More Parlor Games
What to do with company that comes for Christmas? What about some old fashioned parlor games?
Whether rowdy and active or quiet and thoughtful, parlor games were a great way to pass cold winter evenings during Jane Austen’s day. Even though we have electric lights and other ways to pass the time, they still can entertain a crowd.
I Love My Love With An A.
Every person takes a letter and completes the verse with words beginning with that letter. The most difficult letters like X, Y, Z may be left out. Anyone who cannot fulfill their verse or who repeats what has been said by another must pay a forfeit.
This game may be played in a short variety or a long one. The short version the verse may be phrased as: I love my love with an A, because she is ardent: I hate her, because she is ambitious. I took her to Andover, to the sign of the Angel. I treated her with artichokes; and her name is Anne Adair.
In the longer version the verse includes: I love my love with an S, because she is sensible; I hate her, because she is sarcastic; by way of presents, I gave her Shenstone, a squirrel, a sea-gull, and a sensitive plant; I took her to Salisbury, to the sign of the Sun, and treated her with soup, salmon, sand-larks, shaddocks, and sherry; her name is Selina Smith, and she is dressed in sarsnet.
Hunt the slipper
“Cobblers” sit on the floor. A “customer” hands them a shoe and turns their back. The “cobblers” pass the shoe behind their backs while the “customer” counts to ten. The “customer” turns around and tries to guess who has the shoe. When the correct “cobbler” is identified, the “customer” and the identified “cobbler” trade places and the game starts again.
Puss, Puss in the corner!
In each corner of the room, or by four trees which form nearly a square, a player is stationed; another one stands in the center, who is called the Puss. At the words, “Puss, puss in the corner!” they all start and run to change corners; and at the same time the one in the middle runs to take possession of the corner before the others can reach it. If the player succeed in getting to the corner first, the one who is left out is obliged to become the puss.
The Elements
In this game the party sits in a circle; one throws a handkerchief at another, and calls out, “Air!” The person whom the handkerchief hits, must name some creature that belongs in the air, before the caller can count ten, which he does in a loud voice, and as fast as possible. If a creature that does not live in the air is named, or if the person fails to speak quick enough, a forfeit must be paid.
The person who catches the handkerchief throws it to another, in turn, and calls out, “Earth!” The person who is hit must call out elephant, of ox, or any creature which lives upon the earth, in the same space of time allowed the other. She then throws the handkerchief to another, and calls out, ” Water!”
The one who catches the handkerchief observes the same rules as the preceding, and is liable to the same forfeits. Any one who mentions a bird, beast, or. fish, twice, is likewise liable to a forfeit. If any one player calls out, ” Fire!” every one must keep silence, because no creature lives in that element.
Buz!
Any number of players (excepting seven) seat themselves round a table, or in a circle. One begins the game by saying, “One!” the player to the left says, “Two!” and so it goes round till it arrives at seven, which number must not be mentioned, but in place thereof the word “Buz!”
Wherever the number seven occurs, or any number into which seven may be multiplied, “Buz!” must be used instead of that number. Such are the numbers 7, 14, 17, 21, 27, 28, 35, 37, &c. &c. Any one mentioning any number with seven in it instead of “Buzz !” or calling out of her turn, or naming a wrong number, must pay a forfeit.
After he has paid his forfeit, she calls out, “One!” and so it goes round again to the left, by which means each has to say a different number. When by a little practice the circle get as high as seventy-one, then “Buz-one!” “Buz-two!” &c. must be used; and for seventy-seven, “Buzz!” and soon. If the person whose turn it is to speak delays longer than while any one of the circle can moderately count five, he must pay a forfeit.
Jacob! Where are you?
This game is very similar to Blind Man’s Buff. One of the company is blindfolded; after which one of the party takes a bell and joins the rest . The one who jingles the bell is called Jacob; the blindfolded one goes round, saying “Jacob! where are you?” In answer to which Jacob jingles the bell. The blinded one follows the sound; but Jacob dodges about in every direction—sometimes at the farthest corner of the room,—sometimes impudently shaking her bell in the very ear of her pursuer. If caught, they change places.
References
Revel, Rachel. ‘Winter Evening Pastimes or The Merry Maker’s Companion’. (1825)
Child, Lydia Maria. The Girl’s Own Book. New York: Clark Austin &, 3 Park Row & 3 Ann-St., 1833.
For more on Fun and Games in Jane Austen’s World click HERE
Have you played any of these parlor games. Which of these would you be most likely to play?
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Some of these games are very strange. I wonder what kind of forfeit they would have to pay?
I’ll definitely have to do a blog post on that! Thanks for the suggestion!
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