One player leaves the room, and while he is absent the rest fix upon some proverb. The words are then distributed among them, and each player, in reply to a question asked by the guesser, has to introduce his particular word. When all the words have been introduced, the guesser has to guess the name of the proverb, and another player takes his place. If, however, he cannot make it out, he has to leave the room again.
LIST OF PROVERBS.
- A false friend is worse than a bitter enemy.
- A penny saved is a penny gained.
- A man is known by the company he keeps.
- A bad workman quarrels with his tools.
- All is not gold that glitters.
- A friend in need is a friend indeed.
- A good name is better than wealth.
- A good word costs nothing.
- A little rain lays much dust.
- A little spark makes a great flame.
- A bird in hand is worth two in a bush.
- Better late than never.
- Barking dogs seldom bite.
- Cut your coat according to your cloth.
- Empty vessels make the most sound.
- Example is better than precept.
- Evil beginnings have bad endings.
- Friends are plenty when the purse is full.
- Good ware makes quick markets.
- Great cry and little wool.
- Gather thistles, expect prickles.
- Half a loaf is better than no bread.
- Hear twice before you speak once.
- In a calm sea every man is a pilot.
- Idle folks have the least leisure.
- It’s an ill wind that blows nobody good.
- If a thing is worth doing, it is worth doing well.
- It’s a sad heart that never rejoices
- Least said is soonest mended.
- Let them laugh that win.
- Look before you leap.
- Long looked for comes at last.
- Make hay while the sun shines.
- Many a slip between the cup and the lip.
- Make the best of a bad bargain.
- Marry in haste, repent at leisure.
- Of two evils choose the least.
- One good turn deserves another.
- Opportunity makes the thief.
- Out of sight out of mind.
- Penny wise and pound foolish.
- Prevention is better than cure.
- Pride will have a fall.
- Short reckonings make long friends.
- Strike while the iron’s hot.
- Still waters run deep.
- Safe bind, safe find.
- The best part of valour is discretion.
- Waste not, want not.
- Where there’s a will there’s always a way.
- Wilful waste makes woful want.
PUSS IN THE CORNER.
Four players take their stations in the four corners of a room, and a fifth, called “Puss,” places himself in the middle of it; the players in the corners then change places by running to the opposite ends, and Puss must endeavour to get into one of the vacant places before the opposite player is able to reach it; if he can do so, the player left out becomes Puss.
RED-CAP AND BLACK-CAP.
The players sit round in a circle, each taking a colour. Thus one is red-cap, another black-cap, and so on. One of them, who takes the place of master, and has no colour, taking up a cap says: “Hullo, here’s a false stitch. Who made it, blue-cap?” Blue-cap then answers, “Who, sir? I, sir?” “Yes, you, sir!” “Not I, sir.” “Who then, sir?” “Yellow-cap, sir.” Yellow-cap then starts up and says, “Who, sir? I, sir?” and goes through the dialogues, giving another colour. The player who neglects to start up when his colour is mentioned, or who does not repeat the question correctly, pays a forfeit.
SHADOW BUFF.
Shadow Buff differs very materially from [Blind Man’s Buff], but it is equally amusing. A large piece of white linen should be fastened neatly up at one end of room, so that it hangs quite smooth; Buff (not blinded) seats himself on a low stool with his face to the linen, and a table, on which is a lighted candle, should be placed about four or five feet behind him, and the rest of the lights in the room extinguished. Buffy’s playfellows next pass in succession, between the candle and him, distorting their features in as grotesque a manner as possible—hopping, limping, and performing various odd antics, so as to make their shadows very unlike their usual looks. Buffy must then try to guess to whom the shadows belong, and if he guesses correctly, the player whose shadow he recognises takes his place. Buff is allowed only one guess for each person, and must not turn his head either to the right or left to see who passes.