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Dumb Crambo
This game is very interesting. The words chosen should rhyme. The players are divided into two equal sides, one side leaving the room, while the other decides upon a word. The first company are then informed that the that the second have chosen a word that rhymes with a certain other word ( which is given); company No. 1 consult together; return to No. 2, and act in pantomime or tableau the word they have decided is the one chosen; and No. 2 are obliged to guess the word the other side are acting. For instance , if the word "pair" is chosen, company No. 1 are informed that a word has been selected which rhymes with "lair." Company No. 1 then consult together, return to the presence of No. 2, and, standing in a row, commence to smooth their hair and to arrange, as far as possible, that portion of portion of their toilet. A member of company No. 2 will, perhaps, then ask, "Are you acting the word 'hair'?" and upon being told that they are, he will reply , "The word is not 'hair." The actors then retire, again consult, and try once more. They enter the room with martial tread and form themselves into a square. They are asked if the word they are acting is "square ," and on replying that it is, they are again rejected. Finally two actors, a lady and a gentleman, enter the room, the former with a drapery over her head her head to represent a bridal veil. Another actor enters after them, and performs a performs a marriage ceremony in pantomime. At this company No. 2 cannot but 2 cannot but know that the word "pair" has been guessed, and so retire to take No. 1's No. 1's place. If company No. 1 act in so obscure a manner as to baffle the guessing powers of No. 2, the latter must take No. 1's place; in this way Dumb way Dumb Crambo is made interesting for both sides at once. The acting may be may be done by one or several persons from a side, if the entire side are not needed.
PROVERBS.
After the company are assembled one person leaves the room, while those remaining decide on a proverb, of which a word is given to each person. If there are more players than words in the proverb, the latter may be given twice, or oftener; and if there are more words than players, some of the players may take two words each. When ready, the person who left the room returns; and before any questions are asked, tell the person where the proverb ends and which of the players have two words. Then he so questions the players that he guesses the word that each is trying to conceal. The answers must always contain the word sought. Here is an example: The proverb chosen being "Fine feathers make fine birds," the guesser commences by asking the first person, "Is the proverb a familiar one?" The player answers, "It is, indeed, and a fine one, too." "Do you like this game?" "I think it is fine, indeed." Then the guesser probably guesses the word here, and passes to the next person with, "Don't you think this a very pretty room?" to which the person addressed replies, "Yes, indeed! You can tell by the polish on the furniture that feathers are used in dusting, and not cloths, which always mar the surface"; and so the game continues. He can often guess the proverb from two or three words. He has the privilege of passing to another member of the company before he has guessed the preceding word, and in this way is frequently given a clue that reveals the proverb at once. If the guesser fails, he may try the same proverb again, after paying a forfeit, or he may call for a new one. The last player questioned before the proverb is guessed is the next one to take the guesser's place. The following proverbs are well adapted to this game:
Make hay while the sun shines.
Money makes the mare go.
A stitch in time saves nine.
Too many cooks spoil the broth.
Out of the frying-pan into the fire.
It never rains but it pours.
It's an ill wind that blows nobody good.
When the cat's away, the mice will play.
Take care of the pence and the pounds will take care of themselves. Charity begins at home.
TOPICS.
This is a pleasing entertainment for Valentine evening. Procure pink heart-shaped cards, having two cards fastened together at the top left-hand side, with a pink cord and small pink pencil attached at the end. Write on the outside card, "Topic Entertainment," and the date of the day, and on the inside the programme of topics, numbering each one, then on the opposite card put the numbers only.
For example: 1. Valentines. 1 2. The last book I've read. 2 3. Romeo and Juliet. 3 4. Hard Times. 4 5. Cupid. 5 6. Hobbies. 6 7.
Weather. 7 8. The Season's Entertainments. 8 It adds to the entertainment to have a song, and instrumental piece played between every two or three topics. As the guests enter the room hand each a card. The gentlemen and ladies select partners to discuss the topics; for instance, A asks B to discuss Valentines with him, if B is not engaged for that topic, A puts his name opposite No. 1 on her card, and B's name on his card. When all have filled their cards, a bell is rung and the gentlemen quickly find their partners to discuss No. 1 topic. Ten minutes is allowed for each topic, at the end of which time the bell is rung again and partners change for No. 2, after which a song is given; then the bell is rung for No. 3 topic-and so on until all the topics have been discussed. The gentleman takes the lady with whom he discussed the last topic to supper.
PALMISTRY.
A fortune-telling booth is usually one of the novelties to be found at a fair. The person chosen as fortune-teller should have some knowledge of palmistry, or of fortune-telling by cards; she should be dressed in gipsy costume with face disguised, and the booth assigned to her should be darkened by shaded lamps and made as mysterious looking as possible. The following hands are divided into three different kinds: those with round pointed fingers, those with square tips, and those that are spadeshaped, with pods of flesh at each side of the nail. The first type-with round-pointed fingers-belong to characters with perceptions extra sensitive, to very pious people, to contemplative minds, to the impulsive, and to all poets and artists who have ideality as a prominent trait. The square-shaped belong to scientific people, sensible, self-contained characters, and to the class of professional men who are neither visionary nor altogether sordid.
The spade-shaped type, with pods of flesh at the side of the nail, indicates people whose interests and instincts are mostly material. Each finger, no matter what kind of a hand it is joined to, has a joint representing each of those types. The division of the finger that is nearest the palm stands for the body, the middle division represents mind, and the highest joint spirit or soul.
If the top joint is longer than the others it denotes a character weakened with a too abundant imagination, great ideality, and a leaning toward the theoretical rather than the practical. When the middle joint of the finger is long, it promises a logical mind, and when the lowest joint is longest it indicates a nature that clings more to the luxuries than to the refinements of life. If they are nearly alike, it indicates a well-balanced mind, especially if the length of the fingers equals the length of the palm.
Vigor of constitution is indicated by a long, clear lite line. Crosses are always unfavorable, no matter where they occur. Broad nails belong to gentle, nervous, bashful people. A chained head line indicates want of fixity of thought. A long liver line shows an excellent natural constitution. Poe had the ideally psychic hand, with very small thumb. Soft hands indicate a character lacking energy and force. The heart line, if narrow, deep, and of good color, running from "Mount of Jupiter" to "Mercury," shows strong and happy affections. A head line, which is even, long and slender, shows strong judgment and clear mind; if separated from the life line, shows self-confidence; if joined, want of same.