Among games requiring memory and attention we may mention “Cross Purposes,” “The Horned Ambassador,” “I love my Love with an A,” “The Game of the Ring” (arithmetical), “The Deaf Man,” “The Goose’s History.” “Story Play” consists in putting a chosen word into a narrative so cleverly that it will not be readily guessed, although several people tell different stories with the chosen word several times repeated. The best way to play this is to have some odd word which is not the word—like Banana—and use it several times; yet one’s own consciousness of the right word will often betray the story-teller. “The Dutch Conceit,” “My Lady’s Toilet,” “What is my Thought like?” “Scheherazade’s Ransom” are very pretty, and may be found in many Manuals of Games. This last deserves a description.

Three of the company sustain the parts of the Sultan, the Vizier, and the Princess Scheherazade. The Sultan takes his seat at the end of the room, and the Vizier then leads the Princess before him, with her hands bound behind her. The Vizier then makes a burlesque proclamation that the Princess, having exhausted all her stories, is about to be punished unless a sufficient ransom be offered. All the rest of the company then advance in turn and propose enigmas, which must be solved by the Sultan or Vizier; sing the first verse of a song, to which the Vizier must answer with the second verse; or recite any well-known piece of poetry in alternate lines with the Vizier. Forfeits must be paid either by the company when successfully encountered by the Sultan or Vizier, or by the Vizier when unable to respond to his opponents; and the game goes on till the forfeits amount to any specified number on either side. Should the company be victorious and obtain the greatest number of forfeits, the Princess is released, and the Vizier has to execute all the penalties that may be imposed upon him. If otherwise, the Princess is led to execution. For this purpose she is blindfolded, and seated on a low stool. The penalties for the forfeits, which should be previously prepared, are written on slips of paper and put in a basket, which she holds in her hands tied behind her. The owners of the forfeits advance and draw each a slip of paper. As each person comes forward, the Princess guesses who it is, and, if right, the person must pay an additional forfeit, the penalty for which is to be exacted by the Princess herself. When all the penalties have been distributed, the hands and eyes of the Princess are released, and she then superintends the execution of the various punishments that have been allotted to the company.

Another very good game is to send one of the company out, and as he comes in again to address him as the supposed character of Napoleon, a Russian emperor, Gustavus Adolphus, or some well-known character in history or fiction. For instance, a young lady leaves the room, and as she enters some one says:

“Charming and noble heroine, most generous and most faithful! we are glad to see you. How well you look, after all that has happened to you! Burned alive? Yes, I should say so; and all that you suffered before! How did you like wearing armor? and what do you think of ungrateful kings? How was it at home before you left——? Did you really see those visions? and how did St. —— look? And, now that you are come back, will you ever be so generous and noble as to fight for any cause except yourself?”

Of course, the young lady knows that she is Joan of Arc. But it is not necessary that character should be so plainly indicated, however, as in this example.

“The Echo” is another very pretty game. It is played by reciting some little story, which Echo is supposed to interrupt whenever the narrator pronounces certain words which recur frequently in his narrative. These words relate to the profession or trade of him who is the subject of the story. If, for example, the story is about a soldier, the words which would recur the most frequently would naturally be “Uniform,” “Gaiters,” “Chapeau bras,” “Musket,” “Plume,” “Pouch,” “Sword,” “Saber,” “Gun,” “Knapsack,” “Belt,” “Sash,” “Cap,” “Powder-flask,” “Accouterments,” and so on. Each one of the company, with the exception of the person who tells the story, takes the name of Soldier, Powder-flask, etc., except the name “Accouterments.” When the speaker pronounces one of these words, he who has taken it for his name ought, if the word has been said only once, to pronounce it twice; if it has been said twice, to pronounce it once. When the word “Accouterments” is uttered, the players—all except the soldier—ought to repeat again the word “Accouterments” either once or twice.

These games are amusing, as showing how defective a thing is memory, and how apt, when under fire, to desert us. It is also very queer to mark the difference of character exhibited by the players. The most unexpected revelations are made.

Another very funny game is “Confession by a Die,” played with cards and dice. It would look at first like a parody on “Mother Church,” but it is not so guilty. A person takes some blank cards, and, counting the company, writes down a sin for each. The unlucky sinner when called upon must not only confess, but, by throwing the dice also, confess as many sins as they indicate, and do penance for them all. These can, with a witty leader, be made very funny.

“The Secretary” is another good game. The persons sit at a table with square pieces of paper, and pencils, and each one writes his own name, handing the paper, carefully folded down, to the Secretary, who distributes them, saying “Character!” Then each one writes out an imaginary character, hands it again to the Secretary, who says “Future!” The papers are again distributed, and the writers forecast the future. Of course, the Secretary throws in all sorts of other questions, and, when the game is through, the papers are read. They form a curious and heterogeneous piece of reading. Sometimes such curious bits of character-reading crop out that one suspects and dreads complicity. But, if it is honestly played, the game is amusing.

Of Ruses and Catch-games, Practical Jokes, and all plays involving mystification and mortification, we have a great abhorrence. They do not belong to the class of Home Amusements. Let them be relegated to that bad limbo of “college hazing,” and other ignoble tricks which some people call fun. Far better the games which call for wit, originality, and inspiration; which show knowledge, reading, and a full repertoire; and a familiarity with all the three homely studies—geography, arithmetic, and history, including natural history. One of these games is called “The Traveler’s Tour,” and may be made very interesting, if the leader is ingenious. It is played in this way: One of the party announces himself the “Traveler.” He is given an empty bag, and counters with numbers on are distributed among the players. Thus, if twelve persons are playing, the numbers must count up to twelve—a set of ones to be given to one, twos to two, and so on. Then the Traveler asks for information about the places to which he is going. The first person gives it, if he can; if not, the second, and so on. If the Traveler considers it correct information, or worthy of notice, he takes from the person one of his counters, as a pledge of the obligation he is under to him. The next person in order takes up the next question, and so on. After the Traveler reaches his destination, he empties his bag, and sees to whom he has been indebted for the greatest amount of information. He then makes him the next Traveler. Of course, this opens the door for all sorts of witty rejoinders, as the players choose to exaggerate the claims of certain hotels, the geographical position of places, and the hits at such a place as Long Branch, for instance, by describing it as an “inland spot, very retired, where nobody goes,” etc., etc. Or it can be played seriously, with the map of Europe or America in one’s memory. The absurd way is, however, the favorite style with most, as in this wise: