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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 )



PERSONAL CONUNDRUMS

The guests are requested to think up some conundrums about some person in the present company.

Each one in turn gives his conundrum and the player to his left must answer it if he can; if he fails, any one present may help him out.

The conundrums may be written if preferred, mixed up in a hat or basket and each player takes one to answer.

Some of them may prove very funny. For the best conundrum and best answer given, a prize may be awarded.

Examples

Why is Mr._____ like the flatiron building?

Because he is so very tall.

Why is Miss____ like sugar?

Because she is easily melted, that is, overcome.

HUNTING THE WHISTLE

The players who know how to play this game stay in one room, while the others go into the hall, or another room. Those knowing the trick sit down in chairs which have been arranged in two rows, with an aisle between.

The leader calls one in from the other room and explains to him that there is a whistle in the room, and as he hears it blown he must find it. He can make a long speech about the whistle so as to interest the player, because someone is then pinning the whistle, (which is on the end of a string) to the player's coat. Both the leader and player stand at one end of the room, between the two rows of chairs. When the leader says "go," the player starts on his hunt. The rest of the players pretend they have the whistle, and blow it whenever it chances to pass their way. Thus the player is kept going from side to side until finally someone happens to pull the string and he feels it and discovers the whistle on his own coat. He then takes his place with the rest in the row and another one is called in and goes through the same hunt. Thus it continues until all the players know the game.

THE FIVE SENSES

All the players sit in a circle. No. 1 begins by naming something he has seen, being careful what his last word is, as it must furnish him with a rhyme for the rest of the game. Each player in turn tells what he has seen, then No. 1 repeats his first statement and adds what he heard, the next time, what he tasted; then what he smelt; and lastly, what he felt. For example, No. 1 says, "I saw a ring of solid gold." No. 2 says, "I saw a boy fall off the car."

The second time round No. 1 says,

"I saw a ring of solid gold.

I heard a story twice told." No. 2 says,

"I saw a boy fall off the car.

I heard the war news from afar."

and so on, after going around five times, No. 1's complete rhyme would be,

"I saw a ring of solid gold. I heard a story twice told.

I tasted cheese that was too old.

I smelt hay that soon would mould. I felt for something I couldn't hold."

Do not have the verses written as there is more fun in trying to remember one's rhyme.

WIGGLES

Provide each guest with pencil and paper. Papers four inches square will be large enough. Each player draws a line about an inch and a half long with one or more quirks in it, in the upper left hand corner of the paper.

The papers are then passed to the player to the right who must draw some picture out of the "wiggle" in the corner. The paper may be turned in any position. Allow five minutes for the drawings.

At the end of this time, each one writes his name on the paper and hands it to the hostess. A committee is appointed to decide upon the best "wiggle-picture" and a prize is awarded to the artist.

TELEGRAM

Provide the players with pencil and paper. Each one then writes on his piece of paper ten letters of the alphabet in any order, using no letter twice. The papers are then passed to the right and each one is requested to write a telegram, using the ten letters for the beginning of the ten words, just in the order given. The papers are then passed again and the telegrams are read aloud. Some will be very amusing.

Examples

A. E. F. J. K. L. N. O. P. T. Am ever frightfully jealous. Keep lookout now on Pa's tricks.

C. B. D. W. G. H. S. I. M. Y. Come back. Down with Grandma. How shall I meet you?

SPELLING MATCH

Choose leaders and divide the company into sides. The sides stand opposite each other as in the old-fashioned spelling match.

The leader, who may be the hostess, has a spelling book from which she selects the words which the players must spell backwards. Words of one or two syllables may be chosen, and if, when spelt backwards, they spell other words, so much the better.

The players take turns, one on one side, and one on the other, and so on, until all have spelled. If any fail to spell the word backwards, or do not pronounce it afterward, if it can be pronounced, they must drop out. The side which stands up the longest is the winning side.

Some words are:

Star Now Pan Dew

Mat Eve Bard Tub

Stop Eel Tops Ton

Ten On Den Nun

POOR PUSSY

All the players sit in a circle, one being chosen out. This one kneels before each player in turn and says, in pitiful tones: "Meow !" Each player, when addressed by "pussy," must say, without smiling: "Poor Pussy."

"Pussy" addresses each player three times, trying her best to make the players laugh. If the one she is kneeling before does laugh, they exchange places, but if not, "pussy" moves on to the next one.

GUESSES

Each player receives a slip of paper and pencil. The leader begins by saying: "Guess how high the door is." "Guess how thick that book is." "Guess how tall Mr. Blank is:" "How far does this chair stand from the floor."

He allows a few seconds after each question for the players to write their answers. After twenty or more guesses have been asked, the papers are passed to the right hand neighbor for correction.

The leader then measures each article, person, or thing, with a tape measure, and the guesses on the lists are checked off. The person who has a correct list deserves something for a reward.

NUT RACE

Choose two captains from the company, who select sides until all the guests are on one side or the other.

Place a pile of mixed nuts on the floor and an empty bowl about three feet from it, at one end of the room and at the other end another pile and bowl.

The captains and their sides stand by their respective pile of nuts. When the signal is given each captain takes as many nuts on the back of his left hand from the pile as he can gather without the aid of his right hand and carries them to the empty bowl at the opposite side of the room. The players follow the captain in turn continuing until the pile is gone and the bowl is full.

The side which succeeds in filling its bowl first is victorious.

TORN FLOWERS

Prepare a table full of different colored tistue paper, bottles of mucilage and white cards, one for each guest.

The players sit around the table, the hostess gives each a card and announces that each one is to make a flower out of the tissue paper, but as there are no scissors each one must tear his paper and every one knows how hard it is to tear tissue paper. Each one keeps the name of his flower a secret. As they are made they are pasted on the cards. Each card is numbered and when all are done "tearing," the cards are collected and placed on a table for exhibition.

The player guessing the greatest number of flowers correctly receives a prize. The game may be varied, as either animals or vegetables could be torn.

SPEARING PEANUTS

Fill a cup with peanuts, two of which are blackened with ink on one end.

The guests play one at a time. No. 1 sits down by a table, empties the cup of peanuts in a pile on it and is given a hatpin with which she spears the peanuts one at a time without disturbing the pile, and places them back in the cup. A few minutes is allowed each player; when the time is up, the peanuts in the cup are counted, the blackened ones count ten apiece and the plain ones, one.

Tally is kept for each player and a suitable prize is given to the one who succeeded in securing the largest score.



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