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School, Church, and Home Games Part 20

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Opponents are given a stick, like a broomstick, which is grasped with both hands. Each endeavors to break the grasp of the other upon the stick.

Part IV

GAMES FOR SPECIAL OCCASIONS

CHAPTER I

GAMES AT THE DINING TABLE

Banquet Games

Oysterette Race

Those sitting on one side of the table const.i.tute team "A", those opposite them, team "B". The two captains should be sitting opposite each other. At one end of the table place a dish containing ten to twenty oysterette crackers, in front of the men on the opposite end of each line from the captain, and an empty dish in front of every other man. The opponents having the dish of crackers in front of them are given a spoon, and at the signal to "go" they pa.s.s the crackers by means of the spoon from their dish to that of the next on their team.

When the last cracker has been transferred, the spoon is handed to the next man on the team, who repeats the performance of the first. (Dishes cannot be moved from their original position). The team first succeeding in getting the crackers to the dish of the captain wins.

Pa.s.sing the Drink

Teams are arranged as in No. 1. A gla.s.s of water is given to the man at one end of the table. The gla.s.s should be filled to the brim. With the signal to "go" it is pa.s.sed to the far end of the table and immediately returned. The gla.s.s which returns first to the one who started the pa.s.sing determines the winner, provided that the gla.s.s has as much or more water in it at the finish than the opponents' gla.s.s. If the winning team has less water in it, the result is a tie game.

Rat-a-Tat-Tat

Teams arranged as in previous games. A plate or gla.s.s must be placed in front of each contestant. Two spoons are handed to contestants at the head of each line. At the signal to "go" the opponents beat on the plate rat-tat-rat-tat-tat, as a drum beats. He then pa.s.ses it on to the next. Rat-tat-rat-tat-tat is pa.s.sed on to the far end of the line and back. When the one who started the race has beaten his last rat-tat-rat-tat-tat, he stands up holding both spoons above his head.

Earth, Air, Fire and Water

Teams are arranged as in previous games. A member of team "A" is given an object, which can be conveniently pa.s.sed or tossed across the table.

The game starts by his pa.s.sing the object to any member of the opposing team. In pa.s.sing the object, he says one of the four words: "Earth, air, fire or water." If the word "earth" is used, he must name some animal; if the word "air" is used, the one receiving the object must name some bird; if the word "water" is used, he must name some fish, and keep quiet if the word "fire" is used. If the word used requires an answer, the one to whom the object is pa.s.sed must give the name before the one who has pa.s.sed the object can count ten. Failing to do this, one point is scored by team "A". The one on team "B" to whom the object was pa.s.sed, pa.s.ses same back to any member of team "A" and says any of the four words.

Note.--If the word "Air" is used, the opponent must name some bird, such as robin, thrush, etc. If "water" is used, shad, salmon, etc. If "earth" is used, lion, cow, etc.

Around the Chair

The teams are arranged as in previous games. The opponents at the head of the line are handed an orange. At the signal to "go" they must stand up, push their chair back from the table and run around the chair twice, return to the table, sit down and pa.s.s the orange to the next one in line, who repeats the performance of the first. The race ends when the last one in the line has circled the chair twice, sat down and held the orange above his head.

Jenkins Up

Divide the company into two sides. One division sits around the table on one side, the other on the opposite side. The members of the division "A" put their hands under the table and a small coin, dime or quarter, is pa.s.sed from one to the other. When division "B" thinks they have had enough time, the captain calls out, "Jenkins up!" and the players of "A" hold up their closed hands; and when "Jenkins down!" is called, they must place their open hands, palm down, on the table. The players of "B" must guess under which palm the coin is. Every player may guess, but only the captain is to be obeyed when he orders an opponent to lift a hand. If a player can succeed in finding the whereabouts of the coin by causing an opponent to raise his hand, it is legitimate. The object is to have the hand containing the coin remain on the table last. Every hand left with the palm on the table when the hand hiding the coin is lifted, counts a point for the team holding the coin. The teams alternate the guessing.

Malaga Grapes

One who knows the game takes a spoon in his right hand, then taking it in his left hand, he pa.s.ses it to the one sitting at his left, saying, "Malaga grapes are very fine grapes, the best to be had in the market".

He tells his neighbor to do the same. The spoon is thus pa.s.sed from one to the other, each telling the same grape story. If anyone pa.s.ses the spoon with the right hand, which is the natural thing to do, a forfeit can be claimed. The trick must not be told until it has gone around a table once or twice.

Table Football

An egg is blown and the sh.e.l.l used as the football. Two captains are selected, each choosing his side. Teams take places on the opposite sides of the table and endeavor to blow the egg sh.e.l.l over a goal line which is made two inches from and parallel to their opponents' side of the table. After each goal the egg is placed in the centre of the table and the blowing begins with the sound of a whistle. No player can leave his place, and the "football" must be moved entirely by blowing. If the table be long, more than one egg may be used.

Spearing Peanuts

A number of peanuts are placed in the centre of the table. Each guest is armed with a hat pin. A few of the peanuts have black spots marked upon their end. These peanuts count 5 points. All other peanuts count 1 point. The player succeeding in scoring the highest number wins. The pin must be stuck into the sh.e.l.l. Showing the nut is not allowed.

String Winding Race

Those seated at one side of the table compete against those on the opposite side. A ball of string is given to the two players sitting opposite each other at one end of the table. At the signal to go the two players maintaining their hold on the loose end of the string pa.s.s the ball to the players next to them. Each player must hold the string in one hand and pa.s.s the ball on, unwinding it, as it progresses to the next player. When the ball has reached the last player he immediately starts rewinding the ball. When he has wound up his share, he pa.s.ses it back to the next, who continues the winding. By the time the ball has returned to the player at the head of the table, it must be entirely wound. The team first succeeding in accomplis.h.i.+ng this, wins the race.

The string must be wound upon the ball and not snarled.

Name Writing Race

The teams are arranged on opposite sides of the table. A long slip of paper and a pencil are handed to two players sitting opposite at the head of the table. At the signal to "go" the two players holding the paper write their last names upon it and pa.s.s the slip on to the next player on their side. The second player on each team must write the first name of the preceding player in its proper place on the slip and write his own last name directly under that of the preceding player and then pa.s.s the slip on to the third player, and so it continues until it reaches the last player. He follows the example of the other players, leaving s.p.a.ce for his first name. The slips are then pa.s.sed back to the head of the table where the first name of the last man must be written down by the player at the head of the table. When this is done they stand and hold the paper above their heads. The team first succeeding in this wins. Each player must give to the player next following him his first name. The last player on each team will have to shout his name, so that the one at the head of the table may be able to fill it in before ending the race.

Candle and Plate Race

The teams are arranged on opposite sides of a table. The two players at the head of the table are given a plate and a candle and a box of safety matches. At the signal to "go" the candle is placed on its end on the plate and lighted by the first player. The candle is then balanced upon the plate, as it is pa.s.sed to the next player, who receives the plate endeavoring to maintain the balance of the candle.

Should the candle fall over, the player in whose hand the plate rests must place the plate down upon the table, again stand the candle on its end and pa.s.s it on to the next player. Should the flame on the candle become extinguished, the player, in whose possession it is, must place the plate down upon the table, and using the box of safety matches which is on the plate, relight the candle. In this way the candle is pa.s.sed to the far end of the table and back. The team first succeeding in accomplis.h.i.+ng this task wins.

This can be made more difficult by requiring each player to keep one hand in his lap during the pa.s.sing, balancing and lighting of the candle. In lighting, the next neighbor on the team may hold the box of matches while his teammate strikes the match necessary to relight the candle.

CHAPTER II

A COUNTY FAIR PLAY FESTIVAL

Play programs with everybody in the games, old and young, large and small, are replacing the fakers and chance-men in some of our County Fairs. Instead of a lot of disgusted individuals with empty purses winding their way on the long home trail we want to hear the laughter of the family group, still exhilarated as a result of a pleasant afternoon spent in happy, healthful recreation.

Everybody loves to play but few will admit it. In fact a great many do not realize that it is true. In order to get everybody in the game, it may be necessary to use unusual methods. A heterogeneous group can be led into the play program unconsciously if the leader uses the proper approach; and before old Deacon Hasbrook knows it, he and his good wife, neither of whom have played in nigh on to thirty-five years, will be laughing and frisking about with the rest in a way that you would have said impossible if you had known this sedate dignitary for the past twenty-five years.

The Grand March

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School, Church, and Home Games Part 20 summary

You're reading School, Church, and Home Games. This manga has been translated by Updating. Author(s): George Orrin Draper. Already has 640 views.

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