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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 2

[Part - 1]   [Part - 2]   [Part - 3]

( Originally Published Early 1900's )


All the players sit in a circle, the leader begins by saying, "My father had a rooster!" The player to his left says: "A what?" The leader answers: "A rooster!" Each player repeats this in turn to his lefthand neighbor who asks the question, until it is the leader's turn again.

He then repeats the first part and asks the player next to him, "Could he crow?" The player answers, "Crow he could." This is repeated by each player with the previous questions. The next time the leader says "Hov, could he crow?" The player on the left answers "Cock-a-doodle-doo!" This goes around the circle again and when the last one has taken part, all together say "Cock-a-doodledoo," as a finish.

No one is supposed to laugh during the whole game, whoever does, may either pay a forfeit or is out of the game. It is best to have a person who knows the game sit next to the leader, so they can start the game correctly. The complete statements are these, "My father had a rooster!" "A what?"

"A rooster!" "Could he crow?" "Crow he could!" "How could he crow?" "Cock-a-doodle-doo!"


All sit in a circle for this game. The first one begins by whispering some question to hiz left hand neighbor, such as "Do you like apples?" The second player must remember the question asked him, and he answers No. i by saying, "Yes, the nice, red, juicy kind." This answer belongs to No. 1 and he must remember it. No. 2 asks No. 3 a question, being careful to remember his answer, as it belongs to him. Suppose he asks, "Are you fond of books?" and the answer is "Yes, I read every one that comes out." Thus No. a has a question and answer that belong to him.

Every one in turn asks a question and gives an answer, remembering the question he was asked and the answer his neighbor gave him, which belong to him. When all have had a turn, No. i begins by saying aloud: "I was asked: `Do you like cats?' and the answer was `Yes, the nice, red juicy kind';" No. a says: "I was asked, `Do you like apples? and the answer was, `Yes, I read every one that comes out,"' and so on.


An assistant is necessary for this game. One gives a little talk about sign-language and says that he can read any sign made with a stick on the floor, and will leave the room while the others decide upon some word for him to guess.

Beforehand, it has been agreed upon between the leader and his assistant that one tap of the stick on the floor will represent "a"; two taps, "e"; three taps, "i"; four taps, "o"; five taps, "u." Thus all the vowels are indicated by taps, and the consonants, by having the first word of the sentence which the leader gives begin with the chosen letter. The letters of the chosen word must be given in order.

The leader, who remains inside, knows the chosen word, and when the assistant is called in, he makes many signs with the stick, tapping in the proper places.

Suppose the word chosen is "Games." When the assistant is called in, the leader begins by making many scrolls, etc., on the floor, then says: "Great fun, isn't it?" (initial letter "g"), then one tap, "a"; "Many don't know what I'm writing." (initial letter "m") ; a taps, "e"; "Sometimes it is hard to read." (initial letter "s"). Then a few more marks, so as not to end too abruptly, and the assistant says "Games," to the astonishment of the company.

This is continued until some have guessed, or until the trick has been explained.


Provide the players with pencil and paper. Each one writes a number on his slip. The papers are collected, mixed up, and each player draws one. Each in turn must name something or someone suggested by that number. The one who is unable to name anything must pay a forfeit.

Suppose No. 1 has 4, he will say: "My number is 4; the Declaration of Independence was signed on the Fourth of July." No. 2, "My number is 13; there are thirteen stripes in our flag." No. 3, "My number is 60; there are 60 minutes in an hour."


One is sent from the room and the others decide upon some object which is to be guessed when the player enters.

The player outside has an accomplice in with the others who asks the question when he returns. It was arranged between them that the object chosen should be named after some four-legged thing. .

Suppose a book is chosen by the players. When summoned in, the accomplice asks: "Is it any one in this room?" "No." Is it a handkerchief?" "No." "Is it a picture?" "No." "Is it a dog?" "No:" "Is it this book?"


Another arrangement is to have the correct object mentioned after something which is black, such as shoes, ink, etc.


Provide each player with a card and a toothpick, also a piece of gum, or paraffine if preferred.

The hostess announces that when she says "Ready," the gum is to be chewed until she tells them to stop, and then each one is to take the gum, place it upon the card, and with the aid of the toothpick, model either an animal or a flower, keeping his selection a secret, as each one can choose what he wishes to model. The hostess keeps an eye on the time and when time is up, (any length she chooses) all the cards are collected and placed on a table for exhibition.

There is a curious mixture of cows, cats, dogs, sunflowers, pansies, violets, etc. Vote is taken upon the best model and a prize is awarded the victor.


A simple catch game is as follows. It is best if two of the company know how to play it. One of the two is the leader and the other helps her out.

The leader hands a closed pair of scissors to her accomplice, who takes it and says: "I received these scissors uncrossed and I give them crossed." (Opening the scissors as she speaks.) She passes them to the player on her right who should say: "I receive these scissors crossed and I give them crossed:" (If they are left open; if closed, they are uncrossed.) Those who do not know the game receive the scissors and pass them and say what they think they ought. It may be just what the player before said, but the condition of the scissors may not be the same, and, therefore, it is not right.

Thus each one has a turn, and the game continues until some bright player notices that the scissors are called crossed when they are open and uncrossed when they are closed, and that the player who knows the game crossed her feet if the scissors were crossed, and if not, her feet were uncrossed, or resting on the floor as usual.

Thus the object of the game is to change the words and the position of the feet in accordance with the position of the scissors.


To while away the time before dinner, or while sitting in the twilight, this is a simple amusement for those who love poetry.

One begins by giving a line or verse of poetry. The next one continues, but his verse must commence with the last letter of the previous verse, and so on, each one capping the other's verse.

Suppose No. 1 quotes:

"Full many a flower is born to blush unseen And waste its sweetness on the desert air."

No. 2 continues quoting: "Romeol wherefore art thou Romeo?"

No. 3: "O speak again, bright angel:

No. 4: "Like summer tempest came her tears, `Sweet, my child, I live for thee."'

and so on until the guests tire of it.


The leader, who knows the game, asks each one in turn: "Do you know how to play rabbit?" When all have answered, he says: "Do just what I do, and I will show you how."

1st. All stand in a row.

2d. All kneel down on one knee.

3d. All place the first finger of the right hand on the floor.

When all the players are in this position, just as they are losing their balance, the leader, who is at the head of the line, pushes against the player next to him, thus knocking over the whole row. As they fall amid laughter, he calmly announces that that is the way to play rabbit.


Turn down the lights. All the players sit in a circle. The leader has a button which she gives to some player, as in "Button, button, who has the button?" The one who guesses who has the button takes the leader's place while the leader becomes a ghost and remains outside the circle. She can talk to the players in the circle, but no one except the one in the middle can answer her. Anyone who does, becomes a ghost with the leader.

Every effort is made on the part of the ghosts to induce the players to answer. The button keeps going around the inside circle, the one depositing the button becoming a ghost when a correct answer is given and the other one taking his place.

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