played with two
packs of cards of any sort. One pack is laid in a heap, face down, in
the middle of the table. The other pack is distributed to the players,
who lay them face upward in rows; each person should not have more
than twelve cards since it is practically impossible to remember more
than that number. Any one can begin by giving either a prophecy or a
characteristic--thus: "Who will inherit a fortune inside a year?" or
"Who will be the first in the room to wear false teeth?" at the same
time turning up a card from the centre pile. Whoever has the card
matching this, takes it, lays it face down on his card repeating the
prophecy, "I will be the first to wear false teeth." The next in turn
gives a characteristic, "Who has the worst temper?" or "Who has the
most unselfish disposition?" This process continues around, until all
the centre cards are matched. Then the memory test comes in. Every
player in turn tries to remember and repeat all the prophecies and
characteristics which have fallen to his share, giving them aloud in
rapid succession. He is allowed for deliberation on any one only the
time while ten is being counted. The one who remembers the greatest
number is the winner.
The Old Maid's Birthday
This game is utterly foolish, but it can lead to shouts of laughter.
It has been founded on an old-fashioned card game called "Mr. Punch."
The first thing required is a pack of plain cards on which should be
written the names of articles of food and clothing, household
utensils, and other domestic and much advertised things: such, for
example, as a frock-coat, a round of beef, a foot-warmer, a box of
pills. A story, somewhat on the lines of that which follows, must then
be prepared and copied into a note-book. The company take their places
and the cards are handed round. These should be held face downward.
When all is ready one of the players reads the story, pausing at each
blank for the player whose turn comes next to fill it in by calling
out whatever is on his uppermost card. No matter how often the game is
played (provided the cards are re-shuffled) the unexpected always
happens, and it is usually so absurd as to be quite too much for a
room all ready for laughter. The number of blanks in the story should
be equal to the number of cards, and in order that the story may run
on smoothly it is well for the next player always to glance at his top
card just before his turn, so as to bring it out readily and
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