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Things Worth Doing and How To Do Them

Chapter 8: CHAPTER V HALLOWE’EN MERRYMAKING
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About This Book

A practical handbook aimed at girls that collects creative pastimes, party plans, and craft projects with clear, step-by-step directions. It details outdoor games, indoor entertainments, holiday and seasonal amusements, pantomimes, and staging ideas, as well as patterns for costumes, decorations, toys, and moving paper animals. A substantial section is devoted to building miniature versions of the Seven Wonders with instructions for landscaping and figures. Emphasis throughout is on resourceful, hands-on work for fairs, gifts, and home decoration that develops manual skill, imagination, and cooperative play.

Wind a strip of paper one-half an inch wide around the handle, pasting it as you wind, and turn the end of the paper up over the end of the handle (Fig. 40). Finish with a bow of ribbon, tying it on where the handle joins the racket. Fig. 41 shows the completed racket right side up.

The Game of Egg Tennis

is played in couples, and the object is to break the egg-shell and send the paper rain flying in the air. The sport is adapted to all ages, from the little child scarcely large enough to wield the racket to grown girls and boys, and even older people will become excited as they try to strike the fragile toy.

The players must stand facing each other at equal distances from and on opposite sides of the suspended egg. The distance is decided by swinging the egg and then placing the players within easy reach of it before it swings above their heads. This is done by the umpire, who takes charge of the game and decides any disputes.

Promptly at the signal,

“Ready,”

given distinctly by the umpire, the player who has been appointed starter gently swings the egg outward toward her opponent, and the egg is then “in play.” The other player immediately tries to strike the egg with her racket, using sufficient force to break the shell or send it flying swiftly toward the first player, who in turn promptly hits or misses the egg. Whether struck or not, the egg will return to the other player, who will surely be able to strike it the second time it comes to her, if not the first. And so the egg is kept swinging rapidly back and forth between the two players until the shell is broken. With the breaking of the shell comes the beautiful shower of tissue paper which is sent flying through the room by the stroke, and the player who releases it wins a point in the game.

When the First Egg is Broken

a second one must be put in its place, and the unsuccessful contestant has another opportunity to make good her record, playing with the same opponent. If the breaking of the second egg proves a tie—that is, if it is broken by the player who was at first unsuccessful—a third egg must be suspended and the same couple continue to play until that, too, is broken. Then the unsuccessful player drops out of the game, and the winner of two points to his opponent’s one steps aside to await his final play after the other couples have had their turn. Should one player win two points in succession the third is not played, for two points lost sends a player out of the game.

When all the couples have played, the successful competitors alone remain in the game. These form new couples and play as before, each in his order. This time there is but one egg for each couple, and the player who fails to break the shell must withdraw, giving his place to the next player, while the successful one holds his place until another breaks the egg. In this way but one player comes out victorious.

When space allows two eggs to be hung in the doorway and two couples take part at the same time, there must be two umpires, one for each couple, for in the excitement of the fray, one person cannot watch all the play.

RULES OF THE GAME

1. The umpire may not take part in the game while acting as umpire. She shall keep tally and decide all questions which arise regarding the game.

2. The egg shall not be struck except with the flat face of the racket.

3. When an egg is broken by striking against the surrounding woodwork, or in any other manner other than with the face of the racket, it counts one against the player who made the stroke and scores one for his opponent.

4. Two points scored during one play declares the successful competitor the victor.

5. A play consists of any number of trials until the two eggs are broken.

6. Two eggs shall constitute a play when there is no tie; in case of a tie there shall be three eggs.

Butterflies as well as eggs are appropriate for Easter and the

Butterfly Game

will come in well as second on your programme.

All the girls are butterflies in this game and all the boys are collectors. The collectors are stationed in different parts of the room and stand some distance, at least six feet, apart. They may not move their feet to step in any direction, but, standing in one spot, may reach out on all sides with their hands as they try to catch the butterflies flitting past them.

Each Butterfly

must lift the skirt of her dress with both hands and move it back and forth as she flies among, around and between the collectors. This moving of skirts as mimic wings makes the game appear very pretty to the onlookers, and the collectors find it difficult to grasp the fluttering draperies.

It is the Part of Every Collector

to catch as many butterflies as possible and as each butterfly is caught she must stand close behind the collector to whom she belongs. The second captive stands behind the first with her hands on the shoulders of number one. The third takes her place behind number two with her hands on the shoulders of number two and so on to

The Last Captive

The game becomes exciting when but one free butterfly is left, darting about, skilfully evading the outstretched hands of the collectors, each intent upon capturing this last and greatly valued prize. For in the count the last butterfly captured is equal to two of the others.

The game ends when all are caught and the winner is he who possesses the greatest number of butterflies, counting the last one caught as two.

The Magic Dye Kettle

will be a unique, amusing and mystifying feature in the entertainment of your guests. For this some preparation is necessary.

First you must have the tinsmith remove the bottom of a new, inexpensive, tin kettle, one that has a lid to fit and will hold several quarts. Then in the bottom of a square wooden box, about as large as a small table, have a hole cut a trifle smaller than the bottom of the kettle. Knock out one side of the box, stand it bottom side up so that the round hole will be on top, place it in the position it is to occupy, and throw over it some kind of a cover which will reach to the floor and hide the box completely on all sides. In this cover you must cut a hole to fit the hole in the box, and place the hole in the cover directly over the hole in the box. Place the lid on the kettle and stand the kettle over the hole and it will appear to be merely sitting on the table, as there will be nothing to indicate the opening beneath.

Under the Box,

ready for use, place a shallow tin pan larger around than the bottom of the kettle, and cover the bottom of the pan with sawdust; also place under the box a basket filled with hard boiled eggs of various colors, three eggs of each color.

In another part of the room have ready another basket containing the same number of hard boiled eggs but all uncolored.

While the Butterfly game is in progress let some one who is in the

Secret of the Magic Kettle,

hide under the improvised table and at a given signal lift the shallow pan and hold it tightly under the hole in the box.

Explain to your guests that you have for the occasion a magic kettle, which, while they wait, will color eggs for them without water and without heat. Pass around the basket of uncolored eggs and invite each one to take an egg. Tell three members of the party to decide upon a color they wish their eggs dyed (all three must be the same color) then, as you raise the lid, to shout the color in unison, and carefully place their eggs in the kettle.

As soon as the eggs are in quickly replace the lid and wave your hands back and forth over the kettle. Apparently you will be working a charm, but in reality you will be keeping the too curious from taking a peep into the kettle to see what process is going on.

When the uncolored

Eggs are in the Kettle

and the lid is on, your assistant underneath must gently and without the least noise lower the pan she is holding, and in which the eggs have been deposited, remove the uncolored eggs and substitute three others of the color she has heard wished for. Then lifting the pan she must again hold it close under the kettle until

The Colored Eggs are Taken Out

and three more put in to be dyed.

Give your assistant several minutes to make the exchange of eggs, then lift the lid and allow the eggs, so quickly and so marvellously colored, to be lifted out by their owners.

When all the eggs have been dyed lead your guests from the room without allowing any investigation of the workings of the magic kettle and while they are out have box, kettle and eggs taken away so that the charm of mystery may not be broken.


CHAPTER IV
A DOORWAY PUNCH AND JUDY SHOW

EVERYBODY laughs when he sees Mr. Punch, with his funny long nose, and his wife Judy in her frilled cap. The show is all fun, every bit of it; even the little baby seems to understand and appears actually pleased when Punch and Judy toss him back and forth, as they might a rubber ball. When the infant happens to fall, he is never hurt; the accident is but a good joke and part of the sport. One great charm about the show is, that you can make Punch and his family do exactly as you please and say exactly what you want them to say, for so long as you are showman they yield implicit obedience to your will.

The only material necessary for

The Stage

will be a piece of plain solid-colored cloth, which must reach across an open doorway, be tacked upon each side and extend down to the floor, where it should be again fastened that there may be no danger of its blowing aside. Put this curtain up high enough in the doorway to reach a trifle above your head, for you must be completely hidden from the audience. The full-page illustration shows the back of the stage and gives the manner in which Punch and his family are made to move about in the opening between the top of the doorway and the curtain. It is this opening which constitutes the stage. The illustration also shows a band of cloth stretched across the extreme top of the doorway, and short side curtains added to the outside of the stage to improve its appearance.

To Make Punch’s Head,

cut a piece of unruled white writing-paper eight inches long and five inches wide, to allow a generous margin, and on it draw Fig. 42, making the head 6 inches across one way and 4 inches the other. Paste a strip of thin cloth over the neck which includes the entire space between the four corners marked A-A-A-A, and over this cloth paste two more cloth strips in the spaces marked B-B and B-B. The cloth strengthens the neck and prevents it from tearing while the head is in motion. Carefully mark the features, copying them also on the right-hand side of the face (D). Cut out the head, including flaps, and the ears along their outer edge. Cut the line of the chin into each side of the neck as far as the second strips of cloth (B-B and B-B). Roll the neck until it fits loosely on your first finger, then paste it together like a ring. Paste the tips of each side of the nose together, also those of the chin.

Behind the Scenes in the Doorway Punch and Judy Show.

Bend the flaps at the dotted line on the edge of the face and paste the other side of the face part way over the flaps, covering the spaces C-C-C-C. If the head seems too narrow, bend the paper out to make it appear wider. Roll an extra piece of writing-paper and fit it inside the head. Be sure that the roll lies evenly and is close up against the inside of the head; then bend out the ears, paste the paper lining in place and paint the entire head pink except the eyes and teeth. When the first color is dry, paint the markings on the ears red; the hair and eyebrows, markings for teeth and the eyes black; the lips, nose, chin and cheeks a brilliant red.

The top of Punch’s head is open (Fig. 43), but we will cover it with a high, pointed cap, and the uncovered space where the chin comes forward beyond the neck will not be noticed when Punch is dressed, for the double ruffle around his neck hides all deficiencies. Make each arm of a roll of writing-paper pasted together along the edge. The roll must be about four and three-quarter inches long. Flatten and paste together one end of each arm, and on these flat ends draw the outline of a mitten, which will serve as a hand; when the paste is dry, cut out the mitten (Fig. 44). Paint the hands and arms pink.

The arms should fit loosely over the ends of your thumb and forefinger. Fig. 45 gives the pattern of

Punch’s Dress

Make it much larger, according to the dimensions given on patterns, and let it be of soft material in very bright, gay colors. The front and back are exactly alike, and the two pieces are sewed together at the sides, the seams extending to within two inches of the bottom of the skirt, leaving the sides split up that distance. Slide the paper arms up in the sleeves and fasten them in place at the top with a drop or two of glue. Make a wide, white double ruffle, slip it on Punch’s neck and push it up against the head. Then gather the top of the dress so that it will fit Punch’s neck, and fasten it on under the ruffle with strong glue, allowing the bottom of the paper neck to extend down below the gathered top of the dress. Make a high cap of brilliant red cloth to fit Punch’s head; trim it with a turned up band of vivid green edged with white and glue the cap to the head. With a stitch or two or an elastic band fasten an inked paper lighter in his right hand to serve as a stick.

Now slip the first finger of your left hand up in Punch’s neck, run your thumb and second finger of the same hand in the paper arms, and make Punch turn and twist his head while he gesticulates with both arms. You will laugh before you know it, and be delighted with your funny old Punch (Fig. 46).

Make Judy’s Head

by the pattern used for the head of Punch, but omit the ears and cut off the ends of both nose and chin. They should not be so long for Judy. Strengthen the neck with cloth and fasten the head together as you did that of Punch. Make blond hair of two pieces of yellow tissue paper pasted in narrow irregular folds on the inside of the top opening of the head; then bring over and down on the outside as if combed loosely over Judy’s ears. Paste the lower ends of the paper hair above the neck on the back of the head. Paint Judy’s eyes blue. In all other respects than the details mentioned, make Judy’s head the same as you did that of Punch. Make her arms and hands the same, the double ruffle for the neck the same, the dress the same cut but of contrasting color. Cut Judy’s cap from thin white material, make it circular and gather it entirely around, about one inch from the edge. Attach strings of the same material, and tie them under Judy’s chin (Fig. 47).

The Baby

must be quite light in weight. Make it of a piece of pink tissue paper about eight inches square. Draw the paper through your hands several times to crush it into small folds, then, while it is crushed together, double at the middle and wind a thread around near the folded end to form a neck, leaving half an inch above for the head. Gather a piece of white tissue paper around the baby’s neck to make its dress, and cut a straight strip of white tissue paper for the baby’s cap. Lay it flat on top of the head and bring the two ends down straight on each side of the face. Gather the cap at the back, add strings and fasten it on the baby’s head. Features may be marked on the face with paint, but be very careful not to use much water with the colors, for water will melt the tissue paper face.

When All is Ready

slip Judy on one hand, Punch on the other hand, and make them talk and act to the best of your ability. Assume deep tones of voice when you talk for Punch, and high, shrill tones for Judy; make the play short, full of life and action, and as funny as possible. Of course, you will have to practise with Punch, Judy and the baby in front of a mirror before giving your show in order to see how they will look as you make them act, and to learn just how to manage them.

Drama of Punch and Judy

Punch (below): Wait a minute, sha’n’t be long putting on my new boots (pops up singing). Trala-la-la-la-la-la-la. Hello, there! Watch me dance (dances, singing a lively tune to music; music stops and he leans down, calls below). Judy! Judy! Judy, come here.

Judy (pops up): Well, Mr. Punch; what do you want? I’m dreadfully busy just now.

Punch: Oh! nothing, only want to know if you’d like a box of French candy, the delicious kind that melts in your mouth; but never mind, I can get it for you next Christmas (Punch turns his back and walks off).

Judy (running after Punch): Punchy-munchy, I wish I had it now; do, Punchy, give it to me.

Punch (turning): You must give me a kiss first (they hug each other and have a merry time dancing and singing to lively music).

Judy: Oh! Oh! I forgot the baby. I’ll go and get him (disappears).

Punch (calling after her): Well, hurry up, and don’t forget our dog Toby (calls). Toby! Old dog Toby—come and jump over my stick (bangs his stick about, striking everything, accidentally strikes his nose). Oh! Oh! Oh! my poor nose, my best Sunday nose, my beautiful long nose (calls). Judy! J-u-d-y, where’s the baby? (Enter Judy with baby).

Judy: Here, Punch; catch him (tosses baby to Punch, who catches him; dances about, then tosses the baby back to Judy, who fails to catch him).

Judy: Punch! Punch! Where’s the baby?

Punch: Gone down-stairs. I’ll fetch him up (disappears).

Judy: Just think! the little dear went down-stairs all alone!

(Punch reappears.)

Punch: Here’s the little darling; pity his nose is not longer. Do you think it will grow, Judy? (baby cries; Punch tosses him up in the air singing). He didn’t dance, dance, dance; he didn’t dance all day nor yesterday.

(Judy tries to catch the baby.)

Punch: Take him! Now we will both sing while I keep time with my stick. Begin, I say; quick, hurry, quick! (Judy runs away with the baby while Punch is talking and not watching her; turning, Punch finds himself alone).

Punch (calls): Baby! Baby! Come and see your daddy’s beautiful nose (baby is tossed up from below). See! See! my boy can fly through the air (knocks with his stick, then calls). Judy! Why don’t you come? (Judy appears with baby, walks back and forth).

Judy: I must get this child to sleep.

Punch: Nonsense, I’ll amuse him (grabs child and disappears with him; baby heard crying, “Mama! I want my Mama!”).

Judy: Just listen to that (waves her arms frantically around and disappears.)

Punch (reappearing with a flag in each hand): We haven’t given you our flag dance. Judy! girl, come along.

Judy (jumps up with a flag in each hand): Hush, Punch, you’ll wake the baby.

Punch: Now let’s dance. (The music plays and the two dance and sing some popular air, then together bow to the audience, saying:) Good-by little girls and boys, good-by, everybody. We’ve had such a good time. Good-by, good-by.

The flags may be of home or store manufacture, but they must be fastened on paper sticks, made like Punch’s paper-lighter stick. They can all be American flags, or three other nations may be represented, or each flag can be of solid color, differing from all the others, as red, green, yellow and blue.

If a companion will help with the show by taking complete charge of Judy while you attend to Punch, the management will be much easier, for then you will have only one doll to make talk and act.


CHAPTER V
HALLOWE’EN MERRYMAKING

Novel Ways of Telling Fortunes

THIS year the annual festival of the fairies is to be celebrated with wilder pranks and madder mysteries than for many a long season, and if we enter heartily into the spirit of the fun and make preparations for them, the little folks will surely reveal many secrets the future holds in store for us.

Ask the fairies, gnomes and elves to your Hallowe’en frolic; they will be delighted to come, though of course, you cannot invite them in the usual fashion. Instead of writing notes, you must braid three

Invitation Rings of Grass—

fresh grass is best, but the dried will do—and hang the rings on bushes (Fig. 48), or lay them on the outside window-sill, making a wish on each grass ring as it is put into place. To insure the fulfilment of the wish, you must not see the rings again until after Hallowe’en. The fairy troupe will find the green circles as they come floating along through the air on gay-colored bubbles from the magic spring waters of Fairyland. During the last days of October fairies are always looking for such invitations.

Here are some of the ceremonies and games newly revealed to me by the old witch who lives in the black clouds that sail southward on the northwest wind.

Black Cats,

the friends and companions of witches, are wonderful creatures to conjure with, but all cats can work a charm, and it is cats, or preferably kittens, you must have for the first rite. There must be a pussy in hiding for each girl and boy present at the Hallowe’en frolic. With different colored bright ribbons tie a tinkling bell around the neck of every cat, leaving one end of the ribbon one yard long. Seat your Hallow-e’en guests in a semicircle around the room. Ask them to sit quietly for a few moments, and suddenly put out the lights. With the room in total darkness let absolute stillness ensue for a second; then say very slowly and distinctly:

Kittens Telling Who Will be the First to Marry.

“Hold out your right hand and there will come to each one of you a disguised gnome or fairy. Be very gentle and kind to the little creature (here pause for a moment); for if by any chance ill befall the disguised sprite the fairies will be angry and will do nothing for you until next Hallowe’en.” Again pause; then say: “So I caution you once more—be kind and gentle.”

Have some one keep the kittens near by, in readiness, so that you may lead all into the darkened room without a moment’s delay. Hold the ends of the ribbons in one hand while with the other you take one ribbon at a time, and as you pass along the line place it in the outstretched hand of each successive guest, saying as you do so, “Hold fast this magic clue.” The instant the last ribbon has been given to a guest, turn on the lights and while the girls and boys are looking with surprise at the little creature they hold captive and laughingly exchanging comments, you must pin a piece of white tape on the floor across one end of the room about four feet from the wall. Request the guests to kneel, with their funny little gnomes, in a row on the enclosed space next to the wall, and face the tape. Announce that there will now take place the race of fate. Each player must hold his or her pussy with its fore paws directly on the tape, and at a given signal all the girls and boys must exclaim in unison, “Run!” at the same time releasing the kittens that they may scamper away in any direction they choose. The guests should remain stationed back of the tape line and watch them as they scatter wildly over the room trailing their bright streamers. No one may touch or in any way molest a kitten after the signal has been given to let them go. The girl or boy whose pussy first reaches the centre of the room, which has previously been marked with a second strip of tape, will be the first to marry.

Do not wait for the other kittens to make the goal, but gather up the little creatures and lead them away to be seen no more, or the spell will be broken.

Old shoes possess strange and occult powers as we all know, else why should we throw them after the coach of a newly wedded couple? So we must have a

Pair of Old Slippers

After the last cat has disappeared, bring out the slippers; any kind except toy ones will do. Place the slippers on a sheet of white paper laid on the top of a table where all present may see.

Explain to the girls and boys that they must take one turn each in trying their fortunes by putting one slipper crosswise on top of the other, both right side up (Fig. 49), and while holding them so, repeat the following verse:

These slippers I toss into the air.
Will my love be dark? Will my love be fair?
What future is mine? I pray you show
By the turning of sole or the pointing of toe!

Lift the paper and give the slippers a slight upward toss to fall on the floor as they may, and the manner in which they reach the floor indicates the fortune:

When both slippers land upside down and do not touch, the player will be a great traveller and have no settled home.

When both slippers land right side up and do not touch, the player will go on the stage.

When the right slipper is upside down, the future mate will be cross and selfish.

When the left slipper is upside down, the future mate will be unselfish and kind.

When the slippers are crossed there will be an early marriage.

When the toes of the slippers point in opposite directions, there will be decided difference of opinion between husband and wife (Fig. 50).

When the toes of the slippers point in the same direction, husband and wife will be very congenial (Fig. 51).

When the soles cross, lying one on top of the other, the player will own a gold mine.

Cups and Bowls

have supernatural power on this night and exercise a peculiar influence over marbles placed under them; consequently you must get three china cups and three marbles, a crystal (clear glass marble), a commie (ordinary brown marble), and a china (a white marble crossed by different colored lines).

Set three cups in a row (Fig. 52), under one place a “crystal,” under another a “commie,” and under the last a “china.” Blindfold each player in turn and let the girl or boy raise one of the cups. If the marble under the lifted cup is the crystal, the husband or wife will be young and life will be easy and full of sunshine. If it is the china, the husband or wife will be middle aged and life will be hard but famous. If the commie, the husband or wife will be old, and life will be filled with adventure. The marbles must be changed into different cups after blindfolding each player.

As no Hallowe’en ceremonies are complete without

The Apple,

there must be a dish of apples and a box of wooden toothpicks.

With the apples and toothpicks you can ascertain for your guests the nationality of their future mates.

Give every one an apple and a wooden toothpick. Each player may push the toothpick in any part of the apple; the spot occupied by the toothpick tells the fortune, but the apple must be kept in one position, and on no account turned after the toothpick is once in. When all have inserted the toothpicks each boy and girl in turn must hold up his or her apple that all may see while you read the fortune.

When the toothpick stands straight and erect in the top of the apple, the life partner will be an American (Fig. 53); if in the left side of the apple, the mate will be English (Fig. 54); in the right side, French (Fig. 55), in the back, German; in the front, Italian; sideways at the top of the apple, the mate will be a West Indian; sideways in the right side, the mate will be a Japanese; in the left side, a Russian; in the front, Spanish. When the toothpick breaks the player will not marry.

Now comes the fun of forecasting to learn where the wedding will take place, so prepare for

The Wedding Race

For this you must have a card like Fig. 56; fill in the spaces under “The way you go” with the following words according to the numbers: (1) Walk slowly,(2) Walk backward, (3) Walk on toes, (4) Walk on heels, (5) Run, (6) Walk fast, (7) Skip, (8) Walk without raising feet, (9) Run on toes, (10) Walk on toes of one foot and the heel of the other, (11) Run on heels, (12) Walk sideways.

In the spaces under “Wedding” insert: (1) Church, (2) On shipboard, (3) Boarding house, (4) Hotel, (5) Home, (6) Friend’s home, (7) Top of mountain, (8) Minister’s house, (9) Tent, (10) Out of Doors, (11) Courthouse, (12) Cave. Inform the guests that each in turn must go the length of the room. He or she may walk slowly, walk fast, walk sideways, walk backward, walk on toes, walk on heels, walk on the toes of one foot and the heel of the other, etc., etc.

If many guests are present, start two at a time crossing the room, one from each end. Write the initial of every player on the line of the card corresponding to the manner in which he or she crosses the room; for example, if the first player’s name is Barbara Carter, and she runs across the room, put down her initials B. C. on the line No. 5 on which is written the word “Run.” If the second player’s name is Jamie Bartlett and he also runs write his initials J. B. on the same line of the card, but, should Jamie decide to go backward across the room his initials would then belong on line No. 2. When all the girls and boys have crossed the room, and quiet again reigns, read to them the various places where the different players will be married, for instance, if referring to your card you find the initials of Jessie Douglass on line No. 12, you should read, “Because Jessie Douglass walked sideways across the room, she will be married in a cave. Won’t that be romantic?” Always add some pleasant remark after reading each record; such remarks make things run easier and add to the fun. Probably you will be able to think of many delightful little speeches, but in case you find any difficulty, the following list may be of some assistance. Remark for line No. 1: There could not be a better place. No. 2, How charming. No. 3, Better there than not at all. No. 4, I wonder if that will be a runaway match. No. 5, The dearest spot on earth. No. 6, A friend in need is a friend indeed. No. 7, I hope we will all be invited. No. 8, An elopement, you may be certain. No. 9, Delightful. So gypsy-like. No. 10, I am sure there will be room for us all at this wedding. No. 11, Many a happy marriage has taken place in a court-house. No. 12, Won’t that be romantic?

The Vesper Rite.

The communicative old witch of the northwest wind imparted so many methods of Hallowe’en fortune telling you can take your choice. Here are the rest just as she told them.

The Vesper Rite,

if observed with due solemnity, will disclose the principal characteristics of any one submitting to the test.

Take six large potatoes and cut them in half. Shape each half into a candlestick by scooping out a round hole in the small end, making it large enough to hold a candle.

Place a half candle in each of the potato candlesticks and pin around each candle a strip of paper on which is written one word indicating a trait of character, such as “modesty,” “bashfulness,” “vanity,” etc.

Then form a magic ring of the candles in the centre of a dimly lighted room. The ring should be about three feet in diameter.

Blindfold one of the players and have the entire party join hands and run three times around the lighted candles.

Then, leaving the blindfolded player standing two feet from and facing the ring, let the others fall back while a chair is placed before her, a fan is handed to her and she is told to make three trials at fanning out the candles over the back of the chair.

After the third trial she must remove the bandage from her eyes and examine the papers on the candles that are left burning, reading aloud the words which reveal her character.

To avoid any danger of skirts catching fire, care must be taken that no one approaches the candles too closely after they are lighted.

Another game is called the

Bean Bag Test

Into a bag that will hold four or five quarts, pour three quarts of dried beans and in their midst hide a ring, a thimble and a brass button.

Have ready a bright new tin cup and let each player in turn dip into the bag and take out a cupful of beans which must be emptied into a plate.

If either a girl or boy finds the ring in the beans it is a sign of an early marriage. If a girl gets the thimble she will be an old maid, and when the thimble falls to the lot of a boy he will marry an old maid.

The brass button in a girl’s cup of beans denotes that she will marry a widower, but in a boy’s cup it is a bachelor’s button and shows that he will be a bachelor all his life and will sew on his buttons himself.

Each player can have but one trial, and if only beans fall to her share, it signifies that her fate is still undecided.

Here is another test called

The Witch Screen

Across the end or corner of the room fasten a breadth of inexpensive cloth for the witch screen; old muslin or any material most convenient will answer the purpose if not too thin. Through the lengthwise centre of the cloth cut two slits for each player. Fig. 57 has eight slits and is intended for four players. Seat the company in a row near to and facing the witch screen, adjust it so that the slits will come on a level with the hands of the players, then, standing behind the screen and looking over the top, say, “I have some wonderful treasures which the witches have loaned us for this evening, but, as the objects are very valuable and must be returned, I ask that you use the utmost caution in handling them, and take great care not to drop or break any of the things while passing them from one to another down the line.