Games for the Playground, Home, School and Gymnasium - novelonlinefull.com
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5. The poem that lives in the depths of the sea?--The Mermaid.
6. The poem once baked in a pie?--The Blackbird.
7. The poem from which all its dwellers have gone?--The Deserted House.
8. The poem that is a good-by?--The Farewell.
9. The poem whose dress was tatters and rags?--The Beggar Maid.
10. The poem that lets in light?--The Window.
11. The poem in which we see castles in Spain?--The Day Dream.
12. The poem that sees in the night?--The Owl.
LONGFELLOW
1. What poem is it that helps to shoe your horse?--The Village Blacksmith.
2. The poem that needs an umbrella?--The Rainy Day. An April Day.
3. The poem that carries you across?--The Bridge.
4. The poem that finds you weary?--The Day is Done.
5. The poem that keeps the time?--The Old Clock on the Stairs.
6. The poem that belongs to little people?--The Children's Hour.
LONDON
_2 players._
_Indoors; schoolroom; seash.o.r.e._
[Ill.u.s.tration diagram: LONDON]
This is a quiet game in which the players are all seated. A diagram is drawn on a slate or piece of paper of oblong shape, about six by ten inches in outside dimensions, if the surface admits of one so large.
This is divided by a horizontal line every two inches. It is an advantage if the players have different colored pencils, but this is not necessary. A piece of paper is placed at the bottom of the diagram and blown over the diagram toward the top; or a small piece of gla.s.s or china called a "chipper" is used, the latter being nicked or snapped with the fingers. The first player snaps his chipper, and in whichever place it stops marks with a pencil a small round "_o_" to represent a man's head. The chipper is then returned to its starting place and the play is repeated. This is continued until the player has marked a head in each of the horizontal s.p.a.ces; or should his chipper land a second time in a s.p.a.ce in which he has already marked such a head, he makes a larger round under the head to represent the body of a man. The third time it lands in this place he makes a downward stroke for a leg, and the fourth time one for a second leg, which completes the man. Should three complete men be so drawn in one s.p.a.ce, the player, without shooting again, draws what are called "arms," that is, a horizontal line from the figures across the s.p.a.ce to the outside limits. This occupies the s.p.a.ce completely and keeps the other player out of that s.p.a.ce; that is, the other cannot put any men in it or add to any which he may already have started there.
The first player continues to play until the chipper lands on a line; a player whose chipper lands on a line or outside of the diagram loses his turn. The other player then takes his turn, and may start, continue, or complete men in any s.p.a.ces which the first player has not occupied with three armed men, even though the latter may have started men in the s.p.a.ce or have completed two of them. Each player may build only on his own men.
The player wins who succeeds in occupying the largest number of s.p.a.ces with three armed men of his own drawing.
The s.p.a.ce at the top of the diagram, called "London," is especially advantageous. No men are marked in it, but should the chipper land there at any time, the player may draw a head in every other s.p.a.ce on the diagram, or add one mark to any one drawing he may have already in each s.p.a.ce.
This game may be played on the seash.o.r.e or playground or wherever the diagram may be drawn in hard earth.
For the schoolroom it is an interesting diversion for pupils who a.s.semble early before the opening of the school session.
MINISTER'S CAT (THE)
_Any number of players._
_Parlor; schoolroom._
The first player says, "The minister's cat is an avaricious cat,"
using an adjective which begins with "a" to describe the cat.
The next player makes a remark about the cat, using the same initial letter for the adjective; for instance, that it is an "aggressive"
cat. This is continued, each player using a different adjective beginning with the letter "_a_," until the game has gone entirely around the circle. The first player then makes a similar remark about the cat, using an adjective beginning with "_b_." This goes around, and so on through the alphabet. Any player who is slow to respond, or who fails, must either drop out of the game or pay a forfeit, as may be decided at the start.
MUSIC BOX
_3 to 60 players._
_House party; schoolroom; playground._
Each player is given a slip of paper and pencil. Some one who has a good repertoire of popular airs sits at the piano--or lacking a piano, may sing without words--and goes briefly through s.n.a.t.c.hes of one air after another, each of the players writing on his slip of paper the name of the air, or leaving a blank if he be unable to name it. The one wins who names the largest number of airs correctly.
This is an admirable game to use for old ballads, such as "Annie Laurie," "Suwanee River," "My Old Kentucky Home," "Blue Bells of Scotland," etc., or for national airs, or for both together. In a company that is well up on current music, airs from current songs and popular operas may be used successfully.
MY LADY'S LAP DOG
_5 to 30 of more players._
_Parlor._
My lady's lapdog.
Two plump partridges and my lady's lapdog.
Three great elephants, two plump partridges, and my lady's lapdog.
Four Persian cherry trees, three great elephants, etc.
Five Limerick oysters, four Persian cherry trees, etc.
Six bottles of Frontignac, five Limerick oysters, etc.
Seven swans a swimming, six bottles of Frontignac, etc.
Eight flip flap floating fly boats, seven swans, etc.
Nine merchants going to Bagdad, eight flip flap, etc.
Ten Italian dancing masters going to teach ten Arabian magpies how to dance, nine merchants going to Bagdad, etc.