Part 8 (1/2)

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 pa.s.sed 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 ill.u.s.tration: 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 a.s.sistance 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 a.s.sume the att.i.tude 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