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My Book of Indoor Games

Chapter 15: Buzz
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About This Book

The book compiles dozens of parlor and indoor amusements with clear, practical instructions and occasional illustrations, organized by type (card and board games, guessing and word games, physical relays, charades, magic tricks, puzzles, and shadow-play). An introductory note emphasizes play's role in health, sociability, and mental development, and each entry gives rules, variations, and forfeits or scoring where appropriate. Games accommodate different group sizes and ages, from simple children's circle games to adult parlour diversions, and many familiar traditional pastimes are retained alongside newer recreations, aiming to provide a ready reference for selecting and conducting indoor entertainment.

The Project Gutenberg eBook of My Book of Indoor Games

This ebook is for the use of anyone anywhere in the United States and most other parts of the world at no cost and with almost no restrictions whatsoever. You may copy it, give it away or re-use it under the terms of the Project Gutenberg License included with this ebook or online at www.gutenberg.org. If you are not located in the United States, you will have to check the laws of the country where you are located before using this eBook.

Title: My Book of Indoor Games

Author: Clarence Squareman

Release date: July 25, 2004 [eBook #13022]
Most recently updated: October 28, 2024

Language: English

Credits: E-text prepared by Clare Boothby, David Newman, William Flis, and the Project Gutenberg Online Distributed Proofreading Team

*** START OF THE PROJECT GUTENBERG EBOOK MY BOOK OF INDOOR GAMES ***

The Project Gutenberg eBook, My Book of Indoor Games, by Clarence Squareman






My Book of Indoor Games

by

Clarence Squareman

(1916)

With full page
illustrations from
photographs
loaned by The
Chicago Park
Commission


The publishers gratefully acknowledge their thanks to the Chicago Park Commission for the loan of the photographs of which the half tone illustrations used in this book are copies.


INDEX OF INDOOR GAMES


Acting Proverbs 37

Acting Rhymes 54

Adventurers 41

All Fours 64

Alphabet Game 84

Animal, Vegetable or Mineral 45

Ants and the Grasshopper 91

Balancing Spoon 114

Band Box (Charade) 29

Beggar My Neighbor 69

Bingo 96

Birds, Beasts and Fishes 61

Bird Catcher 26, 105

Birds Fly 100

Blackboard Relay 102

Blind Man's Buff 18

Blind Man's Wand 47

Bob Major 24

Bridge of Knives 112

Buff Says Buff 18

Buzz 16

Card Games 13

Cat and Mouse 17

Cat and Rat 104

Cat's Cradle 81

Charades 28

Checkers 56

Changing Seats 102

Chinese Shadows 118

Coach and Four 93

Cock Fighting 83

Consequences 43

Circle Ball 106

Crambo 44

Coin Trick 115

Cross Questions and Crooked Answers 11

Crows' Race 104

Cushion Dance 77

Dancing Egg 111

Dancing Pea 114

Dead Ball 106

Diamond Ring 78

Dodge 107

Dominoes 58

Draw a Pail of Water 87

Drop the Handkerchief 15

Duck Under the Water 88

Dumb Crambo 24

Dwarf 21

Earth, Air, Fire and Water 44

Eraser Game 106

Eraser Relay 108

Family Coach 14

Farmyard 77

Feather 50

Find an Object While Blindfolded 117

Fives and Threes 60

Flag Race 103

Flowers 80

Flying 47

Forbidden Letter 78

Force of a Water Drop 115

Fox and Chickens 107

Fox and Geese 83

Fox Chase 103

French Roll 27

Frog in the Middle 100

Gallery of Statutes 51

Game of Cat 34

Game of Conversation 50

Garden Gate 27

Giant 83

Grand Mufti 79

Green Gravel 59

Hand Shadows 118

Hands Up 48

Hide the Thimble 103

Honey Pots 85

Hot Boiled Beans and Bacon 52

How to Light a Candle Without Touching It 112

How, When and Where 21

Huckle, Buckle, Beanstalk 102

Huntsman 51

Hunt the Ring 49

Hunt the Slipper 48

I Apprenticed My Son 17

I Love My Love With an A 43

I Point 78

I Say Stoop 100

I Sell My Bat, I Sell My Ball 81

I Suspect You 68

It 53

Jolly Miller 55

Judge and Jury 48

Jumping the Rope 105

Last Man 102

Little Lady 99

Living Pictures 34

Living Shadows 119

Lodgings to Let 49

Lost and Found 45

Lubin Loo 97

Magic Music 16

Magic Thread 111

Magic Whistle 92

Magic Writing 79

Malaga Raisins 93

Man and Object 54

Man With His Head the Wrong Way 117

Mother, Mother, the Pot Boils Over 89

My Master Bids You Do as I Do 52

Mysterious Ball 117

Noughts and Crosses 61

Oats and Beans and Barley 95

Obstinate Cork 112

Old Maid 66

Old Soldier 22

Oranges and Lemons 12

Our Old Grannie Doesn't Like Tea 42

Paper and Pencil Games 61

Personations 83

Pigeon House Game 95

Poison 103

Pope Joan 67

Postman 20

Postman's Knock 42

Preliminary Ball 107

Proverbs 38

Puss in the Corner 20

Questions and Answers 88

Racing and Counting Scores 101

Red Cap and Blue Cap 53

Revolving Pins 116

Riddles 69

Riding the Bicycle 104

Rule of Contrary 26

Running Maze 92

Ruth and Jacob 56

Sally Water 94

Schoolmaster 25

School Room Basket Ball 101

School Room Tag 108

Sea King 17

Seat Tag 106

Sentinel Drop 115

Serpentine Maze 110

Shadows 118

Shouting Proverbs 38

Simon Says 26

Six and Five Make Nine 113

Slap Jack 104

Slow Poke 110

Snap 65

Snip, Snap, Snorum 66

Speculation 63

Spelling Game 86

Stool of Repentance 49

Squirrel and Nut 101

Suggestive Breathing Work 103

Swimming Needles 111

Tag Me or Heads Up 105

Tag the Wall Relay 110

Teacher 105

Teacher and Class 109

Think of a Number 119

Third Man 107

Thought Reading 70

Tit, Tat, Toe 61

To Balance a Coffee Cup 112

To Guess Two Ends of a Line of Dominoes 120

To Tell the Age of Any Person 120

Trades 61

Travelers' Alphabet 14

Tricks and Puzzles 110

Twirl the Trencher 11

Vanishing Dime 113

What's My Thought Like? 81

Wonderment 89


INTRODUCTION


"Let the child imbibe in the full spirit of play. There is nothing like it to keep him on the path of health, right thinking and mind development."

That is the guiding purpose of the author. The reader will find in this book a collection of old and present day games. The student of Play has long realized that there are no new games, that all our games of today are built on the old timers.

The purpose of My Book of Indoor Games is to furnish amusement, entertainment and to be the means of sociability. So very often the question comes up—"What shall we do?" In many cases this book serves only as a reminder, the games and parlor tricks are well known but cannot be recalled at the critical moment. A combination, such as this, of the best of the old-fashioned games and a carefully compiled list of the games of today will furnish much help to the young in their search of entertainment and amusement.

But the book will be equally useful to grownups. The author has seen staid, respectable people play "Lubin Loo" with as much zest and spirit as the youngest group of children. All of us have played "Going to Jerusalem." The spirit must be there; there is nothing so contagious as the spirit of play.



INDOOR GAMES


Twirl the Trencher

This is a game which almost any number of children can play.

The players seat themselves in a circle, and each takes the name of some town, or flower, or whatever has been previously agreed upon. One of the party stands in the middle of the circle, with a small wooden trencher, or waiter, places it upon its edge, and spins it, calling out as he does so the name which one of the players has taken. The person named must jump up and seize the trencher before it ceases spinning, but if he is not very quick the trencher will fall to the ground, and he must then pay a forfeit. It is then his turn to twirl the trencher.

A very similar game to this is "My Lady's Toilet." The only difference is that each player must take the name of some article of a lady's dress, such as shawl, earring, brooch, bonnet, etc.


Cross Questions and Crooked Answers

To play this game it is best to sit in a circle, and until the end of the game no one must speak above a whisper.

The first player whispers a question to his neighbor, such as: "Do you like roses?" This question now belongs to the second player, and he must remember it.

The second player answers: "Yes, they smell so sweetly," and this answer belongs to the first player. The second player now asks his neighbor a question, taking care to remember the answer, as it will belong to him. Perhaps he has asked his neighbor, "Are you fond of potatoes?" and the answer may have been, "Yes, when they are fried!"

So that the second player has now a question and an answer belonging to him, which he must remember.

The game goes on until every one has been asked a question and given an answer, and each player must be sure and bear in mind that it is the question he is asked, and the answer his neighbor gives, which belong to him.

At the end of the game each player gives his question and answer aloud, in the following manner:

"I was asked: 'Do you like roses?' and the answer was: 'Yes, when they are fried!'" The next player says: "I was asked: 'Are you fond of potatoes?' and the answer was: 'Yes, they are very pretty, but they don't wear well.'"


Oranges and Lemons

Two of the players join hands, facing each other, having agreed privately which is to be "Oranges" and which "Lemons." The rest of the party form a long line, standing one behind the other, and holding each other's dresses or coats. The first two raise their hands so as to form an arch, and the rest run through it, singing as they run:

"Oranges and Lemons,

Say the bells of St. Clement's;

You owe me five farthings,

Say the bells of St. Martin's;

When will you pay me?

Say the bells of Old Bailey.

I do not know,

Says the big bell of Bow.

Here comes a chopper to light you to bed!

Here comes a chopper to chop off your head!"

At the word "head" the hand archway descends, and clasps the player passing through at that moment; he is then asked in a whisper, "Oranges or Lemons?" and if he chooses "oranges," he is told to go behind the player who has agreed to be "oranges" and clasp him round the waist.

The players must be careful to speak in a whisper, so that the others may not know what has been said.

The game then goes on again, in the same way, until all the children have been caught and have chosen which they will be, "oranges" or "lemons." When this happens, the two sides prepare for a tug-of-war. Each child clasps the one in front of him tightly and the two leaders pull with all their might, until one side has drawn the other across a line which has been drawn between them.


Musical Chairs or Going to Jerusalem

This game must be played in a room where there is a piano.

Arrange some chairs, back to back, in the center of the room, allowing one chair less than the number of players. Some one begins to play a tune, and at once the players start to walk or run round the chairs, to the sound of the music.

When the music stops, each player must try to find a seat, and as there is one chair short, some one will fail to do so, and is called "put." He must carry a chair away with him, and the game goes on again until there is only one person left in, with no chair to sit upon. This person has won the game.


The Traveler's Alphabet

The players sit in a row and the first begins by saying, "I am going on a journey to Athens," or any place beginning with A. The one sitting next asks, "What will you do there?" The verbs, adjectives, and nouns used in the reply must all begin with A; as "Amuse Ailing Authors with Anecdotes." If the player answers correctly, it is the next player's turn; he says perhaps: "I am going to Bradford." "What to do there?" "To Bring Back Bread and Butter." A third says: "I am going to Constantinople." "What to do there?" "To Carry Contented Cats." Any one who makes a mistake must pay a forfeit.


The Family Coach

This is a very good old game, and is most amusing if you can find some one who is a good story-teller.

The players sit in a circle and every one, except the story-teller, takes the name of some part of a coach or its equipments; for instance, door, step, wheels, reins, box-seat, and so on.

When all are ready, the story-teller begins a tale about an old coach and what happened to it, how it went on a journey, came to grief, was mended, and started off again. The story should be told fluently, but not too quickly. Every time any part of the coach is mentioned, the player who has taken that name must rise from his seat and then sit down again.

Whenever "the coach" is mentioned, all the players, with the exception of the story-teller, must rise. Any one who fails to keep these rules must pay a forfeit.


Drop the Handkerchief

A ring is formed by the players joining hands, whilst one child, who is to "drop the handkerchief," is left outside. He walks round the ring, touching each one with the handkerchief, saying the following words:

"I wrote a letter to my love,

But on my way, I dropped it;

A little child picked it up

And put it in his pocket.

It wasn't you, it wasn't you,

It wasn't you—but it was you."

When he says "It was you," he must drop the handkerchief behind one of the players, who picks it up and chases him round the ring, outside and under the joined hands, until he can touch him with the handkerchief. As soon as this happens, the first player joins the ring, whilst it is now the turn of the second to "drop the handkerchief."


Magic Music

One of the players is sent out of the room, and the rest then agree upon some simple task for her to perform, such as moving a chair, touching an ornament, or finding some hidden object. She is then called in and some one begins to play the piano. If the performer plays very loudly, the "seeker" knows that she is nowhere near the object she is to search for. When the music is soft, then she knows she is very near, and when the music ceases altogether, she knows that she has found the object she was intended to look for.


Buzz

This is a very old game, but is always a very great favorite. The more the players, the greater the fun. The way to play it is as follows: The players sit in a circle and begin to count in turn, but when the number 7 or any number in which the figure 7 or any multiple of 7 is reached, they say "Buzz," instead of whatever the number may be. As, for instance, supposing the players have counted up to 12, the next player will say "13," the next "Buzz" because 14 is a multiple of 7 (twice 7)—the next player would then say "15" the next "16," and the next would, of course, say "Buzz" because the figure 7 occurs in the number 17. If one of the players forgets to say "Buzz" at the proper time, he is out. The game then starts over again with the remaining players, and so it continues until there is but one person remaining. If great care is taken the numbers can be counted up to 70, which, according to the rules before mentioned, would, of course, be called Buzz. The numbers would then be carried on as Buzz 1, Buzz 2, etc., up to 79, but it is very seldom that this stage is reached.


"I Apprenticed My Son."

The best way of describing this game is to give an illustration of how it is played. The first player thinks of "Artichoke," and commences: "I apprenticed my son to a greengrocer, and the first thing he sold was an A."

Second player: "Apple?" "No."

Third player: "Almonds?" "No."

Fourth player: "Asparagus?" "No."

Fifth player: "Artichoke?" "Yes."

The last player, having guessed correctly, may now apprentice his son. No player is allowed more than one guess.


Cat and Mouse

The children sit in two rows opposite each other with a space between. One child takes the place of "cat," being blindfolded, and one takes the place of "mouse," and is also blindfolded, the cat standing at one end of the row and the mouse at the opposite end. They start in opposite directions, guiding themselves by the chairs, the cat trying to catch the mouse. When the mouse is caught it is made the cat, and one of the company takes the place of the mouse.


The Sea King

This game can be played by any number of children. They proceed by first choosing one of the party to act as the Sea King, whose duty it is to stand in the center of a ring, formed by the players seating themselves round him. The circle should be as large as possible. Each of the players having chosen the name of a fish, the King runs round the ring, calling them by the names which they have selected.

Each one, on hearing his name called, rises at once, and follows the King, who, when all his subjects have left their seats, calls out, "The sea is troubled," and seats himself suddenly. His example is immediately followed by his subjects. The one who fails to obtain a seat has then to take the place of King, and the game is continued.


Buff Says "Baff"

This is a game in which no one is allowed to smile or laugh. All the players, except one, sit in a row or half circle; one goes out of the room and returns with a stick or poker in his hand, and a very grave and solemn face. He is supposed to have just returned from a visit to Buff. The first player asks him: "Where do you come from?" "From Buff." The next asks: "Did he say anything to you?" To which the reply is:

"Buff said 'Baff,'

And gave me this staff,

Telling me neither to smile nor to laugh.

Buff says 'Baff,' to all his men,

And I say 'Baff' to you again.

And he neither laughs nor smiles,

In spite of all your cunning wiles,

But carries his face with a very good grace,

And passes his staff to the very next place."

If he can repeat all this without laughing, he delivers up his staff to some one else, and takes his seat; but if he laughs, or even smiles, he pays a forfeit before giving it up.


Blind Man's Buff

In the olden times this game was known by the name of "Hood-man Blind," as in those days the child that was chosen to be "blind man" had a hood placed over his head, which was fastened at the back of the neck.

In the present day the game is called "Blind Man's Buff," and very popular it is among young folk.

Before beginning to play, the middle of the room should be cleared, the chairs placed against the wall, and all toys and footstools put out of the way. The child having been selected who is to be "Blind Man" or "Buff," is blindfolded. He is then asked the question, "How many horses has your father got?" The answer is "Three," and to the question: "What color are they?" he replies: "Black, white, and gray." All the players then cry: "Turn round three times and catch whom you may." Buff accordingly spins round and then the fun commences. He tries to catch the players, while they in their turn do their utmost to escape "Buff," all the time making little sounds to attract him. This goes on until one of the players is caught, when Buff, without having the bandage removed from his eyes, has to guess the name of the person he has secured. If the guess is a correct one, the player who has been caught takes the part of "Buff," and the former "Buff" joins the ranks of the players.


Puss in the Corner

This game is really for five players only, but, by a little arrangement, six or seven children can take part in the fun.

Four players take their places in the different corners of the room, while the fifth stands in the middle. If a greater number of children wish to play, other parts of the room must be named "corners," so that there is a corner for every one.

The fun consists in the players trying to change places without being caught; but they are bound to call "Puss, puss," first, and to beckon to the one they wish to change with. Directly they leave their corners, the player in the center tries to get into one of them.

When the center player succeeds in getting into a corner, the one who has been displaced has to take his place in the middle of the room.


The Postman

For this game all the players, except two, seat themselves in a circle. One of the two left out is blindfolded and is called the "Postman," the other is called the "Postmaster-General." Each of the players seated in the circle chooses the name of a town, which the "Post-master-General" writes down on a slip of paper, so that he may not forget it. He then calls out the names of two towns, thus: "The post from Aberdeen to Calcutta." At once, the players who have taken those names must change places, and while doing so the "Postman" must try to catch one of them. If he succeeds in doing so he takes his place in the circle, having chosen a town for his name, and the one caught becomes "Postman" in place of him. Sometimes "General post" is called, when all have to change places, and the "Postman" is then almost sure to gain a seat.