Games for Everybody Part 14

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All the players sit in a circle. No. 1 begins by naming something he has seen, being careful what his last word is, as it must furnish him with a rhyme for the rest of the game. Each player in turn tells what he has seen, then No. 1 repeats his first statement and adds what he heard, the next time, what he tasted; then what he smelt; and lastly, what he felt. For example, No. 1 says, "I saw a ring of solid gold."

No. 2 says, "I saw a boy fall off the car."

The second time round No. 1 says,

"I saw a ring of solid gold.

I heard a story twice told."

No. 2 says,

"I saw a boy fall off the car.

I heard the war news from afar."

and so on, after going around five times, No. 1's complete rhyme would be,

"I saw a ring of solid gold.

I heard a story twice told.

I tasted cheese that was too old.

I smelt hay that soon would mould.

I felt for something I couldn't hold."

Do not have the verses written as there is more fun in trying to remember one's rhyme.

WIGGLES.

Provide each guest with pencil and paper. Papers four inches square will be large enough. Each player draws a line about an inch and a half long with one or more quirks in it, in the upper left hand corner of the paper.

The papers are then pa.s.sed to the player to the right who must draw some picture out of the "wiggle" in the corner. The paper may be turned in any position. Allow five minutes for the drawings.

At the end of this time, each one writes his name on the paper and hands it to the hostess. A committee is appointed to decide upon the best "wiggle-picture" and a prize is awarded to the artist. Examples--

[Ill.u.s.tration: Two drawings of a Roman column a swan, and the "wiggles" they are based on]

The heaviest line is the wiggle.

TELEGRAM.

Provide the players with pencil and paper. Each one then writes on his piece of paper ten letters of the alphabet in any order, using no letter twice. The papers are then pa.s.sed to the right and each one is requested to write a telegram, using the ten letters for the beginning of the ten words, just in the order given. The papers are then pa.s.sed again and the telegrams are read aloud. Some will be very amusing.

Examples--

A. E. F. J. K. L. N. O. P. T. Am ever frightfully jealous. Keep lookout now on Pa's tricks.

C. B. D. W. G. H. S. I. M. Y. Come back. Down with Grandma. How shall I meet you?

SPELLING MATCH.

Choose leaders and divide the company into sides. The sides stand opposite each other as in the old-fas.h.i.+oned spelling match.

The leader, who may be the hostess, has a spelling book from which she selects the words which the players must spell backwards. Words of one or two syllables may be chosen, and if, when spelt backwards, they spell other words, so much the better.

The players take turns, one on one side, and one on the other, and so on, until all have spelled. If any fail to spell the word backwards, or do not p.r.o.nounce it afterward, if it can be p.r.o.nounced, they must drop out. The side which stands up the longest is the winning side.

Some words are:

Star Now Pan Dew Mat Eve Bard Tub Stop Eel Tops Ton Ten On Den Nun

POOR p.u.s.s.y.

All the players sit in a circle, one being chosen out. This one kneels before each player in turn and says, in pitiful tones: "Meow!" Each player, when addressed by "p.u.s.s.y," must say, without smiling: "Poor p.u.s.s.y."

"p.u.s.s.y" addresses each player three times, trying her best to make the players laugh. If the one she is kneeling before does laugh, they exchange places, but if not, "p.u.s.s.y" moves on to the next one.

GUESSES.

Each player receives a slip of paper and pencil. The leader begins by saying: "Guess how high the door is." "Guess how thick that book is."

"Guess how tall Mr. Blank is." "How far does this chair stand from the floor,"

He allows a few seconds after each question for the players to write their answers. After twenty or more guesses have been asked, the papers are pa.s.sed to the right hand neighbor for correction.

The leader then measures each article, person, or thing, with a tape measure, and the guesses on the lists are checked off. The person who has a correct list deserves something for a reward.

NUT RACE.

Choose two captains from the company, who select sides until all the guests are on one side or the other.

Place a pile of mixed nuts on the floor and an empty bowl about three feet from it, at one end of the room and at the other end another pile and bowl.

The captains and their sides stand by their respective pile of nuts. When the signal is given each captain takes as many nuts on the back of his left hand from the pile as he can gather without the aid of his right hand and carries them to the empty bowl at the opposite side of the room. The players follow the captain in turn continuing until the pile is gone and the bowl is full.

Games for Everybody Part 14

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Games for Everybody Part 14 summary

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