This section is from the book "Time Out for Living", by Ernest DeAlton Partridge and Catherine Mooney. Also available from Amazon: Time Out for Living.
Could you resist an invitation like the one above if it came to you?
As you might expect from one who would make up such an invitation, the party is worked out in keeping with the invitation, as you find out on arrival. Upon entering the house you find that your host has it decked out like the inside of the Ark. Pictures of animals, saved from magazines, are on the walls. Even the windows look like animal cages with beasts of various kinds looking through them at you - and there are two of each kind, too. It must be the Ark, you think.
The first thing you know you have been handed a pair of scissors and some paper, and are told to make yourself any kind of animal hat you desire. Some really clever ones are in progress, you see, in the hands of those about you.
Then comes the "Animal Hunt." The guests are divided into even teams, with a captain in charge of each team. You are told that animal crackers have been hidden about the house. Your job is to find them, but only one member of a team can pick them up and that is its captain. It is up to you to tell your captain about them by making a noise like the animal you have found.
The next game you play is "Bird, Beast, or Fish." The host turns to one of the group-John, for instance - and says, "Beast, John." He then counts to ten just as fast as he can. If John does not mention the name of some beast or other before the leader has finished counting, he becomes "it." Then it is up to John to call on one of the other guests, by name, and demand the name of a bird, beast, or fish, whichever he chooses, before he can count to ten. You find that the fun in this game lies in keeping it moving fast. It is surprising to see how difficult it is to think, quickly, of a name that has not already been given.
Then "The Wild Hunt" is decided upon. One of the guests is chosen "hunter," and all the rest of you silently think up some beast or bird to represent. The hunter walks around the room with his "gun" (a stick or ruler) and decides which animal to "shoot." He suddenly touches one of the animals with his stick. The player who is touched acts out the part of the animal he has chosen to represent. If the hunter guesses the name of the animal correctly, he "shoots" and may join the animal group, while the animal in turn becomes the hunter. Since most of the guests have chosen to represent animals which are not too familiar, the game becomes a rousing pantomime.
After an evening full of such games, you are ready for the refreshments. It is with some joy that you note that everything served is in twos: two sandwiches, two cups of drink, two cakes. Even two pieces of candy await you. To end it all, you feel that two "thank-yous" are in order for your hostess for the fun she has furnished in the Ark.
Only a few unusual parties have been outlined here. You can find many more ideas in the books listed on page 416. You'll enjoy knowing these and using these books! They will be valuable to you when you are planning to entertain your friends at parties that are "different" and at the same time not too expensive. With the ideas you now have you can create your own parties to suit your home, your pocketbook, and your friends. Why not do something about it?
There are many excellent ways of using the home as a place of recreation if you know how to go about it. Become acquainted with your own home and see what you can do with it.
1. Describe an unusually good time you have had at a friend's home.
2. Look into some of the books listed at the end of the chapter and select three or four parties that you think would suit your own needs particularly. Would you need to make any changes in them?
3. Plan a Quilting Party for the girls of your class. Committees are needed to plan design, do the buying, cutting, and sewing. Choose a worthy charity, sell shares, and raffle off the quilt at a public party or hobby show planned by the class.
4. Plan in detail an original party similar to those described in this chapter.
5. Write a few rhymed invitations to a party. Illustrate them with simple little drawings.
6. Make up an original game of your own that would be suitable for a fairly large group.
Adams, Taylor, and Bcchdolt, The Book of Diversion. Alexander, V. C, The Popular Book of Entertaining. Andrews, M. L., The Complete Book of Parties.
Baltzell, M. D., 707 Games for Boys and Girls.
Bell, L. P., Having a Party.
Bowers, E., Parties; Plans and Programs.
Clark, K., Party Book of Songs, Stunts and Games. Depcw, A. M., The Cokesbury Party Book.
Gardner, H. J., Happy Birthday to You! Geister, E., Ice-Breakers and the Ice- Breaker Herself. Goddard and Wood, Let's Have a Good Time Tonight.
Hamilton, B. M., Please Come to My Party.
Harbin, E. O., Phunology. (1,000 games and entertainment plans.)
Hebbert, E. N., Recreational Games.
Kaye, N., All about Parties.
Lamkin, N. B., Good Times for All Times.
Maxon, H. C., Parties: The Complete Party Book.
Smith, C. F., Games and Game Leadership.
Soifer, M. K., Firelight Entertainments. Young and Gardner, Games and Stunts for All Occasions. Young and Gardner, The Year 'Round Party Book.
 
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