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Games For Everyone:
Adult Games - Part 1
Adult Games - Part 2
Adult Games - Part 3
Childrens Games
Special Games

Games For Adults - Part 1

[Part - 1]   [Part - 2]   [Part - 3]

( Originally Published Early 1900's )



SPOON PICTURES

It will be necessary for two of the players to know how to play the game. One is sent out of the room, and the other remains inside to take a picture of one of the guests. This is done by holding up a spoon or some polished surface to a player's face.

When the picture is taken, the one outside is called in, given the spoon, told to look at it, and guess whose picture it is. In a short time she has guessed correctly, to the amazement of the guests. She leaves the room again, while another picture is taken, is called in, and guesses that, and so on.

If any guest thinks he can do it, he may have a trial, but he may fail. Finally it is discovered that the one who remained inside and took the pictures sits in exactly the same position as the person whose picture was taken. If his feet were crossed and his hands folded, the leader will take that position. If another person is in that position, the one who guesses waits until one makes a change, and thus the name may be guessed.

BOOTS, WITHOUT SHOES

All the players are sent out of the room. The leader remains inside and calls one player in. They both sit down together and the leader says: "Say just what I say. Say boots, without shoes." (With a short pause after boots.) The victim may repeat the whole sentence and the leader says, "No, I want you to say boots, without shoes," and thus it may go on until the leader has given the simple statement in all sorts of tones and expressions, and finally, the player realizes that when told to say "Boots, without shoes," she must simply say "Boots."

Each player in turn is called in and put through the ordeal, affording much amusement for those already in the room, until all have guessed it and laughed over it.

PROVERBS

Any number of persons may play this game. One is sent out of the room while the rest choose some proverb. Then he is called in and asks each player in turn a question. In the answer, no matter what the question is, one word of the proverb must be given.

Suppose the proverb "Make hay while the sun shines" is taken, then player No. 1 would have "Make"; No. 2, "hay"; No. 3, "while"; No. 4, "the"; No. 5, "sun"; No. 6, "shines"; No. 7, "make"; etc., giving each player a word, often repeating the proverb several times.

The answers to the questions must be given quickly, and no special word emphasized. Often the one guessing will have to go around several times before he can discover any word which will reveal the proverb. The one whose answer gave the clue must leave the room next, and it becomes his turn to guess.

ANIMAL, VEGETABLE, OR MINERAL

When the party is large, this game affords much amusement. One player is sent out of the room. While he is gone the players decide upon some object which he is to guess. He is then called in, and asks each one a question.

The answers to the questions must be either "Yes" or "No," and a forfeit must be paid if any other answer is given.

Suppose the object chosen is a piece of coal in the fireplace. The player will begin by finding out whether the object chosen is of the animal, vegetable, or mineral kingdom; thus the following questions may be asked: "Is it a mineral?" "Yes." "Is it hard?" "Yes." "Is it very valuable?" "No." "Is it bright and shiny?" "Yes." "Is it gold?" "No." "Silver?" "No." "Is it in this room?" "Yes." "Is it black?" "Yes:" "Is it a piece of coal?" Yes."

The correct object being guessed, another player is sent out and the game continues.

WHAT TIME IS IT?

It requires two players who understand this game, a leader and his accomplice. The accomplice leaves the room, while the leader and the rest remain inside. The leader asks the players what hour they will choose for the accomplice to guess. One will say: "Four o'clock." The assistant is called in and he questions the leader, saying: "Well, what time is it?" The leader answers thus: "Don't you know?"; next, "Doubtless, dancing time." The assistant immediately answers "Four o'clock," to the amazement of the company.

The key is that each hour, from 1 to 12 o'clock has been named according to the letters of the alphabet in rotation, from A to K. The leader, in answering, must be very careful to begin each answer with the letter indicating the chosen hour; thus in the above the assistant noticed that each answer began with "d," and "d" being the fourth letter, four o'clock was the time chosen. Only the exact hours must be chosen. As the different players think they understand the game, they may take the assistant's place, and many ludicrous mistakes will be the result until the game has been explained to all. IT

One of the players who does not know the game is sent out of the room. While he is gone, the others are supposed to be thinking of some person whom he is to guess when he comes in, but it is arranged that each one describes his right hand neighbor when asked any questions. It is more amusing if the circle is composed of boys and girls alternating.

The player is called in, having been told beforehand that he is to guess what person the company thought of and that that person is "It."

He begins by asking "Is it in this room?" "Yes." "Is it a boy?" "Yes." "Is his hair long or short?" "Very long," and so on, until the information he has obtained may be the following: "A boy, very long hair, pink waist, blue eyes, has a beard, very stout, about 6 feet tall, about 8 years old." The player, astonished at such information, may keep up guessing, until, by closely questioning each one, he guesses correctly. If he cannot guess, it is explained to him who "It" is.

HOW, WHEN, WHERE

One of the players leaves the room while the others select some word with two or three meanings, which is to be guessed. Suppose the word "trunk" is thought of. When the player is summoned in he asks each one in turn "How do you like it?" The answers may be "full of clothes," "when the outside is brown," (meaning a tree trunk), "shut up in a cage," (referring to an elephant's trunk).

The next time around the question is "When do you like it?" and the answers may be, "When I'm going away," "When I'm in the country," "When I visit the Zoo:"

The last question is "Where do you like it?" and the answers may be "In my room," "In the woods," "On the animal it belongs to." The questioner must try to guess the word from the various answers. If he succeeds, the person whose answer revealed the word must leave the room, but if he fails, he has to guess again.

BUZ

All the players sit in a circle and begin to count in turn, but whenever seven, or any multiple of seven comes, "Buz" is said in its place. If anyone forgets he may be put out and the game commenced over again, but it is more fun if the players go right on with the counting, as many will fall off when the count is up in the hundreds. The game may be continued as long as is desired.

Suppose the players have counted up to twenty, the next one would say "Buz," as twenty-one is a multiple of seven; the next, "twenty-two," the next "twenty-three," and so on.

The one having "twenty-seven" would say "Buz," as it contains seven. When seventy is reached, the numbers are said, "Buz one," "Buz two," etc.; "double Buz," for seventyseven, and so on.

"Siz" may be substituted for six and its multiples, and "Fiz" for five, just for variety.

JENKINS UP!

Divide the company into two sides. One division sits around the table on one side, the other on the opposite side. The members of division "A" put their hands under the table and a small coin, dime or quarter, is passed from one to the other.

When division "B" thinks they have had enough time, the players call out, "Jenkins up!" and the players of "A" hold up their closed hands, and when "Jenkins down!" is called, they must place their hands, palm down, on the table. The players of "B" must guess under which palm the coin is. Each player has one guess, those on the opposite side raising their hands when requested to do so.

If "B" guesses correctly, the coin is passed over to them and "A" must guess who has it, but if not, "A" keeps the coin, and "B" has another trial for guessing.

Tally may be kept, I being counted for every correct guess, and a certain number, as 50, may be the limit. The side gaining 50 points first is victorious.

STATE OUTLINES

This is a splendid game for the beginning of an evening as the guests mingle together and become acquainted while hunting for their partners.

The hostess prepares pieces of cardboard on which she has drawn the outline of a state without the name. The state capitals are written on separate pieces of paper. The cards and slips are handed out haphazard as the guests arrive.

The object of the game is to find the state to which the capital belongs or vice versa, as the case may be.

The one who succeeds in locating his capital first is the winner.

The hostess can arrange for the length of time.

PREFIXES

One of the players is sent out of the room. The others then decide upon some word which he is to guess when he returns. He is told what the prefix of the word is, and must guess, by asking questions, what the rest of the word is. The players answer his questions by their manner or actions.

Suppose the word chosen is "encouraged," the answers may be given in a cheerful way. The player who is guessing may think of any number of words with the prefix "en," but he must continue asking questions until the right word has been guessed.

The player who has revealed the word by his or her actions, takes the other's place and leaves the room while the rest are deciding upon some word for him to guess. The game continues as before.



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