THE CHINA MAIL SPECIAL CHRISTMAS SUPPLEMENT, DECEMBER 19, 1940.
Here are some
Jolly Games
CHRISTMAS simply would not
be Christmas unless you gave a party, and if you think out be- forehand what your guests are to play, you will find that you will enjoy the party as much as they do!
Make out a programine paper, writing down more games that you will require, then you can make your choice at the time
It's an excellent idea to sand-
wich & quiet game between two boisy ones, a sitting down one be- tween moving about ones and so On Then your guests won't lose their breath or feel they weren't so young as they used to be!
If you're going to have paper and pencil games, then
ee that you have a supply of both, in cluding a trick pencil that is rub- ber and won't write
·E·G1 OMAX:
And if your guests are young and energetic then get them to walking.
run
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round instead of They'll love it.
As soon as anyone gets three points he cries "My luck's in," and the game stops.
He could be presented with a prize, if you're feeling generous, but it's not at all necessary.
A sitting-down game will make a change now, especially if you have a few great-aunts assembled, so why not play I HAVE FOUR LEGS"
This is a very quiet game. Everyone sits down and the player who is chosen to begin thinks of an object that has four legs, such as bed, table, chair, and so on. He bour and says. "I have four legs then turns to his next door neigh-
and I begin with" Your friends
giving the first letter of the chosen word.
His next-door neighbour may have three guesses, but must make all before the first player counts ten.
Autograph Hunters
will enjoy that, only see that you have a proper one in readiness as a substitute.
If he fails to think of the right answer in spite of this, he is out of the game. The first player then
thinks of another word and asks his next door neighbour but one. Of course, if the second player is successful it is his turn to think of a word.
The winners are those left in at the end of the game which should be stopped as soon as anyone be- gins to look bored.
Everyone will be ready to stretch his logs again now, so there is a chance to play WHERE'S THE BELL? One guest is given a bell which he takes to any room in the house, hiding anywhere he likes. After the remaining guests have counted one hundred they set out in pursuit.
Another point to remember is
In the meantime the hider be- that you are having competi- gins to ring the bell and continues tions. keep the answers in some to ring it until a player touches drawer so that you know exactly where they are. Things have such a habit of disappearing at party
time!
Now for some jolly games that your guests will thoroughly en- joy:----
AUTOGRAPH HUNTERS makes an excellent game to set the ball rolling.
Provide each guest whether young or old with a pencil and a plain postcard. Then ask everyone to go round and get the signature of everyone else. See the idea? Immediately everyone in the room begins to rush round excitedly, asking people whom they've never seen before for their autograph, and the whole place becomes full of bustle and chatter.
Of course you don't allow this autograph hunting to go on inde- finitely. At the end of ten min- utes or quarter of an hour you cry a halt, and then see who has col lected the most names.
The winner may be given u small autograph album as a prize. It would be most appropriate.
LUCKY CHAIR.—Arrange the chairs in a circle facing outwards, there should be as many chairs as you have guests, and one should have a cushion on it to show that it is a lucky chair,
him.
To get the full benefit of the game it should be played in the dark, but it is nearly as enjoyable and less dangerous if played in the light
The winner then takes his turn at hiding and so the fun goes on, SPEARING THE RING makes an excellent game to play next
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Time Telling and will collect all your guests together again. Now the fun begins. All the
Hang a curtain ring on a 'string guests line up round the chairs and let it swing shoulder length
Stamp Tosm
in an open doorway.
Give one player a walking stick, invite him to stand six paces away from the ring, and tell him to walk forward quickly and spear the ring on the end of the stick. He may succeed or he may not. If he does he scores one point. If he pauses on the way he is dis- qualified at once.
Everyone takes a turn and the winner is the first player to score half-a-dozen points.
He should be awarded a prize, the funnier the better. Something like an animal balloon will be op preciated both by him and rest of the party, so don't forget. -Everyone likes a team game, so try STAMP TEAM.
Make a collection before the party of all the used stamps you can find, whatever the value.
Ask 'one player to be umpire, and while someone plays the piano unless you like to take on the job as for MUSICAL CHAIRS, the yourself, and invite two other line walks round. Each time the players to pick up sides, begin music stops everyone sits down ning by choosing the children on the chair nearest to him, Who- first. The two teams go to one end ever sits in the lucky chair counts of the room, facing the opposite one point.
To prevent your friends from becoming completely dizzy, sug gest that they walk round alter nate ways, frit time to the right, second time to the left and so on,
end.
Place the stamps izi one large pile at the opposite end, about a yard away from the wall, and be hind them, Will back to the wall, the umpire should stand,
Now the fun begins.
The umpire calls out any value ho likes, such as fivépence half- penny. Immediately the first player in each team runs up to the pile of stamps, and selects as many as will make up the value of five- pence halfpenny.
The first player to hand the cor- rect stamps to the umpire scores one point for his side.
of
When everyone has had a turn the sides count up their points and the winning one is acclaimed. Thero is no need to say, course, that children should be given very simple amounts, and if possible a child should against a child in the opposing team. Such little points add great- ly to the happiness of the party in general
run
TIME TELLING will at very well into the minutes that follow when everyone is recovering his breath,
Flower Hunters
game to follow, so what MUSICAL STICK?
about
All the players stand in a circle, and one is given a stick. While
of a certain hour which you in CHAIRS, the stick is passed round Ask one of the players to think music is played as for MUSICAL tend to guess. Tell him you will the circle from one to the other. point to the various hours on the Whoever is holding it when the clock, and all he has to do to help music stops is out of the you is to add the number of times and has to retire and form part Kame,
you point to the hour he has of the audience. chosen. When the total reaches 20 be must tell you. You will
The winner is the player left in then triumphantly tell him that until the end. the hour at which you are then pointing is his chosen one-which it is. You then invite other players to try to tell the time in this way and they will find it very mystify- ing.
that your friends will appreciate. Now for a competition. One whatever their age, is FLOWER
HUNTERS. Cut up a number of pictures of flowers before the party, This is how it is done. When using those out of old gardening you point, take any seven different catalogues. Hide these in different numbers, asking after each one if parts of the house (or room, if the total is yet twenty. The eighth more convenient), and then in time you must point to twelve, vite everyone to go flower gather the ninth to eleven, and So on ing. buckwards, stopping only when
The winner is the one who has you are told the total is 20, which will be at the required hour. It's flowers at the end of 10 minutes.
"picked" the largest number of quite easy!
Everyone will enjoy a musical
'Tis a Doubting World.
By the way, if you haven't a
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garden or cannot bear to cut up your catalogue, play the game by writing out the names of flowers. and hiding these slips of paper. fristead. It will be quite good fun.
Or, if you like the picture idea; substitute toys from a Christmas catalogue instead, and play LOST TOYS. This will have a parti- cular appeal to the youngsters,
anyway.
Now is the time to play CRAC- KERS,'
The players divide into two sides, one being Midget crackers and the other Giant crackers. All the players except the two leaders. stand in the middle of the room with their eyes shut. The two leaders go to the opposite ends of the room.
At the word "Go" the Midget leader begins calling out "Pop, pop." while leader
the Giant cracker calls out "Bang, bang." They continue their crles while
crackers are those who have all their players try to find them with their eyes still shut. The winning their crackers together first.
Finally, here is a quiet as weil as being a musical game.
BOX OF BEADS.
For this game put as many beads (buttons,' nuts, or some other small objects). as you can and into a box fid. AŬI the players sit in a circle, and while music is played, the box is passed round, each player taking une of the objects before passing the box on. As soon as the music stops, as in Musical Chairs, the box is still passed on, but no play- er may take out a bead until the music begins again. This continues until all the beads have goné, when the totals are counted up. The winner is the one with the highest total.
'The music should be played for only short periods of time.
IN THIS AGE OF TERRIBLE DISASTERS AND FALLING STANDARDS, SOME PEOPLE ARE BEGINNING TO DOUBT THAT THERE IS A SANTA CLAUS, THIS IS BAD. FOR WHEN SANTA CLAUS IS LOST, EVERYTHING IS LOST. AND AS LONG AS WE BELIEVE IN SANTA, THERE IS STILL HOPE. THE FEELING IN THE AIR THAT IS COMMONLY KNOWN AS THE CHRISTMAS SPIRIT IS THE: BREATH OF CIVILIZATION AND CHRISTIANITY. WE WANT YOU TO KNOW WE BELIEVE IN SANTA CLAUS.
BRING YOUR CHILDREN ROUND TO VISIT SANTA CLAUS AT "AQUA- LAND” (Second Floor) AND RECEIVE
A GIFT FROM HIM,
THE SINCERE CO., LTD.
THE CHRISTMAS STORE
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