What Shall We Do Now? by Dorothy Canfield Fisher (books on motivation .TXT) 📖
- Author: Dorothy Canfield Fisher
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Book online «What Shall We Do Now? by Dorothy Canfield Fisher (books on motivation .TXT) 📖». Author Dorothy Canfield Fisher
A very funny blind game. A candle is lighted and placed in position about the height of a person's head. A player is then placed a few feet from it, facing it, and, after being blindfolded and turned round three times, is told to take so many paces (however many it may be) and blow the candle out.
Apple-SnappingAnother amusing blind game to watch is apple-snapping. An apple is hung from a string in the middle of the room about the height of the blind man's head. The blind man's hands are then tied, or he holds them strictly behind him, and he has to bite the apple.
The same game can be played without blindfolding, but in that case it requires two players with their hands fixed behind them, each trying to bite the apple.
Bag and StickA good blind game for a Christmas party is "Bag and Stick." A fair-sized paper bag is filled with candy and hung from a string in the middle of the room. A player is then blindfolded, turned round three times, given a stick, and told he may have one, two, or three shots at the bag, whichever it may be. If he misses it, another one tries, and so on; but if he hits it the bag breaks, the candy covers the floor, and the party scramble for it.
Puss in the CornerEach player save one takes a corner. The other, who is the puss, stands in the middle. The game begins by one corner player beckoning to another to change places. Their object is to get safely into each other's corner before the cat can. Puss's aim is to find a corner unprotected. If she does so, the player who has just left it, or the player who was hoping to be in it, becomes puss, according to whether or not they have crossed on their journey.
Hunt the SlipperThe players sit in a circle on the floor, with their knees a little gathered up. One stands in the middle with a slipper, and the game is begun by this one handing the slipper to a player in the circle, with the remark—
Get it done by half-past two,
and then retiring from the circle for a few moments. The player to whom it was handed at once passes it on, so that when the owner of the slipper returns and demands her property again it cannot be found. With the hunt that then sets in the fun begins; the object of every player in the circle being to keep the player in the middle from seeing the slipper, from getting hold of it, or from knowing where it is, as it rapidly travels under the knees of the players here and there in the circle. Now and then, if the seeker is badly mystified, the slipper may be tossed across the circle. The player in whose possession it is when at last secured changes place with the one in the middle. Other handy things will do quite as well as a slipper, but something fairly large should be chosen, or discovery may take too long; and it ought to be soft in texture, or there may be bruises.
The WhistleThis is partly a trick. A player who does not know the game is put in the middle of the ring, round which a whistle is moving in the way that the slipper moves in "Hunt the Slipper." The object of the player in the middle is to discover the person who blew the whistle last. Meanwhile some one skilfully fixes another whistle on a string to the player's back, and that is the whistle which is really blown. As it must always be behind him when it is blown, nothing but the twitching of the string is likely to help him to discover the blower (and the trick); and in a small circle where every one is moving and laughing it takes some time to notice the twitching at all.
He Can Do Little Who Can't Do ThisThis is partly a trick. The leader takes a cane in his left hand, thumps on the floor several times, and passes it to a player saying, "He can do little who can't do this." The player tries to imitate him exactly, but if he takes the cane in his right hand he is wrong, the leader says, "You can do little, you can't do this," and hands the cane to the next player. The game goes on until every one has guessed that it is not the thumps which are to be imitated, but the holding the cane in the left hand.
ThimbleThis is a very good game. All the company leave the room save one. He stays behind with a thimble, which he has to place in some position, where, though it is in sight, it will be difficult to discover. It may be high or low, on the floor or on the mantelpiece, but it must be visible. The company then return and begin to look for it. As the players find it they sit down, but it is more fun to do this very craftily and not at once, lest a hint be given as to the article's whereabouts. When every one has found it, or when a long enough time has been passed in looking for it, the thimble is hidden again, this time by the player who found it first. The game sounds easy, but it can be very difficult and very exciting, every one at the beginning of each search wishing to be first, and at the end wishing not to be last. Players often stand right over the thimble, staring directly at it, and still do not see it.
Magic MusicOne player goes out. The others then hide something for him to find, or decide upon some simple action for him to perform, such as standing on a chair. When he is called in, one of the company seats herself at the piano and directs his movements by the tone of the music. If he is far from the object hidden the music is very low; as he gets nearer and nearer it becomes louder and louder.
Hot and ColdThe same game is played under the name of "Hot and Cold." In this case the player is directed by words; as he gets nearer and nearer the object he becomes "warm," "hot," "very hot," "burning"; when quite off the scent he is "cold."
The Jolly MillerThe one who shall be "it" is decided upon by counting out (see page 134), and he takes his place in the middle of the room. The others, arm in arm, walk around him in couples, singing,
As the wheel went around he made his wealth;
One hand on the hopper and the other on the bag:
As the wheel went around he made his grab.
At "Grab," every one must change partners, and the one in the middle tries to be quick enough to get one himself. If he does, the one left alone must take his place in the middle and be the "Jolly Miller."
Going to JerusalemSome one sits at the piano, and a long row of chairs is made down the middle of the room, either back to back, or back and front alternately. There must be one chair fewer than the number of players. When all is ready the music begins and the players march round the chairs in a long line. Suddenly the music stops, and directly it does so every one tries to sit down. As there is one player too many some one must necessarily be left without a chair. That player has therefore to leave the game, another chair is taken away, and the music begins again. So on to the end, a chair and a player going after each round. The winner of the game is the one who, when only one chair is left, gets it. It is against the rules to move the chairs. A piano, it ought to be pointed out, is not absolutely necessary. Any form of music will do; or if there is no instrument some one may sing, or read aloud. But a piano is best, and the pianist ought now and then to pretend to stop, because this makes it more exciting for the players.
Stir the MashThis is another variety of "Going to Jerusalem." The chairs are placed against the wall in a row, one fewer than the players. One of the players sits down in the middle of the room with a stick and pretends to be stirring a bowl of mash with it, while the others march round crying, "Stir the mash, stir the mash." Suddenly the player with the stick knocks three times on the floor, which is the signal for running for the chairs, and, leaping up, runs for them too. The one who does not get a chair has to stir the mash next.
CaterpillarA circle of chairs is made, and all the players but one sit on them. This player stands in the middle and his chair is left empty. The game consists in his efforts to sit down in the empty chair and the others' attempts to stop him by continually moving one way or the other, so that the empty chair may this moment be on one side of the ring and the next on the other.
Honey-PotsThis is a game for several little players and two stronger ones. The little ones are the honey-pots, and the others the honey-seller and honey-buyer. The honey-pots sit in a row with their knees gathered up and their hands locked together under them. The honey-buyer comes to look at them, asking the honey-seller how much they are and how much they weigh; and these two take hold of the pots by the arms, one on each side, and weigh them by swinging them up and down (that is why the hands have to be tightly locked under the knees). Then the buyer says he will have them, and the seller and he carry them to the other end of the room together. Once there the seller returns, but quickly comes running back in alarm because he has missed his own little girl (or boy), and he fancies she must be in one of the honey-pots. The buyer assures him that he is mistaken, and tells him to taste them and see for himself that they are only honey. So the seller goes from one to the other, placing his hand on their heads and pretending to taste honey, until at last, coming to the one he has marked down, he exclaims, "Dear me, this tastes just like my little girl." At these words the little girl in question jumps up and runs away, and all the other honey-pots run away too.
Nuts in MayThe players stand in two rows, facing each other and holding hands. A line is drawn on the carpet (or ground) between them. One row then step toward the other, singing—
Here we come gathering nuts in May, on a cold and frosty morning.
They then fall back and the other row advance to them singing in reply—
Pray, who will you gather for nuts in May, on a cold and frosty morning?
The first row, after settling on the particular player on the opposite side that they want, reply thus—
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