What Shall We Do Now?: Five Hundred Games and Pastimes - Part 21
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Part 21

A favorite old game which can be played as well on a walk as indoors is "The Grand Mogul." "The Grand Mogul does not like E's," says one player; "what will you give him for dinner?" Each player answers in turn, but none of the dishes named must contain the letter E, or the player either stands out, or (indoors) pays a forfeit. Thus, the answers to the question may be "apricots," "mutton," or "soup," but not "apples," "beef," or "porridge." On a walk the letter E might be persevered with until every one failed, and then the other vowels might be tried.

Buz

This is a counting game in which, whenever the number 7 comes, or a multiple of 7, such as 14, 21, 28, 35, or a number with 7 in it, such as 17, 27, 37, the player whose turn it is must say "Buz." Otherwise, out-of-doors, he loses a round or two, or, indoors, he must pay a forfeit. When 70 comes you say "Buz" in the ordinary way, but for 71, 72, 73, 74, 75, 76, 78, and 79 you say "Buz 1," "Buz 2," and so on.

For 77 you say "Buz Buz."

Rhyming Lights

In this game one player thinks of a word and gives the others a rhyme to it. Thus, she may think of "coal," and she would then say, "I've thought of a word that rhymes to pole." The others have to guess what the word is, yet not bluntly, as, "Is it mole?" but like this: "Is it a little animal that burrows?" "No," says the first player (who thus has a little guessing to do herself), "No, it is not mole." "Is it a small loaf of bread?" "No, it is not roll." "Is it something you eat bread and milk from?" "No, it is not bowl." "Is it something you burn?" "Yes, it is coal." The player who thought of "coal" then finds a word for the others to guess.

The Apprentice

The "Apprentice" is an old game for two or any number. One says, "I apprenticed my son to a [mentioning a tradesman or craftsman], and the first thing be sold [or made] was a [mentioning, by its initial only, something peculiar to the trade or craft]." The player who first guesses what the initial stands for then makes a similar remark. Thus, one player may say, "I apprenticed my son to a blacksmith, and the first thing he made was a D. K." (Door Knocker). Another, "I apprenticed my son to a grocer, and the first thing he sold was S. S."

(Soft Soap). Another, "I apprenticed my son to a gardener, and the first thing he grew was a C. B." (Canterbury Bell). Another, "I apprenticed my son to a firework manufacturer, and the first thing he made was a G. R." (Golden Rain).

Towns and Products

This is a somewhat similar game bearing on geography. Suppose there are three players. One chooses a well-known place, say Boston, and begins, "I know a place where they sell boots," or whatever it may be beginning with B. The next player then knows what letter the place begins with and at once starts thinking of what place it is likely to be. Perhaps she settles on Birmingham, in which case she would say, to indicate that the second letter of the word was "I," "I know a place where they sell isingla.s.s" (or icicles, or inglenooks). "No," says the first player, and the third therefore has to try. Perhaps she decides that the place is Brighton, in which case she will say, "I know a place where they sell rockets" (or rump-steak or raisins). "No," says the first player again, and then it being her turn she gives them another light on the right word by saying, "I know a place where they sell oranges" (or oil, or ocarinas), and so on, until the place is spelled through.

Other Games

Other games suitable to be played when walking are "P's and Q's" (p.

89), "Suggestions" (p. 91), "Clumps" (p. 93), "How, When, and Where"

(p. 95), "Coffee-Pot" (p. 95), "Throwing Light" (p. 96), and "Animal, Vegetable, and Mineral" (p. 96).

Hoops

Iron hoops are the best, but it is a matter of taste whether a stick or a hook is used for them. If the stick is a stout one you get rid of the skidding noise made by the hook, and there is more satisfaction in beating a thing along than in, as it were, pushing it. It should be every one's aim to make the hoop do as much as possible with as little treatment as possible. After a very fast run it is equally interesting to see how slowly a hoop can be made to travel. To make it keep as straight a course as may be is very absorbing. Bought hoops can be strong, but to get exactly what one wants it is necessary to go to a blacksmith. A hoop standing as high as its owner, through which he can run to and fro as it rolls, is a possession which only a blacksmith or working-ironmonger can supply.

Two in Hoop Games

Hoop games are few in number, and, with the exception of "Posting,"

not very exciting. With a large hoop and a small hoop two players can learn to time the pace of a hoop very exactly and then bowl the little one through the big one as it rolls.

There is also a game called "Turnpikes," in which several players and one hoop take part. The turnpikes, of which there are as many as the players, less the one who begins with the hoop, are two stones an inch or so apart, through which the hoop has to be bowled without touching, the faster the better. If it touches, or misses, the player who has been bowling it gives the hoop to the turnpike holder, who then tries his fortune with it, keeping it until he fails at any of the stones.

Hoop Posting

A very good hoop game for several players is "Posting." The idea is that a distance is to be covered (as in the old posting days) as quickly as possible by relays of riders, and the first thing to do is to station four posts at various points along the route. Then, when they are ready, each with hoop-stick or hook, the player with the hoop starts and bowls it as fast as he can to the first post. Immediately it reaches him that post takes it on, without stopping the hoop for an instant, to the next, while the first one takes the place left by him; and so on, as often round the ring as you like. When there is a time-keeper and you post against time it is even better fun. The advantage of standing in a large circle is that the hoop need never be checked; but if the circle is impossible, you can go up and down a long line, with checks only at each end.

IN THE TRAIN Or DURING A WAIT AT A RAILWAY STATION

A long journey in a train--say from New York to Chicago--can, even if you have a window seat, be very tiring; but without a window it is sometimes almost unendurable. The hints which follow are mostly adapted for two players, but one or two will be found useful if you are alone with no one to play with.

The Value of a Map

A map of the country which the train pa.s.ses through is an interesting thing to have on a long journey. It tells you the names of the hills and villages you see from the windows and you can very likely fix the exact moment that you cross from one county or state into another.

Railway Compet.i.tions

Two persons can have good compet.i.tions. They can agree beforehand that the game is to go to whichever of them sees the more horses, or cows, or sheep, or men driving, or bicyclists, or rabbits, between two given points, say one station and the next. It is not necessary to be at different windows; in fact a new kind of excitement comes in if both are at the same window or at windows on the same side, because then in addition to seeing the things there is the fun of not letting the other think you have seen them.

Railway Whist

This is a kind of "Roadside Whist," the rules for which will be found on page 163. As has been said there, most players will prefer to draw up their own scoring table; but the following things and figures may be found useful as a foundation:--

If you see-- A church it counts 3 A field with sheep " 3 A field with cows " 2 A field with horses " 4 A field with rabbits " 3 A man " 1 A woman " 2 A stile " 4 An open gate " 5 A shut gate " 2 An ordinary dog " 2 A sheep dog " 6 A horse and cart " 5 A hay-wagon " 2 A pond " 4

If you see-- A waving handkerchief you lose 6 A hay-stack " 1 A red barn " 5 A grocer's wagon " 1 Children on a gate " 10

Whichever side first sees a black sheep wins, no matter what the score is. Otherwise the scorer of the greatest number of marks is the winner. In "Railway Whist" it is necessary for the players to be on different sides of the train.

Station Observation

A variety of "Observation" (see page 104) can be played on journeys.

While the train is stopping at a station every one looks out of the window and notices as many things as possible. When the train starts again each writes as many of these things as he can remember, and the one with the best list wins.

Games With a Watch

If you have a watch it is rather interesting to guess the exact time at which the train will reach the next station. The one who guesses nearest becomes the holder of the watch until the next guess is decided. Other things can be done with a watch, particularly if it has a second hand. Guessing the length of a minute is rather interesting, or timing the speed of the train by noting how long it takes to go between the telegraph-poles at the side of the line.

Hot-Hand

This is a primitive game, capital for cold weather, for it is well named. It is played by two people, one of whom spreads out his hands flat, palms up. The other puts his, palms down, within about three inches of the other's, and tries to strike them a smart blow. If the first player can withdraw his hands quickly enough so that they are not touched it is his turn to try and strike. As long as the player whose hands are palms down can strike the other's hands he can go on.

This is an excellent game for cultivating quickness. The player whose hands are to be struck will find that he can succeed better in escaping the other's blows, if he watches his eyes rather than his hands.

This can be arranged among many players as a sort of tournament, trying out the players by couples until finally the two best contestants are left to struggle for the championship. This is a good game to play while getting your breath after skating--or at any time out of doors when you are obliged to be quiet, and there is danger of getting chilled.

Pencils and Paper