Games For All Occasions Part 13
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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, and something like this may be the result: "A boy," "very dark complexion," "long yellow hair," "wearing a black Eton 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.
"JACK'S ALIVE"
A match or small piece of wood is lighted and when well afire blown out.
It is then pa.s.sed from one player to another with the words, "Jack's alive," and may be handed about so long as a live spark remains. The trick is to dispose of Jack while he is still alive but no player needs to take him unless the words, "Jack's alive" are quoted. Jack may not be handed along after he is dead but the player in whose hands he dies must pay a forfeit or have a mustache drawn on his face with the end of the burned stick.
THE MENAGERIE
To each member of the company is given the name of a bird or animal by the "Keeper" who is to relate a story of adventure in which the names of the birds and animals are frequently mentioned. At the mention of the word the member of the company bearing that name is to imitate the noise made by the creature named. Failing to do so promptly or imitating the noise of a creature a.s.signed to some one else he or she is required to pay a forfeit. The "keeper" may demand the delinquent player's seat instead of a forfeit and a.s.sume his menagerie name while the unseated one becomes the "keeper" and must continue the story.
THE MINISTER'S CAT
This game is very similar to that of "I love my love." Each of the players must describe the minister's cat, going right through the alphabet to do so. "The minister's cat is an angry cat," says one; "an anxious cat," says another; and so on until everyone has used an adjective beginning with "A." Then they take the "B's." "The minister's cat is a big cat," and so on.
The leader of the game must see that no one hesitates for a word. If any one should take longer than half a minute he must pay a forfeit.
MAGIC WRITING
In this game a confederate is necessary. The player states to the company, after a few remarks on ancient sign-language, that he is able to read signs made with a stick on the floor, and agrees to leave the room whilst the company decide upon some word or sentence.
The game is played as follows:--It is agreed by the player and his confederate that one tap on the floor shall represent A, two taps E, three taps I, four taps O, and five taps U, and that the first letter of each remark the confederate makes shall be one of the consonants of the word or sentence decided upon by the company. The consonants must be taken in order. On the player's return, supposing the word chosen to be "March," his confederate would commence:--"Many people think this game a deception" (initial letter M). One tap on the floor (A). "Really it is very simple" (initial letter R). "Coming to the end soon" (initial letter C). "Hope it has been quite clear" (initial letter H).
A few more signs are made so as not to finish too abruptly, and the player then states the word to be "March." If carefully conducted, this game will interest the audience for a considerable time.
THE "MIMIC" CLUB
This is a game which causes much amus.e.m.e.nt to a company of children, and even grown-ups may join in.
All the players, with the exception of two, leave the room. One of the outside party is then called in, and told that a new club has been formed and his name enrolled, but that he cannot be formally admitted unless he can guess the name of the club from the movements of the two members who have remained in the room.
The candidate for admission is then offered a chair, and everything said and every movement made is mimicked by the other two.
Sometimes the new member guesses at once, but when unable to do this it is very funny to watch the effect that the copying of his every movement has upon him, especially when six or seven have been admitted.
When the name of the club has been guessed another candidate is invited in and the same performance takes place.
MY LADY'S TOILET
The leader gives to each of the party the name of some article used by a lady--a glove, fan, handkerchief, slippers, veil, belt, ribbon, brooch, back comb, collar, hairpins, cloak, etc. The players to whom the names of the articles have been given arrange themselves in a circle; one stands in the center and spins a plate. An ordinary tin pie plate may be used. As he spins the plate he says, "My lady is going to the theatre and needs her ----," naming one of the articles a.s.signed to the players.
At the mention of this article, the person to whom it has been given comes forward and catches the plate while it is still spinning. If he fails to catch the plate before it falls to the floor he must pay a forfeit. He now takes his turn with the plate, spinning it and using the name of another of the articles.
PARTNERS
The players divide themselves into ladies and gentlemen, if the ladies predominate they must personate gentlemen, and vice versa. The gentlemen then proceed to choose lady partners. One of the players next undertakes to question the couples. The fun consists of the questions being put to the lady and the gentleman answering for her. "Do you like your partner?" the lady is asked, and the gentleman may reply, "Yes, I adore him." Whatever the reply the lady is forbidden to deny it; if she does, or if she answers for herself, she must pay a forfeit. But retaliation comes, for when all the ladies have been questioned the gentleman's turn arrives, and the ladies answer for their partners. "What is your favorite occupation?" the question may be, and the lady may answer "Dressing dolls," or "Making mud pies," or anything ridiculous that occurs to her.
PROVERBS
"Proverbs" is a game that will always remain popular. One of the players is sent out of the room, and during his absence the others decide upon a well-known proverb which he must, by asking questions, guess on his return. The answers to the questions must each contain one word of the proverb. For instance, suppose the players fix on the proverb "It's never too late to mend," the question asked, and answers given, will perhaps be similar to the following;--
Questioner (to first player).--"Is the proverb one that you would guess easily?"
Answer.--"As I'm not in your place =it's= impossible for me to say."
Questioner (to second player).--"Am I mistaken, or did I see you at the theatre last night?"
Answer.--"I =never= go to theatres, so you must have made a mistake."
Questioner (to second player).--"Do you consider this game amusing, or the reverse?"
Answer.--"At the present moment it's really =too= amusing for me to keep my countenance."
Questioner (to fourth player).--"How was it I didn't see you at dinner, Mr. Francis?"
Answer.--"I was detained at the office, so arrived =late=."
Questioner (to fifth player).--"Were you skating this afternoon, Miss Philips?"
Answer.--"No, I meant =to= have gone, but felt too tired after last night's festivities."
Questioner (to sixth player).--"You're looking terribly bored, Miss Jones, would you rather take my place?"
Answer.--"I would willingly; but my doing so wouldn't =mend= matters."
If the interrogator cannot discover the proverb after the first round of questions and answers, he must go round again, and again. The player whose answer reveals to him the proverb, must go outside in his place.
The following proverbs are all excellent for this game:--
"A new broom sweeps clean."
"A st.i.tch in time saves nine."
"Make hay while the sun s.h.i.+nes."
"Waste not, want not."
"Never put off till to-morrow what you can do to-day."
Games For All Occasions Part 13
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Games For All Occasions Part 13 summary
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