Games For All Occasions - Part 5
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Part 5

"Oranges and Lemons, Say the bells of St. Clement's; You owe me five farthings, Say the bells of St. Martin's; When will you pay me?

Say the bells of Old Bailey.

I do not know, Says the big bell of Bow.

Here comes a candle to light you to bed Here comes a chopper to chop off your head!"

At the word "head" the hand archway descends, and clasps the player pa.s.sing through at that moment; he is then asked in a whisper, "Oranges or Lemons?" and if he chooses "oranges," he is told to go behind the player who has agreed to be "oranges" and clasp him round the waist.

The players must be careful to speak in a whisper, so that the others may not know what has been said.

The game then goes on again, in the same way, until all the children have been caught and have chosen which they will be, "oranges" or "lemons." When this happens, the two sides prepare for a tug-of-war.

Each child clasps the one in front of him tightly and the two leaders pull with all their might, until one side has drawn the other across a line which has been drawn between them.

OLD SOLDIER

Old Soldier is a game for young children, and though it seems very simple, yet there is a good deal of fun in it. One of the children pretends to be an old soldier, and goes round begging of each of the other players in turn, saying that he is "poor, and old, and hungry,"

and asking what they will do for him or give him. In answering the Old Soldier no one must say the words: "Yes," "No," "Black," or "White," and he must be answered at once without hesitation. Anyone who does not reply at once, or who uses any of the forbidden words, must pay a forfeit.

POST-OFFICE

One player begins the game by going out of the room, and then giving a double (or postman's) knock at the door; it is the duty of one of the other players to stand at the door inside the room to answer the knocks that are made, and to ask the postman for whom he has a letter.

The postman names some member of the company, generally of the opposite s.e.x; he is then asked, "How many stamps are to be paid?" Perhaps he will say "six"; the person for whom the letter is supposed to be must then pay for it with kisses, instead of stamps; after which he or she must take a turn as postman.

PETER PIPER

This is an amusing game for children. A blackboard is needed upon which the verse, "Peter Piper," etc., is ill.u.s.trated or written so that the words are mixed up and it will be difficult to point out. Some older person will be needed to superintend the game.

One child is given a pointer and as the others sing, to any familiar tune:

"Peter Piper picked a peck of pickled peppers, Now if Peter Piper picked a peck of pickled peppers, Where is that peck of pickled peppers, Peter Piper picked?"

she must point out each word or drawing as quickly as it is sung.

If a mistake is made in pointing, the child takes her place with the rest and another child is out. Each one is given a turn.

It is an achievement, if done successfully, and some suitable gift should be given as a prize.

THE SEA AND HER CHILDREN

The players seat themselves in a circle, one of the number remaining in the center to represent the "Sea." Each player takes the name of some fish and the Sea walking around the circle calls each person by the name they have adopted. As they are called they must rise and follow the "Sea." When all have left their seats the "Sea" begins to run about crying: "The Sea is troubled." Suddenly she seats herself, when all her companions must try to do the same; but there will be one seat short, so there will be one player left over and this player becomes the "Sea." No player must seat himself until the "Sea" has taken a chair, and she can create some fun by running about and pretending she is about to seat herself. Any player seating himself before the "Sea" must pay a forfeit.

THE STAGE COACH

The leader tells every member of the company to choose as a name some article connected with a stage coach; the wheels, the horses, the whip, the bridle, etc., may be chosen. These the leader jots down on a piece of paper and then begins to tell a thrilling story. "The stage coach left the old Stag Inn, amidst the thundering of the horses' hoofs and the cracking of the driver's whip." Some member will probably have chosen to be the horses, another the whip, and as their names are mentioned they must rise, twirl round and sit down again. Then the narrator continues: "For some miles all went well, then a bridle gave way (the bridle must rise and twirl round) and the driver put down the reins, jumped from his seat and ran to the horses' heads. It was found necessary to take the horses out of the shafts before the stage coach could proceed on its way." As each member's name is mentioned he must rise and twirl round; but when the Stage Coach is mentioned every one must rise and change seats, when the narrator, who has been standing, tries to secure one. If he succeeds the person left out becomes narrator. The great point is for the narrator to tell such a thrilling story that the members forget to acknowledge the mention of their names, when they must pay a forfeit.

SHADOW BUFF

A splendid game, and one specially suitable for a large party. A sheet or white tablecloth is first of all stretched right across the room, and on a table behind it is placed a bright lamp. All the other lights in the room are then extinguished, and one of the players takes a seat upon a low stool midway between the lamp and the sheet. The other players endeavor to disguise themselves as much as possible, by distorting their features, rumpling their hair, wearing wigs, false noses, etc., and pa.s.s one by one behind the player seated on the stool. Their shadows are thus thrown upon the sheet. The aim of the seated player is to guess the ident.i.ty of the shadows as they pa.s.s before him; and the aim of the others is to endeavor by every means in their power to keep him from recognizing them. As may be imagined, the task of the single player is not an easy one, the distorted shadows being vastly different from the originals as seen before the lights were extinguished.

STEPS

The blindfolded player is placed in the middle of the room, and the other players all place themselves at various distances round him. The blind-man is then told how many steps he must take in order to be able to touch a certain player. This game does, I know, sound rather simple in writing; but try it, and you will find that it is not so easy as you imagine. It will also have the effect of making the dullest party lively, because the blind-man makes such absurd mistakes as to the direction and length of steps that he has to take.

THE SPELLING GAME

Each player in this game has what are called three "lives," or chances.

When the company is seated in a circle, the first player mentions a letter as the beginning of a word. The game is for each of the company, in turn, to add a letter to it, keeping the word unfinished as long as possible.

When a letter is added to the former letters and it makes a complete word, the person who completed it loses a "life." The next player then begins again.

Every letter added must be part of a word, and not an odd letter thought of on the spur of the moment. When there is any doubt as to the letter used by the last player being correct, he may be challenged, and he will then have to give the word he was thinking of when adding the letter. If he cannot name the word, he loses a "life"; but if he can, it is the challenger who loses.

This is an example of how the game should be played. Supposing the first player commences with the letter "p"; the next, thinking of "play,"

would add an "l"; the next an "o," thinking of "plough"; the person, not having either of these words in his mind, would add "v"; the next player perhaps, not knowing the word of which the previous player was thinking, might challenge him, and would lose a "life" on being told the word was "plover." The player next in turn would then start a new word, and perhaps put down "b," thinking of "bat," the next, thinking, say, that the word was "bone," would add an "o," the next player would add "n"; the player whose turn it would now be, not wanting to lose a "life" by finishing the word, would add another "n"; the next player for the same reason would add "e," and then there would be nothing else for the next in turn to do but to complete the word by adding "t" and thus losing a "life."

It will be seen that there are three ways of losing a "life." First, the player may lay down a letter, and on being challenged be unable to give the word. Secondly, he may himself challenge another player who is not at fault. Thirdly, he may be obliged to add the final letter to a word, and so complete it.

SIMON SAYS

Seat yourselves in a circle and choose one of the company to be the leader, or Simon. His duty is to order all sorts of different things to be done, the funnier the better, which must be obeyed only when the order begins with "Simon says." As, for instance, "Simon says: 'Thumbs up!'" which, of course, all obey; then perhaps comes: "Thumbs down!"

which should not be obeyed, because the order did not commence with "Simon says."

Each time this rule is forgotten a forfeit must be paid. "Hands over eyes," "Stamp the right foot," "Pull the left ear," etc., are the kind of orders to be given.

THE SERGEANT

One player represents the Sergeant, and the others the soldiers, whom he is supposed to be drilling. When the Sergeant says "Do this," all the players must imitate him. But when he says "Do that," they must take no notice.

If a soldier makes a mistake he has to pay a forfeit, and takes the Sergeant's place.

THE SEA KING

This game can be played by any number of children. They proceed by first choosing one of the party to act as the Sea King, whose duty it is to stand in the centre of a ring, formed by the players seating themselves round him. The circle should be as large as possible. Each of the players having chosen the name of a fish, the King runs round the ring, calling them by the names which they have selected.

Each one, on hearing his name called, rises at once, and follows the King, who, when all his subjects have left their seats, calls out, "The sea is troubled," and seats himself suddenly. His example is immediately followed by his subjects. The one who fails to obtain a seat has then to take the place of King, and the game is continued.

TONGUE TWISTERS