IVhat Can We Do? Social Games COMMUNITY SERVICE I MADISON AVENUE NEW YORK CITY THE games presented here have been compiled by Miss Mabel Treat of Community Service. Many of them have been adapted from the following books: Ice-Breakers, Edna Geister, The Woman's Press, 600 Lexington Avenue, New York City. Social Games and Group Dances, Elsom & Trilling, J. P. Lippincott & Company. Games for Playground, Home, School and Gymnasium, Jessie Bancroft, Macmillan Company. Community Recreation, George Draper, Y. M. C. A. National War Work Council. Games Sent Out by Entertainment Com- mittee, Woman's Home Companion, New York City. It is the hope of Community Service that in this booklet individuals and community groups throughout the country will find practical as- sistance in promoting sociability and neighbor- liness. Additional copies may be secured from Community Service at 25 cents each. 19 Uf * O vJ ** *r^ Index DIFFERENT WAYS OF GETTING PARTNERS STUNTS *? (a) For the First Guests Who Arrive 6 (b) For Two, Using Forfeits if Wanted 21 (c) For Crowd 24 ACTIVE GAMES Black and White 11 Captain Jinks 9 Fox and Geese 12 Fruit Basket 12 Jerusalem 10 (a) With Chairs (b) Using Players (c) With Circles .'. Jolly is the Miller 9 Jump Jim Crow 13 Merry-Go- Round 13 Musical Objects '. 13 Musical Mixer 7 Partner Tag 12 Popularity 12 Relays 7 (a) Backward Relay 7 (b) Chair Relay 7 'c) Newspaper 8 d) Peanut Relay 8 (e) Walking Relay 8 (f) Zig Zag Relay 8 (g) Around the Line 8 Rig-a-jig-jig 10 Slap Jack in Couples 11 Snatch the Handkerchief 14 Street and Alley. . 11 Three Deep 11 Train 13 Where's My Chair 10 QUIET GAMES Alphabet Beast, Bird, Fish, Furniture, etc Blanket Guess Buzz Ghosts Gossip I Say 16 I Went to Paris 0. Smile Peanut Pass 17 Poor Pussy Scouting for Words Singing Proverbs 15 Slipper Slap What's Your City You Have a Face PENCIL AND PAPER GAMES Autograph Mixer Conversational Game Guessing Contest Help! Initials Music Box Newspaper ".....' Progressive Poetry Telegrams SPECIAL PARTIES 1. Automobile Party 25 2. Indoor Field Meet 3. Birthday Party .*> 4. Progressive Party 5. Penny Party GRAND MARCH FIGURES VIRGINIA REEL DIFFERENT WAYS OF GETTING PARTNERS 1. Use a grand march. 2. Cut advertisements in two, or if the same ones are duplicated, cut them in different ways. 3. Give names of states to boys and capitals of states to girls. 4. Give problem in addition to boys and answer to girls. 5. Send all the girls in one room, all the boys in another. Stretch a big cloth or sheet across the door between the two rooms. The girls put their feet under the sheet, while the boys choose the owner of a certain shoe for a partner. The same thing may be done choos- ing hands, eyes, etc. 6. Use mother goose characters. Mr. and Mrs. Jack Spratt, Jack and Jill, etc. 7. Give conundrums to boys and answers to girls. 8. Using good jokes such as Ford Joke Hooks give questions to boys and answers to girls. ^ , 9. Form two circles, one of boys and one pf girls, march around chairs to music with one less chair in each circle than players. When the music stops, everyone rushes for a chair and the boy and girl left are partners. One chair is removed, and the game con- tinues until everyone has a partner. This is especially good for a small group otherwise it takes too long. 10. Give duplicate slips to boys and girls, naming a stunt. Each boy in turn dees his stunt, and when a girl recognizes it as the same one described on her slip, she claims him for a partner. 11. Prepare two baskets of flowers, both alike, and pass one to boys and one to girls. The boys and girls who select similar flowers are partners. 12. Give all young men needles and thread the same size. At signals they all start threading their needles. As fast as they finish they may have a chance to choose a partner. [6] GOOD STUNTS TO USE WHEN ONLY A FEW GUESTS HAVE ARRIVED 1. Touch the tips of the fingers together, except middle ones, which are bent down to middle knuckle. Separate father and mother (thumbs) and put to- gether again. Separate uncle and aunt (first fingers) and put to- gether again. Separate sisters (last fingers) and put together again. Separate sweethearts (next to last). (It can't be done very often). 2. Digits. Ask the player to write a number with three digits in it, then to reverse the number and sub- tract the two; then ask him what the last digit is in his result. From this digit it is possible to tell what the whole number is. (When numbers are reversed, the middle number is always 9; so if the player tells you the last number in the result is 7, you know the whole number is 297, for the first and last digits always equal the middle one, or 9.) 3. Add 5 to 6 and get 9 (NINE). 4. Put pencil in middle of handkerchief and roll up, then, when unrolled, pencil will be on outside. Fold handkerchief in center, put pencil on outside and roll it up; when unfolded, pencil will be on inside. (In folding the handkerchief, have one end overlap quite a little.) The same may be done with pencil on inside 5. Clench fist, one on top of the other, ask another player to knock them apart, using only the little finger of each hand. 6. Crossed Fingers. Arms are extended forward, hands crossed, palms together, with fingers interlaced. Hands are then brought in toward chest, and turred upward. Point a pencil at one finger and ask the player to raise it. Usually the wrong finger is raised. The fingers must not be touched by the pencil. [6] y Knocking a Coin. One player holds, balanced on his^ index finger, a small coin. Another player stands back eight or ten feet, closes one eye and then walks directly toward the coin and with a pencil tries to dis- lodge the coin from the finger. Generally the blow falls short of the mark. A ring may be held between the thumb and fore- finger. Close one eye, approach the ring, and try to run a pencil through it sideways. 8. Walk the chalk. One player, looking through the big end of an opera glass, tries to walk on a chalk line, a string stretched on the floor, or on a distinct line in the rug. Looking through the glasses, the floor looks a long way off. ACTIVE GAMES *\^J Musical Mixer. Players form in couples around the room, circles facing in opposite directions. Players march around the circle to music, but when the music stops, face the player nearest them in the other circle and talk as fast as possible. When the music starts, players start marching again and the game continues as before. This should be played a number of times, until the players are well mixed. Instead of forming couples, boys may form an inside circle and girls out- side, and slide in opposite directions. 2. Relays. Form players in two or three parallel lines (even in number) or if there is a large number of players, form them in lines of twos. In all relays the first players of each line go to a certain goal, and then back to the starting place, touching the second couple and themselves going to the end of the line. The second couple start as soon as touched, and in return- ing touch off the third couple, etc. (a) Backward Relay. Couples lock arms, one turn- ing backward (couples facing opposite directions). This may be a walking or running relay. The player who walks forward to the goal must reverse position com- ing back. ; (b) Chair Relay. The first couples take a chair, preferably a folding one, and run to a certain point. One player sits in it, gets up, and the other player picks up the chair, and they both run back to the start- ing place, giving chair to second couple. [7] Ms may be played as well with s (c)- Newspaper Relay. The forn ation for this is different than the previous relays. 1 each row lines up at one end of the room, the next player about two or three yards fr next about the same distance, etc. Two newspapers are given to each of the first player to walk on them, using one newspa; When the first player reaches the gives him the papers and falls out of However, this may be run off as c-layB, but only having 4 or 5 in each line. (d) Peanut Relay Race. Player: ire lined up -in two columns, and for each column chairs are placed a little distance apart, facing a knife and bowl of peanuts on one chair a bowl on the other. In starting tl c relay, the first player of each line takes the knife, ] ' '-= tl p a peannt with it and carries the peanut to the other the player gives the knife to the seconc. iu the line, who does the same. If a pear dropped, i must be picked up with the knife. (e) Walking Relay. Players must walk goal and back. Tell them to swi' -, arms and take large steps. Any player who runs r.-.y-t come back to starting place and try over again. (f) Zig Zag Relay. The first player of each line runs zig zag in and out down his o back to the front of the line, around -n .: ter "b," such as "blue face,'' "blurry face," etc. circle is large the game may be started in two 01 places. After everyone has been questioned, a letter of the alphabet may be used. 2. Beast, Bird, Fish, Furniture, Flowers, etc old game of Beast, Bird, Fish, is a familiar one players are seated in a circle, while one player st; the center and points at one of the players, calli [14] 3. Conversational Game. Flayers are divided into two groups, one standing inside the circle, in front of seated group. The standing players are each given a different topic of conversation written on a small slip. The seated players are given pencil and paper. At a by the director, all the standing players are asked o talk to the player seated in front of them on the topic given on their slip. At a command from* the director, each standing player moves one player to the left, and starts talking on the same topic. After eight or ten changes the director asks the seated players to vote on the best conversationalist. During the talking they should write down the name and topic of each player. 4. Music Box. The players are provided with paper and pencil and are asked to transcribe the name of the musical compositions as they are played rapidly in suc- cession. A pianist is necessary who can play easily from memory. The player who guesses the largest number wins the game. 5. Newspaper (best for small crowd): Players are given paper and pencils with the following require- ments : 1. Write Yes or No. State a gentleman's name. 3. Give a number. uigth of time. A color, 6. A cctor. 7. Yes or No. A shape. ~9. A measure. 10. A sum of money. A virtue. \ profession. 13. Yes or No. 14. State a time. Each player is asked to answer the fourteen things ove and pass the paper to the neighbor on the right. The director then asks the following questions and each turn gives the answers on his paper: Have you a lover? Vhat is his name? Kow old is he? Flow long have you known him "i at color is his hair? CA- JZr** 6. \\'hat color are his eyes? ^7r~is he handsome? 8. What shape is his noser^, 9. What size is his mouth? 10. What is his fortune? 11. What is his chief virtue? What is his profession? 13. Will the marriage be a happy one? N 14. When will you be married? 6. Progressive Poetry. Each player is given paper and pencil and asked to write an original line of poetry. He folds over this one and tells his neighbor on the right the last word of the line. The neighbor adds a second line to rhyme with the first. This is folded over and passed to the next player, after having told the last word of the last line. When the poems have beer, around the circle each person reads aloud the complete poem. It is better not to carry this out too far. 7. Initials. Pencil and paper are given to player. At the head of the paper are written the \\ of some person; under this a series of questions. (The papers are drawn from a hat, or from the leader's hand.) The players are asked to answer the questions with as many words as there are initials ~t the top of the sheet and the words must begin with the initials in their proper order. 8. Help! Take names of well known cities and dis- arrange the letters so they won't be recognized. The same list should be given to all. The player win- corrects the largest number. Instead of c! usical instrument?, kitchen utensils, animals, trees, etc., may be used. 9. Guessing Contest. As the guests arrive, pin on each one, an advertisement with a number. Provide players with pencil and paper, and the one gr.c the" largest number of advertisements in a c is the winner. This is a good mixing game. [20] STUNTS FOR TWO PEOPLE (Either Boys or Girls, According to Stunt) Loser in Each Stunt Must Pay Forfeit Lobster Race. Two people walk backward on hands and knees to a given point. The loser pays a forfeit at once. 2. Hurdle Race. Sing two words of any song, then omit two to the end of the song. The one that fails to get through pays forfeit. 3. Wand Twist. Take a broom stick or strong stick. One person stands on either side with both hands grasping slick. One person tries to twist wand down on the left side and another tries to twist down to right. V'4/ Hanker Throw. Throw handkerchief as far as possible without folding or knotting it. 5. Tug of War. Tie prune, piece of gum or candy in middle of string and have two people chew the string to see who gets the prize first. 6. Cracker Relay. Have two people eat a cracker anjlsee who can whistle first after eating it. -\7i Newspaper Race. Give each person two papers. Have them walk a certain distance walking only on the papers. After each step the paper must be moved for- ward. 8. Rooster Fight. Two people stand facing each other. Grasp both ankles. The one that can push the other over wins. 9. Chinese Get Up. Sit back to back with arms locked. Try and get up. Last one up loses. 10. Knee and Toe Wrestle. Two people sit facing each other on the floor. Put a wand under the knees. Clasp hands in front of knees, try and push opponent over. 11. Catch Penny. Put two pennies on elbow, shake off and catch with same hand. l2.} Say Jack Homer rhyme and after each word tell what number it is. 13. Stand umbrella on floor, let go, turn around, catch before it touches floor. 14. Jug Handle. Bend both arms forward. Let someone else try and pull them apart. L21J 15. Make a Noise Like a Wild Cat. Loudest noise wins. .16. Have Hat, Coat and Skirt for Each One. See which one can put the clothes on, run to a certain point, then take them off first. 17. Have Two Pillows. See. which one can put the pillow ci.se on and f ake it off first 18. Put Chalk Line on Floor. Stand one person on each side of line with toe touching. Take hold of right hands. See which persons :an pull other over the line. 19. One th: nakes the best poem using the follow- ing word" at thi end of each line: Fun, Ton, Green, Seen. 20. ic first one that tells what 8 times 12 are. 21. K .ep both knees straight and touch floor with both hand ;. The one who does it best wins. 22. Dog Collar. Two players on hands and knees face each other, each on pillow. Put a long towel or cloth around their necks. See which one can pull the other off the pillow. 23. Two Players are Blindfolded. Each is given a tennis ball and told to threw at a certain point. One hitting nearest the center wins V 24. Sit on a Jug that is Lying on its Side. With a \7candle in one hand and match in the other try to light the candle. This must be done with one heel on top of the other toe during the lighting. 25. Two people blindfolded lie on the floor facing each other rather far apart. Grasp left hands and in right hand have folded newspaper. The one who lands the most blows wins. 26. Make a clockwise circle with the right foo; on the floor and at the same describe a figure six in the air with right hand. 27. Grasp nose with right hand and right ear with left hand. One that can reverse movement five times without missing wins. 28. Spell Constantinople backward. 29. Race from one point to another hopping only on one foot, [22] FORFEITS Say three nice things about yourself. Answer truthfully few* question* asked by anyone. 3. Place one hand where the other can't reach it (elbow). Answer "no" to any four questions asked by any- one. ^5. Laugh, cry, whistle and sing each in the four cor- ners of the room. 6. Walk up to four people and get down on knees and srnile. 7. Give two words that rhyme and make a poem out of them. 8. Touch a book inside and outside without opening it (take out of the room). 9. Hold something in one hand, arms sideways. Put in the other without moving arms. (Put object down, take half turn and pick it up.) 10. Hold one foot, hop around like a grasshopper. 11. Make a speech on the war. 12. Yawn till someone else yawns. 13. Pay a compliment to four persons in the room. 14. Ask a question that cannot be answered by no. (How do you spell yes.) 15. Blindfold two players in opposite corners, have them come forward and shake hands. 16. Put four feet against the Avail (chair). 17. Make a pile of chairs, take off shoes and jump over them (shoes). 18. Leave room with two legs, come back with six (chair). 19. Player leaves room. Have two questions. He must answer no to first and yes to second. 20. Dance a jig. 21. Tell a funny story. 22. Pose as a statue. 23. Give a Mother Goose rhyme. 24. Give in pantomime a lady dressing her hair be- fore a mirror. 25. Imitate three barnyard noises. _ 26. Imitate a Jack-iti-the-Box. 27. March like a tin soldier. Act like Charlie Chaplin. ?.9 Give this Siamece yell two times very slow and two times very fast: Owha tagoo Siam. 30. Sing a song. -U-v* [22] U w STUNTS FOR CROWD 1. A Community Sneeze. Divide players into three divisions, one to say, "hish," another "hash," and the last "hosh." At word of leader everyone says their word as loud as they can. 2. John Brown's Baby Had a Cold Upon His Chest John Brown's baby had a cold upon his chest, John Brown's baby had a cold upon his chest, John Brown's baby had a cold upon his chest, So they rubbed him with camphorated oil! The second verse is similar, except the word "baby" is not spoken; instead the Indian sign for baby is made the right hand placed on the left elbow, and the left arm swung to and fro, as if rocking a baby. The third verse is like the second, except that the word "cold" is not spoken; instead a little cough is given. The fourth verse is like the third, but the word "chest" is not sung. The chest is tapped with the open hand, instead. The fifth verse, same as the fourth; the word "rubbed" is not spoken, but a rubbing movement is made on the chest. Sixth verse, same as the fifth, but words "cam- phorated oil" are not spoken. A little sniff is given, in- indicating odor. If the singers are not too convulsed by the ridiculous movements and progressive dropping of words and sub- stitution of signs, the sixth verse may finally be com- pleted, to the edification of singers and audience alike. 3. Cracker Eating Contest. Each girl of the party holds a cracker, and she has in mind a "knight" to whom the cracker is to be given. The boys who take the places of the knights line up some distance away, fifteen or twenty yards if the game is played out of doors, or at one end of a hall or room if played indoors. At the word "Go," the knights run to the ladies, each receiving his cracker, and return to their starting point. They must eat the cracker as rjuickly as possible, and return to their ladies, kneel before them, and whistle a tune which the lady recognizes and names. The first lady to name the whistled tune of her knights wins the contest. Spectators as well as participants secure much amusement from this game. [24] SPECIAL PARTIES I. AUTOMOBILE PARTY (A) License tags may be given to all guests to be used as name cards, also a number, either 1, 2, 3, 4, 5, 6. (b) After some good introductory games such as Musical Mixer, Musical Objects, etc. (c) Give parts of auto advertisements to all the players. (Beforehand auto advertisements should have been cut up into six or eight pieces). A prize may be given for the best poem written by any group after their car has been assembled. Each line of the poem may start with the letters in the auto, i.e., W is for Wescott, the car that is fine, E is our engine, the best in its line, S is for speed, that's where we shine. T is the traffic cop, a good friend of mine, etc., etc. (d) Big placards have been put around the wall, such as "Packard No. 6," "Ford, No. 1," etc. All the players are asked to find the placard corresponding with the number given them the first of the evening. The following r/ito tests should be made, asking each car to send one member of its group. The tests should be made together in the center of the room. Test 1. Filling the radiator drink glass of water. Test 2. Best self-starter, measure length of foot. Test 3. Best timer guess length of minute. Test 4. Blow out feather in glass jar. Test 5. Pump up tire. Give each player ft balloon well blown up. The car wins which keeps the balloon in the air the longest. Test 6. Best spot light. A large red paper spotlight is pinned on the wall, and players try to hit center of it with a ball. Each test should be made by a different player from each group, while the rest of the players should cheer for their car. (e) Each car may plan a charade and a prize be given for the best one. The following are suggestions: (1) Carburetor; (2) Transmission; (3) Shock absorber; (4) Spark plug; (5) Spotlight; (6) Chauffeur. (f) The following "Motor Romance" may be read and the players asked to fill in the last word of each couplet. This may be done by cars or by individuals: [If] A MOTOR ROMANCE Alice and her beau, one day, Went riding in his Chevrolet. Her beau was fat, his name was Frank, And he was somewhat of a crank. It was too bad he wasn't smarter. Because he couldn't work the starter. She showed him how, the little dear, And also how to shift the gear. Away they went but something broke, Twas just a measly little spoke. He fixed it with a piece of wire; Then something popped it was a tire. 'Twas mended soon, but next ker-flop, They struck a branch, and smashed the top. "Dear me," cried Alice, "that's too much!" Then something happened to the clutch. And next, poor Frank, unlucky dub, . Just grazed a rock, and smashed a hub. They crossed a brook, but missed the ford. And sank down to the running board. "Oh! Frank," cried Alice, with a squeal, "I think we're going to lose a wheel." They climbed the hill, and then 'twas seen The tank contained no gasoline. They coasted downward toward the lake, But Frankie couldn't work the brake. And struck a tree a moment later, That almost wrecked the radiator. So both climbed out, and poor old Frank Bought gasoline and filled the tank. And gathered up, from road to field, The fragments of^ the broken shield. He fixed the engine, tight and snug. But had to use a new spark plug. Just then he slapped at a mosquito, And dropped a wrench on the magneto. 'Twas useless then to sweat and toil, Nothing would run except the oil. They journeyed home with Ffankie**pushing, While Alice sobbed upon a cushion. She'd not forgive, she vowed with scorn, Till Angel Gabriel blew his horn. So poor Frank's hopes were doomed to blight, And Alice married Willys Knight. [26] (g) Automobile Relay. This may be a running or walking relay. Divide the players into equal parallel lines, each having name of car. (h) U-Auto-Know. Give pencil and paper to each player with the following things written on it, and ask them to write the answers: Answers 1. Part of a book Paige 2. A high ecclesiastical official Pope . 3. The crossing of a stream Ford 4. A river in New York State Hudson 5. To penetrate and a weapon Pierce- Arrow -or Unsurpassed Peerless 7. A city near San Francisco Oakland 8. A fuel Cole 9. A color White 10. The most ancient car Olds 11. A city of Michigan Cadillac 12. To avoid Dodge 13. A boy's name and the reverse of ill Maxwell 14. Across the country Overland (i) Ask players to turn their license tags around, then have the autograph mixer (page 18) and as a prize award th^ Stutz car which is known for speed. Attractive booths arranged as gasoline filling stations, may be fixed for the serving of lemonade, punch, etc., calling it gasoline. End with a song. A prize may be awarded the player who gives the most correct answer. II. INDOOR FIELD MEET Choose the Most Suitable Events Shot Put. Place jar on floor, throw six beans into it. (Dominoes and baskets may be used.) Yard Measure. Draw a yard on the board by guess. Pole Vault. Race to eat sticks of candy. Hammer Throw. Blow up bags and throw. Vocal High Jump. Say Little Jack Horner. Say first word high, then next low. [27] Johnny Jump Up. Jump and mark place, then jump to a line. Wide Stretch. Each side takes hold of hands and longest line wins. Whistling Note. Woman who whistles longest with- out breathing wins. Standing High Jump. Jump for, and eat candy or doughnut. Scent Push. Push pennies along with nose. Running High Squeal. Run, then squeal. Highest squeal wins. Bawl Game. One who can bawl best. Thirty-Inch Dash. Candy on the end of a string. Standing Broad Grin. Measure grin. Relay Race. Eat cracker arid race as in shuttle relay. Javelin Throw. Throw pencils in hats. Tug of War. Clasp wrists and pull; four on a side. Blind Race. Blindfold and run to a given point. Have guards. Dancing Race. Two-step up the room and back. Hopping Race. On one foot. Pebble Race. Push stone across floor with right foot. Rainy Day Race. Put on hat, gloves and rubbers and run to a given plare. Choose two Captains, two srorckeepers, one an- nouncer. Divide the party into two groups. Each group should choose a college and a yell. Two yell- leaders keep up the enthusiasm of their group and the captains line up the players for different events. III. BIRTHDAY PARTY (Especially good for large crowd) Divide the players into twelve groups according to birthday month, and ask each group to plan a stunt, appropriate for their particular month. February may be represented by birthday month, Lincoln's or Wash- ington's; June by weddings; September by the opening of school; October by some Hallow-e'en stunt, etc. A birthday cake may be given as the prize f!8r the stunt. IV. PROGRESSIVE PARTY Tables arc arranged as in a progressive card party with different stunts for each table, but after each stunt, ihe four players at each table progress. The player hav- mg the largest total score is winner. Each player ceeps own score; 5 points for first at each table and 3 points for second. Table I. A bowl of peanuts and four hat-pins are provided. Each player tries to pick out as many pea- nuts as possible within a given time. Table II. The table is placed by a piano. Players are provided with paper and pencil, and write down the names of different pieces as they are played. Table III. A dish of puffed rice and four needles and thread. Each person tries to string as many ker- nels as possible. Table IV. Long paraftine gum sticks and heavy cards are provided. Players are asked to make a cer- tain animal on the card using the gum. Table V. Give the players a word like Constanti- nople, asking them to make as many words out of it as possible. Table VI. Provide materials for making dolls, or for clothing them; peanuts or clothespins, crayons, cloth, needle and threads. f& NNY PARTY Penny Stunt. A fine way of mixing the group the , first of the evening, is to give out five pennies, one a I piece to people who are told to tell no one about the possession of the pennies, but are to silently number the people who shake hands with them. The whole group are told that pennies are in the hands of five people and that the twenty-fifth person who shakes hands with the holder of a penny, gets the five pennies. No one knowing who has the pennies, everyone immedi- ately makes it his business to shake hands with every other person in the room. The number of pennies given out, may vary accord- ing to the size of the crowd. Penny Wise (Pencil t and Paper Game). Each player is provided with a Lincoln Penny, papfir and pencil. On the paper beforehand or to cGctatjbo are written the following requirements', of course, without the answers. [29] The player who has the largest number of correct answers keeps his penny. The answers must be found on the penny. The name of a song. (America) A privilege. (Liberty) A small animal. (Hare, hair) A part of Indian corn. (Ear) A part of a hill. (Brow) Something denoting self. (Eye) (I) Part of a door. (Locks) (of hair) A foreign fruit. (Date) What ships sail on. (Sea) (C) A perfume. (Scent) (Cent) A Chinese beverage. (Tea) (T) A term of marriage. (United States) Penny Pass Relay. Players are divided into two lines facing each other. A dish of pennies is placed at the end of each^ line. Players grasp with their left hand the right wrist of the player on the left. At the com- mand, Go! the first player of each line starts passing the pennies down the line one at a time. If a penny is dropped all the players must keep their hands clasped while bending down to pick penny up. If the crowd is not too large, pass the pennies back again. The game is to see which side will get through first. If there are not too many players, each player on the winning side should receive a penny. In Getting Partners (for Supper or a Game). Hang a sheet in an open doorway, all the girls on one side, boys on the other. Tell the boys it will cost them a "penny a foot." Ask the girls to put one foot under the sheet and the boys each choose a foot and pay a penny for it. Side Shows. Different ideas may be worked up in little side shows, charging a penny admission. For in- stance, advertise 1. "The Early Home of Lincoln" This may be rep- resented by a cradle. 2. "A Merry-Go-Round" Represent it by a girl "Mary" walking around in a circle. 3. "American Beauties" Represented by girls. 4. "The Old Commentator" Represented by a po- tato on a plate. I (3UJ \ Penny Booths. Different booths should be arranged where refreshments, favors, etc., may be sold for a penny. An attractive one may be made called "photo- graph gallery," where pictures are taken and a post card is given as a picture, appropriate as possible to the individual. Telegrams. Give each player paper and pencil and ask them to write a five-word telegram, using the let- ters P-E-N-N-Y as the first letter of each word. Ask the players to pass the finished telegrams to the player on the right and ask each player to read aloud their neighbor's telegram. GRAND MARCH FIGURES 1. Boys form on one side, girls on the other. The first one of each line lead their line to the rear of the room and march down the center in two's or players may get partners, and march in a circle around the room, coming down the center in two's. 2. First couple go to right and second to left, third to right, etc. Couples meet at back of room and come up in four's. 3. The three at the right turn right and the one on the left turns left, come up in center in four's: The three on the left turn left, and one on right turns right, and come up the center m four's 4. Four's divide in te^s* going right and left when the lines meet at the other end of the room, the cou- ples on the director's left form a bridge by holding in- side hands high, while the other line marches under, both lines marching all the time. When the lines meet again at the front of the room, the other line of cou- ples form the bridges, while the bridges pass under. 5. When the two lines meet at rear of room, the first couple of each line join hands and skip around in circle for seven counts. On the eighth count, the couple on the left go under a bridge formed by the right side couple, each couple going forward in eight punts to meet the next couple of the opposite line. This is continued through the lines until the leading couples meet again. 6. Couples meet at front of room forming four's the first four turning right, the second four turning left and coming up the center in eight's, halting at the front of the room. Eight's join hands and the leader (on the [31] right of the front line), skips into a winding formation so that attachment can be made with second line (the last one of the first line joining hands with the one on the right of the second line). When all the group is in line, players form a circle. 7. Partners face and grand right and left around the circle to own partner. The leader winds up the circle by leading the players inside the outside circle. When the players are wound up, the leader unwinds by turn- ing outside, and walking with back to players who are still winding up. 8. Two circles are formed, girls inside, boys outside. Boys make arches by lifting joined hands. Girls join hands and follow the leader in and out of the arches. Boys take girl on their right and march around circle in two's coming up center in four's. V The two inside lines form arches while the out- side lines march forward meet a new partner and march under arches. VIRGINIA REEL Players form two lines, facing each other, boys on one side, girls on the other. Players 'oin hands down the lines and with four steps march toward their part- ners making a bow on the last step, thej back to orig- inal position with four steps. This is repeated. Players drop hands and do the following: (a) Meet partners in center, swing around with right hands joined and back to place. (b) Swing around with left hands. (c) Swing around with both hands. (d) Do si do walk around partner passing right sly- aiders. (e) Do si do passing left shoulders. Leaders join hands and slide down center and back. Each one leads his own line outside to the foot of his line. There the leading couple form a bridge and all the couples pass under. The leading couple stay at the end of the line, while the first couple under the bridge becomes the leading couple. This continues un- til the first couple get back to the head of the line. There may be two to five leading couples if there are a great many players or the players may be divided into groups of ten or fifteen couples. [S2] FOURTEEN DAY USE RETURN TO DESK FROM WHICH BORROWED This book is due on the last date stamped below, or on the date to which renewed. Renewed books are subject to immediate recall. 280ct'57ES QCT131955 Of Rcc ? : -BEWr LLI KEC'P LP REC'D LD DECl6l3ftO 4 1957. LIBRARY USE APR 2 7 1957 wscro REC'D LD JAN, 4 3G1 "I RETURN TO MAIN CIRCULATION ALL BOOKS ARE SUBJECT TO RECALL RENEW BOOKS BY CALLING 642-3405 DUE AS STAMPED BELOW MAY Rec. W 09*% Moffitt FORM NO. DD6 UNIVERSITY OF CALIFORNIA, BERKELE BERKELEY, CA 94720