Clarence Squareman.

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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.

[Illustration]

* * * * *

THE ADVENTURERS

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.

* * * * *

POSTMAN'S KNOCK

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.

* * * * *

"OUR OLD GRANNIE DOESN'T LIKE TEA."

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 the letter "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.

* * * * *

"I LOVE MY LOVE WITH AN A."

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.

* * * * *

CONSEQUENCES

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

Be careful that every time anything has been written, the paper is
folded down and passed on to the player on your right. When every one
has written what the world says, the papers are collected and one of
the company proceeds to read out the various papers, and the result
may be 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."

* * * * *

EARTH, AIR, FIRE, AND WATER

[Illustration]

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.

* * * * *

CRAMBO

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, and
the 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.

* * * * *

LOST AND FOUND

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.

* * * * *

"ANIMAL, VEGETABLE, OR MINERAL?"

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 the
following: "Is the subject chosen an animal?" "Yes." "Wild animal?"
"No." "Domestic animal?" "Yes." "Common?" "Yes." "Are there many to be
seen in this town?" "Yes." "Have you seen many this day?" "Yes." "In
this house?" "No." "Have you seen many in the road?" "Yes." "Do they
draw carts?" "No." "Are they used for working purposes?" "No." "Is the
subject a pet?" "Yes." "Have they one in the house?" "Yes." "In this
room?" "Yes." "Is 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.

* * * * *

HUNT THE SLIPPER

[Illustration]

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 it as 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.

* * * * *

FLYING

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 BLIND MAN'S WAND

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 a
merry 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.

* * * * *

JUDGE AND JURY

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.

* * * * *

"HANDS UP!"

[Plate 3]

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 guessers
have 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.

* * * * *

LODGINGS TO LET

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.

* * * * *

HUNT THE RING

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 STOOL OF REPENTANCE

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, he takes 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.

* * * * *

THE FEATHER

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.

* * * * *

THE GAME OF CONVERSATION

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. By this time,
possibly the person who joined in the conversation will leave off,
completely mystified. If, however, the word should be correctly
guessed, the person guessing it chooses a partner, and they together
select a word, and the game begins again.

* * * * *

THE GALLERY OF STATUES

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.

* * * * *

THE HUNTSMAN

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 suddenly
cries: "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.

* * * * *

HOT BOILED BEANS AND BACON

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."

* * * * *

"MY MASTER BIDS YOU DO AS I DO."

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 must work;
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.

* * * * *


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Online LibraryClarence SquaremanMy Book of Indoor Games → online text (page 3 of 8)