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two different games. I. An outdoor game played by a number of players usually not exceeding four, each with a stick of wood about eighteen inches long and two or three inches thick, pointed at one end, called a peg. Each player, in an order which is decided before the game begins, throws his peg so that it may stick in the ground. He has but one throw at a time, whether he succeeds or not, and in either case his peg remains where it sticks, or lies, till his next turn. Any player, in making his throw, may try, in doing so, to knock the peg of another player out of the ground, or to move any peg that is lying on the ground. If he succeed in doing either of these, and at the same time put his own peg into the ground, he must knock the peg so overturned or moved as far as he can with his own peg, and then try to stick his own peg into theground three times before the owner of the other can do so once. If he succeed, the owner of the other peg is out of the game; if not, that owner holds his peg in his hand till his next turn. The game goes on till only one player is left, who is the winner.

RULES OF THE GAME.

1. A peg shall be judged to be in the ground when any other peg can be placed under it without touching

2. When a peg is thrown, it shall touch no other before leaving the P *yer* haJ?d- This game is very ?,'*. T5e,Preeks played it, calling it Kandahmos. In England it is known as Loggats; inB France as fachTnt0,R0.me'and in Germany

for it Th y c3S a different naTM ior it. The Swiss call it Hornitr

Ct faTM^ The "-"YellTX Gr^sv%rJ^'nr^ri'c'n (Probably

^^(pg)"" thC BaVaHanS

other tribes, in Central Asia and India. The Oriental name is Neze Baze, and the English call it Tent Pegging. A peg like those used in fastening tents is driven into the ground, and the players in order try to knock it out with their lances as they ride past.

II. A game played by any number of persons, each with a pocketknife, one of whose blades is open. Each player, in turn, tries to throw his knife so that it will stick in the ground or the floor. Any one who does not succeed in three trials is out of the game. Any knife shall be judged to be in the ground when the handle of another knife may be held under it without touching it. When all have tried, holding the knife in one wav, another way is tried, and so on, till only one player is left, who is the winner. The ways of throwing the knife, and the order in which they come, are different in different places. The following order, or something like it, is common:

1. The knife is held by the handle and thrown as in Fig. 1.

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2. The same, holding the knife by the blade.

3 and 4. The same, with the left hand.

5, 6, 7, and 8. The four preceding, making the knife turn a complete somersault before striking the ground.

9. The knife is laid lengthwise on be tuned thus simply by pouring different quantities of water into them. The grass sounds for some time after the finger has left; hence chords can be played by rubbing one after another. When the player wishes a note to cease, he touches with his finger the rim of the glass which is producing it.

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26. The same, with the handle on the knee.

27 and 28. The two preceding, with the left hand and knee.

These are all sometimes repeated with the blade at right angles with the handle.

These two games derive their names from the custom, still sometimes followed, of making the loser in each pull out with his teeth a small peg, which is so driven into the ground by the winner that the end is level with the surface.

MUSICAL, a Solitaire game of CARDS, played with one full pack. An Ace, Two, Three, and Four of any suit are placed in a line, and under them, respectively, a Two, Four, Six, and Eight, thus:

1234 2468 In playing, any card may be placed on one of the lower line, if the number of the former's pips is the sum of those on the card it is placed on and the onejust above; thus.aThree may be placed on the Two, or a Nine on the Six. The Knaves count as 11, the Queens as 12, and the Kings as 13. If the sum of the two cards exceeds 13, the excess only is counted; thus, Queen and Four, instead of being 16, counts only as 3. Any card that cannot be used is placed aside to form Stock, and the top card of the Stock can be used at any time. The Stock can be twice shuffled, and played again. To win, all the cards must be placed on the piles, when the top cards in the lower row will all be Kings. This game is entirely one of chance, and is not often played successfully. It is called Musical because the cards are laid out in two scales of numbers.

MUSICAL fright. See Going To Jerusalem.

MUSICAL glasses. If the moistened finger be rubbed around the edge of a glass finger-bowl or an ordinary goblet of thin glass as in the illustration, a clear musical sound will be produced. This note is higher or lower according to the size of the finger-bowl and the amount of water in it. By choosing

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MUSICAL NEICHBORS, a game played by any number of persons, half of whom are blindfolded. The blindfolded players are seated in a row, alternate chairs being left empty. The others stand in the middle of the room till commanded by the leader to be seated, when they sit quietly in the empty chairs. The leader then gives the command j "Sing," and plays some well-known air on the pianoforte. The un-1 blindfolded players sing it together till the leader says "Silence,' and then each of the blindfolded players is required to name his right-hand neighbor. Each who does so correctly changes places with the one whose name he guesses, who must submit to be blindfolded in turn. The unblindfolded players then stand in the middle of the room again, and the game is repeated as many times as the players please.

To make the game a success, all the players must begin to sing at the word of command. The voices may be disguised at pleasure. The game may be varied by allowing each to make whatever noise he pleases, instead of singing a song.

MY AUNT'S GARDEN. See RePeating Games.

MY HOUSE, YOUR HOUSE, a game played Joy any number of persons sitting around a table, in the middle of which is a circle about five inches in diameter. The circle may be drawn with chalk, or made of paper. A slip-noose is made at one end of a cord about a yard long, and the other end is tied to a cane. One of the players holds the cane, and the slip-noose is laid around the chalk circle. When he says

"My House," each of the other players must touch the tip of his forefinger to the table inside the circle; and when he says "Your House," each must withdraw his finger and place it on the table in front of him. The commands "My House," "Your House," may be repeated as fast as the speaker pleases, and in any order he wishes. Anyone who does not put his finger in the circle at the command "My House," or who takes it out except at the command "Your House," must pay a forfeit. When the player with the cane says "Your House," he is allowed to tighten the noose quickly, trying to catch any fingers that remain in the circle. If he succeed, the person whose finger is caught must take his place, and the game goes on.

MY LADY QUEEN ANNE, a guessing game played by any number of persons, who sit in a circle. . A ball is hidden about the dress of lane of the players, and another, who stands within the circle, guesses where it is. First the players in the ring sing:

"My lady Queen Anne, she sits in the no. As fair as a lily, as brown as a bun. The King sends you three letters and bids you read one."

The one in the middle answers:

11I cannot read one, unless I read all.
So pray you, , deliver the ball.

If the person guessed have the ball, he changes places with the one in the centre, otherwise the game is repeated till a successful guess is made.

MY SHIP, a game played by any number of persons, some of whom have not taken part in it before. Each player is asked what his ship is laden with, and is expected to mention an article beginning with the first letter of either of his names. Thus if his name is John Smith, he may say, for instance, " Jews-harps." "Sunfish," "Jelly," or "Soup." Those who have not played before are not told of this condition, and whenever they mention something beginning with the wrong letter, are told that the ship cannot enter port with such a cargo. They are usually much puzzled by observing that a cargo proper for one person is not allowable for another. This game is played under several different names. In one form, each is asked, "What will you take to the picnic," and if the answer does not begin with the proper letter, the player is told that he will not be allowed to go.

MYTHS, a guessing game played by any number of people. One player begins by asking a question of some other, relating to an historical or fabulous event he has in mind. The person addressed must reply in such a way that the questioner will know whether he has guessed it correctly or not. If correctly, the

questioner lets him know by a second remark, but without giving information to the other players. If incorrectly, the questioner must guess to what event the player thought he referred. If he cannot do so, he must tell the company what he had thought of, and the event thought of by the questioned player becomes the "myth." For instance, A says " How do you like shoes?" B answers " Made of Glass." A. " Not Cinderella." C. " When I want to catch a train, they are invaluable "(guessing correctly that A referred to Jack the Giant Killer's "shoes of swiftness"). A. "Then you should enter for a pedestrian contest" (thus letting C know that his guess is correct).

Whenever two players have guessed correctly, the subject must be told to all the others.

NAPOLEON. See Euchre.

NECKTIE PARTY, a young people's entertainment, at which each girl wears a colored apron, and provides a necktie also of the same material. The neckties are placed in a room by themselves, and each boy, as he enters, must choose one and put it on. The girl who wears the corresponding apron is under his special charge for the evening. He must see that she enjoys herself, take her in to supper, and see that she reaches home in safety. Of course, the same number of boys and girls should be invited.

NEEDLES, Experiment with. Having cut out a piece of cork somewhat like that in the illustration, thrust the point of a needle through one side, at A, and let its eye rest loosely on the other, at B. Stick the point of a second needle into the cork through the eye B of the first, and stick a third by the side of the second. Hold the middle of the first needle in the flame

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needle, which remains upright. On taking the cork away from the candle, the horizontal needle contracts, and the other becomes upright again. NEGRO MINSTRELS. In such a performance, young people sometimes lose much by omitting details that at first may seem obvious or well known. In seating a minstrel troupe, do not do it in a straight line, but in a semi-circle with the ends towards the audience. Put the funny men at the ends, and in the middle put the " interrogator," or serious man, whose dignity is intended to make the others seem the funnier. Let the funny men ask their conundrums of him, and let him do no interrupting; the funny men must do all that. It's well for the interrogator to repeat each conundrum very distinctly. If "Bones " or " Sambo," asks in negro dialect, " Mr. Johusing, why am you like de muddcr of General Jawge Washington?" let the interrogator repeat very distinctly, "Why am I like the mother of General George Washington?" Unless this is done, the question of the conundrum is very apt to be lost amid the laughing and confusion of such a show. In some shows, the interrogator repeats the answer too.

Although the piano has no place in a minstrel show, there is no serious objection to playing it behind the scenes in connection with the j music made before them.

NEWMARKET, or stop, a game of cards, played by any number of persons with a full pack, from which the Eight of Diamonds has been removed, and with four additional cards, called the pool. The pool-cards, which are the Ace of Spades, King of Hearts, Queen of Clubs, and Knave of Diamonds, are laid face upward, by themselves. Before the deal, each player places counters agreed on on whichever of the pool-cards he pleases. Not all the pool-cards need have counters on them, and several players may place their counters on the same

card. The entire pack is dealt, one at a time, including an extra hand, which is placed face upward where all can see it. The eldest hand now leads, generally the lowest card he holds of any suit where he has the King, or if he has no King, of his longest suit, and he declares the card as he leads. (Ace ranks below the Two.) The holder of the next higher card must then play and name it, then the holder of the card above that, and so on till no one else can play. He who plays the last card, which is called a stopcard, takes the trick and leads for the next. The stop-cards are the four Kings, because there are none higher; the Seven of Diamonds, and the cards just below those in the extra hand, because the next higher ones are not in the game; and all cards just below any which have been already led. He who first gets rid of all his cards receives from each of the other players a counter for every card remaining in that player's hand. During the game, whenever a card is played corresponding to a pool-card, he who plays it takes all the counters on the pool-card, and any player not getting rid of a card corresponding to a pool-card must place upon the pool-card, for next hand, as many counters as are already upon it.

A card cannot be declared until it is shown.

Only one card can be declared at a time.

There is often a doubt whether a stop-card has been declared in time to stop another one declared apparently simultaneously. In this case, and in all others, the dealer is referee; or the player at his left, if the dealer is interested; or the player next at the left, if the question happens to concern the two first mentioned.

The game, as above detailed, is subject to the following variations:

Sometimes the pool-cards are all hearts, and the ten is added.

Sometimes the eldest hand alone

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