Class ft// g-ZXS-
Book.._E^
U' K
■^
COPYRIGHT DEPOSIT
Digitized by the Internet Archive
in 2011 with funding from
The Library of Congress
http://www.archive.org/details/sportsofallsortsOOpoll
T7^
k s \Niag4^W/? ^w^ ^W/a ww/t
CONTENTS
Baste the Bear.
Tug of War.
King of the Castle.
Spanish Fly.
Tom Tiddler's Ground.
Drill Sergeant.
Touch.
Touch Wood, and Touch Iron.
Follow I\Iy Leader.
Orchestra.
How Do You Like It?
Capping Verses.
Conveyances.
Touch Wood and Whistle.
Grandmother's Cat.
French and English.
Leap Frog.
Acting Verbs, or Dumb Crambo.
Clumps.
The Laavter.
I Love ]My Love.
Searching By Music.
The Mammoth Sneeze.
Where Is Your Letter Going ?
The Flour Drummer.
The Emperor of IMorocco.
Duck on a Rock.
Quaker Meeting.
A Good Fat Hen.
The Vowels.
Ten Questions.
Proverbs.
Shouting Proverbs.
Quaker, How Is Thee ?
Dancing for the Cake.
Musical Neighbors.
Musical Fright.
Presbyterian Dance.
The Spanish Dwarf.
Magical Music.
What Am I Doing.?
Wh.at Is jMy Thought Like?
The Telescopic Giant.
Plum Pudding.
Stool of Repentance.
Person and Object.
The Cushion Dance.
After the Accident
The Baby Elephant.
The Giraffe.
A Menagerie.
The Wild Beast Show.
Egyptian Mummies.
Throwing Light.
The Artists' Menagerie.
The Auction.
The Jolly Miller.
Throwing Cards Into a Hat.
The Artist's Sale.
Metaiviorphoses.
Portraits.
Eyes.
Tricks.
The Resting Wand.
The Bird-Catcher.
The Dutch Concert.
Who Was He.?
This and That.
The Feeders.
Clairvoyance.
I Have a Chicken.
Flour and the Ring.
Pantomime.
Genteel Lady.
Buried Cities.
Adverbs.
The Critics.
Judge and Jury.
Positive and Comparative.
Sentiment.
Present and Advice.
The Musical Snail.
The Feather.
Alphabet Games.
Shadow Pictures.
Boston.
The Bumble Bee in the Garden.
Comes, It Comes.
■r^
POINTS or^LL gORT^
BASTE THE BEAR.
From among the players one to take
the office of bear is to be selected, and he
chooses another player to act as his keeper.
The bear, with a cord or rope about four
or five feet lonof tied round his waist, has
then to take his place, crouching on his
hands and knees, within a circle of a yard
and a half, or thereabouts, in diameter ; the
keeper holding the further end of the rope.
The remainder of the players are then en-
titled to baste the bear, that is, to flog him
on the back with knotted handkerchiefs. If,
however, without the bear quitting the
circle or getting off his knees, either he
or his keeper can catch any player, that
player becomes bear, and the first bear is
released. Every bear has the right to select
from the other players his own keeper.
Considerable difficulty is often experi-
enced in catching a player in the limited
space allowed to the bear and his keeper ;
but on the other hand it requires a good
deal of nimbleness to give the bear a very
severe bastino^.
TUG OF WAR.
This is very similar to the game of
French and English, and differs from it
only in this respect, that when the first of
the losing team is pulled so far as the
•dividing line between the two parties the
tug is considered lost, and another trial
has to take place. The best two tugs out
of three is usually taken to decide a match,
but three out of five is sometimes thought
to offer a more satisfactory test of the rela-
tive abilities of the competing teams.
KING OF THE CASTLE.
A mound or hillock is to be selected as
the Kinof's Castle, which should be taken
possession of by any one of the players,
he proclaiming himself to be the proud
occupant of the position he holds, and at
the same time abusing his assailants by
quoting the following lines : —
" I'm the King of the Castle ;
Get down, you dirty rascal."
It is necessary for the King to be thus em-
phatic, for he has no trumpeter, no body-
guard, and no assistance whatever to aid
him to retain his position, whereas he is
assailed on all sides by the other players,
every one of whom is a claimant for the
possession of the Castle ; and each one, by
fair pulls and pushes, is entitled to do what
he can to dethrone the existing monarch,
and to take possession and proclaim him-
self King. No King, with such tremendous
odds against him, long retains the cares of
the State, but the game is really good fun
on a cold winter's day.
It is always to be remembered that only
pulls and pushes at the King are allowed ;
pulling at his clothes is distinctly forbidden,
under penalty of exclusion from the game.
■ J!i??A?^,^ ?A-^?^ ^^gj; ^lAis^T^tA-^^^ '^- ^ ' ^rj, VR rj. vp . ^g/^-^rft ' ^a."^"^
SPORTS OF ^LL Sorts
SPANISH FLY.
One player is to be selected as first back
down, and one fi'om the remainder to act
as leader. It does not matter who is leader,
and both he and the first back may be fixed
upon at random or by lot.
The players in turn leap over the back
that is down, and so soon as all have been
over, the process has to be gone through
again, except that some variation in the
manner of going over, or in the action that
is made to accompany the going over, must
be made with every round. There is a
certain order in the variations that it is
well to recognize ; but, if it is preferred, the
selection of the variations may be left to
him who acts as leader. The variations
most commonly practised, with their order,
are here given : —
1. The over is to be taken in the usual way,
with the left hand of the player towards the
head of the back.
2. Return from the opposite side.
3. The back has next to be gone over cross-
wise.
4. Return cross-wise from the opposite side.
5. Take the over as in No. i, holding cap in
hand, but in going over leave the cap on the
back. This must be done by every player, and
those going over after the first three or four
will have to exercise their skill and ingenuity
in finding a safe lodgment for the caps. If,
however, any player fails, he is down and be-
comes back.
6. Should the above be successfully done by
all, the players return in reverse order from the
opposite side, each one as he returns removing
his cap without disturbing the cap of any other
34
player. The last to go over in No. 5 will, of
course, be the first to return in No. 6.
7, 8. The same done cross-wise in opposite
directions.
9, 10, II, 12. The same as 5, 6, 7, 8, using
handkerchiefs instead of caps.
13, 14, 15, 16. Take the over in the four dif-
ferent directions, throwing the cap in the air
while leaping, and catching it again after the
leap is finished.
17, 18, 19, 20. Again over in the various
directions, each time with the cap balanced
upside down on the head.
21, 22, 23, 24. Again over with the cap bal-
anced as before, but in making the over, drop
the cap so as not to allow it to touch the cap
of any other player already on the ground, and
leaping clear of every cap. In the rounds 22
and 24 the cap is not balanced on the head,
but instead when the rounds 21 and 23 have
been successfully made, each player in his
proper turn picks up his cap with his teeth,
and with his back turned to the boy that is
down, throws the cap over his own shoulder
and over the back. The leap has then to be
taken from the spot where the cap fell in the
rounds 21 and 23. If a cap when thrown in
this way touches the cap of any other player,
the owner of the cap thrown is down.
Many other varieties may be mentioned,
but the above are the most usual, and it rarely
happens but that in some one of these
some player will fail, and so release the
boy that is down, and the game then re-
commences. As the leader's position is
the easiest, the back when released takes
leader's place, the other players going
down one. This game should be played
by good-natured boys, as any show of
temper spoils all the fun.
iirr i irr,ir;- ii ]Ti,n¥ T^ rri ! rri i r7 i rr i rairriifr i irriirriir:^Of?^;^?;^^
5PoRT5 OF^LL 50RT5
TOM TIDDLER'S GROUND.
One boy is to be selected as Tom Tid-
dler, who should have a considerable base
or territory allotted to him, and in which are
supposed to be vast stores of the precious
metals. The other players promiscuously
invade this territory, and as if they were
picking up and pocketing the treasure, call
attention to themselves by shouting —
" Here I stand, in Tom Tiddler's land.
Picking up gold and silver."
If Tom can touch any player while tres-
passing within his bounds, that player be-
comes Tom Tiddler, the guardian of the
imaginary wealth buried in the soil.
DRILL SERGEANT.
The players arrange themselves in a
line, and having selected one of their num-
ber to act as the Drill Sergeant, proceed to
carry out his instructions, and to show
themselves to the best of their ability to be
a well-drilled squad. The Sergeant's in-
structions are simple in the extreme, but it
is frequently found they are difficult of ex-
ecution. They never vary, and are com-
prised in the double order of "Do as I do,"
and " Don't laugh." It will be readily un-
derstood that what is only strange if per-
formed by one boy standing by himself, be-
comes highly ridiculous and absurd when
done in time by a row of say ten to twenty,
and the result is, as may be expected, that
the Sergeant sets such feats to be performed
as will soon provoke a titter, if not a loud
guffaw, from some member or members of
the squad under his orders. The member
35
laughing is set out, and as soon as half the
squad is so disposed of the remainder jump
upon their backs, having earned the right
by a greater command over their risible
nerves to a ride pick-a-back fashion round
the playground, the Sergeant, armed Avith
a knotted handkerchief, urgrinof on the un-
willing steeds by a timely application of
the handkerchief to that portion of the lag-
gard's person that is most get-at-able.
It should be understood that the Drill
Sergeant may set no feat that involves
moving away from the position he first
took up.
TOUCH.
In the various games of Touch, the
player whose office it is to touch another
is known by the descriptive pronoun "He,"
spelled with a capital H.
In the simple game of Touch, " He,"
tries to overtake and touch some other
player ; which, when done, the player
touched becomes " He," and proceeds him-
self to touch some one. The players gen-
erally must keep their wits about them to
know who "He" may happen for the
moment to be, as the office shifts from one
to another very rapidly.
TOUCH WOOD, AND TOUCH IRON.
In these versions of the game, the play-
ers are safe from " He " during the time
they may be touching wood, or touching
iron, as the case may be, according to the
game being played.
as^^g/,^ft^fi;Agj^?j5faa^Vfe^fe^ft^gj5^-^^' ^^fer^ - ^rfc^g/^rfc « j.i |' ^ - ^ ' ^
5PORT5 OF ^LL SoRTS
FOLLOW MY LEADER.
Choose one out of the number of players
to act as leader, and as upon him will rest
the whole responsibility of the game, and
upon him will depend mainly what amount
of fun and amusement will be had out of
the game, see that he is both capable of
leading and of a lively and amusing tem-
perament. When the leader has been
chosen, the remaining players arrange
themselves behind him in single file ; and
nence that excellence in performance as
well as attention can secure, the playmates
of the delinquent will be interested in en-
forcing this rule, and seeing that he takes
the position assigned to those who shirk
what the leader has done.
The leader should be considerate of the
weaker ones among his followers, caring
more to secure a willing following and to
inspire each with confidence in himself,
rather than to set astounding or hazardous
the fun and sport then commence. What-
ever the leader may do and wherever the
leader may go, that the followers have to
do and there they have to go. Any one
failing in either of these respects is to be
sent to the end of the line, and as every
one will be anxious to secure the pre-emi-
feats — feats easy, perhaps, for an active
big boy, which may probably be dangerous
for a high-spirited youngster to attempt,
but which it would be humbling to him to
fail at, having once joined in the game,
and thereby expressed his willingness to
follow wherever led.
36
^' A?i^^?^?^A»'^?^l^?^^^W^■^^y ^^^"? w ^ ^'^'^%ty'r^''^''^\X7%^%Z^'^%~P,Zj^ ^i^-A^T',l.
5PORT5 OF sALL 5oRT5
yy^\j'U^,^-W^^.'Kj^Kj^w'^^KJ^yy^yj^'^,
^„r.-.|,r?||ry„.,,||..,„r^„y,|ry
TT^ir
^ s '^^S ^^A ^^ '^^ ^■
^^^^ '^^^ "^^ ^^u^ u^'^;. 'O^ L
> ror' i ^„^yr . .-^y 6 ^V»y»yoY,^;r
ORCHESTRA.
Select a conductor, who is to arrange
the tolayers in a semi-circle, each being
assigned to play some imaginary instru-
ment, and instructed how to play it. The
conductor first calls on his orchestra to
tune, and then, naming some lively air,
begins to hum it, at the same time waving
a baton, when all the players must join in,
imitating by voice and gesture, their in-
struments, — such as violin, harp, cornet,
tenor horn, trombone, flute, piccolo, clario-
net, double bass, drum, cymbals, etc. Solos
may be called for, and the person repre-
senting the instrument named must respond
or pay a forfeit, as must all who fail to play
when called on, or who break down by
lauehinsf- There are few games which
afford more fun than this, if played in good
spirits and in a lively manner, and a fairly
good mimic will be pretty sure to bring
down the house.
HOW DO YOU LIKE IT.
One of the company leaves the room,
and the others fix upon some word to be
guessed by him when he returns. He then
goes around, asking each of the company
" How do you like it ? " It is better to
select a word having a variety of meanings,
as it is more difficult to guess. Suppose
the word " stick " to be selected. One
might answer that he liked it when he was
out walking ; another, when he was sealing
a letter ; another, when he met a savage
dog, etc. If the questioner is unable to
guess the word the first time, he goes
around again, asking, " When do you like
it?" and if not successful this time, he
asks, " Where do you like it .''" Failing in
three trials, he must retire and let another
word be selected. Succeeding, he must
point out the person who gave him the
clue, who must pay a forfeit, and go out to
be puzzled in turn.
iifrirrri>rr,irriirri ir7,ir7itrri^r;:iiTriraii^ i ifairr^iili^ i iUi > ^i.lriilT^ i ir^ i iy::iia
5PoRT5 OF^LL 5oRTi
\^i^J<^.'ir^/<7: ■cz'i^Jc^/(^/<^J(?'yi?/r^/i^J^^J<^/<^^^.r^.'if'frr
CAPPING VERSES.
Every one at the table is supplied with
a sheet of paper and a pencil, at the top
of which is written by each player a line
of poetry either original or from memory.
The paper must then be folded down so as
to conceal what has been written, and
passed on to the right ; at the same time
the neighbor to whom it is passed must be
told what is the last word written in the
concealed line. Every one must then write
under the folded paper a line to rhyme
with the line above, being ignorant, of
course, of what it is. Thus the game is
carried on, until the papers have gone once
or twice round the circle, when they can
be opened and read aloud.
CONVEYANCES.
To do justice to this game it will be
necessary for the players to call to mind
all they have ever read or heard about the
various modes of traveling in all the four
quarters of the globe, because every little
detail will be of use.
The business commences by one of the
company announcing that he intends start-
ing on a journey, when he is asked whether
he will go by sea or by land. To Avhich
quarter of the globe .? Will he go north,
south, east, or west ? and last of all — what
conveyance does he intend to use .-*
After these four questions have been
answered, the first player is called upon to
name the spot he intends to visit.
Mountain traveling may be described,
the many ingenious methods of which are
38
so well known to visitors to Italy and
Switzerland.
The wonderful railway up the Righi
need not be forgotten ; mul^ traveling,
arm-chairs carried by porters, and the
dangerous-looking ladders which the Swiss
peasants mount and remount so fearlessly
at all times of the year, in order to
scale the awful precipices, will each be
borne in mind. In the cold regions the
sledges drawn by reindeer may be em-
ployed, or the Greenland dogs, not forget-
ting the tremendous skates, that have the
appearance of small canoes, used by the
Laplanders ; and also the stilts, which are
used by some of the poor French people
who live in the 'west of their country.
Indeed, it is amazing how many different
methods of conveyance have been con-
trived at one time or another for the benefit
of us human beings.
In Spain and other places there are the
diligences ; in Arabia the camels ; in China
the junks ; at Venice the gondolas.
Then, to come home, we have balloons,
bicycles, wheelbarrows, perambulators, and
all kinds of carriages, so that no one need
be long in decidingf what mode of travelinof
he shall for the time adopt. As soon as
the four questions have been answered,
should the first player be unable to name
what country he will visit he must pay a
forfeit, and the opportunity is passed on to
his neiorhbor.
This game may be made intensely amus-
ing, as will be proved by trial ; and at
the same time a very great amount of
instruction may be derived from it.
' '\^^j^^^^ ?J^^W^ W^/ ^^ V4^ W^y W^ ?4^ ^'^J?^ '^I?C'W^'^'tsl^^^^7VI7'V^^t^A^-?^^^A^^■^4-.
5PORT5 OF sALL SoRT5
-- Tf ^ Tr
TOUCH WOOD AND WHISTLE.
This version of the game of Touch re-
quires not only that to ensure safety from
" He " the players should touch wood, but
that they should also whistle. So soon as
a player ceases to touch wood or to whistle,
he is liable to fall a prey and be converted
into " He."
In some parts of the country, gentlemen
who happen to wear a white hat appear to
have a peculiar effect upon the players, who
cry, " Touch wood and whistle — man with
a white hat! " And until wood is touched
and a whistle perforrned, and so long as
the white-hatted person is in sight, the
unfortunate boy unable to accomplish these
things is duly pinched.
GRANDMOTHERS CAT.
This is an excellent pastime for sharpen-
ing the wits of a company, and will readily
determine who possesses the greatest facil-
ity in the use of adjectives. Each mem-
ber, in the first place, is required in his
turn to apply to " My Grandmother's Cat "
an adjective the spelling of which com-
mences with the letter a. Thus, one may
say, " My Grandmother's Cat is an c?////-
(/nafed cat," the next may say, " My Grand-
mother's Cat is an antagoiiistic cat," and
so on, each member in his turn applying
an adjective that has not been used before.
When a member is unable to respond readily
when his turn arrives he must retire,
and the game is continued by the others
until all the adjectives beginning with a
that can be thought of have been used,
89
and all the members have retired. All
then start anew with adjectives beginning
with b, and so on. A dictionary should
not be resorted to.
FRENCH AND ENGLISH.
This is a game requiring strength com-
bined with skill and judgment. Besides
players the only material required is a long
stout rope. Any reasonable number may
join in the game, but the number most con-
venient, perhaps, is sixteen, divided into
eight a side. The two most competent
players should be selected to act as cap-
tains, and to officer the respective sides.
They should alternately select their men,
after having tossed for the first choice. A
short line is then to be drawn and the rope
placed across it, one half being on one
side of the line, and the other half on the
other side. The captains then take their
places opposite to each other, alongside
the rope, with their men behind them in
Indian file, each- about a yard apart, and
all lift the rope with their right hands,
the foremost man (generally the captain)
on each side being about a yard and a half
from the dividing line. A secure foothold is
to be obtained by all, and upon the words,
" One, two, three, ready, pull boys," being
given, each side does all that strength, skill,
and judgment can do to pull its opponents
over the line. If a player is pulled across
the line he becomes a prisoner, and retires,
the game then being virtually over ; for if
eight succeed in pulling successfully against
eight, it will be understood that the remain-
iXiirrii
nf^ntTJij^ii^umin^i'
^^ l OirrnaQQirrnrrnm i Q i ^^ ;^
nsuk.
^1^
5 Ports of all 5oRT5
^Sif-S<^J<^/ir^Ji^JcKr^/i^/<^J'Vi^'^J^VI7"c^'^
SPORTS OF <^LL SoRT5
<^^^,
^,i'?ii'yii-Vii^ii'?ii'yii'y,i'?ii'yii'yii^ii'i\i^ii^ii»ii6^ii'i'ii'yii'^'iiOn»iiC'ii'»ii(i'ii»ii'»ii»ii'»ii
ACTING VERBS or DUMB CRAMBO.
Half the company leave the room, while
the other half agree upon some verb. The
leader of the retired half is then called in
and told that the verb agreed upon rhymes,
for instance, withyf^?. He then retires and
consults with his forces as to what the verb
probably is. They decide to try the verb
b7iy, and going into the room begin to buy
of each other in pantomime, not a word to
The illustration shows the acting of a_
verb that rhymes with brink.
CLUMPS.
Clumps is a very good game for a large
party. The company divide into two sides^
or clumps, and one chosen from each goes,
out of the room. The two decide to think
of some one thing, and then come in
be spoken on either side, under penalty of
forfeit. If they are acting the verb fixed
upon, the spectators clap ; if not, they hiss,
and the visitors must retire, to come in and
act some other verb. Supposing the verb
to be cry, when they come in and pretend
to cry, the spectators clap and then retire
to act a verb fixed upon by the other side.
Other verbs rhyming withyf^ would be die,
sigh, fly, tie, vie, etc.
41
again, and each stands in front of the
clump opposite to that from which they
were chosen, so that they may not help
their own side. The sides are allowed to
ask twenty questions, and the side which-
first euesses the thing- chosen take into it
the two who had gone out. One from each
is again chosen, and the game is continued
until one side has taken all the members-
of the other.
iTf^ifvtffiii^i^?r;-iimr^ifyiiTrira
5 P o RT5 OF ^LL So RTS
^J
7nfrnrriin7iir::iirr^in
5PoRT5 OF -ALL 5oRTi
< ^J i P/^.ris^/i^.^cZ^A?-i^?4^WO^^^^W^ W^^t^At'P?VI?^^^^^A'tJ7^^
5PORT5 OF ^LL 5oRT5
v^V^VrjV-?Vi|g||'i'ii'i'ii'y||g>ii»i|6^ii'»n'Pii»iiO,i»i,»ii'aii6'ii»i,»ii»i|';>
Stone between the feet and make for home
so loaded, by short jumps ; or a " heeler"
may be asked for, which is a kick by the
heel of the stone homeward ; or another
alternative is to apply for a " sling," which
consists in working the stone on to the
fore part of the/oo^, and from there giving
it a jerk towards home. If in attempting
either of these the player fails in the
"jump" by dropping the stone, or in the
" heeler," or " sling," by heeling or sling-
ing the stone short of home, then he be-
comes Duck, and the block being by that
means uncovered, the remaining players
are all released and run home.
When any player is attempting a "jump,"
a " heeler," or a " sling," no other player
must attempt to get home, as Duck's atten-
tion will be fully taken up with the one
who is endeavoi'mof to come to terms with
him.
QUAKER MEETING.
In this game the girls must sit in a row
on one side of the room, and do nothing
but twirl their thumbs, If they talk or
laugh they must pay forfeits. The boys
sit on the other side of the room, and the
leader says, " Verily, verily, I do say,"
which must be repeated by every person
on his side of the room, each slowly twirl-
ing his thumbs. The leader then says,
" That I must go this very day ; " to be
repeated as before. The leader, " To visit
my sick brother, Zach-ah-ri-ay." Repeated
by all the boys. Then the leader gets up
and kneels in the middle of the room,
facing the girls, slowly twirling his thumbs,
and looking very solemn. His action is
imitated by the next boy, who kneels beside
the leader, just as close to him as it is pos-
sible to get. All the other boys then join
45
i ri w?iir7i,rrnr7'iinr..rri,r7iin: i ,Tri,rriirriinrnh:^ i i^iiUi > r^iib^ntai^ i irri i i^,tan^ ^
^^
5PoRT5 OF ALL SORTS
■^ fji^ ^ w^ w? ?4^ ^ rJ? ^-fe^^'i^ '<>P?'^''>J^'^%Z^'t^%^Z^ . fv7^*vt.
5PORT5 OF ^LL SoRTS
•S^^'^^'^^, ^r^'^^'^^"^^'^^
PROVERBS.
This is a guessing game. One of the
company leaves the room, while the others
select some proverb, such as " There's
many a slip between the cup and the lip ; "
" When doctors disagree, who shall decide .''"
" All is not gold that glitters." The words
making the proverb are assigned, one to
each player ; if there are not enough words
to go round, assign them over twice. Then
the one who has retired must be called in,
and he is to ask a question of each player,
the answer in every case to include the
word assigned to the person addressed.
Supposing the proverb was " All is not gold
that glitters," the first question might be,
" How do you do this evening?" and the
answer, " Oh, I'm all right." The second,
" What time is it ? " and the answer, " It is
ten o'clock." The third, " When are you
goinof to Boston ? " and the answer, " I'm
not going for several days." The fourth,
" How old are you?" and the answer, " I'm
about twenty-six, but many gold dollars
are older." By this time the guesser would
probably have a clue to the proverb, and
would venture a guess. If he should hit
it right, the person who gave him the clue
must pay a forfeit ; if he should fail to
guess the proverb in three attempts, he
must pay a forfeit and retire to become the
questioner again.
SHOUTING PROVERBS.
One of the party leaves the room, while
the others select some proverb, the words
being assigned to members of the com-
47
pany. Should there be more persons than
words, assign the same words to two or
more persons, as In the game of " Pro-
verbs," but the number of words must not
exceed the number of players. The per-
son who is out of the room must then be
called in, and at some signal previously
agreed upon, such as dropping a handker-
chief by the leader, or counting " one, tAvo,
three," all must shout in chorus the words
assigned them, and the person called in
must guess the proverb from the din. If
he does not succeed he must retire and try
again ; but if he does, the person whose
voice gave him the clue to the proverb
must take his place.
QUAKER HOW IS THEE?
The company sit in a circle, repeating
the following dialogue :
" Quaker, Quaker, how is thee ? "
" Very well I thank thee."
" How's thy neighbor next to thee .'' "
" I don't know, but I'll go and see."
The first speaker makes a rapid motion
with his riQ;-ht hand — after pfoinp; around
the circle, the same is done with the left
hand, etc., till every member' of the body
is in motion.
Sometimes the words are :
" My father sent me to you, sir^
" What for, sir ? "
" To do as I do sir."
Or,
" Abraham has seven sons, seven sons has
Abraham."
" They do as I do, they do as I do."
5PoRT3 OF ALL 5oRT5
^J<^J,|r..||V|,r,,„r.,„y„,y,,y„^-^^r^
lai
'■^
rt^;^^^.y^»h^gyg,V» iyg^6.Vtf^g 7
idiid
^¥^
WHAT AM I DOING?
Six, seven, eight, or more players take
their seats in a straight row. Behind
them the person chosen to lead the game
takes his stand. Placing himself exactly
behind the player seated on the top chair,
he then begins to conduct himself in the
most absurd manner possible ; for instance,
making some ridiculous grimace, shaking
his fist, or any other comical antic that may
suggest itself to him. After doing this for
a minute or two, he then says to the player
seated before him, "What am I doing?"
Should the unfortunate individual be un-
able to answer correctly he must stand up,
and until permission be given him to
desist, must imitate in silence the antics
the nature of which he was unable to dis-
cover. More frequently than not the
guesses are quite wide of the mark, con-
sequently the spectacle is most laughable
when five or six of the company are all
occupying the enviable position above
described.
WHAT IS MY THOUGHT LIKE?
This is a pleasant fireside game that,
without requiring any very, great depth of
thought, is made all the more interesting
by the ready wit and natural ability of the
players. Some particular thing is fixed
upon by one of the company as a subject
of thought. He then asks each one in
turn what his thought is like. They say
anything they choose ; a rainbow, a water-
fall, a monkey, an umbrella, or whatever
may occur to them. • The leader then in-
forms the company A\fhat hi^ thought was,
asking each one in turn to draw a resem-
blance between it and the object fixed
upon as a comparison. It not unfrequently
happens that the best reply is given by one
whose task appears to be the most difficult,
owing to the utter dissimilarity of the two
objects compared ; an ingenious player
being able to detect some point of resem-
blance, between two things so totally unlike
each other as to be almost ridiculous.
THE TELESCOPIC GIANT.
Place a mask on the end of a stick about
five feet long, with a cross piece to repre-
sent arms. Around the neck tie a cloak
long enough to reach the ground. About
two feet from the bottom the lower end
must be fastened to the performer's waist,
that when the head is lowered the cloak
may fall in folds. By raising or depress-
ing the pole the figure may become a
dwarf or a giant.
This can also be made by placing a small
boy on the shoulders of a man.
A giantess can also be made.
PLUM PUDDING/
The company sit at a table with- a plate
for the " plum pudding." Each takes the
name of some article of food or somethino-
o
used at meal times. One tells a story, and
at the word phim-ptidding spins the platter,
and names one of the company, who must
continue the story and keep the platter
spinning. Phim-pttdding must be brought
into each story, and the platter must not
be allowed to fall.
50
i,'-,-^ ' ^-i i rr i irr,iiT- ii rr i MT,ir^ i rr ii rr ii n:iifrii i T ii ?rii i ri i iTii i r i irr ii rr i irr i in^ i rn,ict& f^^^^^, |4^ ^fe f^ ?4^ ?J? ^ ^^^VI^'^^^VA'^"^^i^^'^'^'^^^^t^%^
5PORT5 OF <^LL SoKTS
rv^VQV^v^v^v^vgv^v-i'V^v^v^V'i'^^ir^t/t^.vy^^ir'^y^V'i'y' i ^i/c'.v^y^y gVi'yg^^tf'^.^l
THE CUSHION DANCE.
A hassock is placed end upwards In the
middle of the floor, round which the players
form a circle with hands joined, having first
divided themselves into two equal parts, so
that they can take sides in the game.
■■^i
■■<>
w/u,'(i. . n"i -*'«'• «t,.(i»» »^>^^^«^^^ K«« < < l^?4^^^^^^? ^ ^^ ^ ^^- | ^r^ ^
mers must then hold the stick aloft while
his companion, standing" close behind, must
place himself in a stooping position, so as
to make the outline of his own person like
that of the lower part of the Giraffe's
body. The long stick will, of course, form
the neck of the animal, and the first per-
former will form the front part of the bod)'.
A cloth is then pinned round the stick and
round the bodies of the two performers,
leaving the legs, of course, to represent
the legs of the Giraffe. A rope tail must
be stuck in by some means or other, and
if cleverly managed, it is astonishing what
an excellent imitation of the real animal
can thus be manufactured.
A MENAGERIE.
A whole menao;-erie can be made with
a little ingenuity. A Duck, by placing a
board on a boy's back and covering all Avith
a shawl. Newspapers cut into strips for
the tail, and the head made out of cloth or
paper. The Elephant by two men bend-
ing their bodies at right-angles, the one
behind placing his hands upon the hips of
the other and covering all with a grey shawl,
making tusks, and a trunk, and so on.
THE WILD BEAST SHOW.
As the leader of this game will require
the help of at least two of the party to
assist him in his exhibition, he should, if
possible, select those who have already
been initiated into the mysteries of the
game. Retiring with his two or three
friends into another apartment, he will con-
54
trive some means of fixincr his menao-erie
behind a large curtain. In the absence of
the curtain a kind of temporary screen
might easily be fixed, just to give the whole
affair an appearance of importance. On a
small table a lookino^-s^lass should then be
placed, but must be hidden from view. The
leader must then take his post at the door
of his establishment, and in an emohatic
manner extol the beauty and value of the
animals he has on view, while his partisans,
crouched behind the curtain and out of
sight, must, in the meantime, imitate loudly
the cries of different wild animals, aiming
to make the hee-haw of the donkey more
conspicuous than any other sound. Spec-
tators are invited to enter. On consenting
to do so, each one is asked which animal
he would like to see first, and whatever he
says, he is shown his own image in the
mirror. The great aim is to prevail upon
the visitors to view the magnificent donkey
that is to be heard braying, when, of course,
they see nothing but their own face re-
flected in the looking glass.
This game, though not one of the most
refined, has had the charm, we may say,
hundreds of times of causing many a
hearty laugh.
EGYPTIAN MUMMIES. .
A few who have never seen the game
must be blindfolded. Then double up their
right hands and mark a face upon them
with burnt cork. Dress them in a long
white skirt as a baby and place the hands
upon the left arms. Then take off the
bandag-es.
^c^'^^'Vft^
> ^\Z-?'':rfS^^^f^lrffi^^.
SPORTS OF ^LL 5oRT5
hT^iT ^ll'^ ll' ^l l^ ' ll »l | V ||' i ' 'ir »'l l
THROWING LIGHT.
This game is a wonderfully interesting
one, though, like all others, its success
depends very greatly upon the amount cf
energy that is thrown into it by the players.
A word is chosen to be the subject of con-
versation by two of the party, and must
be known to themselves only. It should
be a word to which several meanings are
attached, so that the remarks made in
reference to it may be ambiguous and puz-
zling to the rest of the company. The two
persons who know the word begin a con-
versation, referring to the word in all its
different meanings, the others being allowed
to add their remarks as soon as they have
guessed what the word is.
Supposing the word fixed upon to have
been Hare, which is also spelt in another
way, the conversation could be very easily
sustained in something: like the followine
style :
\st player. — " I saw one the other day when
I was out driving in the country."
2nd player. — " I had one sent for,a Christmas
box."
1st player. — " My own is dark brown."
2nd player. — " And mine is nearly black."'
1st player. — " Do you like it hot or cold."
2nd player. — •" Between the two, I think."
Here some one who has discovered the
word may remark, " Don't we read of some
one in the Bible who might have lived
longer if he had not possessed quite so
much of it? " Thus the chat runs on until
the players, one by one, as they guess the
word, are entitled to take part in the con-
versation. The penalty for making a mis-
take and joining in the conversation before
the rieht word has been discovered, is to
have a handkerchief thrown over the guilty
person's head, which must be kept on until
the word is really found out. The words
Lock, Ball (Bawl), Deer, Pen, Belle, Bean,
Seal , Pain (Pane), Boy, Handel, (Handle),
Whale (Wail), and similar words with two
or three meanings, are such as will be
required.
THE ARTISTS' MENAGERIE.
A pencil and a piece of paper of moder-
ately good size are given to the players,
each of whom is requested to draw on the
top of the sheet a head of some descrip-
tion, it may be a human head or that of
any animal, either bird, beast, or fish. As
soon as each sketch is finished the paper
must be folded back, and passed to the left-
hand neighbor, no one on any account
lookincf at the drawing^ under the fold. The
body of something must next be drawn.
As before, it may be either a human body
or that of any animal, and the papers must
then be again folded and passed to the
left. Lastly, a pair of legs must be added,
or it may be four legs, the number will
depend upon the animal depicted. The
produe»;ions all being complete, they are
opened and passed round to the company,
who will be edified by seeing before them
some very ridiculous specimens of art.
THE AUCTION.
A variety of ridiculous articles are done
up in paper parcels, which the auctioneer
sells to the highest bidder ; the contents,
of course, being unknown.
MlP>^^%f,^^%fi>^^,l^%^^^^^^'^t^t^'^'^%fi,'^\e.^ ^A 'i .'i^ ' ^ » ^j^^ ' ^^
5PORT5 OF sALL SoRTS
ii^ii^ii^ii^iiyM^M''>ii»ii^n'yn^ji»i|g|i»ii'»^ii'yiT%^ii»ug ^M'»N'g |l » i| 6'Mg | l» l iO ii6 ^ii» l i»ir »y»ff
THE JOLLY MILLER.
The Jolly Miller is a game that may be
played either in the open air or in the
drawing-room, therefore it may be allowed
to take its place among the list of round
games. Not being generally considered,
however, one of the most refined of recrea-
tions, a good large empty room, or a ser-
vants' hall, will be quite as suitable for its
performance as the drawing-room. Each
gentleman chooses a lady for a partner,
excepting one who may be kind enough to
volunteer to be the miller. This solitary
one takes his stand in the middle of the
room, while his companions, in couples,
arm in arm, walk round him singing the
following lines : —
" There was a jolly miller who lived by
himself.
As the wheel went round he made his
wealth ;
One hand in the copper and the other
in the bag.
As the wheel went round he made his
grab."
At the word "grab " every one must change
partners, and while the transition is going
on the miller has the opportunity given
him of securing for himself one of the
ladies. Should he succeed in doing so, the
one necessarily left without a partner must
take the place of the Jolly Miller, when he,
like his predecessor, must occupy his lonely
position until he is fortunate enough to
steal a young lady from one of his friends.
THROWING CARDS INTO A HAT.
A few persons sit in a circle with a hat
in the center of the floor. The object is
to see who can throw the most cards into
the hat.
i . rri i r/ i ir.i i rT ii r7i i nryrriir:^ir:iirri.mi i ^iiC^ ii rr i iiTnrr ii rrMfrnrr i irrnT7i i i^iiC- i irr ii n^ ^
5PoRT5 OFALL 5oRTi
^/ i ^j<^/Tt i ^^^
5PoRT5 OF ALL 5oRT5
^.' « n'^ ^^ '^ 'f^ -^ '^ V^ - ^ g ^t ^ Jta^t^^^ -r? v^ -^ ;^ ;-^ V^ V/(^/^/r/f^ '^j^^^fr^ ^i.^z.^^.^^
PORTRAITS.
A frame about the size of an ordinary
portrait frame, is placed upon a table, the
space around draped with shawls. The
portraits may be arranged as in tableaux,
or the figures may glide in slowly.
EYES.
Stretch a sheet, or newspaper, across one
end of the room with various holes cut in it.
Some of the company stand behind and
place their eyes in the opening, to see if
they can be recognized. The hands or any
part of the face can be applied.
Curious effects may be obtained by ob-
serving the followinof directions : —
Paint four grotesque figures on a curtain
allowing a space to exactly admit a person's
face. Sinmncr adds to the effect.
TRICKS.
Tavo persons kneel on one knee, one
holding a lighted candle and the other one
unlighted. Without losing their balance,
they must try to light the candle.
One, blindfolded, stands before a table,
upon which is a lighted candle. He must
take three steps backward, turn around
three times, and walking forward try to
blow out the candle.
Place a cork on top of a bottle or a table.
Stand in front of it, fix your eyes on
the cork, walk slowly backwards ten or
twelve feet, extend your right hand, close
one eye, and walk forward, till you think
58
you are near enough to knock the cork off
with one blow of your finger.
Two persons, blindfolded, must shake
hands starting from opposite sides of the
room.
Pin a piece of paper to the wall. One,
blindfolded, starts some feet from it and
tries to touch it.
THE RESTING WAND.
It is necessary in playing the Resting
Wand that at least two people should be
acquainted with the mystery attached to it,
and that they should make an arrangement
v/ith each other beforehand to understand
each other's movements. One of these
two persons is blindfolded, and placed with
his back to the company, while his com-
panion, with a staff in his hand, stands
facino^ them. The latter of the two then
begins an animated conversation with his
friends, trying when talking to them to
make frequent mention of their names.
Stopping occasionally, he touches some
one with the wand, saying at the same
time to his friend, who is blindfolded, " On
whom does the wand rest? " Strangers to
the game will not all at once perceive that
the wand is always made to rest on the
person who was the last but one to speak,
and that it is on account of this arrange-
ment that the blinded person is able to
mystify his friends by answering correctly
the question, " On whom does the wand
rest ? "
i i rr ii rr ii ]^iiT ii r7^ ii rriirriiri^in: i iTriir7iifr i i i r i ir. i iir i irr i i f r i irrurriirriiTr ii a,i>rii i ^ ^
y-v w ^
5PoRT5 OF ALL SoRTS
< !'/P7^Z^l^Z^!^^^^^':■'^Z^'^Z^^ZS,'^'^%ir^M»TT^n';'»'yn'?ii'Vii'yn'yi.'y«'P».<^p|g|<»ii'i^iT'»ii^ii»iiiiC>ii»ii»ii»ii»M
THE FEEDERS.
Two persons, blindfolded, must try to
feed each other with flour, or rice ;
Or: —
One is blindfolded and the others feed
him with water until he guesses who is
feeding him.
CLAIRVOYANCE.
One is seated, blindfolded. His accom-
plice says " Silence." and then, " Stop,
stop, stop, stand, stop, where do I stop ? "
pointing to various members of the com-
pany. He stops at the person who spoke
last.
The accomplice leaves the room and one
object is decided upon, which he is to guess.
The catch is in the leader asking questions,
altering the catch-word each time. In the
first instance placing a before the object,
then ^/le, next fkzs, and then ^/m^.
Or, the object is known by the leader
pointing to something black just before
the object itself, or a thing with four legs,
or naming it after one beginning with a
vowel. Almost any arrangement may be
made between the two.
One goes out, a small article is chosen,
and the room darkened. The accomplice
within places his watch near the article
chosen. There must be silence on the part
of the company.
I HAVE A CHICKEN.
One sentence at a time is repeated by
each, every time the question going back
to the leader.
" I have a chicken."
" Can she walk ?"
" Yes, she can walk."
" Can she talk >"
" Yes, she can talk."
" How does she talk ?"
Each must crow.
i2S233S3C
•jQ m m m TT
gy ^^^j^ t^^Pit^ c4^^^ ^^ ^ %^'^4^Z^ ^"^A c^'cX^'cNi^ ^%S?'\X7%S?'%Zy'^f ^%^%A^A^^.
5PORT5 OF ^LL 5oRTS
W-vV^V^'-k'^^'-'^'-^^'-^^^-^M^"-'^"-',
J',i^,i'»„'»iiyii^ii^„g>iir»||<;^„>a„OiiC|i<;^i,.;^i,^yii»ii»ii'»ii»ii'»ii
FLOUR AND THE RING.
Make a mould with a cup of flour and
place a ring on top. Each must cut off a
slice, and the one who causes the ring to
fall must take the ring out with his mouth.
PANTOMIME.
Songs and Ballads are sung, while some
of the company act them out in panto-
mime.
to tell you that she has a bird (or whatever
you like). The person addressed then says
the same words to her left-hand neighbor,
adding something else about the bird — ■
namely, it has a long tail, a plumed head,
etc. It goes on round the circle, every
one adding something to the description,
until the subject is exhausted. Any one
who makes a mistake has to wear a horn
of twisted paper on her head, and is ad-
dressed as " one-horned lady, always one-
GENTEEL LADY.
A very amusing game for the evenings
is that of Genteel Lady. The party having
been arranged in a circle, one of them
turns to her left-hand neighbor and says,
" Good morning, genteel lady, always gen-
teel ; I, a genteel lady, always genteel,
come from that genteel lady — pointing to
her right-hand neighbor — always genteel,
horned," or two-horned lady, according to
the number of mistakes she makes.
BURIED CITIES.
Form sentences with the name of a
city buried, so that it is not easily recog-
nized. It may be in two or more words,
but the letters must occur in regular order.
61
:^'^^.^ ?^-^?^ f^'^.^ ^.'^'^'^'^^^ ^t^'^%t,'r^%A rj,r ^"^ - ^^J, - i^ ; ^^^r?;»^
5PORT5 OF sALL 5oRT5
^^^~>^^X^'^^^^^'^^^^^^ '^^'^^'^^'^^'^^'^^'^^'^^ 'J^ U^ ^^ U^ 1.^^ 1^^ L-l^ k^.
'^^"-U'^^'-/^
yii'yii^ii^ii'J'ii^ii'yii^ii'i^ii'»'i|'»|i'''ii^ii'y'ii »u^i i 'S' i i'» ii 'S' i i'J[|g|i»i i '»
ADVERBS.
An adverb is chosen. The one who
goes out must guess the adverb by the
manner in which the questions are an-
swered.
THE CRITICS.
This is an amusing game if played by a
good-natured party. One is selected to
gather up the criticisms or opinions of
the players in regard to one of their num-
ber. These opinions are whispered to the
leader who keeps them carefully in mind
until all have expressed themselves. Then
he says to the victim : —
" Som.ebody says you are very vain."
"O that is Mary White."
" Wrong. Somebody says you are re-
markably good-natured."
" Mr. Selden must have said that."
" Wrong. Somebody says that nobody
knows what your nose knows."
" Not original at all events. I think I've
heard Clarence repeat that."
Clarence proves to be the guilty party,
and is obliged to take the victim's place,
and listen to similar criticisms. Care must
be taken to avoid being unpleasantly per-
sonal, as these games are intended to cement
friendships and not to destroy them, or to
cause the least ill feeling.
JUDGE AND JURY.
The first thing to be done in this game
is to select a judge and three jurymen. A
piece of paper is then given to each of the
remaining company, who, after due con-
sideration, must write down the name of
some one in history, the incidents of whose
life they recollect sufficiently to be able to
narrate. All having made their selection,
the papers are presented to the judge, who
calls upon one after another to submit to
an examination. Supposing the first player
to have chosen Guy Fawkes, he would be
asked in Avhat year he was born, in whose
reign, to what country he belonged, what
he did to make himself remarkable, what
great men were his contemporaries, and
anything else that might occur to the judge.
No one, of course, with a superficial knowl-
edge of history should accept the position
of judge, nor yet that of juryman. If
agreeable to the company, living characters
may be personified ; still historical ones are
generally the most interesting, and it is
astonishing how much instruction as well
as real amusement may be drawn from the
game.
POSITIVE AND COMPARATIVE.
Two words are chosen with different
meanings but which sound relatively to
each other as positive and comparative— as
sew — sower. One must guess these words
by definitions given by the others.
SENTIMENT.
Each whispers to his neighbor on one
side the name of a person, and on. the other
a sentiment. For example, " Miss Mary
Moore." " Kind hearts are more than
coronets." These are repeated together
when the signal is given. ■ - - • -
62
^y^^ZJ^^ Z^tC^'^ ?^, ^ ^ C'A' W^ wS V4^ ^'^l>^\t?'^%^'':S?''>P?Z~P>'^^''r~Ir>%^'^^^T'^^.
5PORT5 OF <^LL 5oRT5
i'^^-^^^S^^^^'^^'^^-^^^,
sy^w^^^w^^^^^'^r^^j^'-j^'^r.^^'-j^,^.
^^. ^^^r-^ --^^^^
^^y^V^^vr^ V^ .. irvy'?' M -y n'y M -y M g n -y IT'i^ m y i T^m J^ » ^^ m-J' n » n ' J ' n ^ tt
^s^^^^^^^^:^s^s^^^^r?
• • ■ •
nrc
PRESENT AND ADVICE.
All the players except two are seated in
a row. One of these whispers in the ear
of each child, " I present you with this,"
and then mentions some article, bird, beast,
fish, or inanimate object.
The second, in like manner, adds, " I
advise you what to do with it."
After the two have gone round the row,
each player is called upon in turn to state
the present and the advice received. One
says, " I was presented with a rooster, and
advised to put it on top of a steeple."
Another says, " I was presented with a
monument, and advised to put it in my
pocket," and so on until all have given in
their reports, and _ enjoyed a hearty laugh
at the queer kind of advice.
THE MUSICAL SNAIL.
A common garden snail may be made
to perform musical sounds by making it
crawl along a pane of glass placed on rests
like a sounding-board ; the sounds emitted
will be sometinor like those of a harmonium.
THE FEATHER.
The players sit in a circle, each taking
hold of the edge of a sheet with both
hands and holding it up to the chin. A
feather is placed on the sheet, and the
players are to keep it in motion by blowing
it, while one of the company is outside the
circle, trying to catch it by reaching out
his hands. The quickness with which the
position and direction of the feather can
be changed by blowing sharply, will make
the efforts of the catcher futile for some
fi3
time. When he catches the feather, the
person in front of whom it is caught must
exchange places with him.
ALPHABET GAMES.
Provided with a good boxful of letters',
either on wood or cardboard, a clean table,
a bright fire, and three or four pleasant
companions, a very pleasant hour may be
spent. It is almost needless to give, direc-
tions-how to -proceed with the letters, for
they can be used in a variety of ways, ac-
cording to inclination. Sometimes a word
is formed by one person, the. letters of
which he passes on to his neighbor, asking
him to find out what the word is. A still
more interesting method is for the whole
party to fix upon one long word, and all
try in a certain time how many different
words can be made of it. Or another wa}',
even better still, is to shuffle the letters
well together, and then to give to each
person a certain number. All must then
make a sentence out of the letters, whether
with or without sense, as best they can.
The transposition of words, too, is very
amusing, and can be done either with the
loose letters or' with pencil and paper.
The names of poets, authors, or great
men famous in history may be given, the
letters of which may be so completely
altered as to form words or sentences
totally different from the original.
For instance : —
We lads get on.
Rich able man.
Side Rail.
Pale Noon.
W. E. Gladstone.
Chamberlain.
Disraeli.
Napoleon.
iimimifflii7'iimir;-ym mif7i i Trirair:1i^iih:^ii^::^ i ih:^i il 7^i i ^^ i h:^ i .^^i i ta i i^,^
5 P O RT5 OF ALL 5 o KTS
Y-^<^-'^-'<^-'<^-^^-^'^^<^''i^'<^-^nJ=^?N
^^^^f^^^^b^^'^^^^ -n:^!^^
BOSTON.
The company are seated and numbered.
One standing in the center calls out two
numbers who must change places, and the
•caller must try to obtain one of the seats.
At the call of " Boston " all changre.
Similar to this is " Penny Post," when
the company take the name of cities and
the postman in the center says, "The post
is going between and ."
If there is a large circle four numbers
jfiiay be called at one time.
64
flower, I, and bush must not be used, or a
forfeit is demanded. When the word sun
is mentioned all must get up and turn
around, and at watering pot all must change
seats, the one standing at the time trying
to secure one.
COMES, IT COMES.
One says, " Comes, it comes." The
others, " What do you come by ? " "I
come by " — naming the first letter of some
object in the room.