In addition to the ever popular afternoon tea, Victorian families enjoyed gathering together for games in the evenings. Many Victorian games were active and silly, and have since been resigned to only being played by young children. A whole range of 19th century games, in fact, consisted of trying not to laugh. For example, "Poor Pussy" involved one proper Victorian guest having to crawl on all fours amongst the seated company, meowing piteously, and crouching in front of someone who had to respond, "Poor Pussy!" with an absolutely straight face. If either Pussy or the speaker so much as smiled, the latter became the new pussy. If both maintained their composure, Poor Pussy was Poor Pussy indeed, condemned to crawl toward another human in hopes of being relieved of his task.
Slightly less humiliating was "The Laughing Game." One person began by saying, "Ha"; the next, "Ha-ha"; and so on around, while all tried not to actually laugh. Whoever succumbed was eliminated as the "Ha" repetitions continued to increase around. Other games entailed silly postures: "Statues," for example, where everyone had to suddenly freeze in some extreme position, and whoever laughed or broke the pose was eliminated; and "The Sculptor," in which one player arranged the others as peculiarly as possible, toward the same goal. What we called Simon Says was then named "O’Grady Says." A game known as "Change" involved various objects--large, small, heavy, light-- to equal the number of the participants. The players began by standing in a circle, each holding one item. Someone appointed to give commands said "Go," and players had to begin passing anything they held to their right, while also taking whatever was handed to them. When told "Change," they had to pass objects to the left. To add confusion, several items were deliberately, simultaneously routed in the opposite direction. Whoever dropped something or passed it the wrong way was "out"--but all objects remained, making them harder to pass along smoothly.
Still popular today, "Charades" was played by the Victorians. One player from each team of guests drew a card on which was written the name of an object, person, book, movie, etc. (to make the game more authentic, you can limit the names of people, books and objects to those that were popular during the 19th century). The player had to act out what was written on the card within a specified amount of time, while his or her team members made guesses. Points were awarded for the correct guesses, and each team rotated until all of the cards were drawn.
"Musical chairs" was another popular game, which began with chairs placed in a row, with one chair missing. The guests were asked to walk around the room while the hostess played a short piece on the piano-forte. When the music stopped, the guests scrambled to find a seat. The guest without a seat was "out" of the game, another chair removed, and the game continued until the last guest seated was named the winner.
"Blind Man's Bluff" was an especially popular parlour game, although it in fact originated during the Middle Ages. The game is mentioned in period novels such as Charles Dickens' A Christmas Carol and was reportedly played by members of Queen Victoria's court. One guest was blindfolded, and spun around five times. While spinning, all the other players ran around looking for a good spot to hide. When the searcher finished the fifth spin, he or she yelled, "Stop," and all the other players froze in place. The player then searched for the other players by yelling "blind man's..." All other players yelled "bluff," disguising their voices. Even distinguished guests in proper attire were required to stumble around, attempting to track down the other players.
"Hot Boiled Beans" was another game in which one guest was sent out and an object hidden. When he returned, the guests shouted, "Hot boiled beans and bacon for supper." Guided by other players saying this meal was becoming cold, hot, even perhaps burned (if he was very near it), he searched for the article. In "Hunt the Thimble," a small item was hidden in plain view while all guests were out of the room. Upon returning, each guests was to sit down silently as soon as she spotted the item. The last person left searching had to pay a forfeit. Other old games such as "Hare and Hound" and "The Wolf and the Lambs" gave players license to chase or grab each other as they broke out of more controlled rows or circles.
The Victorians were known for their love of word games. In an 1856 almanac, one author wrote in a section entitled "Evening Pasttime": "Among the innocent recreations of the fireside, there are few more commendable and practicable than those afforded by what are severally termed Anagrams, Charades, Conundrums, Enigmas, Riddles, Puzzles, Rebuses, Riddles, Transpositions, &c." Victorians excelled at riddles that relied upon double meanings and the sounds of the words themselves. In addition, a whole range of guessing games expected losers to pay a forfeit meant to mildly embarrass, to provide a good laugh for all. Forfeits described in Patrick Beaver's Victorian Parlour Games included having to answer yes or no to three questions without knowing what questions had been selected, or standing on a chair and posing however the company demanded. For single guests, forfeits might include having to kiss another member of the opposite sex, or having a male and a female player be blindfolded and then dance together.
"Twenty Questions" was a popular guessing game that could end in forfeits, as was "Crambo," perhaps best described as Twenty Questions played in rhyme. The movie version of "A Christmas Carol" starring George C. Scott included a holiday party scene at the home of Ebenezer Scrooge's nephew. The game portrayed involved guests having to fill in common word associations, e.g., "poor as a... churchmouse." Alphabet and counting games generally dispensed with forfeits; players unable to supply an answer dropped out, and whoever lasted the longest won.
One of the oldest word games is "Grandmother's Trunk," where one guest began: "My Grandmother keeps (a word beginning with 'a') in her trunk." The next player continued: "My Grandmother keeps (the 'a' word) and (another with 'b') in her trunk," and so on, the list growing as the sentence continued around, making it a memory as well as alphabet game. There were also many round games substituting a sound or phrase for some recurring number or letter. Players had to anticipate the approach of the designated letter or (harder) multiples of the number -- and, the faster the game was played, the easier it was to fumble... and forfeit.
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