A lawn tennis court is a plot of level ground about 26 yards by 9 yards, divided into sections. A net standing 3 1/2 feet high is drawn across the middle and attached to two posts outside the court on each side about three feet. The players stand on opposite sides of the net; the one who first delivers the ball is called the server and the other the striker-out. At the end of each game they reverse places. The server wins a stroke if the striker out "volley" the service, that is, he strike the ball before it touches the ground; or if the ball is returned by the striker-out, so that it drops outside his opponent's court, the latter wins the stroke.
The striker-out wins if the server serves two consecutive "faults," which consist in sending the ball to the net or outside the lines; or if the server fail to return the ball in play, the striker-out wins. Either player loses a stroke if the ball touch him in the act of striking, if he touches the ball with his racket more than once, if he touch the net or any of its supports while the ball is in play, or if he "volley" the ball before it has passed the net.
The player winning the first stroke gets a credit score of 15; for the second he gets 30; for the third 40, and if he wins the fourth he has the game. Six games in succession entitle the winner to aSet.
For a three-handed or four-handed game the Court requires to be 12 yards in width. In a three-handed game the single player serves every alternate game. In the four-handed game the pair who have the right to serve in the first game shall decide which partner shall do so and the opposing pair shall decide in like manner for the second game. The partner of the player who served in the first game shall serve in the third, and the partner of the player who served in the second game shall serve in the fourth, and the same order is to be observed in all the succeeding games of the set. If one partner of a double team strikes at a ball and does not touch it, his partner still has the right to return it. A player or different member of a team may strike at a ball as often as he pleases, for it is still in play until hit. The server must wait until the striker-out is ready for the second service as well as the first, and if the striker-out claims to be not ready and makes no effort to return the second service, the server cannot claim the point, even though the service was good. If a player's racket touches the net after the ball has struck the latter he does not loose a point.
The ball is always in play until it has struck the ground outside of the Court or has touched the inside groundtwice. A ball is "dead" the instant it strikes the ground outside of the Court, and the point must be scored against the side sending the ball there, no matter what happensafterthe ball touches the ground.
In selecting a site for a lawn tennis court select a level field. Lay it out north and south, if possible so as to prevent the rays of the sun from blinding the players. The court may, or may not, be grassy. As a general rule, sand courts are preferred. Level the court carefully, so there will be no gradient or inequality in it. To make a foundation, use stones pounded into place, and add top-soil to a depth of seven inches or more. The ground should be often watered and rolled. Sand is usually mixed with clay for a top soil, as the sand is likely to give under the running feet. In the case of a grassy court it should be constantly clipped and in addition rolled once or twice a week to keep the ground hard and even.
Polo is a game played from horseback in a large, level field. There is a goal at each end of the field in the center, the posts ten feet high and 24 feet apart. The teams are generally four a side, but when possible a greater number may play. The regular game in this country for teams of four is of four periods of 15 minutes of actual play each. To win a goal counts one, and the team having the largest score at the end wins the match.
The equipment for the game besides the goal posts (which are generally of wood or papier-mache to prevent serious accidents) are the balls and mallets. The balls are of willow 3 1/8 inches in diameter, and weigh 5 ounces. The mallet sticks are of rattan cane, and from 4 to 4 1/2 feet long, set into square heads beveled at the sides and about 8 inches long and 2 wide. The handles are leather-wrapped to insure a good grip. As to the ponies, no blinkers are used, so that they may have a clear sight of the field. No rowels or spurs are permitted. The animals have to be trained for the purpose.
Each of the four players of a side has certain rules to obey governing his position. It is for Number 1 to watch the opposing back, to ride him off and clear the way for his own side when they have the ball going towards the goal. All his energies must be directed to obtaining a clear field for his side. He requires a fast pony to do the work.
The position of Number 2 is the most independent and the player is called the "flying man" of the team. He must be an adept in "dribbling" out the ball so as to get a fair hit at it. As it comes to him from his side players his part is to race with it, hitting as he gallops, and in this way make the goal if he can.
It is the duty of Number 3 to help his back when the latter is being hard pressed and be ready to exchange places with him when the back gets an opportunity to make a run with the ball.
Number 4 is the real back, for all the others are in front of him and consequently his is the most important position. He must have a shifty pony well trained to riding work. He has to defend the goal, and therefore must be an expert "backhander," that is, quick to send back the ball to the opposing rank when it comes in the direction of his goal. It is the place of the back to knock in when the ball goes over the end line. When he is sure of the half-back player on his side he may go up into the game and make a leading attack himself, but it is nearly always well for him to avoid meeting the ball, for if he misses, the goal is left defenceless.
On the whole, pony polo is an intricate game, and while it is not the sport of kings, it is only adapted to the people of leisure with whom time and money are not an object.
To play hockey a level field is required about 100 yards long and 50 yards wide. The space is marked out in whitewash lines and small flags are placed at each corner. The long lines are calledsidelines, and the shorter onesgoallines. Across the center, 50 yards from either goal, is the center line. This divides the ground in half. These halves are again equally divided by 25-yard lines. Five yards inside each line is marked a dotted line, parallel with the side line, and which is called the five-yard line.
In the middle of each goal line and 4 yards apart are placed the goal posts, which are uprights 7 feet high, with a horizontal bar from one to the other. Fifteen yards in front of each goal is drawn a line 4 yards long, parallel to the goal line; the ends of this line are brought round in curves to meet the goal line and the space thus inclosed is called the "striking circle."
The stick and balls are the main requisites of hockey. The sticks are made of hickory. The better kind have ash blades and cane handles, such handles giving a spring which sends a clean drive without giving a jar to the hands. The balls used are about the size and weight of the average baseball.
Nowadays it is customary to have nets behind the goal posts, so that it may be definitely determined if there is any dispute whether the ball went clean through between the goal posts or past the outside of either.
Hockey requires 22 players, 11 on each side, consisting of 5 forwards, 3 half-backs, 2 full-backs and a goal-keeper. The center forward stands in the middle of the ground. On her right about 10 yards distant stands the inside right; the right wing stands between the 5-yard line and the side line; the inside left and the left wing stand on the left of the center forward. The half-backs stand 15 yards behind the forward. The center half takes her place directly in line with the center forward; the right half covers the two right forwards, while the left half covers the two left forwards. Behind, on the 25-yard line, stand the fullbacks, right and left; the goalkeeper stands between the goal posts about a foot in front of the goal line.
The two center forwards start the game by "bullying off" the ball in the center of the field; the ball is placed on the center line while the two forwards stand with a foot on either side of the line facing each other and standing square to the side line; then the center halves and left and inside forwards on the blowing of the whistle for the "bully," close up in order to keep watch, each one ready to take the ball should it come in her direction. When one of the center forwards gets the ball she tries to pass it out to either of her own inside players, who endeavors to "dribble" it up the field until she is encountered by an opposition player, at which juncture, by a quick stroke she passes it out to the wing player. It is in this manner, by keeping a straight course and assisted by their halfbacks that the forwards by passing and "dribbling" get the ball into the "striking circle," and when they get it that length it is not a difficult matter to score a goal.
In golf the player strikes a ball in the endeavor to send it to a particular spot. He is not met with opposition in such endeavor, as in other ball games, his opponent having also a ball which he, too, is trying to put into the same spot with fewer strokes. This spot into which the player tries to put his ball is a small hole in the earth about 4-1/4 inches in diameter, and the instruments he uses for doing so are exceedingly varied.
The game commences by a player hitting off from a marked line called the teeing-ground, the ball in the direction of the first hole. In a regular golf course there are generally 18 holes, their distance apart varying from about 100 yards to 500 yards. The smoothly kept grounds near the holes is called the "putting-greens," and beside each "putting-green" is a marked teeing-ground. After the ball has been struck from the "tee" the player must not touch it with his hand until it is driven into the next hole, out of which he may then take it and "tee" it on the teeing ground in a good position for the drive-off to the next hole.
As the holes are widely separated and the ground in many places uneven and broken up, the ball will be driven into many positions, it will lie in the grass, in sand pits or bunkers, and in all kinds of holes and hollows in the rough surface, therefore it will be readily understood that the distance the ball is sent will vary with the stroke. It is to meet the difficulties arising from having to strike the ball in its different positions that so many instruments are called into requisition for the purpose. The names of the chief sticks and implements employed in the sport are: driver, brassie, spoon, cleek, iron, mashie, niblick and putter. The driver, brassie and spoon are wooden-headed clubs, but the others have always iron heads. The driver is the club used for striking to the greatest distance when the ball is on the "tee," that is, on the little mound of sand on which it is placed at the commencement of each hole, so that more facility may be had in striking it. The putter is used on the putting—green, for short strokes round about the holes. The putting—green or ground surrounding each hole is kept level for about a radius of 20 yards from the hole. The different sticks or clubs are graded from driver to putter in accordance with the different lengths of stroke for which they are designed. For instance, the niblick is a short club for taking the ball out of difficult positions ("lies") as when the latter gets into long grass, sand or some other awkward kind of obstruction.
A good driver by well hitting the ball can send it to a distance of about 200 yards from the tee. If the hole be so far off as to require a second stroke of equal length he can use the driver again, provided the ball is on level ground, but it is likely it will not be on such ground for the second stroke, and in such case the brassie or spoon is called on to do service. Each of these instruments has the face that strikes the ball laid back more than in the driver, so that they can lift it more easily off the ground. If the ball gets into a worse position, as a bunker or sandpit, the use of the cleek, iron or niblick will become necessary. The heads of these clubs are adjusted to deal with difficult "lies" that is, positions in which the ball may be driven. The niblick is used for taking it out of especially bad situations.
The stroke called the full swing is used with the driver. There are many other modifications of stroke, such as the three-quarter, the half and the wrist strokes.
As has been said, the issue of the game depends upon sending the ball into the holes with fewer strokes than the opposition. Victory is gained by the side which holes the ball with less strokes. If the sides hole out in the same number of strokes the hole is halved. A match is also won by the side which is leading by a number of holes greater than the number of holes remaining to be played. Thus if Jones has won six holes and Smith four, and seven holes have been halved, Jones, in case the round is the ordinary length of 18 holes, will be two holes up, with only one hole remaining to be played, and therefore he, Jones, wins the match. This is the general manner of playing the game in a match, each player playing his own ball.
In what is known as "score" play the relative merits of several can be tested at the same time. In this kind of play the total score of each player for all of the 18 holes is added up and the player who has the lowest total is declared the winner.
Archery has played an important part in the history of the race from the very earliest times. Primitive man hurled his stone-pointed arrows at wild beasts, and as he advanced to a higher state of the observances of the laws of force he fashioned bows to give a greater impulse to his missiles. For hundreds of years the bow and arrow constituted the principal weapon of the chase, and finally became the instrument of offence and defence for armored knights, warriors and heroes. Robin Hood, roving the wild woods of Merry England, depended upon it for his prowess, as did Allan a Dale and Little John. In the early battles it was the chief weapon, and did effective service. In the battle of Hastings it decided the issue for William the Conqueror; at Agincourt, Crecy and Poitiers victory depended on its use. Skilled archers became famous all over the land, and many were their doughty deeds with the long bow.
In modern time, however, with the introduction of firearms, archery declined, until it came to be but a mere memory of the past. The last century revived it, and to-day it is one of the most popular sports in England. Americans, too, have taken it up with enthusiasm, and clubs are interested in it all over the land, the ladies being especially devoted to it.
In 1879 the first organization of Archery Clubs was formed at Crawfordsville, Indiana, and the first annual target meeting was held in Chicago in the same year.
Bows for archery are generally made out of tough soft wood, such as yew, with a flat outside called the back and a rounded inside called the belly; they are always strung with latter side inward. Lance wood is chiefly used in the United States on account of its resistance to heat. The bow must be easily controlled, and not too heavy. The strain of drawing a heavy bow is apt to pull the bow hand out of the line of sight. A 48-pound bow well drawn and loosed will give a lower trajectory than one of 55 pounds sluggishly handled. By the weight of a bow is not meant its avoirdupois, but the force necessary to draw the arrow to its head on the bow. It is all important to know how to string the bow. Grasp the handle firmly with the right hand, draw it near your right side, while the lower end rests against the inside of the right foot, the back of the bow being toward you. With left foot well extended in front so as to brace the body, rest the left hand on the bow below the loop of the upper end of the string, the tip of the thumb and knuckle of forefinger pressing firmly on opposite edges of the bow. Draw the bow firmly to you with the right hand, while you push down and away from you with the left. A little practice will soon give the knack. No part of the body except the face must be turned towards the target. Stand with the feet at right angles to the direction of the target and have them a few inches apart. In handling the arrow avoid touching the feathers, and in the act of drawing always keep the thumb and fourth finger away from the arrow and string. As the bow is lifted, draw it three parts of the way, catch the aim, complete the draw and instantly loose.
The arrows are an important consideration. Never use a light arrow with a heavy bow, nor, conversely, a heavy arrow with a light bow. Arrows are generally made of one piece of wood, but sometimes a harder kind is used for the part joining the tip and which is dovetailed into the shaft. The tip is formed of steel, and is cylindrical in form. The length varies. A lady's bow of 5 feet calls for a 24-inch arrow, the customary length of men's arrows is 28 inches.
The target is a flat disc about four feet in diameter made from straw and covered with an oilcloth or white sheet painted in concentric rings of gold, red, blue, black and white, each color of which, when penetrated by the arrow counts so many points in the aim. The gold is the objective point of the archer, the "bull's eye," as it is called. Three arrows are shot by each archer in turn, then three more, the six constituting an end. A certain number of ends complete a given range, while two or three ranges form a round. Here is the American round:
30 arrows at 60 yards. 30 arrows at 50 yards. 30 arrows at 40 yards.
This is a very simple game. A stake is driven into the ground for a flagstaff. At a distance of, say nine feet, stakes are arranged as follows: four at equal distances, back of these, at a short distance, three; then two; then one. The setting for nine pins is the same.
Each stake is numbered from ten, beginning on the left hand side, to one hundred, which is the apex of the setting.
Iron rings are tossed from the flagstaff by each player. A score is kept. The one getting the greatest number of points is the winner.
Lawn bowls, although but recently introduced into the United States, is, however, one of the oldest games in existence, and is believed to have been played by the Ancient Greeks and Romans. Scotland has brought this game to its present state of perfection. The game is played as follows:
Select a level lawn, or a floor will answer if this game be played indoors.Choose sides, giving those of a side, balls of a similar color.
A ball of a third color is called the Jack. The one holding it begins the play by rolling the ball over the lawn. Where it stops is the goal. The others try to strike the Jack. The one doing this is the winner of the game. Or put a nine pin, or nine pins, at a distance from the players, and try to strike as is done in a bowling alley.
The decorations for the room are holly and mistletoe. The guests are attired in white to represent snow, or they may appear in fur-trimmed garments. At midnight all sing "Auld Lang Syne," and shake hands. Calendars are appropriate souvenirs for the occasion. At midnight all wish each other "A Happy New Year."
Give the children pencils and paper. Let them write out their resolutions for the New Year. These may be grave or funny as desired. Give calendars as souvenirs.
Recite poems about Lincoln. Tell stories about him. Explain why "UncleTom's Cabin" is a suitable book to read on this day.
If possible give tableaux suited to the occasion. Those taken fromUncle Tom's Cabin are eminently suitable.
The evening is opened with the playing of a game of hearts. Each lady receives a red paper heart, and is requested to write her name on the back of it. The hearts are shuffled and put in a bowl; the men's hearts are put in another bowl. A lady chooses a heart from the men's bowl, then a man chooses from the ladies' bowl. The lady is partner for the evening of the man whose heart she drew and vice versa.
Valentines are given, and are read aloud by the recipient. Comic ones are admissible if not vulgar. Valentine mottoes also are given.
A Martha Washington party in costume with a supper in Colonial time style. Dance the Minuet and old-time dances.
This is April Fool's Day. It may be made the occasion of a party. Games suitable to the occasion are played; among them pinning a tail to the picture of a tailless donkey fastened on the wall. This may be drawn by one of the children. Tails are slightly pinned on the children among themselves. April fool candy is served, and glasses are offered which appear to have lemonade in them, but which are so made that no liquor can be drunk from them, etc. The one who is not fooled all evening receives a prize—the funnier it is the better. It may be a "nigger doll" or the like. A donkey is given as a booby prize to the one most often fooled. This fooling can be done in any way which suggests itself.
Color hard-boiled eggs and hide them. Give your little guests pretty baskets and let them hunt for the eggs, or give each a large wooden spoon to spoon them up. If you live in the country roll eggs down hill at one place as a target at the foot of it.
Draw a bunny holding an egg. Pin it to the wall. The one who, blindfolded, succeeds in putting a pin in the egg receives eggs as presents.
Display flags liberally. Tell stories about the American Flag. Sing"America," "Star-Spangled Banner," etc. Salute "Old Glory."
The usual Hallowe'en tricks are tried such as the following: A ring, a piece of money and a thimble are hidden; the player who finds the ring will be first married, or these articles may be baked in a cake which is cut and distributed. The one getting the money will be prosperous, the getter of the thimble industrious, the getter of the ring will soon be married.
Bobbing for apples. All children like this. In a tub of water several apples float. The children try to capture them with their teeth.
Grease needles and let them float in a bowl of water, upon which tissue paper is laid. Each child has his, or her, own needle. It is amusing to watch the action of the needle when the paper sinks—as it does when it becomes saturated—the needles rush about.
Each person in turn walks downstairs backwards, alone in the dark, with a looking-glass in one hand and a lighted candle in the other. The future husband or wife will be seen—? Or, run around the house three times with your mouth full of water—at midnight.
Melted lead poured into water results in queer figures which sometimes resemble initials; these are supposed to be those of the future husband or wife.
The water charm: put three dishes on a table—one empty, one containing clean water, one soapy water; the blindfolded ones put a finger into one of the dishes, the position of which are changed after the blindfolding. If he puts his finger in clear water a happy marriage will result.
Put a basket on the wall halfway up. The players stand at a distance and throw apples into the basket. A score is kept, the one putting the greatest number of apples into the basket receiving the prize.
This may be held in a barn. The stalls may be draped with bright-colored goods and decorated with greens, or autumn leaves. Japanese lanterns are strung about. Chrysanthemums should be the table flowers. Old-time dances are danced, such as the Virginia Reel, Money Musk, etc. Pumpkin pies, grapes, nuts and cider are served as a part of the collation.
A Kris Kringle party may be taken in the open—in sleighs. The driver is dressed as Kris Kringle. After a sleigh ride in large sleighs drawn by horses decorated to represent reindeer, the party returns to an elaborate Christmas supper.
Christmas songs should be sung, well-known Christmas carols, as "'Tis the Eve of Christmas Day," "Merry Bells," "The Christmas Tree," etc.
Shadow pantomimes are a good form of entertainment for Christmas. They should carry out the idea of the festival. Any of the Merry Games given in the book may be played. The winter games are especially recommended.
Throw ball at a target and keep a score, or build a snow fort and make it the target.
Suspend mistletoe from a chandelier. Let the children in turn guess how many berries are on the suspended bush. The one guessing most correctly wins a prize.
"The Night Before Christmas" is read. As the names are named the children arise and turn around, then sit down again. Santa Claus is mentioned last. When he is spoken of all change seats. The story teller tries to secure a seat. If she succeeds there is an odd player. He must tell a funny story.
Sing and act out the Jack Frost song,—"Jack Frost is a roguish little fellow," etc., etc. The music and words may be obtained at a music store.
Jesus Bids Us Shine. Christmas Is Coming. Christmas Greeting.
Drop melted lead into cold water. It assumes queer shapes. Hallowe'en stories are told.
Peel an apple without breaking the peeling. Throw the skin over your shoulder and see what shape it assumes.
Apples are tied to a string and hung from the chandelier. The boys and girls try to bite these without touching them with their hands.
A pumpkin is scooped out and a candle is placed inside; the light shines through the holes in the pumpkin. Pumpkin favors are given.
All dance around the pumpkin and sing "Peter, Peter, Pumpkin Eater," etc.
The Christmas dinner is a family reunion, generally; sometimes a friend is invited. If he be a homeless one so much the better. The turkey, of course, is part of the dinner, and pumpkin and mince pies and plum pudding are served, each guest making a choice; rosy-cheeked apples, grapes, nuts and cider form a last course. The Christmas presents may be laid at the plates or may be dispensed from the Christmas tree—preferably the latter.
One of the party impersonates Santa Claus. Yule-tide songs are sung and old-time Christmas games are played. Stockings hung behind curtains and in odd places hold candy, nuts, raisins, etc. These may be made of silk or any pretty material. The guests hunt for these.
Put a very large pumpkin in the center of the room or on a grass plot. The players stand at a distance. Each one runs and jumps over the pumpkin, using both feet. In so doing a score is kept. The one jumping overwith both feet togetherthe oftenest wins the pumpkin. Or dance about the pumpkin; when a small child sitting on it claps or whistles all stop. She selects a player with whom she changes place. This game may be played by adults, the player standing near the pumpkin.
Basket Ball is a good form of exercise for women.
Draw a circle on the ground six feet in diameter. A line is drawn across the center. This is the throwing line. A player stands in the circle and throws the basket ball from her line to other lines, the ball scoring according to its landing place.
The lines drawn across the throwing space must be parallel with the throwing line in the circle. For younger girls the lines should be ten, fourteen or twenty feet, according to the age, from the forward edge of the circle.
The players of each team throw in rapid succession. Each player has but one turn, unless the ball strikes some object before touching the ground, when another trial is allowed. At starting a thrower must stand in the circle and toe the throwing line, drawn across the center of the circle. In completing the throw she must not fall or step forward over the outer line of the circle in front of her. If at any part of the throw, from start to finish, the thrower be out of the circle it is considered a foul and does not score, the number of players in the team being counted as one less when the total or average is figured. For each throw to the first line or any point between it and the next line, a team scores one point. For each throw to the second line or between it and the next line a team scores three points. For each throw to or beyond the third line, a team scores five points. The team averaging or adding the largest score wins first place in the game. There are other forms of basket ball games, where girls throw balls into baskets fastened at a given height.
Boxes are placed on the floor or ground in a row. The players in line stand at a distance from these, each player facing a box. The play is begun at the right of the line and each tries to toss her ball into the box. When one succeeds in doing this, all run except the one into whose box the ball fell. She picks up the ball, and tries to throw it so as to strike one of the players (of course a soft ball is used). If she fails a stone is put into her box. The game is continued by the same player, but she tries to throw her ball into another box. If she strikes a player with her ball, the one who is struck receives a stone, and she then starts to throw her ball. The game is continued as above. When a player has five stones she goes out of the game.
Use a soft ball. The players form in line. One stands before them, with back turned, at a distance of several feet. This player counts up to a certain number, as the ball passes back and forth along the line; as a certain number is called, the holder of the ball throws it so as to strike one of the players. If this player is hit, she turns suddenly and tries to guess by the attitude of the players which one threw the ball. If she guesses correctly, she goes to the front. If the ball misses, the thrower changes places with the one she aimed at.
There are so many variations of this game that it is impossible to describe them all. A target is placed and the balls are thrown at it; or several targets at different distances may be aimed at by the players. A score is kept. The one getting the greatest number of points wins the game. Or sides may be formed.
This game is played with balls and Indian clubs—half as many as there are players. Bean bags may be used instead of balls. A score is decided upon, and an umpire keeps the record. Each player, in throwing, tries to knock down a club, and this club counts for one or more, up to the number decided upon by the players.
The players stand in a circle around the ball, which is hung by a string—in the open—from the branch of a tree. A player tries to strike it with her hand. Another tries to catch it before she strikes it again. If the ball is not caught the player scores one. She plays until it is caught. Each has a turn.
Draw a large circle; intersect this with lines like the spokes of a wheel, dividing it into twelve sections, and number them.
Put a blindfolded player in the center for a hub, and turn him about a number of times, as is done in "Blindman's Buff." He then walks about. The number of the space he stops upon, after repeating a silly verse to the end, is put upon his score card. If he goes outside the circle, even with one foot, he receives no points.
The player who gets the greatest number of points in a given time, wins the game.
The mother stands before her children. One asks: "Mother, may I go out to play?" "No," says the mother, "it is a very wet day."
"See, mother, the sun shines."
"Well, be off," says the mother; "but make three courtesies before you go."
The child then does this, the other children doing the same. They all run off and return.
"Why did you run so far?" says the mother. "Where did you go, and what have you been doing all this time?"
"Brushing Mary's hair," says the first player.
"What did she give you for so doing?"
"A silver penny."
"Where's my share of it?"
"The cat ran away with it."
"Where's the cat?"
"In the wood."
"Where's the wood?"
"Fire burnt it."
"Where's the fire?"
"Water quenched it."
"Where's the water?"
"Moo cow drank it."
"Where's the moo cow?"
"Sold it for a silver penny."
"What did you do with the money?"
"Bought nuts with it."
"What did you do with them?"
"You can have the nut shells, if you like."
The last words being rude, the mother chases the child or children, according to the manner in which the game is played. She asks as she does this, "Where's my money?"
The one addressed answers, "You may have the nut shells."
The mother tries to catch one or more of the children to inflict punishment. The punishments are usually funny acts of some kind.
All but two players form a ring, and clasp hands. The garden is enclosed by the players. One of the odd players will be the scamp; another player is the gardener. He moves around outside of the circle, and says, "Who let you into my garden?" The scamp replies, "No one," and starts to run. The gardener follows his lead in and out among the players, who lift their hands to allow this. If the scamp be caught he becomes the gardener.
The scamp can lead the gardener a lively chase, for he can play leap frog, or turn somersaults, if he so desires. The gardener must imitate him.
The players face each other in two lines, the leader being in the center. When he says, "Do this," they obey, and when he quickly follows his first order by saying, "Do that," the "that" being another act, they must again obey at once. If any one is slow, he must exchange places with the leader. The fun of the game depends upon the antics of the one in the ring.
This is an instructive game, as it teaches children direction. Each child represents a point of the compass—north, south, east, west. When a leader calls: "Which way does the wind blow?" a child of whom this is asked, points either to the north, south, east or west, according to the name given him.
Two parties play this game. They stand at a distance apart. The players represent flowers. The first one in the line walks to the opposite line, and asks of the first one: "What flower am I?" Saying this, the flower is ready to run for the wind. An odd player stands ready to give chase, if the guesser does not guess correctly. The wind, of course, is told the names of the different flowers. Each player has a turn.
One player is blindfolded, and turned about three times, in the center of the room. He tries to catch one of the other players. If he succeeds, he takes off the handkerchief and puts it upon the one touched.
In one form of "Blind Man's Buff," the blindfolded one must guess the name of the one he catches before he can remove the handkerchief.
In this game the players are numbered, and one is blindfolded. Two numbers are called out. The ones so numbered run, and the blindfolded one tries to catch one of them, or they may run one at a time. If the one in the center catches another, he takes that one's place.
The players dance around the blindfolded one until he touches a player with his wand. When he does this, all stand still. The one in the center may ask three questions of the one touched. He, replying, disguises his voice. If the blindfolded one succeeds in guessing whom he questioned, he exchanges places with him.
A player hides, the others seek him. Or any object may be hidden in an out-of-the-way place, and this is to be found by a player. When he succeeds in doing this, the handkerchief is taken from his eyes (if one is used). Each child has a turn in finding the article, the place of hiding being changed each time for the new finder.
The leader walks before a line of players and performs ridiculous acts which all must imitate. If any player fails to do this, he or she is out of the game. The leader may make the players perform feats like jumping over high places, turning somersaults, climbing, etc., if the players are boys. If among the players there are girls, the feats, of necessity, must not be too hard.
The children are required to perform certain acts or pay a forfeit. These acts are decided upon by a committee before the guests, or players, assemble. A few feats may be suggested, such as the rabbit hop, leap frog, picking up a stick with the teeth while in a kneeling position, etc., or the player may be required to repeat "Peter Piper," or any ridiculous verses quickly. If he does not succeed in doing what is required of him, he must—if he is a boy—turn a somersault. If the player is a girl, she pays a forfeit or stands with her face to a corner.
The players form two sides; those on one side are "masters," the others "men." Trades are represented, and the men aim to keep working so that the masters will not take their places. The tradesmen go through the motions of their trade. The master must guess the trade. When he does, he exchanges place with the one whose trade he guessed.
Wooden gymnastic wands are used, half as many as there are players. Draw a line across the room or grass; divide the players into two divisions, one on each side of the line, each player facing his opponent. These grasp each other's wand, and at a signal begin to tug, but they must not put foot into the opponent's territory. If they do the struggle ceases. The side wins which secures the greatest number of wands.
In the "Catch and Pull Tug of War," a ring is formed by joining hands and standing in a circle, and all tug to break the ring.
A player takes his stand in the center of the room. The others stand in couples a few feet apart. They march around the girl or boy in the center. When the music stops suddenly, one player of each pair goes to the one in front of him. While they do this, the one in the center tries to secure a place.
The players stand in two lines. The players of one line, at a signal, throw the balls to those opposite them. They then turn and throw against the wall, if the game is played indoors.
The object of this game is to train the perceptions, the muscular sense, and the muscles themselves. The weight of the ball is suited to the players. The two-pound weights are used for girls.
The couples are far enough apart to allow space for full play. One of each couple has a ball for himself and his partner. The throwing of the balls to one of the opposite side is simultaneous, when a leader gives the command.
In this game the children are seated. A line is drawn near the wall, and two lines are drawn to form an aisle. Then the children decide upon the manner of throwing the ball. This may be done with either hand. The leader stands opposite his aisle on the line. At a signal the first player in each row runs to the mark in his aisle. When he has reached it, the leader, in the way previously agreed upon, throws him the ball, which he catches and returns. He runs back to his seat. This is repeated by each player. Then the leader, seating himself, places the ball before him on the floor, or if in the open, on the ground. All assume position. The first row doing this at a signal, scores a point. This is repeated fifteen times. The row which assumes position promptly the greatest number of times win the game.
The players are named for an object on a train, as smoke-stack, boiler, baggage car, wheels, conductor, etc. One player is the train master. He says: "We must hurry up and make up a train to go to New York City at once. It is a special. We will take engine Number 21, some coal and wood; the bell must be in good order, and the carpet must be swept; the cushions dusted; the beds in the sleeper must be made up, etc." When these objects are named, the players run up to the starter when their names are given, each one putting his hands on the shoulder of the one before him, the first one having put his hands upon the starter in the same way. When all are in line, the train starts, after the signal, which is a bell. The starter may imitate the noises a locomotive makes as it starts out on its journey. He leads up hill and down dale, and the line must remain unbroken. The one who breaks the line pays a forfeit or is out of the game. The line being mended, continues its journey.
Stools are placed close together to form a circle, and all the players seat themselves, facing inwards, except one player, who stands in the center. He tries to secure the seat that has been left vacant. This is difficult, because the players on the stools keep moving to the right from one stool to the next, so that the location of the vacant seat varies. When the player in the center secures a seat, the one at his left goes into the center. If more than thirty are playing, it is better to have two vacant stools and two players in the center.
The leader holds a pebble between the palms of his hands. The others are grouped about him, each with hands extended, palm to palm. The leader then passes his hands between those of the players. No one can tell where he leaves the pebble, until some one guesses where it is. Each player has a turn. The one receiving the pebble is chased by the others. If he succeeds in getting to the leader and giving the pebble to him before he is caught, he can return to his place; otherwise he changes place with the leader.
The players, being divided into two lines, stand facing each other, with a distance of about twelve feet between them. The lines pair off, and take hold of hands all along the line.
A dialogue takes place between the lines, the players in a line speaking in unison. As this is done, they swing their arms and rock backward and forward from one foot to another, keeping time to the rhythm of the words, as follows:
"How many miles to Babylon?"
"Three score and ten."
"Will we be there by candle light?"
"Yes, and back again."
"Open your gates and let us through."
"Not without a beck (courtesy) and a boo (bow)."
"Here's a beck and here's a boo, Here's a side and here's a sou; Open your gates and let us through."
All the players in the first line say: "Here's a beck and here's a boo," as they suit the action to the word. As they do so, they also drop hands and each makes a courtesy, with hands at the hips for the "beck," and straighten up and make a deep bow forward for the "boo"; assuming an upright attitude, then, and bending the head sideways to the right for "Here's a side," and to the left for "Here's a sou."
The partners clasp hands, and all run forward ten steps, keeping time with the rhythm of the words. Then all pass under the upraised hands, which represent the city gates. This is done in four running steps, making twelve steps in all. The couples who made the gate then turn around in four running steps, until they face the first line, when they repeat the dialogue as given above, etc.
Corners are selected by some of the players; the others remain in the center of the room. The puss in a corner calls to the other puss in a corner, "Puss, puss," and they try to get to each other's corner before these can be taken by the others.
When this is played outdoors, trees or the corners in a fence may be utilized as were the corners of a room.
The hostess cuts pictures into four parts and mixes them in a box, or loosely places them in the center of a table. Then each guest takes four and puts them together as a picture. The effect is very funny at times. Some of the children's picture blocks may be used for this game, using four sets at a time.
The girl or boy host gives each guest, on a slip of paper, the beginning of a quotation. All go about the room looking for the end of the quotations, which are hidden in different places in the room; or, if older children are playing this game, pencils and paper are given them, and they write the full quotation.
A penny party furnishes amusement for an evening. With the invitations is sent a request for each guest to bring a penny, not for an admission fee, but for use. For each guest there are provided two cards and a pencil; one card is blank; the other has a list of the things to be found on a penny. The list is numbered, and each person is expected to name as many as he can, prizes being awarded for the best and poorest list.
Find— 1. Top of hill. 2. Place of worship. 3. An animal. 4. A fruit. 5. A common fruit. 6. Links between absent friends. 7. Union of youth and old age. 8. A vegetable. 9. Flowers. 10. What we fight for. 11. Metal. 12. A messenger. 13. A weapon of defense. 14. A weapon of warfare. 15. A body of water. 16. A beverage. 17. What young ladies want. 18. The most popular State. 19, What men work for. 20. Sign of royalty. 21. A jolly dog.
The answers are: 1. Brow. 2. Temple. 3. Hare (hair). 4. Date. 5. Apple. 6. Letters. 7. 1894 (The date of the penny). 8. Ear. 9. Tulips (two lips). 10. Liberty. 11. Copper. 12. One cent (sent). 13. Shield. 14. Arrow. 15. Sea (c). 16. Tea (t). 17. Beau (bow). 18. United States (matrimony). 19. Money. 20. Crown. 21. A merry cur (America).
Usually a half hour is allowed for filling out the blank cards, and after that some time for correcting the lists and awarding prizes.
This is a form of entertainment always liked by the younger children. It can be made amusing, as well as instructive, by having those representing the show to take the part of dolls of the different nations. When the invitations are sent out, it should be specified what part each little guest will take. Some of the guests may be the audience if they prefer, or adults may be the on-lookers. Each little guest receives a doll as a souvenir.
Another form of doll party is where the children bring dolls dressed by themselves. The doll whose gown is most neatly made receives a prize.
There may also be dolls made of beets, carrots, potatoes, tomatoes, etc., by using sticks, cloves, etc., with the vegetables named. The results are very funny. These are put on exhibition on the table and an umpire decides for which prizes are to be given.
The little hostess or host selects two leaders. These choose sides. Two large rugs are placed near together on the floor. A bowl of peanuts is placed in the center of each. The little players which can soonest dispose of their peanuts two inches apart on their rug, are the winners. The hostess gives the signal at the beginning and end of the contest. The sides may work simultaneously or singly, according as the game is played, individually or by sides as a whole. The peanuts are eaten at the end of the game, and a prize of a box of candy is given the winning side or child. This is passed about to the guests.
Some peanuts must be secretly hidden in out-of-the-way places—in bric-a-brac, etc. Give a pretty bag or box to be used as a receptacle for the peanuts, and then the hunt begins. The one getting the most peanuts, receives a prize. He may eat all the peanuts he finds, after the contest is decided, but a lesson in unselfishness is here possible. The hostess may suggest sharing the peanuts with one whotried hardto find many nuts, but did not succeed; or, if there be a lame child, or one deformed, he or she should receive some of the nuts of the winners, and of those the others find.
The invitations have peanuts painted on them, so have little menu cards, which are placed at each plate at the table. These designs are often funny, and even grotesque, as they represent brownies, etc. Peanuts are strung as necklaces, bracelets, etc. Some of the sandwiches are made of mashed peanuts—called peanut butter—and they are delicious. Peanut candy is served, and at the end peanuts are jabbed for with hat pins. For this all gather at different little tables, or turns are taken at one table, the peanuts being piled up in the center. A box of candy is given the winner. This he or she, of course, passes among the guests.
This may be made not only enjoyable, but charitable as well. Tables holding fancy work—preferably the work of the children—candies (home-made), groceries, aprons, pen-wipers, iron-holders, hand-painted cards, capes, etc., etc., may be sold. Rebecca sits at the Well—a well of lemonade. A grab-bag, an orange tree, with saleable parcels on it. A post-office, where letters are sold, and finally a refreshment table or tables, the little girls and boys serving as waiters, in costumes.
Making bubbles requires no great effort of the mind or body. Clay pipes for the players are furnished by the hostess. Bowls are filled with water which is quite soapy. The pipes show the colors of the side or sides, being tied with ribbons of different colors. The game contest may be decided in two ways. Either the one who makes the largest bubble is winner, or the one making the most bubbles in a given time. The sides or individuals may play in turn.
A pop-corn party, of necessity, like a candy pull, must be held in the kitchen. This can be decorated for the occasion. Each little guest brings an apron to be donned before the "popping" begins.
First, shell the corn. Second, take a dipper full of corn and "pop" it. This popping is done in a pan over a clear fire.
Third, divide into parts, when done.
Fourth, sprinkle some with cochineal, if pink corn is desired.
Fifth, string the pop-corn on threads. A needle is used to do this.Necklaces, bracelets, and boys' chains may be so made.
Each child receives a handsome cornucopia or box as a receptacle for his popcorn.
Candy ready to pull may be bought at a candy store, or molasses may be boiled at home until it is ready to pull, when the hands are greased and the pulling begins. As suggested for a pop-corn party, the kitchen or dining-room is the best place in which to give a party of this kind. It may be decorated to look well, and the children doubtless would enjoy their play here more than in the parlor.
This may be of dolls or real babies. You can borrow the babies for the occasion. A committee decides which is the handsomest baby, which the best-natured, etc. Rattiers, toys, etc., are given the babies, or you can have your parents and other lady friends take the part of babies. Put a bib on them when they go to supper.
The little players sit or stand round the room in a circle. The leader assigns to each some musical instrument, as harp, flute, violincello, trombone, etc., and also selects one for himself. Some well-known tune is then given out, say "Yankee Doodle," and the players all begin to play accordingly, each doing his best to imitate, both in sound and action, the instrument which has been assigned to him, the effect being generally extremely harmonious. The leader commences with his own instrument, but without any warning suddenly ceases, and begins instead to perform on the instrument assigned to one of the players. Such player is bound to notice the change, and forthwith to take the instrument just abandoned by the leader, incurring a forfeit if he fails to do so.
The fun of this game depends on a fair proportion of the players not being acquainted with it. The leader begins, addressing the first player, "I have a cook who doesn't like peas (p's); what will you give her for dinner?" The person addressed, if acquainted with the secret, avoids the letter p in his answer, and, for example, says, "I will give her some walnuts." The question is then asked of the second person, who, if unacquainted with the trick, is likely enough to offer some delicacy which contains the letter p; e.g., potatoes, asparagus, pork, apple-pie, pickled cabbage, peanuts, etc., etc. When this occurs, the offender is called upon to pay a forfeit, but the precise nature of his offense is not explained to him. He is simply told, in answer to his expostulations, that "the cook doesn't like p's." When a sufficient number of forfeits has been extracted, the secret is revealed, and those who have not already guessed it, are teased by being told (over and over again) that the cook did not like p's, and if they would persist in giving them to her, they must, of course, take the consequences.
One player is sent from the room. The others decide upon something for him to do, but he is not told what it is, though he is helped by a noise of some kind on metal, or on a musical instrument. When he is near an object with which he is to perform some feat, the noise is loud. If he touches the wrong object, the music is soft. Any one of the musical instruments commonly used by children may be employed in this game.
The leader says: "Of what animal am I thinking?" He tells that the animal has a certain number of legs, and gives other points of a like nature. From this description the guessing is done. When a player guesses the animal correctly, he scores a point. Each player has a turn. The game is played until it loses its interest.
The bags are thrown at targets. A score is made out. A prize is given the one getting the best score.
Throwing the bean bag over the head is another form of Bean Bag Game. It must be caught by one standing back of the tosser. The one who catches it becomes the tosser.
This game consists of tosses of the bean bag into boxes. The player stands at a distance. The one being successful in his throws the most times is the winner.
An equal number of players out of doors. Two parties are formed, divided by eight or ten feet of space. The umpire gives a signal, and a player in one line runs to the other side—half way, and tosses his bag to the one at the end of the line; he then takes his place next to this one, and the line moves down.
This is continued, opposite sides taking turns. Then the game is reversed, until the player who first played is in his original place.
A bean bag is placed on the ground and another at some distance from it. Two players, at a given signal, run to these bags. The one who can catch the bag and get to the staff placed near the umpire is the winner. Sides may be scored instead of the individual players.
At the seashore stones or blocks of wood may be substituted for the bags. A ring is drawn on the ground and the players take sides. The leader of each side toes a starting line across the ground at a distance from the circle. Bean bags or stones are thrown into the center of this, each one having a turn.
The side getting the biggest score is the winning one.
Skipping the rope is an admirable exercise for girls and boys. There should be a spring in doing this. When a jumper comes down on his heels, instead of jumping from his toes, he is apt to make the skipping injurious by jarring his back. The players jump in turn over a long rope turned by two of the players. Each has a turn. A score is kept of the number of times a player can do this. Sides may be formed, or the jumpers may see how many times they can jump over the rope in succession.
The chaser tries to tag the runners before they can "get home," or to a given place. If he succeeds, the one tagged is "It."
Is played by not telling who is "It." He chases the other players and tries to tag one of them. If he succeeds, the one who was tagged becomes "It."
In this game the one tagged must place his hand on the spot of his body where the tagger tagged him; doing this, he must chase the other players until he tags one of them.
This is a favorite game with little children.
A place is marked off and named "The Brook"—we will say it is three feet wide.
The players run and try to jump the brook. When all have jumped over, they stand and jump backwards. The one who jumps into the brook instead of across it is out of the game.