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Thursday, August 17, 2006

HOUSEHOLD GOSSIP game

HOUSEHOLD GOSSIP game


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

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

Examples--

You have the family eyes.

Your chin is too small.

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








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Wednesday, August 16, 2006

Fortress game

Fortress game


This game is similar to the preceding game. Three parallel lines are made around a hollow square not less than 25 to 40 feet in dimensions. This square is known as the fortress. A small space is marked off in the centre of the fortress for a prison. Two captains are selected. These two choose the members of their own teams, in turn. One team is known as the defenders, the other as the attackers. The defending party
takes a position within the fortress and the attacking party is scattered around the outside of the fort. Both are under the command of their captains.

The attacking party may charge the fort as a group or may use any tactics the captain may decide upon. He may feign an attack on one side to draw the defenders' attention, while his principal attack may be directed towards another point of the fortress. The methods of engagement are as follows:

Opponents endeavor to push, pull, or carry each other across the guard line. The defending players seek to force as many of the attacking players in across the inside line as possible. Succeeding in this, such players as have been drawn beyond the inside line are prisoners and must take their place in the prison. The attacking party seeks to force as many of the defenders beyond the outside line as possible.
Succeeding in this, all those so forced are placed in a small area, which constitutes the prison of the attacking army. The captain should seek to direct the strong against the strong as much as possible in personal combat. The captains may exchange prisoners if they so desire.

The game battle is won by either party making prisoners of all the opponents, or it may be won by the besiegers, if one of their number enters unattacked the prison within the fortress. Should the player accomplish this, he shouts, "Hole's won," whereupon the defenders must yield the fortress and the two armies change places, the defenders becoming the attackers, and vice versa. If an old fence is used for one
side of the fortress, the other guard line should be drawn five feet inside of the fence line.

The game attacking captain may withdraw his forces at any time for rest or consultation. Either captain may use a flag of truce for similar purposes. Under such conditions they arrange for an exchange of prisoners, etc.

Monday, August 14, 2006

SPOONEY FUN game

Spooney fun game


All the game players sit in a circle. One is chosen to be out. He is blindfolded and given a spoon (a large one) with which he is to feel. He stands in the middle of the circle, then is turned around three times and told to guess who the first person, which he touches with the spoon, is.

He advances cautiously until he touches someone. Then with the back of the spoon he feels the person all over. The game players must keep perfectly quiet, disguising themselves if they see fit, as the collars and cuffs of the men will be felt very easily with the spoon.

As soon as the blindfolded one has guessed who the player is he was feeling, they exchange places and the game goes on as before, but if he fails to guess the first time, or has felt with his hand instead of the spoon he is out again and remains out, until he has guessed correctly.

WHO IS MY NEXT-DOOR NEIGHBOR?

WHO IS MY NEXT-DOOR NEIGHBOR? game

Half of the company are blindfolded. They are led to a row of chairs arranged in the middle of the room, each sitting so there is a vacant chair behind him.

The other half, who are not blindfolded, very quietly take the vacant chairs and sit perfectly still.

The leader then announces that those not blindfolded are to sing when he gives the signal, and the blindfolded ones, who are to remain still, must listen attentively to their right hand neighbor and guess who he is.

Some familiar tunes must be chosen and the singers can disguise their voices if they choose. The leader begins by playing the tune on the piano and when he says "Sing," the victim singers begin while the blind victims listen.

One verse of the song will be enough for this medley and those whose voices have been recognized, exchange places with the blindfolded ones, while the others remain in the same place until the listener has guessed who he is. The game then goes on as before.

Sunday, August 13, 2006

TRIPS AROUND THE WORLD game

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

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

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

For example:

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

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

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

"Catch cold," etc., etc.

Table football game

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

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

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

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

Aviation Meet game

Each team is made up of two mechanicians and four aviators. The two mechanicians hold stretched between them a piece of string upon which have been placed two funnels of paper made in the form of cornucopias, point to point. The first aviator on each team, at the signal to go, blows the cornucopia across the string from one mechanician to the
other; the second blows it back across; the third blows it in the same direction as the first and the fourth ends the race by blowing it in the same direction that the second aviator blew it, until it touches the hands of the mechanician.

Equal pieces of string should be used, a loop having been tied in each end through which the mechanicians may slip their fingers for the purpose of holding the string. Mechanicians must keep the string level at all times.

Standing Broad Jump

The group is divided into competing teams. Each team lines up behind the starting line. Each is instructed to see how many feet he can have credited to him in this event. The first player on each team is then instructed to heel the starting line with his right foot and to place his left foot immediately in front of and in line with his right foot, so that the heel touches the toe. The second player on each team then places his right foot in front of and in line with and against the advance foot of Number 1, and places his left foot in front of his right. All of the players take this position. The team having the longest feet wins the game by measuring the greatest distance in front
of the starting line.

Friday, August 11, 2006

Aisle Hunt - children game

Some object--a coin will do--is selected to be hidden. The children of one of the aisles leave the room, the others determine upon a hiding place and hide the coin in plain sight. Those out of the room are called back and look for the hidden object. As soon as it is found, the first one finding it goes to his seat and calls, "First." He is not to call until he is actually in his seat. The second one to find it returns to his seat and calls, "Second," and so on until it has been found by all in the aisle. If there are six aisles in the room, the occupants of the first six seats in the aisle seeking the hidden object determine which aisle leaves the room next. For illustration,--if the pupil in the second seat is the first one to find the object, then the second aisle of the room will be the one to leave the room for the next hunt. Likewise if the pupil of the third seat is the first to find the
object, the third aisle will be the one which next has the privilege of enjoying the hunt. If there are more pupils in the aisle than there are aisles in the room, the pupils in the last seats do not count.

Thursday, August 10, 2006

Pitch basket - game

Here is how you play this game:

Select a number of small fruit baskets, all the same size, and have a box of checkers handy. Suppose you have five, on the bottom of one mark 20, on another 15, on two, 5; and on the other, 0. Place the baskets in a row on the floor so their numbers cannot be seen.

Choose sides, giving the red checkers to the leader of one side and the black checkers to the other. One side lines up about 10 ft. away from the baskets, the leader giving each player a checker; if there are any left he keeps them and has the privilege of throwing them. Each one in turn throws his checker into any basket, trusting to luck that they fall into a basket with a number on it.

When all have played the leader turns up each basket to see its number and counts the number of checkers thrown into it. If there were two in basket No. 20, it would count 40; if 3 in one basket No. 5, it would be 15; if four in the other basket No. 5, 20; and if there were 3 in basket 0, it would count nothing. Thus the score for that side is 75. The players on the other side line up and play as the others did. The order of the baskets must be changed by someone not of that side, so no one knows which is which. Their score is added up.

The game continues until a certain number, 300 or 500, has been reached. The side scoring that number of points first is victorious.

Tuesday, August 08, 2006

Talking shop - game

Partners may be chosen for this game by writing names referring to ladies on one set of papers like, "Judy," "Jill," "Juliet," and names referring to men on another set of papers like, "Punch," "Jack," "Romeo." Hand each guest a slip of paper with the name on it and each one hunts for his partner.

When all the partners are found, the leader announces that at a given signal all the ladies are to talk to their partners for five minutes about household affairs, shopping, or fashions. Each man listens attentively to his partner, and when the five minutes are up, he has to write a short account of her conversation, on paper, which the hostess provides. Five minutes is allowed for this.

Then the men talk to the ladies for five minutes about business affairs, stocks, law, building or medicine, and it is the ladies' turn to write a short composition of what she heard.

The papers are collected, the hostess reads them, and a prize is awarded to the best or most amusing account.

Monday, August 07, 2006

"The Red Coats" game

Divide the group into two equal game teams. One team is called the farmers, the other the red coats. A goal is marked off on the ground in the form of a hollow square large enough to contain all the members of one of the teams.

All of the red coats take a position inside of the goal with eyes closed while the farmers hide. After sufficient time has been given to the farmers to hide, the red coats are released and each seeks to discover a farmer. Upon being discovered the hiding farmer must remain in his hiding place until tagged by the red coat then they both race back to the goal. The first one to cross the goal line becomes a farmer
and the other a red coat in the next hiding. After returning to the goal both farmer and red coat must remain therein until all of the farmers have been discovered. If the last red coats find it difficult to locate the hiding farmers they can call to their assistance such other red coats as they may need, in which case the red coat first discovering the farmer points him out to that red coat who enlisted his help, thereupon said red coat tags the farmer and races with him to the goal.

After all of the farmers have been discovered those who are to be farmers in the next round hide and the game goes on as before.

In case two red coats discover the same farmer the one first tagging him shall count and shall race with him for the goal. In case the red coat discovers more than one farmer he may choose the one he wishes to tag, but he is not to disclose the other to another red coat.

Grand march - game

Grand march game
Here is one way that it can be done. While the band is playing a lively march at one end of the field which is to be used for the games, have the leaders, who have been previously instructed, get all of the folks lined up in couples around the field for a grand march. A couple trained for the occasion leads the march when everybody is in line, marching about the circumference of the field. The leaders start their fancy marching. At one end they turn and march down the center of the field to the far end where the couples separate, the ladies going to the left and the gentlemen to the right. They reunite at the other end of the field. The march continues with numerous variations such as change of formation from double to formation of fours, marching
diagonally across the field, crossing at the middle, etc. The march should end with the group arranged in couples around the circumference of the field with the ladies nearest the center. Have both groups face the center and have the ladies take one step forward and the men take one step backward.

Sunday, August 06, 2006

"Torn flowers" game

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

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

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

Saturday, August 05, 2006

Biography game

Provide the players with pencil and paper. The leader then announces that a biography is to be written, and the first thing to write is the name of some person in the room; the paper is folded over so the name cannot be seen and passed to the player at his left, who writes a date which is the birth date, and the name of some town; the paper is folded again and passed to the left and this time a sentence of ten words is written about early childhood--from one to ten years. Next, a sentence of same length telling of events between twenty and forty years; next, between forty and fifty years; date of death next, last, remark about this life. When all has been written, the folded papers are passed to the left again and each player reads his paper aloud.

The more ridiculous the sentences, the better the biography, and as no one knows what is under the folded parts, sometimes the date of death will be earlier than that of birth, or there will be a vast difference in time.

Example--Name, John Smith. Born, July 4, 1449, Boston. From 1 to 10 years, mischievous child, quarrelled with everybody, expelled from school, stole eggs.

From 20 to 40, stayed home, did dressmaking, became sickly, remained an old maid.

From 40 to 50, became a wealthy widower, left with three children to raise. Died January 1, 1860. Most remarkable man that ever lived in his little town.

"Club Change" game

Two small circles are drawn on the base line opposite each team. Three short logs similar to those in the preceding game are balanced on end in the right hand circle opposite each team. At the signal to go the first player runs forward, picks up the logs, one at a time, and changes them to the empty circle. When he has changed all three logs, he can then return and tag off the next player on his team. The second
player runs forward and proceeds to change the three logs back to their original circle. So each player changes the three logs from the full to the empty circle. When the last player, after having accomplished this, crosses the base line, the race ends.

Friday, August 04, 2006

"I have a basket" game

One child begins by saying: "I have a basket." The one to his left says: "What is in it?" The first one replies with the name of some article beginning with "a," as "apples."

No. 2 says: "I have a basket," and the next one to him says: "What is in it?" No. 2 replies: "Apples and bananas," (or some other word beginning with "b").

No. 3 says: "I have a basket." No. 4 asks the same question as before and No. 3 responds with "Apples, bananas, and cats," and so on, each in turn repeating what the others have said, and adding another article, which commences with the next letter of the alphabet.
Whoever forgets what the other articles were must pay a forfeit. Thus it continues until the last one has named all the articles in order, and ended with "z".

Thursday, August 03, 2006

"Egg and Spoon Race" racing game

A basket of eggs, apples, potatoes or stones is placed in front of each team and a spoon given to the first member of each team. Empty baskets are placed on the distance line opposite the position of each team. At the signal to go the first player on each team, keeping the left hand behind the back, takes one egg from the basket by means of the spoon and carries it on the spoon to the basket from the distance line.
Returning to the base line the spoon is handed to the second member of the team who repeats the performance of the first. The game continues until the last player on each team, after carrying the egg forward, returns across the base line. The team first succeeding wins.

Should a player drop an egg, he must gather up as much of the egg as possible and carry it to the far basket and there deposit it before returning with the spoon to the next member of his team.

"The Midnight Ride"--Quiet Games

Two teams of equal numbers are chosen and arranged in two lines facing each other. If the game is played in-doors place the teams on opposite sides of the room. A pad of paper and a pencil is given to the two players at the head of each line. The leader then reads a number of lines from Longfellow's poem "The Midnight Ride of Paul Revere", requesting that all of the players endeavor to remember as much of the poem as possible. When a sufficient number of lines have been read the player at the head of each team, at a signal to start, writes the first word of the poem on the sheet and passes it along to the next player in line who writes the second word. And so it is passed until it reaches the end of the line. If a player does not remember the right word he writes his surname in place of the word and passes it on to the next
player who either fills in the proper word or writes in the surname.

The team which passes the pad to the other end of the line first wins, provided that every one has either written a word from the poem or a name thereupon, and scores 5 points. The team having the fewest names written into the poem also scores 5 points (an error counts the same as a name). In case of a tie, the score race is repeated.

GAME MODIFICATION.--Read several verses and require the paper to be passed up the lines and back as many times as are necessary to write down all of the verses read, using the same method used in the other race. The team first getting all of the verses written, wins. Those who cannot add the right word to the verse must write their surname in every time the paper passes them. Forfeits can be required from them whose names appear above a certain number of times on a sheet. If the group is very large increase the number of teams.

The above games are supposed to be played after the reading of Longfellow's poem--"The Midnight Ride of Paul Revere". :)

Tuesday, August 01, 2006

Magic music. game

One player is sent from the room and the rest decide upon something he must do when called in.

When this has been done he is summoned by magic music which is made by having one of the players strike on something which will make a noise. If there is a piano, so much the better, if not, a piece of metal or a bell will do.

As he nears the object which he is to find the music grows very loud, and faint when he is far away.

Suppose he is to take a flower from a vase, and give it to one of the players. As he nears the flowers, the music grows louder and louder, and if he touches one, it stops; then he knows he has to do something with it. If he smells it, the music grows faint, and he knows he is wrong. As he starts to give it to the players, the music varies until he has given it to the right one.

Someone else then leaves the room, and the game goes on as before.

Pantomime game

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

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

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

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

 
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