Chapter I: Part 1
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MY BOOK OF INDOOR GAMES
by
CLARENCE SQUAREMAN
1916
With Full Page Illustrations from Photographs Loaned by The Chicago Park Commission
[Plate 1]
The publishers gratefully acknowledge their thanks to the Chicago Park Commission for the loan of the photographs of which the half tone illustrations used in this book are copies.
INDEX OF INDOOR GAMES
Acting Proverbs 37
Acting Rhymes 54
Adventurers 41
All Fours 64
Alphabet Game 84
Animal, Vegetable or Mineral 45
Ants and the Grasshopper 91
Balancing Spoon 114
Band Box (Charade) 29
Beggar My Neighbor 69
Bingo 96
Birds, Beasts and Fishes 61
Bird Catcher 26, 105
Birds Fly 100
Blackboard Relay 102
Blind Man's Buff 18
Blind Man's Wand 47
Bob Major 24
Bridge of Knives 112
Buff Says Buff 18
Buzz 16
Card Games 13
Cat and Mouse 17
Cat and Rat 104
Cat's Cradle 81
Charades 28
Checkers 56
Changing Seats 102
Chinese Shadows 118
Coach and Four 93
Cock Fighting 83
Consequences 43
Circle Ball 106
Crambo 44
Coin Trick 115
Cross Questions and Crooked Answers 11
Crows' Race 104
Cushion Dance 77
Dancing Egg 111
Dancing Pea 114
Dead Ball 106
Diamond Ring 78
Dodge 107
Dominoes 58
Draw a Pail of Water 87
Drop the Handkerchief 15
Duck Under the Water 88
Dumb Crambo 24
Dwarf 21
Earth, Air, Fire and Water 44
Eraser Game 106
Eraser Relay 108
Family Coach 14
Farmyard 77
Feather 50
Find an Object While Blindfolded 117
Fives and Threes 60
Flag Race 103
Flowers 80
Flying 47
Forbidden Letter 78
Force of a Water Drop 115
Fox and Chickens 107
Fox and Geese 83
Fox Chase 103
French Roll 27
Frog in the Middle 100
Gallery of Statutes 51
Game of Cat 34
Game of Conversation 50
Garden Gate 27
Giant 83
Grand Mufti 79
Green Gravel 59
Hand Shadows 118
Hands Up 48
Hide the Thimble 103
Honey Pots 85
Hot Boiled Beans and Bacon 52
How to Light a Candle Without Touching It 112
How, When and Where 21
Huckle, Buckle, Beanstalk 102
Huntsman 51
Hunt the Ring 49
Hunt the Slipper 48
I Apprenticed My Son 17
I Love My Love With an A 43
I Point 78
I Say Stoop 100
I Sell My Bat, I Sell My Ball 81
I Suspect You 68
It 53
Jolly Miller 55
Judge and Jury 48
Jumping the Rope 105
Last Man 102
Little Lady 99
Living Pictures 34
Living Shadows 119
Lodgings to Let 49
Lost and Found 45
Lubin Loo 97
Magic Music 16
Magic Thread 111
Magic Whistle 92
Magic Writing 79
Malaga Raisins 93
Man and Object 54
Man With His Head the Wrong Way 117
Mother, Mother, the Pot Boils Over 89
My Master Bids You Do as I Do 52
Mysterious Ball 117
Noughts and Crosses 61
Oats and Beans and Barley 95
Obstinate Cork 112
Old Maid 66
Old Soldier 22
Oranges and Lemons 12
Our Old Grannie Doesn't Like Tea 42
Paper and Pencil Games 61
Personations 83
Pigeon House Game 95
Poison 103
Pope Joan 67
Postman 20
Postman's Knock 42
Preliminary Ball 107
Proverbs 38
Puss in the Corner 20
Questions and Answers 88
Racing and Counting Scores 101
Red Cap and Blue Cap 53
Revolving Pins 116
Riddles 69
Riding the Bicycle 104
Rule of Contrary 26
Running Maze 92
Ruth and Jacob 56
Sally Water 94
Schoolmaster 25
School Room Basket Ball 101
School Room Tag 108
Sea King 17
Seat Tag 106
Sentinel Drop 115
Serpentine Maze 110
Shadows 118
Shouting Proverbs 38
Simon Says 26
Six and Five Make Nine 113
Slap Jack 104
Slow Poke 110
Snap 65
Snip, Snap, Snorum 66
Speculation 63
Spelling Game 86
Stool of Repentance 49
Squirrel and Nut 101
Suggestive Breathing Work 103
Swimming Needles 111
Tag Me or Heads Up 105
Tag the Wall Relay 110
Teacher 105
Teacher and Class 109
Think of a Number 119
Third Man 107
Thought Reading 70
Tit, Tat, Toe 61
To Balance a Coffee Cup 112
To Guess Two Ends of a Line of Dominoes 120
To Tell the Age of Any Person 120
Trades 61
Travelers' Alphabet 14
Tricks and Puzzles 110
Twirl the Trencher 11
Vanishing Dime 113
What's My Thought Like? 81
Wonderment 89
INTRODUCTION
"Let the child imbibe in the full spirit of play. There is nothing like it to keep him on the path of health, right thinking and mind development."
That is the guiding purpose of the author. The reader will find in this book a collection of old and present day games. The student of Play has long realized that there are no new games, that all our games of today are built on the old timers.
The purpose of My Book of Indoor Games is to furnish amusement, entertainment and to be the means of sociability. So very often the question comes up--"What shall we do?" In many cases this book serves only as a reminder, the games and parlor tricks are well known but cannot be recalled at the critical moment. A combination, such as this, of the best of the old-fashioned games and a carefully compiled list of the games of today will furnish much help to the young in their search of entertainment and amusement.
But the book will be equally useful to grownups. The author has seen staid, respectable people play "Lubin Loo" with as much zest and spirit as the youngest group of children. All of us have played "Going to Jerusalem." The spirit must be there; there is nothing so contagious as the spirit of play.
TWIRL THE TRENCHER
This is a game which almost any number of children can play.
The players seat themselves in a circle, and each takes the name of some town, or flower, or whatever has been previously agreed upon. One of the party stands in the middle of the circle, with a small wooden trencher, or waiter, places it upon its edge, and spins it, calling out as he does so the name which one of the players has taken. The person named must jump up and seize the trencher before it ceases spinning, but if he is not very quick the trencher will fall to the ground, and he must then pay a forfeit. It is then his turn to twirl the trencher.
A very similar game to this is "My Lady's Toilet." The only difference is that each player must take the name of some article of a lady's dress, such as shawl, earring, brooch, bonnet, etc.
* * * * *
CROSS QUESTIONS AND CROOKED ANSWERS
To play this game it is best to sit in a circle, and until the end of the game no one must speak above a whisper.
The first player whispers a question to his neighbor, such as: "Do you like roses?" This question now belongs to the second player, and he must remember it.
The second player answers: "Yes, they smell so sweetly," and this answer belongs to the first player. The second player now asks his neighbor a question, taking care to remember the answer, as it will belong to him. Perhaps he has asked his neighbor, "Are you fond of potatoes?" and the answer may have been, "Yes, when they are fried!"
So that the second player has now a question and an answer belonging to him, which he must remember.
The game goes on until every one has been asked a question and given an answer, and each player must be sure and bear in mind that it is the question he is asked, and the answer his neighbor gives, which belong to him.
At the end of the game each player gives his question and answer aloud, in the following manner:
"I was asked: 'Do you like roses?' and the answer was: 'Yes, when they are fried!'" The next player says: "I was asked: 'Are you fond of potatoes?' and the answer was: 'Yes, they are very pretty, but they don't wear well.'"
* * * * *
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 holding 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 chopper 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 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.
* * * * *
MUSICAL CHAIRS OR GOING TO JERUSALEM
This game must be played in a room where there is a piano.
Arrange some chairs, back to back, in the center of the room, allowing one chair less than the number of players. Some one begins to play a tune, and at once the players start to walk or run round the chairs, to the sound of the music.
When the music stops, each player must try to find a seat, and as there is one chair short, some one will fail to do so, and is called "put." He must carry a chair away with him, and the game goes on again until there is only one person left in, with no chair to sit upon. This person has won the game.
* * * * *
THE TRAVELER'S ALPHABET
The players sit in a row and the first begins by saying, "I am going on a journey to Athens," or any place beginning with A. The one sitting next asks, "What will you do there?" The verbs, adjectives, and nouns used in the reply must all begin with A; as "Amuse Ailing Authors with Anecdotes." If the player answers correctly, it is the next player's turn; he says perhaps: "I am going to Bradford." "What to do there?" "To Bring Back Bread and Butter." A third says: "I am going to Constantinople." "What to do there?" "To Carry Contented Cats." Any one who makes a mistake must pay a forfeit.
* * * * *
THE FAMILY COACH
This is a very good old game, and is most amusing if you can find some one who is a good story-teller.
The players sit in a circle and every one, except the story-teller, takes the name of some part of a coach or its equipments; for instance, door, step, wheels, reins, box-seat, and so on.
When all are ready, the story-teller begins a tale about an old coach and what happened to it, how it went on a journey, came to grief, was mended, and started off again. The story should be told fluently, but not too quickly. Every time any part of the coach is mentioned, the player who has taken that name must rise from his seat and then sit down again.
Whenever "the coach" is mentioned, all the players, with the exception of the story-teller, must rise. Any one who fails to keep these rules must pay a forfeit.
* * * * *
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 following words:
"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.
It wasn't you, it wasn't you,
It wasn't you--but it was you."
When he says "It was you," he must drop the handkerchief behind one of the players, who picks it up and chases him round the ring, outside and under the joined hands, until he can touch him with the handkerchief. As soon as this happens, the first player joins the ring, whilst it is now the turn of the second to "drop the handkerchief."
* * * * *
MAGIC MUSIC
One of the players is sent out of the room, and the rest then agree upon some simple task for her to perform, 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 performer 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 intended to look for.
* * * * *
BUZZ
[Plate 2]
This is a very old game, but is always a very great favorite. The more the players, the greater the fun. The way to play it is as follows: The players sit in a circle and begin to count in turn, but when the number 7 or any number in which the figure 7 or any multiple of 7 is reached, they say "Buzz," instead of whatever the number may be. As, for instance, supposing the players have counted up to 12, the next player will say "13," the next "Buzz" because 14 is a multiple of 7 (twice 7)--the next player would then say "15" the next "16," and the next would, of course, say "Buzz" because the figure 7 occurs in the number 17. If one of the players forgets to say "Buzz" at the proper time, he is out. The game then starts over again with the remaining players, and so it continues until there is but one person remaining. If great care is taken the numbers can be counted up to 70, which, according to the rules before mentioned, would, of course, be called Buzz. The numbers would then be carried on as Buzz 1, Buzz 2, etc., up to 79, but it is very seldom that this stage is reached.
* * * * *
"I APPRENTICED MY SON."
The best way of describing this game is to give an illustration of how it is played. The first player thinks of "Artichoke," and commences: "I apprenticed my son to a greengrocer, and the first thing he sold was an A."
Second player: "Apple?" "No."
Third player: "Almonds?" "No."
Fourth player: "Asparagus?" "No."
Fifth player: "Artichoke?" "Yes."
The last player, having guessed correctly, may now apprentice his son. No player is allowed more than one guess.
* * * * *
CAT AND MOUSE
The children sit in two rows opposite each other with a space between. One child takes the place of "cat," being blindfolded, and one takes the place of "mouse," and is also 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.
* * * * *
THE SEA KING
This game can be played by any number of children. They proceed by first choosing one of the party to act as the Sea King, whose duty it is to stand in the center 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 subjects have left their seats, calls out, "The sea is troubled," 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.
* * * * *
BUFF SAYS "BAFF"
This is a game in which no one is allowed to smile or laugh. All the players, except one, sit in a row or half circle; one goes out of the room and returns with a stick or poker in his hand, and a very grave and solemn face. He is supposed to have just returned from a visit to Buff. The first player asks him: "Where do you come from?" "From Buff." The next asks: "Did he say anything to you?" To which the reply is:
"Buff said 'Baff,'
And gave me this staff,
Telling me neither to smile nor to laugh.
Buff says 'Baff,' to all his men,
And I say 'Baff' to you again.
And he neither laughs nor smiles,
In spite of all your cunning wiles,
But carries his face with a very good grace,
And passes his staff to the very next place."
If he can repeat all this without laughing, he delivers up his staff to some one else, and takes his seat; but if he laughs, or even smiles, he pays a forfeit before giving it up.
* * * * *
BLIND MAN'S BUFF
In the olden times this game was known by the name of "Hood-man Blind," as in those days the child that was chosen to be "blind man" had a hood placed over his head, which was fastened at the back of the neck.
In the present day the game is called "Blind Man's Buff," and very popular it is among young folk.
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 got?" The answer is "Three," and to the question: "What color are they?" he replies: "Black, white, and gray." All the players then cry: "Turn round three times and catch whom you may." Buff accordingly spins round and then the fun commences. He tries to catch the players, while 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.
* * * * *
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, while the fifth stands in the middle. If a greater number of children wish to play, other parts of the room must be named "corners," so that there is a corner for every one.
The fun consists in the players trying to change places without being caught; but they are bound to call "Puss, puss," first, and to beckon to the one they wish to change with. Directly they leave their corners, the player in the center tries to get into one of them.
When the center player succeeds in getting into a corner, the one who has been displaced has to take his place in the middle of the room.
* * * * *
THE POSTMAN
For this game all the players, except two, seat themselves in a circle. One of the two left out is blindfolded and is called the "Postman," the other is called the "Postmaster-General." Each of the players seated in the circle chooses the name of a town, which the "Post-master-General" writes down on a slip of paper, so that he may not forget it. He then calls out the names of two towns, thus: "The post from Aberdeen to Calcutta." At once, the players who have taken those names must change places, and while doing so the "Postman" must try to catch one of them. If he succeeds in doing so he takes his place in the circle, having chosen a town for his name, and the one caught becomes "Postman" in place of him. Sometimes "General post" is called, when all have to change places, and the "Postman" is then almost sure to gain a seat.
* * * * *
THE DWARF
This is a most amusing game if well carried out. The two performers must be hidden behind two curtains in front of which a table has been placed.
One of the performers slips his hands into a child's socks and little shoes. He must then disguise his face, by putting on a false mustache, painting his eyebrows, sticking pieces of black court plaster over one or two of his teeth, which will make it appear as though he has lost several teeth. This, with a turban on his head, will prove a very fair disguise. The second performer must now stand behind the first and pass his arms round him, so that the second performer's hands may appear like the hands of the dwarf, while the first performer's hands make his feet. The figure must, of course, be carefully dressed, and the body of the second performer hidden behind the curtains.
The front player now puts his slippered hands upon the table and begins to keep time, while the other performer follows suit with his hands.
The dwarf can be used either to tell fortunes, make jokes, or ask riddles, and if the performers act their parts well, the guests will laugh very heartily.
* * * * *
HOW, WHEN, AND WHERE
One of the company goes out of the room, while the others choose a word to be guessed, one with two or three different meanings being the best.
We will suppose that the word "Spring" has been thought of. When the person who is outside the room is recalled, he (or she) asks each one in succession: "How do you like it?" The answers may be "Dry" (meaning the season), "Cold and clear" (a spring of water), "Strong" (a watch-spring), and "High" (a jump). The next question is: "When do you like it?" The answers may be: "When I am in the country," "When I am thirsty," "When my watch is broken."
The next question is: "Where do you like it?" and the answers may be: "Anywhere and everywhere," "In hot weather," "In the clock." The game is to try and guess the word after any of the answers, and if right, the player last questioned takes the place of the one who is guessing; if wrong, the questioner must try again.
* * * * *
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. Any one who does not reply at once, or who uses any of the forbidden words, must pay a forfeit.
* * * * *
BOB MAJOR
Two of the players sit down, and a cloth, large enough to prevent their seeing anything, is put over their heads. Then two other persons tap them on the head with long rolls of paper, which they have in their hands, and ask, in feigned voices, "Who bobs you?" If either of those who have been tapped answers correctly, he changes places with the one who has tapped him.
* * * * *
DUMB CRAMBO
Divide the company into two equal parts, one-half leaving the room; the remaining players should then select a word, which will have to be guessed by those outside the door. When the word has been chosen--say, for instance, the word "will"--the party outside the room are told that the word they are to guess rhymes with "till." A consultation then takes place, and they may think that the word is "ill." The company then enter and begin to act the word "ill," but without speaking a word. The audience, when they recognize the word that is being performed, will immediately hiss, and the actors then retire and think of another word.
Thus the game goes on until the right word is hit upon, when the company who have remained in the room, clap their hands. The audience then change places with the actors.
* * * * *
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 trade. Every one works away as hard as he can until 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.
* * * * *
THE SCHOOLMASTER
This is always a favorite game. One of the players is chosen schoolmaster, and the others, ranged in order in front of him, form the class. The master may then examine the class in any branch of learning. Suppose him to choose Geography, he must begin with the pupil at the head of the class, and ask for the name of a country or town beginning with A. If the pupil does not reply correctly before the master has counted ten, he asks the next pupil, who, if he answers rightly--say, for instance, "America," or "Amsterdam," in time, goes to the top of the class. The schoolmaster may go on in this way through the alphabet either regularly or at random, as he likes. Any subject--names of kings, queens, poets, soldiers, etc.--may be chosen. The questions and answers must follow as quickly as possible. Whoever fails to answer in time, pays a forfeit.
* * * * *
RULE OF CONTRARY
This is a simple game for little children. It is played either with a pocket-handkerchief, or, if more 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 pretense 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 commands, and the rest must do the opposite, of what he says. Any one who fails must pay a forfeit.
* * * * *
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 instance, "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," etc., are the kind of orders to be given.
* * * * *
THE BIRD-CATCHER
To play this game you must first decide which one of you is to be the Bird-catcher; the other players then each choose the name of a bird, but no one must choose the owl, as it is forbidden. All the players then sit in a circle with their hands on their knees, except the Bird-catcher, who stands in the center, and tells a tale about birds, taking care to specially mention the ones he knows to have been chosen by the company. As each bird's name is called, the owner must imitate its note as well as he can, but when the owl is named, all hands must be put behind the chairs, and remain there until the next bird's name is mentioned. When the Bird-catcher cries "All the birds," the players must together give their various imitations of birds. Should any player fail to give the cry when his bird is named, or forget to put his hands behind his chair, he has to change places with Bird-catcher.
* * * * *
FRENCH ROLL
A good many children may play at this game. One player is called the buyer, the rest form a line in front of him and take hold of each other. The first in this line is called the baker, the last the French roll. Those between are supposed to be the oven. When they are all in place the buyer says to the baker, "Give me my French roll." The baker replies, "It is at the back of the oven." The buyer goes to fetch it, when the French roll begins running from the back of the oven, and comes up to the baker, calling all the while, "Who runs? Who runs?" The buyer may run after him, but if the French roll gets first to the top of the line, he becomes baker, and the last in the line is French roll. If, however, the buyer catches the French roll, the French roll becomes buyer, and the buyer takes the place of the baker.
* * * * *
THE GARDEN GATE
The Garden Gate is a very pretty game. A ring is formed of all the players except one, who stands in the middle. The others dance round her three times, and when they stop she begins to sing:
"Open wide the garden gate, the garden gate, the garden gate,
Open wide the garden gate and let me through."
The circle then dances round her again, singing:
"Get the key of the garden gate, the garden gate, the garden gate,
Get the key of the garden gate and open and let yourself through."
The girl inside the circle, pretending to sob, replies:
"I've lost the key of the garden gate, the garden gate, the garden gate,
I've lost the key of the garden gate, and cannot let myself through."
But the dancers dance round and round her, singing:
"Then you may stop all night within the gate, within the gate,
within the gate,
You may stop all night within the gate, unless you have strength
to break through."
The captive then rushes to the weakest part of the ring, and tries to break through by throwing her whole weight upon the clasped hands of the children, and generally contrives to break through, the one whose hand gives way being made captive in her stead.
* * * * *
CHARADES
A back drawing-room with folding doors makes a very nice theater for acting charades. Almost anything may be used for dressing up--shawls, anti-macassars, table-cloths, handkerchiefs, cast-off dresses, or a dressing-gown. The latter is a very useful garment in representing an old gentleman, while tow or white fire shavings make excellent wigs.
The great thing in a charade is to try and puzzle your audience as much as you can. You must choose a word of two or more syllables, such as "Bagpipe." First you must act the word "Bag," and be sure that the word is mentioned, though you must be careful to bring it in in such a way that the audience shall not guess it is the word you are acting.
Next comes the word "Pipe," and this must be brought in in the same manner. When you have acted the two syllables, you must act the whole: "Bagpipe."
Before beginning the charade, you should arrange who is to bring in the charade word or syllable. You must also settle what you are going to say, or at least, what the act is to be about. Let every scene be well thought out and be as short as possible. You must be as quick as ever you can between the acts, for all the fun will be spoiled if you keep your audience waiting. If you have no curtain or screen, the actors must simply walk off the stage at the end of the scenes.
To act charades well, one requires a little practice and plenty of good temper, for, of course, only one or two can take principal parts, and therefore some of the children must be content to take the smaller ones. It is a good plan to take it in turns to play the best parts, and if the elder children are kind and thoughtful, they will try to make some easy little parts, so that their younger brothers and sisters may also join in the fun. Here we give you a very simple charade, the words of which you may learn, and then act, after which you will very likely be able to make up charades for yourselves.
* * * * *
THE "BAND-BOX" CHARADE
SCENE 1: A STREET
This can be made by placing a row of chairs with open backs near the wall facing the audience; a child is stationed behind each chair, and, looking through the open back, pretends to be looking out of a window.
BAND
First Child behind chair.--Oh! dear, how dull our street always is. I declare nothing nice ever comes this way.
Second Child.--No, I quite agree with you. Why, I haven't seen a "Punch and Judy" for months. I wish my mother would go and live in another street.
Third Child.--Never mind, let us go out and have a game.
(Enter five or six children--or a lesser number, if more convenient--carrying toy musical instruments.)
First Child.--Hurrah! Here comes a German band. Come along, children; let's go and listen to it.
(The band groups itself at the end of the street, and the children stand round. After tuning up, the band begins to play.)
Second Child.--Now, Mary Jane, we can dance. I'll dance with you.
Third Child.--No, I want to dance with Mary Jane.
First Child.--I don't want to dance at all.
Second Child.--You must.
Third Child.--Yes, you must.
(Band ceases playing and one of the bandsmen comes round for money.)
First Child.--I haven't any money.
Second Child.--But we haven't begun to dance yet.
Bandsman.--You shouldn't have been so long arguing then. Surely you'll give the band a nickel, after all the pretty music it has played?
First Child.--I won't.
Second Child.--I won't.
Third Child.--And I won't.
Bandsman.--Well, you are mean. Come along. (Beckoning to the rest of the band.) We'll go, and it will be a long time before we come down this street again.
(Curtain falls.)
BOX
SCENE 2: A ROOM
Tommy (hopping about the room, waving a letter in his hand.)--Hurrah! hurrah! Uncle Dick is coming. Hurrah! hurrah!
(Enter Tommy's brother and sister and papa and mamma.)
Papa.--What's the matter, Tommy?
Tommy.--Uncle Dick has written to say he is coming to spend Christmas with us, and he is bringing me a Christmas box.
Mamma.--How kind of him! But be sure you are careful not to offend him, Tommy. He is rather a touchy old gentleman.
Sister.--I wonder what it will be, Tommy.
Brother.--I hope it will be a set of cricket things, and then we can play cricket in the summer.
Tommy.--Oh! yes, I hope it will be, but whatever it is, it is sure to be something nice.
(Begins hopping about again. Enter Uncle Dick, a very old gentleman with a gouty foot. Tommy does not see him and goes banging into him, treading on his gouty foot.)
Uncle Dick.--Oh! oh! oh! oh, my toe!
Tommy.--Oh! Never mind your toe! Where's my Christmas box?
Uncle Dick.--Your Christmas box, you young scamp! Think of my toe.
Tommy.--Please, uncle, I'm very sorry, but I do so want to know what you have brought me for a Christmas box.
Uncle Dick (roaring).--Here's your Christmas box, and may it teach you to be more careful in future. (Boxes Tommy's ears.)
(Curtain falls.)
Here is a list of words which will divide easily into charade words:
Brides-maids. Sea-side. Car-pen-try.
Cur-tail. Nose-gay. In-do-lent.
Hand-i(I)-craft. Turn-key. Hand-some.
Key-hole. Rail-way. Sweet-heart.
Port-man-teau(toe). Mad-cap. A-bun-dance.
In-no-cent. Fox-glove. Pat-riot.
To make your charades a real success, you will, of course, require a curtain. A very effective one can be made with a little trouble and at a small cost; indeed, the materials may be already in the house.
First you must fix a couple of supports on each side of the room, taking care that they are screwed firmly into the wall, and also taking care not to damage the paper.
If you are a neat workman, you will find on taking out the screws that the two small screw-holes on each side will scarcely be noticed, as of course the supports must be fixed near the ceiling.
You must then put up your curtain-pole, which should be as thin as possible, so that the rings may run easily. A cheap bamboo pole is the best.
Two wide, deep curtains are required; very likely the nursery curtains may be suitable.
On to these curtains you sew a number of small brass rings, which you can buy for about 20 cents a dozen, or even less. The rings should be sewn on the curtains, as you see in the illustration, right across the top, and from the extreme top corner of the curtain, slantingwise across to the middle.
The top rings are passed along the curtain-pole, a string (marked in the illustration A1) is sewn on to the curtain, and threaded through the rings until it reaches A2. It is then threaded through the rings on the pole until it reaches A3, when it is allowed to fall loose.
The same arrangement is gone through with string B. The bottom of the curtain must be weighted with shot, or any other weights that may be convenient.
When the curtain is to be raised, the stage manager and his assistant stand on each side of the stage with the strings ready in their hands, and at a given signal--the ringing of a bell is the usual sign that all is ready--they each pull a string, and the curtains glide to each side, and may be fixed to hooks, put up on purpose.
When the curtain is to fall, the two in charge of it must simply loosen the strings and let them go, and the weights cause the curtains to fall to the center.
All sorts of useful and ornamental "properties" may be made at home for a very small cost. Cardboard, and gold and silver paper, and glue go a long way toward making a good show.
Swords, crowns, belts, gold-spangled and gold-bordered robes can be made from these useful materials, and look first-rate at a distance.
An old black dress with little gold stars glued or gummed to the material would make an excellent dress for a queen. The swords or belts must first be cut out in cardboard, then covered with gold or silver paper.
To make a good wig, you should shape a piece of calico to fit the head; then sew fire shavings or tow all over it. If you wish for a curly wig, it is a good plan to wind the shavings or tow tightly round a ruler, and tack it along with a back stitch, which will hold the curl in position after you have slipped it off the ruler. These few hints will give you some idea of the very many different costumes which can be made by children out of the simplest materials.
* * * * *
THE GAME OF CAT
The person who is to play the part of Cat should stand outside the door of the room where the company 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 allowed 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 does.
* * * * *
LIVING PICTURES
Living pictures are very amusing if well carried out, and even with little preparation may be made very pretty or very comical, whichever may be desired. It is perhaps better to attempt comical ones if you have not much time in which to arrange them, as the costumes are generally easier to manage, and if you are obliged to use garments not quite in keeping with the characters, it does not matter much; indeed, it will probably only make the audience laugh a little more.
The great thing in living pictures is to remain perfectly still during the performance. You should select several well-known scenes either from history or fiction, and then arrange the actors to represent the scenes as nearly as possible.
Simple home living pictures are a great source of fun, and many a wet afternoon will pass like magic while arranging scenes and making dresses to wear. Newspaper masks, newspaper cocked hats, old shawls, dressing-gowns, and sticks are quite sufficient for home charades.
Suppose, for instance, you think of "Cinderella" for one tableau. One girl could be standing decked out with colored tissue paper over her frock, and with paper flowers in her hair, to represent one of the proud sisters, while Cinderella in a torn frock is arranging the other proud sister's train, which may consist of an old shawl. Bouquets of paper flowers should be in the sister's hands.
"Little Red Riding Hood" is another favorite subject for a living picture. The wolf may be represented by a boy on his hands and knees, with a fur rug thrown over him. Red Riding Hood only requires a scarlet shawl, arranged as a hood and cloak, over her ordinary frock and pinafore, and she should carry a bunch of flowers and a basket.
All living pictures look better if you can have a frame for them. It is not very difficult to make one, especially if you have four large card-board dress-boxes.
Having carefully cut out the bottoms of the boxes, place the frames as here shown:
Cut out the center framework, leaving a large square, so:
You must then fasten the four pieces together by gluing cardboard on each side of the joints, and you will have a very good frame, which you can cover with colored paper or ornament with muslin.
This frame will last a very long time if carefully treated. It should stand upright by itself; but if it is a little unsteady, it is better to hold it upright from the sides. Of course, this will only make a very small frame, but you can increase the size by using more boxes.
If you have no time to make a frame, arrange your figures close to a door, outside the room in which the audience is seated.
When quite ready, some one must open the door, when the doorway will make a kind of frame to the living picture.
It is always well to have a curtain if you can; a sheet makes an excellent one. Two children standing upon chairs hold it up on each side, and at a given signal drop it upon the floor, so that, instead of the curtain rising, it drops. When it has been dropped, the two little people should take the sheet corners in their hands again, so that they have only to jump upon the chairs when it is time to hide the picture.
Of course, these instructions are only for living pictures on a very small scale; much grander arrangements will be needed if the performance is to take place before any but a "home audience."
As I told you before, comic living pictures are the easiest to perform on account of the dresses being easier to make, but there are other living pictures which are easier still, and which will cause a great deal of fun and merriment. They are really catches, and are so simple that even very little children can manage them.
You can arrange a program, and make half a dozen copies to hand round to the audience.
The first living picture on the list is "The Fall of Greece" and sounds very grand, indeed; but when the curtain rises (or rather, if it is the sheet curtain, drops), the audience see a lighted candle set rather crookedly in a candlestick and fanned from the background so as to cause the grease to fall.
Here are some other similar comic tableaux which you can easily place before an audience:
"Meet of the Hounds."--A pile of dog biscuits.
"View of the Black Sea."--A large capital C blackened with ink.
"The Charge of the Light Brigade."--Half a dozen boxes of matches labeled: "10 cents the lot."
These are only a few of the many comic living pictures you can perform; but, no doubt, you will be able to think of others for yourselves.
* * * * *
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, before 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 repairing; 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.
* * * * *
SHOUTING PROVERBS
This is rather a noisy game. One of the company goes outside the door, and during his absence a proverb is chosen and a word of it is given to each member of the company. When the player who is outside re-enters the room, one of the company counts "One, two, three," then all the company simultaneously shout out the word that has been given to him or her of the proverb that has been chosen.
If there are more players present than there are words in the proverb, two or three of them must have the same word. The effect of all the company shouting out together is very funny. All that is necessary is for the guesser to have a sharp ear; then he is pretty sure to catch a word here and there that will give him the key to the proverb.
* * * * *
PROVERBS
This is a very interesting game, and can be played by a large number at the same time. Supposing there are twelve persons present, one is sent out of the room, while the others choose a proverb. When this is done, the "guesser" is allowed to come in, and he asks each person a question separately. In the answer, no matter what question is asked, one word of the proverb must be given. For illustration we will take "A bird in the hand is worth two in the bush."
1. John must use the word "A" in his answer.
2. Gladys must use the word "bird" in hers.
3. Nellie must use the word "in" in hers.
4. Tommy must use the word "the" in his.
5. Estelle must use the word "hand" in hers.
6. Ivy must use the word "is" in hers.
7. Wilfrid must use the word "worth" in his.
8. Lionel must use the word "two" in his.
9. Vera must use the word "in" in hers.
10. Bertie must use the word "the" in his.
11. Harold must use the word "bush" in his.
The fun becomes greater if the answers are given quickly and without allowing the special word to be noticed. It often happens that the "guesser" has to try his powers over several times before succeeding. The one who by giving a bad answer gives the clue, in turn becomes guesser, and is then obliged to go out of the room while another proverb is chosen.
Here is a list of proverbs:
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My Book of Indoor GamesChapter I: Part 1
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