Class _ikVHIi Book .h^ ■ — (T': THE FEATHER. HOME GAMES FOR THE PEOPLE: A COLLECTION OF FAMILY AMUSEMENTS FOR THE FIRE- SIDE, PARLOUR, OR PIC-NIC PARTIES; CONSISTING OF Games of Action ; Gaines simply taxing the Attention ; Catch Games, depending on the assistance of an Accomplice ; Games requiring the Exercise of Fancy, Memory, Intelligence, and Imagination. ^w t|e H^e d tie mh '¥mn%. NEW YORK: PHILIP J. COZANS, ^ NO. 107 NASSAU STREET, f) /f /^ Entered according to Act of Congress in the year 1855, BY PHILIP J. COZANS, In the Clerk's Office of the District Court of the United States, for the Southern District of New York. VrNOENT Ii. Dii-L, Stereotyper. 128 Fultou Street, New Tn^-li. C ONTENTS. I. €5sme3 of Jetton. •) TAGE HOT COCKLES .9 THE BUNDLES .10 THE FEATHER 11 jack's alive 12 THE AVOLF AND THE LAMBS 13 THE GAME OF THE KEY .15 SNAP DRAGON 16 rUSS, PUSS IN THE CORNER . . . . . . . . " THE SHEPHERD AND THE "WOLF . . . . . . .17 THE HUNTSMAN .18 THE CAT AND THE MOUSE 20 CONVERSATION CARDS . . . . . . . . . " BLIND man's BUFF — ITS VARIOUS MODIFICATIONS AND DERIVATIONS . 22 BLIND MAN IN THE CHAIR " SHADOW BUFF 24 THE BLIND MAN's WAND . . . , . . .25 HUNT THE SLIPPER 26 CONTENTS. li €Samcs mrnpl^ ^ufim tSe ^tteiittoii. PAGE THE BIRCCATCHER ... 29 THE SPORTSMAN AND THE GAME 35 THE PAINTER AND THE COLOURS 40 MAGIC MUSIC 43 what's the PRICE OF BARLEY? 45 BIRDS FLY 47 THE ELEMENTS " THE RULE OF CONTRARY 48 THE TRADES . . . .49 MY lady's toilet; or, SPINNING THE TRENCHER . . . .50 THE BOX OF SECRETS 52 THE alphabet; or, I LOVE MY LOVE WITH AN A . . . .53 COME OUT OF THAT 65 PINCH "WITHOUT LAUGHING ....,..." THE COMICAL CONCERT 56 FLY AWAY, pigeon! . . . 68 JUDGE AND JURY , 69 III. ©fames ot J^cmor^. THE ECHO 61 THE ANTS AND THE GRASSHOPPER 66 THE SCHOOLMISTRESS; OR, MY LITTLE FINGER 70 MY grandmother's GARDEN 73 CONTENTS. PAGE THE HORNED AMBASSADOR . 74 CROSS PURPOSES TG THE BOOK OF FATE TV THE BUTTERFLY Y9 IV. ®atc|) frames, THE WITCH 83 THE WIZARD . 84 THE WHISTLE 85 THE KING AND HIS SLAVE 86 THE COOK WHO DOESN't LIKE PEAS . . . . . .88 THE CLAIRVOYANT BEHIND THE SCREEN 89 THE SCISSORS 91 THE MOLE IN THE FARMER's FIELD 92 I'VE BEEN TO MARKET " HOT COCKLES FOR TWO 93 V. 6fames requirinfl tfiz 3Sj:extisz ot JFancg, antr XntcIUijcnte. THE STOOL OF FJEPENTANCE . . . . . . . .95 ACTING RHYMES .98 THE SECRETARY .99 DEFINITIONS 102 PROVERBS • 104 HOW, WHEN, AND WHERE , 10*7 YES AND NO 109 ACTING PROVERB , . 113 CONTENTS- PAGF HIDDEN WORD 115 COMPLIMENTS HY THE BOQUET . , . . . 119 THE BOQUET INTERPEETED 120 TRANSFORMATIONS 122 THE SONG ON A GIVEN SUBJECT 123 PROVERBS 124 THE WILL ,, THE BOQUET " GOOD ADVICE 125 COMPARISONS " THE EMBLEM " THE DOORCHEEK 126 THE PRIVATE OPINION " THE SECRET 127 THE TELEGRAPHIC MESSAGE . « THE CONFIDENTIAL ANSVfTEK " THE DECLARATION OF LOVE 128 THE PERFECT "WOMAN . . - - . . . - " THE ACROSTIC * . . . . 129 THE THREE WORDS 130 THE FIRST LETTERS 131 THE TORN LETTER . . . . , 132 BOUTS RIMES 133 THE COMPLIMENT , . , . . 135 THE EXCLUDED VOWEL ....,..,." CHARADES 186 CONTENTS. rii jForfelts, $(c. PAGE BLOWING OUT THE CANDLE 139 THE CHAM OF TAETAKY " THE PARROT 140 DUMMEr " THE STATUE ...........'* KISSING THE CANDLESTICK 141 THE DISAPPOINTMENT ........." THE SPIRIT OF CONTRADICTION " THE BEGGAR " THE PLLORIM . . 142 SULKS " LANGUISHING 143 SO MANY YARDS OF KISSES . . . . . . . . " THE CLOCK 144 THE ARBOUR OF LOVE , " KISSING UNDER THE CANDLESTICK , 145 TO KISS YOUR OWN SHADOW " TO KISS THE ONE YOU LOVE BEST WITHOUT ITS BEING NOTICED , . " THE CHANCE KISS ...'......" THE KNIGHT OF THE RUEFUL COUNTENANCE 146 ARIADNe's LEOPARD ; OR, THE HOBBY HORSE " THE SOFA ..,,....,.. 14'7 THE EXILE . , . . " TO BE AT THE iLERCY OF THE COMPANY " JOURl^Y TQ ROitE . *f CONTENTS. PAGB the' cushion 148 the statue of love " the country table 149 thread the needle 150 the genteel lady 151 the bird-seller . . . . . . , . . .153 the french roll 154 chairing the leg 156 prostrate and perpendicular 156 the stooping stretch " the tantalus trick ......--.<* another tantalus trick 157 knuckle down ... •......" dot and carry two " the triltviph , . " to take a chair from under you without falling . . .158 thumb spring " the flying book , . . " LEAP BEFORE YOU LOOK 159 THE LONG REACH " THE CRADLE OF LOVE 160 GAMES OF ACTION. HOT COCKLES. Fortunately the principles of tliis game of our ances- tors are more easily explained than its title, whose origin is lost in the midst of antiquity. A player kneels down before a lady, concealing his face in her lap, as for the crying of forfeits. He then places one hand, with the palm uppermost, on his back. The rest of the company advance in turns, each adminis- tering to the open hand a slap. The task of the kneeler is to discover (without looking up) who it is has given the slap. Should he succeed, the detected player takes his place ; if not, he continues to occupy it himself, till such time as he shall make a more fortunate guess. The impatience of the victim, who, having received several slaps without divining the operator, hears ironi- cal suggestions offered to him, such as, " the loan of a 10 HOME GAMES pair of spectacles," " a bedroom candle, as he really ought not to go to sleep there!^ a promise to " hit harder next time, that he may recognise the hand," &c., is very delightful indeed — to the spectators. THE BUNDLES. This is the only variety of the class of games known as " Touch," or " Tag," worthy of distinction. The players, who must be of an even number, are form- ed into a double ring, their faces to the centre — a lady being placed in front of each gentleman — each pair form- ing what is termed a bundle. The bundles being arrang- ed, two of the players are chosen — one to run after and touch the other. The pursued has the right of crossing the ring in any direction (for which purpose the bundles must be sufficiently far apart from each other to afford an easy passage), and when tired and not wishing to be touched (and consequently become pursue?- in his turn), may rest himself by standing in front of one of the bu7i- dles. The bundle is then composed of three persons — which is not allowable. The outside one of the three must therefore run away to avoid being touched. If touched, he takes the place of his pursuer, who is chased FOR THE PEOPLE. 11 in his turn ; or if lie likes it better, places himself in front of one of the bundles, thereby compelling another player to run away, — as the first. The fugitive, can however, resign his post at any moment, by placing himself in front of the hundle. The more frequently this is done, the greater the perplexity of the pursuer ; — and in conse- quence, the animation of the game. As an in-door amusement, this game is out of the ques- tion, from the space required for its exercise. THE FEATHER. One of the players takes a bed-feather, a bit of cotton- down, or any light substance coming under the compre- hensive denomination of " fluff," which he tosses up in the centre of the assembled circle (who should be seated as closely together as convenience will admit of). He then blows upon it to keep it floating in the air. The in- dividual to whom it comes nearest does the same in order to prevent its falling on his knees, or indeed any part of his person — an accident which would subject him to the payment of a forfeit. One of the chief advantages of this simple but highly amusing game is, that steady serious people may be in- 72 HOME GAMES duced to engage in it. The gravity of their faces, blow- ing and puffing away at the contemptible feather, as if all their hopes were centred in evading its responsibility. is truly edifying. Sometimes it happens (it being im- possible to blow and laugh at the same time) that the " fluff," drops into the player's mouth at the very mo- ment when he is concentrating all his energies in the effort to get rid of it. This is the signal for shouts of laughter, and for a forfeit demanded in just expiation of the player's greediness. We recollect seeing an eminent college dignitary in such a predicament — a spectacle not without its instructive tendencies. JACK'S ALIYE. The players pass from one to another a lighted match or twist of paper, of which the flame has been blown out, saying (as they present it), ^^ Jack^s alive /^^ The player in whose hands the last spark dies out pays a forfeit ; for which reason, when "Jack" appears in a tolerably lively condition you do not hurry yourself to give it up. When, on the contrary, the sparks seem in- clined to die out you lose no time in handing it to your FOR THE PEOPLE. 13 neiglibour, who is bound to receive it directly you have pronounced the requisite words. This very simple game affords considerable amusement without in the least degree taxing the intellectual resour- ces of the players. THE WOLF AND THE LAMBS. In this game, all the ladies of a company may participate, but only one gentleman at a time — who should be a man of dauntless courage and great powers of endurance. This latter personage is called the Wolf, The princi- pal lady takes the part of the Shepherdess. The others stand behind her in a single file, and constitute the Flock. The aim of the Wolf is to catch the innocent lamb who may happen to be at the extremity of the flock. He, however, manifests his hostile intentions by the following terrible announcement ! "I am the Wolf! the Wolf! Come to eat you all up.'' The Shepherdess replies, "I am the Shepherdess, and will protect my lambs." The Wolf retorts, " I'll have the little white one with the golden hoofs." This dialogue concluded, the Wolf attempts to make 14 HOME GAMES an irruption in the line of tlie flock. But the Shepherd- ess extending her arms, bars his passage. If lie succeedi' in breaking through, the lamb placed at the end aban- dons her post before he can catch her, and places herself in front of the Shepherdess, where she incurs no risk ; and so on with the others in succession, till the Shepherd- ess finds herself the last of the row. The game then finishes. The unlucky wolf pays as many forfeits as he has allowed lambs to escape him. If, on the contrary, he has contrived to seize one of them, he does not eat her, but has the privilege of kiss- ing her,^ and compels her to pay a forfeit. This game, in company with cricket, skittles, steeple- chasing and others, is more adapted to the open air than the precincts of an expensively furnished draAving-room. * We believe that in what a popular writer has called " the present strict state of society and mammas," great objections exist to the intro- duction of " kissing " in games. To silence them all— and keep up that tremendously exalted tone for which our work intends to be celebrated — we hereby announce that ail games requiring the introduction of the ob- jectionable ceremony, are intended by us to be played exclusively in fam- ily parties, consisting of brothers, sisters, maiden aunts, grandmothers, and uncles. Cousins maj^ be admitted under certain restrictions — but the privilege can extend no farther. We hope none of our readers will think of breaking through this regulation. If they do, all we can say is, we can't help it. We have done our best. FOR THE PEOPLK Ifi THE GAME OF THE KEY. This game may be played by any number of persons, who should all, except one, seat themselves on chairs placed in a circle, and he should stand in the centre of the ring. Each sitter must next take hold, with his left hand, of the right wrist of the person sitting on his left, being careful not to obstruct the grasp by holding the hands. When all have, in this manner, joined hands, they should begin moving them from left to right, making a circular motion, and touching each other's hands, as if for the purpose of taking something from them. The player in the centre then presents a key to one of the sitters, and turns his back, so as to allow it to be privately passed to another, who hands it to a third ; and thus the key is quickly handed round the ring from one player to the other ; which task is easily accomplished, on account of the continued motion of the hands of all the players. Mea]e.- while, the player in the centre, after the key has reached the third or fourth player, should watch its progress narrowly, and endeavour to seize it in its passage. If he succeed, the person in whose hand it is found, after pay- ing a forfeit, must take his place in the centre, and give and hunt the key in his turn ; should the seeker fail in discovering the key in his first attempt, he must continue 16 HOME GAMES his search until he succeeds. When a player has paid three forfeits, he is out. SNAP DRAGON Is another Chrismas pastime. A dish of raisins being- prepared, some heated brandy or spirits of wine is pour- ed over the fruit, and then set on fire, the other lights in the room being extinguished. The young folks then stand round the dish to pluck out the lighted raisins, and eat them as hastily as they can, but rarely without warming their hands and mouths. The blue flames of the burning- spirit, and the singular and spectral appearance which they give to the faces of the busy crowd, are a source of considerable merriment. PUSS, PUSS IN THE CORNER. This is a very simple game, but a very lively and amus- ing one. In each corner of the room, or by four trees which form nearly a square, a little girl is stationed : another one stands in the centre, who is called Puss. At FOR THE PEOPLE. 17 the words, " Puss, puss in the corner ! " they all start and run to change corners ; and at the srme time the one in the middle runs to take j^ossession of tlie corner before the others can reach it. If she succeed in getting to the corner first, the one who is left out is obliged to become the puss. If A and B undertake to exchange corners, and A gets into B's corner, but puss gets- into A's, then B must stand in the centre. In order to avoid confusion and knocking each other down, it is well to agree in what direction you will run, before the racing begins. If a little girl remains puss after three or four times going round the room, they sometimes agree that she shall pay a forfeit. THE SHEPHERD AND THE WOLF. The company stand in a file, holding by each other's dresses, and are called lambs ; one little girl at the head is called the shepherdess ; one stands outside, and is call- ed the wolf. As the latter walks round, the shepherdess calls out, " Who is round my house this dark night ? " The one on the outside answers, "A wolf! a wolf!'' The shepherdess says, " Let my lambs alone." The wolf an- swers, " There is one little one I will take," at the same 18 H02,IE GAMES time trying to take away the little girl at the bottom of the file. The shepherdess springs forward to stop her : the lambs all follow the motion of the shepherdess ; the wolf tries to profit by the general confusion — she pretends to jmnp to the left, and then suddenly darts to the right. If any one gets caught, she must pay a forfeit. Some- times one gets caught, and slips away ; in that case she must run and place herself before the shepherdess for safety. When this happens, she must take upon herself the troublesome employment of the shepherdess ; the wolf, likewise, loses her place, and pays a forfeit. The last lamb in the file takes the place of the wolf. THE HUNTSMAN. This game is one of the liveliest winter's evening pas- times that can be imagined : it may be played by any number of persons above four. One of the players is styled the " huntsman," and the others must be called after the different parts of the dress or accoutrements of a sportsman ; thus, one is the coat, another the hat, whilst the shot, shot-belt, powder, powder-flask, dog, and gun, and every other appurtenance belonging to a huntsmaii, has its representative. As many chairs as there are play- FOR THE PEOPLE. ]9 ers, excluding the " huntsman," should next be ranged in two rows, back to back, and all the players must then seat themselves; and, being thus prepared, the "huntsman" walks round the sitters, and calls out the assumed name of one of them : for instance, " Gun 1" when that player immediately gets up, and takes hold of the coat-skirts of the "huntsman," who continues his walk, and calls out all the others, one by one ; each must take hold of the skirts of the player before him, and when they are all summon- ed, the huntsman sets off running round the chairs as fast as he can, the other players holding on and running after him. When he has run round two or three times, he shouts out " Bang !" and immediately sits down on one of the chairs, leaving his followers to scramble to the other seats as they best can. Of course, one must be left stand- ing, there being one chair less than the number of play- ers, and the player so left must pay a forfeit. Tli^e game is continued until all have paid three forfeits, when they are cried, and the punishments or penances declared. The huntsman is not changed throughout the game, unless he gets tired of his post. 20 HOME GAMES THE CAT AND THE MOUSE. All the company stand hand in hand, in a circle ; one is placed inside, called the mouse ; another outside, called the cat. They begin by turning round rapidly, raising their arms ; the cat springs in at one side, and the mouse jumps out at the other ; they then suddenly lower their arms, so that the cat cannot escape. The cat goes round mi-au-ing, trying to get out : and as the circle are oblig- ed to keep dancing round all the time, she will find a weak place to break through, if she is a sharp-sighted cat. As soon as she gets out, she chases the mouse, who tries to save herself by getting within the circle again. Eor this purpose, they raise their arms ; if she gets in without being followed by the cat, the cat must pay a for- feit, and try again ; but if the mouse is caught, she must pay a forfeit. They then name who shall succeed them ; they fall into the circle, and the game goes on. CONYERSATION CARDS. CoNVEESATiON Cards, are well known, and may be had at any stationer's. These specimens, however, are gene- FOR THE PEOPLE, 21 rally characterized by the scarcely differing (in sense any more than sound) objectionable qualities of sameness and tameness. Moreover, we do not consider the amusement worth the preparation of a premeditated purchase. Such things should be got up on the spur of the moment, and hy ourselves, or not at all. The following are the principles on which Conversa- tion Cards are composed : — On a given number of blank cards you write the same number of questions. An equal number of answers are prepared, so contrived that each answer will apply to any one of the questions, in whatever order they may be asked. The questions are given to a gentleman ; the answers to a lady, or vice versa. Both shufiSe their cards, and the holder of the questions reads them out in succes- sion as they come to his hand, — the other reading an an- swer to each in like manner. This produces replies often of a sufficiently piquante nature. Examples. Question. Are you of an affectionate disposition ? Answer. Before dinner. Q. Can you weep at a tale of suffering A. With new boots on. Q. Do you understand the language of flowers ? A. Three times a week, if my mother has no objection. 22 HOME GAMES Question. Can you keep a secret ? Ajs^swer. You'd laugli if I told you. Q. Do you love the being who adores you ? A. Get out. Q. Can your temper be trusted ? A. Under the rose. Q. Do you sympathize with the Hungarian refugees? A. On the top of the monument. Q. Do you think you could love me to distraction ? A. Don't if you please. Q. Do you often change your mind ? A. Don't you wish you may get it. Q. May I hope? A. Nonsense. &c. &c. BLIND MAN'S BUFF— ITS VARIOUS MODIFI- CATIONS AND DERIYATIONS. The original (and perhaps the most amusing) form of Blind Man's Buff, is too well known to need description. Variety, however, is charming. The following are a few varieties, all more or less so in their way. BLIND MAN IN THE CHAIR. .^The players are seated on chairs sufficiently near to FOR THE PEOPLE. 2S each other, forming a circle. The person fixed upon by vote or otherwise, to officiate as a blind man, is depriyed of sight in the usual manner : — if a gentleman, the hand- kerchief is applied to his eyes by a lady, and vice versa. The blind man having answered satisfactorily all questions respecting the number of fingers held up, or gone through any other ordeal that may be considered necessary, to prove that he can see nothing, is turned loose in the centre of the circle. The players then change places rapidly so as to put his memory at fault, as to where each is seated. He then approaches the players, and without touching with his hand, (that being strictly prohibited), seats himself gent- ly on the extremity of the knees of the first person he meets with ; and, without feeling the garments, or using any means but his own powers of guessing, assisted by the laughs around him, the rustling of stuffs, &c., must discover and pronounce the na.me of the person on whose knees he has seated himself. If he guesses correctly, the discovered player takes his place, receives the handkerchief, and proceeds in the same manner. If not the players clap their hands to apprize him of his mistake, which having recognised, he proceeds to the knees of another. It is customary for the players, in order to throw as many difficulties as possible in the way of the blind man, 24 HOME GAMES to resort to little stratagems ; some cover their knees with the skirts of their neighbours' dresses ; others put sofa cushions, &c., on their laps. Ladies in silk, put woollen shawls, &c., over their dresses. In short, every body tries to conceal his identity as much as possible. In case of a laudable tendency, to "pity the Poor Blind'' from the overwhelming difficulties of his position, or a wish to give all the players a turn, it is allowable under certain circumstances, to give him a hint as to the name he ought to pronounce, and so put an end to his darkened career. SHADOW BUFF. This version is an illustration of the proverb, " None are so blind as those who will not see." Here the eyes of the practitioner are not bandaged. It is, however, the object of his comrades to make them of as little use to him as if they were. A sheet or white table-cloth is hung upon a screen, after the manner of preparations for a magic lantern. The blind man (as we may call him for the sake of dis- tinction) is seated on a stool, low enough to prevent his shadow being thrown on the sheet before him. At some distance behind him a lighted candle is placed, all the other lights in the room being extinguisiied. These preparations being concluded, all the members FOR THE PEOPLE. 25 of the company form themselves into a sort of procession, and pass one after the other between the blind man (who is not allowed to turn his head round as much as an inch) and the table whereon the candle is placed. This produces the effect intended. The light of the candle, intercepted by the forms passing before it, throws on to the sheet a profile shadow of each. As these shadows pass before him in succession, the blind man is obliged to declare aloud the name of the person to whom he imagines the shadow to belong ; the mistakes he falls into causing considerable amusement among the players. It is scarcely necessary to say, that each, in passing before the light, takes all possible pains to disguise his appearance, his height and his walk, so as to ]3revent re- cognition. It is not customary to exact forfeits at this game ; they might, however, be enforced from the players whose por- traits may be recognised. By this means a new interest may be added to the game THE BLIND MAN'S WAND. The blind man's wand may be easily played in a draw- ing-room. The blind man (in this instance really blinded, as for the primitive form of the game) is j^laced in the middle 26 HOME GAMES of the room, a light cane or other similar implement hav- ing been given to him. The players form a circle and dance round him, holding each other's hands, enlivening the proceeding by the chorus of any popular melody that may be approved of. The chorus finished, all stand still. The blind man holds out his wand at hazard, the person to whom it is pointed being obliged to take liold of it by the end presented to him. The blind man then utters three cries, which the holder of the wand is obliged to imitate in the same tone of voice. If the latter does not know how to disguise his voice, he is detected, and takes the place of the blind man. If not, the game is resumed with a new round, and so on ad libitum. HUNT THE SLIPPER. This well-known game, or rather " romp,'' is usually played in a circle seated on the ground, in which case, it is more adapted to the lawn or park, than the drawing- room. It may, however, be played in-doors, the company being seated on chairs. It is advisable that there should be an uneven number of players. Tlie one fixed on to commence the game remains standing. The rest form a FOR THE PEOPLE. 27 circle (a lady and a gentleman being placed alternately) in the centre of whicli all their toes meet. The legs how- ever, should not be stretched out quite straight, but bent a little at the knee so as to form a sort of circular gallery for the passage of the slipper. When all have taken their seats, the player standing up throws the slipper into the centre of the circle. A hand seizes it and passes it round under the gallery. It is the hunter^ s duty to keep his eyes about him, to watch where it goes to, for it often travels a long way before he can catch a trace of it. From time to time, when he is observed to be com- pletely off the scent, one of the players draws the slipper from its hiding place, and raps the heel of it three times against the floor ; then while the hunter is running to catch it, passes it quickly round again to his neighbour s, who, whenever they see a fitting opportunity, repeat the some ceremony. Frequently there is no time to pass it round the circle ; in which case, the holder throws it into the centre, — ^when it is caught by the most alert, and put in circulation as before. If the hunter, tired of ducking and leaping around the circle, renounces so fatiguing a chase of his own free will, he pays a forfeit, and receives from each player a rap from the heel of the slipper on the head, or (if considered invulnerable in that quarter, from the known thickness of the material) on the knuckles. If on tlie contrary, he 28 HOME GAMES succeeds in catching tlie slipper, he takes the place of the player who has suffered him to do so, and who in turn has to give chase, — of course after having paid a forfeit. This game being, as we have already said, nothing more or less than a downright romp, it should only be played in family parties, or among the most intimate friends where tlie bounds of gentleness and propriety are sure not to be exceaded. 11. GAMES SLMPLY TAXING THE ATTENTION. THE BIRDCATCHEK. This game is strongly recommended to families, where the gentleman next door is not an invalid, and the baby sleeps at the top of the liouse. A Birdcatcher is appointed. He forms the centre of an admiring circle, composed of the entire strength of the company, seated on chairs. Each of the players (ex- clusive of the Birdcatcher) takes the name of a bird — as Goose, Tom-tit, Eagle, Parrot, Wren, Duck, Canary,