`Blindfold` Party Games

PARTY GAMES THAT REQUIRE A BLINDFOLD
For some games there are different descriptions of the same game (and with different titles in some
cases). I have left them on the list because you might find it interesting to read the descriptions from
different eras.
Blind Man’s Buff
This is a very old game, but a very popular one with young children. One of the party is chosen to be
Blind-Man. Of course, he is blindfolded, and has to catch the others. When someone is caught, the
player blindfolded feels the hair, face, etc., and tries to guess who the child is. If correct, then the one
caught has to be blindfolded.
--------Blindman’s Buff
You will need: At least 4 players
About 15 minutes’ playing time A blindfold
Mark off a playing area about twenty-five feet square. Players cannot go beyond this area in trying to
escape the blind man. One player is blindfolded, turned about three times and then let loose to try
and catch one of the children.
The other players may move around. The first player touched by the blind man takes his place in the
next game.
-------BLIND MAN’S BUFF
This is perhaps the best known of all games for children’s parties. The rule is that the boy or girl to be
blindfolded shall, after the handkerchief is fixed firmly over the eyes, be twisted round three times,
so as to lose his or her knowledge of direction. Then the “blind man” starts off to “catch whom he
may.” Having caught a player, he must first guess who it is, and, if he guesses aright, then the player
caught must be “blind man.”
In playing this game care should be taken to prevent any danger of a reckless or venturesome player
sustaining injury by bumping into any sharp object or tumbling into the fire. It is a firm rule of the
game that no player in retreating from the “blind man” shall lead him out of the room. Indeed, the
door should be kept closed all the time, as the hard edge of an open door may catch the blindfolded
player a very nasty crack on the forehead.
The “blind man” may or may not be rewarded with a kiss when he or she catches a player of the
opposite sex and guesses who it is without uncovering his eyes.
------BLIND MAN’S BUFF
A ‘he’ is selected and properly blindfolded, turned around three times and then let go. The
remainder of the party tease the blind man while he tries to catch hold of one of the players. When
‘he’ has hold of someone, that person should remain still while ‘he’ tries to guess his identity by
feeling him and his clothes. If ‘he’ guesses correctly, he can remove his blindfold and exchange places
with his victim, who becomes the next ‘he’.
------Blind Man’s Buff
A handkerchief must be tied over the eyes of some one of the party who has volunteered to be blind
man; after which he is turned round three times, then let loose to catch any one he can. As soon as
he has succeeded in laying hold of one of his friends, if able to say who it is he is liberated, and the
handkerchief is transferred to the eyes of the newly-made captive, who in his turn becomes blind
man. This position the new victim must hold until, like his predecessor, he shall succeed in catching
someone, and naming correctly the person he has caught.
------BLIND MAN'S BUFF
Players: any number
What you need: one blindfold
This is one of the oldest games in history and has been played all over the world for thousands of
years. One player is chosen to be the Blind Man. He is blindfolded and has to try to catch one of the
others. As soon as the Blind Man catches hold of anybody, he can touch them and if he can recognise
who it is, he and the caught player swap places.
------Blind Man’s Buff:
One of the party volunteers to be the first blind man, or is chosen by lot. A handkerchief or scarf is
tied over his eyes and he is turned round three times. He then tries to catch any other player he can.
The other players tease him by pushing him, pulling at his clothes, tickling his face with a feather etc.
When he succeeds in seizing someone the blind man has to guess who it is. If he is right his prisoner
becomes the blind man. In another version known as French Blind Man’s Buff, the blind man’s hands
are tied behind his back and he is walk backwards; he captures his prisoner by touching him. The
word ‘Buff’ is Middle English for a blow or buffet.
------Blind Man's Buff
(Blind Man’s Bluff or Pickety Witch)
A party favourite, Blind Man's Buff has been played for hundreds of years. It works well with at least
six players, depending on the size of the room you are playing in. This game is sure to wear out even
the most energetic guests.
How To Play
In the classic version of Blind Man’s Buff one person is blindfolded and spun around three times by
the other players until they are disorientated. The Blind Man then moves around the room, with his
hands outstretched and attempts to tag the other players. The other players bolt around the room
keeping out of the Blind Man's reach as long as possible. The last person to be tagged is the winner.
Variations
Players can remain stationary, either seated or standing, while the Blind Man seeks them out. They
are allowed to bend and twist out of his reach, but they cannot actually move from the spot.
In another version, the Blind Man has to try and guess who they have in their grasp. They can use
their hands to feel the person s features. If they succeed they can hand over the blindfold, if they fail
they carry on trying to tag people.
Tactical Tips
If you are the Blind Man, remember to use your other senses to help you hunt players down - the
sound of someone giggling or a waft of air as someone brushes past you will help enormously.
Whichever version of the game you decide to play it's best to keep doors shut and clear the room of
any clutter before you start, to avoid injuring the Blind Man.
------A NOVEL POTATO RACE
Pair off your players and blindfold a pair at a time. Stand the two a yard apart (less for small children)
and give one of them a dozen potatoes which he places on the floor by his feet. He has to pick up one
potato at a time and hand it to his partner who has to put the potatoes, one by one, on the floor at
his own feet. It is marvellous how the stooping down causes the players to lose their sense of
direction and the onlookers are afforded plenty of fun in watching them fiddling about in trying to
find where the partner has gone.
Note the time taken by each pair. The winning pair is, of course, the two who are quickest.
------Long Distance Flights
Fasten up on the wall a large map of the world ; one roughly drawn on a sheet of brown paper will
serve. But clearly mark your home town—where the game is being played —on it. You will need also
a number of tiny aeroplanes, cut out of cardboard or paper, each with a pin stuck through it. If there
are several planes, it is best to have them of different colours, so as to be easily distinguishable; if
you use only two and run the game off with competing pairs of players the colouring will not matter.
Each player in turn is blindfolded and made to walk across the room to the map. On arriving, with
outstretched hand in which his aeroplane is held, he sticks the pin into any part of the map he likes,
though he is not allowed to feel for the edge of the paper. The pin must be pressed in at the point
where it first touches the map.
The length of the flight is the distance measured in a straight line from the home town to the plane.
But if the plane has been pinned on to any ocean or lake, it is said to have crashed and does not
count at all.
The winner of the game is the one who makes the longest flight.
------Alice, Where Art Thou?
Each gentleman is given a lady for a partner - not, be it noted, the lady of his choice. The gentlemen
are then sent out of the room and blindfolded while, in the meantime, the ladies move away from
their former positions. The men then return and try to locate their partners. The men may talk but
the ladies may not. The winner is the one who first finds his partner. A variation on this game is to
give each lady an animal’s name and to permit her to use the call of that creature twice to aid her
partner in his search.
------ALL CHANGE
Players: 6 or more
What you need: a blindfold
All the players, except one, sit in a circle on the floor. Blindfold the remaining player and stand him in
the middle of the circle. Then ask all the seated players to choose the names of well-known towns or
cities for themselves. One will be London, another Cardiff, another Edinburgh, and so on. Each player
must announce the town of his choice and no two players can be the same town.
To begin the game the leader, who is standing outside the circle and can’t take part, picks out two
towns sitting on opposite sides of the circle and calls out, “The train is now going from London to
Leeds” - or from Plymouth to Perth, or Brighton to Birmingham, as the case may be. The two towns
must then get up and change places. And the blindfolded player standing in the middle of the circle
tries to catch hold of one of them as they pass.
If he succeeds, the captured player has to put on the blindfold and the player who has been in the
middle can sit down and choose the name of a town for himself.
If, after a few change-overs, no one has been caught, the leader calls ‘All change! ’ and everyone has
to cross to the other side of the circle - in which case the player in the middle is certain to catch
someone!
------Blind Man’s Buff variant: Animals:
All the players except the blind man, station themselves in different parts of the room. The blind man
then feels his way around until he touches somebody. That player must at once give an imitation of
the noise made by some animal - donkey, cat, dog, cow, pig, cock, repeating it up to three times if
requested. The blind man must then guess the name of his prisoner and if he does so the person
named becomes blind man.
------BLIND MAN'S CANDLE
Players: any number
What you need: a candle and a blindfold
Place a lighted candle on a table at one end of the room and gather all the players round you at the
other. Take each player in turn up to the table and blindfold him. Then tell him to take five steps back
and five steps forward and blow! He is only allowed one blow and if he fails to blow out the candle,
he must pay a forfeit.
------Blindman’s Catch
You will need: At least 6 players
About 10 minutes’ playing time and a blindfold
One child is chosen to be ‘it’ and he stands blindfold in the middle of a circle of children. The boys
and girls all walk around slowly in the same direction, until the blind man claps his hands three times.
When he does this they stop and he points to one. This child steps into the circle and the blind man
tries to catch him and then identify him. The one who has come into the circle can try to get away
from the blind man, but he must stay within the circle. When he is tagged, he stands still while the
blind man tries to guess who he is.
------Blind Man's Steps
This game, although childishly simple, can be very funny. The blindfolded player is placed in the
middle of the room and asked whom he would like to capture (or to kiss). He is then turned to face
the object of his choice and told how many steps he must take to make contact. He then inevitably
makes absurd mistakes in the direction and the length of the steps he must take.
------Blind Man’s Treasure Hunt
Equipment: Parcels of different sizes and shapes, one for each player, and a blindfold.
Preparation: All the players must be sent out of the room. The parcels are then placed on a table in
the middle of the room.
Playing : Now, bring in the guests one by one, blindfolded. Lead them up to the table and tell them
they may choose one present, but must not open it until everyone has chosen.
Winning: Everyone ‘wins’ something in this game. The fun lies in the opening of the presents, and
guessing what they are from their shape and sound. An element of surprise can be added by putting
pleasant gifts in the smaller parcels, and silly items of little or no value in the biggest.
------BLIND MAN'S TREASURE HUNT
Players: any number
What you need: as many parcels as you have players
This is a game you have to prepare and the better prepared it is the more fun it will be. Send all the
players out of the room. Then lay out a number of different-sized parcels on the floor in the middle
of the room and bring the players back, blindfolded and one by one, and invite then to choose a
parcel. When everyone has chosen their parcel, they can take off their blindfolds and unwrap it. This
is where the fun comes in, because in all the smaller parcels you will have wrapped something rather
nice, like a sweet or a brooch or a ring, but in the larger parcels you will have put some very strange
things, like a potato or a piece of coal or an old boot. All the greedy people will have chosen the
biggest and heaviest parcels. Imagine their faces when they unwrap them!
------Blind Postman
First, a postmaster-general and a postman are appointed. The room furniture is pushed to one side
to make space for movement and the company arrange themselves around the sides of the room.
The postmaster-general then tours the room and writes down the players’ names together with the
name of a town for each person. The blindfolded postman is then placed in the middle of the room
and the postmaster announces that a letter has been sent from one town to another - say from
London to Glasgow. The representatives of these two cities then stand up and as quietly as possible
change seats. As they do this the postman attempts to secure one of the seats himself. If he succeeds
the former occupant of that seat takes on the job of Blind Postman.
------Blind Postman
In this game the first thing to be done is to appoint a postmaster-general and a postman. The table
must then be pushed on one side, so that when the company have arranged themselves round the
room there may be plenty of room to move about. The postmaster-general, with paper and pencil in
hand, then goes round the room, and writes down each person’s name, linking with it the name of
the town that the owner of the name chooses to represent. As soon as the towns are chosen, and all
are in readiness, the postman is blindfolded and placed in the middle of the room. The postmaster
then announces that a letter has been sent from one town to another, perhaps from London to
Edinburgh. If so, the representatives of these two cities must stand up, and, as silently as possible,
change seats. While the transition is being made, the postman is at liberty to secure one of the seats
for himself. If he can do so, then the former occupant of the chair must submit to be blindfolded, and
take upon himself the office of postman.
------BLIND RAFFERTY
Two energetic young men should volunteer as opponents. They are blindfolded and each is provided
with a club made of rolled-up newspapers. They are then asked to kneel down facing each other,
about four feet apart, and they are told what is expected of them.
Says the first, “Are you there, Rafferty? ”
Says the second, “Sure, I’m here.”
Says the first, “Take that, then,” and, judging the other’s position solely by his voice, he takes a crack
at him with his club. While doing, so he may move any part of his body except the knees, which must
remain firmly in position throughout the game.
It is now the turn of Number Two. Each player must keep to the routine, no swatting being permitted
out of rotation. Sometimes the players will give each other resounding wallops; sometimes, to the
onlookers’ mirth, they will miss each other altogether.
------Blindekuh botanisch
Dies ist ein Spiel für den Garten: Eine Person mit verbundenen Augen stellt sich in die Mitte des sich
drehenden Kreises, der folgendes singt:
»Seht die Blumen umher,
Wie sie jugendlich prangen;
Hast du denn kein Verlangen,
Armer Geblendeter, Du?
Leg’ Dein Aug’ in die Hand;
Kannst Du durch Fühlen ergründen,
Was auf der Flur wir finden,
Löset die Binde sich Dir.«
Nach diesem Gesang entfernt sich jeder und sucht nun eine Blume, ein Kraut oder einen Zweig
(jedoch giftlose und für Gefühl und Geruch angenehme). Der Blinde geht nun auf jemanden in dem
wiedervereinigten Kreise zu mit der Frage:
»Was fandest du denn auf der Flur? Ich bitte, zeig’ es mir.« Derselbe reicht es ihm sprechend:
»Errätst du fühlend (riechend), was es sei, schenk’ ich mein Pflänzchen dir.«
Der Blinde untersucht es nun durch alle fünf Sinne. Errät er es auf ein zweimaliges Raten, so wechselt
er die Stelle mit derselben Person; trifft er es aber nicht, so bleibt er auch im folgenden Spiel der
Blinde, oder er befreit sich mittels zweier Pfänder.
------BLINDFOLD BILLIES
Pair the guests off. Blindfold each couple and give them an apple, carrot, or cake. On the word being
given they must try to feed each other.
Line the couples up with partners facing each other from opposite ends of the room. Blindfold them
all. When the music starts they must walk forward and each must shake hands with his correct
partner, someone acting as referee, tapping with a long cane those who get the wrong hands.
Divide the guests into two teams. Line them up at opposite ends of the room. Throw a balloon in and
set them playing a kind of crazy football, using their hands to play the ball when they can find it.
When the balloon touches the wall at either end of the room, that is a goal, and wins the game for
the team playing from the opposite end.
------Blindfold Potato Race
Equipment: A blindfold, a shoebox (or small container) and four potatoes are needed for each player.
Preparation: Players are organized into pairs, one of whom will be blindfolded and do all the hard
work, whilst the other calls out the directions. Partners should stand about 6 metres apart (or, if
inside, at opposite ends of the room).
Playing: The blindfolded player has a shoebox by his feet and four potatoes laid out at intervals in
front of him. It is his partner’s job to direct him to the first potato and back to the box, where he
deposits it. He then has to collect the remaining potatoes, one by one, and place them all in the
shoebox.
Winning The winners are the first pair to place all their potatoes in the box.
------Blindfold Supper
Equipment: Two bowls containing simple food, such as cereal and milk or fruit salad, two spoons and
two blindfolds are needed. Aprons should also be provided to protect clothing, and possibly a sheet
to cover the floor. A table could be used.
Preparation: Each volunteer is blindfolded.
Playing: Each volunteer holds one bowl in his or her left hand and a spoon in the right hand. They
then try to feed each other.
Winning: The real winners in this game are the audience because of the ensuing hilarity.
Variations: Teams of two could be drawn at random, and the winners would be those managing to
eat their ‘supper’ the quickest.
------Blindfold Supper
Two good-humoured folk take part in this “interesting exhibition.”
Each of them is blindfolded, and each holds a basin in his left hand, containing crumbled biscuit or
some agreeable breakfast cereal. A wooden spoon is each right hand.
The supper begins. Each tries feed the other.
The fun can easily be imagined.
------BLIND-MAN’S BUFF BY THE PROFILE.
The blind man’s eyes are not bandaged, but he is obliged to exercise all his wits. A piece of white and
fine linen is stretched upon a frame like a screen, in the same way as a magic lantern for exhibition.
The blind man is seated upon a stool, so low that his shadow is not represented upon the linen. Some
distance behind him a single lighted taper is placed upon a stand and all the other lights in the room
are extinguished.
The rest of the company form a procession, when these arrangements are made, and pass in single
file between the blind man (who is expressly forbidden to turn his head) and the table upon which
the light is placed. The light of the candle, intercepted by each of the company in turn as he passes
before it, casts upon the piece of linen a succession of shadows.
As these shadows pass before him the blind man is required to name aloud the person whom he
supposes is passing at the moment, and the errors into which he falls cause much amusement.
Each one, as he passes before the light, tries to disguise his height, gait, etc., to prevent being
recognized.
By requiring forfeits in this game it affords entertainment to a greater number of players.
------BLIND-MAN’S BUFF WITH THE WAND
The blind man, his eyes covered, is placed in the middle of the room, and a long wand is put
in his hands. The rest of the company join hands, forming a circle, and wheel around him, at the
same time singing some lively air.
They stop when the song is finished, and the blind man, extending his wand, directs it, by chance,
towards one of the company, who is obliged to take hold of it by the end which is presented to him.
The blind man then utters three cries, which the other must repeat in the same tone. If the latter
cannot disguise his voice he is easily guessed, and takes the blind man’s place; otherwise the circle
wheels around him, stops again, and repeats.
------BLIND-MAN’S BUFF, SEATED
The company arrange themselves upon chairs in a circle, the chairs being placed very near together.
The person chosen by lot allows a handkerchief to be bound-over his eyes by a lady, if the player is a
gentleman, and by a gentleman if it is a lady.
Now the players hastily change their places. Then the blindfolded one approaches the circle without
groping, for this is expressly forbidden, and seats himself in the lap of the first person he comes
across, and without employing the sense of touch, but simply by listening to the laughter around
him, to the rustling of the dresses, the sound of which often discovers the wearer, or perhaps by a
good guess he is enabled to tell the name of the player upon whose lap he is seated, and in case he is
unacquainted with the name of the person, describes her in such a manner that she can be easily
recognized.
If the blind man guess is right, the person discovered takes his place and puts on the bandage. If, on
the contrary, he is mistaken, the company clap their hands to inform him of his mistake, and he
renews the experiment in the same manner, without employing any other means than those
authorized by the game.
In order to prevent the blind man from recognizing persons too easily, the company resorts to
various little stratagems, as for instance, some spread over their laps the skirts of their neighbours’
dresses, others place wraps, etc., over their laps; all try to disguise themselves in the best manner
possible.
------BLOW OUT THE CANDLE
It would be a dull child who could not find a laugh in the following game, for, simple as it seems,
there are always many little side issues that bring forth roars of merriment from the company, even
though the “victim” may not see the point at the time.
Place a lighted candle on a table or a sideboard, blindfold one of the players, and, standing him some
distance from the table, tell him to approach it and to blow out the candle. If you like, you can make
the task more difficult by making him turn round three times before performing his task. Of course,
some players succeed, but the majority fail.
The sight of a blindfolded boy or girl blowing in one of the company’s face, in the thought that the
candle is there, is funny, to say the least of it.
Someone must be on the watch, of course, to see that the blindfolded player does not approach so
near to the candle as to be in danger of burning himself.
------Blowing Out the Candle
Equipment: Blindfolds and a candle are needed. Preparation Place a lighted candle on a table near
the wall. An adult must supervise the game.
Playing: Blindfold the first player, lead her to about 4 metres from the table, and ask her to turn
around three times. Then ask her to walk towards the table and blow out the candle. The chances are
that she will head off in the wrong direction! Allow players a minute or so to try this. Then it will be
someone else’s turn to try.
Winning: Anyone who manages to blow out the candle can be considered a winner.
------Blowing Out the Candle
This is a similar game to pinning the tail on the donkey. A candle is placed on a table and each player
in turn is placed a few feet away from it and blindfolded. His task is to advance towards the candle
and to blow it out within the space of time that it takes the rest of the company to count to twenty in
unison. The attempts of the blindfolded one cause much laughter which infects him and makes his
attempts to purse his lips for blowing ludicrous in the extreme. Failure to extinguish the candle
means a forfeit and it is only the player with an iron-disciplined mind and an unerring sense of
direction who gets through the game unscathed.
------BLOWING OUT THE CANDLE
No end of merriment has frequently been created by this simple, innocent game. It is equally
interesting to old people and to little children, for in many cases those who have prided themselves
on the accuracy of their calculating and the clearness of their mental vision have found themselves
utterly defeated in it. A lighted candle must he placed on a small table at one end of the room, with
plenty of walking space left clear in front of it. One of the company is invited to blow out the flame
blindfold. Should any one volunteer, he is placed exactly in front of the candle, while the bandage is
being fastened on his eyes, and told to take three steps back, turn round three steps, then take three
steps forward and blow out the light. No directions could sound more simple. The opinion that there
is nothing in it has often been expressed by those who have never seen the thing done. Not many
people, however, are able to manage it - the reason why, you young people will soon find out, if you
decide to give the game a fair trial.
------BROTHER, I’M BOBBED
Two chairs are placed in the middle of the room, upon one of which some one unacquainted with the
game must be asked to take a seat. The other chair must be occupied by a lady or gentleman to
whom the game is familiar. A large shawl or table-cloth is then put over the heads of both, so that
nothing that is going on in the room can be visible to them. The person, however, who understands
the game, may stealthily pull away the cloth from his own head, keeping it round his shoulders only,
so that his companion may have no suspicion that both are not equally blindfolded. The player
acquainted with the game then with his slipper hits his own head, at the same time calling out,
“Brother, I’m bobbed.” His blind companion will then ask, “Who bobbed you?” upon which the first
player must name some person in the room, as if making a guess in the matter. He will next hit the
head of the player under the shawl with the slipper, who will also exclaim, “Brother, I’m bobbed.”
“Who bobbed you? ” the first player will inquire. The blinded player may then guess which person in
the room he suspects of having hit him. The fun of the whole affair lies in the fact that the bobbing,
which the blind player suspects is performed by the various members of the company, is really
chiefly done by the player sitting close beside him. Sometimes, too, the bobbing business is done so
effectually, and with such force, as to render it anything but amusing to the poor blinded victim,
although to the spectators it may be unmistakably so. Should the victim be a gentleman, a few sharp
raps with a slipper will not make any material difference to him; but if instead it should happen to be
a lady, the “bobbing” must be of the gentlest.
------BROTHER, I’M BOBBED
Two chairs are placed in the middle of the room, and upon these chairs are seated a couple of
blindfolded players. It is essential that one of these players understands the game and the other does
not. The blindfolded player who is acquainted with the game must first of all remove his bandage,
and then, taking off his slipper, must hit his own head with it, and exclaim “Brother, I’m Bobbed." The
other player naturally asks, “ Who Bobbed you ? ” And the player answers, pretending to guess one
of the other players in the room. A minute later he hits his blindfolded neighbour’s head, and the
neighbour in turn says, “ Brother, I’m Bobbed.” “ Who Bobbed you ? ” asks the first player, and the
victim answers, naming some person in the room who he suspects of having hit him, but not for a
moment suspecting his neighbour, whom he imagines to be blindfolded like himself.
------BROTHER, WHERE ART THOU?
Boys always enjoy this, though few people youthful enough to revel in strenuous games will not
enjoy it.
The two combatants should be blindfolded. They lie down at full length on the floor, in a straight line,
head to head, and face downwards. Their left hands should be grasped together, and the arms kept
at full stretch.
Each in his right hand clutches a long “truncheon,” consisting of a rolled newspaper.
The first player begins by saying “Brother, where art thou? ”
His opponent must at once reply Here.”
That gives the first his chance, and he makes a downward, not a sideways, sweep with his roll of
paper, hoping to smite the other on the head or shoulders. Only one stroke is allowed.
Then the second has his turn—asking the same question, receiving the answer, and taking his swipe.
Allow, perhaps, ten blows each.
Players can, of course, dodge as much as they like, providing they do not release the grips of their left
hands.
------Buff with the Wand
In this variant of the time-honoured game, the blinded person, stick in hand, stands in the centre of
the room. The rest of the party join hands in a ring around him and dance to music. When the music
stops the blind man brings his stick down upon one of the circle who is then required to grasp its
end. The blind one then makes any sound he likes - a street cry, the sound of an animal or anything
else - which the captured person must imitate. Should the blind man guess who holds the stick, he
passes the blindfold to the person caught. If not he must keep the bandage and try again.
------Buff with the Wand
This game is to be preferred to Blind Man’s Buff, being less rough. A member of the party stands
blindfolded, and with a stick in his hand, while the rest dance around him to a pianoforte
accompaniment. Whenever the music stops the “Blind Man” must touch with his stick one of the
players, and make a noise, say an animal’s cry, with his mouth. The touched person must imitate the
noise, doing his best to disguise his voice. If the “ Blind Man ’’ can then guess whom he has touched,
he is considered to have captured him, and the captive must then take his turn at being blindfolded.
If the guess should be wrong, the “Blind Man” must continue until he meets with success.
------Buff with the Wand
Blind Man’s Buff is so time-honoured and popular with young and old, that, none would think it
impossible to devise a better game of the kind. The newer game of Buff with the Wand, however, is
thought by many to be superior to the long-established favourite. The blinded person, with a stick in
his hand, Is placed in the middle of the room. The remainder of the party form a ring by joining
hands, and to the music of a merry tune which should be played on the piano they all dance round
him. Occasionally the music should be made to stop suddenly, when the blind man takes the
opportunity of lowering his wand upon one of the circle. The person thus made the victim is then
required to take hold of the stick until his fate is decided. The blind man then makes any absurd noise
he likes, either the cry of animals, or street cries, which the captured person must imitate, trying as
much as possible to disguise his own natural voice. Should the blind man detect who holds the stick,
and guess rightly, he is released from his post, the person who has been caught taking his place. If
not, he must still keep the bandage on his eyes, and hope for better success next time.
------Cat and Mouse
The players sit in two rows facing each other with enough space between the rows to allow one
person to pass through. Two are selected as cat and mouse, both of whom are blindfolded. They are
placed one at each end of the pathway and may walk around each of the two rows of spectators but
must keep within touching distance of them. The object is for the cat to catch the mouse - the hunt
being conducted entirely by ear. When the mouse has been caught, another cat and mouse are
chosen.
------FRENCH BLIND MAN
Instead of blindfolding one of the players, his hands are tied behind him, and in that way he must try
to catch one of his companions, who must, when caught, take his place.
------GUESSING BLIND MAN
The company seat themselves on chairs forming a circle with the blind man in the centre. He is
turned round three times during which manoeuvre the rest of the players all change seats. The blind
man then walks forward and sits on the lap of the first person he contacts and tries to guess who it is.
Should he fail after three attempts he pays three forfeits. If he guesses the second time he pays but
one forfeit. According to a handbook of parlour games published in 1844, the blind man (when it was
a man) always endeavoured, through a little preliminary probing, to choose a lady’s lap on which to
sit but ‘a good deal of fun is caused by a young lady throwing her skirt over the lap of the gentleman
next to her’. This would be difficult today. Should the blind man guess on his first attempt, the
person discovered takes his place, otherwise a new blind man is chosen. There is another variety to
this game in which the blind man says to the lap’s owner “Can you guess?” which the person asked
must repeat. Otherwise the rules remain the same.
------Human Croquet
A game which provides little exercise, but plenty of laughter is Human Croquet. A large number can
take part, and no previous experience at all is required.
First the “hoops” must be placed in position—scattered about the field, in approximately the same
fashion as for real croquet. Each hoop consists of two people who stand facing each other, with
hands clasped and arms raised so as to make an arch under which another person can walk. It will
not be necessary for the hoops to remain in this position all through the game; it is quite enough if
the two people assume it whenever a player is wanting to pass.
Each “ball” is a person who is blindfolded, and who does not move except when ordered to.
Finally, there are the “players”, each in charge of a “ball.”
As far as possible the game follows the style of ordinary croquet. Each player has one stroke in turn,
and is allowed an additional one when his ball passes through a hoop or hits another ball.
To begin the play the first player gets his ball on to the starting line, standing behind him gripping his
arms, and aims him at the first hoop—which of course the ball cannot see. Then the player says “Go,”
and the ball trots forward, until his owner calls “Stop." If the ball has passed through the hoop
another “stroke” is allowed; if not, the second player makes his attempt.
Every ball must run in a straight line, and must promptly stop when ordered. When two balls collide
the one that is struck stays where it is, but the other is given another “stroke,” and ordered off
afresh. No player may speak to his ball while it is in motion, except to stop it, nor touch or re-direct it
in any way That player wins who first gets his ball through all the hoops, in their proper order, and
back to the starting line, or to a post at the middle of the “court.”
Interest and fun is added to the game if each player and his or her ball are made to wear some
distinguishing colour—either ribbon or hat or rosette, so that couples are more obviously linked,
Hoops must never move from their stations, and must give no indication of their whereabouts to
oncoming balls. When one game has been played the players and balls exchange roles.
------Isaac and Rebecca:
The players, holding hands, form a ring, in which stand Isaac and Rebecca, both blindfolded. Every
time he calls out, ‘Rebecca, where art thou?’ she has to reply, ‘Isaac, here I am,’ and he endeavours
to catch her by following her voice.
------Iwan und John
Iwan und John« ist vor allen Dingen ein Schau-Spiel, bei dem zwei sich zum Vergnügen der anderen
produzieren.
Iwan und John werden die Augen verbunden. In der rechten Hand hält jeder ein Taschentuch - am
Ende geknotet - fest im Griff. Die linke liegt auf der Platte eines großen Tisches, der mitten ins
Zimmer gerückt wurde. So stehen Iwan und John sich gegenüber. Schweigend - mit hocherhobenen
Taschentüchern und gespannter Miene. Die Zuschauer haben sich im Kreis um die Kämpfer versammelt.
Plötzlich brüllt John: »Iwan!«, und im selben Moment schlägt Iwan zu. Er zielt genau in die Richtung,
aus der der Ruf kam. Aber John ist sofort mit einem gekonnten Steppschritt zur Seite gesprungen,
ohne jedoch die Hand vom Tisch zu nehmen. Denn das verbieten die Regeln.
Jetzt ist Iwan mit Rufen an der Reihe: »John!«, brüllt er. Und blitzschnell sitzt er unter dem Tisch —
die Hand bleibt auf der Tischplatte. Auch der Schlag von John trifft nicht den Gegner.
So geht das Spielchen nun hin und her. Abwechselnd wird der Name des Gegners gerufen,
abwechselnd wird geschlagen. Je schneller das hin und her geht, desto spannender ist das Spielchen.
Jeder Schlag, der den Gegner trifft - auch seine Hand auf der Tischplatte — bringt diesem einen
Minuspunkt. Wer zuerst zehn Minuspunkte hat, ist Verlierer.
------Kim-Spiele für Augen, Ohren, Nasen und Hände
Augen-Kim heißt ein Spiel, bei dem es darauf ankommt, sich möglichst viele Gegenstände, die man
nur einen kurzen Zeitraum gesehen hat, zu merken. Das fällt Männlein und Weiblein nicht schwer allerdings bei Dingen, die hier nur bedingt wichtig sind.
Man kann zum Beispiel ein Tablett mit verschiedenen Gegenständen kurz durch das Zimmer tragen,
in dem die Gäste versammelt sind. Dann muß jeder für sich aufschreiben, an welche Gegenstände er
sich erinnert. Natürlich gibt es für dieses Spiel Variationen noch und noch. Hier einige Vorschläge:
Man stellt Gegenstände im Zimmer um und fragt die Mitspieler anschließend nach den
Veränderungen.
Vielleicht sind die Damen zu einer kleinen Modenschau bereit? Sie ziehen sich um und gehen kurz
über den »Laufsteg«. Hinterher müssen die Herren aufschreiben, was die Damen trugen, die Farbe
ihrer Kleider usw.
Besonders beliebt ist auch das Tastsinn-Spielchen. Jeder Herr (jede Dame) merkt sich die typischen
äußerlichen Merkmale der Mitspieler(innen). Nachdem ihm (ihr) die Augen verbunden worden sind,
gilt es, mit tastenden Händen die anderen Teilnehmer herauszufinden und mit Namen zu benennen.
Spaß macht es, mit verbundenen Augen Geräusche zu raten, die die anwesenden Gäste von sich
geben.
Oder man spielt ein Potpourri auf dem Klavier oder auf dem Plattenspieler und läßt die
verschiedenen Lieder raten.
Oder stellen Sie vor den »blinden« Rater einige Tassen mit verschiedenem Inhalt. Lassen Sie ihn
riechend erraten, was in den jeweiligen Gefäßen enthalten ist.
Viel Vergnügen und großes Erstaunen bereiten auch die Geschmacks-Kim-Spielchen. Lassen Sie einen
eingefleischten Raucher unter verschiedenen Zigarettenmarken die Stammsorte oder den
notorischen Trinker den Lieblingsschnaps heraufinden. Natürlich mit verbundenen Augen!
Wer seine Phantasie nur etwas spielen läßt, wird unerschöpflich im Erfinden neuer Kim-Spielchen
sein.
------Musical Guide Dog
Equipment: Something with which to play music, chairs and some blindfolds are needed.
Preparation: Scatter the chairs around the room. Divide the players into a number of male and
female ‘couples’ and make sure there is one less chair than the number of couples. The boys are
blindfolded and led around the room by the hand by the girls, acting as their ‘guide dogs’.
Appropriate barks and howls may be added for effect.
Playing: The music starts and players move around the room. When the music stops, the guide dogs
must lead their ‘blind’ partners to the nearest chair. The boy must sit on it first and the girl sits on his
knee. The couple who do not manage to find a chair drop out. One chair is then removed and the
game continues.
Winning: The winners are the couple who are left at the end.
------OBSTACLES
Choose two victims and send them out of the room. The rest of the party then amuse themselves by
arranging the furniture as obstacles to free passage: a chair may be upturned, a table may block the
way elsewhere, books may be laid as booby-traps about the carpet, and so on.
The victims now come in. They see the obstacles; and it is explained to them that they are to be
blindfolded and must run an obstacle-race from one end of the room to the other. As they are being
blindfolded, however, and led to the starting-point, the other players quietly remove all the obstacles
so that the floor is clear. It is very amusing to watch the two in their “race” across the room; stepping
high and moving in a round-about fashion so as to avoid the now non-existent hurdles and appearing
very puzzled, then elated, when they don’t bump into anything.
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OLD MAN’S BEARD
This is great fun. Make a “beard” composed of a piece of tape to which a number of strips of paper
(hairs) should be lightly sewn, one for each guest. On these you must previously have written the
questions and answers of a riddle, half the number to be questions and half the answers. Label them
clearly as Q and A, or have different coloured paper. The Old Man is chosen, and sits blindfold on a
chair in a comer of the room. His “beard” is tied round his chin and up over his head and knotted on
the top. A hat makes a good finish. You then point to a single person, who must creep stealthily up to
the Old Man and tweak a “hair” from his beard. If the Old Man hears him coming he must point in
that direction, and if he is correct the person must fall back while anOld Mans Beard
other has a turn. This goes on till all have had turns and own a hair of the Old Man’s beard. Those
who have questions then read them out, and a minute is given for guessing the answer. If no one
guesses correctly, the person who thinks he owns the strip with the answer reads it out. But
sometimes he will be wrong, and you will get a funny answer.
A few riddles for your strips are:—
Q.: Why are you always better for reading a book?
A.: Because you can’t help turning over a new leaf.
Q.: What word of five letters can you never pronounce wrong?
A.: Right.
Q.: When is a clock on the stairs dangerous?
A.: When it runs down and strikes one.
Q.: What is it that works when it plays, and plays when it works?
A.: A fountain.
Q.: If you found nothing but beetroot on the table on your Birthday, what would you say?
A.: This beet’s (beats) all.
Q.: What is the best key on your Birthday?
A.: Turkey.
Q.: Which is the left side of a round cake?
A.: The part that isn’t eaten.
Q.: If you were on a desert island, what sort of a knife and fork would you have to use?
A.: Fingers and Teeth.
------Over and Under
Pick a member of the party who does not know the game, tell him you are going to blindfold him, but
before doing so you are going to explain what he has to do. Then set out two rows of obstacles
across the room, one of which he must climb over and the other under.
When he has surveyed them carefully and mapped out his route, make much ado of blindfolding him.
While you are busy with this, let someone else remove all the things quietly. Then start him on his
perilous journey. His antics will be screamingly funny. If you wish to try the game on more than one
player, send the others out of the room while number 1 is amusing the company.
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DRAW A NICE PICTURE OF A PUSSY CAT ON A PIECE OF PAPER ABOUT 2 FEET SQUARE—BUT LEAVE
OUT HER TAIL’ PIN THIS PICTURE ON TO THE WALL AND THE FIRST PLAYER IS BLINDFOLDED AND LED
TO WITHIN 1 FOOT OF THE PUSSY A CARDBOARD TAIL. WITH A DRAWING PIN IN THE END. IS PLACED
IN THE PLAYER'S HAND AND THE GAME IS TO PIN THE TAIL INTO THE CORRECT PLACE. THE WINNER
IS THE ONE WHO GIVES PUSSY HER TAIL BACK PROPERLY
------PORCO, OR ITALIAN BLIND-MAN’S BUFF
This game is similar to “Buff with the Wand.” Several persons join hands so as to form a circle, and
one person, who is blindfolded, is placed in the centre, with a small stick in his or her hand. The
players dance around the blind-folded one, who tries to touch one of them with the wand, and if he
succeeds the ring stops. The player then grunts like a pig—hence the name of the game—crows, or
imitates some animal, and the person touched must endeavour to imitate the noise as closely as
possible without discovering himself or herself. If the party touched is discovered, then the bandage
and the stick are transferred to that player, who takes the vacant place in the ring, and the dance is
resumed until another player is touched.
------Putting the Tail on the Donkey
This most unsophisticated of all parlour games, still causes much merriment. The necessary
equipment - a tailless donkey together with his missing appendage - can be purchased yet. The pin
used to affix the tail has now been replaced by a magnetic device (of course) thus making a game
which need cost no more than a few pence an elaborate and more expensive one. However, it
requires very little talent to draw the outline of a donkey on a piece of paper making it about 18
inches long from its nose to where the tail should be and to cut out the tail which will be put into
place by means of a drawing pin. Each player stands about six feet from the donkey, is given the tail
and blindfolded. The purpose of the game is obvious.
Another method of play is to have a number of tails, all marked with a number. As each tail is
positioned it is left in place while the next player takes his turn. When all have made their attempt,
the player who pinned his tail nearest to its correct position is the winner.
------Rattlesnakes
Equipment: Two empty tins, two blindfolds and some coins are needed. Take care that there are no
rough edges to the tins.
Playing: Two players volunteer to be the ‘rattlesnakes’. Everyone else forms a large circle around
them. The two snakes are then blindfolded and led to opposite parts of the circle. Each is given a tin
with a few coins in it. The host spins each snake around a few times. On the word ‘Go!’, each snake
then has to try and locate the other. Players keep them both within the circle. Every now and then, a
snake can shake her tin (her ‘rattle’). When she does so, the other snake must at once shake his. This
will help them find each other.
Winning: The first snake to touch the other wins that round. Two more ‘rattlesnakes’ are selected
and another round is played.
------Round the World
In this game all must be seated in a circle, excepting one player in the centre who is blindfolded.
Then each child is given the name of a city or country which he is told to remember. The player in the
centre now begins by calling out, “London to Edinburgh.” This means that the two children who
represent London and Edinburgh must jump up and change seats, the player in the centre
endeavouring to catch them as they pass. If he is successful, the one captured is then blindfolded,
and proceeds to call out some other change—such as “ Liverpool to New York.”
The game is often played with the child in the centre of the circle not blindfolded; and when she calls
out, “London to Edinburgh,” she endeavours to sit down in one of the vacant seats while they are
changing. The player then left without a seat takes her place, as in the case of the blindfold player.
------Squeak Piggy Squeak
All the players, but one, sit on chairs in a circle facing inwards. The odd player is placed in the middle
of the ring, blindfolded and given a cushion. Holding the cushion in front of him with both hands the
blindfolded player must find a lap by feeling with the cushion, and then, placing it on the lap, sit on it
saying “Squeak, piggy, squeak.” He may demand three squeaks before attempting to identify the
piggy- If he is wrong he must try another lap and go through the same procedure. If and when he
succeeds in identifying the piggy, the identified player takes the blindfold and cushion and the game
is resumed.
------TASTE THIS
Equipment: Pencils, paper, spoons and blindfolds are needed for each player, as well as a number of
dishes containing different foodstuffs.
Preparation: The host prepares a number of dishes full of foods, which players have to identify.
Players should be assured that they will not be asked to taste anything that can harm them. Dishes
could include the following: dates, blackcurrants, peas, rice, taramasalata, cucumber, or small
amounts of cocoa, ginger, nutmeg or coffee.
Playing: Players are blindfolded and the first dish is laid out on the table. One by one, players taste it
and when they have finished, the dish is removed. They are now allowed to take off their blindfold
for a few seconds while they write down what they think they have just tasted. The process is now
repeated for each dish.
Winning: The winner is the player who makes the most correct guesses.
------The Bellman:
In this version of Blind Man’s Buff, everybody is blindfolded except one player. He carries a small bell
which he rings from time to time. There is much colliding and seizing of one blind man by another.
The blind man who catches the bellman changes places with him. This game is derived from a much
earlier one once played at country fairs in which a belled pig took the place of the player with the
bell.
------THE BLIND GUESSER
In this game, one of the elder children should be chosen as the guesser. After being handed a stick
which he can use as a wand, he should be blindfolded and stood in the centre of the room, the other
players standing in a circle round him.
At a given signal someone should commence playing a merry tune on the piano, while the players,
holding each other’s hands, dance round the guesser.
The piano should cease as suddenly as it does in “Musical Chairs,” and then the players forming the
circle must stop and stand quite still and quiet. Then the guesser must point with his wand, and the
player at whom he points must advance and catch hold of the other end of the stick.
The idea of the game is for the guesser to name the player at whom he points, and to enable him to
do this he must ask a question or imitate the sound of some bird or animal, and the player holding
the other end of the wand must answer or make the same sound, trying to disguise his or her voice
so as not to be identified.
If the guesser calls the right name, the player so-named becomes the guesser, while the other player
takes his place in the circle, and the game begins again with the new guesser.
The guesser is sometimes given two or three chances. If he fails, of course, the game goes on until he
succeeds and a new player takes his place.
------THE BLIND MAN AND THE CANDLE
Blindfold a gentleman with a handkerchief and place him three or four yards from, and facing, a
table, near the edge of which is a lighted candle. Bid him turn around entirely once, then advance
toward the candle and try to blow it out. His unsuccessful attempts will cause much amusement.
------THE BLIND MAN’S STICK
First form a circle of your friends. Then let one be blindfolded and stood in the centre, with a stick in
his hand. The circle must keep moving round. The one in the centre keeps the stick low, and with it
touches one of the circle. The player touched at once takes hold of the stick, when the whole circle
must stand still. The Blind Man now vocally imitates some animal or call, such as “Milko!”, “Co-oals!”
“Rags and Bones! ” etc., and this must be at once copied by the player holding the stick. The Blind
Man then guesses who it is. If successful, they change places.
------THE BLIND MAN’S TREASURE HUNT
Children delight to play this game, which is not only exciting, but may be made the means by which
small gifts are distributed. First send all the children out of the room. Then place a number of parcels
(which you must make up beforehand) on a table in the centre. Now bring in one child blindfolded,
lead her up to the table, and let her handle all the parcels. She may choose one only, which she takes
away with her, having strict instructions not to open it until told to do so. The speculation as to what
it contains causes great excitement. Of course, you must have enough parcels to go round, and these
should be both large and small. In one put, say, a piece of coal, in another a bean, in another a
walnut, and so on. Here and there you place in something nice, such as a small box of sweets, a small
bottle of scent, a pencil, a brooch, or a ring.
When all have chosen a parcel (and by the by you will note most of them select the larger and those
that they find are hard) you call them into the room, and one by one you tell them to open their
parcel. Great fun will be caused when a large parcel is opened and found to contain a small piece of
coal, or a potato, as the case may be!
THE BLIND MUSICIAN
Equipment: A blindfold, and a stick, or object resembling a composer’s baton, are needed.
Playing: One player volunteers to play the ‘blind musician’ first. He is blindfolded and stands in the
middle of the other players. They walk around him, singing. The ‘blind musician’ waves his baton in
time to the music. When he drops it on purpose, however, the others must stop in their tracks. The
‘blind musician’ now points at one of them, and whoever he points at has to sing the song by himself. If the ‘blind musician’ guesses correctly the identity of the singer, the two of them swap places.
But if the singer manages to disguise his voice well enough so that the ‘blind musician’ cannot
identify him, then the game continues as before.
Winning: There is no ultimate winner in this game; it is just for fun.
------THE BLIND POSTMAN
One of the company is selected to represent the blind postman, and the others sit round in a ring and
each takes the name of a postal town without letting the postman know which is which.
The postman is then blindfolded and stood in the centre of the circle. Another of the party calls out
something like:
“The post is leaving London for Manchester.”
Those representing these two towns have to change seats as quickly as possible while the blind
postman attempts to catch one of them while they are changing. If he can do this the person so
caught has to act as “blind postman.”
Occasionally a “general post” call can be given, when all the “towns” must change places, thus giving
the postman a better chance.
------THE DONKEY’S TAIL
This is a very amusing game, especially if the necessary things are prepared beforehand.
A large donkey without a tail should be cut out of thin cardboard or fairly stout paper, and his tail
should be cut out separately.
To play the game, the cut-out donkey must be hung up on the wall where all can reach it. Then a pin
is stuck through the thick end of the donkey’s tail and the players take it in turn to walk blindfolded,
or with eyes closely shut, up to the donkey and try to pin its tail into the right place.
The funny positions in which the tail is pinned causes great fun, and no one is more surprised than
the player who opens his eyes and discovers that he has pinned the tail on the donkey’s mouth or in
the middle of its back.
------The Donkey’s Tail
Make a rough outline sketch, on a large sheet of paper, of a donkey without a tail, and fasten it to
the wall. Cut out three slips of paper representing donkeys’ tails, attach a pin to each, and let
members of the company walk blindfolded across the room towards the donkey, and pin the tail, as
nearly as they can, to the right part of the animal’s anatomy. The most successful might receive a
present from the Christmas Tree or the least successful might be required to pay a forfeit.
------THE NORTH POLE RACE
A flag on a pole is necessary for this game, preferably at least 5 feet high, with a sufficiently strong
pole to stand rigid in the ground. Everyone is then blindfolded. Daddy then plants the flag somewhere in a circle, and at the word “ Go ” each competitor endeavours to touch the flag and pole. The
first one who does so has the privilege of placing the flag and pole in another position and watch the
fun.
------The Square Game
THIS GAME CAN BE PLAYED INDOORS OR OUTSIDE. CHALK 9 SQUARES ON A PIECE OF LARGE
CARDBOARD, NUMBERING EACH AS ILLUSTRATED. THE FIRST PLAYER IS BLINDFOLDED AND BENDS
OVER TO DROP A PENNY ON THE BOARD. THE SCORE IS COUNTED FROM THE NUMBER ON WHICH
THE PENNY FINALLY RESTS. THE PLAYER SCORING 100 IS THE WINNER.
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To Blow out the Candle
This is an exceptionally simple game, and one that provides endless amusement, not only for the
young, but adults also. All you have to do is to place a lighted candle on a small table at the end of
the room. You then invite someone to try and blow it out. You will get plenty of volunteers, but only
one at a time may attempt the task. Conduct him to the table, blindfold him, and tell him to take four
steps backwards, then four steps forwards and blow out the candle. This seems a very easy thing to
do, but you will find very few able to accomplish it. The fun will be great.
------WALK THE PLANK
Equipment: An actual plank is needed (it should be about 2 metres long), as well as a blindfold.
Preparation: Ask which players would like to be the ‘pirates’, and send them out of the room. Fix the
plank about 60 centimetres off the ground - by resting it between chairs, for instance.
Playing: Bring the ‘pirates’ in, one by one, blindfolded. (Other players may stand around and watch.)
Two non-players should stand on either side of the beginning of the plank as supporters. Each ‘pirate’
should be guided to the start of the plank and told that he can rest his hands on the supporters’
shoulders, but that he must jump off the plank when he reaches the end. Let him take a step or two,
and then the supporters should move a little ahead of him and crouch down slightly so that he has to
crouch as well in order to keep his hands on their shoulders. In this way, ‘pirates’ are fooled into
thinking that the ground takes a sharp dip just in front of them. The ‘pirate’ should become
disorientated and by the time he reaches the end of the plank, he may imagine there is a long way to
jump down.
Winning: There are no winners in this game. It is just for fun.
------WALKING THE PLANK
As each guest arrives, he or she is given a paper sailor hat and is then blindfolded and led into the
main room where he is told he must walk the plank. He is guided on to a plank of stout wood about
three feet long which rests on the seats of two chairs.
Two people now stand one on either side, and the victim is requested to place one hand on the
shoulders of each of his guards.
They then grasp one end each of the plank, lift it up from the chair seats, and then gradually stoop
down. The slight movement of the plank as they hold it and the lowering of their shoulders, makes
the victim feel that he has been raised up nearly to the ceiling. He is then told to jump off, but of
course refuses, whereupon his bandage is whisked off and he is surprised to find he is only a few
inches from the floor.
Subsequent guests being treated in the same manner, an ever- increasing crowd is thus gathered to
watch the fun.