Ideal Home Life - online book

A valuable and well-organized system for home education(homeschooling) 3 to 12 years.

Home Main Menu Order Support About Search

Share page  

Previous Contents Next

some present will probably be strangers. Avoid games which encourage unmannerliness, rough handling, or the disposition of any youngster to be "fresh." It is possible to play the liveliest games courteously.
Choose games that are simple and easily explained. Do not be afraid of old games. Folks generally like to play games they know best. At the close of each game ask if they wish to play it over, and if they respond enthusiastically, do so. Be sure that each game is suitable for the number present. Blind Man's Buff, for instance, requires at least a dozen players to be enjoyable, but Tether Ball cannot be played by more than two at one time. Sometimes, at a large party, it is necessary to divide the players into two circles, but this is un­satisfactory, because chums get separated and those in one circle are quite apt to be sure that the other circle is having all the fun. In games where the one who is "it" must be quick-witted, be sure the child first chosen for that part is competent. If the leader is not sure, let her be "it" first her­self.
The game chosen to begin the party should be one which can be played by a few, which does not require choosing up equal sides and which lends itself readily to the addition of more players as the late arrivals straggle in. Instead of an embarrassing sitting around on chairs, it is better to begin to play some jolly game as soon as half a dozen arrive. Then those who come afterward are drawn at once into an active, laughing company. Good games for starting a party are Buzz, Peanut Hunt, Racing to the Bell, Blind Bell, Horns, Fish Pond.
Among the active games those of hunting, chasing, and seeking are always popular. In the quiet games, guessing and imitating are well liked. All quiet and some active games are played in a circle, and if the room is large enough a circle of chairs should be placed in advance and kept for use as wanted. A piano adds to the pleasure and orderliness of a party, in the marching games, in changing from one game to another and to accompany the march to the refreshment room. For­feits are always popular, but are not successful unless they
Previous Contents Next