The Bottineau pioneer. (Bottineau, N.D.) 1885-1895, 1895-03-02

The following games are suitable
for young children, but will also he
found amusing for those Of larger
growth, when something IS wanted
to entertain a small company. The
drst is called Captive Flowers. The
children who L to play the game
must be numbered, commencing with
lumber one. Two of the older child
rem must act as leaders in this game,
when the children have all re-
ceived their number, the leaders
stand one at each side of the room,
or playground, as the case may be,
and alternately call out the numbers.
One of the leaders call out Zone"
The child who has been given that
number stands beside the leader.
The second leader then calls out
"two," and the player who has been
given that number stands beside the
second leader. The first then calls
out three" the second -four" ETC.,
until each leader has an equal num-
Der of players, when he goes to each
member of his band and whispers the
name of a flower, which the player
must be careful to remember. Each
leader then goes to the head of his
band, the one who first finishes NAM
ing the players on this side, having
the privilege of making the first cap
tive, if he can.
Perhaps the first flower he thinks Of
is golden-rod. He turns to the other
leader and says, IF you have a gold
en-rod among your flowers, I claim a
captive" The second leader, turning
to his band, says "Golden-rod stand
FORTH" If no one answers to the
name the band is still safe; but if one
of the players has been given that
name, he is a captive, and must go
over to the other leader, taking no
part in the game, however, after be-
{ ,ming a captive. If either leader
makes the mistake of giving the same
name to more than one of his band,
as many as have hat name stand
forth, and becomes the captives Of
the other leader. The names of wild
or garden flowers car be used in this
game, also different varities of the
same flower, as tiger-lily, pond-lily,
white rose, moss rose, cinnamon rose,
prairie rose, wild rose, etc. Each lead
err is allowed to call for twenty-five
flowers. If he calls for the same
flower twice he loses the chance of
making one captive, as each mistake
Of that kind counts for one of his
twenty-five chances. 1t is better to
have two Of the older girls as leaders,
as they can more readily think of the
names of flowers. When each leader
has called for twenty-five flowers,
the one having the most captives is
the winner of the game.
Bluff is another popular game. The
leaders choose sides as for a spelling
match, an equal number of players
being on each side. The leader who
begins the game thinks of two words
which rhyme; for example, nine and
pine. He then goes to the one at the
head Of his class and says, "I've
thought of a word to rhyme with nine.
What is it:' The played must try and
think of a word rhyming with nine,
or whatever word is given by the
leader, but instead Of repeating the
word, he must describe it so that the
leader may know what he means.
The word nine has been taken. The
player at the head thinks vine is the
word thought Of by the leader to
rhyme with it, but instead of saying
vine, he asks, lis it what grapes grow
on?" The leader must answer, ut is
not vine" AS the player did not get
the right word, the leader of the op-
posfte side calls out "Bluffw and the
one who has been chosen to keep tai
~, puts down n point against the
first leader, who then goes to the sec.
ord player in his class and asks the
same question. This player thinks
the word must be line, and asks the
leader If what he ties his hook to when
be goes fishing. The leader says, ut
Is not a line." and the leader on the
other side again calls out bluff"
thus scoring another point against his
opponent. Thus the first leader goes
in turn to each player in his class,
until the right word is guessed. II a
word is not guessed by any member
Of the class, their leader has met with
a rout. when his opponent calls out,
"Bluff! Rout!" and the one who is
keeping the score puts down five
points against the first leader, in ad.
dition to one for each of his players
who has failed to guess the right
word. Perhaps the very last player
has thought of the word pine, and
asks the leader if the word he thought
of Is a kind Of a tree. This being the
right word, the leader says, ut is
pine," and thus the successful guessel
has saved his class from one bluff and
one rout. AS the class having the
most bluffs scored against it at the
end OF the game is beaten, those play
} ers who have proved good guessers
In t first game, are in great demand
, by leaders of the following games
Ah0 first vno1or hn~ noox> L.
eac,. lie in his class, the other leader
> thinks Of two words which rhyme
. and proceeds in the same manner az
the first, his opponent now calling out
Bluff" however, when one of the
second leaders class fail to guess tn.
: right word. Each leader usually gives
; three words to be guessed, and Their
the score is added up, the side havins
the least number of bluffs being de
clared the winner.
, Sometimes in this game, a leader
| thinks of a word, with which a wore
!, the same in sound, but with a different
meaning, rhymes. Take the wore
pillow for instance. If the leader
, thought Of the word bough to rhym,
Z with it. and one of the players SHOULD
, say, lis it to bend the head?" tn,
. leader must answer. 1T Is not bow
, Another may say, 'Is it some part o
q boat?" The leader again says, ut 4
, not bow" but IL the next one says, 81,
. 1t part of a treey" the leader at one
:. answers, ut is bough." This poin'
must be explained before the game be
!, gins. Any payer who repeats a wor,
l already given must pay a forfeit TO
:. each word the players have to tell him
. As only the larger children can pla,
: this game, forfeits may be omitted al
!, fnRethnr: or. If given Loft than conais