Games For All Occasions - Part 4
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Part 4

GRAND MUFTI

One of the company is chosen as Grand Mufti. The others then form a circle with the Grand Mufti in the centre, and every action which he performs, if preceded by the words, "Thus says the Grand Mufti," must be imitated by every member of the circle.

The Grand Mufti, in order to lead one of the company astray, will sometimes omit to say the words: "Thus says the Grand Mufti;" in this case if any member of the company imitate his action, he is compelled to pay a forfeit.

HERE I BAKE, HERE I BREW

The players join hands in a circle, with one of their number in the middle, who is supposed to be a captive, longing for freedom and reduced to diplomatic means to secure it.

The prisoner touches one pair of joined hands in the circle saying, "Here I Bake." Then, pa.s.sing to the other side, says, "Here I Brew," as she touches another pair of hands. Suddenly, then, in a place least suspected, perhaps whirling around and springing at two of the clasped hands behind her, or at the pair which she had touched before, if their owners appear to be off guard, she exclaims "Here I mean to break through!" and forces her way out of the circle if she can.

The players must be on the alert and strongly resist the captive's effort to escape.

Those who permitted her to regain her freedom--through inattention or weakness--must then make use of the "counts" familiar to all generations of children, to decide which of them shall take the place of the prisoner.

HAT GAME

One of the players has two hats, one he places on his own head and the other he hands to one of the company. The person who has received the hat must then make every action contrary to the action of the person who handed him the hat. For instance, if No. 1 sits down, No. 2 must stand up. If No. 1 takes his hat off, No. 2 must put it on. If No. 2 fails he must pay a forfeit. The time of trial is limited to three minutes, or less if the players wish, after that No. 1 is bound to take the hat and be tried in his turn.

THE HUNTSMAN

One person represents the huntsman, the other players call themselves after some part of a 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, whilst 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.

"HE CAN DO LITTLE WHO CAN'T DO THIS."

One of the players takes a stick in his left hand and thumps the floor with it, saying, "He can do little who can't do this." Then he hands the stick to another player, who will most probably use his right hand when holding the stick and thumping the ground. If he does he is told he has failed in the simple task, and the stick is handed to another. The game goes on until someone discovers that the secret of the trick is to copy the leader exactly, and therefore the stick must be held in the left hand.

HISSING AND CLAPPING

As many chairs as there are players must be arranged down the middle of the room. The girls then all sit down so that each has a vacant chair next her, and the boys retire from the room. During their absence the girls all decide which particular boy is to occupy the vacant chair next her, and the boys are summoned in turn. On entering the room the boy must walk straight to the chair next the girl whom he imagines to have chosen him, and sit down. If he has guessed correctly he is loudly clapped by all the girls present, and another boy is called in. But if he makes a mistake, and sits down on the wrong chair, he is hissed so vehemently that he is only too glad to escape from the room. Another player is called in, and the process is repeated, until finally all the boys have guessed correctly, and all the vacant chairs are occupied.

HOLD FAST! LET GO!

For this game the company must divide themselves into parties with four in each group, and one odd player who must issue commands and lead the game. Each party of four must hold a handkerchief cornerwise, one player at each corner. The leader of the game then takes up his position in the middle of the room from which he issues his commands in sharp, quick, decisive tones, when he shouts "Let go!" the players must all hold tightly on to the handkerchief. And when, almost with the same breath, he calls "Hold fast!" they must drop it as if it burnt the tips of their fingers. The fun of the game lies in the leader issuing his commands so rapidly one on top of the other that the players become bewildered. The players who make a mistake retire from the game, until finally only one of the four is left and he becomes leader.

HUNT THE WHISTLE

The chief partic.i.p.ator in this game must be ignorant of the trick about to be played. He is told to kneel down whilst a lady knights him, naming him "Knight of the Whistle." During the process someone fastens a small whistle to his coat tails by means of a piece of ribbon. He is then bidden to rise up and search for the whistle. The hunt begins; all the players combine to deceive the searcher; they must blow the whistle whenever they can do so without being detected. When the searcher discovers the trick the game is, of course, at an end.

"I SELL MY BAT, I SELL MY BALL"

A ring is formed with one child in the middle, who is called the "drummer-man." Whatever this child does the others mimic, moving round as they do so, and singing the following words:--

"I sell my bat, I sell my ball, I sell my spinning-wheel and all; And I'll do all that e'er I can To follow the eyes of the drummer-man."

Anyone who does not at once imitate the "drummer-man" must pay a forfeit and take his place as "drummer-man."

JUDGE AND JURY

The company should be seated in two lines facing each other, and one of the party should then be elected to act as judge. Each person has to remember who is sitting exactly opposite, because when the judge asks a question of anyone, it is not the person directly asked who has to reply, but the person opposite to the judge. For instance, if the judge, addressing one of the company asks: "Do you like apples?" the person spoken to must remain silent, whilst the person who is opposite to him must reply, before the judge can count ten; the penalty on failing to do this or answering out of one's turn is a forfeit. A rule with regard to the answers is that the reply must not be less than two words in length, and must not contain the words: "Yes," "no," "black," "white," or "grey." For the breaking of this rule a forfeit may also be claimed.

"MY MASTER BIDS YOU DO AS I DO"

For all those children who are fond of a little exercise no better game than this can be chosen. When the chairs are placed in order round the room the first player commences by saying: "My master bids you do as I do," at the same time working away with the right hand as if hammering at his knees. The second player then asks: "What does he bid me do?" in answer to which the first player says: "To work with one as I do." The second player, working in the same manner, must turn to his left-hand neighbor and carry on the same conversation, and so on until everyone is working away with the right hand.

The second time of going round the order is to work with two; then both hands must work; then with three; then both hands and one leg must work; then with four, when both hands and both legs must work; lastly with five, when both legs, both arms, and the head must be kept going. Should any of the players fail in keeping in constant motion a forfeit may be claimed.

MAGIC MUSIC

One of the players is sent out of the room, and the rest then agree upon some simple task for her to perform, such as moving a chair, touching an ornament, or finding some hidden object. She is then called in and some one begins to play the piano. If the performer plays very loudly the "seeker" knows that she is nowhere near the object she is to search for.

When the music is soft, then she knows she is very near, and when the music ceases altogether, she knows that she has found the object she was intended to look for or has found the task she is to perform.

MALAGA RAISINS

The players sit in a circle and one who is acquainted with the trick takes a small stick in his right hand, makes some funny movements with it, and then, having taken it in his left hand, pa.s.ses it to his neighbor, saying: "Malaga raisins are very good raisins, but I like Valencias better." He then tells his neighbor to do the same. Should any of the players pa.s.s on the stick with the right hand, they must pay a forfeit, but of course they must not be told what mistake they have made until the stick has been pa.s.sed right round the circle.

"OUR OLD GRANNIE DOESN'T LIKE TEA"

All the players sit in a row, except one, who sits in front of them and says to each one in turn; "Our old Grannie doesn't like T; what can you give her instead?"

Perhaps the first player will answer, "Cocoa," and that will be correct; but if the second player should say, "Chocolate," he will have to pay a forfeit, because there is a "T" in chocolate. This is really a catch, as at first everyone thinks that "tea" is meant instead of the letter "T."

Even after the trick has been found out it is very easy to make a slip, as the players must answer before "five" is counted; if they cannot, or if they mention an article of food with the letter "T" in it, they must pay a forfeit.

ORANGES AND LEMONS

Two of the players join hands, facing each other, having agreed privately which is to be "Oranges" and which "Lemons." The rest of the party form a long line, standing one behind the other, and holding each other's dresses or coats. The first two raise their hands so as to form an arch, and the rest run through it, singing as they run:--