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Games For Everyone:
Adult Games - Part 1
Adult Games - Part 2
Adult Games - Part 3
( Originally Published Early 1900's )
PEANUT HUNT AND SCRAMBLE
Before the guests enter the room, hide peanuts in every conceivable place, behind pictures, under chairs, on the gas fixtures, among the ornaments, five or six in vases, etc.
Give each guest a paper bag as he enters the room into which he places all the peanuts he finds. Allow a certain length of time for the hunt, then collect all the bags and select a good tall person who stands on a chair and empties the contents of each bag on the floor as fast as he can and a lively scramble for them ensues, then the one who has the greatest number of whole peanuts collected deserves a prize; the others can eat their peanuts as a comfort.
A blackboard and different colored chalk will be necessary for this game.
Give each guest a slip of paper on which is written the name of some song.
The leader announces that each one in turn steps up to the blackboard and illustrates his song in the most vivid manner possible. Each player is numbered and after No. i finishes his drawing the others write their guesses on paper opposite his number and No. a erases the former drawing and illustrates his song. Thus each one takes his turn, allowing time for the others to write their guesses.
When all have had their turn the correct list is read by the leader, the players checking their own lists. Prizes may be given to the one having the b>?ost correct answers and to the person who illustrated his song the most artistically.
Suggestions for songs are "Sweet Bunch of Daisies," "The Four-Leaf Clover." "My Old Kentucky Home" may be illustrated by drawing a house in the outline of the state of Kentucky; "Home, Sweet Home," by a house and a jar of sweets near it; "America," by the outline of North America.
AN APPLE HUNT
The hostess should prepare beforehand cards four inches square and outline on each an apple by dots concealing the outline with other dots. In one corner of the card is stuck a needle containing enough green thread to outline the apple. These "apples" are then hidden by groups, five in a group, in different parts of the room.
A set of directions is prepared such as, No. i, "Look under the mat"; No. a, "Look under a certain rocking-chair," and so on. Five of these directions are sufficient, the last one telling where the apple is hidden. There are different sets of directions lettered A, B, C, etc., five in a set, all lettered alike; the group of five apples being at the end of each set of directions.
As each guest arrives he is given No. 1 of some set. Following that, he finds No. 2, and so on, until he finds the five apples, one of which he takes, finds the dotted apple, threads the needle and outlines it with the green cotton. The one who succeeds in finding his apple first and makes the neatest outline is the winner.
The more playing this game, the merrier it will be. Send one of the players from the room. The others decide upon a familiar proverb which he is to guess when he returns. Suppose the one chosen is "A rolling stone gathers no moss." Beginning with the leader and going to the left each player in turn takes one word, thus the leader has "a," the next "rolling," the next "stone" and so on, repeating it until every player has a word. If the company is large two or three might have the same word.
When the one who was out is summoned in, he counts 1, 2, 3; when he says 3, all the players shout their word. It will be very confusing and hard to hear any one word, but after the second or third trial, one word which was heard above the rest might suggest the whole proverb.
The player who is out is given five trials in which to guess; if he does not succeed, he must go out again, but if he has listened attentively to one or two, and has guessed correctly, the player whose shouting gave away the proverb is then sent out and the game continues as before.
Place two small bowls on a table at one end of the room, at the other end of the room on a table have two bags of peanuts and two knives.
The players may choose partners in any way desired. The partners play together. The leader gives a signal, watches the time and keeps tally. When the signal is given a player, with his partner, steps to the table containing the peanuts, each takes a knife and when the leader says "go," each places as many peanuts as he can on the blade of the knife and carries it with one hand to the other end of the room, where he deposits the peanuts and returns for more. As many trips can be made as the time will allow. Three minutes is good time.
When the time is up the leader says, "Stop," and the number of peanuts in each bowl is counted and accredited to the two players. Each pair takes turn in playing, time and tally being kept for each until all have played.
The list of contestants is read aloud, the partners who succeeded in carrying the greatest number of peanuts to their bowls receive a prize.
Provide each player with pencil and paper. The leader has a dictionary which she opens at any place and selects a word which the rest are to define.
The players write the word and their definition of it on the slips of paper. When the leader taps a bell all the slips must be collected and mixed up in a basket or hat.
Each player then draws out a slip and the definitions are read aloud in turn. The leader decides which one has written a definition most like the one in the dictionary. The author of the best one rises, receives the dictionary, gives out a word and the game proceeds as before.
Prepare cards with one letter of the alphabet on each, omitting V, X, Z. Of course if the company is large, several will have the same letter.
The cards are pinned on the guests, and it is announced that no one must answer any question presented to him except by a sentence commencing with the letter on his card, the answer being given before the questioner could count ten.
No two players can question a person at the same time, and no one can give the same answer twice.
If a player begins his reply with a wrong letter or does not answer in time, his letter is taken from him by his questioner, who adds it to his and he then has the privilege of answering with either of his letters. The player who is without a card is supplied with one again but after the third trial he is out of the game.
Select a number of small fruit baskets, all the same size, and have a box of checkers handy. Suppose you have five, on the bottom of one mark 20, on another 15, on two, 5; and on the other, o. Place the baskets in a row on the floor so their numbers cannot be seen.
Choose sides, giving the red checkers to the leader of one side and the black checkers to the other. One side lines up about io ft. away from the baskets, the leader giving each player a checker; if there are any left he keeps them and has the privilege of throwing them. Each one in turn throws his checker into any basket, trusting to luck that they fall into a basket with a number on it.
When all have played the leader turns up each basket to see its number and counts the number of checkers thrown into it. If there were two in basket No. zo, it would count 40; if 3 in one basket No. 5, it would be 15; if four in the other basket No. 5, zo; and if there were 3 in basket o, it would count nothing. Thus the score for that side is 75. The players on the other side line up and play as the others did. The order of the baskets must be chang.-d by someone not of that side, so no one knows which is which. Their score is added up.
The game continues until a certain number, 300 or 500, has been reached. The side scoring that number of points first is victorious.
WHO AM I?
As the guests arrive pin a card with a name of some noted author, statesman, or poet written on it, on their backs, so that every one can see it but themselves.
Of course, each person wants to know who he is, so the guests talk to each other as though they were the person whose name is on the other's back, but do not mention the name, and from the conversation, they have to guess who they are.
The players are provided with pasteboard cards 2 inches square, and scissors. At a signal, given by the hostess, they must cut their cards in four pieces, the cuts must intersect in some place, but the card can be cut in any other way.
When the cards are cut and the four pieces mixed, they are passed to the player at the right, who has to put the four pieces together correctly.
A certain time is given for each puzzle and each time it is passed to the right, until each player has his own puzzle again.
TIT FOR TAT
Plan to have an even number of guests invited, half ladies and half gentlemen.
Provide thick boards for each lady, also a hammer and paper of tacks, and for the men, plain hats (untrimmed) and material for trimming, also a paper of pins.
When all the guests arrive set them to work. The ladies have to hammer as many tacks in straight, in their boards as they can, during the allotted time, while the men trim their hats, choosing their material from that which is provided. When the time (which may be as long or as short as you wish) is up, the men put on their respective hats and pass before the ladies for inspection; the one having the best trimmed one receives a prize.
The men inspect the work of the ladies, and the one who has hammered the most tacks into her board "straight," receives a prize.
Hang a sheet or screen in a doorway between two rooms and cut six holes, the size and shape of eyes, each pair a distance apart, in it, some up high and some down low.
Choose groups of four to go behind the sheet, the rest of the guests staying in the other room.
Three of the chosen four look through the holes at a time. The short ones can stand on chairs and look through the high pair, while the tall ones can stoop down, thus confusing those who have to guess who the pairs of eyes belong to.
A short time is given for guessing each group, and then the next set go out.
The guesses are written on slips of paper and after all the eyes have been "examined," the correct list is read by one who stayed behind the sheet all the time.