SUGGESTIONS FOR THE PARTY.
WHAT IS WRONG? This gainc is not frequently played, and consequently can, in most cases, be introduced at a party as something novel and out of the ordinary run of parlour games. One player remains in the room while the others go outside. The former then quickly alters the position of an object or little ornament, and having done this asks the other players to enter. Then he turns to tlieni and asks: "What is wrong?" The players; directly they see what is wrong, sit down until all have either made the discovery or "given it up." Then the person who first discovered the particular change stays in the room, and he in turn changes a picture or a photograph frame, the others having meantime gone outside. In playing this game only two minutes should be allowed in which to discover the object that has been changed. If no one discovers it in that time, the player should reveal what he has done, and the others go outside once again, the player then disarranging something else. The game can be made more attractive by awarding points for success. The player inside can receive six marks or points if none of the others fkid out what change he has made. The first of the players to discover it receives six points. The points are totalled up when the game concludes, and he or she with the largest score wins the game. For developing the powers of observation the game of "What is Wrong?" is firstrate.
CHOOSING THE PARTNER. Hero is a good idea for a party. Select a number of articles which are always associated in pairs, as thread and needle, hook and eye. All the guests go outside, and as each boy enters one such article, or a representation of it, is fastened on his coat, while the article associated with it is attached to a girl's dress. Then follows the search for partners. This goes on until the cup has found the saucer, the needle the thread—or in other words, until each has found his proper mate. Here is a List ♦of articles suitable for a party numbering twenty: Pencil and brush and comb, moon and stars, bow and arrow, needle and thread, tooth and nail, bread and butter, hook and ladder, cup and saucer, pen and ink, bowl and pitcher, rose and thorn, shovel and tongs, sixes and sevens, dust and ashes, collars and cuffs, shoes and stockings, knife and fork, salt and pepper, hook and eye. All these can be easily represented, using either the real article, toy imitations, or pictures of the articles.
YOURS FOR MINE. The hostess in inviting her guests asks each to bring any particular thing (110 matter how ridiculous or useless) he or she does not have any further use for. Each guest brings his or her packet neatly tied up. When all the company have arrived, the packets are put 011 a table with a cover thrown over them. Each guest is then asked to draw one, and when all have a packot, at a given signal they are unwrapped, and amid laughter and fun, the guests find that they have perhaps got an even more useless thing than they brought. Of course, the more ridiculous the thin<* is the more laughter provoked.
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Auckland Star, Volume LX, Issue 52, 2 March 1929, Page 2 (Supplement)
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556SUGGESTIONS FOR THE PARTY. Auckland Star, Volume LX, Issue 52, 2 March 1929, Page 2 (Supplement)
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