Part 4
21. _Comparisons._--The gentleman or lady must compare some one in the room to some object or another, and must then explain in which way he or she resembles the object, and in which way differs from it. For instance, a gentleman may compare a lady to a rose, because they are both equally sweet; unlike the rose, however, the lady is of course, without a thorn.
22. _The Excluded Vowels._--Pay five compliments to some lady in the room. In the first one the letter _a_ must not occur, in the second the letter _e_ must be absent, in the third there must be no _i_, in the fourth no _o_, and in the fifth no _u_.
23. _Kiss your own shadow._--The most pleasant method of executing this command is to hold a lighted candle so that your shadow may fall on a young lady's face, when you must take the opportunity of snatching a kiss.
24. _Form a blind judgment._--The person upon whom the sentence has been passed must be blindfolded. The company are then made to pass before him one by one, while he not only gives the name of each, but also his opinion concerning them.
Not unfrequently the victim has to remain blindfold a very long time, for even if the name should be guessed correctly, it is no easy matter to form a just estimate of character, and unless his ideas meet with the approbation of the company, his forfeit is withheld from him.
Great silence must be observed while the ordeal of examination is going on. No one should speak, and all should step as lightly as possible.
25. _Act the dummy._--You must do whatever any of the company wish you to perform without speaking a single word.
26. _The telegraphic message._--Send your lover's name by telegram to the other end of the room. To do this you must whisper the favoured name to the person sitting next to you, who will whisper it to his neighbour, and so on until every one has been made acquainted with it.
27. _Act the Prussian soldier._--This penance is one that is generally performed only by gentlemen. The uniform assumed is usually a coat turned inside out, a hat made of a twisted newspaper, a bag of some description for a cartridge-box, and soot moustaches.
Holding a walking-stick in a military style, the penitent goes up to a lady, presents arms, and stamps three times with his feet.
Rising from her seat, the lady must accompany the gentleman to the opposite side of the room, then whisper in his ear the name of the gentleman for whom she has a special preference.
Without speaking the brave Prussian must march up to the favoured gentleman, and escort him across the room to the side of the lady who has avowed herself his admirer. The lady is, of course, saluted by the object of her choice, after which she is taken back to the seat she originally occupied. The soldier then, presenting arms, returns to the gentleman, who whispers in his ear a favoured lady's name, to whom he escorts her admirer. The proceeding is thus carried on, until some lady is good enough to acknowledge her preference for the soldier himself above all the other gentlemen, when, after saluting the lady, he is at liberty to lay aside his military dress, and return to his seat.
28. "_'Twas I._"--The victim in this case is unmistakably doomed to occupy a very humiliating position. He must go round the room, inquiring of each person what object he has seen lately that has
## particularly attracted his notice. The answer may be--a baby, a thief,
a donkey; whatever it is, the unfortunate redeemer of the forfeit must remark--"'Twas I."
29. _The acrostic._--A word is given to you, the letters of which you must convert into the first letters of a double set of adjectives, one half expressing good qualities, the other half bad ones. When complete you may present both good and bad qualities to the person you most admire, as expressive of your estimate of his or her character. For instance, should the word given you be Conduct. If a gentleman, you might inform your lady that you consider her--
C areful. O rderly. N oble. D elightful. U seful. C ompassionate. T idy.
while at the same time you think her to be--
C aptious. O bnoxious. N iggardly. D eceitful. U ntidy. C ross. T ouchy.
30. _The three words._--The names of three articles are given to you, when on the spur of the moment you must declare to what use you would put them if they were in your possession for the benefit of the lady you admire. Supposing the words to be, a penknife, a half-crown, and a piece of string, you might say:--"With the penknife I would slay every one who attempted to place any barrier between us; with the half-crown I would pay the clergyman to perform the marriage ceremony; and with the string I would tie our first pudding."
31. _Make a perfect woman._--To do this the player has to select from the ladies present the personal features and traits of character that he most admires in each, and imagine them combined in one individual. Although the task is by no means one of the easiest, it may be made the opportunity of paying delicate little compliments to several ladies at once.
32. _Show the spirit of contrary._--The idea in this imposition is the same as in the game of contrary. Whatever the player is told to do, he must do just the contrary.
33. _Give good advice._--Go round the room, and to every one of the company give a piece of good advice.
34. _Flattering speeches._--This penance is usually given to a gentleman, though there is no reason why the ladies should always be exempted from its performance. Should it be a gentleman, however, he must make six, twelve, or as many flattering speeches as he is told to a certain lady, without once making use of the letter L. For instance, he may tell her she is handsome, perfect, good, wise, gracious, or anything else he may choose to say, only whatever adjective he makes use of must be spelt without the letter L.
35. _The deaf man._--This cruel punishment consists in the penitent being made to stand in the middle of the room, acting the part of a deaf man. In the meantime the company invite him to do certain things, which they know will be very agreeable to him. To the first three invitations he must reply--"I am deaf; I can't hear." To the fourth invitation he must reply--"I can hear"; and, however disagreeable the task may be, he must hasten to perform it. It is needless to say the company generally contrive that the last invitation shall be anything but pleasant.
36. _Act the parrot._--The player condemned to this penance must go round the room, saying to every one of the company--"If I were a parrot, what would you teach me to say?" No end of ridiculous things may be suggested, but the rule is that every answer shall be repeated by the parrot before putting another question.
37. _Make your will._--The victim in this case is commanded to say what he will leave as a legacy to every one of his friends in the room. To one he may leave his black hair, to another his eyebrows, to another (perhaps a lady) his dress coat, to another his excellent common sense, to another his wit, and so on until every one in the room has been remembered.
38. _Spell Constantinople._--This trick, as most people are aware, consists in calling out "No, no!" to the speller when he has got as far as the last syllable but one. Thus he begins:--"C-o-n con, s-t-a-n stan, t-i ti." Here voices are heard crying "No, no!" which interruption, unless the victim be prepared for it, may lead him to imagine that he has made a mistake.
39. _The natural historian._--Go to the first player, and ask him to name his favourite animal. Whatever animal he may mention, you must imitate its cry as loudly as you can. You then ask the second player to do the same, and so on until you shall have imitated all the animals mentioned, or until the company shall declare that you deserve to have your forfeit returned to you.
40. _The blind dancers._--Among players who are not anxious to prolong the ordeal of forfeit crying any longer than is necessary, the following method of redeeming several forfeits at once may be acceptable:--Eight victims are chosen to be blindfolded, and while in this condition are requested to go through the first figure of a quadrille.
41. _The cats' concert._--This is another method of redeeming any number of forfeits at once. The players who have their forfeits to redeem are requested to place themselves together in a group, when, at a given signal from the leader, they all begin to sing any tune they like. The effect, as may well be imagined, is far from soothing.
42. _Spelling backwards._--Spell some long word, such as hydrostatics, &c., backwards.
GIANT.
The wonderful performance known as the Giant is accomplished by the united efforts of two gentlemen, one of whom takes his position on the shoulders of the other, sitting of course with one leg on each side of his companion's neck. Cloaks, rugs, or coats of any description are then arranged round the two figures in order to hide the real state of things, so that when the Giant makes his appearance nothing is to be seen but one huge figure. The lower gentleman who supports his friend is expected to do little more than patiently to carry his burden, though he may be called upon to exert himself a little in the way of dancing should the Giant feel so inclined. The talking and gesticulating business all devolves upon the gentleman perched aloft, who may wear a mask, paint his face, or do anything else of the kind, to avoid being identified by the company.
THE GIRAFFE.
A very good imitation of a Giraffe may be contrived, on the same principles as those adopted in constructing the Baby Elephant. Provided with an animal's head as nearly like that of a Giraffe as possible, no more difficulty need be feared. First of all, the head must be fastened to the end of a long stick. One of two performers must then hold the stick aloft while his companion, standing close behind, must place himself in a stooping position, so as to make the outline of his own person like that of the lower part of the Giraffe's body. The long stick will of course form the neck of the animal, and the first performer will form the front part of the body. A cloth is then pinned round the stick and round the bodies of the two performers, leaving the legs, of course, to represent the legs of the Giraffe. A rope tail must be stuck in by some means or other, and if cleverly managed, it is astonishing what an excellent imitation of the real animal can thus be manufactured.
THE GRAND MUFTI.
One person is appointed to have the dignity of Grand Mufti conferred upon him, which means that, whatever ridiculous action he may choose to perform, that is preceded by the words, "Thus says the Grand Mufti," every one else must follow his example. Nothing that he does, however, unaccompanied by these words, is to be regarded; he may laugh, sneeze, throw up his arms, or do anything else equally absurd, no one must imitate what he does, unless he has uttered the words, "Thus says the Grand Mufti." In order to lead the company astray, and that more forfeits may be paid, the Mufti will no doubt occasionally alter the order of the words, or change them in some way; but all must be on the alert, and remain perfectly silent and motionless, whatever the Mufti either says or does, unless he has been pleased in the first instance to utter the proper words in their right order.
HANDS.
In this game the company generally divides into two parts, half being players, while the rest do the work of guessing. A thimble is then produced by one of the party, or something equally small, that may be easily held in the hand. Seated by the side of the table the players begin passing on the article from hand to hand. When the working has been done sufficiently, the closed hands are all placed on the table for the opponents sitting opposite to guess in succession whose hand holds the treasure. As soon as the hiding-place is discovered, the opposite side take their turn.
"HE CAN DO LITTLE WHO CAN'T DO THIS."
This simple game has been a puzzler to young people many and many a time. With a stick in the left hand the player thumps on the floor, at the same time saying, "He can do little who can't do this." Then, passing the stick into the right hand, he gives it to the next person, who, if unacquainted with the game, will, no doubt, thump with the right hand. Of course, it is most natural to use the right hand for everything, consequently few people suspect that the secret of the game lies in simply taking the stick with your right hand when it is passed to you, but knocking with your left.
HISS AND CLAP.
In this game, the gentlemen are all requested to leave the room, when the ladies take their seats, leaving a vacant place on the right side of every one for the gentlemen of their choice. Each gentleman in turn is then summoned, and asked to guess which lady he imagines has chosen him for her partner. Should he guess rightly he is allowed to take his seat by the lady who has chosen him, while the company loudly clap hands, in proof of their congratulations on his success; but should he guess wrongly, he will be only too glad to disappear from the scene, so loud will be the hisses of his friends.
"HOT BOILED BEANS."
In this game some small article is to be hidden, the player who has to find it being sent out of the room while the hiding is being effected. This being done, the invitation, "Hot Boiled Beans and Bacon, make haste and come to supper," is given, upon which the searcher returns to the room and begins to hunt for the hidden article. The progress of the player is usually announced by assuring him that he is "very cold," "cold," "warmer," "warm," "hot," "very hot," or "burning," according as he is far from or near to the article to be discovered.
HOT COCKLES.
A game not unlike Shadow Buff is that known by the peculiar title of Hot Cockles. A handkerchief is tied over the eyes of one of the company, who then lays his head on a chair, as if he were about to submit to the punishment of being beheaded, and places his hand on his back with the palm uppermost. Any of the party come behind him and give him a slap on his open hand, he in the meantime trying to discover whose hand it is that strikes.
HOUSE FURNISHERS.
In this game the company are to imagine themselves a number of hosts and hostesses who are expecting the arrival of some friends, for whose reception they are totally unprepared, as far as provisions and household arrangements are concerned. Accordingly, each one must volunteer to set out immediately, in order to procure some particular article. First of all, the rooms must be furnished with tables, chairs, beds, bedsteads, curtains, carpets, and fire-irons; then knives, forks, and crockery of every kind must be obtained; and lastly, a good supply of provisions--meat, wine, ale, fruit, vegetables, sugar, coffee, tea--indeed, everything that would conduce to the comfort of the coming visitors. Every made article must come direct from the place where it has been manufactured, as must also the articles of produce from their native soil.
"HOW DO YOU LIKE YOUR NEIGHBOUR?"
The company must seat themselves round the room, leaving plenty of space in the middle for passing to and fro. One person left standing then begins the game by putting the question, "How do you like your neighbour?" to any one he pleases. The answer must be either "Not at all" or "Very much." Should the reply be "Not at all," the lady or gentleman is requested to say what other two members of the company would be preferred instead as neighbours, when the new neighbours and the old must immediately change places. During the transition the questioner may endeavour to secure a seat for himself, leaving out one of the four who have been struggling for seats to take the place of questioner. When the reply "Very much" is given, every one in the room must change places. The questioner, therefore, will easily find a seat for himself, and the person left standing must take his place as interrogator.
"HOW, WHEN, AND WHERE?"
In this game, like the last, a word is chosen by the company, containing as many meanings as possible, the person who has volunteered to be the questioner having previously gone out of the room. On being recalled, the person who has been out begins by asking each of his friends how they like it.
Supposing the word "cord" to have been chosen, the first player might answer _slight_, the next _sweet_, meaning _chord_, the next _loud_, the next _strong_, and so on until all have said _how_ they liked it. The questioner then recommences his interrogations at the first player by inquiring "_When_ do you like it?" Replies to this question something like the following may be given:--"When I am preparing to take a journey;" "When I am in church;" "When I am driving;" "When I feel musical." Then to the last question--"Where do you like it?" the company may reply--"In a piano;" "In the garden;" "Not round my neck;" "Always at hand," &c. No doubt long before all the questions have been answered the word that has been chosen will have been discovered.
HUNT THE RING.
The game of Hunt the Ring is perhaps better liked than Hunt the Slipper, on account of its being in the estimation of most people more convenient and manageable. Either a ring or a small key may be used for the purpose. Whichever it is, a string must be passed through it, and the ends fastened in a knot, forming thus a circular band. The company then stand in a circle, allowing the string to pass through the hands of each person, and enabling every one to slide the ring easily along from one to the other. The object of the player standing inside the circle is to stop it in its progress, which, in most cases, he finds a rather difficult task. The game is also frequently played without any string, when every one tries, of course, to pass the ring round very rapidly, without being detected by the hunter.
HUNT THE SLIPPER.
This surely must be one of our oldest games, and one, no doubt, that our grandmothers and grandfathers played at when they were children. The players all seat themselves, like so many tailors, on the floor in a ring, so that their toes all meet. A slipper (the smaller the better) is then produced, and given by the person outside to one sitting in the circle, with instructions that it must be mended by a certain day. Finding it not finished at the time appointed, the pretended owner declares that he must have it as it is, and thereupon commences the hunt. How it is carried on is no doubt too well known to need further explanation.
HUNT THE WHISTLE.
This game is always successful, and a source of very great amusement if only some one ignorant of the secret can be found who will volunteer to act as hunter. Such person is first requested to kneel down while some lady goes through the ceremony of conferring upon him the order of knighthood. During the process, the whistle, attached to a piece of ribbon, is pinned to the coat of the newly-made knight. He is then told to rise and go in quest of the whistle, which is in the possession of one of the party. The hunt now begins, the players all trying to deceive their victim in every way imaginable, and to make him think that they are passing the whistle from one to another. On every possible occasion, of course, the whistle should be sounded, until the deluded knight has made the discovery that the object of his search is fastened to himself.
"I APPRENTICED MY SON."
The shortest way of describing this game will be to give an illustration of the manner in which it is played. John: "I apprenticed my son to a grocer, and the first thing he sold was half-a-pound of C."
_Nellie_: Coffee?--No.
_Sam_: Cocoa?--No.
_Tom_: Cayenne Pepper?--No.
_Edith_: Chicory?--Yes.
Edith being the guesser of the right article, is entitled to be the next to apprentice her son. One guess only in turn is allowed to each player.
"I LOVE MY LOVE."
"I Love my Love" is played alphabetically, like "Cupid is Coming," though more ingenuity is required in it, simply because a number of words, instead of one adverb only, have quickly to be conjured up. In order to show clearly how the game is played, we will imagine ourselves to be the first of the players, who would have to proceed in a manner something like the following:--"I love my love with an 'A,' because she is amiable; I hate her with an 'A,' because she is arrogant. I took her to the sign of the Angel, and treated her to Apples and Apricots. Her name is Annie, and she comes from Australia." The next player takes "B," the next "C," and so on, until the whole of the alphabet has been gone through.
This simple game must be one of no recent invention if the tale be true told by Mr. Foote, the celebrated wit. He narrates that one day the Ladies Cheere, Fielding, and Hill were amusing themselves by playing at the children's game of "I love my love." Lady Cheere began by saying, "I love my love with an N, because he is a 'Night'" (Knight); Lady Fielding followed with, "I love my love with a G, because he is a 'Gustus'" (Justice); and Lady Hill added, "I love my love with an F, because he is a 'Fizishun'" (Physician). So much for the spelling powers of the ladies in the olden times.
"JACK'S ALIVE."
No one at all inclined to be slow in their movements need offer to take
## part in the game of "Jack's Alive," for quickness and promptitude of
## action are indispensable to its success. A piece of paper, or, better