getable, and Mineral.
This is also a similar game to "How, When, and Where," except that the
player who goes out of the room has, on his return, to guess something
belonging to one of these three groups. His first question therefore
is, "Is it animal?" Perhaps it is not. "Is it vegetable?" "No." He
knows then that it is mineral, and after that to find out what it is
is only a matter of time.
Proverbs
One or two players go out. The others sit in line and choose a proverb
having as many words as there are players. Thus, if there were eight
players, "They love too much who die for love" would do; or if more
than eight, two short proverbs might be chosen. Each player having
made certain what his word is, the others are called in. It is their
duty to find out what proverb has been fixed upon, and the means of
doing so is to ask each player in turn a question on any subject
whatever, the answer to which must contain that player's word in the
proverb. If the first round of questions does not reveal the proverb,
they go round again and again.
Shouting Proverbs
In this game, instead of answering questions one by one, when the
guesser or guessers come in the players at a given signal shout the
words which belong to them at the top of their voice and all together.
The guessers have to separate the proverb from the din.
Acting Proverbs
This is a very simple acting game. The players should divide
themselves into actors and audience. The actors decide upon a proverb,
and in silence represent it to the audience as dramatically as
possible. Such proverbs as "Too many cooks spoil the broth," and "A
bad workman quarrels with his tools," would be very easy--almost too
easy if any stress is laid upon guessing. But, of course, although the
guessing is understood to be part of the fun, the acting is the thing.
Acting Initials
Two players go out. The others choose the name of a well-known person,
public or private, the letters of whose name are the same in number as
the players left in the room. Thus, supposing there are seven persons
in the room, the name might be Dickens. The letters are then
distributed; each player, as soon as he knows which letter is his,
selecting some well-known living or historical character beginning
with the same letter, whom he has to describe or personate. To
personate is more fun than to describe. The players seat themselves
in the right order to spell the name, and the other two are
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