The Dwarf

This is a most amusing game if well carried out. The two performers must be hidden behind two curtains in front of which a table has been placed.

One of the performers slips his hands into a child's socks and little shoes. He must then disguise his face, by putting on a false mustache, painting his eyebrows, sticking pieces of black court plaster over one or two of his teeth, which will make it appear as though he has lost several teeth. This, with a turban on his head, will prove a very fair disguise. The second performer must now stand behind the first and pass his arms round him, so that the second performer's hands may appear like the hands of the dwarf, while the first performer's hands make his feet. The figure must, of course, be carefully dressed, and the body of the second performer hidden behind the curtains.

The front player now puts his slippered hands upon the table and begins to keep time, while the other performer follows suit with his hands.

The dwarf can be used either to tell fortunes, make jokes, or ask riddles, and if the performers act their parts well, the guests will laugh very heartily.

One of the company goes out of the room, while the others choose a word to be guessed, one with two or three different meanings being the best.

We will suppose that the word "Spring" has been thought of. When the person who is outside the room is recalled, he (or she) asks each one in succession: "How do you like it?" The answers may be "Dry" (meaning the season), "Cold and clear" (a spring of water), "Strong" (a watch-spring), and "High" (a jump). The next question is: "When do you like it?" The answers may be: "When I am in the country," "When I am thirsty," "When my watch is broken."

The next question is: "Where do you like it?" and the answers may be: "Anywhere and everywhere," "In hot weather," "In the clock." The game is to try and guess the word after any of the answers, and if right, the player last questioned takes the place of the one who is guessing; if wrong, the questioner must try again.

Old Soldier is a game for young children, and though it seems very simple, yet there is a good deal of fun in it. One of the children pretends to be an old soldier, and goes round begging of each of the other players in turn, saying that he is "poor, and old, and hungry,"and asking what they will do for him or give him. In answering the Old Soldier, no one must say the words: "Yes," "No," "Black," or "White," and he must be answered at once without hesitation. Any one who does not reply at once, or who uses any of the forbidden words, must pay a forfeit.

Two of the players sit down, and a cloth, large enough to prevent their seeing anything, is put over their heads. Then two other persons tap them on the head with long rolls of paper, which they have in their hands, and ask, in feigned voices, "Who bobs you?" If either of those who have been tapped answers correctly, he changes places with the one who has tapped him.

Divide the company into two equal parts, one-half leaving the room; the remaining players should then select a word, which will have to be guessed by those outside the door. When the word has been chosen—say, for instance, the word "will"—the party outside the room are told that the word they are to guess rhymes with "till." A consultation then takes place, and they may think that the word is "ill." The company then enter and begin to act the word "ill," but without speaking a word. The audience, when they recognize the word that is being performed, will immediately hiss, and the actors then retire and think of another word.

Thus the game goes on until the right word is hit upon, when the company who have remained in the room, clap their hands. The audience then change places with the actors.

Each player must choose a trade and pretend to be working at it. For instance, if he is a tailor, he must pretend to sew or iron; if a blacksmith, to hammer, and so on. One is the king, and he, too, chooses a trade. Every one works away as hard as he can until the king suddenly gives up his trade, and takes up that of some one else. Then all must stop, except the one whose business the king has taken, and he must start with the king's work. The two go on until the king chooses to go back to his own trade, when all begin workingagain. 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.

This is always a favorite game. One of the players is chosen schoolmaster, and the others, ranged in order in front of him, form the class. The master may then examine the class in any branch of learning. Suppose him to choose Geography, he must begin with the pupil at the head of the class, and ask for the name of a country or town beginning with A. If the pupil does not reply correctly before the master has counted ten, he asks the next pupil, who, if he answersrightly—say, for instance, "America," or "Amsterdam," in time, goes to the top of the class. The schoolmaster may go on in this way through the alphabet either regularly or at random, as he likes. Any subject—names of kings, queens, poets, soldiers, etc.—may be chosen. The questions and answers must follow as quickly as possible. Whoever fails to answer in time, pays a forfeit.

This is a simple game for little children. It is played either with a pocket-handkerchief, or, if more than four want to play, with a table-cloth or small sheet. Each person takes hold of the cloth; the leader of the game holds it with the left hand, while with the right he makes pretense of writing on the cloth while he says: "Here we go round by the rule of contrary. When I say 'Hold fast,' let go; and when I say 'Let go,' hold fast." The leader then calls out one or other of the commands, and the rest must do the opposite, of what he says. Any one who fails must pay a forfeit.

Seat yourselves in a circle and choose one of the company to be the leader, or Simon. His duty is to order all sorts of different things to be done, the funnier the better, which must be obeyed only when the order begins with "Simon says." As, for instance, "Simon says: 'Thumbs up!'" which, of course, all obey; then perhaps comes: "Thumbs down!" which should not be obeyed, because the order did not commence with "Simon says."

Each time this rule is forgotten a forfeit must be paid. "Hands over eyes," "Stamp the right foot," "Pull the left ear," etc., are the kind of orders to be given.

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 abird, 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.

A good many children may play at this game. One player is called the buyer, the rest form a line in front of him and take hold of each other. The first in this line is called the baker, the last the French roll. Those between are supposed to be the oven. When they are all in place the buyer says to the baker, "Give me my French roll." The baker replies, "It is at the back of the oven." The buyer goes to fetch it, when the French roll begins running from the back of the oven, and comes up to the baker, calling all the while, "Who runs? Who runs?" The buyer may run after him, but if the French roll gets first to the top of the line, he becomes baker, and the last in the line is French roll. If, however, the buyer catches the French roll, the French roll becomes buyer, and the buyer takes the place of the baker.

The Garden Gate is a very pretty game. A ring is formed of all the players except one, who stands in the middle. The others dance round her three times, and when they stop she begins to sing:

"Open wide the garden gate, the garden gate, the garden gate,Open wide the garden gate and let me through."

"Open wide the garden gate, the garden gate, the garden gate,Open wide the garden gate and let me through."

"Open wide the garden gate, the garden gate, the garden gate,

Open wide the garden gate and let me through."

The circle then dances round her again, singing:

"Get the key of the garden gate, the garden gate, the garden gate,Get the key of the garden gate and open and let yourself through."

"Get the key of the garden gate, the garden gate, the garden gate,Get the key of the garden gate and open and let yourself through."

"Get the key of the garden gate, the garden gate, the garden gate,

Get the key of the garden gate and open and let yourself through."

The girl inside the circle, pretending to sob, replies:

"I've lost the key of the garden gate, the garden gate, the garden gate,I've lost the key of the garden gate, and cannot let myself through."

"I've lost the key of the garden gate, the garden gate, the garden gate,I've lost the key of the garden gate, and cannot let myself through."

"I've lost the key of the garden gate, the garden gate, the garden gate,

I've lost the key of the garden gate, and cannot let myself through."

But the dancers dance round and round her, singing:

"Then you may stop all night within the gate, within the gate, within the gate,You may stop all night within the gate, unless you have strength to break through."

"Then you may stop all night within the gate, within the gate, within the gate,You may stop all night within the gate, unless you have strength to break through."

"Then you may stop all night within the gate, within the gate, within the gate,

You may stop all night within the gate, unless you have strength to break through."

The captive then rushes to the weakest part of the ring, and tries to break through by throwing her whole weight upon the clasped hands of the children, and generally contrives to break through, the one whose hand gives way being made captive in her stead.

A back drawing-room with folding doors makes a very nice theater for acting charades. Almost anything may be used for dressing up—shawls, anti-macassars, table-cloths, handkerchiefs, cast-off dresses, or a dressing-gown. The latter is a very useful garment in representing an old gentleman, while tow or white fire shavings make excellent wigs.

The great thing in a charade is to try and puzzle your audience as much as you can. You must choose a word of two or more syllables, such as "Bagpipe." First you must act the word "Bag," and be sure that the word is mentioned, though you must be careful to bring it in in such a way that the audience shall not guess it is the word you are acting.

Next comes the word "Pipe," and this must be brought in in the same manner. When you have acted the two syllables, you must act the whole: "Bagpipe."

Before beginning the charade, you should arrange who is to bringin the charade word or syllable. You must also settle what you are going to say, or at least, what the act is to be about. Let every scene be well thought out and be as short as possible. You must be as quick as ever you can between the acts, for all the fun will be spoiled if you keep your audience waiting. If you have no curtain or screen, the actors must simply walk off the stage at the end of the scenes.

To act charades well, one requires a little practice and plenty of good temper, for, of course, only one or two can take principal parts, and therefore some of the children must be content to take the smaller ones. It is a good plan to take it in turns to play the best parts, and if the elder children are kind and thoughtful, they will try to make some easy little parts, so that their younger brothers and sisters may also join in the fun. Here we give you a very simple charade, the words of which you may learn, and then act, after which you will very likely be able to make up charades for yourselves.

This can be made by placing a row of chairs with open backs near the wall facing the audience; a child is stationed behind each chair, and, looking through the open back, pretends to be looking out of a window.

First Child behind chair.—Oh! dear, how dull our street always is. I declare nothing nice ever comes this way.

Second Child.—No, I quite agree with you. Why, I haven't seen a "Punch and Judy" for months. I wish my mother would go and live in another street.

Third Child.—Never mind, let us go out and have a game.

(Enter five or six children—or a lesser number, if more convenient—carrying toy musical instruments.)

First Child.—Hurrah! Here comes a German band. Come along, children; let's go and listen to it.

(The band groups itself at the end of the street, and the children stand round. After tuning up, the band begins to play.)

Second Child.—Now, Mary Jane, we can dance. I'll dance with you.

Third Child.—No, I want to dance with Mary Jane.

First Child.—I don't want to dance at all.

Second Child.—You must.

Third Child.—Yes, you must.

(Band ceases playing and one of the bandsmen comes round for money.)

First Child.—I haven't any money.

Second Child.—But we haven't begun to dance yet.

Bandsman.—You shouldn't have been so long arguing then. Surely you'll give the band a nickel, after all the pretty music it has played?

First Child.—I won't.

Second Child.—I won't.

Third Child.—And I won't.

Bandsman.—Well, you are mean. Come along. (Beckoning to the rest of the band.) We'll go, and it will be a long time before we come down this street again.

(Curtain falls.)

(Curtain falls.)

Tommy (hopping about the room, waving a letter in his hand.)—Hurrah! hurrah! Uncle Dick is coming. Hurrah! hurrah!

(Enter Tommy's brother and sister and papa and mamma.)

Papa.—What's the matter, Tommy?

Tommy.—Uncle Dick has written to say he is coming to spend Christmas with us, and he is bringing me a Christmas box.

Mamma.—How kind of him! But be sure you are careful not to offend him, Tommy. He is rather a touchy old gentleman.

Sister.—I wonder what it will be, Tommy.

Brother.—I hope it will be a set of cricket things, and then we can play cricket in the summer.

Tommy.—Oh! yes, I hope it will be, but whatever it is, it is sure to be something nice.

(Begins hopping about again. Enter Uncle Dick, a very old gentleman with a gouty foot. Tommy does not see him and goes banging into him, treading on his gouty foot.)

Uncle Dick.—Oh! oh! oh! oh, my toe!

Tommy.—Oh! Never mind your toe! Where's my Christmas box?

Uncle Dick.—Your Christmas box, you young scamp! Think of my toe.

Tommy.—Please, uncle, I'm very sorry, but I do so want to know what you have brought me for a Christmas box.

Uncle Dick (roaring).—Here's your Christmas box, and may it teach you to be more careful in future. (Boxes Tommy's ears.)

(Curtain falls.)

(Curtain falls.)

Here is a list of words which will divide easily into charade words:

Brides-maids. Sea-side. Car-pen-try.Cur-tail. Nose-gay. In-do-lent.Hand-i(I)-craft. Turn-key. Hand-some.Key-hole. Rail-way. Sweet-heart.Port-man-teau(toe). Mad-cap. A-bun-dance.In-no-cent. Fox-glove. Pat-riot.

Brides-maids. Sea-side. Car-pen-try.Cur-tail. Nose-gay. In-do-lent.Hand-i(I)-craft. Turn-key. Hand-some.Key-hole. Rail-way. Sweet-heart.Port-man-teau(toe). Mad-cap. A-bun-dance.In-no-cent. Fox-glove. Pat-riot.

Brides-maids. Sea-side. Car-pen-try.

Cur-tail. Nose-gay. In-do-lent.

Hand-i(I)-craft. Turn-key. Hand-some.

Key-hole. Rail-way. Sweet-heart.

Port-man-teau(toe). Mad-cap. A-bun-dance.

In-no-cent. Fox-glove. Pat-riot.

To make your charades a real success, you will, of course, require a curtain. A very effective one can be made with a little trouble and at a small cost; indeed, the materials may be already in the house.

First you must fix a couple of supports on each side of the room, taking care that they are screwed firmly into the wall, and also taking care not to damage the paper.

If you are a neat workman, you will find on taking out the screws that the two small screw-holes on each side will scarcely be noticed, as of course the supports must be fixed near the ceiling.

You must then put up your curtain-pole, which should be as thin as possible, so that the rings may run easily. A cheap bamboo pole is the best.

Two wide, deep curtains are required; very likely the nursery curtains may be suitable.

On to these curtains you sew a number of small brass rings, which you can buy for about 20 cents a dozen, or even less. The rings should be sewn on the curtains, as you see in the illustration, right across the top, and from the extreme top corner of the curtain, slantingwise across to the middle.

The top rings are passed along the curtain-pole, a string (marked in the illustration A1) is sewn on to the curtain, and threaded through the rings until it reaches A2. It is then threaded through the rings on the pole until it reaches A3, when it is allowed to fall loose.

The same arrangement is gone through with string B. The bottom of the curtain must be weighted with shot, or any other weights that may be convenient.

When the curtain is to be raised, the stage manager and his assistant stand on each side of the stage with the strings ready in their hands, and at a given signal—the ringing of a bell is the usual sign that all is ready—they each pull a string, and the curtains glide to each side, and may be fixed to hooks, put up on purpose.

When the curtain is to fall, the two in charge of it must simply loosen the strings and let them go, and the weights cause the curtains to fall to the center.

All sorts of useful and ornamental "properties" may be made at home for a very small cost. Cardboard, and gold and silver paper, and glue go a long way toward making a good show.

Swords, crowns, belts, gold-spangled and gold-bordered robes can be made from these useful materials, and look first-rate at a distance.

An old black dress with little gold stars glued or gummed to the material would make an excellent dress for a queen. The swords or belts must first be cut out in cardboard, then covered with gold or silver paper.

To make a good wig, you should shape a piece of calico to fit the head; then sew fire shavings or tow all over it. If you wish for a curly wig, it is a good plan to wind the shavings or tow tightly round a ruler, and tack it along with a back stitch, which will hold the curl in position after you have slipped it off the ruler.These few hints will give you some idea of the very many different costumes which can be made by children out of the simplest materials.

THE CURTAIN CLOSEDTHE CURTAIN CLOSED

THE CURTAIN OPENEDTHE CURTAIN OPENED

The person who is to play the part of Cat should stand outside the door of the room where the company is assembled. The boys and girls, in turn, come to the other side of the door and call out "miaou." If the Cat outside recognizes a friend by the cry, and calls out her name correctly in return, he is allowed to enter the room and embrace her, and the latter then takes the place of Cat. If, on the contrary, the Cat cannot recognize the voice, he is hissed, and remains outside until he does.

Living pictures are very amusing if well carried out, and even with little preparation may be made very pretty or very comical, whichever may be desired. It is perhaps better to attempt comical ones if you have not much time in which to arrange them, as the costumes are generally easier to manage, and if you are obliged to use garments not quite in keeping with the characters, it does notmatter much; indeed, it will probably only make the audience laugh a little more.

The great thing in living pictures is to remain perfectly still during the performance. You should select several well-known scenes either from history or fiction, and then arrange the actors to represent the scenes as nearly as possible.

Simple home living pictures are a great source of fun, and many a wet afternoon will pass like magic while arranging scenes and making dresses to wear. Newspaper masks, newspaper cocked hats, old shawls, dressing-gowns, and sticks are quite sufficient for home charades.

Suppose, for instance, you think of "Cinderella" for one tableau. One girl could be standing decked out with colored tissue paper over her frock, and with paper flowers in her hair, to represent one of the proud sisters, while Cinderella in a torn frock is arranging the other proud sister's train, which may consist of an old shawl. Bouquets of paper flowers should be in the sister's hands.

"Little Red Riding Hood" is another favorite subject for a living picture. The wolf may be represented by a boy on his hands and knees, with a fur rug thrown over him. Red Riding Hood only requires a scarlet shawl, arranged as a hood and cloak, over her ordinary frock and pinafore, and she should carry a bunch of flowers and a basket.

All living pictures look better if you can have a frame for them. It is not very difficult to make one, especially if you have four large card-board dress-boxes.

Having carefully cut out the bottoms of the boxes, place the frames as here shown:

Cut out the center framework, leaving a large square, so:

You must then fasten the four pieces together by gluing cardboard on each side of the joints, and you will have a very good frame, which you can cover with colored paper or ornament with muslin.

This frame will last a very long time if carefully treated. It should stand upright by itself; but if it is a little unsteady, it is better to hold it upright from the sides. Of course, this will only make a very small frame, but you can increase the size by using more boxes.

If you have no time to make a frame, arrange your figures close to a door, outside the room in which the audience is seated.

When quite ready, some one must open the door, when the doorway will make a kind of frame to the living picture.

It is always well to have a curtain if you can; a sheet makes an excellent one. Two children standing upon chairs hold it up on each side, and at a given signal drop it upon the floor, so that, instead of the curtain rising, it drops. When it has been dropped, the two little people should take the sheet corners in their hands again, so that they have only to jump upon the chairs when it is time to hide the picture.

Of course, these instructions are only for living pictures on a very small scale; much grander arrangements will be needed if the performance is to take place before any but a "home audience."

As I told you before, comic living pictures are the easiest to perform on account of the dresses being easier to make, but there are other living pictures which are easier still, and which will cause a great deal of fun and merriment. They are really catches, and are so simple that even very little children can manage them.

You can arrange a program, and make half a dozen copies to hand round to the audience.

The first living picture on the list is "The Fall of Greece" and sounds very grand, indeed; but when the curtain rises (or rather, if it is the sheet curtain, drops), the audience see a lighted candle set rather crookedly in a candlestick and fanned from the background so as to cause the grease to fall.

Here are some other similar comic tableaux which you can easily place before an audience:

"Meet of the Hounds."—A pile of dog biscuits.

"View of the Black Sea."—A large capital C blackened with ink.

"The Charge of the Light Brigade."—Half a dozen boxes of matches labeled: "10 cents the lot."

These are only a few of the many comic living pictures you can perform; but, no doubt, you will be able to think of others for yourselves.

The best way to play this game is for the players to divide themselves into two groups, namely, actors and audience. Each one of the actors should then fix upon a proverb, which he will act, in turn, before the audience. As, for instance, supposing one of the players to have chosen the proverb, "A bad workman quarrels with his tools," he should go into the room where the audience is seated, carrying with him a bag in which there is a saw, a hammer, or any other implement or tool used by a workman; he should then look round and find a chair, or some other article, which he should pretend requires repairing; he should then act the workman, by taking off his coat, rolling up his sleeves, and commencing work, often dropping his tools, and grumbling about them the whole of the time.

If this game be acted well, it may be made very entertaining. Sometimes the audience are made to pay a forfeit each time they fail to guess the proverb.

This is rather a noisy game. One of the company goes outside the door, and during his absence a proverb is chosen and a word of it is given to each member of the company. When the player who is outside re-enters the room, one of the company counts "One, two, three," then all the company simultaneously shout out the word that has been given to him or her of the proverb that has been chosen.

If there are more players present than there are words in the proverb, two or three of them must have the same word. The effect of all the company shouting out together is very funny. All that is necessary is for the guesser to have a sharp ear; then he is pretty sure to catch a word here and there that will give him the key to the proverb.

This is a very interesting game, and can be played by a large number at the same time. Supposing there are twelve persons present, one is sent out of the room, while the others choose a proverb. When this is done, the "guesser" is allowed to come in, and he asks each person a question separately. In the answer, no matter what question is asked, one word of the proverb must be given. For illustration we will take "A bird in the hand is worth two in the bush."

1. John must use the word "A" in his answer.2. Gladys must use the word "bird" in hers.3. Nellie must use the word "in" in hers.4. Tommy must use the word "the" in his.5. Estelle must use the word "hand" in hers.6. Ivy must use the word "is" in hers.7. Wilfrid must use the word "worth" in his.8. Lionel must use the word "two" in his.9. Vera must use the word "in" in hers.10. Bertie must use the word "the" in his.11. Harold must use the word "bush" in his.

1. John must use the word "A" in his answer.2. Gladys must use the word "bird" in hers.3. Nellie must use the word "in" in hers.4. Tommy must use the word "the" in his.5. Estelle must use the word "hand" in hers.6. Ivy must use the word "is" in hers.7. Wilfrid must use the word "worth" in his.8. Lionel must use the word "two" in his.9. Vera must use the word "in" in hers.10. Bertie must use the word "the" in his.11. Harold must use the word "bush" in his.

1. John must use the word "A" in his answer.

2. Gladys must use the word "bird" in hers.

3. Nellie must use the word "in" in hers.

4. Tommy must use the word "the" in his.

5. Estelle must use the word "hand" in hers.

6. Ivy must use the word "is" in hers.

7. Wilfrid must use the word "worth" in his.

8. Lionel must use the word "two" in his.

9. Vera must use the word "in" in hers.

10. Bertie must use the word "the" in his.

11. Harold must use the word "bush" in his.

The fun becomes greater if the answers are given quickly and without allowing the special word to be noticed. It often happens thatthe "guesser" has to try his powers over several times before succeeding. The one who by giving a bad answer gives the clue, in turn becomes guesser, and is then obliged to go out of the room while another proverb is chosen.

Here is a list of proverbs:

A bad workman quarrels with his tools.A bird in the hand is worth two in the bush.A cat may look at a king.Aching teeth are ill tenants.A creaking door hangs long on the hinges.A drowning man will catch at a straw.After dinner sit a while, after supper walk a mile.A friend in need is a friend indeed.A good servant makes a good master.A good word is as soon said as an evil one.A little leak will sink a great ship.All are not friends that speak us fair.All are not hunters that blow the horn.All is fish that comes to the net.All is not gold that glitters.All work and no play makes Jack a dull boy.A pitcher goes often to the well, but is broken at last.A rolling stone gathers no moss.A small spark makes a great fire.A stitch in time saves nine.As you make your bed, so you must lie on it.As you sow, so you shall reap.A tree is known by its fruit.A willful man will have his way.A willing mind makes a light foot.A word before is worth two behind.A burden which one chooses is not felt.Beggars have no right to be choosers.Be slow to promise and quick to perform.Better late than never.Better to bend than to break.Birds of a feather flock together.Care killed a cat.Catch the bear before you sell his skin.Charity begins at home, but does not end there.Cut your coat according to your cloth.Do as you would be done by.Do not halloo till you are out of the wood.Do not spur a willing horse.Early to bed and early to rise makes a man healthy, wealthy, and wise.Empty vessels make the greatest sound.Enough is as good as a feast.Faint heart never won fair lady.Fine feathers make fine birds.Fine words butter no parsnips.Fire and water are good servants, but bad masters.Grasp all, lose all.Half a loaf is better than no bread.Handsome is as handsome does.Happy is the wooing that is not long in doing.He that goes a-borrowing goes a-sorrowing.Hiders are good finders.Home is home though it be ever so homely.Honesty is the best policy.If wishes were horses, beggars would ride.It is an ill wind that blows nobody good.It is never too late to learn.It is not the cowl that makes the friar.It is a long lane that has no turning.It's a good horse that never stumbles.It's a sad heart that never rejoices.Ill weeds grow apace.Keep a thing for seven years, and you will find a use for it.Kill two birds with one stone.Lazy folk take the most pains.Let sleeping dogs lie.Let them laugh that win.Make hay while the sun shines.Many a true word is spoken in jest.Many hands make light work.Marry in haste, repent at leisure.Never look a gift horse in the mouth.Necessity is the mother of invention.Old birds are not to be caught with chaff.Old friends and old wine are best.One swallow makes not a spring, nor one woodcock a winter.People who live in glass houses should never throw stones.Possession is nine points of the law.Procrastination is the thief of time.Short reckonings make long friends.Safe bind, safe find.Strike while the iron is hot.Take care of the pennies and the dollars will take care of themselves.The more the merrier, the fewer the better cheer.The darkest hour is just before the daylight.The cobbler's wife is the worst shod.There's many a slip 'twixt the cup and the lip.There's a silver lining to every cloud.Those who play with edge tools must expect to be cut.Time and tide wait for no man.Too many cooks spoil the broth.Union is strength.Waste not, want not.What the eye sees not, the heart rues not.When rogues fall out honest men get their own.When the cat's away, the mice play.Willful waste makes woful want.You cannot eat your cake and have it also.

A bad workman quarrels with his tools.A bird in the hand is worth two in the bush.A cat may look at a king.Aching teeth are ill tenants.A creaking door hangs long on the hinges.A drowning man will catch at a straw.After dinner sit a while, after supper walk a mile.A friend in need is a friend indeed.A good servant makes a good master.A good word is as soon said as an evil one.A little leak will sink a great ship.All are not friends that speak us fair.All are not hunters that blow the horn.All is fish that comes to the net.All is not gold that glitters.All work and no play makes Jack a dull boy.A pitcher goes often to the well, but is broken at last.A rolling stone gathers no moss.A small spark makes a great fire.A stitch in time saves nine.As you make your bed, so you must lie on it.As you sow, so you shall reap.A tree is known by its fruit.A willful man will have his way.A willing mind makes a light foot.A word before is worth two behind.A burden which one chooses is not felt.Beggars have no right to be choosers.Be slow to promise and quick to perform.Better late than never.Better to bend than to break.Birds of a feather flock together.Care killed a cat.Catch the bear before you sell his skin.Charity begins at home, but does not end there.Cut your coat according to your cloth.Do as you would be done by.Do not halloo till you are out of the wood.Do not spur a willing horse.Early to bed and early to rise makes a man healthy, wealthy, and wise.Empty vessels make the greatest sound.Enough is as good as a feast.Faint heart never won fair lady.Fine feathers make fine birds.Fine words butter no parsnips.Fire and water are good servants, but bad masters.Grasp all, lose all.Half a loaf is better than no bread.Handsome is as handsome does.Happy is the wooing that is not long in doing.He that goes a-borrowing goes a-sorrowing.Hiders are good finders.Home is home though it be ever so homely.Honesty is the best policy.If wishes were horses, beggars would ride.It is an ill wind that blows nobody good.It is never too late to learn.It is not the cowl that makes the friar.It is a long lane that has no turning.It's a good horse that never stumbles.It's a sad heart that never rejoices.Ill weeds grow apace.Keep a thing for seven years, and you will find a use for it.Kill two birds with one stone.Lazy folk take the most pains.Let sleeping dogs lie.Let them laugh that win.Make hay while the sun shines.Many a true word is spoken in jest.Many hands make light work.Marry in haste, repent at leisure.Never look a gift horse in the mouth.Necessity is the mother of invention.Old birds are not to be caught with chaff.Old friends and old wine are best.One swallow makes not a spring, nor one woodcock a winter.People who live in glass houses should never throw stones.Possession is nine points of the law.Procrastination is the thief of time.Short reckonings make long friends.Safe bind, safe find.Strike while the iron is hot.Take care of the pennies and the dollars will take care of themselves.The more the merrier, the fewer the better cheer.The darkest hour is just before the daylight.The cobbler's wife is the worst shod.There's many a slip 'twixt the cup and the lip.There's a silver lining to every cloud.Those who play with edge tools must expect to be cut.Time and tide wait for no man.Too many cooks spoil the broth.Union is strength.Waste not, want not.What the eye sees not, the heart rues not.When rogues fall out honest men get their own.When the cat's away, the mice play.Willful waste makes woful want.You cannot eat your cake and have it also.

A bad workman quarrels with his tools.

A bird in the hand is worth two in the bush.

A cat may look at a king.

Aching teeth are ill tenants.

A creaking door hangs long on the hinges.

A drowning man will catch at a straw.

After dinner sit a while, after supper walk a mile.

A friend in need is a friend indeed.

A good servant makes a good master.

A good word is as soon said as an evil one.

A little leak will sink a great ship.

All are not friends that speak us fair.

All are not hunters that blow the horn.

All is fish that comes to the net.

All is not gold that glitters.

All work and no play makes Jack a dull boy.

A pitcher goes often to the well, but is broken at last.

A rolling stone gathers no moss.

A small spark makes a great fire.

A stitch in time saves nine.

As you make your bed, so you must lie on it.

As you sow, so you shall reap.

A tree is known by its fruit.

A willful man will have his way.

A willing mind makes a light foot.

A word before is worth two behind.

A burden which one chooses is not felt.

Beggars have no right to be choosers.

Be slow to promise and quick to perform.

Better late than never.

Better to bend than to break.

Birds of a feather flock together.

Care killed a cat.

Catch the bear before you sell his skin.

Charity begins at home, but does not end there.

Cut your coat according to your cloth.

Do as you would be done by.

Do not halloo till you are out of the wood.

Do not spur a willing horse.

Early to bed and early to rise makes a man healthy, wealthy, and wise.

Empty vessels make the greatest sound.

Enough is as good as a feast.

Faint heart never won fair lady.

Fine feathers make fine birds.

Fine words butter no parsnips.

Fire and water are good servants, but bad masters.

Grasp all, lose all.

Half a loaf is better than no bread.

Handsome is as handsome does.

Happy is the wooing that is not long in doing.

He that goes a-borrowing goes a-sorrowing.

Hiders are good finders.

Home is home though it be ever so homely.

Honesty is the best policy.

If wishes were horses, beggars would ride.

It is an ill wind that blows nobody good.

It is never too late to learn.

It is not the cowl that makes the friar.

It is a long lane that has no turning.

It's a good horse that never stumbles.

It's a sad heart that never rejoices.

Ill weeds grow apace.

Keep a thing for seven years, and you will find a use for it.

Kill two birds with one stone.

Lazy folk take the most pains.

Let sleeping dogs lie.

Let them laugh that win.

Make hay while the sun shines.

Many a true word is spoken in jest.

Many hands make light work.

Marry in haste, repent at leisure.

Never look a gift horse in the mouth.

Necessity is the mother of invention.

Old birds are not to be caught with chaff.

Old friends and old wine are best.

One swallow makes not a spring, nor one woodcock a winter.

People who live in glass houses should never throw stones.

Possession is nine points of the law.

Procrastination is the thief of time.

Short reckonings make long friends.

Safe bind, safe find.

Strike while the iron is hot.

Take care of the pennies and the dollars will take care of themselves.

The more the merrier, the fewer the better cheer.

The darkest hour is just before the daylight.

The cobbler's wife is the worst shod.

There's many a slip 'twixt the cup and the lip.

There's a silver lining to every cloud.

Those who play with edge tools must expect to be cut.

Time and tide wait for no man.

Too many cooks spoil the broth.

Union is strength.

Waste not, want not.

What the eye sees not, the heart rues not.

When rogues fall out honest men get their own.

When the cat's away, the mice play.

Willful waste makes woful want.

You cannot eat your cake and have it also.

This is a very good game and will combine both instruction and amusement. The idea is that the company imagines itself to be a party of travelers who are about to set out on a journey to foreign countries. A good knowledge of geography is required, also an idea of the manufactures and customs of the foreign parts about to be visited. It would be as well, if not quite certain about the location of the part, to refer to a map.

A place for starting having been decided upon, the first player sets out upon his journey. He tells the company what spot he intends to visit (in imagination) and what kind of conveyance he means to travel in. On arriving at his destination, the player states what he wishes to buy, and to whom he intends to make a present of his purchase on returning home.

This may seem very simple, but it is not nearly so easy as it appears. The player must have some knowledge of the country to which he is going, the way he will travel, and the time it will take to complete the journey. To give an instance, it will not do for the player to state that he is going to Greenland to purchase pineapples, or to Florida to get furs; nor will it do for him to make a present of a meerschaum pipe to a lady, or a cashmere shawl to a gentleman.

More fun is added to this game if forfeits are exacted for all mistakes.

The game continues, and the second player must make his starting point from where the first leaves off. Of course, all depends upon the imagination or the experience of the player; if he has been a traveler or has read a good deal, his descriptions should be very interesting.

One player begins the game by going out of the room, and then giving a double (or postman's) knock at the door; it is the duty of one of the other players to stand at the door inside the room to answer the knocks that are made, and to ask the postman for whom he has a letter. The postman names some member of the company, generally of the opposite sex; he is then asked, "How many cents are to be paid?" Perhaps he will say "six"; the person for whom the letter is supposed to be must then pay for it with kisses, instead of cents; after which he or she must take a turn as postman.

All the players sit in a row, except one, who sits in front of them and says to each one in turn: "Our old Grannie doesn't like T; what can you give her instead?"

Perhaps the first player will answer, "Cocoa," and that will be correct; but if the second player should say, "Chocolate," he will have to pay a forfeit, because there is a "T" in chocolate. This is really a catch, as at first every one thinks that "tea" is meant instead of theletter "T." Even after the trick has been found out it is very easy to make a slip, as the players must answer before "five" is counted; if they cannot, or if they mention an article of food with the letter "T" in it, they must pay a forfeit.

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 Alabama, 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 Boston, 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 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 collectedand one of the company proceeds to read out the various papers, and the result may be something like this:

(1) The horrifying and delightful (2) Mr. Brown (3) met the charming (4) Miss Philips (5) in Lincoln Park; (6) he gave her a flower (7) and said 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."


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