FEZZIWIG'S WAREHOUSE DANCE PARTY

AT THE DICKENS CHRISTMAS FAIR

    

 PARLOUR GAMES

 During the breaks between dancing we often play Victorian games with the guests. These are period amusements designed to bring joy and merriment to all the participants. Games should never be overly competitive or exclusive.   

Do You Love Your Neighbour?

Sitting in a circle, the leader of the game starts out in the middle of the circle. They turn to someone in the circle and ask, "Do you love your neighbor?" The person they ask may answer, "No!" If they say no, then the players on either side of the respondent must try to change places while the person in the center of the circle tries to steal a seat. If they person asked instead says "Yes," it must be qualified somehow. For example, "Yes, save those with black shoes" or "Yes, save those with brown hair" or "Yes, save those who like Jane Austen" or "Yes, save those who have two feet." Whoever is described by the exception must try to change seats without having their seat stolen by the person in the center. Depending on the creativity of the exception, much giggling and blushing may ensue. 

 Tips: 

 * Demonstrate the game with a Fezziwigger. 

 * Do not use any cruel or derogatory exceptions.

Find the Leader

Who is the leader of this plot? All the players sit in a circle and one person closes their eyes in the center. The rest of the circle selects a leader. All the followers follow the action. The center person is then called to ready and must guess who the leader of the gesture is. The leader must continue to change the gesture periodically. When the leader is guessed, they become the guesser.

Tips:

* In the demonstration, use gestures that are subtle.

* Broad changes from gesture to gesture are too visible.

* Do not look directly at the person leading the circle.

* If they guesser is struggling, "accidentally" look directly at the person leading the circle as a clue.

* Try to seat a Fezziwigger immediately opposite the leader to help assist when the two items cross.

* This game works better with those aged 8 and older.

* This is a short game, usually lasting 10 minutes. It is best done first as it has a definite end that cannot be stretched easily.

The Minister's Cat

In this game we attempt to describe the minister's most remarkable cat. We start by clapping our hands first to our laps then together and to this rhythm the first person starts with a word beginning with the letter A, such as "the minister's cat is an angelic cat", and we keep going with "A" words until some one misses. When this happens, the next person starts with a word beginning with "B" and so on until time runs out. In the past this game was played as an elimination game, but we find it is more fun for everyone to keep playing instead of watching.

Tips:

* You do not always need to start with the letter A. (In fact, by second weekend, most Fezziwiggers will be grateful if you start with L or P for a change.)

* Always repeat whatever the person said loudly and clearly.

Mops and Brooms

In this busy holiday season, with so many things to do and people to see and things to prepare and cakes to make, we sometimes find ourselves all mops and brooms.

The leader of this game sits in the circle. In his right hand, he offers one object to the person on his right and says, "This is a mop." The person on the right, seeing that it is clearly not a mop says, "A what?" Then the leader repeats, "A mop." The person on the right, completely won over by the leader's charm, says, "Oh! A mop!" and proceeds to offer it to the person on his right, saying, "This is a mop." The person on his right says, "A what?" The person on the leader's right has completely forgotten, so must ask the leader again. "A what?" The leader replies, "A mop." The person on the right repeats, "A mop." The recipient then says, "Oh! A mop!" and begins again with the next person.

Each time, the question "A what?" must return to the leader, and the answer "A mop" must be returned around the circle. Meanwhile, to the leader's left, a similar thing is occurring, only in that direction, the object is "A broom."

The game proceeds fairly easily until the two questions cross over and while "A mop" is passing around to the right and "A broom" is passing to the left, the people in the middle get mightily confused, and hopefully everyone has a good laugh. Eventually, both objects make it all the way back to the leader, who will retain them. When both are home, the game is over.

Tips:

* The leader should use their fingers to keep track of which side is the mop and which is the broom. (Try using 3 fingers forward (making an M) for the mop and the thumb and forefinger in a circle (making a B) to represent the broom.)

* Think of something witty to end the game. Examples include, "What? Are you mad? This is plainly a pop gun and this is clearly a rattle." or "Ah, well then, it must be time for housekeeping, but I'd much rather play another game."



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