DUCKING FOR APPLES
Into one tub half filled with water are placed apples to the stems of
which are tied bits of paper containing the names of the boys present
at the party, while across the room is a similar tub in which the
names of the girls are placed. With hands tied behind them the young
folks endeavor to extricate the apples with their teeth, and it is
alleged that the name appearing upon the slip fastened to the apple is
the patronymic of the future helpmeet of the one securing the fruit
from the receptacle.
GAME OF FATE
Guests take part, seated in a circle. Three Fates are chosen, one of
whom whispers to each person in turn name of his (her) future
sweetheart. Second Fate follows, whispering to each where he (she)
will next meet his (her) sweetheart; as, "You will meet on a load of
hay," or, "at a picnic," or, "at church," or, "on the river," etc. The
third Fate reveals the future; as, "You will marry him (her) next
Christmas," or, "You will be separated many years by a quarrel, but
will finally marry," or, "Neither of you will ever marry," etc. Each
guest must remember what is said by the Fates; then each in turn
repeats aloud what has been told him (her). For example, "My future
sweetheart's name is Obednego; I shall meet him next Wednesday on the
Moonlight Excursion, and we shall be married in a week."
CANDLE AND APPLE
At one end of stick 18 inches long fasten an apple; at the other end,
a short piece of lighted candle. Suspend stick from ceiling by stout
cord fastened in its middle so that stick will balance horizontally;
while stick revolves players try to catch apple with their teeth. A
prize may be in center of apple.
WHERE DWELLS MY LOVER?
Steal out unobserved at midnight; plucking a small lock of hair from
your head, cast it to breeze. Whatever direction it is blown is
believed to be location of future matrimonial partner.
"I pluck this lock of hair off my head
To tell whence comes the one I shall wed.
Fly, silken hair, fly all the world around
Until you reach the spot where my true love is found."
COMBING HAIR BEFORE MIRROR
Stand alone before mirror, and by light of candle comb your hair; face
of your future partner will appear in glass, peeping over your
shoulder.
THE FOUR SAUCERS
Place four saucers on table in line. Into first put dirt; into second,
water; into third, a ring; into fourth, a rag. Guests are blindfolded
and led around table twice; then told to go alone and put fingers into
saucer. If they put into dirt, it means divorce; into water, a trip
across ocean; where ring is, to marry; where rag is, never to marry.
FEATHER TESTS
To foretell complexion of future mate, select three soft, fluffy
feathers. (If none is handy, ask for a pillow and rip open and take
out feathers.) On bottom end of each feather fasten a small piece of
paper; a drop of paste or mucilage will hold all three in place. Write
"blonde" on one paper; "brunette," on another, and "medium" on the
third. Label papers before gluing them on feathers. Hold up feather by
its top and send it flying with a puff of breath. Do same with the
other two; the feather landing nearest you denotes complexion of your
true love. To make test sure, try three times, not using too much
force in blowing feathers, which should land on table, not on floor.
BOWLS
One bowl is filled with clear water, another with wine, a third with
vinegar, a fourth is empty. All are placed in line on table. Each
person in turn is blindfolded, turned about three times, and led to
table. A hand is put out and prophecy made by bowl touched. Water
shows happy, peaceful life; wine promises rich, eventful, noble
career; vinegar, misery and poverty; an empty bowl is a symbol of
bachelor or spinster life.
ROSE TEST
Take two roses with long stems. Name one for yourself and one for your
lover. Go to your room without speaking to any one; kneel beside bed;
twine stems of roses together, and repeat following lines, gazing
intently on lover's rose:
"Twine, twine, and intertwine,
Let my love be wholly thine.
If his heart be kind and true,
Deeper grow his rose's hue."
If your swain is faithful, color of rose will grow darker.
NECKLACE
Make barrel-hoop into necklace of bread, candies, red peppers and
candle-ends, and hang horizontally from ceiling. Set hoop whirling and
try to grasp its freight with your teeth. Accordingly as you like your
first bite will you enjoy married life.
WINNOWING CORN
Steal out into barn or garden alone and go three times through motions
of throwing corn against the wind. The third time an apparition of
future spouse will pass you; in some mysterious manner, also, you may
obtain an idea of his (her) employment and station in life.
CONSEQUENCES
One of the most popular games at a party is certainly "Consequences";
it is a very old favorite, but has lost none of its charms with age.
The players sit in a circle; each person is provided with a half sheet
of notepaper and a pencil, and is asked to write on the top--(i) one
or more adjectives, then to fold the paper over, so that what has been
written cannot be seen. Every player has to pass his or her paper on
to the right-hand neighbor, and all have then to write on the top of
the paper which has been passed by the left-hand neighbor (2) "the
name of the gentleman"; after having done this the paper must again be
folded and passed on as before; this time must be written (3) one or
more adjectives; then (4) a lady's name; next (5), where they met;
next (6), what he gave her; next (7), what he said to her; next (8),
what she said to him; next (9), the consequence; and lastly (10), what
the world said about it. Be careful that every time anything has been
written the paper is folded down and passed on to the player on your
right.
When every one has written what the world says, the papers are
collected and one of the company proceeds to read out the various
papers, and the result may be somewhat like this:--
(1) The horrifying and delightful (2) Mr. Brown (3) met the charming
(4) Miss Phillips (5) in Westminster Abbey; (6) he gave her a flower
(7) and said to her: "How's your mother?" (8) She said to him: "Not
for Joseph;" (9) the consequence was they danced the hornpipe, and the
world said: (10) "Just what we expected."
DRY BREAD
Dreams mean much on Hallow-e'en, but certain ceremonies must be
carefully followed in order to insure the spell. Before going to sleep
for the night have some one bring a small piece of dry bread. No word
can be spoken after this; silence must prevail. Eat bread slowly, at
same time making a wish and thinking the pleasantest thing imaginable.
Then drop off to sleep, and your dreams will be sweet and peaceful,
and your wish will come true, if the charm works.
MAGIC STAIRS
Walk downstairs backward, holding lighted candle over your head. Upon
reaching bottom, turn suddenly and before you will stand your wished-
for one.
ACTING RHYMES
For this game, half the players go outside the door, whilst 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 be 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,
whilst 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 turn, become the actors.
ALPHABET GAME
Cut alphabet from newspaper and sprinkle on surface of water; letters
floating may spell or suggest name of future husband or wife.
SHADOW BUFF
A splendid game, and one specially suitable for a large party. A sheet
or white tablecloth is first of all stretched right across the room,
and on a table behind it is placed a bright lamp. All the other lights
in the room are then extinguished, and one of the players takes a seat
upon a low stool midway between the lamp and the sheet. The other
players endeavor to disguise themselves as much as possible, by
distorting their features, rumpling their hair, wearing wigs, false
noses, etc., and pass one by one behind the player seated on the
stool. Their shadows are thus thrown upon the sheet. The aim of the
seated player is to guess the identity of the shadows as they pass
before him; and the aim of the others is to endeavor by every means in
their power to keep him from recognizing them. As may be imagined, the
task of the single player is not an easy one, the distorted shadows
being vastly different from the originals as seen before the lights
were extinguished.
APPLE SEEDS
Name two wet apple seeds and stick them on forehead. First seed to
fall indicates that the person for whom seed is named is not a true
lover.
PARTNERS
The players divide themselves into ladies and gentlemen, if the ladies
predominate some must personate gentlemen, and vice versa. The
gentlemen then proceed to choose lady partners. One of the players
next undertakes to question the couples. The fun consists of the
questions being put to the lady and the gentleman answering for her.
"Do you like your partner?" the lady is asked, and the gentleman may
reply, "Yes, I adore him." Whatever the reply the lady is forbidden to
deny it; if she does, or if she answers for herself, she must pay a
forfeit. But retaliation comes, for when all the ladies have been
questioned the gentlemen's turn arrives, and the ladies answer for
their partners. "What is your favorite occupation?" the question may
be, and the lady may answer "Dressing dolls," or "Making mud pies," or
anything ridiculous that occurs to her.
APPLE PARING
Each guest, receiving apple and knife, is requested to peel apple
without breaking; then swing paring around head, and let it drop to
floor. The letter formed is initial of future mate's name. Or, you may
hang your paring over door--the first of opposite sex to pass under
will be your mate.
THE FARMYARD
This game, if carried out properly, will cause great amusement. One of
the party announces that he will whisper to each person the name of
some animal, which, at a given signal, must be imitated as loudly as
possible. Instead, however, of giving the name of an animal to each,
he whispers to all the company, with the exception of one, to keep
perfectly silent. To this one he whispers that the animal he is to
imitate is the donkey.
After a short time, so that all may be in readiness, the signal is
given. Instead of all the party making the sounds of various animals,
nothing is heard but a loud bray from the one unfortunate member of
the company.
MELTING LEAD
Each person melts some lead and pours it through a wedding-ring or key
into a dish of water. The lead will cool in various shapes, supposed
to be prophetic. Any ingenious person will interpret the shapes, and
furnish much amusement for the listeners; thus, a bell-shaped drop
indicates a wedding within a year; a drop resembling a torch or lamp
signifies fame; a pen or ink-bottle, that the future companion is to
be an author; a horn of plenty, wealth; a bag or trunk, travel; etc.
FORTUNE TELLING
The Fortune Teller must provide the person who is to have his or her
fortune told with a piece of paper and a pencil and then proceed to
say:
1. Write "Yes" or "no."
2. "State a gentleman's or a lady's name."
(If a lady's fortune is to be told she must write a gentleman's name
and vice versa.)
3. "Give a number."
4. "Length of time."
5. "Yes or no."
6. "Yes or no."
7. "Yes or no."
8. "A color."
9. "A color."
10. "Yes or no."11. "Yes or no."
12. "A shape."
13. "A measure."
14. "A sum of money."
15. "A sum of money."
16. "A virtue."
17. "A profession."
18. "The name of a place."
19. "A lady's or gentleman's name."
20. "The name of a place."
21. "A number."
22. "Yes or no."
When these have all been written down, the Fortune Teller proceeds to
read out the list of questions he has, with the answers corresponding
in number. Below is appended the list of questions, which, of course,
must not be shown to the person whose fortune is being told until he
or she has written the answers.
1. Have you a lover?
2. What is his or her name?
3. How old is he or she?
4. How long have you known him or her?
5. Does he or she know you love him or her?
6. Is your affection returned?
7. Have you or has he proposed?
8. What color is his or her hair?
9. What color are his or her eyes?
10. Is he or she handsome?
11. Is he or she conceited?
12. What shape is his or her nose?
13. What size is his or her mouth?
14. What is his or her fortune?
15. How much will he or she allow you?
16. What is his or her chief virtue?
17. What is his or her profession?
18. Where did you first meet?
19. What is your rival's name?
20. Where do you intend to live?
21. How many other proposals have you had, or made?
22. Will the marriage be a happy one?