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Games For Everyone:
Adult Games - Part 1
Adult Games - Part 2
Adult Games - Part 3
( Originally Published Early 1900's )
EASTER EGG RACE
Color an even number of eggs, half the number one color, the other half, another. Place all the eggs of one color on the floor in a line at intervals of one foot. At the end of the line put a basket. Form a similar line, a little distance from the other, of the remaining eggs. For convenience, we will say one line is of green eggs, the other of pink.
Choose two players as leaders, who select their sides. One side chooses the green row, and the other, the pink. Two, one player from each side, play at a time.
When all is ready the two leaders stand by their respective rows, each is given a large spoon, and when told to "go," each one spoons up the eggs, one at a time, and carries them to the basket at the end of the line. The one who succeeds in spooning up all his eggs first wins for his side.
Thus each player in turn works for his side until all have had a chance and the side whose players were the most successful is the winning side.
After an egg hunt, several eggs may be gathered together and a string or ribbon run through each and hung in different lengths from a chandelier. Candy eggs and little baskets of eggs may be suspended, too. Place a tablecloth or sheet underneath to prevent the carpet from being spoiled by the downfall.
Each child in turn is blindfolded and given a cane with which to strike the suspended eggs. Whatever is knocked down is his. If he fails to knock something down the first time, he may have another turn.
Give each child a tablespoon and a hardboiled egg. The children form in line and one is the leader. Each one holds the spoon with the egg in its bowl at arm's length and hops on one foot, following wherever the leader leads them.
The leader may take them up stairs, over stools, and any place hard to reach on one foot. To drop the egg or rest on both feet prevents one from continuing in the game. She must stay out until the next time round.
Mark on the table, or on the floor, if preferred, with chalk, four parallel lines, eight or ten feet long, and four or five inches apart. Thus there are three narrow spaces. At the end of each space make a circle, numbering the middle one 10, and the other two, 5. The middle space is marked 3, and the other two, 1.
The object of the game is to have each child roll five eggs, one at a time, down the middle space to the circles at the ends. If the egg goes into the middle circle, it counts 10, but if it stops in the middle space, it counts only 3, and so on, counting the number of the place where it stops.
Tally is kept for each child, the one scoring the most points wins the game.
On a sheet draw a rough sketch of a goodsized rabbit, the regular Easter bunny, standing on its hind legs, and holding its paws as if it were carrying an egg.
Stretch the sheet on the wall and tack it firmly in place. Cut eggs out of different colored cloth to represent Easter eggs. The eggs should be as large as the space between the rabbit's paws. In each egg stick a pin.
Blindfold the children in turn and give each an egg, which is to be pinned on the sheet, and right in "Bunny's" arms, if possible.
As the children take their turn, no matter how straight on the way they were started, "Bunny" will be surrounded with eggs, until some child pins the egg in his arms. This child deserves a prize.
Aside from the enjoyment of firecrackers, etc., there are a few games to amuse the children on this day. If a party has been planned for the Fourth, the rooms should be appropriaately decorated for the occasion.
As soon as all the children arrive choose two leaders, who in turn select sides. A line is marked on the floor and the sides stand on each side of this boundary line. A few feet from the line on each side is placed an American flag. Any flag can be made to stand up by placing the end of the stick securely in the hole of an empty spool. Each leader guards his own flag.
The children endeavor to secure their opponents' flag. If a leader tags anyone who crosses the boundary and comes too near the flag, that child is out of the game. However, if one does succeed in capturing the other's flag, and carries it over the boundary into his side, that side is victorious.
FLAGS OF ALL NATIONS
Flags of all nations are collected and displayed around the room. Each one is numbered. The guests are given pencil and paper with numbers down the left hand side. Opposite each number the guest writes the names of the country which the flag bearing the corresponding number stands for. Allow a certain length of time for guessing, then collect the papers, read the correct list, and correct the papers. Prizes may be awarded, but the satisfaction of having guessed the most seems to be enough reward.
Other games for the Fourth are as follows: Each child is given a piece of white paper or cardboard 6% by 3Y2 inches in size. All sit around a table on which are red and blue paper and a pile of stars by each one's place. Scissors and a bottle of mucilage are handy. The children are given a certain length of time in which to make their flags, putting the blue field and stars and stripes correctly on their pieces of cardboard. The one who completes his flag first deserves a prize.
Suspend a bell in a doorway low enough for the children to reach. The children stand about ten feet away and each in turn throws a beanbag, endeavoring to make the "liberty bell," as it is called, ring. Those who succeed in making it ring receive little bells as a reward.
The contents of several boxes of torpedoes may be emptied and hidden around the room. The children hunt for them, and have a jolly time shooting them off after the hunt is over.
A Hallowe'en party is probably the only gathering where the stiffness and formality entirely disappear. Every one is in for a good time, and should be dressed in old clothes ready to try all sorts of experiments.
Decorate the room appropriately with pumpkin jack-o'-lanterns, greens, weird lights, and strings of peppers, if possible. Mirrors should be in profusion. Effective lights may be made from cucumbers by scraping out the inside and cutting holes in the rind for eyes and nose, and placing a candle in each.
Persons dressed as ghosts may receive the guests and usher them into the room where the fun is to be. As soon as a person enters, the hostess, who is not a ghost, blindfolds the victim, and those already in the room take turns shaking hands with him. He has to guess who each person is. It is marvellous how many mistakes will be made, even if the guests are the best of friends.
There are several ways of telling ghastly stories on Hallowe'en. Have a large ball of different colored yarn handy and before the midnight hour, turn out the lights, and ask all the players to sit in a circle. The hostess, holding the ball of yarn, begins by telling some weird story, unwinding the yarn as she proceeds, until she comes to a different color, and then she tosses the ball to someone in the circle, and that one must proceed with the story until she comes to a different color. It is then tossed to another, and so on, until the ball is unwound and the story ended.
Another way, more ghastly still, is to give each guest a saucer in which is a handful of salt and some alcohol. Each one in turn lights the contents of the saucer and tells some ghost story, continuing until all the alcohol is burned, and no longer. The stories may be lively or sad.
For obtaining partners, fill a pumpkin rind with nuts, which have been opened, had the meat taken out, some token of the fate placed inside, and glued together again with a ribbon attached to each. Those drawing nuts having the same colored ribbon are partners. The one whose nut has a ring in, is to be married next; if a coin, he is to be the most wealthy; if a thimble, a spinster all her life. The other nuts may have slips of paper with prophecies written on them.
A bag filled with nuts may be tied up tightly and hung in a doorway. One of the players is blindfolded and given a stick with which he is to hit the bag as hard as he can, thus breaking it, and scattering the nuts on the floor. The one who succeeds in gathering the greatest number of nuts will be the luckiest during the year.
Fill two large pans with sawdust. Bury in one pan pieces of paper bearing a rhyme about one's future, these can be about the ladies for the men to draw, and in the other pan verses for the ladies to draw. The papers are folded up tightly. The ladies and gentlemen take turns putting in their thumbs. As soon as a verse is found it is read aloud.
Example for the men to draw:
"Medium height, eyes of blue,
Charming girl is awaiting you."
For the ladies:
"Tall and slight, with red hair,
Fond of walking and fresh air."
SOME MORE FATES
In addition to the regulation "bobbing for apples," "floating needles," and throwing the apple peel over the head, there are many other amusements of prophecy.
In a doorway a portiere of apples may be hung. Apples are strung on strings of various lengths. The tallest guests endeavor to bite those swinging on the longest strings stooping in the attempt, while the shorter ones reach for those above. The one who succeeds in eating the whole of his apple just by biting it, will never want for anything.
A horseshoe is hung in a doorway. Each guest is given three small apples. Each in turn tries to throw the apples, one at a time, through the horseshoe. If he succeeds in sending all three through, he will always be lucky during the coming year.
From the ceiling suspend a large pumpkin, on whose rind all the letters of the alphabet have been burned or painted. Twirl this quickly and each guest in turn tries to stab some letter with a hatpin. The letter which is pierced is the initial letter of one's fate.
Another,-swing a wedding ring over a goblet and repeat the alphabet slowly, the letter said as the ring touches the glass is the initial of the future wife or husband, as the case may be.
This same ring may be suspended from the ceiling, at a convenient distance from the floor. Whoever succeeds in running a pencil through it while walking towards it, without stopping, is the next to be married.
Place three bowls on a table, one containing clear water, another soapy or muddy water, and the third one empty.
Blindfold the players one at a time, and lead them to the bowls, (whose positions are changed each time) to put their fingers in one of them.
If a player touches the clear water, he will be happily married; if the soapy water, he will marry a widow; and if he puts his finger in the empty bowl, he will never marry.
For knowing the occupation of the future one, there are several ways. Articles suggestive oŁ different trades may be buried in flour, and the players in turn take a spoonful out of the dish and see what they can find. If not successful the first time, they may have a second trial.
Another way is to melt lead and then drop in into cold water, and the form it takes will suggest the trade of the future husband. Sometimes the forms are intricate, but if they suggest any trade, that is the real one. If it flattens out and looks like a book, an author will be the fate; if in tiny pieces, like particles of dirt, a farmer will be suggested, and so on.