FUN FOR THE HOUSEHOLD.
LITTLE FOLKS.
A LITTLE CHILD’S PARTY.
Invite both boys and girls for a short frolic. Between three and five o’clock in the afternoon would be excellent hours.
Provide for their entertainment, flowers, birds, worsted and rubber balls, dolls, tea-services, horses, whips, and music. If you have a music-box it will prove very serviceable. The children will be much interested; some of the shorter ones will stand on tiptoe, the better to discover the way the wheels go around.
Two or more grown people should be present; those who understand little children, and have a knack in amusing them.
The toys will greatly aid in getting the children acquainted. Play ball with the boys, throwing it lightly back and forth. Set out the tea-services. Show off the dollies. Put a small boy on a hobby horse, and start the horse on a trot, and after he has his ride, give another boy his turn. After a while play polkas and waltzes, and then
Change the amusement. Show them flowers, canary birds, butterflies, anything you may have to attract, always remembering the toys and going back to them again and again.
Low chairs and hassocks will make it easier for the little people than to have to climb into the great chairs and sofas used by older folks.
Refreshments should be exceedingly simple, and a souvenir, such as a cornucopia or handful of motto-papers, gayly tinted and full of candy, will be much appreciated.
THE FARMER’S SONG.
A Motion Game.
Let all the players form a ring, with a boy in the centre for farmer. After the song is sung through, the farmer must choose two players to clasp their hands and raise them, thus forming an arch. The ring having broken, now forms a long line, and one by one each individual passes under the arch, singing as they go,
and with the last word of the verse the arch falls, and thus some one is caught, and he or she is now farmer. A ring is then again formed, and the game proceeds as before.
This being a motion game, the words of the song must be acted. Every child has seen farmers sow, reap and bind, and while singing those words they must copy the farmer (the boy in the ring) as nearly as possible, also remember to clap the hands, turn around, etc., at the proper time, indeed lose no opportunity to act the words as well as to sing them. Tune, “Oats, peas, beans, and barley grows.”
THE PIE-MAN’S SONG.
A Motion Game.
The verses may be sung to the tune, “Pop Goes the Weasel.” The solo is sung by the baker, to the tune, “Coming Through the Rye.”
All the children should sing and imitate the pieman, who illustrates each action that is mentioned.
FLY SOUTH.
Very small children would delight in playing Fly South.
All the players should sit around a table, and each having put their right hand on it, the leader should exclaim, “Fly South, Sparrow.” The second that this is said everybody must lift their hand, and then at once put it down as before. Again the leader speaks, perhaps to say, “Fly South, Pigeon,” and instantly the players must act as at the first command.
But if on the contrary something is named that cannot fly, such as, “Fly South, Bear,” or “Fly South, Cat,” the players must keep their hands on the table. All removing them at the wrong time should pay a forfeit.
The leader should speak rapidly, in order to catch all he can.
THREE BLIND MICE.
Ask three small boys to be blindfolded. When this is done, and they each state that they cannot see, even the least little bit, a big sister or mother should say, “You are three blind mice and I am the farmer’s wife, and I am going to run, and as soon as I count three you must run after me. Whoever catches me first shall have a big apple; whoever catches me second shall have two big apples; and when I am caught by the third I shall present that blind mouse with three big apples.”
Having made the above explanation, the farmer’s wife deliberately counts one, two, three, and on the instant three is spoken, the blind mice run.
As soon as the running starts, all others sing,
This may be sung over and over until the blind mice succeed. Having run a few moments, the farmer’s wife should allow herself to be caught, as this game being particularly suited to little children, they would not have the skill in catching known to older people.
If it is not convenient to give apples as reward, substitute something else. Almost any trifling gift would do.
While running is in continuance, be careful the children do not trip.
THE HOLIDAY CALENDAR.
“I have a holiday calendar,” a little boy should say to a little girl.
“Where is it?”
“Here.” And directly he holds up his hand with fingers spread towards her.
“See my five fingers. They stand for our five holidays.” Then touching his thumb he should continue,
“This is for Mayday, so sweet,” and then touching the finger next, “Jolly Fourth, with its noise,” afterwards indicating the middle finger, “Thanksgiving and pumpkin pies,” and touching the next finger, “Christmas, for girls and boys,” and holding up his little finger concludes, “Happy New Year to all.”
THE SEA AND HER CHILDREN.
The players, with the exception of one sent from the room, must be seated in a circle. The person having left will represent the Sea. All others must now decide on an assumed name, which is also the name of a fish; for example, trout, red snapper, pickerel. This done, the Sea returns and walks slowly around the outside of the ring, calling her children, one after another, by the different names they have selected, until all have risen and followed her. Then the Sea must run with a varied motion, sometimes rapid, sometimes slow, exclaiming, “The Sea is troubled! the Sea is troubled!” Suddenly she seats herself, and her example is followed by her children. The unfortunate individual who is unable to secure a chair becomes the Sea, and the game is continued as before.
CINDERELLA’S SLIPPER.
Every child has heard the pretty story of Cinderella and her glass slipper. Now learn who will have bright enough eyes to find it.
The fairy godmother cannot really let you have Cinderella’s slipper, but she allows any of the children to hunt for a slipper that is made of fur, or trimmed with fur. This slipper should have Cinderella’s card pinned to it, and whoever finds the slipper should be given the card as a souvenir.
Cinderella’s slipper should be well hidden, but not where little people could not reach. While the hunt is in progress, whoever has hidden the slipper should call “Warm, Warmer, Cold, Colder,” as the children get nearer or further away.
THE MAN IN THE MOON.
Have a circle two feet in diameter cut out of plain white paper. At the time the game is to be played some one should pin this on the back of the Lord of Misrule. He must then whistle and caper all about the room, thus attracting attention, and seat himself at the piano, and sing at the top of his lungs,
As soon as he sings the word play, every girl and boy rushes forward and catching each other by the hand, they dance and skip about to the tune played by the Lord of Misrule, while all sing,
The second the words whoop and call are uttered the most throat-splitting whoops and calls should be given; such as cat calls, wild beast groans, crying, barking, bird notes, etc. The circle disbands during the laughter and confusion, but the game may be played over and over as long as the Man of the Moon shall will.
HOW MANY?
This is really a game of guess. Shake a small bag full of beans before the children, and ask each to guess how many beans are inside.
It will be amusing to watch the eagerness which all will show, and how far apart the guesses will be.
Whoever comes nearest to the correct number should be presented with the bag of beans. And this gift will immediately afford healthful and jolly entertainment, because the bean-bag should be tossed and caught by one and another until the rosy-cheeked and out-of-breath children call a halt.
ALPHABETICAL PLAY.
Cut out a square of cardboard, six inches wide by six inches long. Put an eyelet in each of the two upper corners and run tape or ribbon through. Cut it of sufficient length to go over a child’s head. The children should wear the cardboard as if it was a breastplate.
You should have twenty-six children, and you will therefore require twenty-six pieces of cardboard. In the centre of each piece, paint a letter of the alphabet. Should you have fewer children, paint two or more letters on each cardboard, for you must use the entire alphabet.
The children should first march up and down in alphabetical order, keeping time to music. They may then join hands in couples and skip or waltz or whatever pleasing movements may be suggested.
After these exercises call for words, being careful which words you will require if you have doubled or trebled the letters. As each word is called, the child wearing the first letter steps forward, then the one wearing the second letter comes and stands by her side, and so on, until the word is spelled.
Very short and simple words should be called if the children are not sufficiently advanced to allow for longer or more difficult ones. Dog, Cat, Bird, will furnish just as much amusement as Prodigy, Yclept, Bask.
Intersperse the word exercises with marches and other movements, such as “Right-about-face,” to be done by a chord, or “wheel to the left,” to be done by another. Form squares and circles. Join hands, thus making a ring. Into this ring the letter A goes, the others skip around her, until she makes a motion like something commencing with A; for example, Apple, which she pretends to eat. One or more of the company guesses what word she represents, and then B enters the ring, and so on as long as the game amuses.
BLINDFOLDED PLATTER TWIRLING.
This game is similar to the old-time favorite.
All players should sit in a circle, and each number themselves in rotation.
Two of the party should be blindfolded. They are then each given a platter, and they enter the ring.
The others call, one, two, three. As soon as three is called, those inside the ring twirl the platters, and at the same moment they each shout a number which corresponds to two of the players in the circle. Should either of the bearers of the numbers catch his platter before it falls, the original twirler must try over again and continue to twirl and call until the platter is not caught.
But should the platter have fallen before the child bearing the number called has caught it, he must not only change places with the one who has twirled the platter, but also pay a forfeit.
Much amusement is derived, not only from catching the platter, but in watching the ridiculous movements of those who are blindfolded.
THE WILD BEAST EXHIBIT.
By the side of a pier-glass stand a lamp, and before both put a screen.
The one in charge stands in front, and having stated that he is ready to exhibit his wild beasts to any one present who will not tell what he has seen, asks who would like to come to the exhibition, all desiring to, please rise. He then takes them in turn, always exacting the promise of secrecy, and asks the name of the animal each would like to see.
On learning the name, the showman describes the animal as funnily as possible, making all manner of sport, and engaging every one’s attention to the individual who is to go to the show. As for example, if the person be a boy, and says he would like to see a lion, when the boy laughs, the showman will say, “And the lion roars just like you.” After this he is admitted, and sees himself in the looking-glass.
NEW TAG.
The tallest player should begin the game.
This person turning to the first right hand player should say “Yes”; to the second, “No”; and so on all around, saying yes or no, as the case may be, to yourself last. Whoever is the last person to whom “No” is said, however, is out of the game, and the one who commenced the game, again goes around the ring. If she has said “Yes” to herself last, then the one to her right hand is now told “No,” and thus “Yes,” “No,” is said all around again and again and so on, until there are but two players. Whichever one is Yes, must then be “It.”
All the players now stand at a given distance from “It,” and a tree or object being selected as a place of safety, they are ready to begin.
“It” calls to the others, “One foot off,” then each player raises one of their feet. “Two feet on,” at which order everybody’s feet are immediately upon the sidewalk. “Two feet off,” may then be called, at which order all rush at their utmost speed, and “It” after them. Should anybody be caught before reaching the tree of safety, that person must change places with “It,” and the game continues as before.
The orders, “One foot off,” “Two feet on,” etc., should be called very rapidly, so that everybody is mixed up and will not suspect when two feet off will be called. Sometimes the orders are repeated over and over, and again, “Two feet off” may be said the first time.
THE GREENGROCER.
Any boy may start the game, by saying, “I am a greengrocer and I sell O.” All of the children must now guess what the grocer would have for sale that would commence with the letter O.
He means he has onions for sale. Whoever is the first to guess, whether it is a girl or a boy, now becomes the greengrocer and uses the same words as before, only substituting another letter. Perhaps the greengrocer has cucumbers or carrots for sale; in that case he would sell C.
This game is capable of a variety of changes, for example, “I am a milliner, and I am going to put F on your hat.” All the girls must now guess what a milliner could put on a hat that would commence with F, and some one is not long in deciding that the milliner means “Flowers.”
The next milliner may say, “I am a milliner and I am going to put D flowers on your hat.”
And all must think what varieties of flowers commence with the letter D, and in a second some one calls out, “Daisies.”
This being correct, the one who has guessed becomes milliner.
In like manner a boy may say, “I am a New York jeweler, and I sell G,” and all the players must think what a jeweler could offer for sale that would commence with the letter G.
Soon a voice asks, “Is it Gold?” But that is not correct, this jeweler is selling Garnets.
Or the game may be confined to a country. Example: “I am a Japanese merchant and I sell S.”
The players must think what the merchant has for sale that comes from Japan, and that commences with the letter S.
Thus with care this game may be played by a small child with as much success as by an adult.
RUBIES AND EMERALDS.
Two players decide as to which one will represent rubies and which emeralds, without telling the others.
They then join hands to form an arch. All the rest take hold of each other’s jackets or frocks, and while going through the arch they sing,
The second that the last word is sung, those who have formed the arch drop their arms around the neck of the child just passing under. Then they inquire in a whisper which he would rather have, Rubies or Emeralds. When he decides, he must whisper the answer, and he will then be told to go back of the player that represents that stone.
When all have been caught, those back of the stone that has had the most admirers now hide, while the others seek for them. Should the rubies have precedence, the emeralds are the ones to hunt, or if the emeralds, the rubies are the ones to hunt. Whichever stone is in the minority must seek for the others. Whoever finds the most rubies or emeralds, as the case may be, is counted the richest, as this player possesses the most treasure.
The players who have formed the arch keep watch that all is done fairly.
WHAT THE DANDELIONS SAID
Is the old game familiar to all from babyhood—that of blowing the soft down of the ripened dandelion to learn, “How old am I?” Blow once, one year old; blow twice, two years, and so on, until all the downy stuff has gone. The number of times the blows have been given before the down has altogether disappeared indicates the age.
Or, “What time is it?”
This is indicated in the same way. Blow once, and if all the down is gone, it is one o’clock, twice, two o’clock, and so on.
DAISY CATCH.
All the boys and girls should stand in a group, with the exception of one girl, and to her is given a bunch of daisies. She is known as “Daisy Girl.” A tree is selected as a place of safety and the other girls count ten, allowing ten seconds for the count. During the counting, Daisy Girl runs wherever she pleases, but the moment ten is spoken, the boys and girls may race after her. The idea is to tag her while the flowers are in her hand. If she is tagged the girl must then throw the daisies as if they were a ball to the boy or girl tagging her. If they are caught the game proceeds as before, by reversing the players, but if the flowers are not caught, Daisy Girl may try again. She may also demand another chance, if, when fearing she would be tagged, she throws the daisies away, and catches them again before any of the other players. When the game is repeated it commences regularly from the beginning, the players taking the same position as at the start.
DIBBS.
This is the English name for Jack-Stones.
Where a number of children are playing together, test who can pick up the greater number without dropping any, within ten minutes.
The oldest child should keep count, and also watch the time, in order that no mistakes occur. The counter should have each of the players’ names written on a slate or piece of paper, with sufficient room for his scores. When a Dibb or Jack-Stone has been dropped, this party must commence afresh. He, however, may yet win; for his opponents may drop many more Dibbs than he. The only score to count is after the last Dibb has been dropped. A player might have reached a score of thirty or more, but having failed to catch his Dibb, it drops and he must now count one, two, and so on without regard to former count.
When the ten minutes have expired, the counter should call “Game,” and the players must stop on the second.
TOUCH.
This game is for little children, though it may be played by children of all ages. It is at its best as an out-of-door recreation.
Chalk off a part of a lawn or use a small grass plot. On this put a number of paper-covered packages. Then blindfold one of the children, and, in the sight of all the others, touch a package. When this is done the blindfold may be removed, and the child told he may have all the packages for his own, until he takes the one touched, then he must stop. Sometimes the player is unfortunate enough to pick up the touched package first, if so, he must surrender this also, unless the players vote he may try again. No one may try more than twice.
On the contrary an occasional child may pick up every package before the one touched, when that happens the touched package is also added as a reward.
This game interests all, and when the touched package is picked up, the children scream with laughter. The contents of the packages may be a little candy, inexpensive toys, an apple, pear or other fruits, also nuts. Each present is temptingly wrapped, and as this game is played over and over no one gift should cost beyond a penny or two. It makes great fun to undo the packages, and generous children always divide with the unfortunate.
SNAPPING-ROPES.
This is a Scotch game, usually played by girls, but there is no reason why boys should not play also.
Two skipping-ropes are required. Two players turn the pair of ropes, holding the ends of both ropes in one hand precisely the same as if they were turning a single rope, and the third player stands between and jumps. Whoever is jumper cannot be lazy, as that party has to jump twice as rapidly as if jumping in a single rope.