FAMOUS NUMBERS.

Provide the players with pencil and paper. Each one writes a number on his slip. The papers are collected, mixed up, and each player draws one. Each in turn must name something or someone suggested by that number. The one who is unable to name anything must pay a forfeit.

Suppose No. 1 has 4, he will say: "My number is 4; the Declaration of Independence was signed on the Fourth of July." No. 2, "My number is 13; there are thirteen stripes in our flag." No. 3, "My number is 60; there are 60 minutes in an hour."

One is sent from the room and the others decide upon some object which is to be guessed when the player enters.

The player outside has an accomplice in with the others who asks the question when he returns. It was arranged between them that the object chosen should be named after some four-legged thing.

Suppose a book is chosen by the players. When summoned in, the accomplice asks: "Is it any one in this room?" "No." "Is it a handkerchief?" "No." "Is it a picture?" "No." "Is it a dog?" "No." "Is it this book?" "Yes."

Another arrangement is to have the correct object mentioned after something which is black, such as shoes, ink, etc.

Provide each player with a card and a toothpick, also a piece of gum, or paraffine if preferred.

The hostess announces that when she says "Ready," the gum is to be chewed until she tells them to stop, and then each one is to take the gum, place it upon the card, and with the aid of the toothpick, model either an animal or a flower, keeping his selection a secret, as each one can choose what he wishes to model. The hostess keeps an eye on the time and when time is up, (any length she chooses) all the cards are collected and placed on a table for exhibition.

There is a curious mixture of cows, cats, dogs, sunflowers, pansies, violets, etc. Vote is taken upon the best model and a prize is awarded the victor.

A simple catch game is as follows. It is best if two of the company know how to play it. One of the two is the leader and the other helps her out.

The leader hands a closed pair of scissors to her accomplice, who takes it and says: "I received these scissors uncrossed and I give them crossed." (Opening the scissors as she speaks.) She passes them to the player on her right who should say: "I receive these scissors crossed and I give them crossed." (If they are left open; if closed, they are uncrossed.) Those who do not know the game receive the scissors and pass them and say what they think they ought. It may be just what the player before said, but the condition of the scissors may not be the same, and, therefore, it is not right.

Thus each one has a turn, and the game continues until some bright player notices that the scissors are called crossed when they are open and uncrossed when they are closed, and that the player who knows the game crossed her feet if the scissors were crossed, and if not, her feet were uncrossed, or resting on the floor as usual.

Thus the object of the game is to change the words and the position of the feet in accordance with the position of the scissors.

To while away the time before dinner, or while sitting in the twilight, this is a simple amusement for those who love poetry.

One begins by giving a line or verse of poetry. The next one continues, but his verse must commence with the last letter of the previous verse, and so on, each one capping the other's verse.

Suppose No.1 quotes:

"Full many a flower is born to blush unseenAnd waste its sweetness on the desert air."

No. 2 continues quoting:

"Romeo! wherefore art thou Romeo?"

No. 3:

"O speak again, bright angel."

No. 4:

"Like summer tempest came her tears,'Sweet, my child, I live for thee.'"

and so on until the guests tire of it.

The leader, who knows the game, asks each one in turn: "Do you know how to play rabbit?" When all have answered, he says: "Do just what I do, and I will show you how."

1st. All stand in a row.

2d. All kneel down on one knee.

3d. All place the first finger of the right hand on the floor.

When all the players are in this position, just as they are losing their balance, the leader, who is at the head of the line, pushes against the player next to him, thus knocking over the whole row. As they fall amid laughter, he calmly announces that that is the way to play rabbit.

Turn down the lights. All the players sit in a circle. The leader has a button which she gives to some player, as in "Button, button, who has the button?" The one who guesses who has the button takes the leader's place while the leader becomes a ghost and remains outside the circle. She can talk to the players in the circle, but no one except the one in the middle can answer her. Anyone who does, becomes a ghost with the leader.

Every effort is made on the part of the ghosts to induce the players to answer. The button keeps going around the inside circle, the one depositing the button becoming a ghost when a correct answer is given and the other one taking his place.

The game continues until all are ghosts. If there was one who was not enticed, that one wins the game.

One of the players is sent out of the room. The rest decide upon the name of some animal which he is to guess.

When he returns the players question him in turn, imitating the habits of the animal chosen and asking questions as if he were that animal.

For instance, the animal chosen is tiger. The questions may be, "Do you scratch?" "Are your claws sharp?" "Do you howl at night?" etc. The player thinking they have named him a cat answers, "Yes," and says, "Am I a cat?" When answered in the negative, the players still question him until he finally guesses tiger. The player whose question betrayed the name of the chosen animal then takes his place and the game continues as before.

Procure several large jars. Stand these on their sides. Only men can contest for this, as ladies are supposed to be expert needle-threaders.

Four or five men contest at a time. Each sits on a jar with his feet crossed in front. The leader hands each a needle and thread. Allow five minutes for the contest.

The jars, being on their sides, will roll around, and as the contestants have their feet crossed, it is a difficult task to remain still long enough to thread the needle. Those who succeed deserve some sort of prize.

The players are provided with pencil and paper. Each player selects the name of some animal, fish, or bird, and mixes the letters so as to spell other words. For instance, if one chooses elephant, the words might be "pent heal"; if monkey, "o my ken," while mackerel may be "mere lack."

Allow five minutes for making the "confusion," no letter can be used twice, and words must be formed. Then the hostess rings the bell and each player in turn reads his "confusion" to the rest who guess what his chosen word is. Each puzzle is carefully timed. The one whose puzzle takes longest to guess is the winner, therefore, each person must mix the letters as much as possible.

Sides may be chosen if preferred, the players taking turn alternately, the side which has taken the least time to guess the puzzles is the victorious side.

The players sit in a circle. One is chosen as judge and he keeps tally. Each player in turn, rises, and names some well-known book. The first one to call out the name of the author scores a point. The game continues until the interest ceases or the store of literary knowledge is exhausted. The player having the most points is the winner.

This game may be played in another way. Instead of calling out the author as the book is named, provide each guest with pencil and paper and announce that as a book is named, each player must write down the author and the name of some character in that book.

Examples:

"The Taming of the Shrew"--Wm. Shakespeare--Petruchio."Nicholas Nickleby"--Chas. Dickens--Mr. Squeers."Ivanhoe"--Sir Walter Scott--Rebecca.

"The Taming of the Shrew"--Wm. Shakespeare--Petruchio.

"Nicholas Nickleby"--Chas. Dickens--Mr. Squeers.

"Ivanhoe"--Sir Walter Scott--Rebecca.

Any number may play this game. If there are men and women it is more amusing.

Divide the company into groups of five or six. Each group sits around a table upon which are pins, needles and thread, scissors, for each player but no thimbles, and strips of tissue paper, colored and white.

The hostess hands each guest a large wooden clothes-pin which is to be dressed as a doll, using the tissue paper for dresses and hats.

All begin to work at a given signal and the hostess allows a certain length of time for the dressmaking. There is much merriment, as it is nearly as awkward for the ladies to sew without a thimble as it is for the men to use a needle.

When the time is up, these doll-babies are arranged in line for inspection. Two judges are appointed to decide upon the best and the worst. Prizes are awarded.

The hostess begins by saying one word and announces that each word of the sentence must begin with the initial letter of the given word. The player to her right gives the second word, the next player, the third, and so on, until the sentence is complete only when it reaches the hostess.

Each player must be careful not to give a word which with the others completes the sentence, as the hostess is the only one who is supposed to finish it--but sometimes it seems as though all the words of that letter have been taken; if this is the case, the player who finished the sentence must pay a forfeit or drop out of the game.

Suppose there are nine players and number one says "An," number two "Angry," number three "Ape," number four "Ate," number five "Apples"; thus number five is out or pays a forfeit as the sentence is completed and there are still four more to play. Thus the sentence might have been "An angry ape ate attractive, audacious, ancient April apples."

This sentence is absurd, but the more ridiculous, the greater the fun.

For the second turn the player to the right of the hostess begins, using a word beginning with another letter and so on, until each player has started a sentence.

Select two leaders from the company. Each leader chooses players for his side. The sides stand opposite each other. One leader begins by giving the name of some river, mountain, lake, city or town, state or country, located in any part of the world, that begins with the letter A, the other leader answers back with another geographical name commencing with A. The two leaders continue with the letter A until they can think of no more names, then, they commence with B, and so on, until every letter of the alphabet has been used.

The players on the opposite sides simply help their leader with the names, as soon as one thinks of a name it is passed up to the leader to help him. No place can be named twice. The side that stands up the longest wins.

Another way to play this game is as follows. Having chosen the sides as before, one leader begins by naming any place, lake, river, etc., commencing with any letter; the leader on the other side then follows with a name commencing with the last letter of the previous name; then the player next to the leader on the opposite side follows with a name commencing with the last letter of that name and so on, each player has a turn as it goes from side to side. Suppose the leader names Washington, the next New York, and so on. Thirty seconds is allowed to think of a name, if he fails in that, he must drop out. Any one may be challenged to locate the place which he has named. The side which has kept up the longest, is the champion.

Predicaments of the worst kind are thought of and written on pieces of paper. These are handed among the guests, who write out an answer, telling the best way out of the difficulty. Each question begins with "What would you do if--?"

When all have written their answers, the papers are collected in a basket, mixed up, and each one draws one out. The answers are then read aloud.

Examples: What would you do if you fell into a tar barrel? I would be too stuck up to do anything.

What would you do if you should meet a footpad? I would say, "Please, sir, go away."

It will require two people who know this game to be in the secret. One of them leaves the room while his confederate remains inside with the others. He hides an article which the rest of the players have selected, in an adjoining room which is totally dark, placing a watch with a moderately loud tick, either on, or as near to the hidden object as he can. The rest of the players must not know anything about the watch, as they are kept guessing how the player who is out, succeeds in finding the hidden article in the dark room.

When everything is ready, the one outside is called in, led into the dark room, and hunts for the object. The rest must remain very quiet, as it breaks the "charm," so the leader says. Guided by the ticking of the watch, and knowing that it is there, he soon discovers the hidden object to the surprise of the others.

He and his confederate may take turns going out and after a while, if the company are very quiet, one of them might hear the watch ticking and the trick is disclosed.

Select a number of pictures of men and women from fashion papers, advertising books, etc. If possible, try to procure them in pairs, that is, a man and woman contained in the same picture, or two having the same expression. Number the pictures in pairs, thus there will be two of No. 1, of No. 2, No. 3, etc.

Give the young ladies the pictures of the men and the young men those of the ladies. Each one then hunts for his partner or "better-half," comparing the pictures and number.

The more mixed the pictures were when given out, the longer it will take to find partners.

The players form a line as in a spelling match. Sides may be chosen if preferred. The first one begins by giving the first letter of a word, "A" for instance, thinking of the word "Animal." The next player, thinking of "animate," says, "n." The next, thinking of "antidote," says "t," but this with the other letters spells "ant," so he must go to the foot of the line.

The object of the game is to keep from adding a letter which finishes the word. Often one will give a letter, when thinking of another word, which will complete a word. If he does not notice his mistake, the others call out "foot."

Empty the contents of a box of "anagrams" on a table so all the letters are in a pile face downward. The players sit around the table.

The leader begins by turning up one of the letters and says, "Bird." The players all see the letter, and the first one who responds with the name of a bird commencing with that letter is given the card, and then it is his turn to turn up a card, calling out "Bird," "Animal," "Fish," or "Famous Man," or anything he wishes. Suppose the first letter was "E," and a player answered it with "Eagle"; the next letter was "G," and "Famous Man" was called out, someone would say "Grant."

The one who has answered the most, thus obtaining the greatest number of cards, is the winner.

Fill a table with all sorts of things, books, gloves, dolls, pins, scissors, food, some large, striking picture, another very small object. Keep the table covered until ready for use.

Then remove the cover and let all the guests march around it three times, touching nothing on it, simply looking. The cover is replaced and each one is given a pencil and paper on which he writes down as many things as he can remember were on the table.

The one who has the largest list of correct names receives a prize. The objects may be auctioned off afterwards.

On a sheet mark a regular tit-tat-to diagram in black point. Stretch the sheet so it will be smooth on the floor. Divide the company into sides, a captain being appointed for each side. Call one side the crosses and the other side the zeros.

When a signal is given, the captain of one side takes his position in any one of the squares of the diagram. The captain of the other side follows, taking his position, then a player of the first side takes his position endeavoring to be in a row with the first move, so the next player on his side will form the third cross or zero, as the case may be, in the row, either straight or diagonally, and win the game for that side.

The winning side then changes to zeros if they were crosses or vice versa. Let each player have a turn, as there are only nine squares, and as the game may be won before they are all filled, some may not have a chance to play. It is best, when playing a new game, to let those who did not play before have first play.

Each person is given a slip of paper and pencil. The leader then tells the players to write a bit of advice, original if possible, on the paper, fold it, and drop it into a basket as it passes by.

The papers are all mixed up and the basket is passed again, each player taking one, but not unfolding it until he is told to.

Before opening the papers each one must say whether the advice is good or bad, necessary or unnecessary, and whether he intends to follow it. When the paper is unfolded it may be the opposite of what he has said.

Provide the players with pencil and paper. All sit in a circle. The leader announces that pictures are to be drawn in this manner. First, draw a head (either animal or human), fold the paper, pass it to the right.

Second--Draw a neck, shoulders, and arms.

Third--Complete the body (the former player having left two lines below the fold of the paper).

Fourth--The skirt, trousers or legs, as the case may be.

Fifth--The feet, and if you wish to add to the fun, the last one writes a name either of some one present or some noted person.

The papers are folded and passed after each drawing and the last time, they are all opened and passed around to be inspected and laughed over.

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One of the guests is sent out of the room. The hostess asks the remaining players to say something about him. As each one in turn gives his statement, she writes it down with the person's name on a piece of paper which she keeps.

The player is then summoned in and she reads the statements about him one at a time and he must try to guess who said it. As soon as he guesses one correctly, the one who said it must go out of the room and the game goes on as before.

Examples--

You have the family eyes.

Your chin is too small.

The left sleeve of your coat has a spot on it; and so on.

The "football" for this game is an eggshell which has had the egg blown out of it. The players sit around the table with their captains, who have been previously chosen at each end. There need not be just eleven on each side as in a regular game, but any number. Each captain chooses his side.

Boundaries are marked on the table with, chalk or tape, the two ends being the goals.

When all are ready, the eggshell is placed in the middle of the table, a signal is given, and the members of each team blow the shell towards his goal. No player can leave his place, and the "football" must be moved entirely by blowing.

Regular football rules are used and the count is the same as in football. It will add to the interest, if the two teams stand for rival colleges.

Number eight slips of paper with the same number. On each slip write a part, or a line from a verse of a familiar song. Suppose set No. 1 was a verse of "America," this is the way it would be written.

1. My country,1. 'Tis of thee,1. Sweet land of liberty,1. Of thee I sing;1. Land where my fathers died,1. Land of the pilgrim's pride,1. From every mountain side,1. Let freedom ring.

Prepare as many slips in groups of eight as there are guests. Give each one a slip at random and tell each to find the rest of his set.

When the players of one group have found each other, they stand together in one corner of the room and practise their song. Each group does this until all the groups are formed, and then, commencing with No. 1, each group in turn sings its song aloud for the benefit of the audience.

Provide each player with pencil and paper. Before playing this game it must be arranged with someone who plays the piano well to have a list of popular songs ready, which she must play one right after the other.

When the leader gives a signal, the pianist strikes up a tune and continues playing from a part of one song into another until she has reached the end of her list.

The others write down on their papers the names of the songs as fast as they are played, and when the pianist stops, the correct list is read by her, and the rest check off their lists. Prizes may be awarded. It is a strange fact, that after such a medley, there will be very few, if any, who have correct lists.

Sides are chosen among the players. Each side then takes its position, forming a row on the floor, the leader at the end. The sides face each other, but quite a space is left between them.

At the head of each line is placed a basket containing twelve clothespins. Each player is instructed to hold his neighbor's right wrist with his left hand, thus leaving one hand (the right one), free.

The leaders begin by passing the clothespins, one at a time, down the line, each player being careful not to drop one. When one reaches the end of the line, the last player places it on the floor beside him until all twelve have been passed, then he passes them, the same as before, up the line to the leader.

The side which succeeds in passing all its clothespin back to its leader first is the victorious side. It is best to have a trial game first, so that the players may become used to passing with one hand, thus being able to do it rapidly for the regular game.

If a clothespin is dropped, the player who dropped it must pick it up and pass it on. The rest must wait until it is passed before passing any of the others.

Give each guest a slip of paper, folded, containing words which can be acted in pantomime. Each one must keep his a secret, as the rest of the company guess what he is acting out.

The players sit in a circle, and the one acting in pantomime his words, stands in the middle where all can see him.

Suppose one had "Dog" on his slip, he would pretend to pet him, call him, and make him perform. Another might have "Blackberries" and make all the imaginary motions of picking and eating them, and being caught on the bushes. If one has "Strawberry shortcake," she can go through the process of making the imaginary cake, and hulling the berries for it.

As soon as it is guessed what the player's word is, the rest call it out.

The players sit in a circle, one person who is quick and witty is chosen as leader. He stands in the center of the circle.

Whenever he mentions any animal that flies all the players make a flying motion with their hands, but if he names something that doesn't fly, he alone makes the motions; if any player makes the motion when he ought to be still he is out of the game. Suppose the leader begins by saying "Parrots fly," all must move their hands up and down whether the leader does or not, but if he says next time "Horses fly," all must remain still.

It is a good plan to call the names quickly, inserting many that don't fly, when the players are excited, so they will be confused and many will be out.

There are several ways of playing this game, here are two. Provide each guest with a little paper book to represent a guide book and a pencil.

Articles of all kinds have been scattered around the room to represent different countries, states, or cities. A little package of tea suggests China; a paper fan, Japan; a piece of cotton batting, Louisiana; a wooden shoe, Holland; a stein, Germany; and so on. Allow a certain length of time for the guesses, then collect the little books, and the player who has guessed the greatest number correctly receives a prize.

Another way. The players sit in a circle, Number One names some place beginning with the letter A, and asks No. 2 what he shall do there. No. 2 answers in words beginning with A, and he, in turn names a city commencing with B, and asks No. 3 the question. Thus each player must answer the question of his neighbor, and name another place.

For example:

"I am going to America, what shall I do there?"

"Admire Astrakhan Apples. I am bound for Boston, what shall I do there?"

"Bake beans and brown bread. My journey takes me to Chicago, what shall I do there?"

"Catch cold," etc., etc.

A piece of kindling wood is held in the fire until it is well lighted. It is then passed from one player to the other, each one saying in turn, "Jack's alive." The instant the stick ceases to burn "Jack" is "dead" and the one who is then holding it has to pay a forfeit.

It is passed very quickly from one to the other, as each player wishes to get rid of it before the spark goes out.

For a forfeit, the man who was holding it will have to undergo the process of having a black mustache made with the charred end of the stick.

Cut a number of small fishes about two inches long out of cardboard. Each fish counts five, but two, which may be a little larger, are numbered ten. A loop is made with thread on the back of each fish.

Rods (sticks about a foot long with string, at the end of which is a bent pin, fastened to each) are provided for the players.

The fishes are placed on the floor or table and, at the word "ready" from the leader, all the players go a-fishing. Each tries his best to hold his rod steady enough to slip the bent pin through the loop of thread. As soon as a fish is caught all must stop until the signal to begin again is given.

Everyone tries to catch the fishes marked ten, but sometimes it is wiser to catch as many ordinary ones as a person can, thus making more points. The player scoring most points is victor.

Provide each player with pencil and paper. The first thing to write on the paper is an adjective which applies to a man. The paper is then folded over and passed to the right. This time each one writes the name of a man (either present or absent), folds the paper so the next one can't see what is written, and passes it on to the right. This is done each time and the order of names is as follows after the first two, then an adjective which applies to a lady, then a lady's name; next, where they met; what he said; then, what she said; the consequence; and last of all, what the world said.

After all have finished writing "what the world said," the papers are passed to the right, opened, and read aloud.

Thus:

Handsome Mr. ---- (met) Pretty Miss (at) The Fair (he said) Have you heard the news? (she said) I intend to go home. (the consequence was) They never spoke again. (the world said) "As you like it."

The guests are requested to think up some conundrums about some person in the present company.

Each one in turn gives his conundrum and the player to his left must answer it if he can; if he fails, any one present may help him out.

The conundrums may be written if preferred, mixed up in a hat or basket and each player takes one to answer.

Some of them may prove very funny. For the best conundrum and best answer given, a prize may be awarded.

Examples--

Why is Mr. ---- like the flatiron building?

Because he is so very tall.

Why is Miss ---- like sugar?

Because she is easily melted, that is, overcome.

The players who know how to play this game stay in one room, while the others go into the hall, or another room. Those knowing the trick sit down in chairs which have been arranged in two rows, with an aisle between.

The leader calls one in from the other room and explains to him that there is a whistle in the room, and as he hears it blown he must find it. He can make a long speech about the whistle so as to interest the player, because someone is then pinning the whistle, (which is on the end of a string) to the player's coat.

Both the leader and player stand at one end of the room, between the two rows of chairs. When the leader says "go," the player starts on his hunt. The rest of the players pretend they have the whistle, and blow it whenever it chances to pass their way. Thus the player is kept going from side to side until finally someone happens to pull the string and he feels it and discovers the whistle on his own coat. He then takes his place with the rest in the row and another one is called in and goes through the same hunt. Thus it continues until all the players know the game.

All the players sit in a circle. No. 1 begins by naming something he has seen, being careful what his last word is, as it must furnish him with a rhyme for the rest of the game. Each player in turn tells what he has seen, then No. 1 repeats his first statement and adds what he heard, the next time, what he tasted; then what he smelt; and lastly, what he felt. For example, No. 1 says, "I saw a ring of solid gold." No. 2 says, "I saw a boy fall off the car."

The second time round No. 1 says,

"I saw a ring of solid gold.I heard a story twice told."

No. 2 says,

"I saw a boy fall off the car.I heard the war news from afar."

and so on, after going around five times, No. 1's complete rhyme would be,

"I saw a ring of solid gold.I heard a story twice told.I tasted cheese that was too old.I smelt hay that soon would mould.I felt for something I couldn't hold."

Do not have the verses written as there is more fun in trying to remember one's rhyme.

Provide each guest with pencil and paper. Papers four inches square will be large enough. Each player draws a line about an inch and a half long with one or more quirks in it, in the upper left hand corner of the paper.

The papers are then passed to the player to the right who must draw some picture out of the "wiggle" in the corner. The paper may be turned in any position. Allow five minutes for the drawings.

At the end of this time, each one writes his name on the paper and hands it to the hostess. A committee is appointed to decide upon the best "wiggle-picture" and a prize is awarded to the artist. Examples--

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The heaviest line is the wiggle.

Provide the players with pencil and paper. Each one then writes on his piece of paper ten letters of the alphabet in any order, using no letter twice. The papers are then passed to the right and each one is requested to write a telegram, using the ten letters for the beginning of the ten words, just in the order given. The papers are then passed again and the telegrams are read aloud. Some will be very amusing.

Examples--

A. E. F. J. K. L. N. O. P. T. Am ever frightfully jealous. Keep lookout now on Pa's tricks.

C. B. D. W. G. H. S. I. M. Y. Come back. Down with Grandma. How shall I meet you?

Choose leaders and divide the company into sides. The sides stand opposite each other as in the old-fashioned spelling match.

The leader, who may be the hostess, has a spelling book from which she selects the words which the players must spell backwards. Words of one or two syllables may be chosen, and if, when spelt backwards, they spell other words, so much the better.

The players take turns, one on one side, and one on the other, and so on, until all have spelled. If any fail to spell the word backwards, or do not pronounce it afterward, if it can be pronounced, they must drop out. The side which stands up the longest is the winning side.

Some words are:

Star   Now   Pan   DewMat    Eve   Bard  TubStop   Eel   Tops  TonTen    On    Den   Nun

All the players sit in a circle, one being chosen out. This one kneels before each player in turn and says, in pitiful tones: "Meow!" Each player, when addressed by "pussy," must say, without smiling: "Poor Pussy."

"Pussy" addresses each player three times, trying her best to make the players laugh. If the one she is kneeling before does laugh, they exchange places, but if not, "pussy" moves on to the next one.

Each player receives a slip of paper and pencil. The leader begins by saying: "Guess how high the door is." "Guess how thick that book is." "Guess how tall Mr. Blank is." "How far does this chair stand from the floor,"

He allows a few seconds after each question for the players to write their answers. After twenty or more guesses have been asked, the papers are passed to the right hand neighbor for correction.

The leader then measures each article, person, or thing, with a tape measure, and the guesses on the lists are checked off. The person who has a correct list deserves something for a reward.

Choose two captains from the company, who select sides until all the guests are on one side or the other.

Place a pile of mixed nuts on the floor and an empty bowl about three feet from it, at one end of the room and at the other end another pile and bowl.

The captains and their sides stand by their respective pile of nuts. When the signal is given each captain takes as many nuts on the back of his left hand from the pile as he can gather without the aid of his right hand and carries them to the empty bowl at the opposite side of the room. The players follow the captain in turn continuing until the pile is gone and the bowl is full.

The side which succeeds in filling its bowl first is victorious.

Prepare a table full of different colored tissue paper, bottles of mucilage and white cards, one for each guest.

The players sit around the table, the hostess gives each a card and announces that each one is to make a flower out of the tissue paper, but as there are no scissors each one must tear his paper and every one knows how hard it is to tear tissue paper. Each one keeps the name of his flower a secret. As they are made they are pasted on the cards. Each card is numbered and when all are done "tearing," the cards are collected and placed on a table for exhibition.

The player guessing the greatest number of flowers correctly receives a prize. The game may be varied, as either animals or vegetables could be torn.

Fill a cup with peanuts, two of which are blackened with ink on one end.

The guests play one at a time. No. 1 sits down by a table, empties the cup of peanuts in a pile on it and is given a hatpin with which she spears the peanuts one at a time without disturbing the pile, and places them back in the cup. A few minutes is allowed each player; when the time is up, the peanuts in the cup are counted, the blackened ones count ten apiece and the plain ones, one.

Tally is kept for each player and a suitable prize is given to the one who succeeded in securing the largest score.

Before the guests enter the room, hide peanuts in every conceivable place, behind pictures, under chairs, on the gas fixtures, among the ornaments, five or six in vases, etc.

Give each guest a paper bag as he enters the room into which he places all the peanuts he finds. Allow a certain length of time for the hunt, then collect all the bags and select a good tall person who stands on a chair and empties the contents of each bag on the floor as fast as he can and a lively scramble for them ensues, then the one who has the greatest number of whole peanuts collected deserves a prize; the others can eat their peanuts as a comfort.


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