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 player to 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.
One of the party leaves the room, and on his return he is asked to find a word which has been chosen by the other players in his absence; and in order to help him, another word is mentioned rhyming with the word to be guessed. Questions may then be asked by the guesser, andthe players must all introduce, as the final word of their answer, another word rhyming with the word chosen. For instance, suppose the word "way" is selected. The guesser would then be told that the word chosen rhymes with "say." He might then ask the first one of the party: "What do you think of the weather?" and the answer might be: "We have had a lovely day." The second question might be: "Have you enjoyed yourself?" and the answer might be: "Yes; I have had lots of play." The game would proceed in this way until the guesser gave the correct answer, or one of the party failed to give the proper rhyme, in which case the latter would then be called upon to take the place of the guesser.
A very similar game to "Consequences" is that of "Lost and Found," which is played in an exactly similar manner, but the questions are quite different: (1) Lost, (2) by whom, (3) at what time, (4) where, (5) found by, (6) in what condition, (7) what time, (8) the reward.
The answers may be something like the following: (1) Lost a postage-stamp, (2) by sister Jane, (3) at three in the morning, (4) at St. Louis, (5) it was found by a policeman, (6) rather the worse for wear, (7) at dinner-time; (8) the reward was a kiss.
This is a capital game for a large party, for it is both instructive and amusing. Two sides are picked, one has to guess what word or sentence the remainder of the company has chosen. They go out of the room, and when the subject has been decided upon, return and ask a question of each of the other side 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 thefollowing: "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 it lying 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. The questions are limited to twenty, but it is hardly ever necessary to use that number.
The players seat themselves in a circle on the floor, having chosen one of their number to remain outside the circle. The children seated on the floor are supposed to be cobblers, and the one outside is the customer who has brought his shoe to be mended. He hands it to one of them, saying:
"Cobbler, cobbler, mend my shoe; Get it done by half-past two."
The cobblers pass the shoe round to each other as quickly as they can, taking care that the customer does not see which of them has it. When the customer comes to fetch it he is told that it is not ready. He pretends to get angry and says he will take itas it is. He must then try to find it, and the cobbler who has it must try to pass it to his neighbor without its being seen by the customer. The person upon whom the shoe is found must become the customer, while the customer takes his place in the circle on the floor.
This game requires for the leader a person who can tell a story or make a little amusing speech. Each one who plays must place the right hand upon the left arm. The leader then tells a story, during the telling of which whenever he mentions any creature that can fly, every right hand is to be raised and fluttered in the air to imitate the action of flying. At the name of a creature that does not fly, the hands must be kept quiet, under pain of a forfeit. Thus:
The little wren is very small,The humming-bee is less;The ladybird is least of all,And beautiful in dress.The pelican she loves her young,The stork its parent loves;The woodcock's bill is very long,And innocent are doves.In Germany they hunt the boar,The bee brings honey home,The ant lays up a winter store,The bear loves honeycomb.
The little wren is very small,The humming-bee is less;The ladybird is least of all,And beautiful in dress.The pelican she loves her young,The stork its parent loves;The woodcock's bill is very long,And innocent are doves.In Germany they hunt the boar,The bee brings honey home,The ant lays up a winter store,The bear loves honeycomb.
The little wren is very small,
The humming-bee is less;
The ladybird is least of all,
And beautiful in dress.
The pelican she loves her young,
The stork its parent loves;
The woodcock's bill is very long,
And innocent are doves.
In Germany they hunt the boar,
The bee brings honey home,
The ant lays up a winter store,
The bear loves honeycomb.
This is another way of playing Blind Man's Buff, and is thought by many to be an improvement on that game.
The player who is blindfolded stands in the center of the room, with a long paper wand, which can be made of a newspaper folded up lengthways, and tied at each end with string. The other players then join hands and stand round him in a circle. Some one then plays amerry tune on the piano, and the players dance round and round the blind man, until suddenly the music stops; the blind man then takes the opportunity of lowering his wand upon one of the circle, and the player upon whom it has fallen has to take hold of it. The blind man then makes a noise, such as, for instance, the barking of a dog, a street cry, or anything he thinks will cause the player he has caught to betray himself, as the captive must imitate whatever noise the blind man likes to make. Should the blind man detect who holds the stick, the one who is caught has to be blind man; if not, the game goes on until he succeeds.
The company should be seated in two lines facing each other, and one of the party should then be elected to act as judge. Each person has to remember who is sitting exactly opposite, because when the judge asks a question of any one, it is not the person directly asked who has to reply, but the person opposite to the judge. For instance, if the judge, addressing one of the company, asks: "Do you like apples?" the person spoken to must remain silent, while the person who is opposite to him must reply before the judge can count ten; the penalty on failing to do this is a forfeit. A rule with regard to the answers is that the reply must not be less than two words in length, and must not contain the words: "Yes," "No," "Black," "White," or "Gray." For the breaking of this rule a forfeit may also be claimed.
Plate 3 (click to view).
The company in this game must divide, one-half taking seats on one side of the table, and the other half on the other side; the players on one side being called the "guessers" and the players on the other side being called the "hiders." A button or any small object is produced, and the hiders have to pass it from hand to hand, under the table, so that those sitting opposite may not know who holds it. When it is hidden, one of the guessers cries out, "Hands up!" Immediately the hiders must place their closed hands on the table; the guessershave then to find out which hand holds the button. If successful, the hiders take their turn at guessing. The person in whose hand the button is found must pay a forfeit.
The company sit in a circle, and a player stands in the center. There is one spare chair, and the game is for this player to get possession of a vacant seat. When the game begins, every one moves as quickly as possible to the chair next beside him or her, and as this is done all the time, it is difficult for the person who is looking for "lodgings" to find a place by slipping in among them, and his attempts will cause much amusement.
For this game a long piece of string is required. On this a ring is threaded, and the ends of the string are knotted together. The players then take the string in their hands and form a circle, while one of the company, who is called the hunter, stands in the center. The string must be passed rapidly round and round, and the players must try to prevent the hunter finding out who holds the ring. As soon as he has done this, he takes his place in the circle, while the person who held the ring becomes the "hunter."
The players sit in a circle, in the center of which a stool is placed. One of the company goes out of the room, and the rest say all sorts of things about him. For instance, one will say he is handsome, another that he is clever, or stupid, or vain. The "culprit" is then called back into the room and seats himself on the stool, which is called "the stool of repentance," and one of the players begins to tell him the different charges which have been made against him. "Some one said you were vain; can you guess who it was?" If the culprit guesses correctly, hetakes his seat in the circle and the person who made the accusation becomes the "culprit" in his stead. If, however, the "culprit" is unable to guess correctly, he must go out of the room again while fresh charges are made against him.
Having procured a small flossy feather, the players sit in a circle as closely together as possible. One of the party then throws the feather as high as possible into the air, and it is the duty of all the players to prevent it from alighting on them, by blowing at it whenever it comes in their direction. Any player whom it falls upon must pay a forfeit.
It is almost impossible to imagine the excitement that is produced by this game when it is played with spirit, and the fun is not altogether confined to the players, as it gives almost as much enjoyment to those who are looking on.
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, while 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 theater 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 very great number of things were packed away. Bythis 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.
For this game all the company leave the room with the exception of two. One of these then stands like a statue, with perhaps the assistance of a tablecloth or something similar as drapery, while the other acts as showman.
When the position is decided upon, one of the company is called in and taken on one side by the showman, and is asked his or her opinion as to the merits of the statue. It is almost certain that some suggestion will be made; in that case he or she is made to assume the attitude suggested, and another player is called in, to whom the same question is put, and another suggestion made and adopted. As each statue is added to the gallery, a great deal of merriment is caused, and in a short time a large collection will be obtained.
One person represents the huntsman, the other players call themselves after some part of the huntsman's belongings; for instance, one is the cap, another the horn, others the powder-flask, gun, whip, etc.
A number of chairs are arranged in the middle of the room, and there must be one chair less than the number of players, not counting the huntsman.
The players then seat themselves round the room, while the huntsman stands in the center and calls for them one at a time, in this way: "Powder-flask!" At once "Powder-flask" rises and takes hold of the huntsman's coat.
"Cap," "Gun," "Shot," "Belt," the huntsman cries; each person who represents these articles must rise and take hold of the player summoned before him, until at length the huntsman has a long line behind him. He then begins to run round the chairs, until he suddenlycries: "Bang!" when the players must sit down. Of course, as there are not sufficient chairs, one player will be left standing and he must pay a forfeit. The huntsman is not changed throughout the game, unless he grows tired, when he may change places with one of the others.
This is a game for young children. Some small article is hidden in the room, while the little one who has to find it is sent outside. This finished, the players call out together: "Hot Boiled Beans and Bacon; it's hidden and can be taken." The little one enters and begins to hunt about for the hidden article. When she comes near to its hiding-place, the company tell her that she is getting "hot"; or, if she is not near it, she is told that she is "cold." That she is "very hot" or "very cold," will denote that she is very near of very far away from the object that is hidden; while if she is extremely near, she would be told that she was "burning." In this way the hidden object can be found, and all the children can be interested in the game by being allowed to call out whether the little one is "hot" or "cold."
For all those children who are fond of a little exercise, no better game than this can be chosen. When the chairs are placed in order round the room, the first player commences by saying: "My master bids you do as I do," at the same time working away with the right hand as if hammering at his knees. The second player then asks: "What does he bid me do?" in answer to which the first player says: "To work with one as I do." The second player, working in the same manner, must turn to his left-hand neighbor and carry on the same conversation, and so on until every one is working away with the right hand.
The second time of going round, the order is to work with two, then both hands must work; then with three, then both hands and one leg must work; then with four, when both hands and both legs mustwork; lastly with five, when both legs, both arms, and the head must be kept going. Should any of the players fail in keeping in constant motion, a forfeit may be claimed.
The players seat themselves in a circle to represent tailors at work on a piece of cloth—a handkerchief or a duster will answer the purpose. A leader or foreman is chosen, and every one of the company is named in turn Red Cap, Blue Cap, Black Cap, Yellow Cap, Brown Cap, etc. The leader then takes the piece of cloth and pretends to examine the work which is supposed to have been done by the workmen. He is supposed to discover a bad stitch and asks: "Who did it, Blue Cap?" The latter immediately answers: "Not I, sir." "Who then, sir?" "Yellow Cap, sir." Yellow Cap must then answer at once in the same manner and name another workman. Any one who fails to answer to his name pays a forfeit. If carried on in a brisk manner, this game will cause endless amusement.
One of the players is asked to go outside while the company thinks 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, andsomething like this may be the result: "A boy," "very dark complexion," "long yellow hair," "wearing a black velvet 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.
For this game, half the players go outside the door, while 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 get 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, while 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 their turn, become the actors.
Two persons go out of the room, and after agreeing together as to what they shall represent, they come back again, and sit side by side in front of the company. One of the two takes the part of some well-known person, and the other represents an object which is closely connected with that person; for instance, say one represents the governor, and the other the mayor. When the two return to the room, the other players take it in turns to ask each of them a question, to which both the man and the object must reply either "Yes" or "No," until the right person and the right object have been guessed.
The first player will perhaps ask the "man:" "Are you alive?"
The man will reply, "Yes;" then the object is asked: "Are you of wood?" "No." The second player next questions him, and then the third, and so on until every one has had a turn at questioning, or the person and the object have been guessed.
The players decide among themselves which one of their number shall act the part of the Jolly Miller. This being done, each little boychooses a little girl as partner; the Jolly Miller having taken his stand in the middle of the room, they all commence to walk arm-in-arm round him, singing the following lines:
There was a jolly miller who lived by himself;As the wheel went round he made his wealth;One hand in the hopper, and the other on the bag;As the wheel went round he made his grab.
There was a jolly miller who lived by himself;As the wheel went round he made his wealth;One hand in the hopper, and the other on the bag;As the wheel went round he made his grab.
There was a jolly miller who lived by himself;
As the wheel went round he made his wealth;
One hand in the hopper, and the other on the bag;
As the wheel went round he made his grab.
At the word "Grab" all must change partners, and while the change is going on the miller has the opportunity given him of securing a partner for himself. Should he succeed in doing so, the one left without a partner must take the place of the Jolly Miller, and must occupy the center of the room until fortunate enough to get another partner.
One player is blindfolded, the rest dance in a circle round him till he points at one of them. This person then enters the ring, and when the blindman calls out "Ruth," answers "Jacob," and moves about within the circle so as to avoid being caught by the blindman, and continues to answer "Jacob," as often as the blindman calls out "Ruth." This continues until "Ruth" is caught. "Jacob" must then guess who it is he has caught; if he guesses correctly, "Ruth" takes his place, and the game goes on; if he guesses wrongly, he continues to be "Jacob."
This is a splendid game and one very easily learned. It is played upon a special board with thirty-two white and thirty-two black squares.
Two persons play at the game, who sit opposite to each other. The players have each a set of twelve pieces, or "men," the color of thesets being different, so that the players can distinguish their own men easily. The men are round and flat, and are usually made of boxwood or ebony and ivory, one set being white and the other black.
Before placing the men upon the board, it must be decided whether the white or the black squares are to be played on, as the whole must be put on one color only. If the white squares are selected, there must be a black square in the right-hand corner; if the black squares are to be played upon, then the right-hand corner square must be a white one.
The movements in checkers are very simple; a man can be moved only one square at a time, except as explained hereafter, and that diagonally, never straight forward or sideways. If an opponent's man stand in the way, no move can take place unless there be a vacant square beyond it, into which the man can be lifted. In this case the man leaped over is "taken" and removed from the board.
The great object of the game, then, is to clear the board of the opponent's men, or to hem them in in such a way that they cannot be moved, whichever player hems in the opponent or clears the board first gains the victory. As no man can be moved more than one step diagonally at a time (except when taking opponent's pieces), there can be no taking until the two parties come to close quarters; therefore, the pushing of the men continuously into each other's ground is the principle of the game.
In beginning the game, a great advantage can be obtained by having the first move; the rule, therefore, is, if several games are played, that the first move be taken alternately by the players.
When either of the players has, with his men, reached the extreme row of squares on the opposite side (the first row of his opponent), those men are entitled to be crowned, which is done by placing on the top of each another man, which may be selected from the men already removed from the board. The men so crowned are called "Kings" and have a new power of movement, as the player may now move them either backward or forward, as he wills, but always diagonally as before.
The Kings having this double power of movement, it is an important point for a player to get as many men crowned as possible. If each player should be fortunate enough to get two or three Kings, thegame becomes very exciting. Immediately after crowning, it is well for a player to start blocking up his opponent's men, so as to allow more freedom for his own pieces, and thus prepare for winning the game.
It is the rule that if a player touch one of his men he must play it. If player A omit to take a man when it is in his power to do so, his opponent B can huff him; that is, take the man of the player A off the board. If it is to B's advantage, he may insist on his own man being taken, which is called a "blow." The usual way is to take the man of the player A who made the omission, and who was huffed, off the board.
It is not considered right or fair for any one watching the game to advise what move to be made, or for a player to wait longer than five minutes between each move.
Great care should be taken in moving the men, as one false move may at any time endanger the whole game.
With constant practice any one can soon become a very fair player, but even after the game has been played only a few times it will be found very interesting.
There are several ways of playing Dominoes, but the following game is the most simple:
The dominoes are placed on the table, face downward, and each player takes up one, to decide who is to play first. The one who draws the stone with the highest number of pips on it takes the lead. The two stones are then put back among the rest; the dominoes are then shuffled, face downward, and the players choose seven stones each, placing them upright on the table, so that each can see his own stones, without being able to overlook those of his opponent.
As there are twenty-eight stones in an ordinary set, there will still be fourteen left from which to draw.
The player who has won the lead now places a stone, face upward, on the table. Suppose it be double-six, the other player is bound to put down a stone on which six appears, placing the six next to the double-six.Perhaps he may put six-four; the first player then puts six-five, placing his six against the opposite six of the double-six; the second follows with five-four, placing his five against the five already on the table; thus, you see, the players are bound to put down a stone which corresponds at one end with one of the end numbers of those already played. Whenever a player has no corresponding number he must draw from the fourteen that were left out for that purpose. If, when twelve of these fourteen stones are used up, he cannot play, he loses his turn, and his opponent plays instead of him. The two remaining dominoes must not be drawn.
When one of the players has used up all his dominoes, his opponent turns up those he has left, the pips are then counted, and the number of pips is scored to the account of the player who was out first.
If neither player can play, the stones are turned face upward on the table, and the one who has the smallest number of pips scores as follows: If the pips of one player count ten and those of the other player five, the five is deducted from the ten, leaving five to be scored by the player whose pips only counted five.
The dominoes are shuffled again, the second player this time taking the lead, and the game proceeds in this way until one or other has scored a hundred, the first to do so winning the game.
This game is generally played by two only, though it is possible for four, five, or even six to join in it; but, in that case, they cannot, of course, take seven stones each, so they must divide the stones equally between them, leaving a few to draw from, if they prefer it; if not they can divide them all.
In this game the children join hands and walk round in a circle, singing the following words:
Green gravel, green gravel, your grass is so green,The fairest young damsel that ever was seen.I'll wash you in new milk and dress you in silk,And write down your name with a gold pen and ink.Oh! (Mary) Oh! (Mary) your true love is dead;He's sent you a letter to turn round your head.
Green gravel, green gravel, your grass is so green,The fairest young damsel that ever was seen.I'll wash you in new milk and dress you in silk,And write down your name with a gold pen and ink.Oh! (Mary) Oh! (Mary) your true love is dead;He's sent you a letter to turn round your head.
Green gravel, green gravel, your grass is so green,
The fairest young damsel that ever was seen.
I'll wash you in new milk and dress you in silk,
And write down your name with a gold pen and ink.
Oh! (Mary) Oh! (Mary) your true love is dead;
He's sent you a letter to turn round your head.
When the players arrive at that part of the song, "Oh, Mary!" they name some member of the company; when the song is finished, the one named must turn right round and face the outside of the ring, having her back to all the other players. She then joins hands in this position and the game continues as before until all the players face outward. They then recommence, until they all face the inside of the ring as at first.
This is another game that is played with dominoes, and is one of the most popular. It is excellent practice for counting, and to be successful at it depends, in a very great measure, upon skill in doing this. Two, three or four players may take part in this game. After the dominoes have been shuffled, face downward, each player takes an equal number of stones, leaving always three, at least, upon the table; no player, however, may take more than seven, and it is perhaps better to limit the number to five.
In playing dominoes, it should always be borne in mind that one end of the domino to be played must always agree in number with the end of the domino it is to be placed against.
The object of the game is to make as many "fives" and "threes" as are possible; for instance, a player should always make the domino show fifteen if he can, as three divides into fifteen five times, and five divides into fifteen three times, and he would thus score 8 (three and five). The way to count is to add the two extreme ends together, always, of course, trying to make the number as high as possible, and to make it one into which either three or five will divide, as if a number be formed into which these numbers will not divide, no score will result.
Suppose there are two players, A and B. A starts the game by playing the double-six, for which he scores 4 (three dividing into twelve four times). B then plays the six-three, making fifteen, and thus scores 8 (the highest score possible, as explained above). A next plays the double-three, which makes eighteen, and scores 6 (three dividing into eighteen six times). B then plays six-blank onto thedouble-six on the left-hand side and scores 2 (three dividing into six twice). A holding the blank-three, places it onto the blank end, making the number nine, and scores 3. B next plays the three-four, which makes ten, and 2 is added to his score (five dividing into ten twice). Thus the game proceeds, each player trying to make as many fives and threes as possible.
Take your pencil and write upon the top of your paper the words, "Birds, Beasts, and Fishes." Then tell your companion that you are going to think of, for instance, an animal. Put down the first and last letters of the name, filling in with crosses the letters that have been omitted. For example, write down on the paper C*******e. Your companion would have to think of all the animals' names that he could remember which contained nine letters, and commenced with the letter C and ended with "e." If the second player after guessing several times "gives it up," the first player would tell him that the animal thought of was "Crocodile," and would then think of another Bird, Beast, or Fish, and write it down in a similar manner. If, however, the name of the animal be guessed, then it would be the second player's turn to take the paper and pencil.
This is a game every boy or girl thoroughly enjoys. Take paper, and with a pencil draw four cross lines as shown:
Two persons only can play at this game, one player taking "noughts," the other "crosses." The idea is for the one player to try and draw three "noughts" in a line before the other player can do the same with three "crosses." Supposing the player whoplaces his "O" in the right-hand top corner, the player who has taken the "crosses" will perhaps place an "X" in the left-hand top corner. The next "O" would be placed in the bottom left-hand corner; then to prevent the line of three "noughts" being completed, the second player would place his "X" in the center square. An "O" would then be immediately placed in the right-hand bottom corner, so that wherever the "X" was placed by the next player, the "noughts" would be bound to win. Say, for instance, the "X" has chosen the "noughts" commences and was placed in the center square on the right-hand side, the place for the "O" to be put would be the center square at the bottom, thus securing the game. The diagram would then appear as illustrated:
There can be two, three, or four players for this game. First take paper and pencil and write the players' names across the top of the paper in the order in which they are to play. Next draw a large circle, in the center of which draw a smaller one, placing the number 100 within it. The space between the inner and outer circles must be divided into parts, each having a number, as shown in the diagram.
This having been done, the first player closes his eyes, takes the pencil, and places his hand over the paper, the point of the pencil just touching it. He then repeats the following rhyme, moving the pencil round and round while doing so:
Tit, tat, toe,My first go,Four jolly butcher boysAll in a row.Stick one up,Stick one down,Stick one inThe old man's crown.
Tit, tat, toe,My first go,Four jolly butcher boysAll in a row.Stick one up,Stick one down,Stick one inThe old man's crown.
Tit, tat, toe,
My first go,
Four jolly butcher boys
All in a row.
Stick one up,
Stick one down,
Stick one in
The old man's crown.
At the word "crown" the player must keep the point of the pencil firmly on the paper, and open his eyes. If the pencil is not within the circle, or if within but with the point of the pencil resting upon a line, then the player gives the pencil to the next player, having scored nothing.
If, on the contrary, at the end of the rhyme, the pencil is found to be resting in a division of the circle, for instance, marked "70," that number is placed beneath the player's name, and the section is struck by drawing a line across it. If afterward the pencil rest in a division of the circle that has been struck out, the player loses his turn in the same way as if the pencil were not in the circle at all, or had rested upon a line of the diagram.
The game continues until all the divisions of the circle have been scored out, when the numbers gained by each of the players are added up, and the one who has scored the highest number of points wins the game.
Speculation is a game at which any number of persons may play. The stakes are made with counters or nuts, and the value of the stakes is settled by the company. The highest trump in each deal wins the pool.
When the dealer has been chosen, he puts, say, six counters in the pool and every other player puts four; three cards are given to each person, though they must be dealt one at a time; another card is then turned up, and called the trump card. The cards must be left upon the table, but the player on the left-hand side of the dealer turns up his top card so that all may see it. If it is a trump card, that is to say, if it is of the same suit as the card the dealer turned up, the ownermay either keep his card or sell it, and the other players bid for it in turn. Of course, the owner sells it for the highest price he can get.
The next player then turns up his card, keeps it or sells it, and so the game goes on until all the cards have been shown and disposed of, and then the player who holds the highest trump either in his own hand or among the cards he has bought, takes the pool, and there is another deal.
Should none of the other players have a trump card in his hand, and the turn-up card not having been purchased by another player, the dealer takes the pool.
If any one look at his cards out of turn, he can be made to turn all three up, so that the whole company can see them.
This game takes its name from the four chances or points of which it consists, namely, "High," "Low," "Jack," and "Game." It may be played by two or four players, but the same rules apply to each.
The four points, which have been already mentioned, count as follows: "High," the highest trump out; the holder scores one point. "Low," the lowest trump out; the original holder of it scores one point even if it is taken by his adversary. "Jack," the knave of trumps; the holder scores one point, unless it be won by his adversary, in which case the winner scores one. "Game," the greatest number of tricks gained by either party; reckoning for each Ace four toward game, each King three toward game, each Queen two toward game, each Jack one toward game, each Ten ten toward game.
The other cards do not count toward game; thus it may happen that a deal may be played without either party having any to score for "Game."
When the players hold equal numbers, the dealer does not score.
Plate 4 (click to view).
Begging is when the player next the dealer does not like his cards and says, "I beg," in which case the dealer must either let him score one, saying, "Take one," or give three more cards from the pack to all the players and then turn up the next card for trumps; if the trump turned up is the same suit as the last, the dealer must give anotherthree cards until a different suit turns up trumps. In playing this game the ace is the highest card and the deuce (the two) is the lowest.
Having shuffled and cut a pack of cards, the dealer gives six to each player. If there be two playing, he turns up the thirteenth card for trumps; if four are playing, he turns up the twenty-fifth. Should the turn-up be a jack, the dealer scores one point. The player next the dealer looks at his hand and either holds it or "begs," as explained.
The game then begins by the player next the dealer leading a card, the others following suit, the highest card taking the trick, and so on until the six tricks have been won. When the six tricks are played, the points are taken for High, Low, Jack, and Game.
Should no player have either a court card or a ten, the player next to the dealer scores the point for the game. If only one trump should be out, it counts both High and Low to the player who first has it. The first great thing in this game is to try and win the jack; next you must try and make the tens; and you must also try and win the tricks.
The pack of cards is dealt round, face downward, and each player packs his cards together, without looking at them, and then places them in front of him.
The first player then turns up the top card of his pack, the next does the same, and so on in turn; but, as soon as a player turns up a card corresponding in number to the one already lying, uncovered, on the table, one of the two to whom the cards belong cries, "Snap."
Whichever succeeds in saying it first takes, not only the snap card of the other player, but all the cards he has already turned up, and also those he has himself turned up. The cards he wins must be placed at the bottom of his own pack.
The one who succeeds in winning all the cards wins the game. It is necessary to be very attentive and very quick if you want to be successful at this game.
There is a game very similar to the above called "Animal Snap." Each player takes the name of an animal, and instead of crying "Snap," he must cry the name of the animal chosen by the player whoturned up the last card. For instance, suppose a five be turned up and a player who has chosen the name of "Tiger" turn up another five, instead of crying "Snap," "Tiger" would be called if "Tiger" did not succeed in crying the other player's name first.
This is a first-rate game and very exciting. Any number of players may take part in it, and the whole of the fifty-two cards are dealt out.
Each player has five counters, and there is a pool in the middle, which is empty at the commencement of the game.
The first player plays a card—say it is a six—then the one next to him looks through his cards, and if he has another six he puts it down and says, "Snip"; the first player must then pay a counter into the pool.
If the next player should chance to have another six, he plays it and says "Snap," and the one who is snapped must pay in his turn, but the fine is increased to two counters. Should the fourth player have the fourth six, he plays it, and says, "Snorum," and the third player must now pay; his fine is three counters to the pool. No person may play out of his turn, and every one must "snip" when it is in his power. When any one has paid the whole of his five counters to the pool he retires from the game; the pool becomes the property of the one whose counters last the longest.
From a pack of cards take out one queen, shuffle the cards and deal them, face downward, equally among all the players. The cards should then be taken, the pairs sorted out and thrown upon the table. By "pairs" is meant two kings, or two fives, and so on. When all the pairs have been sorted out, the dealer offers the remainder of his cards to his felt-hand neighbor, who draws any card he chooses to select, though he is only allowed to see the backs of them. The player who has drawn then looks at the cards to see if he can pair it with one heholds in his hand; if he can, he throws out the pair; if not, he must place it with his other cards. It is now his turn to offer his cards to his neighbor, and so the game goes on until all the cards are paired, except, of course, the odd card which is the companion to the banished queen. The holder of this card is "the old maid."
This amusing game is for any number of players, and is played with a wooden board which is divided into compartments or pools, and can be bought cheaply at any toy shop for a small sum. Failing a board, use a sheet of paper marked out in squares.
Before dealing, the eight of diamonds is taken out of the pack, and the deal is settled by cutting the cards, and whoever turns up the first jack is dealer.
The dealer then shuffles the cards and his left-hand neighbor cuts them. The dealer must next "dress the board," that is, he must put counters into the pools, which are all marked differently. This is the way to dress the board: One counter to each ace, king, queen, jack, and game, two to matrimony (king and queen), two to intrigue (queen and jack), and six to the nine of diamonds, which is the Pope. On a proper board you will see these marked on it.
The cards are now dealt round to the players, with the exception of one card, which is turned up for trumps, and six or eight, which are put aside to form the stops; the four kings and the seven of diamonds are also always stops.
If either ace, king, queen, or jack happen to be turned up for trumps, the dealer may take whatever is in the compartment with that mark; but when Pope is turned up for trumps, the dealer takes all the counters in Pope's compartment as well as those in the "game" compartment, besides a counter for every card dealt to each player, which must, of course, be paid by the players. There is then a fresh deal.
It is very seldom, however, that Pope does turn up for trumps; when it does not happen, the player next to the dealer begins to play, trying to get rid of as many cards as possible. First he leads cards which he knows will be stops, then Pope, if he has it, and afterwardthe lowest card in his suit, particularly an ace, for that can never be led up to. The other players follow when they can; for instance, if the leader plays the two of diamonds, whoever holds the three plays it, some one follows with the four, and so on until a stop occurs; whoever plays the card which makes a stop becomes leader and can play what he chooses.
This goes on until some person has parted with all his cards, by which he wins the counters in the "game" compartment and receives from the players a counter for every card they hold. Should any one hold the Pope he is excused from paying, unless he happens to have played it.
Whoever plays any of the cards which have pools or compartments takes the counters in that pool. If any of these cards are not played, the counters remain over for the next game.
This game may be played by any number of persons. As soon as the cards have been dealt and the players have examined their hands, the one on the left of the dealer plays the lowest card he has (the ace counting lowest). He must place the card face downward on the table, at the same time calling out what it is. The next player also puts down a card, face downward, and calls the next number; for instance, if No. 1 puts down a card and says "One," No. 2 says "Two," No. 3 "Three," and so on.
It is not necessary for the card laid down to be actually the one called out. The fun of the game is to put down the wrong card without, any one suspecting you. Naturally, it is not often that the cards run straight on, as no one may play out of turn, and if one player thinks another has put down the wrong card, he says, "I suspect you." The player must then show his card, and if it should not be the one he said, he must take all the cards laid down and add them to his pack; if, however, the card happens to be the right one, then the accuser must take the cards. The player who first succeeds in getting rid of his cards wins the game.