Audubon Republican. [volume] (Audubon, Iowa) 1894-1925, 1895-01-24
FOR BOYS AND GIRLS.
INTERESTING READING FOR YOUNG
FOLKS.
Some suitable Evening Games for
Young and Oid-CoOking by Eicc-
tricity- I'm Rcnson-
strong Temptation.

y
found amusing for those of larger
growth, when something Is wanted
to entertain small company. The
first is called Captive Flowers. The
children who are to play the game
must be numbered, commencing with
number one. Two of the older child
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 thai number stands beside the
second leader. The first then calls
out three" the second -four" etc,
until each leader has IN equal mum
her of players, when he goes to each
member of his band and whispers the
name of IL 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, / claim
captive" The second leader, turning
10 bnn n n
FORTH! If no one answers to the
name the band Is still safe; but IL 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-
coming captive. If either leader
makes the mistake Of giving the same
name to more than one of his band.
as many as have that name stand
forth, and becomes the captives of
the other leader The names of wild
or garden flowers can be used In this
game, also different varities of the
same flower, rs tiger-lily, pond-lily,
white rose. moss rose, cinnamon rose,
prairie rose, wild rose, etc. Each lead
er 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 chauces. 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 Ii
the winner of the game.
Blur 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, 1--WE
thought of IA 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 1t 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 1t. but instead of saying
Onr' The leader must answer, ut Is
not vine" As the player did not get
the right word the leader Of the op.
ppsite side calls out "Bluffv' and the
one who has been chosen to keep tai
ly, puts down one 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
he goes fishing. The leader says, at
il not a line" and the leader on the
other side again calls out "Bluffw
thus scoring another point against his
opponent. Thus the first leader goes
I'm turn to each player In his class,
until the right word Is guessed. If q
word is not guessed by any member
of the class, their leader has met with
IL 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 adj
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 tree. This being the
right word the leader says, ut Is
pine" and thus the successful guesser
has saved his class from one bluff and
one rout. AS the class having the
most bluffs scored against 1t at the
end of the game is beaten, those play
ers who have proved good guessers
In the first game. are In great demand
by the leaders of the following games
After the first leader has been to
each one in his class, the other leader
thinks of two words which rhyme,
and proceeds in the same manner as
the first, his opponent now calling out
"Bluff." however, when one of the
second leaders class fail to guess the
right word. Each leader usually gives
three words to be guessed, and then
the score is added up. the side having
the least number of bluffs being de-
clared the winner
Sometimes in this game. a leader
thinks of word, with which word
the same in sound, but with different
meaning, rhymes. Take the word
plow for instance. If the leader
thought of the word bough to rhyme
with 1t. and one of the players should
say. lis it to bend the head? the
leader must answer TT Is not bow"
Another may say, us 1t some part of
a boat?" The leader again says, at is
not bow" but If the next one says, "Is
It part of tree?" the leader at once
answers, ut Is bough." This point
must be explained before the game be-
Gins Apy p,ayar who ranaats a word