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The leader begins again and he must be very quick to send those to the foot, who fail to respond.
COMMERCE.
The guests are seated around a table, each one having a pile of fifty beans in front of him. The leader has two packs of playing cards, one of which is used for an auction sale, one card at a time being sold to the highest bidder, who pays for it in beans.
When all the cards of the first pack have been sold, the players arrange their cards and beans on the table ready for business.
The auctioneer then holds up the second pack and announces that he will call the cards off one at a time, and as he does so, the player who has the duplicate of that card must give it up to the auctioneer.
After each calling there is a little time allowed to buy or sell the cards, the object of the game being either to have more beans than any one else, or to have the duplicate card which is at the bottom of the second pack, thus causing a very exciting time as the second pile diminishes.
LAUGH A LITTLE.
The players sit in a circle with one in the middle for leader. The leader must be one who laughs heartily and is very quick.
He begins the game by throwing a plain, white handkerchief up in the air, as high as he can, and while it is in the air, everyone must laugh, but the minute it touches the floor, there must be perfect silence. The leader must catch those who are still laughing and send them from the ring.
The game goes on until every one is out of the circle. If there should happen to be one who doesn't laugh when the handkerchief is on the floor, he surely deserves a prize.
LOCATION.
Choose two leaders who select sides. One begins by calling the name of some town or place and then counts ten. While he is counting, the opposite opponent must answer where the place is. If he fails to answer before ten is counted, he must drop out.
Then the leader of the other side takes his turn, and challenges some player of the opposite side.
The side which stands up the longest, wins the game.
FAs.h.i.+ON NOTES.
The names of various fas.h.i.+on papers, such as "The Delineator," "The Styles," "Le Bon Ton," "Ladies' Home Journal," are written on cards, which are cut so that it requires the two parts to know what the t.i.tle is. Distribute these among the guests, who hunt for the corresponding part, thus getting their partners; crayon and paper is given out and the ladies are requested to draw and color a gown representing the one she has on, while the men are asked to write a description of the gown.
The drawings and descriptions are collected after time is allowed, and placed on a table for display.
Prizes may be awarded to the partners having the best drawing and description.
STRAY SYLLABLES.
Prepare long strips of paper on which the guests are requested to write several words of three or more syllables, leaving s.p.a.ces between each syllable.
When this is done, cut up the words into the syllables and mix thoroughly. Then each player draws three syllables and tries to construct a word.
If a word can't be made of all three syllables, maybe it can be made of two, but if it is then impossible to construct a word, the player must wait until the rest draw three syllables again, and perchance he may be able to construct two words, using the syllables he could not use before.
The one constructing the most words, wins the game.
QUAKER MEETING.
All the guests sit in a circle and the leader begins by saying: "This is a very solemn occasion." He then twirls his thumbs and looks very solemn. Commencing with the player to the right of the leader, each one in turn repeats what he has said, very solemnly twirls his thumbs, and keeps twirling them, until each one has repeated it, and it is the leader's turn again.
He then says, "Sister Jane died last night," still twirling his thumbs. This goes around the circle as before. Then the player to the right of the leader says, "How did she die?" and he replies, "Like this," moving his right hand up and down. Thus each one tells his neighbor, and makes the motion just as the leader has done.
After each one has said this, still repeating the same question and answer, the leader moves his left hand up and down, too, thus both hands are going; the next time both hands and the right foot are moving; then both hands and both feet; next, hands, feet, and head, bobbing up and down; last, fall back in the chair uttering a hideous groan as if dead.
No one must laugh during the whole game; whoever does, must leave the circle.
MAGIC MUSIC.
One player is sent from the room and the rest decide upon something he must do when called in.
When this has been done he is summoned by magic music which is made by having one of the players strike on something which will make a noise. If there is a piano, so much the better, if not, a piece of metal or a bell will do.
As he nears the object which he is to find the music grows very loud, and faint when he is far away.
Suppose he is to take a flower from a vase, and give it to one of the players. As he nears the flowers, the music grows louder and louder, and if he touches one, it stops; then he knows he has to do something with it. If he smells it, the music grows faint, and he knows he is wrong. As he starts to give it to the players, the music varies until he has given it to the right one.
Someone else then leaves the room, and the game goes on as before.
PATCHWORK ILl.u.s.tRATIONS.
For this game it is necessary for the hostess to collect a large number of pictures from magazines, advertis.e.m.e.nt pages or papers.
These are placed in the center of a table around which the players are seated.
Each guest is provided with a paper at the top of which is written a quotation. The hostess announces that each player is to ill.u.s.trate his or her quotation with the pictures provided. The pictures are pasted on the papers, and if necessary, a background can be made with pencil or pen and ink.