My Book of Indoor Games eBook

This eBook from the Gutenberg Project consists of approximately 138 pages of information about My Book of Indoor Games.

My Book of Indoor Games eBook

This eBook from the Gutenberg Project consists of approximately 138 pages of information about My Book of Indoor Games.

For this game, half the players go outside the door, while those who stay in the room choose a word of one syllable, which should not be too difficult.  For instance, suppose the word chosen be “Flat,” those who are out of the room are informed that a word has been thought of that rhymes with “Cat,” and they then have to act without speaking, all the words they can think of that rhyme with “Cat.”  Supposing their first idea be “Bat,” they come into the room and play an imaginary game of cricket.  This not being correct, they would get hissed for their pains, and they must then hurry outside again.  They might next try “Rat,” most of them going into the room on their hands and feet, while the others might pretend to be frightened.  Again they would be hissed.  At last the boys go in and fall flat on their faces, while the girls pretend to use flat-irons upon their backs.  The loud clapping that follows tells them that they are right at last.  They then change places with the audience, who, in their turn, become the actors.

* * * * *

MAN AND OBJECT

Two persons go out of the room, and after agreeing together as to what they shall represent, they come back again, and sit side by side in front of the company.  One of the two takes the part of some well-known person, and the other represents an object which is closely connected with that person; for instance, say one represents the governor, and the other the mayor.  When the two return to the room, the other players take it in turns to ask each of them a question, to which both the man and the object must reply either “Yes” or “No,” until the right person and the right object have been guessed.

The first player will perhaps ask the “man:”  “Are you alive?”

[Illustration]

The man will reply, “Yes;” then the object is asked:  “Are you of wood?” “No.”  The second player next questions him, and then the third, and so on until every one has had a turn at questioning, or the person and the object have been guessed.

* * * * *

THE JOLLY MILLER

The players decide among themselves which one of their number shall act the part of the Jolly Miller.  This being done, each little boy chooses a little girl as partner; the Jolly Miller having taken his stand in the middle of the room, they all commence to walk arm-in-arm round him, singing the following lines: 

  There was a jolly miller who lived by himself;
  As the wheel went round he made his wealth;
  One hand in the hopper, and the other on the bag;
  As the wheel went round he made his grab.

At the word “Grab” all must change partners, and while the change is going on the miller has the opportunity given him of securing a partner for himself.  Should he succeed in doing so, the one left without a partner must take the place of the Jolly Miller, and must occupy the center of the room until fortunate enough to get another partner.

Copyrights
Project Gutenberg
My Book of Indoor Games from Project Gutenberg. Public domain.