Hunt the Slipper (1860) by F. Goodall |
Elements: Players sit in a circle. One player has a soft ball (knotted handkerchief, etc., something that can be tossed easily and without harm). The player calls out an element--"Air", "Fire", "Water", or "Earth"-- and immediately throws the ball to another player. Upon catching the ball, that player must name a creature that moves through that element, or stay silent if "Fire" is called. If performed correctly, he or she throws the ball to yet another player, while naming a new element. Players must perform a forfeit if they answer incorrectly (such as by saying "trout" in response to "air"), repeat an earlier answer, fail to answer within a reasonable time, as determined by the group, or fail to name an element when tossing the ball. Traditionally, forfeits are marked during the game by surrendering a recognizable possession like a glove, fan, or initialed handkerchief. Afterwards, to retrieve the item, the person must complete a task assigned by the group; it is often a silly one, such as standing on one foot while reciting a nursery rhyme. Other favorites include singing in a high voice, complimenting various members of the party, etc. Many of the period instructions include kissing, which for some reason isn't popular with 21st century players...
Barnyard Animals (as played by LHSMN; I haven't found the original source, but it closely resembles "My Lady's Toilet" from The Sociable and "Animal Club" from Sports and Pastimes): Players sit in chairs in a circle, with one person standing in the center. Each player selects a uniquely-named barnyard animal. The central player begins telling a story of his/her own devising. When an animal is named, the corresponding player must rise from his/her seat, turn once in a circle while making that animal's noise, and sit back down. At the phrase "all the barnyard animals", the entire company rises, spins while making noises, and then finds a new place. The last player standing continues the story, while the previous storyteller resumes his/her animal role (or assumes a role, if he/she was the starting storyteller).
Biz: The players sit a circle. At the outset of the game, a number such as 4 or 7 is selected; any number 2-9 will work. They proceed to count around the circle, each saying one number, save that "biz" replaces the pre-selected number, as well as multiples of that number, and any number containing the forbidden digit. Choosing 4, for instance, eliminates, 4, 8, 12, 14, 16, etc., including all of 40-49. Players who make a mistake must pay a forfeit. For thematic fun, select a phrase such as "Merry Christmas" or "Fort Nisqually" instead of "biz". The game is often played to 100 (50 with small children).
Packing a Trunk: The players sit in a circle, and the first player starts by announcing that he/she is going on a trip and will pack some item starting with an 'A' in his/her trunk. The next makes the same announcement, adding a 'B' item to the list. The players continue around the room through the letter W (X, Y, and Z being very difficult, they are often omitted; the book also recommends skipping other troublesome letters like Q, but plenty of us remember to pack quilts, quinces and quinine, so this is not necessary). As usual, forfeits are assigned for forgetting an item, using the wrong letter, and so on.
I Love My Love With An A: This is another alphabetical wit game. Categories are selected at the beginning (3 or more), and each player must explain why/how they love a person, and what they will do about it, using words starting with that letter. To wit: "I love my love with an 'A' because he is adorable, because he is named Alfred, and because he is an author. I will give him an anchor, feed him anchovies, and crown him with anemones." Forfeits apply, for forgetting a category, mis-spelling a word ("I love my love with a 'u' because his voice is 'euphonious'), or otherwise messing up. Again, troublesome letters may be skipped, but the group should decide in advance which ones will be omitted.
Blind Man's Bluff: There are several variants of this one, though a good version among close friends has everyone sitting on chairs in a tight circle. The blindfolded person is in the center of the group and must sit down on one of the chairs; he or she has three tries to guess whom he/she is sitting on. This is mainly accomplished by observing the presence/absence of hoops and listening for everyone else's laughter. Another version gives the person a stick, and has the others standing in a circle with clasped hands. They may move around, but not drop hands. The 'blind man' moves the stick, tapping members of the company and trying to guess who is being hit.
Period Books
The Sociable, or 1001 Home Amusements (1858)
A Week's Delight or Games and Stories for the Parlor and Fireside (1859)
Fireside Games: For Winter Evening Amusement (1859)
Parlour Pastimes for the Young (1859)
Sports and Pastimes for In-Doors and Out (1863)
Every Boy's Book (1860) contains some parlor games as well as more athletic activities.
Ditto The Little Boy's Own Book of Sports, Pastimes, and Amusements (1860)
On a related note The American Hoyle or Gentleman's Hand-Book of Games (1864) contains rules and strategies for various card games, and other pursuits associated with men (billiards, chess, backgammon). Whether you play them in the parlor, or not, is of course, up to you...
Parlor "magic" and science demonstrations make up their own (related) category of recreation in the period. See Parlour Magic (1858), The Boy's Own Conjuring Book (1860), and The Fashionable Science of Parlour Magic (1855), which also purports to explain gamblers' tricks and spiritualist phenomena.
Period magazine, particularly those aimed at youth or with a "Juvenile Department" will sometimes feature new games and amusements.
*In addition to being available free on-line (see above), a reprint of this title is available through Ragged Soldier Sutlery.
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