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Books: Entertainments for Home, Church and School

F >> Frederica Seeger >> Entertainments for Home, Church and School

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ENTERTAINMENTS FOR HOME, CHURCH AND SCHOOL

BY
FREDERICA SEEGER

EDITED BY
THEODORE WATERS




ENTERTAINMENTS FOR HOME, CHURCH AND SCHOOL




CONTENTS


CHAPTER I--HOUSEHOLD GAMES AND AMUSEMENTS
Going Shopping, Hit or Miss, Game of Rhymes, Most Improbable Story,
Animated Art, Guessing Character, Tongue Twisters.

CHAPTER II--HOUSEHOLD GAMES AND AMUSEMENTS
French Rhymes, Ant and Cricket, A Spoonful of Fun, How, When and Where,
Grandfather's Trunk, Predicaments, Auction, Beast, Bird or Fish,
Rotating Globe, etc.

CHAPTER III--HOUSEHOLD GAMES AND AMUSEMENTS
Flags of All Nations, Game of Words, Prince of India, Exchange, Shadow
Buff, Old Family Coach, The Tailless Donkey.

CHAPTER IV--HOUSEHOLD GAMES AND AMUSEMENTS
Magic Music, Cushion Dance, Animal Blind Man's Buff, Musical
Instruments, My Lady's Toilet, Going to Jerusalem.

CHAPTER V--HOUSEHOLD GAMES AND AMUSEMENTS
Tortoise, Lemon Pig, Seasick Passengers, Enchanted Raisins, Family
Giant, Animated Telescope, etc.

CHAPTER VI--HOUSEHOLD GAMES AND AMUSEMENTS
The What Do You Think, Knight of the Whistle, "Can Do Little," Throwing
Light.

CHAPTER VII--CHURCH AND SCHOOL SOCIALS
Charades, "Cicero," "Attenuate," Suggested Words, "Metaphysician,"
Charades on the Grecian Islands.

CHAPTER VIII--CHURCH AND SCHOOL SOCIALS
Living Pictures, Tableaux, Dignity and Impudence, Sailor's Farewell,
Home Again, Various Tableaux.

CHAPTER IX--CHURCH AND SCHOOL SOCIALS
Wax Works Gallery, Mrs. Jarley's Collection, Chinese Giant, Two-Headed
Girl, Captain Kidd, Celebrated Dwarf, Yankee Cannibal, etc.

CHAPTER X--CHURCH AND SCHOOL SOCIALS
Art Exhibitions, List of Exhibitors, "Artists," Curiosities,
Explanations, Suggestions.

CHAPTER XI--OPTICAL ILLUSIONS
Raising the Ghost, Magic Lantern Pictures, Phantasmagoria, Chinese
Shadows, Wonderful Mirror, Multiplied Money.

CHAPTER XII--TABLE GAMES FOR ADULTS
Dominoes, Backgammon, Checkers, Jenkins, Zoo, Stray Syllables, Chess.

CHAPTER XIII--OUTDOOR GAMES FOR ADULTS
Lawn Tennis, Polo, Hockey, Golf, Archery, Ring Toss, Lawn Bowls.

CHAPTER XIV--HOLIDAY GAMES AND AMUSEMENTS
New Years, Lincoln's Day, Valentine Party, Easter Egg Party, Hallowe'en
Games, Flag Day, Thanksgiving, Christmas.

CHAPTER XV--OUTDOOR GAMES FOR GIRLS
Basket Ball, Box Ball, Guess Ball, Target Ball, String Ball.

CHAPTER XVI--PASTIMES FOR CHILDREN
Sun Dial, Mother, May I Play? Blind Man's Buff, Tug of War, Various
Ball Games.

CHAPTER XVII--INDOOR GAMES FOR YOUNG CHILDREN
Patch Work, Peanut Game, Soap Bubbles, Candy Pulls, Cook and Peas,
Magic Music, Zoology.

CHAPTER XVIII--OUTDOOR GAMES FOR YOUNG CHILDREN
Bean Bag Games, Skipping the Rope, Various Tag Games, Crossing the
Brook.

CHAPTER XIX--SINGING GAMES FOR CHILDREN
Moon and Stars, Bologna Man, Orchestra, Jack Be Nimble, Oats, Peas,
Beans, Farmer in the Dell, London Bridge, etc.

CHAPTER XX--GAMES OF ARITHMETIC
Thought Numbers, Mystical Nine, Magic Hundred, King and Counselor,
Horse Shoe Nails, Dinner Party Puzzle, Baskets and Stones, etc.

CHAPTER XXI--ONE HUNDRED CONUNDRUMS
Witty Questions, Facetious Puzzles, Ready Answers, Entertaining Play
Upon Words.




INTRODUCTION.


Games are meant to amuse, but in addition to amusing, a good game,
played in the right spirit, may have great educational value.

Now, this is distinctly a book of _games and amusements_.

There are games for indoors, scores of them, while there are other
scores that can be enjoyed only in the open.

When young folks, and older folks, too, for that matter, meet for a
pleasant evening, it is rather depressing to have them sit solemnly
on stiff chairs in the company room and stare helplessly at one another,
like folks awaiting a funeral service.

Now, if there is present, and there usually is, a bright girl, who
knows the games in this book, and she starts in to "get the ball
a-rolling," all will soon be enjoying themselves better than if they
were watching a three-ring circus. And then the volleys of wholesome
laughter that will roll out--why, they will be better for the digestion
than all the medicines of all the doctors.

It will be noticed that some of the outdoor games, and others devised
for indoors, require some apparatus, like tennis and croquet, or
back-gammon boards and magic lanterns, but the majority need only the
company, and--let it be added--the disposition to have a good time.

Within the covers of "Entertainments for Home, Church, and School,"
you will find condensed and clearly set forth the best of a library
of books on amusements.




ENTERTAINMENTS FOR HOME, CHURCH AND SCHOOL




CHAPTER I

HOUSEHOLD GAMES AND AMUSEMENTS

GOING SHOPPING--HIT OR MISS--GAME OF RHYMES--MOST IMPROBABLE STORY--
ANIMATED ART--GUESSING CHARACTERS--TONGUE TWISTERS


GOING SHOPPING

A lively game of "talk and touch." The company is seated in a circle,
and one who understands the game commences by saying to his neighbor
at the right:

"I have been shopping."

"What did you buy?" is the required response.

"A dress," "a book," "some flowers," "a pencil"--whatever the first
speaker wishes, provided always that he can, in pronouncing the word,
touch the object mentioned. Then the second player addresses his
neighbor in similar manner, and so on around the circle until the
secret of the game is discovered by all.

Whoever mentions an object without touching it, or names one that has
already been given, pays a forfeit.

LIGHTING THE CANDLE

This feat is a very amusing one, and is performed as follows: Two
persons kneel on the ground, facing each other. Each holds in his left
hand a candle in a candlestick, at the same time grasping his right
foot in his right hand. This position compels him to balance himself
on his left knee. One of the candles is lighted; the other is not. The
holders are required to light the unlighted candle from the lighted
one. The conditions are simple enough, but one would hardly believe
how often the performers will roll over on the floor before they succeed
in lighting the candle. It will be found desirable to spread a newspaper
on the floor between the combatants. Many spots of candle-grease will
thus be intercepted, and the peace of mind of the lady of the house
proportionately spared.

HIT OR MISS

Great amusement is excited by this game when played in the presence
of a company of guests. Spread a sheet upon the floor and place two
chairs upon it. Seat two of the party in the chairs within reach of
each other and blindfold them. Give each a saucer of cracker or bread
crumbs and a spoon, then request them to feed each other. The frantic
efforts of each victim to reach his fellow sufferer's mouth is truly
absurd--the crumbs finding lodgment in the hair, ears and neck much
oftener than the mouth. Sometimes bibs are fastened around the necks
of the victims for protection.

CROSS QUESTIONS

The company is divided into two equal parts and blank cards and pencils
are distributed. One side writes questions on any subject desired,
while the other prepares in like manner a set of haphazard answers.
The question cards are then collected and distributed to the players
on the other side, while their answer are divided among the questioners.
The leader holding a question then reads it aloud, the first player
on the other side reading the answer he holds. Some of the answers are
highly amusing.

THE GAME OF RHYMES

A variation of the former game. The game is begun by a young lady or
gentleman speaking a single line, to which the next nearest on the
left must respond with another line to rhyme with the first. The next
player gives a new line, of the same length, and the fourth supplies
a rhyme in turn, and so on. The game is provocative of any amount of
fun and nonsense. A sample may be given:

1st Player.--I think I see a brindle cow.
2d Player.--It's nothing but your dad's bow-wow.
3rd. Player.--He is chasing our black Tommy cat.
4th Player.--Poor puss had best get out of that, etc.

Any amount of nonsense may be indulged in a game of this sort, within
proper limits. Clever players can easily give the game a most
interesting turn and provoke rhymes that are original and witty. Thus,
a subject once started, every phase of it may be touched upon before
the round closes.

THE MOST IMPROBABLE STORY

The players are seated in a circle and are provided with pencils and
paper. It is then announced that this is a competition, and that the
one who writes the most improbable story in fifteen minutes wins a
prize. The allotted time being up, the papers are collected and
re-distributed so that each players receives another player's story.
The stories are then read aloud and a committee decides which is the
most improbable story. A prize is usually given the writer of this.

ANIMATED ART

A picture is selected showing a group of individuals and portraying
some historical incident or event illustrative of the affairs of
every-day life. The performers make up, each one to represent some
character in the picture. Out of their number some one is chosen to
act as stage manager and he poses the figures. Two rooms with
folding-doors, or one room divided by a curtain, are required for this
representation. A reflection, or footlight, will enhance the beauty
of the picture.

GUESSING CHARACTERS

One of the party leaves the room, while the others decide upon some
character, real or fictitious. The absentee is then recalled, and each
in turn asks him a question referring to the character he has been
elected to represent. When he guesses his identity, the player whose
question has thrown the most light upon the subject has to go from the
room.

For example: A goes from the room, and the company decides that he
shall represent King Henry VIII. When he enters, No. 1 asks: "Which
one of your wives did you love best?" No. 2 says: "Do you approve of
a man marrying his deceased brother's wife?" No. 3 adds: "Were you
very sorry your brother died?" etc., while A, after guessing various
names, is led by some question to guess correctly, and the fortunate
questioner is consequently sent from the room to have a new character
assigned him in turn.

WHO IS MY NEIGHBOR?

One-half the company is blindfolded; these are then seated in such a
way that each has a vacant chair at his right hand. The other half of
the players gather in the middle of the room. This is done silently.
The unblindfolded players will each one take one of the empty seats
next to those who are blindfolded. When requested to speak or sing
they must do so. It is permissible to disguise the voice. The
blindfolded neighbor must guess who is speaking or singing. The bandages
are not taken off until the wearer has guessed correctly the name of
the person at his right. When he guesses correctly, the one whose name
was guessed is blindfolded and takes the guesser's place.

The leader gives a signal, and the players who are unblindfolded walk
softly to a vacant chair. The leader then plays a familiar air on an
instrument, and says, "sing!" All must sing until he suddenly stops
playing. The guessing goes on as before until the leader decides to
stop it.

TONGUE-TWISTERS--ANY NUMBER OF PLAYERS

The amusing game of tongue-twisters is played thus: The leader gives
out a sentence (one of the following), and each repeats it in turn,
any player who gets tangled up in the pronunciation having to pay
forfeit.

A haddock! a haddock! a black-spotted haddock, a black spot on the
black back of the black-spotted haddock.

She sells sea shells.

She stood at the door of Mr. Smith's fish-sauce shop, welcoming him in.

The sea ceaseth and it sufficeth us.

Six thick thistle sticks.

The flesh of freshly fried flying fish.

A growing gleam glowing green. I saw Esau kissing Kate, the fact we
all three saw, I saw Esau, he saw me, and she saw I saw Esau.

Swan swam over the sea; swim, swan, swim; Swan swam back again; well
swum, Swan.

You snuff ship snuff, I snuff box snuff.

The bleak breeze blighted the bright broom blossoms.

High roller, low roller, rower.

Oliver Oglethorp ogled an owl and oyster. Did Oliver Oglethorp ogle
an owl and oyster? If Oliver Oglethorp ogled an owl and oyster, where
are the owl and oyster Oliver Oglethorp ogled?

Hobbs meets Snobbs and Nobbs; Hobbs bobs to Snobbs and Nobbs; Hobbs
nobs with Snobbs and robs Nobbs' fob. "That is," says Nobbs, "the worse
for Hobbs' jobs," and Snobbs sobs.

Susan shines shoes and socks; socks and shoes shine Susan. She ceaseth
shining shoes and socks, for shoes and socks shocks Susan.

Robert Royley rolled a round roll round; a round roll Robert Rowley
rolled round. Where rolled the round roll Robert Rowley rolled round?

Strict, strong Stephen Stringer snared slickly six sickly, silky snakes.
The Leith police dismisseth us.

She sun shines upon shop signs.




CHAPTER II

FRENCH RHYMES--ANT AND CRICKET--SPOONFUL OF FUN--HOW, WHEN AND WHERE--
GRANDFATHER'S TRUNK--PREDICAMENTS--AUCTION--BEAST, BIRD, OR FISH--ROTATING
GLOBE


BUTTON, BUTTON

The players sit around the room in a circle. The leader then holds a
button between his hands, with the palms pressed together, so as to
hide it. He goes around the circle, passing his hand between those of
the players. As he does this, he says: "Hold fast to what I give you."
He is careful not to let the players see into whose hands he passed
the button. The circuit having been made, the leader says to the first
player: "Button, button, who has the button?" The one questioned must
answer, naming some one whom he thinks has it. So it continues until
all have had a turn at answering the same question. Then the leader
says: "Button, button, rise!" The button holder must do this.

FRENCH RHYMES

Each member of the company writes upon a slip of paper two words that
rhyme. These are collected by one player and read aloud, and as they
are read everybody writes them down upon new papers. Five or ten minutes
being allowed, each player must write a poem introducing all the rhyming
words in their original pairs. At the expiration of the given time the
lines are read aloud. Suppose the words given are "man and than,"
"drops and copse," "went and intent," etc., these are easily framed
into something like this:

Once on a time a brooklet drops, With splash and clash, through a shady
copse; One day there chanced to pass a man, Who, deeming water better
than Cider, down by the brooklet went, To dip some up was his intent.

Of course, the result is nonsense, but it is pleasant nonsense, and
may be kept up indefinitely, to the entertainment of the participants.

CONSEQUENCES

The players are each provided with a slip of paper and a pencil. Each
must write the name of some gentleman (who is known to the party),
turn down the end of the paper on which the name is written, and pass
the paper to the next neighbor. All must then write the name of some
lady (also known), then change the papers again and write "where they
met," "what he said," "what she said," "what the world said," and "the
consequences," always passing the papers on. When all are written,
each player must then read his paper.

Mr. Jones . . . . . . . . . And Miss Smith . . . . . . . . . Met on
a roof . . . . . . . . . He said, "I trust you are not afraid." She
said, "Not while you are here." World said, "It's a match."
Consequences, "He sailed for Africa next morning," etc.

ANT AND CRICKET

One of the company being appointed to represent the Cricket, seats
himself in the midst of the other players, who are the Ants, and writes
upon a piece of paper the name of a certain grain, whatever kind he
pleases. He then addresses the first Ant: "My dear neighbor, I am very
hungry, and I have come to you for aid. What will you give me!" "A
grain of rice, a kernel of corn, a worm," etc., replies the Ant, as
he sees fit. The Cricket asks each in turn, and if one of them announces
as his gift the word already written upon the paper, the Cricket
declares himself satisfied and changes places with the Ant.

A SPOONFUL OF FUN

This is a German game. One of the players goes into the middle of a
ring formed by the other players. He is blindfolded and has a large,
wooden spoon for a wand. The players join hands and dance about him.
There may be music, if it be so desired. When the signal is given to
stop, all must stand still. The blindfolded one touches one of the
players with his hand and tries to guess his identity. If he guesses
correctly, that player must take his place. Stooping, kneeling, or
tiptoeing may be resorted to, to conceal the identity of the players.

WHAT IS MY THOUGHT LIKE?

Though this is a very old game, it is well worth the playing. The
leader asks each player in turn, "What is my thought like?" The one
questioned gives any answer he desires. Each player is asked in turn
and a list is kept of the replies. Finally the leader tells what his
thought was, and asks each player in what way it resembles the thing
he, or she, likened it to.

BIOGRAPHY

Each player receives a pencil and paper and takes a seat as one of the
circle of players. The left-hand neighbor is the subject for his
right-hand neighbor's biographical sketch. Any absurd happening will
do, the more ridiculous the biography, the better. The wittiest one
calls for a prize.

NICKNAMES OF CITIES

Certain cities have been nick-named, as Chicago, the Windy City;
Philadelphia, the City of Brotherly Love, etc. The hostess requests
her guests to wear something suggestive of the nickname of the city
represented. Each guest writes on a piece of paper what cities he
supposes the other guests are representing. A half hour is allowed,
when a prize is awarded the one who has given the largest number of
guesses correctly.

HOW, WHEN AND WHERE

One member of the company, leaving the room, a word admitting of more
than one interpretation is chosen by the others. On his return, he
asks each in succession, "How do you like it?" The player questioned
being required to give an appropriate answer. He then inquires in
similar manner, "When do you like it," and if the answer to that
question still gives him no clue, proceeds to ask, "Where do you like
it?"

When he at last discovers the word, the person whose answer has
furnished him with the most information, must in turn leave the room
and become the questioner.

We will suppose the word chosen to be "rain," which can also be taken
as "reign" or "rein." The question, "How do you like it?" receives the
answers, "tight," "heavy," "short," "warm," etc.

The question, "When do you like it?", "in summer," "when I am driving,"
"in the nineteenth century," etc.

"Where do you like it?", "in the United States," "on a horse," "in the
sky," etc.

MY GRANDFATHER'S TRUNK--ANY NUMBER OF PLAYERS

A great game for young folks of a winter evening. The company being
seated in a circle, somebody begins by saying, for instance:

No. 1. "I pack my grandfather's trunk with a pair of spectacles."

No. 2. "I pack my grandfather's trunk with a pair of spectacles and
a silk hat." No. 3. "I pack my grandfather's trunk with a pair of
spectacles, a silk hat and a dime novel." And so on, each person
repeating all the articles already mentioned, besides adding a new one.

If any one fails to repeat the list correctly, he drops out of the
game, which is continued until the contents of the trunk are unanimously
declared too numerous to remember.

LOCATION

Location is geographical in character. Two captains are chosen. They
choose sides until the party is equally divided. One captain begins
the game by calling the name of a city. He then counts thirty. Before
he has finished counting, his opposite opponent must tell where the
city is located. If his answer be correct, he in turn names a place,
and the second player in the opposite row must locate it before he
counts thirty. Should any player fail to answer before thirty is
counted, or answer incorrectly, he or she must drop out. When there
is only one player left on either side, that one gets the prize.

PREDICAMENTS

Predicaments are thought out. The more ridiculous they are the better.
They are written on sheets of paper. Each person has to write his
idea of the best way out of a predicament. Then the papers are collected
and read. Prizes are given if the hostess so desires.

PROGRESSIVE PUZZLES

Provide as many small, square cards as there are guests; also several
pairs of scissors. The party seats itself in a circle. The cards and
scissors are given out. Then each player cuts his card twice across,
so as to make four pieces. The straight cuts must intersect each other.
After the first cut, the pieces must be held together until the second
cut has been made.

A player mixes his pieces and passes them to his right-hand neighbor.
When the leader gives the signal, all the players put together the
four pieces they have. The one who first succeeds calls out "ready."
Then all stop and pass the cards on again. The successful player is
given a mark on a tally card. The game goes on until a half hour has
passed. The person receiving the most marks is entitled to a prize,
or may become the leader, as preferred.

MIRTH

The leader for this game must have a contagious laugh. He throws a
handkerchief into the air; when he does this, all must laugh heartily,
until the handkerchief lies upon the ground, then the laughing must
stop immediately. The player laughing after the handkerchief touches
the ground is "out." This also happens to the one laughing too soon.
The one left alone at last is the winner, and may become leader.

CRAMBO

Each player in the party is given two slips of paper and a pencil. On
one slip he writes a question. This may be serious or absurd, as he
wishes. On another paper he writes a word, this being a noun--either
proper or common. The questions being mixed are distributed--the words
likewise. The players write verses answering the questions and
containing the words received.

AUCTION

_Needed: Twenty, or more, packages, wrapped in paper._

Auction may be made a very merry game. It depends upon the auctioneer,
however, to make the sales interesting; any articles may be chosen,
though dolls, Teddy bears, etc., are suggested. The articles are
catalogued. They are paid for with the beans given to the players with
the catalogues.

BEAST, BIRD OR FISH

The players sit round in a circle, and one player, who is "it," points
to some one, and says either "beast," "bird," or "fish." He then counts
ten as quickly as possible. The person pointed to must name some
"beast," "bird," or "fish" (whichever he was asked), before ten is
reached. If he fails he must give a forfeit.

THE ROTATION OF THE GLOBE

When you next chance to eat an egg for breakfast, do not fail to try
the following experiment. It is one which always succeeds, and is
productive of much amusement to the company.

Moisten slightly with water the rim of your plate, and in the center
paint with the yolk of the egg a sun with golden rays. By the aid of
this simple apparatus, you will be in a position to illustrate, so
clearly that a child can comprehend it, the double movement of the
earth, which revolves simultaneously round the sun and on its own axis.

All that you have to do is to place the empty half-shell of your egg
on the rim of the plate, and keeping this latter duly sloped, by a
slight movement of the wrist as may be needful, you will see the
eggshell begin to revolve rapidly on its own axis, at the same time
traveling round the plate. It is hardly necessary to remark that the
egg-shell will not travel uphill, and the plate must therefore be
gradually shifted round, as well as sloped, so that the shell may
always have an inch or two of descending plane before it.

The slight cohesion caused by the water which moistens the plate
counteracts the centrifugal force and so prevents the eggshell falling
off the edge of the plate.

ADVICE

Pencil and paper having been given the players, each writes a piece
of advice and folds his paper. He passes it to his neighbor, who before
opening it, tells whether he thinks the advice good or bad. If he
guesses correctly, he scores a point. The game goes on this way, each
at the table taking a turn, when new advices are written and passed
along. This is done as many times as the hostess desires. The one
getting the most points is winner.

WORDS

Each player receives a pencil and paper. He is then told to make as
many words as he can from a given word of fifteen letters, or more.
It is surprising how many words can be thus made. The winner is the
one fashioning the greatest number of words. A book is given him as
a prize.



CHAPTER III

GAME OF WORDS--PRINCE OF INDIA--EXCHANGE--SHADOW BUFF--TAILLESS DONKEY
--THROWING THE HANDKERCHIEF


FLAGS OF ALL NATIONS

You can learn the colors of the flags of all nations by referring to
a large dictionary, or to a book on flags. The flags are drawn with
colored crayons, or painted in water colors, on a large water-color
card, or a sheet of water-color paper. Large cards with numbers down
the sides are given to each player, with a pencil. The card of flags
is then hung where all can see it, and half an hour is allowed for all
to guess the countries to which the flags belong. The answers are
written on the individual cards, and the papers are signed with the
names of the players.

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