upward, raise!" To the men the command is given : " Left foot forward, place! On the right knee, kneel! Right hand back- ward (on the floor), place! Left arm, flexed, up- ward raise! " The positions are illustrated in Fig. 2, and represent an Amazon in the act of striking down a Mere Man, who feebly attempts to protect himself. A third tableau is similarly ordered, the girls being required to face the boys, and to kneel on both knees. At a given command, the boys place both hands on the heads of the kneeling girls, and repeat in unison: " Bless you, my child, bless you! " (Fig. 3 ) . Similar tableaux may be given, as pointing and looking (Fig. 4), whispering and listening (Fig. 5), accusing (Fig. 6), expectancy (Fig. 7), contrition (Fig. 8). The Alphabetical Mixer. — An admirable mixing device is this one, which presents a combination of good points. When each person arrives, he is given a rather generous-sized card, which he must wear prominently displayed; on the card is written or printed something like this : FIG. I. — REJECTION FIG. 2. — STRIKING FIG. 3. — "bless you, my CHILD" FIG. 4. — POINTING AND LOOKING SOCIAL MIXERS AND GAMES o 25 HELP ME SPELL A WORD I HAVE THE LETTER A My Name is. For convenience and for small grouips perhaps only the large letter is necessary. The cards should bear different letters of the alphabet, with a gen- erous 'proportion of the vowels, and as many sets of the letters of the alphabet provided as is war- ranted by the expected size of the company. It will be necessary to provide only a few of the less-used letters, such as X, Z, Q, etc. The object of the mixer is to have members of the group select their word, find the persons wearing 26 SOCIAL GAMES the necessary letters, and then keep together until the time comes for them tO' display their completed word. As the desirable letters are liable to be quickly appropriated by the various groups, there is need of some haste in finding the required ones, and attach/ing them to the special groups. When the words have been formed, each group displays its result by marching to the front of the room, or on a platform, where they stand in order. Then the word is spelled by having each member shout in order the name of his letter; then the whole group shouts the word in unison. Certain rules may be made for the management of this mixer. For instance, no word which contains less than ten letters shall be allowed the group which displays a word may be required to rearrange them- selves so as to spell a different word, using the same letters; or the word must begin and end with the same letter, and so on. The program may 'be continued by requiring the groups to disband, and to seek other companions, who will assist tlhiem in spelling names of states, rivers or mountains; or by spelling words which pertain to agriculture, chemistry, engineering, astronomy, etc. ; and so the mixer may be varied in a number of entertaining ways. The Concerted Sneeze. — A mirth-provoking experiment in any group of a half-dozen up to a hundred or more is the " concerted sneeze." The FIG. 5. — WHISPERING AND LISTENING FIG. 6. — ACCUSING FIG. 7. — EXPECTANCY FIG. 8. — SIR, YOU SEE A PENI- TENT BEFORE VOU" SOCIAL MIXERS AND GAMES 27 leader divides the gnoup appiroximately intO' three settions, and directs that at his signal the first sec- tion shall sharply and quickly exclaim, "Hish!" The second group likewise makes' use of the word, " Hash," and the third, " Hosh." He explains that he will raise his hands, and command : " One, tiwo, three, sneeze! " When 'his hands go down, the syl- lables are to he pronounced loudly and staccato, with a result that is surprisingly like a sneeze oif generous and extensive proportions. It may be made even more realistic by having the first group exclaim, " Hishy," the second, " Hashy," and the third, " Hoshy." A Church Mixer — ^An effective method of enter- taining and mixing a group of young people, used by a church society, is herewith given : A large room was arranged with chairs, placed in pairs, to represent seats on a railway train, with an aisle between the double seats. The young peo- ple were required to be seated in couples, the boys next to the aisles, and the girls next to the " win- dows." To give realism to the program, some were dressed as country travelers, with umbrellas, suit- cases, parcels, etc. The " Conductor," in uniform, punched the tickets and tore off the lower slip', marked " Excursion Transportation." A newsboy with his papers and wares was at intervals much in evidence ; and the brakeman announced the " sta- tions " with frequency. At every station the men 28 SOCIAL GAMES A TRIP ACROSS THE CONTINENT EXCURSION TICKET Tour Op The United STATEa indndrng traiuportation vuita to places of Interest, meali, sncfa ticket to the faiDDua San FranciBco Theatre, THE WISCONSIN Ticket must not be exchanged or transferred. DON'T CROWD SAFETY FIRST Baptist C £. Railroad Co. il! /(. Grtat Itt The Bat The Wisconsin ADMIT ONE Big. Concluding Event Oct 2, 1914 9:30 o'clock. Good for ONE LUNCH Railway Eating House Good for a personally conducted WALKING TRIP IN THE ROCKIES Not good if detached. Good tat TRIP TO YELLOWSTONE Not good if detached. STOP-OVER SIDE TRIP FOUR LAKES OF MADISON Not gold if detached. TOUR OF PITTSBURG TUNNEL NO. 3. Not toad ifdetaclud ONE TRIP HORSESHOE FALLS. Not good i/detacktd. Baptist C.E. Railway Not Good IfDttached : NumerouB Guidej Accompaay Thi« Ejicunioo. If Yob 1 SOCIAL MIXERS AND GAMES 29 were required to move forward one seat in the train ; thus there was a frequent change of traveUng com- panions and opportunity was offered for acquaint- anceship and conversation. Afiter a journey of thirty or forty minutes, Niagara was announced, when aill passengers had to leave the train to see the wonderful " Horse Shoe Falls." In the gallery of the audience room oi the church a guide called attention to the scenery, dropping a horse shoe to the floor 'below! The " Tour of Pittsburgh " was down in the dark furnace-room of the church, with a glimpse into the glowing coals. In another room was arranged a stereopticon, and a lecturer exhibited a series of lantern slides representing local scenery and' college happenings. A " Trip to the Yellowstone " was quickly com- pleted, although in devious fashion, to see a large stone in the basement painted 3^ellow; and the " Walking Trip in the Rockies " was likewise in the lower part of the building; many obstacles had to be crossed, narrow precipices passed, and a sudden climb to be made — ^altogether a cleverly arranged obstacle race. The lunch served was typical of railway eating-houses; and the conclusion O'f the program consisted of a musical and histrionic per- formance on an improvised stage in another part of the building. Entertainments in great number of a similar 30 SOCIAL GAMES character might be arranged. The whole object of such programs should be to afford plenty of inno- cent fun and amusement, and to provide abund- ant opportunities for acquaintanceship, easily and naturally brought about. A Musical Mixer. — ^A pleasing variation of the mixing scheme is to give to each of the young people as they arrive a slip of paper bearing the name of some familiar song. Among these songs may be mentioned " Suwanee River," " Old Black Joe," " Annie Laurie," " America," " Drink to Me only with Thine Eyes," " Marching Through Georgia," " Home, Sweet Home," " John Brown's Body," " Dixie," etc., etc. As early as possible, each one must mix with the crowd and find his co-partners in song, who shall group themselves in a particular part of the room, and when called upon by the leader they must present their musical selection. In this way each group exhibits its musical abilities, iand prizes may be awarded to those who render their selection in the best form. Finally, the leader may direct certain groups to sing at once, and then all the groups to sing their separate songs at the same time ; and the resulting " confusion of tongues " may be imagined. Two' groups, however, one singing " Solomon Levi " and the other " The Spanish Cav- alier," may do so in musical concord. As a part of this scheme, in addition to the song specified, a musical instrument may be designated ; and when SOCIAL MIXERS AND GAMES 31 the singing is called for, the song must be given with imitations of the special musical instrument which has been assigned. Matching Poetry, Advertisements, Proverbs, etc. — An excuse for " mixing " is readily given by cer- tain matching schemes, which demand, of course, some preparation on the part of the committee or the hostess. One of the easiest of these is to cut advertisements out of newspapers and magazines. These are cut or torn into two parts. One half of each advertisement is given to a boy, the other half to a girl. A sufficient number must be prepared to accommodate all those who are expected to be present. Each member must seek to find the person who has the other half of his advertisement. To the first one who has found his partner may be given a prize or other form of recognition ; or they may be partners for seats at refreshment tables, or other- wise, according to the program of the evening. Other forms of matching may be used in similar manner. Familiar proverbs may be written on slips and divided into two parts, the halves to be given to different people who must seek each other. Verses of poetry may be used in like manner, the lines divided and distributed among the crowd. Bean Penalties. — Another effective and amusing way of furnishing an excuse for mixing is the fol- lowing : About a dozen beans or grains of corn are given to each person in the party. At a suitable 32 SOCIAL GAMES time the explanation of the " Bean Penalties " is made to the whole group. According to the rules, no one is allowed to say " yes " or " no " during the conversation and " mixing " that follows ; if he does so, he has to give up a bean to the person who has forced him to say " yes " or " no." The game con- sists in trying to catch as many persons as possible by making them use the forbidden words. Each one has to look out that he does not lose his own beans while trying to win them from others. After fifteen or twenty minutes a prize may be given to the person who has gathered the largest harvest of beans, and a booby prize presented to the one who has lost all or most of his own. Solemn and Jolly. — This method of breaking down barriers of formality is effective. The com- pany is divided into two equal groups, preferably all boys in one, all girls in the other. If the size of the room permits, they should stand in lines facing each other. There must be a leader, who must also be timekeeper. At his signal each boy will begin to make the girl who stands opposite him smile. He may attempt some ludicrous action, or say some amusing thing, or adopt any legitimate means to excite a smile from his vis-d,-ins. Only fifteen sec- onds is allowed for the trial. The girls, meantime, must keep sober, solemn faces; if any girl smiles, she must immediately come over to the side of the boys. The boys and girls take turns in this per- SOCIAL MIXERS AND GAMES 83 formance, which is a pretty severe test of one's self-control. After a time-limit of four or five min- utes, that side wins which contains the largest num- ber of persons, and which has secured most captives. Self-Introductions. — This is a splendid game to familiarize a company with the names of the indi- viduals who compose the group. They should be seated around the room. One arises and says, " I am glad to meet you all ; my name is Smith." The one on his right then arises and says : " I am glad to know you, Mr. Smith; my name is Jones." The next says : " Glad to meet you, Mr. Smith and Mr. Jones; I am Miss Brown." The next in turn says : " I am so glad to meet Mr. Smith and Mr. Jones and Miss Brown; my name is Johnson." Thus each mentions the name of each person in turn, and finally gives his own name. The task of remembering con- stantly becomes harder as the self -introductions pro- gress, and for a larger company than twenty or thirty it is somewhat difficult. Follow the Leader. — The game of " Follow the Leader " lends itself to almost limitless variation. It may be made simple or difficult, according to the character of the participants. Below are given some variations which have been used successfully in a group of three hundred summer-school students, most of them teachers, and all of them men and women of considerable maturity. It is necessary to have a leader, and very desirable to have a piano or s 34 SOCIAL GAMES music of some sort. The company is formed into line and instructed to follow accurately the move- ments and the course of the leader. These move- ments may be as follows : 1. Walk, directing course around room, with turns, reverses and zig-zag movements. 2. Walk backward ; sideways ; with a limp. 3. Walk on heels, toeing in ; high on tip-toes. Fig. 9. 4. Walk, arms extended forward; sideways; upward. 5. At every third step, stoop as if picking up an object. 6. Walk with a movement to imitate reaping, right and left. 7. Clap hands twice with each step of foot. 8. The " Indian look," right and left (Fig. 9). SOCIAL MIXERS AND GAMES 35 9. Skip sideways. 10. Sit down. Sing some familiar song; hum the same. Various devious courses may be pursued in the " following " game, and obstacles overcome. The game is well suited for almost any kind of group, indoors and out. Jerusalem and Jericho. — The old game of " Jerusalem and Jericho " lends itself admirably to large groups, and always provokes amusement. The leader stations himself preferably on an elevation, such as a chair, table or platform, and announces that when he speaks the word " Jerusalem " all must bow as low as possible; but when he pro- nounces the word " Jericho " no one may bow. The leader, however, bows when he speaks either word, and so seeks to confuse the players. The change of words should be made rather rapidly. When one makes a mistake, either by not bowing when he should, or bowing at the wrong time, that one must come to the platform and take the place of the leader, and direct the game until he, in turn, detects someone who has made a mistake. And so the game goes on. Other words may be used instead of " Jerusalem " and " Jericho." During the holiday season, " Merry Christmas " may be the words which shall cause all to bow, and " Kris Kringle " the other words. Words of somewhat similar sound and of local inter- est might well be used in the game. 36 SOCIAL GAMES Fly Away — Any number may take part in the game of " Fly Away," which, while simple, is amus- ing, and requires attention and quick action. The leader calls out quickly the names of certain birds or animals, each time raising his arms to imitate the act of flying. The players must imitate his movements only when some animal or insect with wings is mentioned, and must refrain from doing so when the animal mentioned does not fly. Certain penalities may be imposed upon those who make mis- takes ; or, when the group is small, the ones " flying away " at the wrong time may be eliminated, and thus the one who remains longest without a mistake is declared the winner. A variety of insects and animals may be mentioned, such as the elephant, horse, robin, hippopotamus, eagle, crocodile, mos- quito, oyster, squirrel, fish (the last two may belong to the flying variety), wasp, duck, ichthyosaurus, bat, monkey, crab, aniiadillo and countless others ; in some cases the scientific names may be given, and when a long list is prepared the game may promote a knowledge of natural history. Going to Jerusalem — This is a game of consid- erable antiquity, and perhaps well known, but it is a good one and deserves a brief description. It may be played by ten or up to a hundred or more players, provided there is a sufficient number of chairs. The chairs are placed in line in the center of the room, but are so arranged that they face alternately in opposite SOCIAL MIXERS AND GAMES 37 directions. " Going to Jerusalem " consists in marching around the chairs, preferably to music; and when the music stops, or the leader cries " Jerusalem ! " each one must scramble for a seat ; but as there must be fewer chairs than players, some of the players are left out, and they must retire from the game, each one retiring taking a chair away from the row. Then the music begins again, and the marching continues as before until the music stops. Toward the end of the game there will be only one chair left, and two or more players march- ing aroimd it. The height of the fun is reached in the struggle for the last chair; and the successful one is said to have " got to Jerusalem." In small groups there should be only one chair less than the number of players, and after each " sitting " one chair should be removed. To hasten the game in large groups, two or more chairs may be reimoved, and thus two or three people are eliminated after each struggle for seats. A Game of "Country School."— This game combines a " lesson " in arithmetic, English and drawing, with a relay race, and is an admirable form of diversion for the schoolroom, or for groups of adults. While best given to twenty or forty players, a smaller number than twenty may take part, or more than forty, if blackboard facilities permit. The game is a fine one for " mixers," regardless of the number present. Although all may not play, the 38 SOCIAL GAMES spectators will be amused. The "teacher" places rows of chairs in order, an eqiial ntimber in each row, with ample room in the aisles. Ten dhiairs in a row make a good arrangement, with two or more rows, according to the seating requirements of the class. There must be a blackboard in front of the class, preferably of generous proportions. The " teacher " marks on the board, directly in front of each row, the space allotted to that row. To the one seated in the front chair of each row is given a piece of chalk. The " teacher " explains that at the word " Go ! " the first " scholars " in each row must run up to the board, write down a number (a single figure) , then must run back and give the chalk to the one sitting next behind him in that row. Each player in turn goes through this performance, until the last in the row is reached. This last one, when his turn oomes, must run to the board, draw a line under the figures with w*hich his row is concerned, and add them up. The line wins whose column of figures is first placed on the board and correctly added. A requirement of the game is that the figures must not be all alike, but must be varied as much as possible. The little element of competition and the moderate muscular exercise involved make the game interesting. Sentence Game. — The "teacher" next announces that a lesson in English will be given. The scholars are arranged in rows as above, and the game is SOCIAL MIXERS AND GAMES 39 played in similar fashion. The first scholar writes on the board one word ; he then runs back and gives the chalk to the one seated next behind him. This one, in turn, adds a word, and so on down the line, each adding a word which must build up a complete sentence. The last in the line must complete the sentence, and may use more than one word if netes- sary. The writing must be legible, the sentence grammatical; and the "teacher" may be judge of the best sentence, giving his reasons for his decision, or he may appoint someone else as judge. The game furnishes a great deal of amusement as the rival teams do their impromptu composition, and no one may predict the completed sentence until the finish- ing touches are added. Jumbled Words. — ^A variation of this game may be used, in which the " scholars " have agreed upon their sentence in advance. If there are ten in the row the sentence must contain ten words, each pupil having his word previously assigned. But instead of writing the words in order the teacher calls on the pupils in irregular order; hence they are written as " Jumbled Words." The trick is correctly to read the sentence, and this may be done by any pupil in any of the other rows. Each row should be given an opportunity to present its " jumbled word," the vic- tory going to that row whose members guess the greatest number of correct sentences. The teacher may prepare the sentences in advance, giving to each 40 SOCIAL GAMES pupil a slip on which is written the word to be tran- scribed on the blackboard; or he may whisper to each scholar the word to be written, as the scholar comes to the board. In this latter case the sentence will be a mystery to all, and anyone in the room may try to guess it. Progressive Drawing — ^Having given the les- sons in arithmetic and English, the " teacher " announces that the class in drawing will exhibit their artistic ability. He writes on the board the name of some animal, bird or person as an assignment for their drawing. With chalk in hand, as before, each pupil makes a few lines in outline of the animal, then runs and gives the chalk to the next, until the last, who must complete the drawing. The game is a source of much merriment, which may be heightened by the clever remarks of the judge, whose final deci- sion as to merit of each drawing shall put to rest the doubts of the spectators. Progressive Poetry. — As a more difficult part of this game, poetry may be written, each pupil writing one line, and the next adding one line, to complete the " sonnet." The game, of course, calls for quick- ness of thought and action, and is rather a severe test of one's literary abilities. The Compass Game. — As an excuse for bringing into action a large number of people at once (because only " standing room " is needed) we may make use of the simple game of facing about rapidly from SOCIAL MIXERS AND GAMES 41 one point of the compass to another. The leader should ask the group to indicate to him the direc- tion of North, South, East and West. Then he explains that when he mentions the different points of the compass, they must quickly face in that direction. He may say, " I come from the North ! " when all are required instantly to face North; and so likewise they follow his course when he says : " I am going South ; I am sending a letter East; I want to visit the Southwest; I have a farm in the Northeast ; my house faces East-by-Northeast ; the wind blows West." When the wind is men- tioned, the group may imitate the sound of the wind : and if a whirlwind is suggested, all must keep turn- ing rapidly until another direction is mentioned. To make the game more difficult, states or countries may be named, the facing to be done in the direction of those localities. It will be interesting to notice the discrepancy of ideas as to direction when cities of our own or other countries are mentioned, and one is required to turn his face in that direction. The game is a good one for the schoolroom. It requires attention, quickness and thought, and a knowledge of the points of the compass as well as of geography. The Laughing Game. — Perhaps a forced laugh is not of such hygienic value as the genuine one; but this game will no doubt change the imitation into the reality. The leader tosses up a bunch of keys or other object, and makes the requiremeat 42 SOCIAL GAMES that while the object is in the air, each one must laugh as loud and as genuinely as circumstances will permit; but as soon as the object falls to the floor there must be sudden and complete silence. By- varying the height of the throw the " laugh " may be long or short, and the sudden stop gives a peculiar eflfect. It may be noted that there are usually some who become quite unable to curtail their laughter at the given time. Progression. — The next two games, " Progres- sion " and " Menagerie," are best adapted for fifteen or twenty players, but they are mentioned here because of their value in social mixers, chiefly on account of the amusement furnished to the spec- tators. In " Progression " the players are lined up side by side, and the explanation is given that each one, when called on, must "progress," one at a time, to a certain line (perhaps fifteen or twenty feet distant), and his method of progression must be altogether different from that of any other player. For instance, he may walk or run forward, back- ward or sideways ; he may hop, waltz, crawl, roll or progress in histrionic strides or gymnastic move- ments or gestures, of any sort, as long as he does not duplicate the movements of any previous player. If a player uses any such method, he is sent back to start over. When all have " progressed " to the given line, they may be required to return to the starting-point, still using different styles of locomo- m SOCIAL MIXERS AND GAMES 43 tion; and so on, backward and forward, until the limit of combinations has been reached. After one group has reached the line, another relay of players may be called upon. The gymnastic ingenuity of the boys especially is brought out in this game, and it is not difficult to show a hundred methods of " pro- gression" (Fig. lo). Menagerie. — This is a mirth-provoking game, in which dignity must be " thrown to the winds." The leader of the " menagerie " explains that within the group there is a wonderful variety of strange animals who, when called upon, will do two things — imitate the movement of the animal and duplicate its cry. He may declare in bombastic language that he " will first exhibit the primeval kangaroo, recently cap- tured in the wilds of Hoboken, exhibited for the first and last time on civilized American soil." He indicates some member of the group, who must at once do his part to carry out the suggestion. The hopping movement of the kangaroo must be imitated, and the sort of cry must be uttered which the player may fancy properly belongs to the animal in ques- tion. After a very brief exhibition by the kangaroo, the animal is required to remain at a given point until joined by other members of the menagerie. In like manner others of the crowds are miscellaneously picked out to represent different animals, and when called on they must unhesitatingly obey the demands of the leader. Following is a suggested list : 44 SOCIAL GAMES Crab. Bear. Lobster. Eagle. Grasshopper. Antelope. Seal. Hippopotamus. Lion. Blue Jay. Camel. Bumblebee. Elephant. Mosquito. Tiger. Rooster. Oyster. Giraffe. Frog. Hen. Mule. Monkey. Squirrel. Buffalo. Additions may easily be made to this list. After each animal has joined his companion the leader announces that, wonderful as his exhibition has been, there is something still more wonderful in store for. the spectators, because there is going' to be a circus parade, in which all the animals will take part at once, each doing his particular exhibition and uttering his own peculiar cry. The resulting parade, which may extend entirely around the room or for a shorter distance, is extremely ludicrous, if entered into in the spirit of the game. The leader may head the circus parade by a band, which may add to the ludicrous character of the game. Different persons should illustrate the movement, or take the part of the following instruments : Drum, trombone, comet, clarinet, piccolo, cymbals, etc. ; and, by all means, the calliope should be included ! Advancing Statues. — ^This is a game in which large numbers may take part ; it is likewise suitable for small groups. It is adapted to a large hall, but is best played out-of-doors. The players are either lined up or must all start from one end of the play- -■•i— FIG. lO. — PROGRESSION FIG. II. — ADVANXING STATUES SOCIAL MIXERS AND GAMES 45 ing-space. The leader is stationed as far away from the players as convenient. He explains to them that they may progress toward him and toward the goal- line on which he stands, but they may advance only when his back is turned. It is also required that when the leader turns around and faces the ad- vancing players, they must instantly stop and assume some statue-like attitude, or hold themselves in some gymnastic position. This statuesque pose must be held until the leader again turns his back to the group, when they are at liberty to advance. The leader should frequently and suddenly turn toward his " statues," and if he discovers any in the act of advancing, or showing any movement, he sends that one back to the starting-line again. The first of the " advancing statues " to cross the goal-line wins the game. This play requires close attention, and develops muscular co-ordination and control. The players should endeavor to offer a great variety of poses, and if any two are alike in their positions both may be sent back to the starting-line as a penalty (Fig. ii). Left-handed Handshaking Mixer. — ^A variation of the " Mixing Socials " may be used to good effect by a program which shall require that all hand- shakes be given with the left hand only; and all autographs (as described on p. 19) must be written with the left hand. If refreshments are served, the left hand must be used. 46 SOCIAL GAMES Further variations of the handshaking methods have been successfully tried as follows : The leader announces that each person dn the group must at once shake hands with at least five people in the group, using the old style " pump-handle " grasp, up and down; after this has been accomplished, he directs that a similar number be greeted with the high handshake; then a side-to-side movement; a hearty grasp; the Chinese method, in which one shakes his own hand instead of that of his com- panion; etc. Historical Characters. — An amusing method of promoting acquaintance and furnishing topics for conversation is this one of " Historical Characters." Before the arrival of the members of the party, there must be prepared a sufficient number of slips of jfaper bearing the names of various characters, his- torical and contemporary, men and women, real and fictitious. One of these slips is pinned on the back of each person, without his knowledge of the name which he bears. The people who talk to him must first observe his label, and then address to him some remark or some question which might pertain to the historical character whose name is pinned on his back. Thus it happens that it is only after consid- erable conversation that each person finds out who he himself is. The questions and remarks should not be too leading or too pointed. Some of the characters which might be assigned I SOCIAL MIXERS AND GAMES 47 are the following: Sir Walter Raleigh, Mother Goose, P. T. Barnum, Shakespeare, Jess Willard, Henry Ward Beecher, '' Uncle Remus," Queen Elizabeth, the King of the Sandwich Islands, the Czar of Russia, the Queen of Sheba, Alice (of Won- derland fame), Simple Simon, the Pied Piper, the President of the United States, Bret Harte, Mark Twain, King Solomon, Julius Caesar, David Copper- field and an infinite variety of others. As illustration, the following remarks might be made to Sir Walter Raleigh : " Could you, sir, give me a pipeful of tobacco tonight? " " What a fine cloak you wear ! " " How does it seem to live in the sixteenth century?" "How did you find the climate O'f Virginia? " " What is the mood of your queen to-day?" "Won't you let me brush your coat off for you? " etc., etc. No doubt, from these questions, Sir Walter will become fully aware of his identity. In the meantime, he must be asking other personages appropriate questions and making fitting remarks. CHAPTER II ACTIVE GAMES OF TAG It is a well-known fact that when we analyze the spontaneous games of children we find in many of the games — ^perhaps in most of them — the element of Tag. The racially old instincts of chasing, flee- ing, dodging, hiding and seeking seem to perpetuate themselves in numerous play activities of childhood. It is the purpose of this chapter to deal with cer- tain games of this nature, with especial reference to those which seem to possess elements of social value. Some of the games here described may be used when there are many participants — a hundred or more — but in this case it will often be found necessary to divide the company into groups of twenty or less. For the playing of most of the games a generous space is demanded. Practically all the games here mentioned may be played indoors in a large room or hall, but an out-of-door playing- space is always desirable. Back-to-Back Tag. — There are several methods of playing this game, the variations to be made according to the number of players (Fig. 12). In small groups it is understood that the players must confine themselves to a certain area, marked off on a gymnasium floor or playground. The players are only safe from being tagged when they are standing 48 ACTIVE GAMES OP TAG 49 in couples, with their backs together, close to each other. They assume this position at the beginning of the game. One player is selected as " It," and another is the runner. The runner may save him- self from being tagged at any time by taking the back-to-back position with any of the players, but in order to find a partner it may be necessary for him to appropriate some already attached player. In this case, the one who' has been displaced must at once seek another companion before he is tagged by " It," who is always pursuing the disengaged players. When a! player is tagged, he immediately becomes " It," and at once chases the player who has no partner. A simpler form of the game is played by having " It " run about among the group, trying to tag those who do not quickly stand " back-to-back " with a partner as " It " passes by. When " It " has passed, and the players are not in danger of being tagged, they must change partners as frequently as possible. Frequent changes lend variety and inter- est to the game. In large groups the game may be played very well by having the couples arrange themselves back- to-back at the beginning of the game. There should be one odd one, who starts the game by commanding loudly, " Change ! " At this signal each player must seek a different partner, and in the general scramble tfhe odd one, of course, endeavors to secure for him- 4 50 SOCIAL GAMES self a partner. After each change, one player will be left without a partner. He, in turn, gives the command, " Change ! " and thus the game pro- gresses. The changes may be directed by a leader who is taking no part in the gam^e, and in this case there will be less confusion, because the commands to change come from but one source. Shadow Tag. — ^The Shadow Tag game is best played out-of-doors in the sunshine; but it may be played in a park, playground or other locality under a bright electric light, or even in the moonlight, or around the camp-fire. The one who is " It " tries to step on, or otherwise touch, the shadow of any of the players. It is, therefore, essentially a running game. Various ruses may be adopted by the players to save their shadows from the ruthless footstep of " It." For instance, a player may seek the shade momentarily ; or by bending, twisting and dodging may change the position of his shadow, or reduce it in size. He may lie down, squat or roll over, but if he allows his shadow to be touched, he himself becomes " It," and he must at once seek to step on the shadow of some other player. This is a very pleasing and pretty game for little children, who seem to enjoy the variation from the customary games of Tag. Double and Triple Tag. — The team element is brought into play when this Tag game is used. Instead of fleeing as individuals from "It," the FIG. 13 FIG. 12. — BACK-TO-BACK TAG. FIG. I3. — RABBIT S NEST ACTIVE GAMES OF TAG 51 players join hands, or better, lock their arms, either in couples or in threes. If the number of players is large, the "triple " game is best. To begin the game, a group of three is selected as " It," and in order that they may be always recognized, they carry in plain sight a small flag, or bit of red cloth, or perhaps a handkerchief. Each trio must keep together, and do their running and dodging without breaking apart. On the playground or on a lawn it is best to restrict the playing area, so as not to have too large a playing space. When the three who are " It " tag another group, they give their red flag to the ones tagged. The game is vigorous and full of funny situations; and if the "triplets" co-ordinate their movements in running forward, backward or sideways, and in dodging, some very clever work may be done. The game has worked well in large " mixers " indoors ; but the demands of one's respir- atory apparatus are very considerable, and the play- ing is usually limited to rather short periods. In very large groups of players, and in large playing- spaces, there may be two or more triplets who are " It " ; but it is always best to have each of these groups designated by the red flag. Thus there is never any doubt as to who is " It." White Folks and Indians. — This is a Tag game in which large numbers may take part ; or it may be played very well by a dozen or even fewer players. The players form into two equal groups. They line 52 SOCIAL GAMES up, side by side, the two groups facing each other, so that there is a lane, five or six feet wide, between them. One group is designated the Red Men, or Indians, and the others the White Men. The leader of the game stands in the middle of the lane, between the two opposing groups of players, and tosses up a card or piece of wood, which must be colored white on one side and red on the other. If the card comes down with the red side up, the " red men " must all turn and run to their goal, which may be ten or twenty yards away; or if played indoors they must run to the wall nearest to their side. The " white men " pursue them, and endeavor to tag as many of the reds as possible before the goal is reached. If one is so tagged, he becomes a " white man," and must then go to the side of his captors. If the card or board falls with the white side up, the whites must flee, chased by the reds, who in turn try to tag the whites. After reaching the goal all the players return to their starting position, and thus the game is continued — perhaps until all on one side or the other have been captured. The uncertainty as to which side shall flee and which pursue lends interest to the game. The chance falling of the card must instantly determine the action of the players. The game is sometimes called " Black and White," or " Day and Night." Rabbit's Nest. — ^The photograph will illustrate the positions to be taken in the Rabbit's Nest game. ACTIVE GAMES OF TAG 53 Two players, facing each other and joining hands, form one " rabbit's nest," and between tih^e out- stretched arms of the two stands the " rabbit " (Fig. 13). As many of these nests may be formed as the number of the players will warrant, and the groups should be distributed irregularly around the play- ing-space. In order to begin the game, there must be one extra " rabbit," who is being chased by " It," or the " dog." This extra rabbit may at any time run into any nest; and as there can be' only one " rabbit " in a nest, the original " rabbit " is dis- placed, and must at once get out and run, because now the " dog " is after him. The game is best when the " rabbit " who is chased quickly gets into a nest, instead of running for a long time, trying to elude the " dog." The changes should be frequent, and it must be remembered that the " dog " can only tag the " rabbit " who is without a nest. In order that all the players may have the oppor- tunity of being rabbits, the formations should be changed, and as soon as a rabbit gets into a nest he should change places with one of the players who form the nest. In large groups there should be several " rab- bits," with a " dog " after each, and thus the changes will be more frequent. As soon as a " rabbit " is tagged, he becomes a " dog," and the " dog " becomes a *' rabbit," thus reversing their former activities. 54 SOCIAL GAMES Three Deep Tag — The old game of "Three Deep " has been an interesting and popular one for ages, and deserves to continue in popular favor because of its excellent points. The players arrange themselves in a circle, standing in couples, facing the center. In the arrangement of the couples, one player is close to and directly behind his companion. The couples, thus arranged, should be from three to five feet apart. There must be one player who is the runner, and another who is " It." The runner tries to escape from " It " by dodging through or around the circle, and may save himsdf from cap- ture by taking his position in front of any of the couples. As soon as he takes this position, how- ever, the players are " three deep," which is not allowed in the game; and the third man (the one standing in the rear) must run, as he is now the object of the pursuit of " It," and is in danger of being tagged, until he in turn can save himself by taking his place quickly in front of one of the cou- ples. The third or rear man is always thus dis- placed, and " It " is constantly trying to tag the displaced player. When one is tagged he immedi- ately becomes " It," and endeavors to tag the one who was formerly " It." The changes should be quick, and the players should not endeavor to run long at a time. The third man must get in front of one of the couples as quickly as possible. If one becomes the third man, instead of run- ACTIVE GAMES OF TAG 55 ing to seek a position in front of some rather distant couple, he may quickly get in front of his own cou- ple, fhus making an unexpected change, and causing a player in his own group to become third man. Variation. — ^^When the game has been thoroughly learned, a variation may be tried which makes the game a trifle more complicated. The two players who form a couple face each other, instead of facing toward the center of the circle, as in the usual form of the game. In this variation, the runner w'hio is seeking to escape " It " gets between instead of in front of a couple, and the one to whom his back is turned becomes third man and must run. Thus either one oi the players in the couple may become third man, depending on which way the runner faces when he seeks refuge with any other two players. Co-ed or Partner Tag. — A splendid variation of this game of " Three Deep " is " Co-ed Tag " or " Partner Tag." There must be an equal number of boys and girls, who arrange themselves In couples, standing arm-in-arm beside each other. There should be room enough between the couples for a good playing-space, several feet, at least, as In the previous game. A girl is selected as runner, and a boy as " It " ; the girl endeavors to escape the boy, and at any time may save herself from being tagged by locking arms with any of the boys around the circle. As soon as she does so the girl on the other 56 SOCIAL GAMES side of the boy becomes displaced and must run,~ because no boy may have two partners. If the girl is tagged before she can save herself she at once becomes "It," and must then chase the boy. He saves himself by locking arms with the girl in any couple, thus displacing her original companion. The game is Easier to learn than " Three Deep," because it must be remembered that a boy is always chasing a girl, or vice versa. The game is a fine one, full of quick changes and variations. Nose and Toe Tag. — ^This rather ridiculous game of Tag affords merriment and exercise for children, and sometimes for grown-ups as well. The players arrange themselves in a limited play- ing-space, and one who is " It " runs in and out among the players, seeking to tag any who has not assumed the " nose and toe " position. This is illus- trated in the accompanying photograph (Fig. 14). Each player, in order to be safe from, the tagging of " It," must grasp his nose with his right hand, and the toe of his left shoe with his left hand. As soon as the tagger has passed by, and a player is not in danger of being touched, he must assume an ordi- nary standing position, and may move about vdthin the playing-space. " It " may make use of certain feints and devices for tagging a player, by pretend- ing to pass him, and suddenly turning to tag the player who may be off his guard, and who may have relinquished his " nose and toe " position. FIG. 14. NOSE AND TOE TAG FIG. 1 5. HORSE AND RIDER POSITION b-MORNING ACTIVE GAMES OF TAG 57 Freight Train Tag.; — ^A game requiring plenty of vigorous exercise is called " Freight Train Tag." The players arrange themselves in groups of three, one behind the other. The one heading the line is the " Engine " ; directly behind is a second player, who has locked his arms around the waist of the '* engine," and a third player behind him, similarly joined. These three compose the " freight train." As many freight trains may be formed as there are players to make them up. The game consists of trying to escape from an extra player, who is " It," and who tries to hook on to the rear of any freight train. But there must be only an engine and two cars in any one group ; consequently, if " It " suc- ceeds in " hooking on," the front player, or engine, becomes displaced, and he in turn must try to catch another train, and to become the rear car, or " caboose." The efforts of the trains to escape the extra car afford much amusement, and very vigorous running exercise. (This game has been described by Mr. E. D. Angell as " Broncho " Tag, with head, body and tail. The prancing movements of the game seem to justify the name.) Horse and Rider Tag.^ — ^This game for boys demands team work and quick action. A player is only safe from being tagged when he is either horse or rider, as illustrated in the photograph (Fig. 15). The boys begin the game by assuming the position, the horses and riders being scattered at considerable 58 SOCIAL GAMES intervals around the playing-space. After getting accustomed to their " mounts," they must all change. In the meantime, " It " has appeared among them, and seeks to tag any player who has not secured a position as either horse or rider. When not in dan- ger of being tagged, tlie riders may dismount. They must always be ready, however, for the horse-and- rider position whenever the tagger comes near. Horses become riders, and the reverse, as the exi- gencies of the occasion demand. Changes should be frequent and lively. Sore Spot Tag — In this ludicrous game of Tag, the game begins as in the simple form, but the first one who is tagged must hold his left hand on the part of his body which was touched; and he can- not take his hand away until he in turn tags some- one else. The object of the game is to cause as much inconvenience to the players as possible. Hence " It " tries to tag his victim on the knee, or foot, or between the shoulders or elsewhere, so that he may be handicapped as much as possible on account of the requirement that he shall nurse his " sore spot " until he succeeds in tagging some other player. Last Couple Out — ^This old game is such a good one that it deserves some description here. It is said to be an old Swedish game, a survival of some of the ancient wedding games of that country. It is usually played as follows: The players stand in ACTIVE GAMES OF TAG 59 twos, one couple behind another. They all face in the same direction. Any number of couples may play. On odd player stands ten or twelve feet in front of the rest of the players, with his back toward them. He calls, " Last couple out! " when the cou- ple at the rear of the others separate, one player com- ing up the right of the line, and the other up the left. These two endeavor to pass the player at the head of the line without being tagged by him, and to join hands again some distance in front. If they succeed they are safe, and take their places just in front of the f orw'ard couple, the whole line moving backward to make room for them. If one is tagged, he becomes the odd player in front. The one not tagged and the original tagger now join hands and become the couple at the head of the line, the others moving backward a trifle to accommodate them. The player in froot is not allowed to turn his head and look around to see when and how the " last couiple out " is coming. This couple may vary their method of progress toward the front, one going well out to the right (or le'ft) and the other running close in to the lines. The game is interesting and demands much quickness, running and dodging. It may be played indoors or out. The Beater Goes Round. — ^This hilarious and sometimes raither rough game is a good one for cer- tain groups. The situations are often ludicrous in the extreme. The players arrange themselves in a 60 SOCIAL GAMES circle, facing inward, and hold their hands behind their backs. The game is started by one player who has in his hands a towel or similar object. As he runs around the outside of the circle he puts the towel into the hands of any player. As soon as this player gets the "weapon," he immediately begins beating the neighbor on his right, and chases him around the circle with as many blows as he is able to administer, until the player gets back to his original place in the circle. Then the towel is passed secretly to some other player, who in turn falls upon his right-hand neighbor with a vengeance. The rules bar striking* about the head and face. There is plenty of exercise and excitement about this game, but its most valuable result is the laughter and fun which it is sure to stimulate. Line Tag. — ^This game is called also " Maze Tag " and " Right Face," and is played best when there are twenty-five or more players, although the number may be less. They are arranged in lines, all facing in the same direction, as a gymnasium class, as follows: JJC >JC 5*C ijS 5JC ;j< >fc :}::}: 5): He H^ 5(t H^ :jc The distance between the players should be such as to admit of their joining hands easily. This they ACTIVE GAMES OF TAG 61 do, forming lanes between the lines of players. One player is runner, and another catcher; the runner tries to evade his pursuer by running up and down the lanes between the rows of players. There must be no attempt to break through the joined hands of the players. The leader of the game calls out, "Right Face!" at any time, while the catcher is pursuing the runner. When the command is given, the players in the lines face to the right, and join hands in this new direction. Thus new lanes are formed, and the catcher may find himself suddenly cut off from the one whom he pursues. Again the command is given, " Left Face ! " when the players face toward the left, joining hands with those in the original lines. The game furnishes sudden sur- prises to the runner and catcher. When one is caught, or tagged, both players should go to the lines, others taking their pilaces, who continue the game as runner and catcher. Good-morning. — Ten or fifteen players consti- tute a good number for this game, although a larger number may be used (Fig. i6). A circle is formed, the players facing toward the center. An extra player runs around the outside of the circle and touches on the shoulder any one of the group. As soon as the runner does this he turns around and runs in the opposite direction around the circle. The one who has been tagged also immediately begins to run in the opposite direction so as to meet the 62 SOCIAL GAMES tagger. When the two meet, which is usually about half-'way round the circle, they shake hands, and say, " Good-morning! " as cordially and politely as cir- cumstances will permit. Then each one continues his course, the oibjefct being to reach and occupy as quickly as possible the vacant place in the circle. The one who fails continues to run and tags some other player, reverses his direction, meets and greets his friends, as before described. The game is, of course, a contest to secure the vacant place, and it must be remembered that during the greeting, which may be cordial and prolonged, neither player loses by his temporary stop. Variations. — ^Several variations to this " Good- morning " game may be played. When the runner touches a player, ihe reverses his dire^ction, but instead of nmning directly around the circle, he runs in and out among the players: — that is, in front of one player, and behind the next one, and so on, all around t!he circle. The one who has been tagged begins immediately in the opposite direction his cir- cuitous course. The " Good-morning " greeting is made when they meet; after which they continue their race for tihe vacant place, winding in and out as they go. A second variation may be used by changing the arrangement of the players around the circle. They stand in couples, one player behind another, as in "Three Deep." The ruimer tags the rear ACTIVE GAMES OF TAG 63 player in any couple, then reverses his direction and runs, as in " Good-morning " ; the player who has been tagged immediately tags also the player who stands in front of him. As soon as the " tags " are received, the players chase each other around the circle. Thus three are running at once, two in one direction, and one in the other. The first two to arrive at the vacant place are " safe." The third must continue the game by tagging the rear man in some other couple, when the game is continued as before. Cat and Mouse. — While this is essentially a children's game, it has often been played with enthusiasm by older people. A circle is formed, as in the last game. One player is selected as " Cat," and another as " Mouse." The cat endeavors to catch the mouse, who runs into the circle and out again. The players assist the mouse in its escape by allowing it to pass freely under their arms into the circle, or out of it; but they try to hinder the progress of the cat as much as possible, lowering their arms as he tries to go in and out of the circle while pursuing the mouse. If the mouse is caught, both cat and mouse take their places in the circle, two others being selected to continue the igame. The players who form the circle may move around either to the right or to the left, always keeping their hands joined. The cat tries to select a weak spot in the line in order to break through. 64 SOCIAL GAMES Prisoner's Tag. — In this game the player who is " It " puts his hands behind his back, crossing his wrists as if they were tied behind him, Hke a pris- oner. In this rather inconvenient position he runs about within the playing-space and tries to tag the others, keeping his hands behind him. If one is tagged he b^omes *' It," and must assume the pris- oner's position and continue the game. Handkerchief Tag. — A knotted handkerchief or a small ball or other convenient object is used in this game. The aim is to tag the person who has the handkerchief. The players try to get rid of the handkerchief by handing it or tossing it to another player as quickly as possible ; and hence, on account of the rapid changes, " It " sometimes has a hard time in tagging the right person. Snatch the Handkerchief. — ^When this game is played out-of-doors, a small stake or stick a couple of feet long must be driven into the ground. On this stake the handkerchief is placed. The two opposing players take their positions fifteen or twenty feet on opposite sides of the stake'. At the word " Go," each runs to the stake, tries to snatch the handkerchief and return with it to his goal without being tagged by the other player. If a player is tagged it counts a point against him; eleven points win the game. As the object of the game is to tag the player who has the handkerchief, rather than to secure the hand- kerchief itself, some funny situations maybe brought ACTIVE GAMES OF TAG 65 about. Often the players meet at the stake on which the handkerchief is placed, and neither one may attempt immediately to snatch the handkerchief, btit they watch one another, each ready to admin- ister his " tag " when the handkerchief is snatched. Various feints and ruses may be employed, the players sometime's walking around the stake, each ready to catch his opponent off guard. When there are many players, they form two equal groups, facing each other, with a sufficient number of stakes and handkerchiefs to allow the whole group to play at once. Instead of stakes, the handkerchiefs may be simply laid on the ground. When the game is played in a gymnasium, Indian clubs may be set up on the floor to serve the purpose of stakes. CHAPTER III PARLOR AND HOUSE-PARTY GAMES It is proposed in this chapter to suggest and describe certain interesting games which are suitable for the entertainment and amusement of groups of people who have come together for a social evening. The games here given are more or less quiet, in the sense that they demand but little movement or exer- cise; but often they are quiet in no other sense. Many of them stimulate quickness of mental action by demanding sudden and unusual answers, spoken or written. Others of the games suggested have their chief worth in the fun and laughter which they provoke, and hence in this respect they possess hygienic value of considerable importance. In the home, around the fireside, these games will assist in cultivating the art of family amusement. Too often in our rushing American life we neglect (the simple'r means O'f entertainment. These games will dissipate some of the dullness and monotony of home life which often cause young people to seek entertainment outside of tlie home circle. But little preparation will be found necessary for most of the games here described. In some of them paper and pencil are needed, while in others a very simple preparation will suffice. The successful Intro- duction of these games into social parties often PARLOR AND HOUSE-PARTY GAMES 67 results in rich enjoyment on the part of all; and the social leader who has them in his repertoire is usually in demand, and always welcomed in any group. The fact that the participants in these games are usually at once put at ease renders their social value very considerable. Even the old game of "Consequences " has its strong points. At least it furnishes amusement, even though sometimes of the cruder sort. Descriptive Adjectives — ^A good illustration of a simple social game wliich may be introduced into any company of people is one which is called " Descriptive Adjectives." One of the persons pres- ent is selected as the object to be described. The leader suggests that "this gentleman must be described by an adjective beginning with A, and he will not be disturbed by your outspoken impression of him." The players in turn give their answers; he is an " austere " gentleman, an " avaricious " gentleman, or he may be " antiquated," " awful," " arrogant " or " amiable," according to the mental operation of the person questioned. And so adjec- tives, beginning with B, C and so on down the alpha- bet, are given. The change from one letter to the next is made) after all in the group have had their chance to describe their victim with the given letter, and no two may give the same adjective. In large groups, ii is often a severe test of one's inventive- ness; it would be doubly so, if one had to confine 68 SOCIAL GAMES himself to the truth, which, in this case, is not at all necessary. After several letters have been used, it is well to change the subject of the descriptive adjectives. The name of some lady in the group may be mentioned, and the game proceed as before. For increasing the vocabulary of children this game has considerable value. The Geography Game. — ^As a test of one's knowledge of geography, this game is a good one. The leaded explains that he will mention some country, state or island; and before he counts ten the person to whom he points miust give the name of some city, mountain or river which is located in that state or country. The game may be varied by asking for some of the products of the state men- tioned, or for the names of some of its noted citizens. One must keep his wits aibout him to play this game, because of the limited time allowed for his answer. The game may be played by having the participants stand in line, as a class in school; the one who misses goes to the foot. In other cases, the one who misses three times in succession may be required to pay some forfeit." The game may be very well reversed, i.e., the names of cities given, and the play- ers must quickly mention the states or countries to which they belong. It is often well for the leader to have a prepared list of cities, rivers, etc., at hand, so that his questions may :be given rapidly, and may be of great variety. PARLOR AND HOUSE-PARTY GAMES 69 Water, Earth, Fire, Air. — The game of " Bird, Beast or Fish? " is peAaps well known, but this English adaptation, called " Waiter, Earth, Fire, Air," is better. The company is divided into two equal groups who sit facing each other. Each group has a leader, or captain, who holds a knotted hand- kerchief in his hand. The captain on one side begins the game by calling out " Water! " and throws the handkerchief in the lap of some player on the oppo- site side. Before the captain counts ten the player must mention some animal which lives in the water, some variety of fish, aquatic plant or insect. If the captain calls " Earth ! " some quadruped, or land animal, vegeta:ble or plant must be named ; if " Air ! " some species of bird or insect; and if " Fire! " the player must remain silent and motionless while the ten is being counted. If a player cannot think of a correct answer, he may toss the handkerchief to another on his own side, thus shifting the respon- sibility; but the answer musit be given before the ten is counted. If a player misses twice, or speaks when he should keep silent, he is eliminated from the contest, and must withdraw. The captains on each side take turns in calling either Water, Earth, Fire, Air, and in tossing the handkerchief to the players. In this form of the game, by eliminating the unsuccessful players, there is an element of con- test. The side which succeeds in eliminating all the opponents wins the game. 70 SOCIAL GAMES Even in so simple a game there is a considerable degree of fun, which is increased by the absurd answers sometimes given by the players, who have so little time to frame a correct answer. The lead- ers on each side should insist that a variety of ani- mals, birds, fish, etc., be mentioned, so as to avoid monotony. Hence a rule may be made that at least different things shall be mentioned by the players on each side for a period of two or three minutes. Analogies. — A first-rate game for developing quickness in framing clever answers is this one, sometimes called " What is my thought like? " but better named, perhaps, " Analogies." The leader announces that he has in mind a thonght, which, however, he will not disclose until later. In the meantime he requires each player to tell him what, in his opinion, that thought may be like. Of course, the answer must be at random. The first player may suggest; " Your thought is* like! a star." The second may say, " Like a watermelon " ; another, " Like an automobile tire " ; and another may declare that the mysterious thought is " like a Fourth of July celebra- tion." The leader must write' down in turn each of the answers given, and when he has secured them all he announces that his thought was of his pocket- book. Then he glances at the written answers, and asks the first player why his thought, i.e., his pocket- book, is like a star? The player may answer: " It's rather light! " or, " There's nothing in it! " Then PARLOR AND HOUSE-PARTY GAMES 71 the next player must explain why the pocket-book is like a watermelon? The answer may be given, " Seedy " ; " Often busted " ; "May be easily opened, and there's plenty in it," etc. The player who sug- gested an automobile tire must give his reasons of similarity, and may say, " Your pocket-book is like an automobile tire because it is necessary for suc- cessful travel " ; or, " siometimes gets flat," etc. And thus each player must frame a reason, twist- ing his answer tO' suit the occasion as best he may. Often the replies are extremely ludicrous. Having secured! them all, the leader may suggest that he will change the form of his question, and ask : " Why is my thought not like the objects mentioned? " The first player must then explain why the pocket-book is not like a; star. It may be, " Because it is usually very near you " ; or, "It may sometimes be seen in the daytime," etc. In almost any company, a number of clever answers may be secured ; and these answers must be made, of course, on the spur of the moment. Exchafige. — A jolly house-party game which is full of funny situations and some exercise is called " Exchange." Ten or a dozen players may take part in the game, but a larger number is desirable. The players are seated in chairs, forming a large circle ; the play^s are numbered consecutively from one upward. 'After receiving their numbers they may arrange themselves in irregular order. One 72 SOCIAL GAMES of the players is blindfolded and begins the game by standing in the center of the group and calling out any two numbers. The players who bear these numbers must exchange places. While they are doing so the blindfolded player endeavors to tag either one of them, or to secure for himself one of the chairs vacated. Those whose numbers are called exchange places as quietly as possible, and by dodg- ing or going a long way around try to evade the blindfolded catcher. They may rush for their seat- exchange, or proceed more slowly, according to the nearness of the catcher. If one is tagged, or robbed of his seat during the process of exchange, he is required to take the blindfold, and thus the game progresses. A clever catcher will endeavor to remember the location of the numbers and act accordingly; and he may stand very close to the chair which he thinks is occupied by the person bear- ing the num'ber which he proposes to call. Twirl the Plate. — The players in tibis game arrange their chairs in, a circle, each one being num- bered, as in the previous game. The one who begins the game stands in the center, with a tin plate, or some similar circular object, which he spins around on the floor. As he does so he calls out one of the players by number. This one immediately runs forward and endeavors to catch the plate before it has fallen on its flat side to the floor. If he suc- ceeds he returns to his seat; if not, he must spin the PARLOR AND HOUSE-PARTY GAMES 73 plate and call out by number some other player, Who, in turn, tries to catch the plate before it falls. In a small company where the players are all well known to each other, the names of the persons may be used, instead of numbers. The game may assume the character of a con- test. An " official scorer " may make note of the number of times each player is called out, and bis percentage of successes or failures as the basis for the award of a possible prize. Shouting Proverbs — I f the company will arrange themselves into two e'qual groups, and try this game of " Shouting Proverbs," they will be astonished at the difficulty of solving what might seem to be an easy problem. One of the groups secretly selects a proverb, beginning, perhaps, with a well-known one, such as " All's well that ends well," " A rolling stone gathers no moss," etc. The words of the selected proverb are divided among the players, each word being assigned to at least one player, or to more than one if the group is large. Each group should have a leader; and at his signal the mem- bers of his company simultaneously shout the words assigned to them. The other group must guess the proverb. The resulting " Babel of Sound " is utterly confusing. Three or four trials for guessing may be allowed. If the proverb is correctly guessed, the " shouting " group must turn and run toward a ■goal, pursued by the guessers. The goal may be the 74 SOCIAL GAMES end of the room, or other designated place if the game is played out-of-doors. Those who are tagged must go over to the side who captured them. The two sides take turns in shouting their proverbs. The easiest way to guess is to listen carefully for single words, and try to patch them together into a com- plete proverb. Gossip. — The game of " Gossip " illustrates how an ordinary statement of an item of news may grow in proportions and become distorted in fact as it passes from mouth to mouth. The players arrange themselves in a row or around a room. One whis- pers to his neighbor a bit of news of any sort. This neighbor in turn whispers what he heard, or thought he heard, to the one next to him, and so on around the room. If any player does not he!ar or under- stand clearly he is not allowed to ask for a repetition, but must give to the one sitting next to him his own ' version of the " gossip." The last player states aloud his understanding of the statement made to him, and each one in turn may give his version, until at last the original statement is given by the first player. Astonishing variations are often found, and sometimes the last person receives the bit of " gossip " so different from the original statement that it does not contain a single word suggested by the first player. The Game of One Eye. — ^Considerable amuse- ment may be furnished a parlor group by the game PARLOR AND HOUSE-PARTY GAMES 75 of " One Eye." The company divides itself into two groups. In the doorway of the room is hung a sheet or large curtain which completely hides the players in one room from those in the other. A hole an inch and a half or so in diameter is cut in the sheet at about the height of the heads of the players. One group selects one of its members, who places one eye in the opening of the sheet, and the other group must guess whose eye it is. Each member of the group may write his guess on a slip of paper. After all the players on one side have made their exhibition of " one eye," and guesses have been recorded by players on the other side, the papers may be collected, and the percentage of correct guesses may be ascertained. Each group takes its turn at guessing, which may proceed in the nature of a contest if the papers are •taken up and scored according to their correctness. If one has not tried this game he will be sur- prised at the difficulty of recognizing even an inti- mate acquaintance when only a small part of his face is exposed to view. Sometimes the game is played 'by thrusting one hand through the opening in the sheet, the others guessing to whom it belongs. A variation has also been tried of having the sheet hung so as to leave a space of six inches at the bot- tom. The game then consists in guessing to whom the exhibited shoes belong ! The Game of Wink. — This game is played best 76 SOCIAL GAMES when there is an equal num>ber of boys and girls. The girls (or one-half the company) are seated in chairs placed in a circle. There should be one empty chair. Behind each chair stands a boy. The one who stands behind the empty dhair must seek to seciire an occupant for that place. In order to do so he is not allowed to speak, but must wink at any one of the girls who are seated. As soon as she observes this silent appeal, she tries to slip away quickly to the empty chair ; but her partner, standing behind her may prevent her from doing so by touch- ing het on the shoulders. If this is done she cannot escape, but must keep her seat. The player behind the empty chair then gives his imploring sign to some other girl. If she escapes she occupies the empty chair, but of course leaves one behind. Thus the guardians of the empty chairs are continually chang- ing, and the standing players endeavor to avoid hav- ing an empty chair in front of them. The guardians of the chairs must watch closely the " winks " of the lonesome players, and see that their charges do not escape ; but they must avoid roughness. The seated players must only be touched when tfne standing players think they are about to lose their partners. When the game has progressed for a while, the boys take the seats, and the girls become their guardians, when the game proceeds as before. The Acrostic Sale. — ^This game taxes the wits of the players who make the " sales." One member PARLOR AND HOUSE-PARTY GAMES 77 of the party announces that he has some article to sell — any imaginary article will serve the purpose, especially if the word is composed of seven or eight letters or more. To illustrate : The one who begins the game may say: '* I have an AUTOMOBILE for sale." To the next player he says: " What will you give me for the first letter in this word, the A ? " The answer may be " An alligator." And so he requests of the different players their offers, taking the letters of the word Automobile in turn; the answers must begin witib the letters named. The " salesman " must make a written list of the items mentioned. The complete list of articles offered for his automobile may read as follows : Alligator. Oil-can. Urn. Blackberries. Tom-cat. Isinglass. Oatmeal. Locket. Mush-bowl. Ear-ring. Having secured this miscellaneous collection of useful articles, the player who has made the sale must explain in a little story what he is going to do with all those things, weaving each separate article into the web of his narrative. For instance, he may say : " I am going to start a little Zoo. I have already for my collection an Alligator and a Tom- cat. I shall feed them with Oatmeal served from my Bowl, and Blackberries from my Urn. I shall put a window of Isinglass in their cage, and in case 78 SOCIAL GAMES of sickness use my Oil-can. With the Locket, I shall adorn the Alligator, and put the Ear-rings on my Tom-cat ! " The trick is to bring into a very- short story every article mentioned, in as reason- able a way as is found possible. Each player takes his turn in offering things for sale, and when the articles are all secured he must explain his line of conduct after he has come into possession of Dhe various things which have been offered. The game is capable of many funny interpretations. The arti- cles offered should be as absurd and unusual as the wits of the players may suggest. The greatest tax, of course, comes on the ingenuity of the possessor of the article which is offered for sale. I Went to Paris. — ^This game justifies itself only by the laughter it provokes on account of its absurd movements. The company, seated around the room, imagines that it has taken a journey to Paris in order to purchase certain necessary commodities. The first player says, " I went to Paris." The second, next to him, asks, " What did you buy? '" The first player makes answer, " A pair of shoes," and moves his feet about slightly, to indicate the nature of his first purchase. He must continue the movement throughout the whole g'ame. The second player says to the third, " I went to Paris." The third asks, "What did you buy?" Whereupon the same answer is given, " A pair of shoes," this player also indicating his purchase by the movement. Each PARLOR AND HOUSE-PARTY GAMES 79 player in turn makes the same assertion, " I went to Paris," his neighbor always asking, " What did you buy ? " and when the shoes are mentioned, the move- ment with the feet is made. By the time the ques- tion has gone all around the circle, all are moving their feet about. On the second round the leader again says he has gone to Paris, and when asked as to his purchase he may say, "A fan." Then with his right hand he begins imaginary fanning, at the same time keeping his feet moving. The questions and answers go around the circle as before, each making imaginary movements with a fan, at the same time keeping up movements with ihe feet. On the third round the leader may say he bought a pair of gloves, and wiggles the fingers of his left hand to indicate that article of apparel, and all the company imitate him as before, after the question is asked. On the next round the leader states that he bought a pair of eye-glasses, and indicates it by winking fast, at the same time keeping up all the other movements. The next time he has bought a set of false teeth, and illustrates that purchase by rapidly opening and clos- ing the mouth. When the game has reached this point, the whole company is patting its feet, open- ing and closing the fingers of the left hand, fanning with the right, winking fast with the eyes, and opening and closing the mouth! No doubt, the fatigue point will have been reached at this juncture. The game can be played quickly by hundreds of 80 SOCIAL GAMES people at a time by the omission of the questions and answers. A leader is necessary, who makes the statement of his purchases and the necessary move- ments, which all the company must imitate at once. Then he adds to the list of articles, one at a time, by tdling the little story of his Paris purchases, and all the company imitate. The Donkey Solo. — This game takes rather an unfair advantage of one of the players, but the merriment of the others is its justification. The leader announces that he will direct a game, the name of which he cannot divulge. He explains, however, that a little barnyard music may be the result, and that at a given signal all must play their parts, which he will suggest to each separately and privately. He Intimates that he will Indicate some particular form of noise for each to make. Then he goes around and whispers his directions to each player. Selecting a victim, he whispers to him to bray loudly, like a donkey, when the signal is given. He whispers to all the rest to remain absolutely silent. Then when he gives the signal for the game to begin and everybody is quiet except the one who bursts out Into the " Donkey Solo," the effect may be Imagined. It Is needless to say that the game is only of brief duration, and can be played but once In any one group ! Barnyard. — ^This noisy game Is somewhat sim- ilar to the preceding, except that all the company PARLOR AND HOUSE-PARTY GAMES 81 actually take part in the activities. The leader assigns to each the name of the animal which the player shall imitate. When the leader raises his right hand certain ones must imitate the squeahng of pigs ; others, the crowing of roosters, the cackling of hens, the neighing of horses, the braying of don- keys, the bleating of sheep, the barking of dogs, the mewing of cats, the gobble of the turkey, the " quack " of the ducks, the hiss of the geese, the mooing of the cows, etc. One must represent the call to breakfast, made by the farmer's wife, and the response by the farmer himself. Other farm noises may suggest themselves ; the rattle of machin- ery, or the " honk " of the auto horn. Children, who are primitive enough to enjoy noises of this sort, greatly delight in the game. It is understood that when the left hand of the leader is raised, there shall be absolute silence. Several alternate raisings of the right and left hands will no doubt suffice. If immediately following this game the leader gives the game of the " Donkey Solo," the latter is made very effective. Suggested Activities. — The leader by clever planning may make this a very spectacular game, filled with humorous or pathetic situations, as his fancy may elect. To each member of the group a " suggested activity " is mentioned, and when all have been directed as to the course they must pur- sue, each one must hasten, at a given signal, to do 82 SOCIAL GAMES the particular duty which has been whispered to him by the leader. Each player is in ignorance of what his neighbor will do. For illustration, the following will suffice : Mary is told by the leader to play on the piano slow and doleful music; Jdhn must dance a lively jig; Tom is directed to clap his hands, and keep time with his foot ; Julia to take her handker- chief and to weep bitter tears, groaning continually, " This is too sad, too sad! " Ned must pat her on the back, and say, " Poor Julia, it might be worse ! " Robert brings a glass of water to John, and says, " Drink to me only with thine eyes ! " Oscar shines Julia's shoes, as she weeps; Ellen grasps Jcxhn's hands as he dances, and implores him repeatedly to " Cease this savagery before it is too late ! " Alice and Joe put on their hats, and say in unison : " This is no place for us ! " Charles kneels before Alice and Joe, and begs, " Don't leave us thus in our sorrow ! " Martha sings, " There is no' place like home." Thus eacih player is given his suggested activity, and must begin his performance only when the signal is given. Endless variation may be introduced, and funny situations brought about ; but they have to be carefully planned by the leader beforehand. The movements and speeches should be repeated for a time sufficiently long to allow the players as well as the audience to grasp the situation fully. Instead of working in unison, each player may be assigned a separate performance as his share of PARLOR AND HOUSE-PARTY GAMES 83 the game. This is easier for the leader. Various members of the group may take turns as directors of the activities of the rest. The Cracker-eating Relay. — This rather absurd game takes the nature of a contest. Each girl of the party holds a cracker, and she has in mind a ** knight " to whom the cracker is to be given. The boys who take the places of the knights line up some distance away, fifteen or twenty yards if the game is played out-of-doors, or at one end of a hall or room if played indoors. At the word " Go," the knights run to the ladies, each receiving his cracker, and return to their starting-point. They must eat the cracker as quickly as possible, and return to their ladies, kneel before them, and whistle a tune which the lady recognizes and names. The first lady tO' name the whistled tune of her knight wins the contest. Spectators as well as participants secure much amusement from this game. Who Is My Neighbor? — ^This game may be played indoors with one-half of the players blind- folded, and beside each one an empty chair; or it may be played out-of-doors, the blindfolded players all being seated with so'me space between them. The rest of the players seat themselves by the side of those who' are blindfolded and begin to sing to them In a disguised voice. Each blindfolded person must guess who his right-hand neighbor is; and in the 84 SOCIAL GAMES confusion of voices this is not always an easy matter. Sometimes it is better' to have the " singing " done by one player at a time, especially when the crowd is a large one. After a brief period of this vocal display, and when each ihas guessed his neighbor correctly, the sides change places, the former vocal- ists assuming the blindfolds, and the program is repeated. Ghosts — The name of this game seems to have no particular bearing on its nature ; but it furnishes amusement, and demands some concentration of thought. The! leader begins by naming some letter of the alphabet ; the next player adds a letter, look- ing toward the formation of a word. Each one in turn adds a letter, but must avoid any addition which would complete the word. If he inadvertently does so, he becomes a " half -ghost." By the rules of the game, no one is allowed to speak to a half-ghost; if any player does this he himself becomes a half- ghost. The half-ghosts, however, may continue playing, and may talk all they please ; but they must not be answered, although they endeavor to trap others into conversation with them. If, then, a player is obliged to add a letter which finishes a complete word, he becomes a half-ghost. The next player immediately begins a new word, by naming another letter; the other players, in turn, add their letters as before. If a half-ghost is obliged to fin- ish the word by the addition of his letter, he becomes PARLOR AND HOUSE-PARTY GAMES 85 a whole ghost, and is out of the game. He may still speak, however, but if a player talks to him, that player immediately becomes also a full ghost, and can play no more. Thus the players are rapidly eliminated from the game and tihe contest in word- making narrows itself down to two players, one of whom, sooner or later, must become a full ghost. To illustrate the game, the first player may mention the letter L ; the second, I ; the third avoids any let- ter which would complete a word, and may add G; the next, A ; the next, T ; the next may not add E, because that would finish the word " Ligate " ; so he adds I ; the next O, and the next must of necessity add the letter N, completing the word " Ligation," which makes him a "half-ghost." It will be seen that the point of the game is to develop skill in orthography, and to twist the words in such fashion as to avoid adding any letter which might be a final one. Jack's Alive ! — The necessary equipment for this game is a small stick of wood, lighted at one end; and while the stick is glowing it is passed from one player to another. Each one announces as he passes the stick along that " Jack's alive ! " When the bit of fire at the end of the stick goes out. Jack is dead. The object of the game is to pass the stick to one's neighbor while the fire still burns. When the spark is nearly extinguished, there will be no doubt fran- tic efforts to pass the stick rapidly, so as not to be 86 SOCIAL GAMES responsible for " Jack's " death. Each must take the bit of wood as it is handed to him; and if he should be so unfortunate as to have Jack die in his hands, the charred end of the stick is used to paint on his face a delicate moustache, which shall serve as an epitaph. The " Jack " is lighted again and passed around as before. Needless to say, the game does not progress very far before several of the g^up will bear evidences of the sad fact of Jack's demise ! If Jack should die more than once in the hands of any one player, various additional decorations are given him — a goatee, a penciled eyebrow and clown- like marks of various designs. An ordinary match may be used, but perhaps will be found rather short- lived. A larger stick of some soft wood or a cork is better for use in the game. Sardines. — This game is suitable for a large, roomy house, with many closets, nooks and secret corners. It is played in reverse fashion to the old game of hide-and-seek. One member of the party is allowed time to hide, when the rest go in search. So far as possible, each player must go alone to seek the hidden one; preferably they should not move about in groups. When the hidden player is discovered the one finding him must quietly go also into the hiding-place, and remain there with the first player. If no one observes him, he must take his place with the hidden one as quickly as possible; but he must try and avoid betraying the hiding- PARLOR AND HOUSE-PARTY GAMES 87 place to others. Hence, if there are others in the room or in the immediate vicinity, the player who has discovered the hidden one may go elsewhere, as if still seeking; and at a favorable opportunity he may return and sneak in with the hidden one. Each player, then, crowds into the hiding-place as he discovers it; and as the game progresses the fun increases. The players become packed like " sardines " ; hence the name of the game. The dif- ficulty of keeping quiet under the circumstances may be imagined! The last player finds himself alone, of course, and searching for all the rest. The game may be played out-of-doors, if the conformation of the locality permits; boulders and trees, rocky ledges and ravines and miniature caves have made the game possible for an excursion party in the Dells of the Wisconsin River, Scouting for Words. — This splendid game has to do with the letters of the alphabet, and might be called " Initials," or a " Word at a Glance." Besides the pleasure it gives, it may be made decidedly edu- cational. It certainly tends to quicken one's wits and to test his knowledge along miscellaneous lines. For children it is fine and well adapted to Boy Scouts patrols. It is necessary to have cards or slips of paper on which have been: written or printed plainly the letters of the alphabet, one letter on each card. It is well to have three or four cards of each letter of 88 SOCIAL GAMES the alphabet, omitting the X and Z and Q, or having only one card bearing those letters. The cards are mixed in the pack. One player must act as leader of the game, and he holds all the cards, face downward. He turns them over, one at a time, so that the letters may be clearly seen by each of the players. Just before he turns a card he may say, " Mention to me some bird whose name begins with this letter." Then the card is quickly exposed to view. The invitation is open to all ; the one who first gives a correct answer gets the card. If no one can think of an answer in five seconds, the leader puts the card into the pack again and gives some other subject, turning another card. The game may be varied by a clever leader to suit almost any group from very young children to college profes- sors. For the younger players the leader may say, " I am going tO' take a walk through the woods. What objects would I be likely tO' see, the names of which begin with this letter? " Then he turns the card, which is always given to the player who i's first with his answer. When the cards in the pack have been exhausted, the game is over and won by the person who holds the largest number of cards. Below is given a list of subjects which the leader may make use of in directing the game : Literary: Names of authors, poets, poems, es- says, books, magazines, newspapers, characters in well-known novels, Bible names, etc. PARLOR AND HOUSE-PARTY GAMES 89 Geographic: Names of rivers, mountains, coun- tries, cities, lakes, states, capes, islands, etc. Natural History: Names of birds, animals, fish, insects, trees, flowers, fruits, plants, vegetables, etc. Historical: Celebrated characters, warriors, statesmen, presidents, kings, emperors, governors, noted battles, etc. Musical : Names of musical instruments, songs, hymns, composers, musical note and signs, etc. Commercial: Articles found in drug stores, drygoods stores, book stores, groceries, hardware shops, banks, photographic houses, clotlhing stores, offices, etc. ' Anatomical : Parts of the body, organs, m;uscles, nerves, blood-vessels, bones, etc. Grammatical: Parts of speech, initials of adjec- tives, verbs, adverbs, nouns, etc. Miscellaneous: Names of girls, boys; articles found in the schoolroom, in the home, in bedrooms, etc.; parts of automobiles, bicycles, typewriters; names of articles concerned in railroading; objects seen on a city street, on a country road, at church, in a theater ; articles to eat, drink, smell ; articles of clothing-, etc. The above list will suffice to show the great possibilities of the game, and how it may be made interesting to groups of varying ages and degrees of mental development. The game may be conducted as a contest by having the players divide into two equal groups, the individual players winning cards for their side; or a small group of players may stand in line, the one giving the answer first going to the 90 SOCIAL GAMES head. This plan adds interest to the game, because the position of the players is constantly changing. The game may also be varied for schoolroom pur- poses by having all the pupils stand. As soon as each child gives first a correct answer he takes his seat and is out of the game. The slower players, of course, will have to remain standing longer than the rest. A good variation of the game is called " Oppo- sites." When the card is shown, an adjective and its opposite must be given ; for instance, old, young ; polite, rude; quick, slow; intelligent, ignorant; bright, dull, etc. The Silver Spoon Identification. — In this rather odd game all the players arrange themselves in a circle, except one, who is blindfolded and takes his position in the center, with a large silver spoon in his hand. His duty is to identify the players as best he can by passing the round end of the spoon over their heads, faces and shoulders. If he fails in his first attempt, he tries another player as his subject. If he succeeds in this rather difficult and ludicrous fashion in identifying one of the players, that one assumes the blindfold and the spoon, and the posi- tion in the center. The members of the company may change seats frequently, so as to confuse the blindfolded player as to the locality of the individual players. A player may stoop, or try to disguise the fact of his height, but must not otherwise interfere PARLOR AND HOUSE-PARTY GAMES 91 with the efforts of the Mind man to guess the names of the players whom he touches with the spoon. Guessing Baby Pictures — If the hostess will ask each of her invited guests to bring with him a photo- graph of himself taken when he was very young, a great deal of merriment will be created when these pictures are all collected and exhibited. Each pic- ture should be numbered and displayed in order on a table and each player must record his guesses on a slip of paper. When this has been done, the hostess may collect the papers and mark them on the per- centage of correct answers. For the benefit of the others, each guest must finally acknowledge his own photograph. The game works best in a company of people who know each other well. Even in this case the guessing is not always an easy matter. The comments made on the photographs by the players is often very ludicrous. Hid in Sight. — In this game it is required that all the players leave the room except one who remains behind to hide any small object; a piece of money answers admirably. He endeavors to hide it in a fairly secluded spot, but it must be placed in plain sight, and not in any way covered up. The players must be informed as to the nature of the object which is hidden. When they return to the room each player separately must begin his search, and after having discovered the hidden object he must avoid disclosing the secret by word or action 92 SOCIAL GAMES and take his seat. He may even try to put other players off their guard by pretending to continue his search and going to another part of the room before sitting down. When nearly all the players have dis- covered the hidden coin the fun increases, because these have the enjoyment of watching the futile efforts of the unsuccessful players. Usually those who are more fortunate do not fail to comment in disparaging fashion upon the stupidity of the slow ones. Impromptu Performances. — This amusing game may bring forth a great deal of clever talent if played in the right company. It is liable to tax one's wits, but invariably causes a pleasing diversion in the company. The leader must prepare beforehand a list of " stunts " or suggested activities, eaoh one being written on a slip of paper. The players must not know beforehand the nature of their perform- ances. As each one is called to a platform, or to the front of the room, he is handed the slip bearing the name of his " stunt." Objections or protests from the players are not allowed, and it must be under- stood that no one will be excused from an attempt at his " impromptu performance." The sooner it is over, the better ! Following are some suggestions as to the list of stunts : Dance a jig. Make a speech. Sing a song. Pose as a statue. Tell a funny story. Impersonate an actor. PARLOR AND HOUSE-PARTY GAMES 93 Make a Fourth of July oration. Preach a sermon. Teach a class in geography. Illustrate a lesson in gymnastics. Repeat a bit of Shakespeare, or other author. Give a Mother Goose rhyme. Give in pantomime a lady dressing her hair in front of a mirror. Take the part of Hamlet. Play the piano or some other musical instrument. Assume attitudes of anger, grief, jealousy, re- morse, horror, ecstasy, etc., in quick succession. Imitate the various barn-yard noises. Hold a conversation with an imaginary friend, or with some noted historical character, etc. Christmas Shopping. — To impersonate a toy, a household article or a book is the task which taxes the ingenuity of those who play this amusing game. The leader of the " Christmas shopping " expedition announces to the company that he 'has come into possession of several interesting articles which he proposes to offer for sale. Previously he has whis- pered to several of the players to represent by sound or action these different articles. He may ask one to take the part of a jumping- jack when called on to exhibit himself ; to others, he may whisper the names of the following suggested articles : Toy automobile. Teddy bear. Jack-in-the-box. " Moo " cow. Tin horn. Mary's Httle lamb. Drum, Pet poodle. 94 SOCIAL GAMES Phonograph. Monkey on a stick. Doll. Carpet sweeper. Rocking-horse. Alice in Wonderland. Tin soldier. Robinson Crusoe. Having selected his players and having secretly assigned them their duties, he asks them all to stand quietly in line. Then he requests one of the com- pany to act as a purchasing agent, and explains that this agent must first discover the nature and names of these objects. In order to do so it is necessary that he press a button on one of the players standing in line, and immediately that player gets into action. If the purchasing agent recognizes the article repre- sented, he may say : " I like this little tin soldier very w^ell. I shall buy him." Then he asks the tin soldier to stand aside, and begins testing the other players, endeavoring to guess from their motions or sounds what they are until they have all been tested and he has seen the performances of each. As he guesses the articles, he sets each aside, and finally he begins to carry the " articles " off with him. Every " article " theti must follow the purchaser around the room, each one exhibiting his individual movements and making the noise required. It is often ridiculously funny to witness the procession of the jumping-jacks in action, tin horns blowing, autos " honking," tin soldiers stifBy marching, pho- nographs playing, Cheshire cats grinning, Robinson Crusoes looking for footprints in the sand, etc. If PARLOR AND HOUSE-PARTY GAMES 95 the game is played with spirit and originaHty, it is as funny to spectators as to players. Old and young seem equally amused at the absurd spectacle pre- sented by the results of the " Christmas shopping." Fruit Basket — This is a good parlor game in which there is much movement and scrambling for seats. The players should arrange themselves in chairs placed in a circle. They must then be num- bered I, 2, 3, 4, I, 2, 3,4, I, 2, 3, 4, etc., as they are seated. When they have thus been counted in fours the leader explains that all the ones are oranges; the twos are apples; the threes are bananas; the fours are lemons. By this arrangement it will be seen that the different varieties of fruits are scat- tered around the circle. The one who begins the game stands in the center of the circle, and calls out " Lemons and Oranges ! " whereupon the lemons and oranges must quickly exchange seats. In the scramble, the one in the center endeavors tO' secure a seat for himself. If he succeeds, there will be one left without a seat. This one in turn may call out, " Bananas and Apples ! " when the players who represent these fruits must change seats. And so any combination of fruits may be spoken, and the change of seats made. If the player in the center should call out " Fruit Basket ! " the whole company must exchange seats. The center player thus gives himself an admirable chance of securing a chair. The company may be counted off in fives or sixes, 96 SOCIAL GAMES and a greater variety of fruits assigned. More con- tinuous action is secured, however, by having only three or four varieties of " fruits." Shifting Seats, — ^Another Hvely game of Chang- ing seats is this one, sometimes called " Cover the Stool." All the players are seated, except one. There must be one unoccupied chair In the circle. The player beginning the game stands in the center, and commands "Shift seats to the right!" The one on whose right the empty chair is placed must quickly shift to it. His neighbor moves to the one just vacated, and so on, all around the circle. If the command " Shift Right ! " is given each one must see to it that there is no vacant chair immedi- ately on his right. All do not, therefore, move at once, but in quick succession, and it is quite difficult for the standing player to secure the empty chair. If he' succeeds in doing so, the one who should have shifted to it becomes " It," and he in turn stands In the center of the circle, and gives again the command to shift right or left. The command should be given quickly and repeatedly, so that the players are moving pretty constantly. Polite Conversation. — ^This game is an amusing trial of the conversational powers of the players. Two players only can take part in the game; but the rest will be abundantly amused. These two players who are to engage first in the " polite con- versation " must leave the room. While they are PARLOR AND HOUSE-PARTY GAMES 97 gone the remaining' ones select some subject or some particular phrase which these two shall make use of in their conversation. The phrase or subject to be used is whispered privately to each player. Neither one must know what sentence has been assigned to his fellow-conversationalist. The object of the game is for each player to make use of his phrase or subject in a natural and reasonable way before his opponent has an opportunity to speak his own sentence. The sentences must not be abruptly spoken, but a preliminary conversation must be held, which may lead up naturally and logically to the expression of the desired words. To give an illus- tration : Miss Jones and Mr. Smith are sent from the room. Miss Jones is assigned the subject of False Teeth; Mr. Smith must introduce somehow into his conversation the subject of Watermelons. The leader privately informs each one of the subject on which he or she shall talk. When they enter the room they are fonnally introduced. They must act and speak as if they were entire strangers. All the members of the group, of course, know the subjects which have been assigned. The conversation might be conducted as follows : Mr. Smith : I am very glad to meet you, Miss Jones ; I have heard of you through a brother of mine, who was a classmate of yours in college. Miss Jones: I remember him very well, Mr. 7 98 SOCIAL GAMES Smith ; he was a celebrated football player, and had a serious accident in one of the games, Mr. S, : Yes, and when he left college, he moved down South, and bought a farm in Georgia. Fruit- raising was his specialty, and he had always wanted a Southern farm. Miss J. : That is interesting. I remember how the whole college sympathized with him when he lost his teeth in the game I referred to. I believe it was even necessary for him to have a set of false teeth as a result of his sad accident ! Mr. S. : Yes, indeed, it was ; but as he raised watermelons on his Georgia farm, and was himself very fond of them, he managed to get along very- well indeed on that diet, in spite of his accident. But Miss Jones succeeded in getting around to the *' 'false teeth " first, and so wins from Mr. Smith, who was a little delayed in mentioning his watermelons! The audience in the meantime has taken a lively interest in the conversation, watching its turn to the desired subjects. Two other players are sent out, two other subjects are selected, which may be as ridiculous as possible. When a specified sentence, instead of a general subject, is given to the players, it is a little harder to weave it into the web of the conversation. The Reporter's Game. — This is another conver- sational game, in which eadh gelitleman in the com- pany must talk for five minutes to his lady partner on some distinctly masculine subject or occupation, the more technical the better; and at the end of his PARLOR AND HOUSE-PARTY GAMES 99 conversation the lady must make a written report of what she remembers of the conversation. The gentleman may converse on subjects pertaining to athletics, games and records; may describe a foot- ball or baseball game, with technical terms, scores, etc. ; or he may tell stories of hunting, fishing and camping; or talk about automobiles, about business dealings, stocks and bonds, or commercial or scien- tific subjects, or of professional subjects generally. If he can talk on any subject in which the lady is not well versed, so much the better. After each lady has written her report, the tables are turned, and some essentially feminine subject is given by the lady, the gentleman being required to submit his report in writing after her remarks have been com- pleted. The ladies may converse on such subjects as dress-making, the trimming of hats, of shopping and domestic occupations of various kinds; they may give recipes for cooking, reports of club meet- ings or societies of essentially feminine interest. It is not permitted to take notes during the conversa- tions; the reports must be written entirely from memory, and read aloud to the company at the close of the " Reporter's Game." Animal Voices and Bird Songs. — In this game one player is blindfolded while the rest stand in a circle around him. The players in the circle may move about occasionally to confuse the blindfolded one as to their locations. With a small wand or 100 SOCIAL GAMES pencil the blind man locates and touches a player, and asks him to grunt like a pig. If he guesses the name of the player who imitates that animal, they exchange places; if he fails to guess correctly he must make trial of some other player. Thus the amusing game proceeds. The following requests may be made : to roar like a lion ; bray hke a donkey ; crow like a rooster; sing like a canary; bark like a dog ; mew like a cat ; howl like a hyeiia ; hoot like an owl ; cackle like a hen ; whistle like a whip-poor-will ; imitate the notes of the meadow lark, boib-white, chickadee, mocking-bird, mourning-dove, etc.; cry like a baby ; gobble like a turkey ; neigh like a horse ; " quack " like a duck, etc., etc. If the blindfolded player cannot name the per- son who has attempted the noise suggested he may demand a second or third repetition of the perform- ance. It is not always easy to identify the players, since the imitations are usually weird and peculiar and often given in disguised voices. Pertinent Questions and Impertinent Answers. — ^In the playing of this game the company divides itself into two groups who sit facing each other. If there is an equal number of boys and girls, so much the better. The ladies sit together on one side of the room, the gentlemen opposite them. Two le'aders are necessary, one for the boys, one for the girls. The leader of the boys passes down their line, and whispers to each one a question which PARLOR AND HOUSE-PARTY GAMES 101 must be asked the lady who sits opposite him. These questions should be varied, unusual and as ridicu- lous as possible. The leader of the girls likewise passes down their line and whispers to each one some answer which must be given. The game is begun by the boy at the head of the line who propounds his question to the lady opposite, and she gives the reply which she was instructed to furnish. Each player in turn thus asks his ques- tion and receives his answer. The ans-wers, of course, are frequently irrelevant, and usually amus- ing. Much depends on the skill of the two leaders, who frame for the players their questions and answers without any prearranged consultation. The game is varied by having the girls propound the questions and the boys give the answers. The answers to the questions will be more fitting if each of the first set of questions begins with " Why?" and another set with " Where? " The two leaders should agree beforehand on some such general scheme of questions and answers. Millinery Creations. — This game requires some preparation on the part O'f the hostess. It will be necessary for her to furnish to each gentleman pres- ent a lady's untrimmed hat. Materials for the fash- ioning of this " creation " must also be furnished, with an abundance of pins. The materials for trim- ming and the hats themselves may be as cheap and as fantastic as possible. It would be easier for the 10£ SOCIAL GAMES hostess if each lady guest should bring with her the hat and materials for trimming. The feature of the game is to furnish to each gentleman a hat, trim- mings and pins, and in a given time (five or ten minutes) he must trim the hat as effectively as his limited ability will allow! When all the hats are finished, the gentlemen are requested to put them on for display, and to pass in review before a set of judges who shall pass upon the merits of the "Millin- ery Creations." Carpenters and Seamstresses. — The program of a social evening may be varied by a game of some- what similar nature to the above. To each gentle- man is given a piece of cloth, a needle and thread and ten 'buttons. At a signal to begin operations, each gentletaan must thread his needle, and begin sewing on buttons. The one who has accomplished most in five minutes wins a prize. A task of driving tacks or nails into boards may be assigned to the ladies. To each is given a small hammer and a sulfificient quantity of tacks. She must drive the tacks in straight rows, without physi- cal injury to herself. The contest is decided by the straightness of the rows and the number of tacks driven in a given time. Biographic Cartoons. — ^A great deal of fun may be had in playing this game, which is well suited to a small parlor group, and if the players know each other well the game works admirably. A Startling Creation! FAIRY SOAP iia^ ^.^^ #, Grape-Nuts t,e aoon -TooK l i Pd aure-ly be too late! , -t Hal ha! ha I Hap-py are we, m Friir nw ^z^ T. CARROUSEL ? r An-der-son, and Pe-ter-son, and Carl- Btrom, and me! P^ =£=t^ ^ This game is a great favorite both with children and adults. On account of its action, it is much enjoyed by small boys, for whom it is difficult to find many appropriate singing games. The dance represents a " merry-go-round," the inner circle being the horses, the outer circle the riders. Music is divided into two parts, A and B. Count one, two, three, four to a measure. Formation: A double circle, all dancers facing the center. The children of the outer circle place their hands on the shoulders of their partners of the inner circle (see Fig. 50 of "The Circus"). Little children sweet and gay, Carrousel is running, It will run till evening; Little ones a nickel, big ones a dime. Hurry up! get a mate! Or you'll surely be too late. 234 SINGING GAMES AND DANCES Dancers move clockwise around the circle, taking two long, slow slides to a measure. The slide is made by sliding left with the left foot (one), and closing the right foot to the left (two). This is continued through the fifth measure. 5 meas. In the last two measures dancers take two stamps to a measure, and have the stamps come exactly on the emphasized words. The music is accelerated in these two measures. 2 meas. Music A. II. Ha, ha, ha! Happy are we, Anderson and Peterson and Carlstrom and me. Ha, ha, ha! Happy are we, Anderson and Peterson and Carlstrom and me. Continue sliding clockwise around the circle, but take four slides to a measure and music is much quicker. 4 meas. Repeat, changing the direction and sliding toward the right. 4 meas. Music B. At the end of the dance the horses and riders change places, and the dance is repeated from the beginning. Note: The music starts slowly, while the " merry-go-round " is winding and gradually becomes faster, until for the last four measures it is quite fast. SINGING GAMES AND DANCES CAPTAIN JINKS :i=ii 1. I'm S. Sa ^te Gap - tain Jinks of the horse ma - rines, I late your part- ner and turn to the righl^ and i 0i '} ;V LA ^ 4V=1= ::S=S: feed my horae on com and beans, And swing the la - dies awing your neighbor with all yonr might,Then promenade all the ^ i m i* Fink m *=(»: i^ in their teens for thaf s the style in the ar - my. la - dies right for that's the style in the ar - my. ^N -^ ^^^-k^-^i^Jq I y: rJ-|s S E ^ -tr- the 1- dies how ^1 2. I teach f: -^ it to dance, I * •i— ^ CAPTAIN JINES 237 yj Ihli^^^^ m how to dance, how to dance, I teach the la - dies ^ rrr . i r > t^ \ 1 I 17 I 1 U ^ D.a ^^ m ^ =p^ 1=:C= ai how to dance for that's the style in the ar - my. t^ 1^ t^ - -. . J ^- -^ =}- Formation: A single circle moving clockwise around the room, girls in front of boys. Any num- ber may take pa.rt. Music is in two parts, A and B. The dance accompanies the words of the song as indicated below. I'm Captain Jinks of the horse marines. I feed my horse on corn and beans. Dancers walk joyously and briskly clockwise around the circle, letting the arms swing easily. 4 meas. And swing the ladies in their teens, For that's the style in the army. 238 SINGING GAMES AND DANCES Girls turn quickly and face their partners who are just behind them. Join both hands with part- ner, and turn partner once around, taking eight skip steps. At the word " army," partners should have completed turn and be standing side by side, inside hands joined, girl on boy's rig on the word " see." In returning to places, dancers pass their own partners and commence the dance with the next person. THE FIRST OF MAY 247 The dance may be repeated as often as is desired, always with a new partner. Note: For little children, use the slidlng-step described in Part I. For older children, the polka step which is described in Part I of the Swedish Clap Dance, page 193, may be used. 248 SINGING GAMES AND DANCES HICKORY DICKORY DOCK ^^^ -.-5: ^ Hlck-o - Tj Dick-o - ry Dock, The mouse ran up the PiiH-^ i=^^ m \-i-^t^ ^ ^=.1^JU=^M ± clock, ^» !: The clock struck one, The IT X t> tl J- i ^3Q s e t: I mouse ran down, Hick- o - ry Dick-o - ry Dock. m t^. -* — zT"* — -^ HICKORY, DICKORY, DOCK 249 This is a great favorite with Httle children. Formation : Children form a double circle around the room, facing each other. The dance should accompany the nursery rhyme as indicated below : I Hickory, Dickory, Dock, Tick-tock. With arms hanging rather stiffly in front of body to represent a pendulum, swing arms slowly left, right, left. On the words " tick-tock " place hands on hips and take two light stamps in place, left, right. 2 meas. The mouse ran up the clock. Partners change places with quick, little, run- ning steps. 2 meas. The clock struck one. Partners clap right hands vigorously together. 1 meas. The mouse ran down. Partners return to places. i meas. Hickory, Dickory, Dock, Tick-tock. Swing arms from left to right as described above. 2 meas. II Partners join both hands and extend them to the side, shoulder high. Take three slides, going clockwise around the circle, and two stamps in place. 2 meas. 250 SINGING GAMES AND DANCES Three slides in opposite direction (counter-clock- wise) and two stamps. 2 meas. Join right hands with partner, start with the left foot, take three slow steps, left, right, left, changing places with partner. Turn, facing partner, place right foot behind, take skirts with both hands and make courtesy to partner. 2 meas. Join left hands with partner, start with right foot, repeat the above, returning to place and cour- tesy to partner. 2 meas. Note: Diuring II the children sing softly the syllable " la." Music should be a little quicker for the slides and should retard again while children are changing places. Make a decided retard for the courtesy. 252 SINGING GAMES AND DANCES AUtgro. (J = 100) RIBBON DANCE ( English ) Arranged by C. H. Mills d^ i. ^ ^ ^ fcrj i 'I J J n ^^^ j-yj n m i Pedf. i j^cni-AJ j_^ p ^a §^-r >^ - ^f =f i ffi^ J=i^ f=*=f i=:i:S: ^5 ffi ^- ^ X iF=^ RIBBON DANCE 25S Si m )l f it -L. V * . tZ -*— T- m r 7 J m £^ ^ -»— *- td^ i^JTT] j^j. ^ 1- — t g grr^ ^t^ ^ ^ Formation: Two parallel lines facing-, standing about six feet apart. As seen from the front the girls should be on the right side of the boys. Each couple holds a scarf between them, holding scarf in right hands. In place of scarf two large hand- kerchiefs knotted together may be used. Six or eight couples make a good number for a set. Couples should be numbered alternately i, 2, com- mencing at the head of the line. Music is divided into two parts, A and B. Count one, two to a measure. Couples I all face Couples 2. With four skip steps Couples i and 2 change places. All Couples 2 pass under the kerchiefs of Couples i. 2 meas. 254 SINGING GAMES AND DANCES All turn, but do not let go kerchiefs, and return to places. Couples i passing under the kerchiefs this time. 2 meas. Repeat all above. 4 meas. Music A. II The girls drop the kerchiefs, the boys hold them high, using both hands. The head girl turns and skips outside of the girls' line, followed by all the other girls. The head boy leads down outside of the boys' line, followed by all the other boys. The end couple does not follow, but remains in place hold- ing the kerchiefs high for the others to pass imder. When partners meet at the end of the line, girls take hold of scarfs and all skip back to places under the arch of end couple. Music B and first four measures of Music B repeated. Ill Couples now hold kerchiefs high, forming arches. Head couple skips under arches to end of line. Last four measures of Music B. Dance is now started from the beginning. Repeat until all couples have returned to original places. BIBLIOGRAPHY DANCING A. Books Containing Music and Descriptions of Dances Berquist, Nils, " Swedish Folk Dances." A. S. Barnes & Co. BuLT, Mildred. " Old Devonshire Dances," Edition 5640. J. Curwen & Sons. BuRCHENAL, ELIZABETH. (a) " Polk Dances and Singing Games." G. Schirmer & Co. (b) " Dances of the People." G. Schirmer & Co. (c) " Dances of Finland." G. Schirmer & Co. (d) "Dances of Denmark" G. Schirmer & Co. Coles, Alice M. C. " Old English Country Dance Steps," Edition 5713. J. Curwen & Sons, London. " The Hornpipe," Edition 1365. J. Curwen & Sons. Crampton, C. Ward. *'Thc Folk Dance Book." A. S. Barnes & Co. " The Second Folk Dance Book." A. S. Barnes & Co. Davison, William J. " Gymnastic Dancing for Men." Y.M.C.A. Press. Gilbert, M. Ballou. " School Dances." G. Schir- mer & Co. Graham, John. " Lancashire and Cheshire Dances." J. Curwen & Sons. " Shakesperean Bidf ord Morris Dances." J. Cur- wen & Sons. Hinman, Mary Wood. (a) " Couple Dances." Hinman School of Dancing. (b) " Ring Dances." Hinman School of Dancing. (c) " Group Dances." Hinman School of Dancing. HoFER, Mari R. (a) " Popular Folk Games and Dances." A. Flanagan & Co. (b) **PoliteandSocialDances." Clayton F.SummyCo. 255 256 BIBLIOGRAPHY Hughes, E. " Maypole Exercises," Edition 5675. J. Curwen & Sons. KiMMiNS, G. T., " Guild of Play Books " ; Parts I and II, Festival and Dance ; Part III, For Little Children ; Part IV, National Dances. J. Curwen & Sons. Lincoln, Jennette E. C. " The Festival Book." A. S. Barnes Co. Neal, Mary. " The Esperance Morris Book," Parts I, II. J. Curwen & Sons. Sharp, Cecil J. (a) "The Coumtry Dance Book," 4 Volumes. Contains descriptions of dances only. H. W. Gray & Co. (b) " Country Dance Tunes." 8 Parts. Contains the music for dances described in " The Country Dance Book." H. W. Gray & Co. (c) "The Morris Book," 2nd Edition. Contains descriptions of dances only. H. W. Gray & Co. (d) " Morris Dance Tunes." 10 Parts. Contains music for dances described in " The Morris Book." H. W. Gray & Co. (e) " The Sword Dance Book of Northern Eng- land." 2 Volumes. Contains descriptions of dances only. H. W. Gray & Co. (f ) " Sword Dances of Northern England, Songs and Airs." 3 Parts. Contains music for dances described in " The Sword Dance Book of North- ern England." H. W. Gray & Co. Sperling, Harry. "The Playground Book." A. S. Barnes Co. B. Books on the History and Philosophy of the Dance Caffin, Caroline and Charles. "Dancing and Dancers of Today." Dodd, Mead & Co. BIBLIOGRAPHY 257 DoDWORTH, Allen. " Dancing and Its Relations to Education and Social Life." Harper & Bros. Ellis, Havelock. " The Philosophy of Dancing." The Atlantic Monthly, Februaiy, 191 4. Emmanuel, Maurice. " The Antique Greek Dance." John Lane Co. Etscher_, Gaspard. " Renaissance of the Dance." The Forum, September, 191 1. Flitch, J. Crawford. " Modern Dancing and Dan- cers." J. B. Lippincott Company. Grove, Lilly. "Dancing." Longmans, Green & Co. GuLicK, Luther H. " The Healthful Art of Dane-, ing." Doubleday, Page & Co. Hall, G. Stanley. " Educational Problems." Vol- ume I, Chapter ii. Educational Value of Dancing and Pantomime. Jacques-Dalcroze, Emile. " Eurhyt'hmics." Small,. Maynard & Co. Johnson, A. "The Russian Ballet." Kinney, Troy and Margaret West. " The Dance." Frederick A. Stokes & Co. Narodny, Ivan. " The Dance." National Society of Music. O'Sheel, Shaemas. " On With the Dance." Forum, February, 191 1. Terry, Ellen. " The Russian Ballet." Sidgwick and Jackson. Singing Games Bolin, Jakob. " Swedish Song Plays." Bremner, Kate, (a) " A Book of Song Games and Ball Games." George Philip & Son. (b) " More Song Games." George Philip & Son. 258 BIBLIOGRAPHY Brown and Boyd. " Old English and American Games." Saul Bros. Crawford, Caroline. " Dramatic Games and Dances for Little Children." A. S. Barnes Co. GiLLiNGTON, Alice, (a) " Old Hampshire Singing Games." J. Curwen & Sons. (b) " Old Isle of Wight Singing Games." J. Cur- wen & Sons. (c) " Old Surrey Singing Games ahd Breton Sing- ing Games." J. Curwen & Sons. GoMME, Alice B. "Traditional Games of England, Scotland and Ireland." 2 Volumes. David Nutt. HoFER, Marie R. (a) " Children's Old and New Sing- ing Games." A Flanagan & Co. (b) "Old Tunes, New Rimes, and Games." A. Flanagan & Co. Kastman and Koehler. " Swedish Song Games." Ginn & Co. Kirk, Florence, (a) " Old English Games and Physical Exercises." Longmans, Green & Co. (b) " Rhythmic Games and Dances for Children." Longmans, Green & Co. Kidson and Moffat. " Eighty Singing Games." Bagley & Ferguson. Newell, Wm. " Games and Songs for Am.erican Children." Harper Bros. Pedersen and Boyd, (a) " Folk Games of Denmark and Sweden." Saul Bros, (b) " Folk Games and Gymnastic Play." Saul Bros. Sharp and Gomme. " Children's Singing Games." 6 Sets. H. W. Gray & Co. Van Cleve, Cecilia " Folk Dances for Young Peo- ple." Milton Bradley Co. / ''*. ,lt ^ ' > .■^-% >' .^^ x^^'^-^ '.^ ^' K ^ / <-< ,'. "^/^ V^' -/ ,0- A. " -£ o >.^lil^^ ^0 o , , •%-';/ -.-r >> <^ * M o ^vi'^' ."',sFS^^ 0^ . ^^ .V^^^.'^; V .A ^ N C „ 'Z- ^ -> « "• ^ A'^' « V 1 .8 # •<>, x,..^' "^^ v*'