HALLOWE’EN GAMES AND TRICKS.

The Nut Trick.

The shell must be prepared before the performance. Remove the kernel by boring a hole, or opening the nut at one end. Take out the contents by the aid of a lady’s hat-pin, and instead of the kernel, slip in a short piece of scarlet-colored baby-width ribbon. Then putty or wax the opening over, and color the putty or wax with a dye, crayon, or paint, the exact shade of the nut. The nut being thus prepared, you may now lay it on the table before your friends, and present a bunch of many-colored ribbons of the same width and length to them. Ask that some one select any piece he chooses; you must have a don’t-care air, as though it didn’t make any difference to you which piece was chosen. While, on the contrary, you care so much, that should a wrong selection be made you must at once tell an interesting story, which will help your friends to forget that the ribbon has already been selected, and you should make use of this opportunity to offer the ribbons over again. This time the selection will likely be correct. It would be wise to have the majority of pieces of ribbon the color of the piece in the nut, as that color would catch the eye first and stand a better chance of being taken.

The right ribbon now being chosen, make a great point of looking at it; hold it up at arm’s length, so that all the audience may see it. Then ask the party who made the selection to put it back in the bunch with the others and mix them all up to please himself. When he has finished, face the bunch of ribbons, and loudly repeat, three times over, “Ribbon, go into the nut.” Then ask your friend to go forward and take the little hammer which he will find on the table and crack the nut open. When the nut is opened, sure enough inside is a scarlet ribbon.

Burn a Lady’s Handkerchief, but Return it Whole Again.

This requires a tin cylinder about eight inches in diameter and twelve inches in height. Into this put a perfectly fitting tin vessel, which is divided strictly in half. When this vessel is slid inside of the cylinder the whole does not look unlike a canister with a cover at each end. Having the handkerchief, hold it so that everybody sees it, and talk fluently, keeping the body constantly in motion; indeed, making so many motions that no one has noticed that you have packed this handkerchief in the upper division of the tin vessel, and that, as you are walking towards the candle, you have turned the cylinder upside down, and that also the handkerchief you are now holding is really not a handkerchief at all, but a thin piece of muslin you have prepared to simulate a handkerchief. Pour on it a few drops of alcohol, which will help it to burn even more rapidly; tear it, if you think it more effective. When the owner thinks that her handkerchief is forever destroyed, cleverly manage to invert the cylinder, take out the handkerchief, shake it well, holding it so that all the audience sees that it is not even scorched, and then return it to the lady.

The Bowl Trick.

Fill a tiny tumbler with water and cover it with a bowl. Then state you will drink the water in the tumbler underneath without moving the bowl.

Of course the company do not believe you, and you ask all to turn their backs, or close their eyes, if they will promise not to look, until one of the party counts ten. Immediately they have turned their backs, or closed their eyes, you pick up another glass of water and hastily swallow a few mouthfuls. They hear the sound, but no one can look until ten is counted. By that time the glass from which you drank is hidden again, and the company catch you wiping your moist lips. Undoubtedly one of the number will be so suspicious that he will lift the bowl to see, and then is your opportunity, for you at once pick up the glass and drink, saying, as you put it down, “I didn’t touch the bowl.”

An Impossible Jump.

Take a gentleman’s hat, and, turning it around so that every one sees it, ask your friends whether, if you put it on the floor, they could jump over it. Of course they will answer, “Yes.” Then stand it close to the wall, and tell them not to all try at once, but take their turn to jump.

Turn a Goblet Upside Down Without Spilling the Water.

Fill a glass goblet so as not to allow any water to drop over the edge. Cover the top with a piece of paper; on the paper put your hand, and turn the goblet rapidly over; then remove the hand. The upward pressure of the air will prevent the water from spilling.

The Hat Omelet.

Everybody who enjoys tricks is no doubt familiar with this. It is very easy to do.

First state that you are about to make an omelet. Then break three eggs into the hat, and appear to add a little milk and flour, after which shake all together and hold the hat over a lighted lamp, candle, or gas. After a few moments lift out the hot flaky omelet and pass it to your friends; otherwise they will think they have been deceived.

The secret is, the omelet was cooked on the range, and was in the hat when you commenced to exhibit the trick, the hat being held too high for the audience to see inside. The eggs were not full, only the shells, the contents having been previously drawn through a tiny aperture at one end. Laugh and talk a great deal and it will not be noticed that you do not put in the cornstarch and milk; also let a real egg drop, as if by accident, on a plate standing on the table before you, or let a tablespoon or knife fall. This will attract all eyes and further prevent discovery. As in other tricks, you should practise it before showing it to your friends.

The Wonderful Carafe.

An empty carafe is brought by your confederate. This you should rinse and drain in the presence of your audience, in order to satisfy them that there is really no mistake, that the carafe is positively empty. After it has well drained, dry it, wiping it around with the greatest care. In the towel which your confederate brought you he also brought a bladder, in which was a weak preparation made up of spirits of wine, sugar, and water. In this way the carafe is filled without the audience detecting. The glasses are already in position, and in each one has been put a drop or two of flavoring extract, such as pineapple, lemonade, orange, peppermint. The magician then inquires if any one would like a glass of lemonade, and being answered in the affirmative, he pours the same from the carafe by filling the glass in which the drops of lemonade extract have been placed. In like manner he will give a glass of orangeade, or whatever drink corresponds to the extract in the glasses.

The Vanishing Ten-cent Piece.

Put this coin in the palm of your hand and take pains to let everybody see it. Then state that if any one of the audience will call out, “Vanish,” it will disappear.

The reason why is because the nail of your middle finger is covered with white wax, and closing the hand forcibly the coin instantly fastens itself to it. You must then open the hand wide and show that the ten-cent piece has really gone.

The tricks now being over, the audience rose to congratulate their young entertainers and also to exchange a few words with one another, and in so doing many of them did not discover that refreshments were about to be served until they were asked to take seats at the small tables that had most mysteriously appeared.

The refreshments were very simple, being only vanilla and strawberry rolled wafers and delicious tea. The tea was, of course, poured into the prettiest of Japanese cups, and carried on richly decorated trays, on which were laid divers colored Japanese napkins, while the graceful, cordial, Japanese-robed young girls added an indescribable charm.

And thus closed this dainty, interesting entertainment amid the pleasant chatter of the happily seated, congenial company.

Blindfolded Prophecy.

Should you be in the country on All Hallowe’en, one of the party should be blindfolded and sent into the kitchen garden, of course using every security against accident. The person sent must pull up a vegetable, and without shaking off the dirt from the roots, bring it back with him. Should it have a great quantity of mould hanging to its roots, that is a sure sign whoever has it will make a wealthy marriage. If, on the contrary, there is but little mould, he will make a poor marriage. If the vegetable is tall and well shapen, this proves he will marry a tall, beautiful girl. If, however, the vegetable is short and crooked, he will marry a short and homely girl. If a vegetable is brought in without any roots, the person bringing it will be a bachelor or old maid.

Care should be taken in the playing of this game to prevent the house and clothing from getting dirty; therefore be watchful and hold the vegetable you bring at arm’s length.

The best place to decide the vegetable’s shape, mould, etc., would be in the kitchen, or on the piazza. If the latter is enclosed, lamps could be carried out there, if not, possibly the light from the windows and hall way would be sufficient; or try a lantern.

The Divining Mirror.

Hold an unpeeled apple in the right hand and a lighted candle in the left, while you stand in an empty, unlighted room before a mirror.

Then you must eat the apple and watch sharp, for you are to see your future husband’s or wife’s face in the mirror. The face will appear over your left shoulder.

This game is also part trick, as fairy folk are apt to be famous tricksters and therefore not very trustworthy, especially if it is after dark.

One of the boys will likely have stolen back of you, disguised with a false face. He has reached you on his hands and knees, and when all of a sudden he rises, you will be so startled that it will be an easy matter for him to escape without detection. Or a girl could do the same as a boy.

In order to more fully cover one’s tracks, it would be well for the tricking player to blow out the candle as he appears over the shoulder. This, too, will partly conceal the features, for puckered lips and eyes fixed steadily on the flame will not look natural.

The Tumbler Test.

Fill three tumblers with water. One must hold blue water, such as the laundress uses for clothes, another must hold soapy water, and another clear water, while still another must be empty. These tumblers should stand on a table directly before the individual who is to be blindfolded. After he is blindfolded, change the position of the glasses, placing one where the other one stood, and so on. Then instruct the party to dip his fingers into one of the tumblers. Having felt around, his fingers are dipped into the clear water, and thus he learns that he is to marry a beautiful rich girl. Had he dipped into the soapy water, it would have meant that he would marry a poor widow; if in the blue water, he would be a noted author; if in the empty glass, he would die a bachelor. This game is played in the same way with the girls, only, of course, changing the sex, as, for example, marrying a rich, handsome man.

The Penknife Trick.

Before leaving the room state that while you are away any one may place a pen-knife where he may please, and without any word being spoken you will find it.

Of course you have a confederate, who remains behind and notices where the knife has been put.

When you enter, walk towards one of the corners in the room; if your confederate is looking up, you will know you are in the right corner, but if he is looking down you must try another. If you notice he is not looking up when you have tried all the corners, then walk towards the centre of the room, and between the corners; at one of these points he will raise his eyes. In this way, you will get the location. You must then diligently search, and when your confederate lets something drop on the floor you will know you are very close to the penknife. Sometimes it is in a person’s pocket; for that reason watch just the moment when your friend has given you the clue. Possibly your hand may be on some one’s shoulder; this would indicate to search that person.

Ball Trick.

A girl must take a ball of rose-colored worsted and toss it out in the garden as far as she can. She must be careful, however, not to lose hold of the end of the worsted. Then she should walk up and down the parlor or piazza, winding the worsted up; as she walks she sings,

Who holds my thread? Who holds my clue?

For he loves me and I him too.

All of a sudden, if the game is properly played, the worsted will refuse to come. If the worsted breaks in her exertion to wind it, she will never marry; but she should keep firm hold and wind slowly, and in time will thus surely reach the person who has caught the other end. This individual is to be her future husband. Generally the “husband” part is a trick, for some one will hold the worsted that she would never marry; for example, a boy many years her junior, or her old grandfather, or brother. This game being played for the same reason as many another, “only for fun.”

The Fortune Apple.

On several pieces of wood, thin as paper, write, in ink or paint, girls’ names. Slip each name into an apple. This set will do for the boys; make similar ones for the girls. Fill three portable tubs with water, and set an even number of apples floating in each tub. Fasten the arms of three boys securely back, and cover them entirely with water-proof cloaks. Lead each boy to a tub and ask him to repeat distinctly,

Witches and wizards and birds of the air,

Goblins and brownies, all lend me your care,

Now to choose wisely for once and for all,

And ever your names in praise loudly I’ll call.

Then each boy must put his head down and try to catch in his teeth an apple. In it he’ll find the name of one of the girls present, and she will be his fate. If the name is a strange one, there will even then be teasing enough for him. After the boys have all tried the game, then it is time for the girls.

Lead a girl up to a tub and blindfold her; lead her around while she repeats the rhyme, and with the words “loudly I call,” she must bend down and try to catch in one hand an apple or, if she prefers, she may try to spear an apple with a fork. If the latter way, only one drop of the fork will be allowed. If it sticks far enough in an apple not to fall altogether, her fate is sure.

The Money-Maker.

This is one of the large number of trick games, and like all the others it is very easy when you know how. It is played by two people, both of whom understand the trick, and it should be the effort of the company to discover as soon as is possible what that trick is. When the trick is discovered the game is simple. To prove that you know it, you should take the place of one of the players. If the game then goes on satisfactorily you are out, but the others remain in until they either give up or learn the secret also.

The money-maker leaves the room and on his return his confederate will ask him questions. His answer will prove to the company that he understands which business, trade or profession they have decided he must enter in order to make money.

The secret is easy to discover if you are on the alert; it is the first business named after a question which has commenced with the letter O or which contains the exclamation oh! Example:

The company have decided that the one who has left the room must be a publisher.

“Will you be an organ grinder?”

“No, I thank you.”

“Will you be a physician?”

“I would not like night work.”

“How would you like farming?”

“Not at all.”

“Oh, I know! you’d like to be a tailor.”

“But I know I wouldn’t.”

“Well, will you be a publisher?”

“Just the thing.”