TONGUE TWISTERS

The leader begins by saying the first sentence, which is repeated by each player in turn. The leader in every case adds the new line, which is repeated by the other players in succession. Anyone making a mistake or omission drops out of the contest. As the ranks grow thinner, the players are required to repeat the sentences more rapidly, and no time for hesitation allowed. The one who makes no mistake is entitled to a prize.

The sentences are as follows:

One old ox opening oysters.Two tall Turks twirling twisted turbans.Three tinkering tailors totally tired.Four fat Frenchmen fanning a fainting fly.Five funny farmers feeding feathered fowls.Six slippery snails slid slowly seaward.Seven shy soldiers shooting salted salmon.Eight eccentric Englishmen exhibiting educated elephants.Nine nimble noblemen nibbling nasturtiums.Ten tipsy tailors toddling timidly together.

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 atrade. Everyone 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.

In this game the leader tells one of the players to think of any number he likes, but not to say it aloud. He next tells him to double it; this done, the player is told to add eight to the result, and then halve it. After doing this he must halve the whole, and from what is left take away the number first thought of. If correctly worked out the answer will be four, which is just half the number which the leader told the player to add after the original number wasdoubled. For instance, we will suppose the number thought of to have been twenty. When doubled, the result will be forty. The player then adds eight, which gives him a total of forty-eight. He halves this, and has twenty-four left. When he has taken away the number first thought of (twenty) he has a total of four—which is half the number the leader told him to add in the beginning of the game.

A confederate is necessary for this trick. The one performing the trick goes out of the room and the confederate agrees with the audience to touch a certain article. The person outside is recalled and his confederate begins to question him. "Did I touch this music book?" "No." "Did I touch this table?" "No." "Did I touch this knife?" "No." "Did I touch that fork?" "Yes." The secret consists in saying the word "that" before the article touched, instead of "this."

The players seat themselves in a row and the leader of the game takes his place behind them, beginning at the top of the row. He makes some absurd gesture and then asks the person behind whomhe is standing "What am I doing?" If the player replies incorrectly, and he generally does, he is doomed to stand up and imitate in silence the gesture he could not guess, until he has leave to sit down.

It is necessary that only two of the party should have a knowledge of this game, and then "wonderment" is sure to be the result.

The two players agree that a certain word shall be regarded as a signal word. As an illustration, imagine this word to be "and."

One of the players asserts his belief that he is gifted with second sight, and states that he is able, through a closed door, to name any article touched by any person in sympathy with him, notwithstanding the said person may attempt to mystify him by mentioning a lot of other articles. He then chooses his confederate, as being one with whom he may be in sympathy, and goes outside.

The player in the room then proceeds to call out, perhaps as follows:—Table, Hearthrug, Piano, Footstool and Chair, Lamp, Inkstand. He then places his hand on the back of a chair and asks: "What am I touching now?" the answer will, of course, be "Chair," because the signal word "and" came immediately before that article.

If the players are skilful there is no need for the trick to be discovered.

All the girls sit in a circle, and the boys stand outside, one boy behind each girl's chair. One chair is left vacant, but a boy stands behind it, and by winking at the girls one at a time, tries to get one for his empty chair.

As soon as a girl is winked at, she tries to leave her seat, and take the vacant one, but if the boy behind her touches her before she leaves the seat, she cannot go. Each boy has to keep his eye on the one who is winking and on the girl in his chair, for if he is not watching, she may escape before he has time to touch her, and then it is his turn to do the winking and get a girl for his chair.

If the winking is done quickly it adds to the interest of the game. No boy can keep hold of a girl all the time; he must only touch her when she starts to leave her place, and then if she is beyond arm's length he cannot call her back.

Few children think they will ever tire of playing games; but all the same, towards the end of a long evening, spent merrily in dancing and playing, the little ones begin to get too weary to play any longer, and it is very difficult to keep them amused.

Then comes the time for riddles! The children may sit quietly around the room, resting after theirromps and laughter, and yet be kept thoroughly interested, trying to guess riddles.

It is, however, very difficult to remember a number of good and laughable ones, so we will give a list of some, which will be quite sufficient to puzzle a roomful of little folk for several hours.

Why are weary people like carriage-wheels?—Answer: Because they are tired.An old woman in a red cloak was passing a field in which a goat was feeding. What strange transformation suddenly took place?—Answer: The goat turned to butter (butt her), and the woman into a scarlet runner.Why does a duck go into the water?—Answer: For divers reasons.Spell "blind pig" in two letters? P G; a pig without an I.Which bird can lift the heaviest weights?—The crane.Why is a wise man like a pin?—He has a head and comes to a point.Why is a Jew in a fever like a diamond?—Because he is a Jew-ill.Why may carpenters reasonably believe there is no such thing as stone?—Because they never saw it.What is that which is put on the table and cut, but never eaten?—A pack of cards.Why does a sculptor die horribly?—Because he makes faces and busts.When does a farmer double up a sheep without hurting it?—When he folds it.What lives upon its own substance and dies when it has devoured itself?—A candle.Why is a dog biting his tail a good manager?—Because he makes both ends meet.What thing is it that is lower with a head than without one?—A pillow.Which is the left side of a plum-pudding?—That which is not eaten.What letter of the alphabet is necessary to make a shoe?—The last.If all the seas were dried up, what would everybody say?—We haven't a notion (an ocean).Why is it certain that "Uncle Tom's Cabin" was not written by the hand of its reputed author?—Because it was written by Mrs. Beecher's toe (Stowe).Why is a fishmonger never generous?—Because his business makes him sell fish (selfish).What is that which works when it plays and plays when it works?—A fountain.What is that from which you may take away the whole and yet there will be some remaining?—The word wholesome.Why are fowls the most economical things a farmer can keep?—Because for every grain they give a peck.What coin doubles its value by taking away a half of it?—Halfpenny.Why is it dangerous to walk in the meadows inspringtime?—Because the trees are shooting and the bulrush is out (bull rushes out).Why is a vine like a soldier?—Because it is listed and has ten drills (ten-drils) and shoots.Why is an opera-singer like a confectioner?—Because she deals in ice-creams (high screams).If a man who is carrying a dozen glass lamps drops one, what does he become?—A lamp lighter.What belongs to yourself, but is used more by your friends than by yourself?—Your name.Why is a spider a good correspondent?—Because he drops a line at every post.When is the clock on the stairs dangerous?—When it runs down.Why is the letter "k" like a pig's tail?—Because it comes at the end of pork.What is the keynote to good manners?—B natural.Why is a five-pound bank-note much more profitable than five sovereigns?—Because when you put it in your pocket you double it, and when you take it out you will find it in-creases.Why is a watch like a river?—Because it doesn't run long without winding.What is that which flies high, flies low, has no feet, and yet wears shoes?—Dust.When has a man four hands?—When he doubles his fists.What trees has fire no effect upon?—Ash-trees; because when they are burned, they are ashes still.What is the difference between a schoolmaster andan engine-driver?—One minds the train and the other trains the mind.A man had twenty sick (six) sheep, and one died; how many were left?—19.What is that which everybody has seen but will never see again?—Yesterday.Which is the best day for making a pancake?—Friday.Which is the smallest bridge in the world?—The bridge of your nose.What four letters would frighten a thief?—O I C U.What is that which goes from London to York without moving?—The road.Which is easier to spell—fiddle-de-dee or fiddle-de-dum?—Fiddle-de-dee, because it is spelt with more "e's."When may a chair be said to dislike you?—When it can't bear you.What animal took most luggage into the Ark, and which two took the least?—The elephant, who took his trunk, while the fox and the cock had only a brush and a comb between them.Which of the English kings has most reason to complain of his washer-woman?—King John, when he lost his baggage in the Wash.If a bear were to go into a linen-draper's shop, what would he want?—He would want muzzlin'.Why is B like a hot fire?—Because it makes oil Boil.Why was the first day of Adam's life the longest?—Because it had no Eve.If an egg were found on a music-stool, what poem would it remind you of?—"The Lay of the Last Minstrel."Why is a schoolmaster like a shoe-black?—Because he polishes the understanding of the people.Why is a washer-woman like a navigator?—Because she spreads her sheets, crosses the line, and goes from pole to pole.Why is an author the queerest animal in the world?—Because his tale comes out of his head.Why is it that a tailor won't attend to business?—Because he is always cutting out.When can a horse be sea-green in color?—When it's a bay.Why were gloves never meant to sell?—Because they were made to be kept on hand.When are we all artists?—When we draw a long face.Why are watch-dogs bigger by night than by day?—Because they are let out at night and taken in in the morning.When is a tradesman always above his business?—When he lives over his shop.Which is the liveliest city in the world?—Berlin; because it's always on the Spree.Why is a water-lily like a whale?—Because they both come to the surface to blow.Why is a shoemaker the most industrious of men?—Because he works to the last.What is book-keeping?—Forgetting to return borrowed volumes.Why is scooping out a turnip a noisy process?—Because it makes it hollow.Why are teeth like verbs?—Because they are regular, irregular, and defective.What ships hardly ever sail out of sight?—Hardships.When is an artist a dangerous person?—When his designs are bad.Why are tortoiseshell-combs like citadels?—They are for-tresses.Why is the Isthmus of Suez like the first "u" in cucumber?—Because it is between two "c's" (seas).What motive led to the invention of railroads?—The locomotive.Why are deaf people like Dutch cheeses?—Because you can't make them here.When is the best time to get a fresh egg at sea?—When the ship lays to.Who was the first whistler?—The wind.What tune did he whistle?—Over the hills and far away.Why need a traveller never starve in the desert?—Because of the sand which is (sandwiches) there.Why is sympathy like blindman's-buff?—Because it is a fellow feeling for a fellow creature.If a Frenchman were to fall into a tub of tallow, in what word would he express his situation?—In-de-fat-i-gabble. (Indefatigable.)Why is a diner on board a steam-boat like Easter Day?—Because it is a movable feast.Why is a little man like a good book?—Because he is often looked over.Why is a pig in a parlor like a house on fire?—Because the sooner it is put out the better.What is the difference between a soldier and a bombshell?—One goes to war, the other goes to pieces.Why is it dangerous to sleep in a train?—Because every train runs over all the sleepers on the line.Spell "enemy" in three letters?—F O E.Which is the only way that a leopard can change his spots?—By going from one spot to another.Why did Eve never fear the measles?—Because she'd Adam.When is a tall man a little short?—When he hasn't got quite enough cash.What houses are the easiest to break into?—The houses of bald people; because their locks are few.Why is a watch the most difficult thing to steal?—Because it must be taken off its guard.Why is there never anybody at home in a convent?—Because it is an (n)uninhabited place.Why does a person who is not good-looking make a better carpenter than one who is?—Because he is a deal plainer.What is the best tree for preserving order?—The birch.Why is shoemaking the easiest of trades?—Because the boots are always soled before they are made.What plant stands for No. 4?—IV.How can a gardener become thrifty?—By making the most of his thyme, and by always putting some celery in the bank.Why is it probable that beer was made in the Ark?—Because the kangaroo went in with hops, and the bear was always bruin."What was the biggest thing you saw at the World's Fair?" asked a wife of her husband.—"My hotel bill!" said he.Why is C like a schoolmistress?—Because it forms lasses into classes.What is that which never asks any questions and yet requires many answers?—The street-door.If a man bumped his head against the top of a room, what article of stationery would he be supplied with?—Ceiling whacks. (Sealing-wax.)Which is the longest word in the English language?—Smiles; because there is a mile between the first and last letters.Which is the oldest tree in England?—The Elder Tree.How many sides are there to a tree?—Two, inside and out.What is that which happens twice in a moment and not once in a thousand years?—The letter M.What sea would a man most like to be in on a wet day?—A dry attic. (Adriatic.)Why is coffee like an axe with a dull edge?—Because it must be ground before it is used.What is the difference between a bottle of medicine and a troublesome boy?—One is to be well shaken before taken, and the other is to be taken and then shaken.What makes more noise than a pig under a gate?—Two pigs.When is a door not a door?—When it is a-jar.What is the difference between a naughty boy and a postage-stamp?—Because one you stick with a lick, and the other you lick with a stick.Why did William Tell shudder when he shot the apple from his son's head?—Because it was an arrow escape for his child.What is that which the more you take from it the larger it grows?—A hole.What is the best land for little kittens?—Lapland.Why should a man always wear a watch when he travels in a waterless desert?—Because every watch has a spring in it.Of what trade is the sun?—A tanner.What relation is a doormat to a door?—Step-fa(r)ther.What is that which you cannot hold ten minutes, although it is as light as a feather?—Your breath.What is the worst weather for rats and mice?—When it rains cats and dogs.What is that which never uses its teeth for eating purposes?—A comb.When are two apples alike?—When pared.What is the difference between a blind man and a sailor in prison?—One cannot see to go and the other cannot go to sea.Why is a plum-cake like the ocean?—Because it contains so many currants.What pudding makes the best cricketer?—A good batter.When is a sailor not a sailor?—When he's a-board.Why is the snow different from Sunday?—Because it can fall on any day in the week.What trade would you mention to a short boy?—Grow sir (grocer).What tree is nearest the sea?—The beech.Why is a game of cards like a timber-yard?—Because there are always a great many deals in it.Why is a tight boot like an oak tree?—Because it produces a corn (acorn).Why is a city in Ireland likely to be the largest city in the world?—Because each year it is Dublin (doubling).What is the easiest way to swallow a door?—Bolt it.Why could a negro slave not be caught if he ran away?—Because he would be sure to keep dark at all times.Why is a dancing-master like a tree?—Because of his bows (boughs).Name a word of five letters from which if you take two but "one" remains—Stone.

Why are weary people like carriage-wheels?—Answer: Because they are tired.

An old woman in a red cloak was passing a field in which a goat was feeding. What strange transformation suddenly took place?—Answer: The goat turned to butter (butt her), and the woman into a scarlet runner.

Why does a duck go into the water?—Answer: For divers reasons.

Spell "blind pig" in two letters? P G; a pig without an I.

Which bird can lift the heaviest weights?—The crane.

Why is a wise man like a pin?—He has a head and comes to a point.

Why is a Jew in a fever like a diamond?—Because he is a Jew-ill.

Why may carpenters reasonably believe there is no such thing as stone?—Because they never saw it.

What is that which is put on the table and cut, but never eaten?—A pack of cards.

Why does a sculptor die horribly?—Because he makes faces and busts.

When does a farmer double up a sheep without hurting it?—When he folds it.

What lives upon its own substance and dies when it has devoured itself?—A candle.

Why is a dog biting his tail a good manager?—Because he makes both ends meet.

What thing is it that is lower with a head than without one?—A pillow.

Which is the left side of a plum-pudding?—That which is not eaten.

What letter of the alphabet is necessary to make a shoe?—The last.

If all the seas were dried up, what would everybody say?—We haven't a notion (an ocean).

Why is it certain that "Uncle Tom's Cabin" was not written by the hand of its reputed author?—Because it was written by Mrs. Beecher's toe (Stowe).

Why is a fishmonger never generous?—Because his business makes him sell fish (selfish).

What is that which works when it plays and plays when it works?—A fountain.

What is that from which you may take away the whole and yet there will be some remaining?—The word wholesome.

Why are fowls the most economical things a farmer can keep?—Because for every grain they give a peck.

What coin doubles its value by taking away a half of it?—Halfpenny.

Why is it dangerous to walk in the meadows inspringtime?—Because the trees are shooting and the bulrush is out (bull rushes out).

Why is a vine like a soldier?—Because it is listed and has ten drills (ten-drils) and shoots.

Why is an opera-singer like a confectioner?—Because she deals in ice-creams (high screams).

If a man who is carrying a dozen glass lamps drops one, what does he become?—A lamp lighter.

What belongs to yourself, but is used more by your friends than by yourself?—Your name.

Why is a spider a good correspondent?—Because he drops a line at every post.

When is the clock on the stairs dangerous?—When it runs down.

Why is the letter "k" like a pig's tail?—Because it comes at the end of pork.

What is the keynote to good manners?—B natural.

Why is a five-pound bank-note much more profitable than five sovereigns?—Because when you put it in your pocket you double it, and when you take it out you will find it in-creases.

Why is a watch like a river?—Because it doesn't run long without winding.

What is that which flies high, flies low, has no feet, and yet wears shoes?—Dust.

When has a man four hands?—When he doubles his fists.

What trees has fire no effect upon?—Ash-trees; because when they are burned, they are ashes still.

What is the difference between a schoolmaster andan engine-driver?—One minds the train and the other trains the mind.

A man had twenty sick (six) sheep, and one died; how many were left?—19.

What is that which everybody has seen but will never see again?—Yesterday.

Which is the best day for making a pancake?—Friday.

Which is the smallest bridge in the world?—The bridge of your nose.

What four letters would frighten a thief?—O I C U.

What is that which goes from London to York without moving?—The road.

Which is easier to spell—fiddle-de-dee or fiddle-de-dum?—Fiddle-de-dee, because it is spelt with more "e's."

When may a chair be said to dislike you?—When it can't bear you.

What animal took most luggage into the Ark, and which two took the least?—The elephant, who took his trunk, while the fox and the cock had only a brush and a comb between them.

Which of the English kings has most reason to complain of his washer-woman?—King John, when he lost his baggage in the Wash.

If a bear were to go into a linen-draper's shop, what would he want?—He would want muzzlin'.

Why is B like a hot fire?—Because it makes oil Boil.

Why was the first day of Adam's life the longest?—Because it had no Eve.

If an egg were found on a music-stool, what poem would it remind you of?—"The Lay of the Last Minstrel."

Why is a schoolmaster like a shoe-black?—Because he polishes the understanding of the people.

Why is a washer-woman like a navigator?—Because she spreads her sheets, crosses the line, and goes from pole to pole.

Why is an author the queerest animal in the world?—Because his tale comes out of his head.

Why is it that a tailor won't attend to business?—Because he is always cutting out.

When can a horse be sea-green in color?—When it's a bay.

Why were gloves never meant to sell?—Because they were made to be kept on hand.

When are we all artists?—When we draw a long face.

Why are watch-dogs bigger by night than by day?—Because they are let out at night and taken in in the morning.

When is a tradesman always above his business?—When he lives over his shop.

Which is the liveliest city in the world?—Berlin; because it's always on the Spree.

Why is a water-lily like a whale?—Because they both come to the surface to blow.

Why is a shoemaker the most industrious of men?—Because he works to the last.

What is book-keeping?—Forgetting to return borrowed volumes.

Why is scooping out a turnip a noisy process?—Because it makes it hollow.

Why are teeth like verbs?—Because they are regular, irregular, and defective.

What ships hardly ever sail out of sight?—Hardships.

When is an artist a dangerous person?—When his designs are bad.

Why are tortoiseshell-combs like citadels?—They are for-tresses.

Why is the Isthmus of Suez like the first "u" in cucumber?—Because it is between two "c's" (seas).

What motive led to the invention of railroads?—The locomotive.

Why are deaf people like Dutch cheeses?—Because you can't make them here.

When is the best time to get a fresh egg at sea?—When the ship lays to.

Who was the first whistler?—The wind.

What tune did he whistle?—Over the hills and far away.

Why need a traveller never starve in the desert?—Because of the sand which is (sandwiches) there.

Why is sympathy like blindman's-buff?—Because it is a fellow feeling for a fellow creature.

If a Frenchman were to fall into a tub of tallow, in what word would he express his situation?—In-de-fat-i-gabble. (Indefatigable.)

Why is a diner on board a steam-boat like Easter Day?—Because it is a movable feast.

Why is a little man like a good book?—Because he is often looked over.

Why is a pig in a parlor like a house on fire?—Because the sooner it is put out the better.

What is the difference between a soldier and a bombshell?—One goes to war, the other goes to pieces.

Why is it dangerous to sleep in a train?—Because every train runs over all the sleepers on the line.

Spell "enemy" in three letters?—F O E.

Which is the only way that a leopard can change his spots?—By going from one spot to another.

Why did Eve never fear the measles?—Because she'd Adam.

When is a tall man a little short?—When he hasn't got quite enough cash.

What houses are the easiest to break into?—The houses of bald people; because their locks are few.

Why is a watch the most difficult thing to steal?—Because it must be taken off its guard.

Why is there never anybody at home in a convent?—Because it is an (n)uninhabited place.

Why does a person who is not good-looking make a better carpenter than one who is?—Because he is a deal plainer.

What is the best tree for preserving order?—The birch.

Why is shoemaking the easiest of trades?—Because the boots are always soled before they are made.

What plant stands for No. 4?—IV.

How can a gardener become thrifty?—By making the most of his thyme, and by always putting some celery in the bank.

Why is it probable that beer was made in the Ark?—Because the kangaroo went in with hops, and the bear was always bruin.

"What was the biggest thing you saw at the World's Fair?" asked a wife of her husband.—"My hotel bill!" said he.

Why is C like a schoolmistress?—Because it forms lasses into classes.

What is that which never asks any questions and yet requires many answers?—The street-door.

If a man bumped his head against the top of a room, what article of stationery would he be supplied with?—Ceiling whacks. (Sealing-wax.)

Which is the longest word in the English language?—Smiles; because there is a mile between the first and last letters.

Which is the oldest tree in England?—The Elder Tree.

How many sides are there to a tree?—Two, inside and out.

What is that which happens twice in a moment and not once in a thousand years?—The letter M.

What sea would a man most like to be in on a wet day?—A dry attic. (Adriatic.)

Why is coffee like an axe with a dull edge?—Because it must be ground before it is used.

What is the difference between a bottle of medicine and a troublesome boy?—One is to be well shaken before taken, and the other is to be taken and then shaken.

What makes more noise than a pig under a gate?—Two pigs.

When is a door not a door?—When it is a-jar.

What is the difference between a naughty boy and a postage-stamp?—Because one you stick with a lick, and the other you lick with a stick.

Why did William Tell shudder when he shot the apple from his son's head?—Because it was an arrow escape for his child.

What is that which the more you take from it the larger it grows?—A hole.

What is the best land for little kittens?—Lapland.

Why should a man always wear a watch when he travels in a waterless desert?—Because every watch has a spring in it.

Of what trade is the sun?—A tanner.

What relation is a doormat to a door?—Step-fa(r)ther.

What is that which you cannot hold ten minutes, although it is as light as a feather?—Your breath.

What is the worst weather for rats and mice?—When it rains cats and dogs.

What is that which never uses its teeth for eating purposes?—A comb.

When are two apples alike?—When pared.

What is the difference between a blind man and a sailor in prison?—One cannot see to go and the other cannot go to sea.

Why is a plum-cake like the ocean?—Because it contains so many currants.

What pudding makes the best cricketer?—A good batter.

When is a sailor not a sailor?—When he's a-board.

Why is the snow different from Sunday?—Because it can fall on any day in the week.

What trade would you mention to a short boy?—Grow sir (grocer).

What tree is nearest the sea?—The beech.

Why is a game of cards like a timber-yard?—Because there are always a great many deals in it.

Why is a tight boot like an oak tree?—Because it produces a corn (acorn).

Why is a city in Ireland likely to be the largest city in the world?—Because each year it is Dublin (doubling).

What is the easiest way to swallow a door?—Bolt it.

Why could a negro slave not be caught if he ran away?—Because he would be sure to keep dark at all times.

Why is a dancing-master like a tree?—Because of his bows (boughs).

Name a word of five letters from which if you take two but "one" remains—Stone.

Each player is given a slip of paper and asked to write a piece of advice—the ladies write to the gentlemen and vice versa. The slips are collected and again distributed and each player is asked to read the advice which has been given him. Before looking at the paper he must tell what sort of advice it is—good, bad, unnecessary, etc., and whether or not he intends to profit by it.

A slip of paper and a pencil is given to each player, who must then write a number of adjectives upon it. The slips are collected and given to the principal player, who has undertaken to read out a short story, substituting the adjectives on the slips for those already in the story. The adjectives must be taken as they come and not picked out to suit the story. The result is sometimes very laughable; as for instance—"The pretty rhinoceros is a very amiable animal. It is very attractive in its habits, and lives near lakes or rivers. Its delicate skin is so soft that special bullets are needed to pierce it, etc."

This is a capital game for a large party, for it is both instructive and amusing. One player is selected who has to guess what word or sentence the remainder of the company has chosen. He goes out of the room, and when the subject has been decided upon, returns and asks a question of each of the company in turn. The answer must be either "Yes" or "No," and in no case should more words be used, under penalty of paying a forfeit. The first important point to be found out is whether the subject is "Animal," "Vegetable," or "Mineral." Supposing, for instance, the subject chosen is a cat which is sleeping in the room by the fire, the questions and answers might be like the following:—"Is the subject chosen an animal?" "Yes." "Wild animal." "No." "Domestic animal?" "Yes." "Common?" "Yes." "Are there many to be seen in this town?" "Yes." "Have you seen many this day?" "Yes." "In this house?" "No." "Have you seen many in the road?" "Yes." "Do they draw carts?" "No." "Are they used for working purposes?" "No." "Is the subject a pet?" "Yes." "Have they one in the house?" "Yes." "In this room?" "Yes." "Is itlying in front of the fire at the present time?" "Yes." "Is the subject you all thought of the cat lying in front of the fire in this room?" "Yes." The subject having been guessed, another one is chosen and the game proceeds.

For this game, half the players go outside the door, whilst those who stay in the room choose a word of one syllable, which should not be too difficult. For instance, suppose the word chosen be "Flat," those who are out of the room are informed that a word has been thought of that rhymes with "Cat," and they then have to act, without speaking, all the words they can think of that rhyme with "Cat." Supposing their first idea be "Bat," they come into the room and play an imaginary game of cricket. This not being correct, they would be hissed for their pains, and they must then hurry outside again. They might next try "Rat," most of them going into the room on their hands and feet, whilst the others might pretend to be frightened. Again they would be hissed. At last the boys go in and fall flat on their faces, while the girls pretend to use flat-irons upon their backs. The loud clapping that follows tells them that they are right at last. They then change places with the audience, who, in turn, become the actors.

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.

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, &c., up to 79, but it is very seldom that this stage is reached.

In this game every one in the company has to describe in a riddle, first a bird, then a fruit, and finally a flower. The others must guess. Whoever guesses the most is the winner of the game.

Here are examples of the riddles:

BIRD. Although a bird I am part of a plant. STORK. (Stalk).FRUIT. Although a single specimen, I am really two. PEAR.FLOWERS. Although usually white, I am always described as rose colored in hue. PINK.

BIRD. Although a bird I am part of a plant. STORK. (Stalk).

FRUIT. Although a single specimen, I am really two. PEAR.

FLOWERS. Although usually white, I am always described as rose colored in hue. PINK.

Materials required.—As many sheets of paper and pencils as there are players.

The players seat themselves round a table, and each one is provided with a sheet of paper and a pencil. The hostess then asks them to write at the head of the paper the name of the town in which they were born. A time limit of fifteen minutes is then given them in which to make up a sentence, each word of which must begin with the letters composing the name of the town. The sentence must be either suggestive, or descriptive of the town which each has written on his or her paper. For example:—

Town—Chicago.Sentence—Came home in carriage after going out.

One of the players commences the game by saying to his neighbor, "I have a cook who doesn't like peas (p's); what will you give her for dinner?" The person addressed must avoid the letter P in his answer. For instance, he may answer, "Artichokes," "Onions," "Cabbage," and "Carrots," but he must not say "Spinach," "Asparagus," "Potatoes." The question is then asked of the second player, and so on until all have replied. If a player mentions a word containing the letter P he has to pay a forfeit.

One of the most popular games at a party is certainly "Consequences"; it is a very old favorite, but has lost none of its charms with age. The players sit in a circle; each person is provided with a half sheet of notepaper and a pencil, and is asked to write on the top—(1) one or more adjectives, then to fold the paper over, so that what has been written cannot be seen. Every player has to pass his or her paper on to the right-hand neighbor, and all have then to write on the top of the paper which has been passed by the left-hand neighbor (2) "the name of the gentleman"; after having done this the paper must again be folded and passed on as before; this time must be written (3) one or more adjectives; then (4) a lady's name; next (5), where they met; next (6), what he gave her; next (7), what he said to her; next (8), what she said to him; next (9), the consequence; and lastly (10), what the world said about it.

Be careful that every time anything has been written the paper is folded down and passed on to the player on your right.

When every one has written what the world says, the papers are collected and one of the company proceeds to read out the various papers, and the result may be somewhat like this:—

(1) The horrifying and delightful (2) Mr. Brown (3) met the charming (4) Miss Philips (5) in Westminster Abbey; (6) he gave her a flower (7) andsaid to her: "How's your mother?" (8) She said to him: "Not for Joseph;" (9) the consequence was they danced the hornpipe, and the world said: (10) "Just what we expected."

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 everyone 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 belongs to him.

At the end of the game each 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.'"

A player is chosen to represent "The Curate." The other players are assigned such names as printer, plumber, jeweler, butcher, druggist, shoemaker, etc. "The Curate" starts the game by saying,

"Mr. Butcher (or any other name) I called to see you this morning but you were not at home."

The Butcher: "I had just gone over to the jeweler's."

Curate: "And what business had you at the jeweler's?"

(The jeweler is the next to speak but he must not do so until the question is answered.)

"I went to get a bracelet for Mrs. Butcher."

The Jeweler: "I was not at home for I had gone to the printer's."

The Curate: "And what was your business at the printer's?"

(The printer is the next to speak but he must not do so until the question is answered.)

The game may be made very interesting by bringing into it little personal references and bits of innocent scandal, as

"I was at the jeweler's to help Mr. —— select a ring for Miss ——."

A subject is given to the company by the "teacher" and those joining in the game are each to define the subject in as terse a manner as possible, in epigram or verse, written on a slip of paper. The cards are then signed, turned in and the "teacher" reads the definitions. Then the company are to decide which one of the definitions has the greatest merit. For instance, the word "Friendship" is given and the answers might run like these:

To play this game seat yourselves in a circle, take a clean duster or handkerchief, and tie it in a big knot, so that it may easily be thrown from one playerto another. One of the players throws it to another, at the same time calling out either of these names: Earth, Air, Fire, or Water. If "Earth" is called, the player to whom the ball is thrown has to mention something that lives on the earth, as lion, cat; if "Air" is called, something that lives in the air; if "Water," something that lives in the water; but if "Fire" is called, the player must keep silence. Always remember not to put birds in the water or animals or fishes in the air; be silent when "Fire" is called, and answer before ten can be counted. For breaking any of these rules a forfeit must be paid.

This game, if carried out properly, will cause great amusement. One of the party announces that he will whisper to each person the name of some animal, which, at a given signal, must be imitated as loudly as possible. Instead, however, of giving the name of an animal to each, he whispers to all the company, with the exception of one, to keep perfectly silent. To this one he whispers that the animal he is to imitate is the donkey.

After a short time, so that all may be in readiness, the signal is given. Instead of all the party making the sounds of various animals, nothing is heard but a loud bray from the one unfortunate member of the company.

The idea of this game is to try how many sentences can be spoken without containing a certain letter which has been agreed upon. Supposing, for instance, the letter "f" is not to be introduced, the first player might ask: "Is this a new game to you?" The second player could answer: "Oh, no! I played it years ago when quite a youngster."

He would perhaps turn to the third player, and ask: "You remember it, do you not?" The third player might answer: "Yes, but we used to play it differently." This player, having used a word with an "f" in it, must pay a forfeit and remain out.

The answers must be given at once, without hesitation, and the player who avoids for the greatest length of time using a word containing the forbidden letter wins the game.

The players seat themselves and are questioned by the leader of the game and must answer without bringing in a word containing a forbidden vowel. Say the vowel "a" is forbidden, the leader asks—"Are you fond of playing the piano?" The answer "Yes, very much," would be correct as the words do not contain the letter "a." But if the answer were—"Yes, and I am fond of singing too," the speaker would have to pay a forfeit. Any vowelmay be forbidden, or if the players choose to make the game very difficult, two vowels may be forbidden. Say "a" and "e" are forbidden, and the question is, "Will your father be late home?" "I do not know" would be a correct answer.

The Fortune Teller must provide the person who is to have his or her fortune told with a piece of paper and a pencil and then proceed to say:

Write "Yes" or "no.""State a gentleman's or a lady's name." (If a lady's fortune is to be told she must write a gentleman's name and vice versa.)"Give a number.""Length of time.""Yes or no.""Yes or no.""Yes or no.""A color.""A color.""Yes or no.""Yes or no.""A shape.""A measure.""A sum of money.""A sum of money.""A virtue.""A profession.""The name of a place.""A lady's or gentleman's name.""The name of a place.""A number.""Yes or no.""State a time."

When these have all been written down, the Fortune Teller proceeds to read out the list of questions he has, with the answers corresponding in number. Below is appended the list of questions, which, of course, must not be shown to the person whose fortune is being told until he or she has written the answers.

Have you a lover?What is his or her name?How old is he or she?How long have you known him or her?Does he or she know you love him or her?Is your affection returned?Have you or has he proposed?What color is his or her hair?What color are his or her eyes?Is he or she handsome?Is he or she conceited?What shape is his or her nose?What size is his or her mouth?What is his or her fortune?How much will he or she allow you?What is his or her chief virtue?What is his or her profession?Where did you first meet?What is your rival's name?Where do you intend to live?How many other proposals have you had, or made?Will the marriage be a happy one?When will you be married?

To play this game successfully two of the company privately agree upon a word that has several meanings. The two then enter into a conversation, which is obliged to be about the word they have chosen, whilst the remainder of the company listen.

When a member of the party imagines that he has guessed the word, he may join in the conversation, but if he finds he is mistaken, must immediately retire.

To give an illustration: Supposing the two players who start the conversation decide upon the word box. They might talk about the people they had seen at the theatre and the particular part of the house in which they were sitting. Then they might say how nice it looked in a garden, and one might mention that it grew into big trees. Perhaps one of the company might imagine that he had guessed the word correctly and join in, when the conversation would be immediately changed, and the two would begin to converse about a huge case in which a verygreat number of things were packed away. By this time possibly the person who joined in the conversation will leave off, completely mystified.

If, however, the word should be correctly guessed, the person guessing it chooses a partner, and they together select a word, and the game begins again.

One of the company gets himself up to represent the old man of the woods, the rest take the names of various animals, such as lion, tiger, leopard and so on.

The players seat themselves round the room, and the old man standing in the centre tells them that some of their number have committed a crime and he is about to question them, in order that he may discover the guilty ones. He then begins—"Now, Mr. Lion, where have you been hunting, and what have you eaten to-day?" "I hunted in the forest and caught an antelope." "Then you are twice guilty and must pay two forfeits," says the old man; and the lion must pay his forfeit without being told the crime he has committed. The old man passes on to a Polar Bear. "Where did you hunt and what have you eaten?" he asks.—"I hunted in the water and had a fine fish to eat." The Polar Bear is pronounced innocent. The real game is that no animal may bring in the letter "o" either in their hunting ground or the food they eat. "Forest" and "Antelope" both have an "o" in them, so the lion has to pay two forfeits whereas "Water" and "Fish" having no "o" the bear was declared innocent. The great fun is for the old man to keep the secret of "guilty" or "innocent" to himself; but even if the other players know the secret, it is very difficult not to make a slip, as the answers must be given promptly.

When the game is over the players must pay for their forfeits in any way the old man decides.

Into bits of muslin should be tied samples of groceries—tea, coffee, starch, rice, beans, spices, etc. The players are allowed one guess for each sample, depending entirely upon the sense of feeling, and the one guessing the largest number correctly is given a prize. The hostess should have the samples numbered in order to keep count of the guesses. One young lady has a lot of pretty little silk bags filled with these samples and uses them again and again, and they always bring the same amount of fun.

The leader writes out a short story. It may be a bit of gossip, a newspaper incident or anything he wishes, it should however be rather excitablein character. He reads the story over, that he may whisper it to one of his neighbors without the aid of the paper. The neighbor listens attentively and in turn whispers it to another neighbor, and it is whispered from one to the other until everyone has heard it. The last person to whom the story was told is asked to relate it and then the person who originated the story is asked to read his written copy. It will be almost unbelievable how the facts of the story have changed in the telling. Scarcely ever will the story be accurate in any particular.

One of the players goes out of the room and the players decide upon an object. Let us suppose that the word chosen is chest. The word being agreed upon, the other player is called in. The game is for this player to guess the word by asking the three questions "How do you like it? When do you like it? Where do you like it?" of each person until the word is guessed. For instance, one player is asked:

And so the game goes on until the guesser knows the word. If he fails to guess it after asking every one of the players the three questions, "How do you like it? When do you like it? Where do you like it?" he must pay a forfeit. The guesser next time is the person who, in making his answer gave away the word decided upon.

To play this game it is best for the players to arrange themselves in a half-circle round the room. Then one begins: "I love my love with an 'A,' because she is affectionate; I hate her with an 'A,' because she is artful. Her name is Alice, she comes from Aberdeen, and I gave her an apricot." The next player says: "I love my love with a 'B,' because she is bonnie; I hate her with a 'B,' because she is boastful. Her name is Bertha, she comes from Bath, and I gave her a book." The next player takes "C," and the next "D," and so on through all the letters of the alphabet.

One of the players is asked to go outside whilst the company think of some person in the room, and on his return he has to guess of whom the company has thought.

The players then arrange themselves in a circle, and agree each to think of his or her right-hand neighbor; it is best to have a girl and boy alternately, as this adds much to the amusement.

The one outside is then called in, and commences to ask questions. Before replying, the player asked must be careful to notice his or her right-hand neighbor, and then give a correct reply. For instance, supposing the first question to be: "Is the person thought of a boy or a girl?" the answer would possibly be "A boy"; the next person would then be asked the color of the complexion, the next one the color of the hair, if long or short, etc., to which questions the answers would, of course, be given according to the right-hand neighbor.

Nearly all the answers will contradict the previous ones, and something like this may be the result: "A boy," "very dark complexion," "long yellow hair," "wearing a black Eton jacket," "with a dark green dress," "five feet high," "about six years old," etc. When the player guessing gives the game up, the joke is explained to him.

A match or small piece of wood is lighted and when well afire blown out. It is then passed from one player to another with the words, "Jack's alive," and may be handed about so long as a live spark remains. The trick is to dispose of Jack while heis still alive but no player needs to take him unless the words, "Jack's alive" are quoted. Jack may not be handed along after he is dead but the player in whose hands he dies must pay a forfeit or have a mustache drawn on his face with the end of the burned stick.

To each member of the company is given the name of a bird or animal by the "Keeper" who is to relate a story of adventure in which the names of the birds and animals are frequently mentioned. At the mention of the word the member of the company bearing that name is to imitate the noise made by the creature named. Failing to do so promptly or imitating the noise of a creature assigned to some one else he or she is required to pay a forfeit. The "keeper" may demand the delinquent player's seat instead of a forfeit and assume his menagerie name while the unseated one becomes the "keeper" and must continue the story.

This game is very similar to that of "I love my love." Each of the players must describe the minister's cat, going right through the alphabet to do so. "The minister's cat is an angry cat," says one;"an anxious cat," says another; and so on until everyone has used an adjective beginning with "A." Then they take the "B's." "The minister's cat is a big cat," and so on.

The leader of the game must see that no one hesitates for a word. If any one should take longer than half a minute he must pay a forfeit.

In this game a confederate is necessary. The player states to the company, after a few remarks on ancient sign-language, that he is able to read signs made with a stick on the floor, and agrees to leave the room whilst the company decide upon some word or sentence.

The game is played as follows:—It is agreed by the player and his confederate that one tap on the floor shall represent A, two taps E, three taps I, four taps O, and five taps U, and that the first letter of each remark the confederate makes shall be one of the consonants of the word or sentence decided upon by the company. The consonants must be taken in order. On the player's return, supposing the word chosen to be "March," his confederate would commence:—"Many people think this game a deception" (initial letter M). One tap on the floor (A). "Really it is very simple" (initial letter R). "Coming to the end soon" (initial letter C). "Hope it has been quite clear" (initial letter H).

A few more signs are made so as not to finish too abruptly, and the player then states the word to be "March." If carefully conducted, this game will interest the audience for a considerable time.

This is a game which causes much amusement to a company of children, and even grown-ups may join in.

All the players, with the exception of two, leave the room. One of the outside party is then called in, and told that a new club has been formed and his name enrolled, but that he cannot be formally admitted unless he can guess the name of the club from the movements of the two members who have remained in the room.

The candidate for admission is then offered a chair, and everything said and every movement made is mimicked by the other two.

Sometimes the new member guesses at once, but when unable to do this it is very funny to watch the effect that the copying of his every movement has upon him, especially when six or seven have been admitted.

When the name of the club has been guessed another candidate is invited in and the same performance takes place.

The leader gives to each of the party the name of some article used by a lady—a glove, fan, handkerchief, slippers, veil, belt, ribbon, brooch, back comb, collar, hairpins, cloak, etc. The players to whom the names of the articles have been given arrange themselves in a circle; one stands in the center and spins a plate. An ordinary tin pie plate may be used. As he spins the plate he says, "My lady is going to the theatre and needs her ——," naming one of the articles assigned to the players. At the mention of this article, the person to whom it has been given comes forward and catches the plate while it is still spinning. If he fails to catch the plate before it falls to the floor he must pay a forfeit. He now takes his turn with the plate, spinning it and using the name of another of the articles.

The players divide themselves into ladies and gentlemen, if the ladies predominate they must personate gentlemen, and vice versa. The gentlemen then proceed to choose lady partners. One of the players next undertakes to question the couples. The fun consists of the questions being put to the lady and the gentleman answering for her. "Do you likeyour partner?" the lady is asked, and the gentleman may reply, "Yes, I adore him." Whatever the reply the lady is forbidden to deny it; if she does, or if she answers for herself, she must pay a forfeit. But retaliation comes, for when all the ladies have been questioned the gentleman's turn arrives, and the ladies answer for their partners. "What is your favorite occupation?" the question may be, and the lady may answer "Dressing dolls," or "Making mud pies," or anything ridiculous that occurs to her.

"Proverbs" is a game that will always remain popular. One of the players is sent out of the room, and during his absence the others decide upon a well-known proverb which he must, by asking questions, guess on his return. The answers to the questions must each contain one word of the proverb. For instance, suppose the players fix on the proverb "It's never too late to mend," the question asked, and answers given, will perhaps be similar to the following;—


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