iKst' i'';l> [1 K^:!': ii^ l'!,l! i''i;iir::)mB« iiliii in: J^.,.^">- ^■^^yCv^:^■;.*^^>^fV^>g: GAMES FOR ALL OCCASIONS Bcut^C^ J>t^^O. yy^<^^ Slpyyyuu {S cjjt^ /^-u^n:*^) GAMES FOR ALL OCCASIONS BY MARY E. BLAIN c^mj^.^ CHICAGO BREWER, BARSE C^ CO. o\ Copyright, 1909 By Brewer, Barse CBu Co. LIBRARY of CONGRESS TwoCoDles Received APR 29 1809 '^ COPY d. PREFACE "A Merry heart maketh a cheerful countenance." The desire to play and frolic seems to be a heritage of mankind. In infancy and early childhood this joy and exuberance of spirit is given full sway. In youth, that effervescent stage of human existence, "joy is unconfined." But in middle age and later life we are prone to stifle this wholesome atmosphere of hap- piness, with care and worry and perhaps, when a vexed or worried feeling has been allowed to control us, even forbid the children to play at that time. Why not reverse things and drown care and strife in the well-spring of joy given and received by re- viving the latent spark of childhood and youth ; join- ing in their pleasures passively or actively and being one of them at heart. So presuming that "men are but children of a larger growth," the games, pastimes and entertainments described herewith were col- lected, remembered and originated respectively with the view of pleasing all of the children, from the tiny tot to, and including the "grown-up," each according to their age and temperament. M. £. B. GAMES FOR TINY TOTS Games For Tiny Tots A RUNNING MAZE Form a long line of children — one behind the other. The leader starts running, and is followed by all the rest. They must be sharp enough to do exactly as the leader does. After running for a moment or two in the ordinary running step, the leader changes to a hopping step, then to a marching step, quick time, then to a march- ing step, slow time, claps and runs with hands on sides, hands on shoulders, hands behind, etc. Finally the leader runs slowly round and round into the centre, and can either wind the children up tightly or can turn them on nearing the centre and run out again. For another change the long line can start running and so unwind the spiral. BEAN BAG All stand in a line except one who is the leader who stands a short distance opposite the line. The leader throws the bean bag to the child at 12 Games For Tiny Tots the head of Ihe line who returns it to the leader. The leader ^Pbws it to the next child, who throws it back to the leader, and so it is thrown back and forth to each child in turn. Any one in the line who fails to catch the bag must go to the foot of the line. If the leader fails to catch the bag he must go to the foot of the line and the one at the head of the line takes his place. "BIRDS FLY." This is a very simple game. Each player places a finger on the table, which he must raise whenever the conductor of the game says : "Birds fly," "Pig- eons fly," or any other winged creatures "fly." If he names any creature without wings, such as "Pigs fly," and any player thoughtlessly raises his finger, that player must pay a forfeit, as he must also do if he omits to raise his finger when a winged creature is named. BUTTON, BUTTON All the children except the one who passes the button sit in a circle with hands placed palm to palm in their laps. The child passing the button holds it between her palms and goes to each one, in turn, slipping Games For Tiny Tots 13 her hands between the palms of the ^ildren. As she goes around the circle she dro^ the button into some child's hands, but continues going around as long after as she pleases, so the rest will not know who has it. Then she stands in the middle of the circle and says: "Button, button, who has the button?" All the children guess who has it, the one calling out the correct name first is out and it is his turn to go around with the button. BINGO "The miller's dog lay at the mill, And his name was little Bingo, B with an I, I with an N, N v^ith a G, G with an O, His name was little Bingo. "The miller he bought a cask of ale, And he called it right good Stingo, S with a T, T with an I, I with an N, N with a G, G with an O, He called it right good Stingo/' One child represents the miller, the rest stand round him in a circle, and all dance round and sing the verse. When it comes to the spelling part of the rhyme, the miller points to a child who must call out the right letter. Anyone who makes a mistake must pay a forfeit. 14 Games For Tiny Tots BLINDMAN'S BUFF Before beginning to play, the middle of the room should be cleared, the chairs placed against the wall, and all toys and footstools put out of the way. The child having been selected who is to be "Blind Man" or "Buff," is blindfolded. He is then asked the question, "How many horses has your father?" The answer is "Three," and to the question : "What color are they?" he replies: "Black, white, and gray." All the players then cry: "Turn around three times and catch whom you may." "Buff" accordingly spins round and then the fun commences. He tries to catch the players, whilst they in their turn do their utmost to escape "Buff," all the time making little sounds to attract him. This goes on until one of the players is caught, when Buff, without having the bandage removed from his eyes, has to guess the name of the person he has secured. If the guess is a correct one the player who has been caught takes the part of "Buff," and the former "Buff" joins the ranks of the players. BLOWING THE FEATHER All the children, except one, sit on the floor around a sheet or table cloth which they hold about eigh- teen or twenty inches above the floor. A feather is placed on the sheet and at a signal the child near- est it blows the feather toward another child. The Games For Tiny Tots 15 object is to keep the feather in the air, not allowing it to light. The remaining child runs back and forth around the group trying to catch the feather. When he is successful, the person on whom the feather rested or was nearest to, changes place with him. COCK FIGHTING This is a most amusing game, and although only two boys can play at it at one time they will keep the rest of the company in roars of laughter. The two who are to represent the "cocks" having been chosen, they are both seated upon the floor. Each boy has his wrists tied together with a handkerchief, and his legs secured just above the ankles with another handkerchief ; his arms are then passed over his knees, and a broomstick is pushed over one arm, under both knees, and out again on the other side over the other arm. The "cocks" are now considered ready for fighting, and are car- ried into the center of the room, and placed oppo- site each other with their toes just touching. The fun now commences. Each "cock" tries with the aid of his toes to turn his opponent over on his back or side. The one who can succeed in doing this first wins the game. It often happens that both "cocks" turn over at the same time, when the fight commences again. 16 Games For Tiny Tots CATCHING THE MOUSE The children sit in two rows opposite each other with a space between. One child takes the place of "cat," being blindfolded, the cat standing at one end of the row and the mouse at the opposite end. They start in opposite directions, guiding themselves by the chairs, the cat trying to catch the mouse. When the mouse is caught it is made the "cat," and one of the company takes the place of the mouse. DROP THE HANDKERCHIEF A ring is formed by the players joining hands, whilst one child, who is to "drop the handkerchief," is left outside. He walks round the ring, touching each one with the handkerchief, saying the follow- ing words : — "A tisket, a tasket A green and yellow basket, I wrote a letter to my love. But on my way, I dropped it; A little child picked it up And put it in his pocket." He must drop the handkerchief behind one of the players, who picks it up and tries to catch him be- fore he can run around the ring and jump into the vacant place. As soon as this happens, the first player joins the ring, whilst it is now the turn of the second to "drop the handkerchief." Games For Tiny Tots 17 DONKEY^S TAIL A good-sized donkey without a tail is first of all cut out of brown paper and fastened to the wall. The tail is then cut out separately, and a hat-pin is stuck through the end. The players arrange themselves in a line some little distance from the wall, and the fun begins. Each player must, in turn, advance with closed eyes towards the donkey, and, still keeping his eyes tightly shut, fasten the tail in what he believes to be the right position. When, amidst much laughter, he is told to open his eyes, he finds that he has very carefully fastened the tail to the tip of the donkey's ear, or on the side of his nose. FROG IN THE MIDDLE One child is seated on the ground with his legs under him and the other players form a ring round him. They then pull him about and give him little pushes, and he must try and catch one without rising from the floor. The child who is caught takes the middle, and the frog joins the circle. GREEN GRAVEL Girls form a circle and dance around one of their number. The girl in the ring turns her head 18 Games For Tiny Tots gravely as a messenger advances, while the rest sing to a pleasing air — Green gravel, green gravel, The grass grows so green, The fairest of ladies. Is fit to be seen. Dear , Dear Your true love is dead ; The king sends you a letter To turn back your head. The process is repeated calling each child by name until all of the children have so turned. Turning the head is the sign of sorrow. The game is con- tinued by the following verse in which the lost lovers appear : Dear , Dear Your true love's not slain, The king sends you a letter To turn around again. And the dancers who have all turned about, are one by one made to face the ring. HUNT THE RING For this game a long piece of string is required. On this a ring is threaded, and the ends of the string Games For Tiny Tots 19 are knotted together. The players then take the string in their hands and form a circle, whilst one of the company, who is called the "hunter," stands in the center. The string must be passed rapidly round and round, and the players must try to pre- vent the "hunter" finding out who holds the ring. As soon as he has done this, he takes his place in the circle, whilst the person who held the ring be- comes the "hunter." HOT TAMALES The "tamale" in this game is a knotted handker- chief. One player is chosen for the Hot Tamale man and stands in the center of the room while the others sit around in a circle. The Hot Tamale man begins the game by saying, "hot tamales, hot tamales," at the same time throw- ing the hot tamale to some one in the circle who must throw it to another player in the circle and so on, tossing it from one to another without stopping. The Hot Tamale man tries to catch it and if he succeeds, the one who last tossed it changes places with him and the game continues. HUNT THE SLIPPER The players seat themselves in a circle on the floor, having chosen one of their number to remain outside the circle. The children seated on the floor 20 Games For Tiny Tots are supposed to be cobblers, and the one outside is the customer who has brought his shoe to be mended. He hands it to one of them, saying : — "Cobbler, cobbler, mend my shoe; Get it done by half-past two." The cobblers pass the shoe round to each other as quickly as they can, taking care that the customer does not see which of them has it. When the cus- tomer comes to get it he is told that it is not ready. He pretends to get angry and says he will take it as it is. He must then try to find it, and the cob- bler who has it must try to pass it on to his neighbor without its being seen by the customer. The per- son upon whom the shoe is found must become the customer, whilst the customer takes his place in the circle on the floor. HOT BOILED BEANS AND BACON This is a game for young children. Some small article is hidden in the room, while the little one who has to find it is sent outside. This finished, the players call out together: "Hot Boiled Beans and Bacon ; it's hidden and can be taken !" The little one enters and begins to hunt about for the hidden ar- ticle. When she comes near to its hiding-place, the company tell her that she is getting "hot" ; or if she is not near it she is told that she is "cold." That Games For Tiny Tots 21 she is "very hot" or "very cold," will denote that she is very near or very far away from the object that is hidden, whilst if she is extremely near, she would be told that she was "burning." In this way the hid- den object can be found, and all the children can be interested in the game by being allowed to call out whether the little one is "hot" or "cold." HIDE AND SEEK One child is chosen "It." This one stands by a post or in a corner which is called "base," and hides his eyes. The children decide among themselves how many he shall count while they are hiding. Suppose they choose loo, then he counts 5, 10, 15, 20, etc., until he reaches 100, and then he calls out: "Ready or not. You shall be caught." The children having hidden while he was count- ing remain perfectly still while he is hunting them. If he passes by some child without finding him, that one may run to the "base" and say "One, two, three, I'm in free!" As many children as can, try to get in "free," but if the one Wjho is "it" sees a child, runs to the base and touches it first, calling: "One, two, three," and the child's name he has to be "it." If the child reaches the "base" first he is "free" and the game proceeds until some- one is "caught." If all the children get "free" the one who is "it" again hides his eyes. 22 Games For Tiny Tots HISS AND CLAP This is an excellent party game. One of the com- pany goes outside the room, whilst the remainder of the players decide amongst themselves which of them he shall kneel to. When this is settled upon, the person who is outside is allowed to enter, and he kneels in front of whom he thinks is the right one. If he should make a correct guess, the company clap their hands, and the person to whom he knelt goes outside. If, however, the guess is an incorrect one, the company hiss loudly, and the guesser has to go outside, come back, and try again. Of course, it will make more amusement if when a boy is sent outside the room a girl be chosen as the person to whom he has to kneel; and the op- posite if a girl be outside the room. LONDON BRIDGE No game has been more popular with children than this, and any summer evening, in the poorer quarters of the cities, it may still be seen how six years instructs three years in the proper way of con- ducting it. Two players, by their uplifted hands, form an arch, representing the bridge, under which passes the train of children, each clinging to the gar- ments of the predecessor and hurrying to get safely by. As the last verse is sung the raised Arms of the two directors of the game descend and enclose Games For Tiny Tots 23 the child who happens to be passing at the time. The prisoner is then led, still confined by the arms of her captors, to the corner which represents the prison and asked, "Will you have a diamond neck- lace or a gold pin?" "A rose or a cabbage?" or some equivalent question. The keepers have al- ready privately agreed which of the two each of these objects shall represent, and, according to the prisoner's choice, he is placed behind one or the other. When all are caught, the game ends with a **Tug of War," the two sides pulling against each other; and the child who lets go, and breaks the line, is pointed at and derided. The words of the rhyme sung while the row passes under the bridge are now reduced to two lines : London bridge is falling down, My fair lady! London bridge is falling down, Falling down, falling down, London bridge is falling down My fair lady! YouVe stole my watch and kept my keys. My fair lady! Off to prison you must go, My fair lady! Take the key and lock her up. My fair lady! 24 Games For Tiny Tots MISS JENNIA JONES The story of this is originally a love story. The young lady dies from a blighted affection and the prohibition of cruel parents. A mother, seated, Miss Jones stands behind her chair, or reclines on her lap as if lying sick. A dancer advances from the ring. "IVe come to see Miss Jennia Jones, Miss Jennia Jones, Miss Jennia Jones— I've come to see Miss Jennia Jones, And how is she to-day?" "She's up stairs washing, Washing, washing — She's up stairs washing. You cannot see her to-day." The questions are repeated to the same air for every day of the week and Miss Jones is baking, ironing, or scrubbing. She is then sick or worse and finally is dead. "What shall we dress her in. Dress her in, dress her in ; What shall we dress her in— Shall it be blue?" "Blue is for sailors. So that will never do." Games For Tiny Tots 25 "What shall we dress her in, Shall it be red?" "Red is for firemen, So that will never do." "Pink is for babies So that will never do.'' "Green is forsaken, So that will never do." "Black is for mourners, So that will never do." "White is for dead people So that will just do." "Where shall we bury her? Under the apple tree." Miss Jennia Jones is "laid out" upon the floor and something white thrown over her. After the burial is completed the children form a ring and sing: "I dreamed I saw a ghost last night. Ghost last night, ghost last night — I dreamed I saw a ghost last night. Under the apple tree!" The ghost suddenly arises. The ring breaks up, the children fly with shrieks, and the one caught by the ghost is to take the part of Miss Jennia Jones in the next game. 26 Games For Tiny Tots OATS AND BEANS AND BARLEY All the children form a ring with the exception of one player, who stands in the center. The children then dance round this one, singing the first three lines of the verses given below. At the fourth line they stop dancing and act the words that are sung. They pretend to scatter seed; then stand at ease, stamp their feet, clap their hands, and at the words : "Turn him round," each child turns round. They then again clap hands and dance round, and when the words: "Open the ring and send one in," are sung the center child chooses a partner, who steps into the ring, and the two stand together while the other children sing the remaining verse, after which the child who was first in the centre joins the ring and the game is continued as before. "Oats and beans and barley O ! Do you or I or anyone know How oats and beans and barley grow? "First the farmer sows his seed. Then he stands and takes his ease. Stamps his foot and claps his hands. And turns him round to view the land. "Oats and beans and barley O ! Waiting for a partner, waiting for a partner. Open the ring and send one in. Oats and beans and barley O ! Games For Tiny Tots 27 "So now you're married you must obey, You must be true to all you say, You must be kind, you must be good, And help your wife to chop the wood. Oats and beans and barley O !" PUSS IN THE CORNER This game is really for five players only, but, by a little arrangement, six or seven children can take part in the fun. Four players take their places in the different corners of the room, and the fifth who is Puss stands in the middle. If a greater number of chil- dren wish to play, other parts of the room must be named "corners," so that there is a corner for everyone. The fun consists in the players trying to change places without allowing Puss to get a corner. When they leave their corners, the player in the centre tries to get into one of them. When the centre player succeeds in getting into a corner, the one who has been displaced has to take his place in the middle of the room. RULE OF CONTRARY This is a simple game for little children. It is played either with a pocket-handkerchief, or, if more 28 Games For Tiny Tots than four want to play, with a table cloth or small sheet. Each person takes hold of the cloth ; the leader of the game holds it with the left hand, while with the right he makes pretence of writing on the cloth, while he says: "Here we go round by the rule of contrary. When I say, *Hold fast,' let go ; and when I say *Let go,' hold fast.'* The leader then calls out one or other of the com- mands, and the rest must do the opposite of what he says. Anyone who fails must pay a forfeit. SOAP BUBBLE BATTLE Two children act as captains, one of company A, the other of company B and each in turn choose a soldier until the children are evenly divided into two companies. Stretch a rope or cord at a medium height across the middle of the room, with company A on one side and company B on the other side. Each company is provided with a basin of soap suds (a little glycerine added to the water will make the bubbles last longer) and each soldier with a clay pipe. Two soldiers, one from company A and one from company B stand at arms length from the rope and each blows a bubble from his pipe towards the "enemy" and over the rope if he can. If a soldier blows a bubble over the rope without it bursting Games For Tiny Tots 29 his company wins a point. If he fails to do so, his companv loses a point. These soldiers step back and two more (one from each company) advance and blow a bubble and so on until all have had a turn. Some one keeps the score and the company having the most points are the "victors" and to them belong the "spoils" which consists of a tiny paper drum filled with candy, a small silk flag or any appropriate prize. SPIDER WEB. Attach one end of a mmiber of strings (one for each guest) to the chandelier. Fasten to the other end of each string a small prize wrapped up in tissue paper. Have strings of various lengths and twine them around the table legs, chairs, etc., some may be "spun" around furniture, etc., in adjoining rooms, trying to hide the prizes as much as possible. At a signal each child takes or is given a string from the chandelier and proceeds to wind it around an empty spool or piece of pasteboard, until a prize is reached. The strings must not be broken. An extra prize may be awarded to the child who first winds up a string neatly. SEVERED FLOWERS Cut from colored cloth or paper a number of petals for forming wild roses, using pink material; mar- 30 Games For Tiny Tots guerite daisies of white material and pansies of pur- ple. Five petals for each rose, five for each pansy and ten for each daisy. Have the children sit around a table. Provide each one with a sheet of plain paper, three pins hav- ing the heads covered with yellow tissue paper and mixed petals enough to make one of each kind of flower. At a signal the children begin to make the flowers by sticking the pin through the point of the petals and pinning each flower to the sheet of paper. A prize may be given to the child finishing the flowers first or the child making the best looking flowers. ;^%. GAMES FOR CHILDREN Games For Children ACTING PROVERBS The best way to play this game is for the players to divide themselves into two groups, namely, actors and audience. Each one of the actors should then fix upon a proverb, which he will act, in turn, be- fore the audience. As, for instance, supposing one of the players to have chosen the proverb, "A bad workman quarrels with his tools," he should go into the room where the audience is seated, carrying with him a bag in which there is a saw, a hammer, or any other implement or tool used by a workman ; he should then look round and find a chair, or some other article, which he should pretend requires re- pairing ; he should then act the workman, by taking off his coat, rolling up his sleeves, and commencing work, often dropping his tools and grumbling about them the whole of the time. If this game be acted well, it may be made very entertaining. Sometimes the audience are made to pay a forfeit each time they fail to guess the proverb. 34 Games For Children BLIND MAN'S WAND This is another way of playing Blind Man's Buff, and is thought by many to be an improvement on that game. The player, who is blindfolded, stands in the centre of the room with a long paper wand, which can be made of a newspaper folded up lengthways, and tied at each end with string. The other play- ers then join hands and stand round him in a circle. Someone then plays a merry tune on the piano and the players dance round and round the blind man, until suddenly the music stops; the blind man then takes the oportunity of lowering his wand upon one of the circle, and the player upon whom it has fallen has to take hold of it. The blind man then makes a noise, such as, for instance, the barking of a dog, a street cry, or anything he thinks will cause the player he has caught to betray himself, as the captive must imitate whatever noise the blind man likes to make. Should the blind man detect who holds the stick the one who is caught has to be blind man; if not, the game goes on until he succeeds. THE BLIND POSTMAN First a postmaster-general must be appointed, whose duty is to write down the names of the play- ers, and the names of the cities they have chosen to represent. The postman is blindfolded and led Games For Children 35 to the middle of the room, whilst the other players are seated round it. The postmaster-general then begins to announce that a letter has been sent from one town to another, say from Denver to Chicago. The two players who have taken those names must rise up silently and change seats. The postman's duty is to try and seat himself in one of the vacant chairs; the player who loses his chair must become the blind postman. BLOWING THE CANDLE Place a lighted candle on a table at the end of a room. Invite someone to stand in front of it, then blindfold him, make him take three steps backwards, turn round three times and then advance three steps and blow out the candle. If he fails he must pay a forfeit. It will be found that very few are able to succeed, simple though the test appears to be. CAT AND MOUSE All players form a ring, joining hands, except one called the Mouse, whom they enclose within the circle, and one who is on the outside who represents the cat. They then dance around, raising their arms at intervals. The cat watches the chance to spring into the circle at one side, and the mouse dashes out at the other — public sympathy being 36 Games For Children with the mouse, his or her movements are aided when possible. When the cat is in the circle, the players lower their arms so as to keep the enemy prisoner. The cat goes around meekly, crying "mew," while the rest dance around her. With a sudden "miaou!" she tries to break through any weak place in the chain of hands. As soon as she escapes she tries to catch the mouse, who runs for safety into the ring again, hotly pursued. If the cat is so near as to follow the mouse into the ring, before her entrance can be pre- vented, or if she catches the mouse outside the circle, the mouse must pay a forfeit. Two more players are then named by the cat and mouse to succeed them. THE CLAIRVOYANT The clairvoyant goes out of the room, undertaking to name the person whom his confederate shall point out. The door being shut upon the clairvoyant the con- federate points to one whom we will call Mr. B. "At whom am I pointing?" he queries. "At Mr. B.," replies the clairvoyant. The trick is for the clairvoyant and his confeder- ate to arrange between them that the person who speaks last before the clairvoyant leaves the room is the person to be pointed at. Games For Children 37 THE CUSHION DANCE The children first of all divide themselves into two parties. They then form a ring, and commence dancing round a hassock which is placed, end up- wards, in the middle of the room. Suddenly one party endeavours to pull the other party forward, so as to force one of their number to kick the has- sock and upset it. The player who has been unfortunate enough to touch the hassock has then to leave the circle. The game proceeds until only two remain; if these two happen to be boys the struggle is generally pro- longed, as they can so easily jump over the hassock, and avoid kicking it. "CHANGE SEATS: THE KING'S COME." In this game as many seats are placed round the room as will seat all the players but one. This one stands in the middle of the room, repeating the words: "Change seats, change seats;" but no one moves unless he says: "Change seats: the king's come." Then all must change seats. In the bustle, the one standing can generally manage to secure a seat, when the person left out must take his place. The person in the centre may tell a story if he chooses, bringing in the words ; "Change seats," oc- 38 Games For Children casionally, and sometimes he may say slily: "The king's not come," when everyone should, of course, remain seated; but some are sure to mistake the words for "The king's come," and jump up, when the centre player can slip into a seat. DUCK UNDER THE WATER Each child chooses a partner and stands opposite to her, so that two long lines are formed. Each couple holds a handkerchief between them, as high as they can lift their arms, so as to form an arch. The couple standing at the top of the lines run through the arch without letting go their handker- chief, and station themselves at the bottom of the lines, raising their handkerchief again so as to con- tinue the arch. This is done by each couple in suc- cession until all have had a turn. Whoever breaks the arch or drops the handkerchief must pay a forfeit. THE GARDENER Any number of children can play. One is chosen as leader and is called the "gardener." All the children sit in a circle and the "gardener" gives each one in turn the name of some flower. When all are named the "gardener" stands in the centre of the circle and tells how he has gone to the woods to gather certain flowers; how he has trans- Games For Children 39 planted them to form a lovely garden; the care he has to take of them, and so on, telling quite a long story and bringing in the names of all the flowers he has given to the children. As a flower is mentioned, the child who has that name rises, turns around, and sits down again. Anyone who fails to rise when his flower is named must pay a forfeit. When the gardener says some- thing about a bouquet, all the children rise and ex- change seats. Then the "gardener" tries to get a seat, and if he succeeds, the person who has no seat becomes the "gardener" and the game goes on as before. GOING TO JERUSALEM A row of chairs, facing alternately different ways, is placed through the centre of the room — a chair for every player except one. Some one at the piano plays a lively air, first fast, then slow, very loud, then low — ^while the children march around the chairs without touching them, keeping time with the music. When the music suddenly stops, all rush for a seat. A chair must be taken away each time the marching recommences — until but two chairs remain, when the excitement be- comes intense. The one who at the moment that the music ceases has the good fortune to seat him- self or herself in the one chair remaining wins the game and perhaps a prize. 40 Games For Children GAME OF CAT The person who is to play the part of Cat should stand outside of the door of the room where the com- pany is assembled. The boys and girls, in turn, come to the other side of the door and call out "miaou." If the Cat outside recognizes a friend by the cry, and calls out her name correctly in return, he is al- lowed to enter the room and embrace her, and the latter then takes the place of Cat. If, on the contrary, the Cat cannot recognize the voice, he is hissed, and remains outside until he is able to do so. GRAND MUFTI One of the company is chosen as Grand Mufti. The others then form a circle with the Grand Mufti in the centre, and every action which he performs, if preceded by the words, "Thus says the Grand Mufti," must be imitated by every member of the circle. The Grand Mufti, in order to lead one of the com- pany astray, will sometimes omit to say the words : "Thus says the Grand Mufti;" in this case if any member of the company imitate his action, he is com- pelled to pay a forfeit. Games For Children 41 HERE I BAKE, HERE I BREW The players join hands in a circle, with one of their number in the middle, who is supposed to be a captive, longing for freedom and reduced to diplo- matic means to secure it. The prisoner touches one pair of joined hands in the circle saying, "Here I Bake." Then, passing to the other side, says, "Here I Brew," as she touches another pair of hands. Suddenly, then, in a place least suspected, perhaps whirling around and spring- ing at two of the clasped hands behind her, or at the pair which she had touched before, if their owners appear to be off guard, she exclaims "Here I mean to break through!" and forces her way out of the circle if she can. The players must be on the alert and strongly re- sist the captive's effort to escape. Those who permitted her to regain her freedom — through inattention or weakness — ^must then make use of the "counts" familiar to all generations of children, to decide which of them shall take the place of the prisoner. HAT GAME One of the players has two hats, one he places on his own head and the other he hands to one of the company. The person who has received the hat must then make every action contrary to the 42 Games For Children action of the person who handed him the hat. For instance, if No. i sits down, No. 2 must stand up. If No. I takes his hat off, No. 2 must put it on. If No. 2 fails he must pay a forfeit. The time of trial is limited to three minutes, or less if the players wish, after that No. i is bound to take the hat and be tried in his turn. THE HUNTSMAN One person represents the huntsman, the other players call themselves after some part of a hunts- man's belongings; for instance, one is the cap, an- other the horn, others the powder-flask, gun, whip, etc. A number of chairs are arranged in the middle of the room, and there must be one chair less than the number of players, not counting the huntsman. The players then seat themselves round the room, whilst the huntsman stands in the center and calls for them one at a time, in this way : "Powder-flask !" At once "Powder-flask" rises and takes hold of the huntsman's coat. "Cap," "Gun," "Shot," "Belt," the huntsman cries; each person who represents these articles must rise and take hold of the player summoned before him, until at length the huntsman has a long line behind him. He then begins to run round the chairs, until he suddenly cries: "Bang," when the players must Games For Children 43 sit down. Of course, as there are not sufficient chairs, one player will be left standing and he must pay a forfeit. The huntsman is not changed through- out the game, unless he grows tired, when he may change places with one of the others. "HE CAN DO LITTLE WHO CAN'T DO THIS." One of the players takes a stick in his left hand and thumps the floor with it, sa5dng, "He can do little who can't do this." Then he hands the stick to an- other player, who will most probably use his right hand when holding the stick and thumping the ground. If he does he is told he has failed in the simple task, and the stick is handed to another. The game goes on until someone discovers that the secret of the trick is to copy the leader exactly, and therefore the stick must be held in the left hand. HISSING AND CLAPPING As many chairs as there are players must be ar- ranged down the middle of the room. The girls then all sit down so that each has a vacant chair next her, and the boys retire from the room. Dur- ing their absence the girls all decide which par- ticular boy is to occupy the vacant chair next her, and the boys are summoned in turn. On entering the room the boy must walk straight to 44 Games For Children the chair next the girl whom he imagines to have chosen him, and sit down. If he has guessed cor- rectly he is loudly clapped by all the girls present, and another boy is called in. But if he makes a mistake, and sits down on the wrong chair, he is hissed so vehemently that he is only too glad to escape from the room. Another player is called in, and the process is repeated, until finally all the boys have guessed correctly, and all the vacant chairs are occupied. HOLDFAST! LET GO! For this game the company must divide them- selves into parties with four in each group, and one odd player who must issue commands and lead the game. Each party of four must hold a handker- chief cornerwise, one player at each corner. The leader of the game then takes up his position in the middle of the room from which he issues his com- mands in sharp, quick, decisive tones, when he shouts "Let go!" the players must all hold tightly on to the handkerchief. And when, almost with the same breath, he calls "Hold fast!" they must drop it as if it burnt the tips of their fingers. The fun of the game lies in the leader issuing his commands so rapidly one on top of the other that the players be- come bewildered. The players who make a mistake retire from the game, until finally only one of the four is left and he becomes leader. Games For Children 45 HUNT THE WHISTLE The chief participator in this game must be igno- rant of the trick about to be played. He is told to kneel down whilst a lady knights him, naming him "Knight of the Whistle." During the process someone fastens a small whistle to his coat tails by means of a piece of ribbon. He is then bidden to rise up and search for the whistle. The hunt begins ; all the players combine to deceive the searcher ; they must blow the whistle whenever they can do so with- out being detected. When the searcher discovers the trick the game is, of course, at an end. "I SELL MY BAT, I SELL MY BALL" A ring is formed with one child in the middle, who is called the "drummerman." Whatever this child does the others mimic, moving round as they do so, and singing the following words : — "I sell my bat, I sell my ball, I sell my spinning-wheel and all ; And 1*11 do all that e'er I can To follow the eyes of the drummer-man." Anyone who does not at once imitate the "drummer- man" must pay a forfeit and take his place as "drum- mer-man." 46 Games For Children JUDGE AND JURY The company should be seated in two lines facing each other, and one of the party should then be elected to act as judge. Each person has to remem- ber who is sitting exactly opposite, because when the judge asks a question of anyone, it is not the per- son directly asked who has to reply, but the person opposite to the judge. For instance, if the judge, addressing one of the company asks: "Do you like apples?" the person spoken to must remain silent, whilst the person who is opposite to him must reply, before the judge can count ten ; the penalty on fail- ing to do this or answering out of one's turn is a forfeit. A rule with regard to the answers is that the reply must not be less than two words in length, and must not contain the words: "Yes," "nio." "black," "white," or "grey." For the breaking of this rule a forfeit may also be claimed. "MY MASTER BIDS YOU DO AS I DO" For all those children who are fond of a little ex- ercise no better game than this can be chosen. When the chairs are placed in order round the room the first player commences by saying : "My master bids you do as I do," at the same time working away with the right hand as if hammering at his knees. The second player then asks: "What does he bid me do?" in answer to which the first player says: Games For Children 47 "To work with one as I do." The second player, working in the same manner, must turn to his left- hand neighbor and carry on the same conversation, and so on until everyone is working away with the right hand. The second time of going round the order is to work with two; then both hands must work; then with three ; then both hands and one leg must work ; then with four, when both hands and both legs must work; lastly with five, when both legs, both arms, and the head must be kept going. Should any of the players fail in keeping in constant motion a forfeit may be claimed. MAGIC MUSIC One of the players is sent out of the room, and the rest then agree upon some simple task for her to per- form, such as moving a chair, touching an ornament, or finding some hidden object. She is then called in and some one begins to play the piano. If the per- former plays very loudly the "seeker" knows that she is nowhere near the object she is to search for. When the music is soft, then she knows she is very near, and when the music ceases altogether, she knows that she has found the object she was in- tended to look for or has found the task she is to perform. 48 Games For Children MALAGA RAISINS The players sit in a circle and one who is ac- quainted with the trick takes a small stick in his right hand, makes some funny movements with it, and then, having taken it in his left hand, passes it to his neighbor, saying: "Malaga raisins are very good raisins, but I like Valencias better." He then tells his neighbor to do the same. Should any of the players pass on the stick with the right hand, they must pay a forfeit, but of course they must not be told what mistake they have made until the stick has been passed right round the circle. "OUR OLD GRANNIE DOESN'T LIKE TEA" All the players sit in a row, except one, who sits in front of them and says to each one in turn ; "Our old Grannie doesn't like T; what can you give her instead?" Perhaps the first player will answer, "Cocoa," and that will be correct ; but if the second player should say, "Chocolate," he will have to pay a forfeit, be- cause there is a "T" in chocolate. This is really a catch, as at first everyone thinks that "tea" is meant instead of the letter "T." Even after the trick has been found out it is very easy to make a slip, as the players must answer before "five" is counted; if they cannot, or if they mention an article of food with the letter "T" in it, they must pay a forfeit. Games For Children 49 ORANGES AND LEMONS Two of the players join hands, facing each other, having agreed privately which is to be "Oranges" and which "Lemons." The rest of the party form a long line, standing one behind the other, and hold- ing each other's dresses or coats. The first two raise their hands so as to form an arch, and the rest run through it, singing as they run : — "Oranges and Lemons, Say the bells of St. Clement's; You owe me five farthings. Say the bells of St. Martin's; When will you pay me? Say the bells of Old Bailey. I do not know, Says the big bell of Bow. Here comes a candle to light you to bed Here comes a chopper to chop off your head !" At the word "head" the hand archway descends, and clasps the player passing through at that moment; he is then asked in a whisper, "Oranges or Lemons?" and if he chooses "oranges," he is told to go behind the player who has agreed to be "oranges" and clasp him round the waist. The players must be careful to speak in a whisper, so that the others may not know what has been said. The game then goes on again, in the same way, until all the children have been caught and have 50 Games For Children chosen which they will be, "oranges" or "lemons." When this happens, the two sides prepare for a tug- of-war. Each child clasps the one in front of him tightly and the two leaders pull with all their might, until one side has drawn the other across a line which has been drawn between them. OLD SOLDIER Old Soldier is a game for young children, and though it seems very simple, yet there is a good deal of fun in it. One of the children pretends to be an old soldier, and goes round begging of each of the other players in turn, saying that he is "poor, and old, and hungry," and asking what they will do for him or give him. In answering the Old Soldier no one must say the words : "Yes," "No," "Black," or 'White," and he must be answered at once without hesitation. Anyone who does not reply at once, or who uses any of the forbidden words, must pay a forfeit. POST-OFFICE One player begins the game by going out of the room, and then giving a double (or postman's) knock at the door; it is the duty of one of the other players to stand at the door inside the room to an- swer the knocks that are made, and to ask the post- man for whom he has a letter. Games For Children 51 The postman names some member of the com- pany, generally of the opposite sex ; he is then asked, "How many stamps are to be paid?" Perhaps he will say "six"; the person for whom the letter is supposed to be must then pay for it with kisses, in- stead of stamps; after which he or she must take a turn as postman. PETER PIPER This is an amusing game for children. A black- board is needed upon which the verse, "Peter Piper," etc., is illustrated or written so that the words are mixed up and it will be difficult to point out. Some older person will be needed to superintend the game. One child is given a pointer and as the others sing, to any familiar tune : "Peter Piper picked a peck of pickled peppers. Now if Peter Piper picked a peck of pickled peppers, Where is that peck of pickled peppers, Peter Piper picked?" she must point out each word or drawing as quickly as it is sung. If a mistake is made in pointing, the child takes her place with the rest and another child is out. Each one is given a turn. / It is an achievement, if done successfully, and some suitable gift should be given as a prize. 52 Games For Children THE SEA AND HER CHILDREN The players seat themselves in a circle, one of the number remaining in the center to represent the "Sea." Each player takes the name of some fish and the Sea walking around the circle calls each person by the name they have adopted. As they are called they must rise and follow the "Sea." When all have left their seats the "Sea" begins to run about crying: "The Sea is troubled." Sud- denly she seats herself, when all her companions must try to do the same ; but there will be one seat short, so there will be one player left over and this player becomes the "Sea." No player must seat himself until the "Sea" has taken a chair, and she can create some fun by running about and pretend- ing she is about to seat herself. Any player seating himself before the "Sea" must pay a forfeit. THE STAGE COACH The leader tells every member of the company to choose as a name some article connected with a stage coach; the wheels, the horses, the whip, the bridle, etc., may be chosen. These the leader jots down on a piece of paper and then begins to tell a thrilling story. "The stage coach left the old Stag Inn, amidst the thundering of the horses' hoofs and the cracking of the driver's whip." Some member will probably have chosen to be the horses, another the Games For Children 53 whip, and as their names are mentioned they must rise, twirl round and sit down again. Then the nar- rator continues : "For some miles all went well, then a bridle gave way (the bridle must rise and twirl round) and the driver put down the reins, jumped from his seat and ran to the horses' heads. It was found necessary to take the horses out of the shafts before the stage coach could proceed on its way." As each member's name is mentioned he must rise and twirl round ; but when the Stage Coach is men- tioned every one must rise and change seats, when the narrator, who has been standing, tries to secure one. If he succeeds the person left out becomes narrator. The great point is for the narrator to tell such a thrilling story that the members forget to acknowledge the mention of their names, when they must pay a forfeit. SHADOW BUFF A splendid game, and one specially suitable for a large party. A sheet or white tablecloth is first of all stretched right across the room, and on a table behind it is placed a bright lamp. All the other lights in the room are then extinguished, and one of the players takes a seat upon a low stool midway between the lamp and the sheet. The other players endeavor to disguise themselves as much as possible, by distorting their features, rumpling their hair, wearing wigs, false noses, &c., and pass one by one 54 Games For Children behind the player seated on the stool. Their sha- dows are thus thrown upon the sheet. The aim of the seated player is to guess the identity of the sha- dows as they pass before him; and the aim of the others is to endeavor by every means in their power to keep him from recognizing them. As may be imagined, the task of the single player is not an easy one, the distorted shadows being vastly different from the originals as seen before the lights were extinguished. STEPS The blindfolded player is placed in the middle of the room, and the other players all place themselves at various distances round him. The blind-man is then told how many steps he must take in order to be able to touch a certain player. This game does, I know, sound rather simple in writing ; but try it, and you will find that it is not so easy as you imagine. It will also have the effect of making the dullest party lively, because the blind-man makes such ab- surd mistakes as to the direction and length of steps that he has to take. THE SPELLING GAME Each player in this game has what are called three "lives," or chances. When the company is seated in a circle, the first player mentions a letter as the Games For Children 55 beginning of a word. The game is for each of the company, in turn, to add a letter to it, keeping the word unfinished as long as possible. When a letter is added to the former letters and it makes a complete word, the person who completed it loses a "life." The next player then begins again. Every letter added must be part of a word, and not ah odd letter thought of on the spur of the mo- ment. When there is any doubt as to the letter used by the last player being correct, he may be challenged, and he will then have to give the word he was thinking of when adding the letter. If he cannot name the word, he loses a "life"; but if he can, it is the challenger who loses. This is an example of how the game should be played. Supposing the first player commences with the letter "p"; the next, thinking of "play," would add an "1" ; th^ next an "o," thinking of "plough" ; the person, not having either of these words in his mind, would add "v" ; the next player perhaps, not know- ing the word of which the previous player was think- ing, might challenge him, and would lose a "life" on being told the word was "plover." The player next in turn would then start a new word, and per- haps put down "b," thinking of "bat," the next, thinking, say, that the word was "bone," would add an "o," the next player would add "n"; the player whose turn it would now be, not wanting to lose a "life" .by finishing the word, would add another ^*n" ; the next player for the same reason would add 56 Games For Children "e," and then there would be nothing else for the next in turn to do but to complete the word by add- ing "t" and thus losing a "life." It will be seen that there are three ways of losing a "life." First, the player may lay down a letter, and on being challenged be unable to give the word. Secondly, he may himself challenge another player who is ftot at fault. Thirdly, he may be obliged to add the final letter to a word, and so complete it. SIMON SAYS Seat yourselves in a circle and choose one of the company to be the leader, or Simon. His duty is to order all sorts of different things to be done, the funnier the better, which must be obeyed only when the order begins with "Simon says." As, for in- stance, "Simon says : 'Thumbs up !' " which, of course, all obey; then perhaps comes: "Thumbs down!" which should not be obeyed, because the order did not commence with "Simon says." Each time this rule is forgotten a forfeit must be paid. "Hands over eyes," "Stamp the right foot," "Pull the left ear," &c., are the kind of orders to be given. Games For Children 57 THE SERGEANT One player represents the Sergeant, and the others the soldiers, whom he is supposed to be drilling. When the Sergeant says "Do this," all the players must imitate him. But when he says "Do that," they must take no notice. If a soldier makes a mistake he has to pay a for- feit, and takes the Sergeant's place. THE SEA KING This game can be played by any number of chil- dren. They proceed by first choosing one of the party to act as the Sea King, whose duty it is to stand in the centre of a ring, formed by the players seating themselves round him. The circle should be as large as possible. Each of the players having chosen the name of a fish, the King runs round the ring, calling them by the names which they have selected. Each one, on hearing his name called, rises at once, and follows the King, who, when all his sub- jects have left their seats, calls out, "The sea is trou- bled," and seats himself suddenly. His example is immediately followed by his subjects. The one who fails to obtain a seat has then to take the place of King, and the game is continued. 58 Games For Children TONGUE TWISTERS The leader begins by saying the first sentence, v/hich is repeated by each player in turn. The leader in every case adds the new line, which is repeated by the other players in succession. Anyone making a mistake or omission drops out of the contest. As the ranks grow thinner, the players are required to repeat the sentences more rapidly, and no time for hesitation allowed. The one who makes no mistake is entitled to a prize. The sentences are as follows: 1. One old ox opening oysters. 2. Two tall Turks twirling twisted turbans. 3. Three tinkering tailors totally tired. 4. Four fat Frenchmen fanning a fainting fly. 5. Five funny farmers feeding feathered fowls. 6. Six slippery snails slid slowly seaward. 7. Seven shy soldiers shooting salted salmon. 8. Eight eccentric Englishmen exhibiting edu- cated elephants. 9. Nine nimble noblemen nibbling nasturtiums. 10. Ten tipsy tailors toddling timidly together. TRADES Each player must choose a trade and pretend to be working at it. For instance, if he is a tailor he must pretend to sew or iron ; if a blacksmith, to hammer, and so on. One is the king, and he too, chooses a Games For Children 59 trade. Everyone works away as hard as he can un- til the king suddenly gives up his trade, and takes up that of some one else. Then all must stop, except the one whose business the king has taken, and he must start with the king's work. The two go on until the king chooses to go back to his own trade, when all begin working again. Any one who fails either to cease working or to begin again at the right time, must pay a forfeit. A somewhat more elaborate and livelier game of Trades is played by each boy in the party choosing a trade which he is supposed to be carrying on. The leader must invent a story, and standing in the middle, must tell it to the company. He must manage to bring in a number of names of trades or businesses; and whenever a trade is mentioned, the person who represents it must instantly name some article sold in the shop. THINK OF A NUMBER In this game the leader tells one of the players to think of any number he likes, but not to say it aloud. He next tells him to double it ; this done, the player is told to add eight to the result, and then halve it. After doing this he must halve the whole, and from what is left take away the number first thought of. If correctly worked out the answer will be four, which is just half the number which the leader told the player to add after the original number was 60 Games For Children doubled. For instance, we will suppose the number thought of to have been twenty. When doubled, the result will be forty. The player then adds eight, which gives him a total of forty-eight. He halves this, and has twenty-four left. When he has taken away the number first thought of (twenty) he has a total of four — ^which is half the number the leader told him to add in the beginning of the game. THIS AND THAT A confederate is necessary for this trick. The one performing the trick goes out of the room and the confederate agrees with the audience to touch a cer- tain article. The person outside is recalled and his confederate begins to question him. "Did I touch this music book ?" "Mo." "Did I touch this table ?" "No." "Did I touch this knife?" "No." "Did I touch that fork?" "Yes." The secret consists in saying the word "that" before the article touched, instead of "this." WHAT AM I DOING? The players seat themselves in a row and the leader of the game takes his place behind them, be- ginning at the top of the row. He makes some ab- surd gesture and then asks the person behind whom Games For Children 61 he is standing "What am I doing?" If the player replies incorrectly, and he generally does, he is doom- ed to stand up and imitate in silence the gesture he could not guess, until he has leave to sit down. WONDERMENT It is necessary that only two of the party should have a knowledge of this game, and then "wonder- ment" is sure to be the result. The two players agree that a certain word shall be regarded as a signal word. As an illustration, imagine this word to be "and." One of the players asserts his belief that he is gifted with second sight, and states that he is able, through a closed door, to name any article touched by any person in sympathy with him, notwithstand- ing the said person may attempt to mystify him by mentionoing a lot of other articles. He then chooses his confederate, as being one with whom he may be in sympathy, and goes outside. The player in the room then proceeds to call out, perhaps as follows : — Table, Hearthrug, Piano, Foot- stool and Chair, Lamp, Inkstand. He then places his hand on the back of a chair and asks : "What am I touching now?" the answer will, of course, be "Chair," because the signal word "and" came im- mediately before that article. If the players are skilful there is no need for the trick to be discovered. 62 Games For Children WINK All the girls sit in a circle, and the boys stand outside, one boy behind each girl's chair. One chair is left vacant, but a boy stands behind it, and by winking at the girls one at a time, tries to get one for his empty chair. As soon as a girl is winked at, she tries to leave her seat, and take the vacant one, but if the boy behind her touches her before she leaves the seat, she can- not go. Each boy has to keep his eye on the one who is winking and on the girl in his chair, for if he is not watching, she may escape before he has time to touch her, and then it is his turn to do the winking and get a girl for his chair. If the winking is done quickly it adds to the inter- est of the game. No boy can keep hold of a girl all the time; he must only touch her when she starts to leave her place, and then if she is beyond arm's length he cannot call her back. RIDDLES Few children think they will ever tire of playing games; but all the same, towards the end of a long evening, spent merrily in dancing and playing, the little ones begin to get too weary to play any longer, and it is very difficult to keep them amused. Then comes the time for riddles! The children may sit quietly around the room, resting after their Games For Children 63 romps and laughter, and yet be kept thoroughly in- terested, trying to guess riddles. It is, however, very difficult to remember a num- ber of good and laughable ones, so we will give a list of some, which will be quite sufficient to puzzle a roomful of little folk for several hours. Why are weary people like carriage-wheels? — Answer : Because they are tired. An old woman in a red cloak was passing a field in which a goat was feeding. What strange trans- formation suddenly took place ? — Answer : The goat turned to butter (butt her), and the woman into a scarlet runner. Why does a duck go into the water? — Answer: For divers reasons. Spell "blind pig" in two letters? P G; a pig without an I. Which bird can lift the heaviest weights? — The crane. Why is a wise man like a pin? — He has a head and comes to a point. Why is a Jew in a fever like a diamond? — Be- cause he is a Jew-ill. Why may carpenters reasonably believe there is no such thing as stone? — Because they never saw it. What is that which is put on the table and cut, but never eaten? — A pack of cards. y^ Why does a sculptor die horribly? — Because he makes faces and busts. 64 Games For Children When does a farmer double up a sheep without hurting it? — When he folds it. v^ What lives upon its own substance and dies when it has devoured itself? — A candle. ^Why is a dog biting his tail a good manager? — Because he makes both ends meet. What thing is it that is lower with a head than without one? — ^A pillow. 1 Which is the left side of a plum-pudding? — That which is not eaten. What letter of the alphabet is necessary to make a shoe? — The last. If all the seas were dried up, what would every- body say? — We haven't a notion (an ocean). Why is it certain that "Uncle Tom's Cabin" was not written by the hand of its reputed author? — Be- cause it was written by Mrs. Beecher's toe (Stowe). Why is a fishmonger never generous? — Because his business makes him sell fish (selfish). V What is that which works when it plays and plays when it works? — A fountain. What is that from which you may take away the whole and yet there will be some remaining? — The word wholesome. ^ Why are fowls the most economical things a ^ farmer can keep? — Because for every grain they give a peck. What coin doubles its value by taking away a half of it?— Halfpenny. /I Why is it dangerous to walk in the meadows in Games For Children 65 springtime? — Because the trees are shooting and the bulrush is out (bull rushes out). Why is a vine like a soldier? — Because it is listed and has ten drills (ten-drils) and shoots. Why is an opera-singer like a confectioner? — Be- cause she deals in ice-creams (high screams). U If a man who is carrying a dozen glass lamps drops one, what does he become? — A lamp lighter. ^ V^hat belongs to yourself, but is used more by your friends than by yourself? — Your name. Why is a spider a good correspondent? — Because he drops a line at every post. When is the clock on the stairs dangerous? — When it runs down. wWhy is the letter "k" like a pig's tail? — Because it comes at the end of pork. (o What is the keynote to good manners? — ^B natural. Why is a five-pound bank-note much more profit- able than five sovereigns? — Because when you put it in your pocket you double it, and when you take it out you will find it in-creases. '/Why is a watch like a river? — Because it doesn't run long without winding. i What is that which flies high, flies low, has no feet, and yet wears shoes? — ^Dust. When has a man four hands? — ^When he doubles his fists. What trees has fire no effect upon? — Ash-trees; because when they are burned, they are ashes still. What is the difference between a schoolmaster and 7: f // 66 Games For Children an engine-driver? — One minds the train and the other trains the mind. V A man had twenty sick (six) sheep, and one died ; how many were left? — 19. / V What is that which everybody has seen but will never see again? — Yesterday. Which is the best day for making a pancake? — Friday. vWhich is the smallest bridge in the world? — ^The bridge of your nose. What four letters would frighten a thief? — vOICU. ^What is that which goes from London to York without moving? — The road. Which is easier to spell — ^fiddle-de-dee or fiddle- de-dum?— Fiddle-de-dee, because it is spelt with more "e's." ' f When may a chair be said to dislike you? — ^When it can't bear you. V What animal took most luggage into the Ark, and I which two took the least? — The elephant, who took his trunk, while the fox and the cock had only a brush and a comb between them. Which of the English kings has most reason to complain of his washer- woman? — King John, when he lost his baggage in the Wash. If a bear were to go into a linen-draper's shop, what would he want? — He would want muzzlin*. /^~" Why is B like a hot fire? — Because it makes oil Boil. Games For Children 67 Why was the first day of Adam's life the longest? — Because it had no Eve. If an egg were found on a music-stool, what poem would it remind you of? — "The Lay of the Last Minstrel." Why is a schoolmaster like a shoe-black? — Be- cause he polishes the understanding of the people. Why is a washerwoman like a navigator? — Be- cause she spreads her sheets, crosses the line, and goes from pole to pole. ^t^^-^Why is an author the queerest animal in the world? — Because his tale comes out of his head. Why is it that a tailor won't attend to business? — Because he is always cutting out. / / When can a horse be sea-green in color?— When it's a bay. Why were gloves never meant to sell? — Because they were made to be kept on hand. vWhen are we all artists? — When we draw a long face. ^ S^^--^Why are watch-dogs bigger by night than by day? — Because they are let out at night and taken in in the morning. £oy When is a tradesman always above his business? —When he lives over his shop. Which is the liveliest city in the world? — Berlin; because it's always on the Spree. Why is a water-lily like a whale? — Because they both come to the surface to blow. Why is a shoemaker the most industrious of men? — Because he works to the last. A 68 Games For Children What is book-keeping? — Forgetting to return boi;- rowed volumes. Why is scooping but a turnip a noisy process? — Because it makes it hollow. P^\ / Why are teeth like verbs? — ^Because they are reg- ular, irregular, and defective. What ships hardly ever sail out of sight? — Hard- ships. When is an artist a dangerous person? — ^When his designs are bad. Why are tortoiseshell-combs like citadels? — ^They are for-tresses. ---Why is the Isthmus of Suez like the first "u" in / cucumber? — Because it is between two "c's" (seas). \ What motive led to the invention of railroads? — The locomotive. , Why are deaf people like Dutch cheeses? — Be- cause you can't make them here. $ When is the best time to get a fresh egg at sea? — When the ship lays to. Who was the first whistler? — ^The wind. What tune did he whistle? — Over the hills and far away. ■NWhy need a traveller never starve in the desert? — Because of the sand which is (sandwiches) there. Why is sympathy like blindman's-buff — Because it is a fellow feeling for a fellow creature. If a Frenchman were to fall into a tub of tallow, in what word would he express his situation? — In- de-fat-i-gabble. (Indefatigable.) Games For Children 69 Why is a diner on board a steam-boat like Easter Day? — Because it is a movable feast. Why is a little man like a good book? — Because he is often looked over. V Why is a pig in a parlor like a house on fire? — Because the sooner it is put out the better. What is the difference between a soldier and a bombshell? — One goes to war, the other goes to pieces. Why is it dangerous to sleep in a train? — Because every train runs over all the sleepers on the line. ySpell "enemy" in three letters?— F O E. Which is the only way that a leopard can change his spots? — By going from one spot to another. Why did Eve never fear the measles? — Because she'd Adam. When is a tall man a little short? — ^When he hasn't gojt quite enough cash. \/What houses are the easiest to break into? — ^The houses of bald people ; because their locks are few. Why is a watch the most difficult thing to steal? — Because it must be taken off its guard. Why is there never anybody at home in a convent? — Because it is an (n) uninhabited place. Why does a person who is not good-looking make a better carpenter than one who is? — Because he is a deal plainer. What is the best tree for preserving order? — The birch. Why is shoemaking the easiest of trades? — Be- 70 Games For Children cause the boots are always soled before they are made. ^ U X What plant stands for No. 4?— IV. How can a gardener become thrifty? — By making the most of his thyme, and by always putting some celery in the bank. ^ ■ Why is it probable that beer was made in the Ark? — Because the kangaroo went in with hops, and the bear was always bruin. "What was the biggest thing you saw at the World's Fair?" asked a wife of her husband. — "My hotel bill !" said he. .Why is C like a schoolmistress? — Because it forms lasses into classes. What is that which never asks any questions and yet requires many answers? — The street-door. If a man bumped his head against the top of a room, what article of stationery would he be supplied with? — Ceiling whacks. (Sealing-wax.) Which is the longest word in the English lan- guage? — Smiles; because there is a mile between the first and last letters. Which is the oldest tree in England? — The Elder Tree. C ,How many sides are there to a tree? — Two, in- side and out. \ What is that which happens twice in a moment and not once in a thousand years? — The letter M. What sea would a man most like to be in on a wet day? — A dry attic. (Adriatic.)