Games for Everybody Part 13

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TRIPS AROUND THE WORLD.

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, j.a.pan; 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.

JACK'S ALIVE.

A piece of kindling wood is held in the fire until it is well lighted. It is then pa.s.sed from one player to the other, each one saying in turn, "Jack's alive." The instant the stick ceases to burn "Jack" is "dead" and the one who is then holding it has to pay a forfeit.

It is pa.s.sed very quickly from one to the other, as each player wishes to get rid of it before the spark goes out.

For a forfeit, the man who was holding it will have to undergo the process of having a black mustache made with the charred end of the stick.

GOING A-FIs.h.i.+NG.

Cut a number of small fishes about two inches long out of cardboard. Each fish counts five, but two, which may be a little larger, are numbered ten. A loop is made with thread on the back of each fish.

Rods (sticks about a foot long with string, at the end of which is a bent pin, fastened to each) are provided for the players.

The fishes are placed on the floor or table and, at the word "ready"

from the leader, all the players go a-fis.h.i.+ng. Each tries his best to hold his rod steady enough to slip the bent pin through the loop of thread. As soon as a fish is caught all must stop until the signal to begin again is given.

Everyone tries to catch the fishes marked ten, but sometimes it is wiser to catch as many ordinary ones as a person can, thus making more points. The player scoring most points is victor.

CONSEQUENCES.

Provide each player with pencil and paper. The first thing to write on the paper is an adjective which applies to a man. The paper is then folded over and pa.s.sed to the right. This time each one writes the name of a man (either present or absent), folds the paper so the next one can't see what is written, and pa.s.ses it on to the right. This is done each time and the order of names is as follows after the first two, then an adjective which applies to a lady, then a lady's name; next, where they met; what he said; then, what she said; the consequence; and last of all, what the world said.

After all have finished writing "what the world said," the papers are pa.s.sed to the right, opened, and read aloud.

Thus:

Handsome Mr. ---- (met) Pretty Miss (at) The Fair (he said) Have you heard the news?

(she said) I intend to go home.

(the consequence was) They never spoke again.

(the world said) "As you like it."

PERSONAL CONUNDRUMS.

The guests are requested to think up some conundrums about some person in the present company.

Each one in turn gives his conundrum and the player to his left must answer it if he can; if he fails, any one present may help him out.

The conundrums may be written if preferred, mixed up in a hat or basket and each player takes one to answer.

Some of them may prove very funny. For the best conundrum and best answer given, a prize may be awarded.

Examples--

Why is Mr. ---- like the flatiron building?

Because he is so very tall.

Why is Miss ---- like sugar?

Because she is easily melted, that is, overcome.

HUNTING THE WHISTLE.

The players who know how to play this game stay in one room, while the others go into the hall, or another room. Those knowing the trick sit down in chairs which have been arranged in two rows, with an aisle between.

The leader calls one in from the other room and explains to him that there is a whistle in the room, and as he hears it blown he must find it. He can make a long speech about the whistle so as to interest the player, because someone is then pinning the whistle, (which is on the end of a string) to the player's coat.

Both the leader and player stand at one end of the room, between the two rows of chairs. When the leader says "go," the player starts on his hunt. The rest of the players pretend they have the whistle, and blow it whenever it chances to pa.s.s their way. Thus the player is kept going from side to side until finally someone happens to pull the string and he feels it and discovers the whistle on his own coat. He then takes his place with the rest in the row and another one is called in and goes through the same hunt. Thus it continues until all the players know the game.

THE FIVE SENSES.

Games for Everybody Part 13

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Games for Everybody Part 13 summary

You're reading Games for Everybody Part 13. This novel has been translated by Updating. Author: Mary Christiana Hofmann already has 524 views.

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