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When all have written their answers, the papers are collected in a basket, mixed up, and each one draws one out. The answers are then read aloud.
Examples: What would you do if you fell into a tar barrel? I would be too stuck up to do anything.
What would you do if you should meet a footpad? I would say, "Please, sir, go away."
WATCH TRICK.
It will require two people who know this game to be in the secret. One of them leaves the room while his confederate remains inside with the others. He hides an article which the rest of the players have selected, in an adjoining room which is totally dark, placing a watch with a moderately loud tick, either on, or as near to the hidden object as he can. The rest of the players must not know anything about the watch, as they are kept guessing how the player who is out, succeeds in finding the hidden article in the dark room.
When everything is ready, the one outside is called in, led into the dark room, and hunts for the object. The rest must remain very quiet, as it breaks the "charm," so the leader says. Guided by the ticking of the watch, and knowing that it is there, he soon discovers the hidden object to the surprise of the others.
He and his confederate may take turns going out and after a while, if the company are very quiet, one of them might hear the watch ticking and the trick is disclosed.
FIND YOUR BETTER-HALF.
Select a number of pictures of men and women from fashion papers, advertising books, etc. If possible, try to procure them in pairs, that is, a man and woman contained in the same picture, or two having the same expression. Number the pictures in pairs, thus there will be two of No. 1, of No. 2, No. 3, etc.
Give the young ladies the pictures of the men and the young men those of the ladies. Each one then hunts for his partner or "better-half,"
comparing the pictures and number.
The more mixed the pictures were when given out, the longer it will take to find partners.
WORDS
The players form a line as in a spelling match. Sides may be chosen if preferred. The first one begins by giving the first letter of a word, "A" for instance, thinking of the word "Animal." The next player, thinking of "animate," says, "n." The next, thinking of "antidote,"
says "t," but this with the other letters spells "ant," so he must go to the foot of the line.
The object of the game is to keep from adding a letter which finishes the word. Often one will give a letter, when thinking of another word, which will complete a word. If he does not notice his mistake, the others call out "foot."
LETTERS.
Empty the contents of a box of "anagrams" on a table so all the letters are in a pile face downward. The players sit around the table.
The leader begins by turning up one of the letters and says, "Bird."
The players all see the letter, and the first one who responds with the name of a bird commencing with that letter is given the card, and then it is his turn to turn up a card, calling out "Bird," "Animal,"
"Fish," or "Famous Man," or anything he wishes. Suppose the first letter was "E," and a player answered it with "Eagle"; the next letter was "G," and "Famous Man" was called out, someone would say "Grant."
The one who has answered the most, thus obtaining the greatest number of cards, is the winner.
SEEING AND REMEMBERING.
Fill a table with all sorts of things, books, gloves, dolls, pins, scissors, food, some large, striking picture, another very small object. Keep the table covered until ready for use.
Then remove the cover and let all the guests march around it three times, touching nothing on it, simply looking. The cover is replaced and each one is given a pencil and paper on which he writes down as many things as he can remember were on the table.
The one who has the largest list of correct names receives a prize. The objects may be auctioned off afterwards.
LIVE t.i.t-TAT-TO.
On a sheet mark a regular t.i.t-tat-to diagram in black point. Stretch the sheet so it will be smooth on the floor. Divide the company into sides, a captain being appointed for each side. Call one side the crosses and the other side the zeros.
When a signal is given, the captain of one side takes his position in any one of the squares of the diagram. The captain of the other side follows, taking his position, then a player of the first side takes his position endeavoring to be in a row with the first move, so the next player on his side will form the third cross or zero, as the case may be, in the row, either straight or diagonally, and win the game for that side.
The winning side then changes to zeros if they were crosses or vice versa. Let each player have a turn, as there are only nine squares, and as the game may be won before they are all filled, some may not have a chance to play. It is best, when playing a new game, to let those who did not play before have first play.
BITS OF ADVICE.
Each person is given a slip of paper and pencil. The leader then tells the players to write a bit of advice, original if possible, on the paper, fold it, and drop it into a basket as it pa.s.ses by.
The papers are all mixed up and the basket is pa.s.sed again, each player taking one, but not unfolding it until he is told to.
Before opening the papers each one must say whether the advice is good or bad, necessary or unnecessary, and whether he intends to follow it. When the paper is unfolded it may be the opposite of what he has said.
PICTURES.
Provide the players with pencil and paper. All sit in a circle. The leader announces that pictures are to be drawn in this manner. First, draw a head (either animal or human), fold the paper, pa.s.s it to the right.
Second--Draw a neck, shoulders, and arms.
Third--Complete the body (the former player having left two lines below the fold of the paper).
Fourth--The skirt, trousers or legs, as the case may be.
Fifth--The feet, and if you wish to add to the fun, the last one writes a name either of some one present or some noted person.