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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 3

[Part - 1]   [Part - 2]   [Part - 3]

( Originally Published Early 1900's )



WHAT AM I?

One of the players is sent out of the room. The rest decide upon the name of some animal which he is to guess.

When he returns the players question him in turn, imitating the habits of the animal chosen and asking questions as if he were that animal.

For instance, the animal chosen is tiger. The questions may be, "Do you scratch?" "Are your claws sharp?" "Do you howl at night?" etc. The player thinking they have named him a cat answers, "Yes," and says, "Am I a cat?" When answered in the negative, the players still question him until he finally guesses tiger. The player whose question be, trayed the name of the chosen animal then takes his place and the game continues as before.

NEEDLE THREADING

Procure several large jars. Stand these on their sides. Only men can contest for this, as ladies are supposed to be expert needlethreaders.

Four or five men contest at a time. Each sits on a jar with his feet crossed in front. The leader hands each a needle and thread. Allow five minutes for the contest.

The jars, being on their sides, will roll around, and as the contestants have their feet crossed, it is a difficult task to remain still long enough to thread the needle. Those who succeed deserve some sort of prize.

CONFUSIONS

The players are provided with pencil and paper. Each player selects the name of some animal, fish, or bird, and mixes the letters so as to spell other words. For instance, if one chooses elephant, the words might be "pent heal"; if monkey, "o my ken," while mackerel may be "mere lack."

Allow five minutes for making the "confusion," no letter can be used twice, and words must be formed. Then the hostess rings the bell and each player in turn reads his "confusion" to the rest who guess what his chosen word is. Each puzzle is carefully timed. The one whose puzzle takes longest to guess is the winner, therefore, each person must mix the letters as much as possible.

Sides may be chosen if preferred, the players taking turn alternately, the side which has taken the least time to guess the puzzles is the victorious side.

VERBAL AUTHORS

The players sit in a circle. One is chosen as judge and he keeps tally. Each player in turn, rises, and names some well-known book. The first one to call out the name of the author scores a point. The game continues until the interest ceases or the store of literary knowledge is exhausted. The player having the most points is the winner.

This game may be played in another way. Instead of calling out the author as the book is named, provide each guest with pencil and paper and announce that as a book is named, each player must write down the author and the name of some character in that book. Examples:

"The Taming of the Shrew"Wm. Shakespeare-Petruchio.

"Nicholas Nickleby"Chas. Dickens-Mr. Squeers.

"Ivanhoe"

Sir Walter Scott-Rebecca.

PIN DOLL BABIES

Any number may play this game. If there are men and women it is more amusing. Divide the company into groups of five or six. Each group sits around a table upon which are pins, needles and thread, scissors, for each player but no thimbles, and strips of tissue paper, colored and white.

The hostess hands each guest a large wooden clothes-pin which is to be dressed as a doll, using the tissue paper for dresses and hats.

All begin to work at a given signal and the hostess allows a certain length of time for the dressmaking. There is much merriment, as it is nearly as awkward for the ladies to sew without a thimble as it is for the men to use a needle.

When the time is up, these doll-babies are arranged in line for inspection. Two judges are appointed to decide upon the best and the worst. Prizes are awarded.

BUILDING SENTENCES

The hostess begins by saying one word and announces that each word of the sentence must begin with the initial letter of the given word. The player to her right gives the second word, the next player, the third, and so on, until the sentence is complete only when it reaches the hostess.

Each player must be careful not to give a word which with the others completes the sentence, as the hostess is the only one who is supposed to finish it-but sometimes it seems as though all the words of that letter have been taken; if this is the case, the player who finished the sentence must pay a forfeit or drop out of the game.

Suppose there are nine players and number one says "An," number two "Angry," number three "Ape," number four "Ate," number five "Apples"; thus number five is out or pays a forfeit as the sentence is completed and there are still four more to play. Thus the sentence might have been "An angry ape ate attractive, audacious, ancient April apples."

This sentence is absurd, but the more ridiculous, the greater the fun.

For the second turn the player to the right of the hostess begins, using a word beginning with another letter and so on, until each player has started a sentence.

GEOGRAPHY

Select two leaders from the company. Each leader chooses players for his side. The sides stand opposite each other. One leader begins by giving the name of some river, mountain, lake, city or town, state or country, located in any part of the world, that begins with the letter A, the other leader answers back with another geographical name commencing with A. The two leaders continue with the letter A until they can think of no more names, then they commence with B, and so on, until every letter of the alphabet has been used.

The players on the opposite sides simply help their leader with the names, as soon as one thinks of a name it is passed up to the leader to help him. No place can be named twice. The side that stands up the longest wins.

Another way to play this game is as follows. Having chosen the sides as before, one leader begins by naming any place, lake, river, etc., commencing with any letter; the leader on the other side then follows with a name commencing with the last letter of the previous name; then the player next to the leader on the opposite side follows with a name commencing with the last letter of that name and so on, each player has a turn as it goes from side to side. Suppose the leader names Washington, the next New York, and so on. Thirty seconds is allowed to think of a name, if he fails in that, he must drop out. Any one may be challenged to locate the place which he has named. The side which has kept up the longest, is the champion.

WHAT WOULD YOU DO IF-?

Predicaments of the worst kind are thought of and written on pieces of paper. These are handed among the guests, who write out an answer, telling the best way out of the difficulty. Each question begins with "What would you do if-?"

When all have written their answers, the papers are collected in a basket, mixed up, and each one draws one out. The answers are then read aloud.

Examples: What would you do if you fell into a tar barrel? I would be too stuck up to do anything.

What would you do if you should meet a footpad? I would say, "Please, sir, go away."

WATCH TRICK

It will require two people who know this game to be in the secret. One of them leaves the room while his confederate remains inside with the others. He hides an article which the rest of the players have selected, in an adjoining room which is totally dark, placing a watch with a moderately loud tick, either on, or as near to the hidden object as he can. The rest of the players must not know anything about the watch, as they are kept guessing how the player who is out, succeeds in finding the hidden article in the dark room.

When everything is ready, the one outside is called in, led into the dark room, and hunts for the object. The rest must remain very quiet, as it breaks the "charm," so the leader says. Guided by the ticking of the watch, and knowing that it is there, he soon discovers the hidden object to the surprise of the others.

He and his confederate may take turns going out and after a while, if the company are very quiet, one of them might hear the watch ticking and the trick is disclosed.

FIND YOUR BETTER-HALF

Select a number of pictures of men and women from fashion papers, advertising books, etc. If possible, try to procure them in pairs, that is, a man and a woman contained in the same picture, or two having the same expression. Number the pictures in pairs, thus there will be two of No. 1, of No. 2, No. 3, etc. Give the young ladies the pictures of the men and the young men those of the ladies. Each one then hunts for his partner or "better-half," comparing the pictures and number.

The more mixed the pictures were when given out, the longer it will take to find partners.

WORDS

The players form a line as in a spelling match. Sides may be chosen if preferred. The first one begins by giving the first letter of a word, "A," for instance, thinking of the word "Animal." The next player, thinking of "animate," says "n." The next, thinking of "antidote," says "t," but this with the other letters spells "ant," so he must go to the foot of the line.

The object of the game is to keep from adding a letter which finishes the word. Often one will give a letter, when thinking of another word, which will complete a word. If he does not notice his mistake, the others call out "foot:'

LETTERS

Empty the contents of a box of "anagrams" on a table so all the letttrs are in a pile face downward. The players sit around the table.

The leader begins by turning up one of the letters and says, "Bird." The players all see the letter, and the first one who responds with the name of a bird commencing with that letter is given the card, and then it is his turn to turn up a card, calling out "Bird," "Animal," "Fish," or "Famous Man," or anything he wishes. Suppose the first letter was "E," and a player answered it with "Eagle"; the next letter was "G," and "Famous Man" was called out, someone would say "Grant."

The one who has answered the most, thus obtaining the greatest number of cards, is the winner.

SEEING AND REMEMBERING

Fill a table with all sorts of things, books, gloves, dolls, pins, scissors, food, some large, striking picture, another very small object. Keep the table covered until ready for use.

Then remove the cover and let all the guests march around it three times, touching nothing on it, simply looking. The cover is replaced and each one is given a pencil and paper on which he writes down as many things as he can remember were on the table.

The one who has the largest list of correct names receives a prize. The objects may be auctioned off afterwards.

LIVE TIT-TAT-TO

On a sheet mark a regular tit-tat-to diagram in black point. Stretch the sheet so it will be smooth on the floor. Divide the company into sides, a captain being appointed for each side. Call one side the crosses and the other side the zeros.

When a signal is given, the captain of one side takes his position in any one of the squares of the diagram. The captain of the other side follows, taking his position, then a player of the first side takes his position endeavoring to be in a row with the first move, so the next player on his side will form the third cross or zero, as the case may be, in the row, either straight or diagonally, and win the game for that side.

The winning side then changes to zeros if they were crosses or vice versa. Let each player have a turn, as there are only nine squares, and as the game may be won before they are all filled, some may not have a chance to play. It is best, when playing a new game, to let those who did not play before have first play.

BITS OF ADVICE

Each person is given a slip of paper and pencil. The leader then tells the players to write a bit of advice, original if possible, on the paper, fold it, and drop it into a basket as it passes by.

The papers are all mixed up and the basket is passed again, each player taking one, but not unfolding it until he is told to.

Before opening the papers each one must say whether the advice is good or bad, necessary or unnecessary, and whether he intends to follow it. When the paper is unfolded it may be the opposite of what he has said.

PICTURES

Provide the players with pencil and paper. All sit in a circle. The leader announces that pictures are to be drawn in this manner. First, draw a head (either animal or human), fold the paper, pass it to the right.

Second-Draw a neck, shoulders, and arms. Third-Complete the body (the former player having left two lines below the fold of the paper).

Fourth-The skirt, trousers or legs, as the case may be.

Fifth-The feet, and if you wish to add to the fun, the last one writes a name either of some one present or some noted person.

The papers are folded and passed after each drawing and the last time, they are all opened and passed around to be inspected and laughed over.



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