Can You Laugh? This is a little entertainment that will fill in some vacant spot in an evening, or will serve as an impromptu. It can be tried either by the ladies or gentlemen. If the ladies try it (and this is likely to be more successful, as they laugh easier than men), let them stand in a row. The gentlemen are then to endeavor to make them laugh by every means possible, except to touch or threaten to touch. The least departure from perfect soberness is called a laugh, and the lady is to step out of the line and join the gentlemen in her endeavor to make the ladies laugh. If it is desired that a prize be given, it may be given to the lady who keeps from laughing longest.

An Optical Game. Present a ring to a person, or place it at some distance and in such a manner that the plane of it shall be turned towards a person’s face; and then bid him shut one of his eyes, and try to push through it a crooked stick of sufficient length to reach it; he will very rarely succeed.

Blowing the Feather. A simple and successful game is this old-fashioned one. Having provided a sheet or tablecloth and a small feather such as sofa pillows are stuffed with, ask your guests (all but one) to be seated on the floor in a hollow square. The tablecloth or sheet is then spread so that the players can hold the edges of the sides and ends up, just under their chins, thus stretching the cloth taut about a foot and a half above the floor. Upon the cloth the small feather is placed, and the player who is left out of the square is then told that he must do his best to catch it either in front of or upon some one of the seated players, who will then be obliged to take his place. At a signal, the players on the floor begin to blow, and the feather flies hither and thither, never resting, while amid much laughter the player who is out flies hither and thither, too, until he catches it at last on some unwary individual or some one too weak from laughing to blow quickly and effectively.

Throwing the Handkerchief. Two sides being seated in two rows facing each other, a knotted handkerchief is thrown suddenly at one of the players opposite, calling out at the same time, either “Earth!” “Water!” “Air!” or “Fire!” If “Earth” is called, the player into whose lap the handkerchief falls must name some quadruped before the other can count ten; if “Air,” a bird; if “Water,” a fish; and if “Fire,” he must remain perfectly still. Should the player fail to name an animal, or name the wrong one, or speak when he ought to be silent, he must drop out of the game, and the player who threw the handkerchief at him, may take and throw it at some one else. But should he answer properly, he must throw the handkerchief at a player on the opposite side, call an element and count ten. In this way the game goes on until all but one have dropped out, the remaining one being the winner.

Going to Jerusalem. Get a line of chairs, every other one facing an opposite direction, one less chair than the number of people. As the piano is played, they march around the line of chairs, and as the music suddenly stops, each one tries to sit on the nearest chair, and of course some one is left standing and is out of the game. The music starts again, and one chair is taken out. The same thing is repeated until there are two people left to one chair. It is very amusing to watch these two cautiously moving about this chair, ready to seize it the instant the music stops.

Find the Whistle. All the children but one sit down in a circle. The one that is left standing, must be the one who does not know the game. Some one takes a string, fastens a whistle to one end of it, and a bent pin to the other, then quietly and secretly attaches the string by the hook to the person’s back. Every time he turns his back toward any one, the whistle is taken and blown. So it goes until the whistle is discovered.

The All-around Story Game. One person in the room begins to relate a story, and after telling enough to interest the hearers and arouse their curiosity, suddenly breaking off, throws a knotted handkerchief at some member of the party, calling upon him to continue the story. This is kept up as long as possible. The more absurd and improbable the better. If any one fails to respond upon receiving the handkerchief, he or she must drop out. The one remaining last wins.

An Obstacle Game. Set stools, chairs, tables, or anything that is an obstacle in the most convenient place in the room; let those who are to take part in the game have two minutes to get their bearings. Then they leave the room and come back blindfolded. In the meantime, all the obstacles have been removed, but the warning cries of “Look out!” and the absurd attempts of the players to remember where the obstacles were, make much fun.

Impudence. This is played with two packs of cards. Seat the players around the table and deal to them, one at a time all around, a whole pack of cards; placing the other pack, face downward, in the centre of the table.

The first player begins by turning up a card from the pack on the table, at the same time asking some uncomplimentary question, which is supposed to apply to the person holding the corresponding card. This unfortunate player has a speedy revenge, however, as it is his privilege to turn the next card and ask the next question.