Chapter 11 of 34 · 3983 words · ~20 min read

Part 11

This is an interesting game, adapted for any number of persons, and in principle is very similar to the game of Bowls, as described at large among the Lawn Games. The balls are, of course, very different in size to those used out of doors, and are made and adapted for in-door play. Each player is provided with two balls of the same colour, which he bowls towards a jack or die, the jack being placed at the side of the room opposite to that from which the players are stationed. The players decide the order in which they play, and then each one alternately bowls one of the balls towards the jack, and he who succeeds in placing his bowl nearest to the jack wins the game. When the players are more than three they may be divided into opposing sides, and it is then legitimate to play so as to knock an opponent's bowl away from, or a partner's bowl near to, the jack; scores should then be calculated after each round, according to the various distances that the bowls are from the jack. The game described in this book as German Balls is sometimes also known as Parlour Bowls.

PARLOUR CROQUET.

There are three versions of the lawn game of Croquet that are played in-doors, and are known as Carpet Croquet, Parlour Croquet, and Table Croquet respectively. These are all recently introduced games, and are deservedly popular. The mallets, balls, and arches are made of different sizes and shapes according to the game; they are all more or less similar to those used in the out-door game, and may be obtained, with the necessary rules, which are only adaptations of the rules of the out-door game, of the toy-dealers. Each version of the game may be played by eight or any less number of players. The peculiarity of _Carpet Croquet_ is, as its name implies, that it is played on the carpet, and the hoops used are fitted into flat metal stands, so that the balls roll over the stand without hindrance. _Parlour Croquet_ is played on a mahogany board lined with cloth, and which is made level by means of adjusting-screws fitted underneath. _Table Croquet_ is played on an ordinary dining-table, and with the other materials for playing the game are supplied cloth cushions to place round the edge of the table to prevent the balls from rolling off.

PARLOUR QUOITS.

An in-door game played with rings very similar to those used in the lawn game of Quoits is known variously as Parlour Quoits, Annulette, and Ringolette. The game bears but slight resemblance to the out-door game of Quoits, but is more nearly allied to that of Skip or Ring the Nail, which will be found among the Minor Out-door Games.

The game is one of skill, and is adapted for any number of players; it is played on a round board, or sometimes on an inclined plane. On the board nine pins, pegs, standards, or skittles of various colours, or differently numbered, are fixed, and the game consists in the players endeavouring to throw each of nine rings--coloured or numbered, as the case may be, to correspond with the pegs--on to its appropriate peg, each player counting towards game the number of the rings successfully thrown upon the proper pegs. Penalties are incurred by lodging a ring on any peg other than that to which it is proper. Each player alternately should throw all the nine rings.

PATCHESI, OR HOMEWARD BOUND.

This is one of the many varieties of the Race Game, described more in detail under that heading further on; the game of Homeward Bound differing in that it should be played by four persons instead of an indefinite number, as in the ordinary race game.

Each player is provided with dice and dice-box, or, if it be preferred, the game may be played with a common numbered teetotum. The board on which the game is played is arranged as shown in the accompanying diagram, and three pieces or men are allotted to each player, who--according to the throws of the dice, and subject to such laws as have been laid down, or as may be laid down, by the players--has to move these men first along the two outer rows of squares up towards home, returning the reverse way, and ultimately up the centre row to home. Whoever first reaches home wins the game.

[Illustration: Patchesi.]

PEGASUS IN FLIGHT.

This is one of the few balancing toys which may be readily made, and which will afford much amusement to all, and wonder to those who have not taken the pains to understand the principle on which it is constructed. It furnishes a solution of a popular mechanical problem or paradox, viz., "_how to prevent a body, having a tendency to fall by its own weight, from falling, by adding to its weight on the same side on which its tendency is to fall_."

[Illustration: Pegasus in Flight.]

The Pegasus in Flight when complete is fairly represented in the accompanying illustration. It should be made out of a small toy figure of a horse in which the centre of gravity is found in, or very near to, the middle of the body. The wings, which are merely added for the sake of adornment, and to make the toy resemble in appearance the fabled charger after which it is named, should be attached to the figure at a point just behind the shoulders; the wings should be of equal weight and so adjusted as to keep the balance of the figure true. They may, however, if desired, be entirely dispensed with, or any other addition, according to fancy, may be put upon the horse's back. A wire bent to a curve, and to the end of which a small leaden ball has first to be attached, is to be fastened to the middle of the under part of the horse. Upon the hind feet of the horse being then set at rest on the edge of a table, and in such a position that the leaden ball is beneath the edge of the table, the animal may be made to rock to and fro without any fear of its being upset, and the longer the wire, provided only the proper curve is given to it, the longer will be the distance that the toy will sway upwards and downwards. This toy is also sometimes known by the name of the Mechanical Bucephalus, but it should then be made minus the wings, as is also the case when it is simply exhibited under the still more common description of the Prancing Horse.

PITH DANCER.

The Pith Dancer is a very pleasing dancing toy, and possesses the great merit of being easily made. It is a little figure made of cork, pith, or some other equally light material. At one end of the substance cut out a head and bust, and at the other end stick in four hog's bristles of equal length, so that the figure will stand erect thereon. To make the figure effective in appearance, paint the face, put a little cap on the head, add a pair of arms, and dress it in a cloak which may be made of some light stuff like tissue paper. When the figure is completely made and equipped, stand it on the bristles upon the sounding board of a piano, and play some brisk and lively tune. The vibration of the piano will then make the figure dance with much spirit, vivacity, and originality.

PRANCING HORSE.

_See_ "Pegasus in Flight."

PROPHET.

The Prophet, or Sybil, as it is sometimes called, is a toy affording much amusement and diversion for the youngsters during the winter evenings. By its aid fortunes may be told and predictions as to circumstances of the future made with great confidence, for if the predictions should happen by any chance not to come true, the whole responsibility can be readily cast upon the Prophet. The toy is easily made, and by varying the table of prognostications the Prophet's opinion on an almost endless variety of topics may be taken.

[Illustration: The Prophet, or Sybil.]

To make the toy, cut a piece of pasteboard, a few inches in diameter, into a circle, and ornament the edges with some pieces of fancy paper. Then mark on the white surface of the pasteboard twenty equal divisions, by means of lines radiating from the centre, and within each division place a number ranging in order from one to twenty. The figure of the Prophet should be made so that he has a venerable and sedate appearance, should be clothed in a robe reaching to his feet, and he should hold in one hand a small rod for a wand, which is to be made pointing downwards. The figure may perhaps be purchased, but it is better that it should be made, as it may then be more readily adapted to the taste or fancy, and it can be easily cut out of wood, cork, cardboard, or some other material. It will add much to the general appearance if the Prophet be supplied with a loose white beard.

When the card and figure are finished, the card is to be mounted upon a small wooden stand, through the centre of which a steel wire is placed, and the figure of the Prophet is to be fixed on the wire in such a manner that it may revolve freely.

The next thing to be done is to draw up a table of prognostications, which must equal in number the spaces marked upon the cardboard disc. This may be done in many ways. Sometimes the company present may be requested each to supply a set, or to supply alternately one of a set; or it is better, perhaps, that he who is about to show off the oracle should previously have supplied himself with several sets, one of which, of course, must only be used at a time. The sets should be so arranged that each one is complete in itself, and the various prognostications in a set should bear some sort of relation one to the other.

When all is ready, the performer should desire some one of the company to have his or her fortune told. The prognostications to be used are then to be handed to some other person, and the figure of the Prophet is to be set spinning, and according to the number of the division at which the wand of the Prophet points when it comes to a standstill, so, according to the prognostication bearing the corresponding number, may the fortune of the inquirer be expected to be.

The following prognostications may either be used, or may serve as models upon which tables can be drawn up:--

1.--At the end of a changeful life, wealth. 2.--Early and prosperous marriage. 3.--Great success at school. 4.--A speedy and important journey. 5.--Will spend much time from home. 6.--Hours of pleasure, followed by years of care. 7.--May expect to be thwarted. 8.--Will have invitations to numerous parties. 9.--All work and no play makes Jack a dull boy. 10.--Travels by land, and voyages by sea. 11.--Many changes will be your lot. 12.--It will be your misfortune, not your fault. 13.--A hearty playmate and a constant friend. 14.--Changes in love at an early date. 15.--A long life and a merry one. 16.--Fears from a rival, but success ultimately will be yours. 17.--Beware of a false friend. 18.--Bright and cheerful in youth. 19.--Unhappy ere long, but the sunshine will follow in the end. 20.--Your present sweetheart will not be your mate.

It will be seen that some of the above are very definite, but it is generally advisable that the prognostications should be vague, and capable of more than one interpretation, or the infallibility of the Prophet is likely not to be implicitly believed in. The Prophet is a very useful toy to introduce into a drawing-room entertainment for children, especially where he is not known (and he is not frequently met with); a few sets of prognostications will prove a source of a good half-hour's fun with a lot of inquiring youngsters.

PUFF AND DART.

The game of Puff and Dart is very similar to that already described under the heading of "Dart and Target," and is one of the games included by many under the more general description of Drawing-room Archery. The dart is made in the same manner, but of a smaller size, as is the dart used in the game of Dart and Target, but instead of being thrown from the hand towards the target as in that game, it is in this propelled through a small tube by a puff of the breath. The target is precisely similar to the target used in the sister game.

Darts shot by the breath through tubes are favourite weapons of offence among certain Indian tribes; they, however, first dip the tip of the dart in some poisonous substance, and then send it at the enemy. It is a deadly weapon, and the tribes using it are very skilful both in their aim and in the force with which the weapon is directed.

PUSH PIN.

The game of Push Pin is certainly a game that does not require a vast amount of ingenuity or intelligence to indulge in with success. It is very contemptuously described in Strutt's "Sports and Pastimes" in the following language:--"Push Pin is a very silly sport, being nothing more than simply pushing one pin across another." But as this description is somewhat vague, it is well to enlarge a little on the simple, but yet to many amusing and interesting, game of Push Pin.

The game is usually played by two players only, and each player puts down on the table one, two, three, or more pins, as may be decided upon. At starting the pins are to be placed in couples, head to head, one pin of each couple being placed by each player. Each player then alternately pushes his pin with his finger-nail, endeavouring to push it across his opponent's pin, and should he succeed both pins become his, but if he fail his opponent plays. The push is not to be a continued push, but a sort of a shove with the finger-nail, by bending it on the table and letting it fly up to hit the pin in the required direction.

PUZZLE-WIT.

_See_ "Magic Fan."

QUINTAIN.

The Quintain is another balancing toy, very ingenious in construction, which, although it may be made at home, will be found somewhat difficult of construction. One of the leading toy-makers thus describes its manufacture:--"Carve the bust of a man with a ferocious face; on the face gum a Turkish beard and moustaches; let one arm be extended, half bent, holding a wooden scimitar, and the other bear a shield, adorned with an opening, crescent-shaped, in which hangs a little bell. Load the base of the figure with lead, and poise it on a pin, on which it shall so freely revolve as to move at a touch, even so slight as that of a feather. Now, whoever, trying to make the bell ring with his finger, does not thrust at it very quickly, the figure, turning round, will deal him a smart blow on the forefinger knuckle with the sabre."

The principle on which the Revolving Ring or the Revolving Image works is precisely similar to that of the Quintain.

[Illustration: Quintain.]

QUIZ.

_See_ "Bandilor."

RACE GAME.

The Race Game is an interesting round parlour game, which may be indulged in by any number of players up to twelve. It has seen many imitations and modifications of it brought into use, and the games of the University Boat Race and the National Volunteers may be instanced as two specimens of more than ordinary interest; the first of these, however, can only be played by two persons at a time.

The Race Game proper is played on a board, and is subject to rules supplied with the board and the other materials for the game. The board is marked into divisions, and at certain distances obstacles, such as fences, hurdles, and ditches are placed, for the horses

## participating in the race to clear. The players having determined the

order of playing, each one selects his horse, and places it at the starting-point. Dice and dice-box, or a numbered teetotum, are used, to denote the number of divisions the player's horse is entitled to pass over, but should that number land the horse in any one of the brooks or ditches, or upon the fences or hurdles, the throw of the dice, or, as the case may be, the spin of the teetotum, does not count, and the horse waits for another chance of a move when his player's turn next comes round. Each player alternately takes his chance of moving. The rules by which the game is governed vary considerably, and may be modified in any way agreeable to all the players. The following are given merely as specimen rules, as they are the substance of those most frequently supplied with the game:--

[Illustration: Race Game.]

1.--When the stakes are agreed upon and the pool made, each member must select his horse, and then enter him at the starting-point.

2.--Each member throws, or spins, for choice of move; the highest number claims the first move, and the others according to the number thrown.

3.--The horse that reaches the winning-post first gains the pool, the second horse saving his stakes.

4.--Steeple or hurdle races can be played by placing fences and hurdles along the course, and any player throwing a number that would place his horse so that he does not clear the fence forfeits his throw, and waits his next turn.

Although the game is made more interesting when played with the materials supplied at the toy-shops, these are by no means indispensable. Any ordinary board, or school slate, may be marked into the necessary course and divisions over which the horses are to travel; a few horses may be readily cut out of some stiff cardboard, and a common teetotum will furnish all the materials absolutely needed for the game. It will be found that the game, so arranged for, will well repay any little trouble taken in manufacturing and obtaining the necessary horses and race-course.

RACQUETS (DRAWING-ROOM).

The game of Drawing-room Racquets is an adaptation of the old-fashioned play of Cup and Ball, so far as is possible, to the game of Racquets played within doors, and in a more or less limited space. The game is usually played by three persons, but the number is immaterial, and may be increased according to the size of the room in which it is played. The game consists in throwing the ball or balls from one cup held by one player to some other cup held by some other player. It is best that the balls should be passed round to the different players in order.

REVOLVING RING.

A ring or a small figure may be so constructed and arranged as to be easily balanced on the top of one of the fingers. Take a piece of wood and cut it into the form of a ring, or get a small wooden ring that is perfectly round; fasten to it two oar-shaped pieces of wood about double the length of the diameter of the ring; balance the ring when so furnished on the point of a pin, and then, if the balancing has been properly arranged, upon the head of the pin being placed upon the tip of the forefinger the ring may be made to revolve quickly, and at the same time retain its balance, by blowing, at first gently, and then with more force, upon the oar-shaped appendages attached to the ring.

A small figure may be worked in the same manner by cutting a piece of wood to a point, and carving the opposite end into the form of the head and shoulders of a man; the pair of oars should be attached in the place of arms, and then, if care to make the point of the wood exactly in its centre has been taken, the figure will stand upright on the tip of the finger, and by blowing he may be made to revolve in a most amusing manner. The Revolving Figure is a more amusing toy than the Revolving Ring; but in that it requires so much more nicety and delicacy of handling to get the proper balance, it is not so easily made.

There is a capital game known by the name of "Revolving Ring," adapted for either out-door or in-door games. It is played with variously coloured balls, which are thrown at rings similarly coloured. The rings are fitted to a board, and in such a way that with the slightest touch on the rims they revolve. The object of the game is to throw the six balls through the revolving rings, the players taking their stand from the board at some specified distance. Each successful throw counts three; and when a ball is thrown through the ring of the same colour the player scores six.

RINGOLETTE.

_See_ "Parlour Quoits."

RING THE BULL.

This is a game very similar to but somewhat more simple than that of Parlour Quoits. It also is a game of skill. It is played upon a wooden block, in which are inserted a number of long iron pins, on which the player has to throw rings provided for that purpose. The players score according to the number of rings that are so thrown as to encircle a pin.

ROYAL STAR.

The materials for this game are a large star with eight long rays, each one of which is painted some different colour; and eight wooden balls painted to correspond with the colours of the rays of the star. The rays of the star are not fixtures, but their bases are merely slipped into grooves in the body of the star, so that they can be easily knocked out with the balls.

[Illustration: Royal Star.]

To play the game, each player alternately takes all the eight balls, and standing away from the star at a certain specified distance throws the balls at the star, endeavouring by that means to knock out the rays. If a player should succeed in striking out a ray of the same colour as the ball, two points are scored, but if the ball and the ray knocked out are not of the same colour, one point only is scored. If in any throw the star is altogether missed, three points are to be deducted. When the first player has thrown the eight balls, such rays as may have been knocked out are replaced, and the next player takes the balls and commences the game, and so on until all have had a chance. It is well that a curtain or screen should be arranged behind the star to stop the balls.

SCHIMMEL.

The game of Schimmel, or, as it is generally known, of Bell and Hammer, is a most amusing round game of German origin. The materials for playing the game are comparatively inexpensive, and as some of them can be prepared by any ordinarily clever lad--and all lads are clever--there is no reason why this game should not, were it but better known, attain much more popularity than it seems to be favoured with.

The materials required are--

1.--Five small cards, on each of which are drawn or painted one of the following figures: On one card a white horse, on another an inn, on the third a bell, on the fourth a hammer, on the fifth a bell and a hammer.